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Spooner



Posts: 8
Join date: 2010-03-17

PostSubject: Vostroyans   Sat Mar 20, 2010 9:28 pm

Here are some things I thought off for Vostroyans check it out.

Vostroyan Firstborn Platoons

Selecting this Regional Platoon
During the initial creation of this Imperial Guard Squad, players may select the Vostroyan Firstborn as their regional platoon at a cost of 100 credits.

Maximum Squad Size for this Regional Platoon
The Vostroyan Firstborn squad has a maximum size of 17 individuals.

Regional Advantages of this Regional Platoon
The Vostroyan Firstborn has the following Regional Advantages.

Iron Discipline: The Vostroyan soldiers are trained from birth to repay their debt to the Emperor, rallying their men with but a glare. The Squad Leader may take a Leadership Test. If the test is failed the Officer nothing happens, if the test is passed center the Large Blast Template over his model. All Vostroyans under or touched by the template may re-roll failed to-hits in the shooting phase or the Close Combat Phase. The Leader may not be in combat and make this Check.

Ancestral Weapons: Many Vostroyans carry weapons handed down from generation to generation, many of the weapons are more valuable than the Guardsmen that carry them. All Lasguns carried by Vostroyan Officers are Reliable. Lasguns carried by recruits may be upgraded to Ancestral at the cost of 5 Credits.

Brother’s Bond: Vostroyan Firstborn are like brothers, most raised in the same squad for as long as they can remember. When a Vostroyan is Taken OOA all other Vostroyan Firstborn Hate all members of the Squad that Took that member OOA.
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02laney



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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 5:54 am

Some nice Ideas Smile - be interesting to see how this turns out - but as Mordheimer (quite rightly) told me - start with the fluff - tell me all about the vostroyan background. If you check out the design philosophy in welcome mat (I think) you can see where these guys are coming from in terms of 'ninja design' - it keeps us all honest in our approach (I agree with them that going back to principles is the best way to go - wish GW would try the same thing now and again!).

Vostroyans are probably my favourite guard type so good luck with your ideas (though Death Korps give them a good run).

Cheers Laney
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Mordheimer



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Age: 37
Location: Cape Coral, FL (USA)

PostSubject: Re: Vostroyans   Sun Mar 21, 2010 7:37 am

Code:
EDIT: Wow... I came across REALLY harsh. Sorry! :oops: Not my intention. Trust me, we all pass through the same hurdles when we tried to design. I did it to Dozer ONCE and the sadistic bastard runs me over in a daily basis. Its his freaking hobby! I did the same to Styrofoamking 4 months ago, and now he is doing this to me in a weekly basis... revenge!?! All in all, it keep us VERY honest and allow us to push ourselves to the limit, producing excellent work. I understand this is your first crack at designing and there are hundreds of things you don't know (we learned as we went along!)... but ignorance is no excuse. We simply can treat the 'new guy' with leniency, just because he is new. Do NOT be discouraged! We do need someone to crack the Vostroyans!



@Spooner: Cool! Since the main design of the Regional Platoons is done, I will share with y'all (wohoo! My Texas accent!) some thought son the subject. You guys deserve to know... why X Guardsman type was not included. ABOVE ALL, remember that is someone can come up with a good design... there is always room in TLRB!!! Very Happy The comments above reflect MY opinions; other Designers and Contributors may think differently.

The design for each Regional Platoon (RP) had to meet some strict guidelines. Without going to specifics...
  1. Each RP must have 1 Skill, 1 Item, 1 Environmental Adaptation & 1 exclusive Hired Gun. No exceptions, no exchanges. The reason for this, is that the RP must be balanced within itself AND among each other AND among EVERY other Squad in the game! Tough nut to crack.
  2. All individual entries (Skill, Item, Environmental Adaptation & Hired Gun) must be in balance with each other. This is the balancing between RPs.
  3. Absolutely positivity no new Core Rules can be created for RPs. For example, we could not create rules for fighting in the dark, just because one of the RPs would be better at it. We HAVE to use the Core Rules that are in existence.
  4. ALL RPs must be of universal use. While we could create an RP specialized in killing Orks, the player would be 'cheated' of any advantages when not playing against Orks AND would still had the drawbacks. ALL RPs should give players the choice of using their 'stuff' in every game... that idiotic players (me!!!) forget what they can do (even when I write the damned book!), well that is not the game's problem, isn't?
  5. RP's must be fun for everyone! That means players, opponents AND observers.

