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  1. Has it been discussed on whether a Regiment or set of regiments can be made by the community and populated almost exclusively by the community? I will admit to it maybe having quite the large under taking, but I thought it might function more or less like a large, inter-connected series of things more or less like Pathfinder Society or Greyhawk. So, we would make a Regiment (or regiments, if enough people partake) that would be fielded entirely by us, and then games run with this regiment that want to be considered 'official' would then contribute to this regiment's canon, with characters gaining promotions and the like. What do you guys think? Interested? Too much effort? (Sorry if this gets double posted, my internet has been terrible as of late.)
  2. I think I'm with the majority in that a Commissar that leads by force of personality is one that will get the best results. After all, reading the Primer should be enough to actively scare you before even meeting a Commissar. Seriously, the rules in section 2 of chapter 1 are mind boggling. Emperor help you if you're charged with self-harm. Really, Commissars are there for the same reason Ministronum Priests are there: for the morale. They kinda act like standard bearers of a troop, and while the priest is meant to whip everyone up into a frenzy, the Commissar is there to keep everyone focussed and on point. As others have said, dealing with the guy can be done in many ways, either officially by the Commissariat, or unofficially by the players while way out into enemy territory. You could have reasonable grounds to perform the former, as allowing the latter might damage the perception that Commissars have generated. You won't follow a Commissar as easily, should you become acutely aware that they are just as human as you. Really, if the CO has had a run in with said Commissar before then you just need to assess exactly what kind of person the CO is, perhaps he just gets tired of him and takes him out.
  3. I remember one short, but fairly entertaining objective a GM gave us as Drop Troopers was to drop onto one of several approaching Tau Mantas and destroy them, as we couldn't get Anti-Aircraft defences set up in time to deal with them before they got to base. He didn't give us any specifics, just "We're gonna have a Valkyrie fly you lot overhead and you have to drop onto it. How you destroy it is up to you." So, we had our demolitions expert set up some explosives with the help of the Tech Priest while the rest would fight off any Xenos or drones that came along. It was pretty intense, since none of us had magnetic boots or anything of the sort, so for a short fire fight it was made that much harder by the winds and other hazards you might find on such a thing (that, and there wasn't really any cover, since the top of a manta is fairly flat).
  4. Absolutely, and it was part of my thinking that the group would not be a singular squad, but rather have a another ten generic guardsmen quickly found and joining the cause, with recruits from what remains of the PDF and local militias joining in. I suppose it depends on what the group wishes to do, and might be a nice experiment when run alongside other groups, just to see how they handle being in the same situation. From the suggestions above, there are three core mentalities I need to keep my eye on when the group begin their journey: 1. Lone Warriors Here, the players decide that they are best served remaining as a solitary squad, and travel around more or less in the traditional fashion that you might find in a DnD game. Why this might be the case isn't grounded in a logical decision to remain alone (though it could be, depending on their view of the situation) but rather out of habit. It might seem to make sense that they forge their own path and go on adventures, or perhaps their one true goal is to find a way off planet. They're been left behind during the retreat, after all, and might be considered dead at the very least, so maybe they decide all bets are off. I imagine reinforcement or resupply in this scenario being like a DnD game where their travels happen to allow them to encounter folks along the way who will be willing to lend a hand. 2. Main Base In this scenario, the players decide that the first order of business is to rebuild a suitable army from what can be found planet side. There's Orks everywhere, as it is, and just ten dudes won't really be enough to do anything about that (though it might be, but it really comes down to who you're willing to believe.) In this case, they might feel that a base of operations would be a good start, and if they are good with their Navigation rolls, they may be able to find their way back to the original base. Otherwise, they might want to make a new one. In this case, recruiting people along the way might be a separate mechanic that simply adds bodies to the roster, which are then pooled at base and the players can take one off when they need to replace a comrade or player character, kind of like a collective pool of lives. 3. Roving Army Kind of like the above option, but instead of staying put, the slowly growing army keeps moving around the planet, never staying in the same spot twice. It provides the exploration freedom of the first while also allowing for an able stock of bodies from the second, though it also has its downsides, such as lacking a truly defensible position, or the amount of time it would take a force of that size to mobilise. Reinforcements aren't something I'm immediately worried about, now that I think about it. Contextually, introducing them into the party isn't going to be an immediate problem, and the sudden shift in situation might cause them to be somewhat more careful about what happens to them, though I will have a look at DH2, if it provides a better way to introduce non-regimental characters. I've also had a good look among your alternate race rules for Only War, and they look pretty damned good, so it will provide a welcome addition. As for Logistics and Gear, well... yeah, I can see that being a problem, especially if the players begin in an Armoured Regiment. Losing their Leman Russ will not be the most pleasant of experiences. For this, I would think scavenging stuff from locals or finding things left over might be a good way to go. Helping those AdMech guys in their searches might provide a location filled with war gear that they can use to supply their army for the time being. Hell, so long as they don't have an Enginseer in the party, they might be inclined to perform a little tech-heresy if the situation is dire enough. Perhaps they also find a stash of un-salvaged gear in a nearby Ork Camp. Really, any suggestions that can be given will be remarkably helpful.
