Post by RedsandRoyals on Apr 6, 2012 1:20:36 GMT -5
So, after seeing Only War announced, I returned to a project I had started a while back. The goal was to create a "Unit Generator" where GMs or PCs could quickly roll up IG or PDF units with some depth and character to them. It's still WiP, and like all chart generators, there's going to be some Derp when rolling randomly.
Thoughts, feedback, and testing appreciated. I've included some examples and elaboration with a few of the charts, with more on the way was I do more work on this. I'm considering expanding the "Homeworld Quirks" into it's own table for fun, but I'm also looking for more ideas.
Homeworld (d10)
1 Civilized World (ex: Elysia)
2 Hive World (ex: Armageddon, Mordia)
3 Feudal/Feral World
4 Shrine World
5 Death World (ex: Catachan, Tallaran)
6 Agri-world
7 War World (ex: Cadia)
8 Paradise World
9 Combined/Remnants of multiple regiments
0 Destroyed/Lost World (ex: Tanith)
Unit Type (d10)
1-2 Infantry
3 Artillery
4 Cavalry
5 Mechanized
6 Drop Troop
7 Armoured
8 Amphibious
9 Penal Unit
10 PDF
Unit Type II (d5)
1 Heavy- Makes extensive use of heavy armor, carapace, etc
2-4 Medium- Average military unit
5 Light- Regiment focuses on light armor, stealth, mobility, etc
Unit Size (d5)
1 Small (4,000 or less)
2-3 Medium (5,000-10,000)
4 Large (11,000-15,000)
5 Huge (16,000+)
Unit Sex (d5)
1-3 Male
4 Female
5 Mixed
Quirks (d10)
Every unit has some unique aspect that sets it apart from other fighting forces. This could be any number of things, from special equipment to past battle honors, and it defines who the unit is, and how others will react to them.
1 Stylish Uniforms
2 Always Overstrength
3 Archaic Weaponry
4 All Volunteer
5 High Tech Equipment
6 Unlucky Unit
7 Famed History
8 History of Looting
9 Inquisition Service
10 Excessive Commissars
Unit Ethos (d10)
The unit ethos is an important part of the unit's identity. This ethos may be a product of training, experience, or simply be common to those recruited from the unit's homeworld, and plays a part in dictating how the unit fights the enemies of mankind.
1 Close and Kill(+3 WS)
2 Aggressive Patroling (+3 Per)
3 Every Soldier a Rifleman (+3 BS)
4 Hold the Line (+3 T)
5 Faith is my Armor (+3 WP)
6 Fight With Your Head (+3 Int)
7 We Stand Together (+3 Fel)
8 Lean, Mean, Killing Machines (+3 Str)
9 Rapid Deployment (+3 Ag)
10 Better Lucky than Good (+1 FP)
Past History (d10)
Battle honors are an important part of a unit's pedigree. A particularly heroic defense, or participation in a brutal siege can have an impact both on the regiment's reputation, and those soldiers who survived the event.
1 Green Unit
2 Valiant Defense
3 Infamous Siege
4 Dark Repuation
5 Crusaders
6 Rebellion Supression
7 Famous Battle (Cadian Gate, Armageddon, etc)
8 Heroic Attack
9 Xeno Hunters
10 Destroyed and Rebuilt
Enemies (d10)
Most units have hated foes, rivals, or preferred enemies. These could be one of the myriad threats to mankind from the Xeno or the Traitor, or could even be another unit within the Imperium that shares a mutual loathing with your unit, built upon a history of feuds and slights. Likewise, a specific organization within the Imperium may have earned the enmity of your unit for past (mis)deeds.
1 Orks
2 Tyranids
3 Eldar
4 Dark Eldar
5 Tau
6 Heretics & Seditionists
7 The Archenemy
8 Imperial Organization/Rival Unit (Astartes, Sororitas, etc)
9-10 No Specific Enemy
Allies (d10)
No one fights alone, and friendships forged in war last a lifetime. Allies might come in the form of other units, individual commissars, captains, or inquisitors, or even an organization that considers your unit a valued ally.
1 Astartes
2 Ecclesiarchy
3-4 PDF Unit
5-6 Guard Unit
7 Imperial Navy
8 Mercenary Band
9 Rogue Trader
10 Inquisition
Unit Specialty (d5, optional)
Some units, through initial training or experience, become specialists in certain types of warfare.
1 Environmental Specialists (Jungle, Artic, Desert, etc)
2 Recon
3 Special Operations
4 Siege
5 Urban Combat
Signature Special Weapon (d10, optional)
The Special Weapon most commonly used by the unit
1-2 Flamer
3-4 Grenade Launcher
5 Melta
6 Plasma
7 Sniper Rifle
8 Heavy Flamer
9 Assault Stubbers
10 Unique Local Weapon
Signature Heavy Weapon (d10, optional)
The Heavy Weapon most commonly used by the unit
1 Autocannon
2-3 Heavy Stubber
4-5 Mortar
6-7 Missile Launcher
8 Heavy Bolter
9 Lascannon
10 Unique Local Weapon
Unit Heroes (d5, optional)
Every unit has heroes, people who are looked up to and inspire the common soldiery. These men and women may be living or dead, but their names are well known within the unit.
1 Squad Leader
2 Regimental Commander
3 Commissar
4 Company Commander
5 Lowly Trooper
Other things to consider
-Uniform
-Battle Cry/motto
-Current or most recent deployment
-Cultural quirks from homeworld
-Name of current unit commanders and important officers
*Edits*
Changed up some things, including the table layout. Removed and reorganized some options, and "weighted" some of the tables by making certain results more likely. Also, everything should now be a d5 or a d10.