As you can see, the design process is NOT just putting numbers together. The quality control is... well... brutal. Some people may think of me as anal-retentive, but Dozer (and now Styrofoamking) makes Monk look like a careless hippie. Just Kidding Well it is NOT that we forgot about the other IGs. We had to make an executive decision; we picked up the best of all of the existing groups to create the Regional Platoons. Not only there are billions of worlds, but some of the 'established' IG names are either incompatible or redundant with Death Squads. We then created or adopted few original concepts (Jenkala's Urban Fighters and Lyubov's Ice Guard.) Some of the RPs that were considered, but put on the cooler...
  • Elysian Drop Troops: There were considered for short time, mainly as Infiltrators (death from above), but that presented severe logistical conflicts with Scenarios and their setup. Also, preliminary work on 'deep striking' each unit could result in severe fatalities, thus crippling players. Last, having aerial strikes from Valkyries would prove too much for our level. Maybe in the future, we could tackle them... I think we could make 'em work.
  • Armageddon's Steel Legion: Without tanks, they are nothing. They are suited for 'army' style games, not for 'skirmish'. Their 'skirmish' counterpart are the Death Korps. Disregarding the fluff details, if you remove the tanks of the Steel Legion you end up with a quasi-Death Korp; we just went all the way out with the Korp!
  • Praetorian Guard: When boiled down, these are Mordians in different uniforms. Not only the models are no longer in production, but you could EASILY take the Mordian rules and use them as Pretorians.
  • Vostroyan Firstborns: Discussed below... but they were considered!
  • Necromunda's Spiders: The fluff on this guys is minimal, they do not have much original aspects (besides knowing how to fight inside Hives) and to bring 'em based on Necromunda's Spider Clan (and gangs) seemed as a disservice. You could use the Cadian Shock Troop RP and 'pretend' they are Spiders.
  • Tallarn Desert Riders: We would have to bring mounts. Part of the design parameters was 'no new Core Rules'.
  • Valhallan Ice Warriors: We did something WAY better. We (mainly me) begged madprophet to help us. His Lyubov's Ice Guards are heavily influenced by the Valhallans PLUS there is other nice original content. Basically you can take the Ice Guard's rules and 'pretend' they are Valhallans (because basically they almost are!)

================================ Aquila ================================

My comments and responses on the Vostroyan Firstborns. Please, bear that all this comes from a point of view of 99% complete ignorance (and the other 1% plain old stupidity!) Again, it may sound harsh... but is YOUR job to defend the point. MAYBE we can come up with solutions that would allow the Vostroyan Regional Platoon to be formed! cheers

A critical aspect of their culture are their 'firstborns'. How do you simulate, in game mechanics, a 'firstborn'? You mean pretending the Officer is the first born? Cool. Guess what... all my Orks are firstspawned. IMHO, this amazing story driven feature can't be translated to game mechanics.

Their weapons are past down from from firstborn to firstborn and are usually worth more than the guardsmen who carry them. This aspect is impossible to capture... and IMHO useless. You tackled this with:
Quote:
Ancestral Weapons: Many Vostroyans carry weapons handed down from generation to generation, many of the weapons are more valuable than the Guardsmen that carry them. All Lasguns carried by Vostroyan Officers are Reliable. Lasguns carried by recruits may be upgraded to Ancestral at the cost of 5 Credits.

- First... what is Reliable? Re-rolls to-hit? Re-rolls to-wound? Ignore Cover Saves?
- Second... whatever it is, is NOT going to be 5 credits. HA! Advice? Forget about costs. The design has a system that puts the correct value on all the economy. We just don't throw prices around... except on wargear, but we will fix that for TLRB v0.5.0. Shocked
- Third, what happen to the weapon when the Officer dies? What is he is captured? It opens a HOLE... lets say your Officer gets OOA... and you roll captured. Now my Ork Sneaky Boss decides to keep the Ancestral Weapon. Based on design parameters, no enemy specifics! So your Officers could not get Hate vs Orks until they get their weapon back (no matter how much it fits the fluff)... game balance comes first.
- Fourth: They prefer Plasma Guns and Heavy Bolters. WOW... will they get ruled-rapped! First, Plasma Guns require a particular skill to operate (Weapons Training, Plasma), are rare AND expensive. It would be AWESOME to see your Officer gets blown up when he fails the Get's Super Hot roll. We will have NO mounted Heavy Bolters for IG. They would have access and carry Heavy Stubbers, which BTW would require to have the Weapons Training, Heavy Weapons to use.
- Fifth: Although the idea of a Hellgun as an Ancestral Weapon is cool, is not in according to the fluff... so there goes my (original) idea.

