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Larkin

Your only wish for Only War

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 The only thing I really want to see in the book:

 

Commisar's get +10% BS to shooting people in the back.

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I'm hoping for squad tactics, abilities that work only with your other squad members around.  I think this can add a better group dynamic then with Space Marines.

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Catachan said:

In all seriousness I'd like to play a commissar ...with a baneblade.


That does sound pretty cool.

BYE

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 someone get the Commissar ready, 'cuz I'm probably gonna get shot over this one: a completely different rules engine. I hate percentile dice. Love math, but not that much in an RPG. Gimme something like cubicle 7's LotR game, or something Cortex-y like the Marvel game, more narrative rules. Or even just WHFRP 3rd for 40K. But cheaper.

I won't have a cigarette before my execution, but I will take a swig of the Commissar's finest, if it's all the same.

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Apologies to anyone before hand if this sounds too sceptical.

I want it to be different enough from the previous games to justify it being its own game instead of a supplement.

also deadly, very very deadly.

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Dok Martin said:

A squad of Baneblades! With Commissars in it! And a recaf machine! cool.gif

British tanks, and by extension the tanks of the Imperium of the God Emperor of Mankind, are all fitted with a 'Boiling Vessel', an urn run off the vehicles electrics for the purpose of making tea.

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 To amplify, to run a tank game, I'd cast the PCs as the vehicle commanders in a tank platoon/troop.

Everyone gets their own tank. You start off with a stock Leman Russ, and generate the skills of your crew - gunner, loader, driver, sponson gunners. Tank experience can be spent on upgrading crew skills or on upgrades to your tank. Plasma guns, hunter-killer missiles, improved sights, vanquisher cannons, supercharged engines, extra armour etc. And you can purchase better tanks. Which is where the baneblades come in.

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AluminiumWolf said:

Dok Martin said:

 

A squad of Baneblades! With Commissars in it! And a recaf machine! cool.gif

 

 

British tanks, and by extension the tanks of the Imperium of the God Emperor of Mankind, are all fitted with a 'Boiling Vessel', an urn run off the vehicles electrics for the purpose of making tea.

partido_risa.gif

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 First task during vehicle handovers,check BV works!Second task remove union jacks and apply saltires!All else just make up as we go along(although i'd go for checking we have right amount of AJ spanners and screwdrivers as third but thats just cynical ole me)

I salute you alumwolf for bringing up the panzers greatest asset,the holy relic that is the BV!

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 I'd like a Morale mechanic. I'm not exactly sure how it would work, but with the Commissar confirmed as a specialty, it just seems to fit. I'd rather it not be a rehash of the Cohesion system in Deathwatch, either. Guardsmen are much less likely (in my mind) to 'go solo' than a Space Marine, so making it a more constant mechanic would be nice.

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AluminiumWolf said:

 To amplify, to run a tank game, I'd cast the PCs as the vehicle commanders in a tank platoon/troop.

Everyone gets their own tank. You start off with a stock Leman Russ, and generate the skills of your crew - gunner, loader, driver, sponson gunners. Tank experience can be spent on upgrading crew skills or on upgrades to your tank. Plasma guns, hunter-killer missiles, improved sights, vanquisher cannons, supercharged engines, extra armour etc. And you can purchase better tanks. Which is where the baneblades come in.

I think I would do it a little differently. If we assume a DH power level; I would make the tree of Conscript, Loader, Driver, Gunner and finally Tank commander. This is (or at least was in the 80's) the progression of stations for a US soldier serving in a Tank. Further progression would probably follow the officer path as the character controls progressively more tanks. (BTW: In the 40k fluff I've read, I believe the sponson turrets on the Leman Russ are servitor controlled.) The reason I would do it this way is that crewing a tank on the battlefield has many similarities with operating a naval warship (Although on a much smaller scale!). It is not like the fast and furious of infantry CQB. (In fact: In WW I Tanks were conceived as "Land Battleships" and were designed to reflect this. The term tank was an intelligence deception used on the shipping container to prevent the enemy from intercepting them while enroute to the front lines. The Astartes "Land Raider" is acually a Sci-fi ed version of these exact same Tanks!cool.gif [For those who didn't already know that])

 

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 Thing is, I don't think being the loader in a tank is going to make for particularly edifying adventuring. Similarly gunner and driver.

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AluminiumWolf said:

 Thing is, I don't think being the loader in a tank is going to make for particularly edifying adventuring. Similarly gunner and driver.