Added Shostak's suggestion about unit sizes.
Reds
Thoughts, feedback, and testing appreciated. I've included some examples and elaboration with a few of the charts, with more on the way was I do more work on this. I'm considering expanding the "Homeworld Quirks" into it's own table for fun, but I'm also looking for more ideas.
Homeworld (d10)
1 Civilized World (ex: Elysia)
2 Hive World (ex: Armageddon, Mordia)
3 Feudal/Feral World
4 Shrine World
5 Death World (ex: Catachan, Tallaran)
6 Agri-world
7 War World (ex: Cadia)
8 Paradise World
9 Combined/Remnants of multiple regiments
0 Destroyed/Lost World (ex: Tanith)
Unit Type (d10)
1-2 Infantry
3 Artillery
4 Cavalry
5 Mechanized
6 Drop Troop
7 Armoured
8 Amphibious
9 Penal Unit
10 PDF
Unit Type II (d5)
1 Heavy- Makes extensive use of heavy armor, carapace, etc
2-4 Medium- Average military unit
5 Light- Regiment focuses on light armor, stealth, mobility, etc
Unit Size (d5)
1 Small (4,000 or less)
2-3 Medium (5,000-10,000)
4 Large (11,000-15,000)
5 Huge (16,000+)
Unit Sex (d5)
1-3 Male
4 Female
5 Mixed
Quirks (d10)
Every unit has some unique aspect that sets it apart from other fighting forces. This could be any number of things, from special equipment to past battle honors, and it defines who the unit is, and how others will react to them.
1 Stylish Uniforms
2 Always Overstrength
3 Archaic Weaponry
4 All Volunteer
5 High Tech Equipment
6 Unlucky Unit
7 Famed History
8 History of Looting
9 Inquisition Service
10 Excessive Commissars
Unit Ethos (d10)
The unit ethos is an important part of the unit's identity. This ethos may be a product of training, experience, or simply be common to those recruited from the unit's homeworld, and plays a part in dictating how the unit fights the enemies of mankind.
1 Close and Kill(+3 WS)
2 Aggressive Patroling (+3 Per)
3 Every Soldier a Rifleman (+3 BS)
4 Hold the Line (+3 T)
5 Faith is my Armor (+3 WP)
6 Fight With Your Head (+3 Int)
7 We Stand Together (+3 Fel)
8 Lean, Mean, Killing Machines (+3 Str)
9 Rapid Deployment (+3 Ag)
10 Better Lucky than Good (+1 FP)
Past History (d10)
Battle honors are an important part of a unit's pedigree. A particularly heroic defense, or participation in a brutal siege can have an impact both on the regiment's reputation, and those soldiers who survived the event.
1 Green Unit
2 Valiant Defense
3 Infamous Siege
4 Dark Repuation
5 Crusaders
6 Rebellion Supression
7 Famous Battle (Cadian Gate, Armageddon, etc)
8 Heroic Attack
9 Xeno Hunters
10 Destroyed and Rebuilt
Enemies (d10)
Most units have hated foes, rivals, or preferred enemies. These could be one of the myriad threats to mankind from the Xeno or the Traitor, or could even be another unit within the Imperium that shares a mutual loathing with your unit, built upon a history of feuds and slights. Likewise, a specific organization within the Imperium may have earned the enmity of your unit for past (mis)deeds.
1 Orks
2 Tyranids
3 Eldar
4 Dark Eldar
5 Tau
6 Heretics & Seditionists
7 The Archenemy
8 Imperial Organization/Rival Unit (Astartes, Sororitas, etc)
9-10 No Specific Enemy
Allies (d10)
No one fights alone, and friendships forged in war last a lifetime. Allies might come in the form of other units, individual commissars, captains, or inquisitors, or even an organization that considers your unit a valued ally.
1 Astartes
2 Ecclesiarchy
3-4 PDF Unit
5-6 Guard Unit
7 Imperial Navy
8 Mercenary Band
9 Rogue Trader
10 Inquisition
Unit Specialty (d5, optional)
Some units, through initial training or experience, become specialists in certain types of warfare.
1 Environmental Specialists (Jungle, Artic, Desert, etc)
2 Recon
3 Special Operations
4 Siege
5 Urban Combat
Signature Special Weapon (d10, optional)
The Special Weapon most commonly used by the unit
1-2 Flamer
3-4 Grenade Launcher
5 Melta
6 Plasma
7 Sniper Rifle
8 Heavy Flamer
9 Assault Stubbers
10 Unique Local Weapon
Signature Heavy Weapon (d10, optional)
The Heavy Weapon most commonly used by the unit
1 Autocannon
2-3 Heavy Stubber
4-5 Mortar
6-7 Missile Launcher
8 Heavy Bolter
9 Lascannon
10 Unique Local Weapon
Unit Heroes (d5, optional)
Every unit has heroes, people who are looked up to and inspire the common soldiery. These men and women may be living or dead, but their names are well known within the unit.
1 Squad Leader
2 Regimental Commander
3 Commissar
4 Company Commander
5 Lowly Trooper
Other things to consider
-Uniform
-Battle Cry/motto
-Current or most recent deployment
-Cultural quirks from homeworld
-Name of current unit commanders and important officers
*Edits*
Changed up some things, including the table layout. Removed and reorganized some options, and "weighted" some of the tables by making certain results more likely. Also, everything should now be a d5 or a d10.
Added Shostak's suggestion about unit sizes.
Reds