Quote:
Iron Discipline: The Vostroyan soldiers are trained from birth to repay their debt to the Emperor, rallying their men with but a glare. The Squad Leader may take a Leadership Test. If the test is failed the Officer nothing happens, if the test is passed center the Large Blast Template over his model. All Vostroyans under or touched by the template may re-roll failed to-hits in the shooting phase or the Close Combat Phase. The Leader may not be in combat and make this Check.
[... I feel bad... but here I go...] Is this ALMOST the same as the Mordian's Firing Lanes? I say almost, because it is a Large Template (rather than the smaller Blast Template) and allows re-rolls to-hit on Close Combat. WOW! That is broken... you maybe trying to de-throne my legendary Master Crafted Weapon (it was just 10 billion times worse that this... don't worry. I'm the bigger dork!) If you are going to have the same benefit as another RP... you may as well get the other RP and pretend they are Vostroyans.

Quote:
Brother’s Bond: Vostroyan Firstborn are like brothers, most raised in the same squad for as long as they can remember. When a Vostroyan is Taken OOA all other Vostroyan Firstborn Hate all members of the Squad that Took that member OOA.

You haven't played much, haven't you? Models OOA are an every game occurrence. After 3 games, your boys would Hate everyone. Since you will be so hateful, you would be considered tainted by the Inquisition, who would send Commissar Fu*klaw after you. Seriously, this is more broken than the Iron Discipline.

I'm NOT being harsh on you. To tell you the truth, of all the designers I was the one trying to push the Vostroyans. I got shot down horribly. I'm not traumatized, because mistreating me has become Dozer's hobby.

Do the Vostroyans have ANY chance to become an RP? YOU BET THEY DO!!! How? The hell I know! If I did, they would be an RP already! You need to start from the fluff. Check out the Jenkala. Do research and find the stuff... write a summary. Update the Lexicanum, become THE Vostroyan authority. Then, tackle the game mechanics.

Right now... please feel no offense... I can make a Lyubov's Ice Guard Squad, pretend that they have to earn the right to use their Ancestral Weapon (a hellgun), have some models hugging each other and call them Vostroyans. I know is harsh, but everything you mention I can replicate with any other RP.

Designing is a bitch. Although da bank hates when I say this... you need to go back to the drawing board.


@laney02: AHAHAH! Great to see someone listens! Thanks Laney!

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Da Bank



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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 9:27 am

Yes, I hate it. LOL.

The biggest challenge for all designers whether it be Da Orks back in the day, the Kroot and Chaos Cultist is the designers start them off but get feedback from others.

It is a tough road as you see things change but with that We have made a few things better. Mordheimer and I chatted about the IG Variants (Mordians and etc) and there are always to make them better but it would make them always unfinished.

Sometimes the final copy is not what you intended but it may make overall sense or after playtesting we see "oops" not quite right and they will get touched up.

I must say that is exactly what sets us apart from any other attempt in the universe to make a True 40K Skirmish game. It has been attempted many many times but the other groups never had as many OCD people as us. LOL. Overall, is a good thing.

From a designer you need to take a step back and allow all the info and data to come in and redo it or explain more why "x" should or should not happen.

I think the First Borns are a great idea also as many people are turning to them of late as a "different' IG Army.

As noted about by 02Laney...start with "Why" this squad is in the area or something interesting about them. It can be start to start but it helps others see what you are trying to do. Trust me. it is thing to start with and then from there you can build around it and critique.

Get some more games in and see the mechanics and let's see what can happen with the First Born.

The cool thing with Mordians is you can use regular IG , if needed, and paint them up with blue uniforms. As Mordheimer noted, we talked about doing a Praetorian squad but in honesty, they were really the same as Mordians (very regimented fighters) and with them models no longer being produced once can easily call them Praetorians also.
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Spooner



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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 10:41 am

Yeah it's just an Idea that needs some practice and some play testing. I made a mistake and thought the Mordian was large blast template but soon I'll have about a page of fluff released and then let some of you guys give some suggestions. Thanks for the Input.
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Spooner



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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 11:25 am

Here is something from Lexicam. I will also be posting some of the fluff from the Medusa V Campaign.

Vostroya is a world in the Halo Zone beyond the Eye of Terror, famous for its Vostroyan Firstborn regiments. Vostroya swore allegiance to Mars during the Age of Strife. It is ruled by the Techtriarchy, a council of Adeptus Mechanicus members and more traditional planetary government personnel/representatives.

Since the Great Crusade, Vostroya has acted as an industrial world, supplying arms and ammunition to the armies of the Imperium. In the ten thousand years after the crusade, the Vostroyans have continued the same task, living and dying on the production lines and complying with the endless schedule of manufacturing and assembly.

During the Horus Heresy, Vostroya refused to provide regiments to the Emperor, preferring instead to reserve the population in the manufactoria blanketing the world. After the Heresy came to an end the Vostroyans agreed to supply every first born son to serve in the Imperial Guard regiments.

