Sorry, I've been taking care of sick girlfriend. She was taking a nap earlier, but I've been spending some time with her and making sure she's alright.
Don't see why not. Done.
Now on to the Regulars. Thank you both for your input. Hopefully this will turn them into a unit I actually like and like to use. =P As per the wording on some of the rules, this codex started before 5th edition came out, and so some of the rules are phrased to how they would have been back then. Also, many of the ideas I came up with here even before they were used in the new Imperial Guard codex, such as command skills.
Anyway, on down to it. I'll rewrite the Platoon rule as to be more coherent. Also, the idea is that they can be deployed as one unit or all separately. Furthermore, I'll make it so that they all have the same stats and equipment. For simplicity, I think that I'll just be doing away with the Veteran skills though. So except the Lieutenant, they'll all be 3 3 3 3 1 3 1 7(8) 4+. The Ld 8 belonging to the Sergeants.
Structurally, all Regulars are aged ~17-20 when they complete their service they have the option of staying in the military. Many end up going to certain specialties, but some stay in the Regulars and make up its core of NCOs. Officers are commissioned much the same as in our military (ROTC cadet, by the way) and so they often don't have any experience behind them either. However, they do have four years of training and education behind them. Their stats are derived more from a heroic game standpoint than reality, as I don't expect to be twice as hard to kill as the man next to me when I'm commissioned.
Overall, they're about to get a major overhaul, and I'll see what I can do about them. Thanks once more for the help on the unit. Oh, and I do plan on making a 'fluff' section where it just details different aspects of society, culture, technology, and military principle.
Now this is something that I'd not really thought of before, and made the connection over the course of the evolution of the codex, that they literally are these heroic figures such as Space Marine Chapter Masters but are unlikely to behave in the same manner. Again, this is why I enjoy letting new people have a hack at the codex and making me rethink all of it. Officers to a high level are expected to lead 'from the front', but this does not mean that they literally have to be discharging their firearms at the enemy. I think this is a good idea, and I'll work to adjust the stats accordingly.Originally Posted by Nabterayl
While I don't like having the Special Characters that allow certain models as Troops, it's the current trend in GW codices, and that's something I'm trying to keep on top of, to keep it very 'official'. The other ideas are very good though, and I'll do some thinking on them.Originally Posted by sirrouga
As per the Shaped Charges, that's a good idea. In testing they seem to work... not at all. And as per the Covert Ops, it's modeled after they Lictor infiltration. And if there's no area terrain then you don't get to use them as such. At least they have Infiltrate and thus can still Outflank.Originally Posted by sirrouga
Like the SIB, they are very fluff oriented units, neither of which I wish to change or get rid of. One thing to note about them though is that if you ignore the anti-Tyranid capabilities, they're the only infantry unit that's not worthless in close combat, and one of two units in the whole army. In my opinion, they're very fluff-y, and if for nothing but that I'd like to keep them as is.Originally Posted by sirrouga
See, there-in lies a problem for me. Both of those are technically walkers, but neither one has any close combat capabilities. The easy way to deal with them would be to just tie them up with a single Guardsmen, as neither would really be able to hurt one another. Is there some good way of getting around this?Originally Posted by sirrouga
A couple edits have been made to that since I made this PDF apparently. They're supposed to have a total of 9 models, a 4+ save, no power armour, and three special/heavy weapons. I'll make sure that things are up to date.Originally Posted by sirrouga
Ha, these are the guys who look horribly powerful on paper but end up being pretty easy to kill and very expensive every time I've seen them in game. Any sort of weapons that you'd use against a Terminator are just as effective against them, even seemingly moreso. Keep in mind also that they cost as much as Terminators before you give them any weapons, and still are worthless in close combat. Until playtesting proves otherwise, these guys are keeping their cost.Originally Posted by sirrouga
Again, I'd like to thank everyone very much for their input, as every little thing makes me go back and look to make sure that everything is how it should be, and many suggestions make their way into the codex at large. I'm excited to have gotten this much feedback this soon, and I'll be working to put this in the PDF as soon as able.