Loader is something of a misleading term. He is also the radio operator, fuel manager and general spare guy. My point is that crewing a Tank in combat is very much a "Team" (And thus VERY RPG like!) undertaking. If the power lvl is indeed the same as DH it is unlikely that a bunch of lvl 1 conscripts (Or equivalent) are going to be Tank commanders! Instead each character would have their own "role". (As the crewmembers do in real life.) The TC directs the rest of the crew and is responsible for finding targets and setting target priorities. The Gunner, Not surprisingly, Positions the main turret (A move action) and gets to Aim and fire the Main weapon (Always fun!), The driver is in charge of moving the vehicle and operates any forward facing hull-mounted weapons. The loader (In addition to the tasks mentioned above) Loads the main Gun (If required) and serves as crew medic and replacement if any of the others are incapacitated. He also is probably the character that would be commanding the sponson target servitors. As the characters advance; perhaps they stay with their current crew and becom an elite tank crew who are legends on the battlefield! If not, Then you could eventually end up with a situation where your group are all TC's (Because they've earned it!0 And your original TC is the Squadron commander!cool.gif

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+++++and gets to Aim and fire the Main weapon (Always fun!)+++++

Thing is, in a roleplaying game this basically amounts to saying 'I shoot the gun' and making a skill roll. The TC makes all the decisions, like what to shoot and where to drive which are the fun things in a TTRPG.

If this was a video game where shooting the gun or driving were, in and off themselves, fun activities to do that would be one thing. But at the resolution of a TTRPG they are just reduced to making skill checks for the tank commander, and may as well be NPC pets for him.

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AluminiumWolf said:

+++++and gets to Aim and fire the Main weapon (Always fun!)+++++

Thing is, in a roleplaying game this basically amounts to saying 'I shoot the gun' and making a skill roll. The TC makes all the decisions, like what to shoot and where to drive which are the fun things in a TTRPG.

If this was a video game where shooting the gun or driving were, in and off themselves, fun activities to do that would be one thing. But at the resolution of a TTRPG they are just reduced to making skill checks for the tank commander, and may as well be NPC pets for him.

This is also true of the crew of a Rogue trader Voidship! Yet that is exactly how it works in that game. Role playing in a tank had better be more than just operating the tank in combat! If that's what you're going to do you might as well just play 40k. My point was that this is how a tank operates in combat! If I was to run a 40k game that is how I would tranlate that. I also mentioned the idea that later on the players may have advanced to the point where they are all Tank commanders. To make the feel of Tanks different from infantry it must be treated differently.

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Really, most combat is just a series of dice rolls; whether you are a tank crew or an infantry squad. Roleplaying comes from the storytelling. I like the idea of roleplaying a tank crew. It reminds me of the Haunted Tank stories in the old G.I.Combat comics. Of course, this requires a very specific kind of roleplaying group. Many players prefer to focus so intensely on their individual characters that they are not so much part of a team as they are a group of individuals who have agreed to cooperate for the time being. The players of a tank crew can't just do their own thing as everyone needs to be working together in order for the tank to function properly. For this reason, I suspect tank crews, or Valkyrie crews for that matter, are likely to be supplement material rather than included in the corebook. At least, I really hope that they intend to include them at some point.

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Mine makes a few assumptions, but...

If this game is going to be like Ascension, wherein I mean you pick up the codex, and EVERYTHING they reference is in there (nothing more, put down that chair), if this is going to be full IG as an RP book, with any unit that the codex might have in it, I want weapons that work. I don't need Beta-level psykers who can crush a Hellhound like a beer can with the warp, but I would like them to finally hammer out the details with weapons, and make it so that meltas and plasmas work, both against men and women, AND against vehicles. Seeing Ogryns and Commissars would be nice, and if they remember the Valkyries, all power to them, but if they can just figure out how to make it so that vehicle-buster weapons, and/or certain psychic powers do their job, but aren't so uber that they flense any infantryman, while making both infantry and vehicles efficient, I'd consider it a win. In a game where vehicles could be so much more important, being able to consistently deal with them, without having a gun so killer everyone should just carry that, all the time, would be critical.

Of course, I'd also like Commissars, Abhumans, IG vehicles, new Human Battle Psykers that work (like RT system, but not their psykers, okay with DW system and psykers, maybe like theirs), and maybe some more uses for the Command Skill (something that gives bonuses for the Officer's skill at coordinating and tactical acumen), but if the guns work, and do so in the way they are supposed to, I'll be pleased. Kind of wish one of the FFG rulesets had made a pointless ability that allowed for them to train to kill vehicles, and target them, to do more damage against them, without obliterating all infantry, too, but I suppose DW did that in little bits.

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i wish for the ability to regain fate points by nailing hookers and taking copious drugs in run down cities just behind the front line. I may have been watching too many Vietnam movies, or playing too much GTA.

Failing that some good rules for whipping up mobs of freindly npc's into a useful and not instantly wasted asset.

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