Vostroya technically is neither a hiveworld nor a forgeworld. Instead, it falls somewhere in between (labelled an Industrial World). It has a population of about 9.3 billion. The birth and death rates are very high, keeping the population figures fairly stable (taking into account that first-born sons are extremely numerous, providing a massive amount of soldiers for the founding and reinforcement of Imperial Guard regiments.)

The landscape is extremely bleak - highly polluted. Life outside 'managed' zones is almost impossible. Animal and plant life is almost non-existent. Most food is imported.

There are seven large and distinct administrative zones/regions stretching around the planet's more temperate equatorial belt (e.g. The Magdan, Sohlsvodd, Muskha, etc). The far colder north and south are uninhabitable.

Generally Vostroyan males sport a mustache (mustaches are viewed as a sign of adulthood and masculine virility in Vostroyan society). The importance of a mustache for Vostroyan men varies depending on the region they come from. The people of Muskha, for example, place extreme levels of importance on having a mustache. A man without one is considered to be openly rejecting his manhood.
Vostroyan society is deeply divided between the high-born (the higher class) and the low-born. The low-born must slave away on the manufacturing lines. Most Firstborn consequently are glad to be drafted into the Imperial Guard. Vostroyan officers come from the high-born, while the common soldiers are low-born. Only rarely does a low-born Vostroyan become an officer, an example of this is Captain Sebastev, whose officers are killed, and ends up with him leading first a company, and later an entire regiment consisting of approximately 23 men
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Mordheimer



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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 1:20 pm

Same sources I had... Sad

Based on this source, we would have to make even harder for a Recruit to become an Officer. Way to go! It is ironic that the Relic Weapon information is not there... Can we get a sourced reference where it can be located.... and by source I mean on a GW book or product, not a fan made or maintained website. We must capture the real essence of the Vostroyans.


Also... remember not to double-post. Just edit you last post and add the new information.

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Da Bank



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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 1:38 pm

I believe there is an example of a lower level promotion in a 40k Novel.

I will see if I can remember it. Long story short. 1st Born versus Orks in Frozen planet. The new captain of an area on the front lines was promoted due to being in good with the Colonel or something like that, 'Oh piss boy!"

The other 1st Born Leaders did not like this as it didn't follow protocol, so everyday he had to prove himself more and more to show his peers and high command that he could do it.

I believe this is it. Rebel Winter. I have not read in almost 2 years.

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Mordheimer



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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 2:01 pm

Yes... but is supposed to be an notable exception, rather than the norm a la Starship Troopers; their only requirement was a weak pulse.
Lieutenant Jean Rasczak wrote:
I need a corporal. You're it, until you're dead or I find someone better.


What we want is the 'regular' fluff, so players can make their own stories; be 1st born doing 1st born stuff, or low-born breaking protocol. The 'base' rules for them will be extremely limiting (as far as I know... I have not read that book) for game mechanics. Based on some unofficial sources, they do maintain their quote to the IG with 1st borns... but logic indicates that those quotas are nothing big. I mean, Cadians are EVERYWHERE, and the Vostroyans are pretty much on Vostroya! If being an Officer is so 'impossible' only 1st borns can become Officers, the problem would be to replace dead Officers. On the novel (abstract) all the Officers are dead and the piss-boy takes charge... if there would be ONE Officer left, he would not allow it. For us, it means that there could be a slight possibility of TLGT, but getting 'replacement' Officers should be more expensive... which hurts the player, and adds nothing to the mix. There is NOTHING different between a 1st born and a 2nd born... except the order of their birth. They could both be as viable (HAHAHAH!) as any other guardsmen.

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PostSubject: Re: Vostroyans   Sun Mar 21, 2010 5:02 pm

I have been thinking over this and it all seems plausible.

These guys are all first borns. They are first borns from private to Colonial. That all remains the same. How they became officers is never really spelled out. I am sure they have heirachy like any others but once in battle that goes away somewhat quickly as Death is right around the corner and the way I roll that happens all too quickly. LOL

A LGT is exactly like a "Battle Field Promotion" and this would happen in 40K and our in real life and as noted above "Your the next best thing so you will do."

Don't forget when you and I started this a majority of the ideas and concept was coming from the 40K novels or at least all my input for over a year+ comes from 40k novels. 40K novels is what inspired me to do something different they said "Go North young man...go North". After we played our version of Space Hulk it took off and way North we have gone. Most of all the 40K novels gives one that in depth detail to the 41st Millienium that a codex could never do. It allows you to see how the training and life of a space marine to an imperial guard has to go through. It is some great stuff.

With that still, we are not ready to start them yet. There are still many squads that need fine tuned and a few more key ones ready to ramp up.

Play some games with the other IG Squads we have, call them Vostroyans and see if something can be done. If that, we do have quite a few IG units as it is. Suspect and need some more Xeno types.
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