  5. That's the plan. It'll allow me some varied settlements, and test how the players will react to a sudden lack of upper management. One of the players says he wants to play Commissar, so I don't expect anarchy to immediately happen, and by using the first few missions to set up a status quo where they do get commands from above them, it'll allow the gravity of the situation sink in when they suddenly become stranded. Depending on how they create their commanding officer, and if the guy/girl is also stranded planetside, it might truly test how they view their superior.
  6. The posts have indeed been helpful! I've been slightly busy re familiarising myself with the Only War Rules and finding appropriate rule sets for various Human and Xenos enemies, in addition to other things life has coming for me At the moment, I was trying to work out various factors that might help make sense for the sake of the campaign, and here's what I've got thus far: NPCs The main adversary would be Orks, at least at first. They'll come in droves and generally be partaking in quite a large Waaagh! as Orks do. They'll continue as a backdrop for the campaign, essentially creating some form of status quo for the planet. Eldar and/or Tau will be present, but only lightly. What forces are encountered have also been heavily damaged by the sheer weight of the Orks, and they represent the tentative neutrality brought on by the immediate threat. Chaos will be present, but then that kinda goes for everywhere, and even then, the vast majority of it would be cultists or renegade Guardsmen. Human forces will likely be militia or what remains of the PDF, and with some luck, other survivors of the regiment. There will be a trio of Mechanicus priests wandering the planet, stubbornly looking for archeotech as they do, but any other imperial forces such as Sororitas, Astartes and Inquisition will not be added, at least not immediately. If they do turn up, they'll likely be doing so much later in the campaign, where they find themselves stranded too. What remains would probably be the various human settlements that haven't been thoroughly Ork'd and the native Xenos beasts. The Planet The planet, Praxas VII, would be a world found towards the Eastern part of the Galaxy, in a small section of space near the Tau territories. The planet itself is a Death World, made as such from an abundance of terraforming attempts gone wrong as well as other complications. What's left would be a series of settlements erected around various resources that are left while the rest is a blasted, grey desert. The dust that covers the planet has an odd metallic quality to it, and this quality has a habit of messing with Vox systems, making communication a hassle. While holding little of value with resources, long discussions have been held on the tactical advantage the planet has based on its size and position. The Mechanicus want a new Forge World (or a Lathe World, if they can push it), the Ecclesiarchy want a new Penitent World to help convert Tau convertees to come back or to stop it from happening in the first place, and in the same swing the Inquisition and several other factions within the Impreium believe it to be a decent spot for a Penal world. While the discussion is being had, a garbled message comes through from the PDF stationed there that Orks have invaded, and the player's regiment is sent in to deal with it. After arriving and performing a few days of general guard duty, that's when things go to hell. The Orks locate and invade the base en masse (because these guys have put up a more entertaining fight than the other humies) and a retreat is ordered. The players pile into their Valkyrie, take off and are promptly shot down as a massive dust storm seems to kick up. Surviving the crash, the players find themselves in the middle of nowhere, the dust storm is still happening, but is somehow happening over their heads and they can't reconnect with the rest of the regiment. What do? That's basically where the campaign kicks off proper: the players now have an entire planet to explore in the hopes of getting off the planet, taking out the Orks and/or finding out what's going on with the bizarre dust storms. Technically, even if they deal with the cause of the storms, the campaign can continue on and the players might be shipped off to deal with other threats.
