Hello Everyone,
Like the title
says said, this is an
interest check sign up thread for an Imperial Guard centric, heroic action oriented RPG.
If you're interested, but don't have a codex, I'm happy to suggest unit/s and upgrade/s that would work with a concept you have!The idea would be that a player would take on a “unit” from the Imperial Guard Codex [Or similar "Human" units], and that their character would be a member of that squad. Depending on which member you choose, your squad would benefit from a different “perk”. If a player chooses to be a Heavy Weapon operator, they might have the twin-linked rule for their weapon. If a player chooses to be a Meltagunner, he might have the “Tank Hunter” special rule. A Lasgun toting character might have “Precision Shot”. Maybe the player wants to be the main gunner for a LRBT, and they can fire Vanquisher type shells. Probably not something
that powerful, but I hope I'm putting the idea across.
I imagine that most players would take a unit / group in the 100 – 200 point range. It could be a Platoon, a bunch of Sentinels, a Vendetta with an embarked unit, a Hellhound, or something more “out there” like a Techpriest leading a Skitarri [?] unit of Veterans with Carapace and Demolitions. I'd consider anything that could be reasonably justified.
I'd be open to choices outside of that range, though units above that point value might take on bogies, such as a LR Executioner with Plasma Sponsons suffering overheat on
all plasma based shots, or a largish platoon having an overly zealous Commissar [Leadership “near failures” result in an execution] Units below that could expect some special rules to offset their low cost, though I'd tend to suggest the player take on an additional unit of some kind.
The core mechanics of the game would work like regular 40k, with a leaning towards giving the heroic forces a greater chance of success than their point values would suggest. Depending on how many people are interested, I'm thinking that most battles will be 2000 points on the heroic side, with the antagonists becoming increasingly difficult over the course of 3 [?] battles.
My hope is to continue the story of Acer Macrophyllum...
The Hunt for O'Rum, 88th DivisionFollowing his attempt to capture O'Rum. We pick up at his return to the Cadian sector, a decade or so after the conclusion of the 13th Black Crusade. Instability still rocks the region, and the Governor of an Imperial World has fallen to civil unrest. The Ambrasian 519th has been sent to quell the rebellion, restore order, and roast heretics as required. My knowledge of fluff is spotty at best, so I make no effort to maintain any real connection to Canon events.
The original members of the Ambrasian 519th began their “careers” as Penal Legionnaires from the Cerberus Penal world. They distinguished themselves during The Despoiler's Crusade and were offered freedom from their explosive collars, in exchange for lifetime service in the Imperial Guard. Given that the other option was to be summarily executed by explosive decapitation, 99.997% of the Legion joined the Ambrasian Regiments. It is suspected that a few of the Legionnaires misunderstood the question they were asked.
Acer Macrophyllum is the current Colonel of the 519th. The Ambrasian regiments still contain many of the original Legionnaires, but have also become something of a dumping ground for any unit that needs a stern warning about the value of falling into line. Units that are too valuable to dismiss into the Penal Legions, or to be summarily executed for minor transgressions. Some straighten up and fly right, returning to their parent regiments. Others take to the Ambrasian ways, and become permanent members.
The Ambrasian Regiments have a close connection to the Mechanicus, and it is mostly due to the Mechanicus' interest in the former Penal Legion that they were drafted into the Imperial Guard.
Do to their... unorthodox nature... many other Imperial forces prefer to avoid the Ambrasians. Some find them to be unreliable. Others find them undisciplined. Others find them to be little better than thieves and scum, fit only to be sent to the front lines to die absorbing enemy fire for their betters. Of course, the Ambrasian regiments do little to offset this, as they prefer the small measure of freedom they enjoy as a result of that reputation. They seldom have need for outside assistance, as they have a habit of “finding” anything they need whenever the
opportunity need arises.
I'm hoping to pace the game with 2-3 “turns” of pre-battle get to know each other. 5-7 turns of Battle one, 2-3 “turns” of intermission, 5-7 turns of Battle two, 2-3 turns of intermission, another 5-7 turns of Battle three, and then a couple of post-game turns to wind things down. If possible, I'd like to do two turns per week, just to keep things moving, but at least one turn per week. That would be a commitment from players to a “once or twice a week” post/s for 3 to 6 months.
That's a lot to ask, which is why I've got this thread going; to see if there's enough interest or energy to see this through.
I'd be trying to use a battle report package to represent the movements of units on the battlefield. As this is NOT a proper game of 40k, but instead an RPG that draws heavily upon it's rules, I hope that would be ok. For example, turns are going to be simultaneous, or at least narratively resolved. I don't currently know how to use such software, so I'm going to need to learn how.
I'm hoping to include RPG elements through the game, with some “non-battle” events occurring that the players
could choose to interact with, if they want to. Depending upon how many people are interested, I couldn't guarantee that these would happen for every player in every battle, but I'd make sure they happen at least once for each player... assuming the players stick it out till the end.
Feel free to reply or PM me to express interest, for more information or details, or just 'cause you're bored. I'm
mostly friendly.