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WarbossTae

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  1. ARGH! This is fantastic, thank you! I think these void suit rules are perfect! I wish they were included in No Surrender, I'm definitely going to use them. In fact, I've been writing up a short "training mission" to start off Chapter 1, rather than the "your PCs must travel 60 meters to a platform while being fired upon by servitors" bit in the book. In my version, the PCs' squad begin in the cargo/crew compartment of an Arvus Lighter flying around the giant converted zero gravity training bay. The Sergeant is giving everyone last minute instructions on how to patch suit breaches, how to use their impellor to maneuver in zero gravity, etc. Then, the squad is deployed in zero gravity and have to propel themselves forward to a location and hold it while a techpriest or operator downloads information from a small cogitator, all the while being fired upon by a defending team of guardsmen whose goal it is to keep the PC's squad out. Everyone's weapons are set to "tag" the target, rather than do any damage, and tagged guardsmen are all immediately removed from the exercise to serve latrine duty. This serves a few purposes: 1) For a new group of players, it allows them to get used to the dynamic of working together in a high stress assignment. Sergeants deploy everyone to utilize their abilities in the best possible way, everyone gets used to following orders and working cohesively, its a great way to make everyone see the value in working as a unit (heavy gunner and sniper overtaches, sergeant barks orders and gives buffs to everyone with orders while trying to create as tactically efficient a deployment as possible, Ogryn in oversized void suit yowling in terror about floating in zero g while he shoots wildly into the enemy, specialist gunners and Stormtroopers watching the corners, operator or techpriest fiddling with the data slate and connector ports, Commissar and Priest shouting encouragement and threats. 2) For an experienced group used to fighting together, you can emphasize the danger of the void suits by maybe having someone's oxygen feed be damaged and have to help them stay calm (Command Test!) while it is replaced. Or patching holes in the void suit, or the disorientation of fighting in zero gravity (I'm recalling the second to last mission in Call of Duty Ghosts, where the good guys assault an enemy held satellite/space station. PERFECT for this style of fight.) 3) In the book, the first time the void suits actually come into play is when the PCs join up with the Void Shrikes and all hell breaks loose when there is a hull breach in the beachhead. Including this little scenario raises the tension nicely and familiarizes everyone with the proper operation of the suits early on, so that you can focus on the details more on the story later on, rather than fiddling so much with the suits being new. Have you all added or changed anything in the book to make it more playable for you?
  2. Agh thank you for that! I just found it!
  3. Thanks for the responses, everyone. I had another idea. A sidebar in No Surrender talks about small cinematic "cutscenes" that the PCs don't directly experience, but that you describe to the players to enhance the atmosphere. For example, describing the navy pilots flying directly into the overwhelming barrages of the star fort's batteries and lances. Or a Vostroyan Void Shrike trooper that survives the landing, then advances into the cargo hold expecting minimal resistance before being torn into ribbons by the unexpected mass heavy weapons and devil dogs stationed there in ambush. I thought a similar 'sidebar' cutscene could therefore play when the Field Commanders are involved with making large tactical decisions that trickle down to affect the PCs. For example, one of your players takes control of a company commander long enough to decide whether to send the PCs squad scouting into the forward munitions bay, or to secure the current position with barricades, etc. Tell your players that their squad will only be able to participate in one of these "side quests" before the timeline forces the regiment to pursue the main objective. This will make the players feel like they have some control of the "upper brass" decisions without burdening them with command rules and minutiae like no longer being a standard grunt. Then let them know what the rewards for potential paths could be: scouting the munitions bay may result in more ammo and weapons or even vehicles and heavy artillery, but leave your forces open to attack because they weren't there to help he regiment hold the line and vice versa. This way, the PCs get to feel as if they're part of the command structure for just a brief while,before jumping back into the shoes of their main characters! When the PCs take part in a giant battle, they can likewise "jump" into the field commander at certain moments, who must decide how to use the PCs squad, what heavy weapons or air support they get, which route of advance they take, do they go for the enemy HQ or are they sent to disable enemy artillery, Etc. This jumping around is just like the kind done in Call of Duty or GTA V, except on a small scale, just long enough for the PCs to get a taste of what happens in the command bunker and to feel as if they are, in some way, affecting the flow of battle while primarily being down and dirty in the trenches doing the actual slogging. What do you all think?
  4. First of all, VOID SUITS!!! I don't play Dark Heresy or Rogue Trader, so I don't know if there are any rules for them there (I'd think they'd be the most likely sourcebooks, instead of Deathwatch or Black Crusade), and I haven't been able to find them in the No Surrender book. Am I missing something? Anyway, here's what I assume they look like, based on an old Goodwin sketch. GRIMDARK! Although, to be honest, I've always thought of Void Suits looking more like Isaac's from Dead Space, but without the glowing spine... I think the Void Suit offers some distinct challenges for us GMs in this adventure. Do void suits have a profile or special rules? Does it have AP? When the guardsmen aren't using the void suits, (i.e. once they've landed safely and are allowed to take them off) do they take them off? If so, where do they store them? Here are some ideas I had, unless someone can point me to the correct (or better homebrew!) rules that I've overlooked: The suit gives AP 2 to arms and legs, with AP 4 to head and chest. If the suit is ruptured by a wounding hit, the PC has to make an Agility test to effectively work the knobs and dials on his suit's joints to patch or close the seal on that body location of the suit. If this test is failed, that location is ruptured and although he may still be protected from the freezing atmosphere by the underarmor he wears beneath the suit, the player receives a -10% modifier to any tests using that limb until seen to by a tech priest. If the rupture is in the head, the player must be wearing appropriate goggles and rebreather or be suffocated and have his eyeballs ruptured (GRIMDARK! HELL YEAH!!!) If there is sudden depressurization, the PC has to make a Tech Use test to activate their boots' mag locks, and if they fail they go floating through space toward the rupture in the hull, and must try to grab hold of something. Idk, what do you guys think?
