First off, Luke Hill, Coady Rogers, Arnicia Taylor, and Anthony Evans, if for some reason you've finally taken my advice to set up accounts on this site and have found this topic, STOP READING NOW, OR IT'S NEGATIVE SPOT REPORTS AND CORRECTIONAL FOR ALL OF YOU.
now that i've gotten that out of the way, i'm starting up an Only War game with some friends starting in January, and I want to run a game revolving around a regiment that is the brainchild of a Radical Inquisitor and a Heretek Magos Biologis. basically, these two individuals want to find a way to bridge the gap between Astartes and Imperial guard, so they're funding/creating a regiment made up of what amounts to a whole bunch of Deathstrokes, minus the eye loss. the characters will be members of this shadow regiment, and sent to the spinward front as a field test, to see if they are a viable force. if they are, then the Inquisitor and Heretek will pitch the idea to their colleagues in a bid for more support. if not, then they'll be abandoned and branded heretics. as far as rules crunch goes, I want something like this:
- instead of the standard bonuses to attributes that other regiments get, this regiment (which i'm calling Blackwatch until i can find a more suitable name) will receive unnatural Strength (2) and Unnatural toughness (2)
- I want them to be jump infantry, similar to Assault Marines. Blackwatch has to be able to deploy rapidly. not only do they need to be able to get into battle quickly, they also need to be able to get out just as fast, in the event that they are in jeopardy of being overrun or, worse, they are potentially spotted by members of a standard regiment that would report their presence to High Command.
- Secrecy is a must for Blackwatch, and I want that to reflect in their drawbacks and tactics. not only are they basically heretics for just existing, there's so few of them that even one member lost is a blow from which Blackwatch never fully recovers. sneak attacks and ambushes are their baby, Protracted battles are never their friend.
- I want to add some instability to them, as a side effect of being the product of basically heretical gene manipulation. Mutation and/or insanity is a problem I want Blackwatch to have.
so the questions i have are:
- what kind of homeworld would befit a regiment like this? I was thinking either Feral worlds or Penal Colonies, since people going missing in those kinds of worlds tends to be overlooked by the Administratum.
- what would the stats and points cost look like on Jump Infantry?
- how would a regiment like this maintain secrecy? I was thinking having them be fleet based. they won't number more than ten thousand strong, so perhaps a light cruiser or two on the periphery of the Spinward Front would be kind of hard to find, and perfectly suitable to housing such a small unit.