  7. That's fair. A part of what I wanted to do with the group was have them effectively start the campaign proper in an area they aren't entirely familiar with and without an immediate stronghold to call home. While the temporary base they started in wasn't all that spectacular, I thought it might be nice to see how they work on setting up shop and understanding their initial landing area. With the Navy simply abandoning them, I feel like they might have been granted a base that they're familiar with at best, but also potentially losing equipment and soldiers at worse as the invading Xenos/Heretics/Mutants drive them out of the base itself. In the former situation it might cause players to stay in the base for as long as they need to before being forced to leave because of food or an incoming hostile threat. However, I do very much like the idea, so I might just end up using it anyway. XD I suppose I'll try to be as grimdark as such an experience would allow, without it going into excess. As for Imperial Forces, I guess it might come down to which I use. A part of me was thinking of including an encounter with an AdMech group, comprised of some Skitarii and Cult forces. They'd initially pay no mind to the group, but might provide some side-quest stuff. I thought about doing the same thing with members of the Sister of Battle, but they'd have much smaller numbers and be investigating what they perceived as a much larger threat. As for Space Marines, well, it's kind of a mixed bag really. I don't strictly mind there not being a chapter in the area, but I also want to allow the players to play non-guardsmen should the mood take them. After all, it's not like they might get reinforcements from the guard every time they manage to find someone else, and in case they truly want to play a Space Marine, I thought I might make sure I could have a reason to let them in. Same with the Xenos stuff, really, but that comes down to the ideaology of the more... friendly Xenos, or a simply bored Ork Freebooter. In general, a part of the campaign would be finding something on a world shattering scale that may have been the true reason for retreat, or something far worse than the planet being overrun with Orks. Some might think Tyranids, but a part of me was thinking something to do with Chaos or Necrons. At that point it would really be about rallying their ragtag army into line to fight the new threat, finding a way to get off world or announcing the nature of the threat to the Imperial Navy to get their asses back to the planet and provide appropriate assistance.
  8. After reading these, I can agree that simply being separated from the troops would only be a small problem unless Warp shenanigans were involved, and with the Guardsmen standard kit not including a Gellar Field, at least while planetside, it would likely not end well for them in that regard. With your suggestions in mind, I was thinking of having their Valkyrie shot down, and the bulk of their fleet having already departed by the time they can really get their bearings. Mm, the Lasguns I wasn't too worried about, as their ammunition supply can be accounted for most days. I was thinking some of the bigger stuff, but perhaps that can be bartered/scavenged during the campaign. With the Imperial Guard fleeing like that, what are the odds of other Imperial forces remaining on the planet? Would the retreat be due to an Exterminatus order or would forces like Space Marines or the Inquisition be en route or already in the area and willing to stick around?
  9. I haven't played much of Only War, though I do recognise the method by which guardsmen are sent into the fray, with it being more about missions granted from a superior rather than tales of high adventure. From observation, it runs in a fairly different way to things like Dark Heresy or Rogue Trader where investigation permits a level of freedom for the former, and generally being masters of your own destiny applies to the latter. With Only War, well, things seem a little different, with party members following along with the rest of the army and having a lot of what they do being laid out for them. Granted, I do know that being a scouting party might be a bit more free in how it works, allowing the players to explore an area then report back, with some hijinks occurring during this. I also know that it likely has more freedom than my initial observations give it credit for, but I had something a little different in mind. I was hoping to run a game where the player's squad (either just the PCs or the PCs and about ten generic guardsmen) are separated from the rest of the regiment on a Death World or Feral World, with long range communication being prevented by an event immediately beyond their control (The current working idea is to have a global dust storm kick up due to some Chaos or Necron shenanigans, and the dust itself screws with the signal.) This presents problems, obviously, with the group no longer given the luxury of resupply and reinforcement should things immediately go south, and it's difficult to run a game where, generally, the quality of your loot decreases and still maintain interest. What I was hoping to discuss was how the resupply and reinforcement conundrum could be resolved, as well as some ideas for encounters that the group could have while searching for a way to regroup with the regiment. At the moment, I have volunteers from other standard imperial forces, impromptu recruitment from the settlements they might come across and even forces that come along from other systems (I doubt a tired group of guardsmen would turn down a Space Marine). At a push, and if they can be as diplomatic as they can, I might be persuaded to allow some Xenos back up, especially if the situation is dire enough to warrant an alliance, though I can't help but think that perhaps any other wandering imperial forces that spot a squad of guardsmen marching alongside an Eldar or Tau group would end in a far less favourable fashion. As far as gear goes, the group will be stranded with the majority of their starting gear (so, if they're an armour regiment, they get to keep their Leman Russ, but they won't get a new one if it explodes, so it might invoke them to become a little more protective of their tank) but getting more comes down to looting and trading.
  10. I just stumbled upon this while attempting to put together an Only War Campaign. I'm up to Heretic Purging and I love it thus far.
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