  5. WHAT UP, GMMMMMMMMMMMMMMS!!! So I'm gearing up to run No Surrender and I wanted to start a thread where we can share ideas and inspiration on. I have some qualms with this adventure, but overall, I think it has the potential to be an amazing one, with a few tweaks. If you're a GM and have gotten your copy of No Surrender, please feel free to contribute!
  6. I picked mine up in San Francisco at a hobby shop. I visited three while down here, and all of them had it out on the shelves. Two of the shops I visited had a strong miniatures presence, the other was more board games and comics, but they all carried FFG products and No Surrender was on the New Releases shelves.
  7. Oh, you know what, I do have the new Imperial Infantryman's Uplifting Primer! I haven't read through it yet, just skimmed it, but I thought that was more of a fluff book to show just how much hilarious propaganda the standard IG trooper gets inundated with, rather than a book on tactics and command. I'll have to dive in deeper to say for sure, though.
  8. Thanks for the responses guys! I personally like a mixture of different approaches. I like the Heinlein method (loved the book in high school, still read Starship Troopers every couple years, its so awesome), and it gives the PCs a chance to start play as they want, like an Operator or Medic, then have to take command as battle attrition takes its toll. It also makes sense incorporating the advanced Commander path as it can be taken from any career (as I read Hammer of the Emperor) as long as the player pays the XP. Players can decide if they want to advance up the ranks or stay where they're comfortable as a lower ranked trooper. Have any of you thought of how to address the issues of PCs actually taking command, though? I anticipate some trouble when my players become the new commanders of a company or even platoon of troopers and not knowing what to do when I give them their orders. In No Surrender, the NPC LIeutenant very obviously knows how to handle the chaos of the battlefield (the writers even use bullet points to show the order of his...orders). First, he'll send out scouts to recon, then distribute equipment, secure wounded, advance able bodied troopers forward to rendezvous with scouts who will report their findings while en route to the objective. I'm afraid of my non-military players simply saying, "...uhhh, I advance the company forward" with no concept of strategy because the rulebook (at least, as far as I can see) doesn't tell you how to command a large group of troopers effectively. Also, as a GM, I'm not quite sure myself of the best way to handle a large command and keep track of hundreds of troopers working intelligently in their specialized tasks at the same time, and what the 'optimal' route forward is. That's one of my issues with No Surrender. It gives you the resources, but I find it doesn't do a very good job of guiding you to using them. Like a father giving his 16 year old son the keys to a four wheel drive hummer and letting him go off-roading when the boy's never driven before, I feel like we get some awesome opportunities to do very epic Upper Brass level stuff by the end of the adventure, but we just get stuck in first gear because we haven't been taught how to utilize it. Sorry if so rambly, I had a lot of coffee this morning!
  9. WHAT UP PLAYAAAAAAHS!?!?!?! In No Surrender, when the Imperial forces land on the star fort and are securing their "beachhead", an NPC officer takes command, sending out scouts, distributing equipment, securing the wounded, setting up temporary fortifications, and advancing the able bodied squads forward while the walking wounded hunker down and guard the seriously injured until the way ahead is clear, a landing zone is secured, and reinforcements can safely transfer them to a more permanent strongpoint. I thought it was a great way for PCs to observe an officer taking charge and doing things by the book (Tactica Imperialis). Textbook awesome! As the adventure continues, the PCs' (hopefully) heroic and competent actions give them the option of accepting battlefield promotion and taking command of a squad or two, then a platoon, then finally a company, and ordered to complete certain objectives in these new leadership roles. I assumed this was only for Sergeant or Commander classes, but I couldn't find where the book specifies that only those two can be put in charge through a battlefield promotion by dint of survival and lack of other officers. My question was, if the line grunts decide they want to move up the chain of command, how do you help your PCs to do their job correctly? Is there a section in the rulebook or any supplement that details the actual commanding of others (not just the skill that determines if people listen to you). Something that says, "Sergeants get 10 man squads. Usually one carries a special weapon and another two are armed with a heavy weapon. There may also be one trooper assigned a vox unit to communicate with the Platoon leader. Sergeants deal with recon/house to house assault/advancing through enemy held trenchs/etc by doin A, B, and C, blah blah blah...Lieutenants and their platoons (regular squads as well as conscripts/heavy/special/veteran squads) need to coordinate with their sergeants to set up overlapping fields of fire/preliminary bombardment from heavy weapons/flanking veterans that blah blah blah..." all the way up to company commander? Basically, how do you handle your PCs moving up in the IG without just giving them a codex: IG book? There is some serious number crunching by the end of No Surrender and I think it would be more enjoyable for a player taking command to feel like he or she has at least some rudimentary knowledge (ESPECIALLY if their character has Common Knowledge Tactica Imperialis!)
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