Monia |
Welp, hit the first technical hurdle: cant fill in PDFs properly on iOS #rip
So, everythings going to be on here once I get done with it all, Ill post here with the alias.
Choon the Expendable |
Pvt. Pete Gerring
Weapons Specialist
WS 25
BS 45 (30+5Spec+10xp)
S 40 (34+6Reg)
T 40 (37+3Reg)
Ag 32
Int 30 (33-3Int)
Per 34 (29+5)
WP 29
Fel 29
Wounds 9 (5+2+2Reg)
Fate 1
Skills
Athletics, Low Gothic, Operate (surface), Scholastic Lore (Beasts), Survival; Navigate (Surface); Common Lore (Imperial Guard, War); Logic; Awareness; Tech-Use
Talents
Rapid Reload (Reg); Lasgun Barrage(class); Weapon Training (Las, Solid Projectile, flame).
One with the land +1 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number
Weapon Training: (M36 Lasgun, Heavy Stubber, Grenade Launcher).
Gear
Specialist:
4 Krak grenades
Good Craftsmanship Grenade Launcher
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Willpower(reg)
xp spent (1,600)
(100) +5 BS
(250) +5 BS
(100) +5 Per
(200) Awareness
(300) Logic
(300) Tech Use
(300) Marksman(T2) - no penalty for range increments
Bio
Pete was an engineer in the capitol before getting conscripted. He displayed less than impressive skill with his las gun, so he was assigned to the back lines, given a grenade launcher, and told to deal with it. He did. Rather well, actually.
Comrade
Mord Mae: Mord is Pete's mentor and friend. He has been through a campaign before, and lived to tell the tale. When Pete was drafted, Mord volunteered to go at his side. He never said why.
Demeanor: Old
The Ghost of War |
@Choon: Can You explane those weapon trainings of Pete for me. Seems like you have six or so, which is too many. I think you can freely choose free as a w.specialist.
You need Las for your Lasgun, launcher for the grenade launcher. Then you have one left. You may not choose heavy weapon or exotic weapon training. Possibilities include solid procetile, flame, chain, ...
Otherwise it looks fine.
Also note you get the complete standard gear stated in the campaign tab.
Choon the Expendable |
Pete says, I need grenades... lots of them:
Squad logistic rating: starts at 10
Rank asking: Fresh Recruit +5
Just arrived at the Front: -10
Front active: longer than 3 years: +30
Item availability: Frag Grenade, Common +20
= 55
come on...: 1d100 ⇒ 70
Oh Come on! What does a soldier have to do to get something in this army!
Choon the Expendable |
It was me copying all the information from regimental and specialist entries and forgetting to delete some. Fixed.
Simmins Olways |
Stats: 2d10 + 20 ⇒ (2, 10) + 20 = 32
Stats: 2d10 + 20 ⇒ (1, 6) + 20 = 27
Stats: 2d10 + 20 ⇒ (6, 3) + 20 = 29
Stats: 2d10 + 20 ⇒ (6, 1) + 20 = 27
Stats: 2d10 + 20 ⇒ (3, 3) + 20 = 26
Stats: 2d10 + 20 ⇒ (2, 9) + 20 = 31
Stats: 2d10 + 20 ⇒ (2, 7) + 20 = 29
Stats: 2d10 + 20 ⇒ (9, 6) + 20 = 35
Stats: 2d10 + 20 ⇒ (2, 9) + 20 = 31
Reroll 26
Stats: 2d10 + 20 ⇒ (10, 5) + 20 = 35
Better! and makes it a somewhat decent set!
We already have a chainsword so I'm really leaning towards a Flamer Priest with Ork Hatred....
Flamers don't need BS if I'm correct. Right?
Aurius Thantus |
Alias almost donerinos but I forgot to roll for Fate >_>
FP: 1d10 ⇒ 5 1fp, not surprised.
Oh, as an aside, how many reloads does a ST get standard for his Hot-shot? I saw no real mention in the Core Book. Too, I honestly doubt I ALSO get the basic lasgun from the regimental, right?
Additionally, how much easier would putting a hot-shot lasgun on the table make acquiring a Plasma Gun?
Ashora Kail |
2d10 + 20 ⇒ (4, 1) + 20 = 25
2d10 + 20 ⇒ (7, 8) + 20 = 35
2d10 + 20 ⇒ (10, 9) + 20 = 39
2d10 + 20 ⇒ (2, 7) + 20 = 29
2d10 + 20 ⇒ (1, 4) + 20 = 25
2d10 + 20 ⇒ (6, 5) + 20 = 31
2d10 + 20 ⇒ (9, 9) + 20 = 38
2d10 + 20 ⇒ (5, 2) + 20 = 27
2d10 + 20 ⇒ (10, 6) + 20 = 36
Stat Reroll: 2d10 + 20 ⇒ (1, 10) + 20 = 31
Wounds: 1d5 + 12 ⇒ (3) + 12 = 15
Fate: 1d10 ⇒ 1
Gonna roll up a Storm Trooper w/a breaching & anti-vehicle focus
WS38 BS39 S37 T44 Ag35 Per26 Int27 WP38 Fel25 Wounds17 Fate1 Includes Regiment mods
I'll roll up Logistics Tests and spent the 1300XP when I have more time.
Cmd-Keen Commissar |
Light Carapace for under the uniform:
Squad: 10
Commissar: +50
Violent Impasse: -10
Rare with multiple regiments in the warzone: -10
Front active 5y+: +30
=70
Armour: 1d100 ⇒ 34
Good quality Medkit - description states rare instead of common, so same mods:
Good quality Medkit: 1d100 ⇒ 97
Someone might want to learn Medicae so a regular one will do ^^"
Melta! For fluff reasons the person carrying this will be my personal aide for the mission xP
Very Rare -> -20
= 60
Requisition Melta: 1d100 ⇒ 7
Smoke Grenades, set of 2 per Trooper
Common -> +20
=100 -?? for squad set
Smoke Grenades: 1d100 ⇒ 69
Flashbangs(Stun grenades in the rules), set of 2 per Trooper
Common -> +20
=100 -?? for squad set
Smoke Grenades: 1d100 ⇒ 96
Well, looks like the munitorum prefers to agree to requests for... personal use rather than keeping the squad alive. Oh well I have the fluffy stuff I wanted for the character, lets see who gets to carry the melta =3
Aurius Thantus |
If Ashora's new char doesnt take Melta Weapon training, I could swap my Plasma Weapon Training over to Melta instead and not have to try and replace the hotshot with a plasma gun.
Celephix |
Hmm, what to play?
May just go for a Weapon Specialist and play 'the soldier', but I'll take a look...
stat: 2d10 + 20 ⇒ (9, 3) + 20 = 32
stat: 2d10 + 20 ⇒ (8, 7) + 20 = 35
stat: 2d10 + 20 ⇒ (2, 10) + 20 = 32
stat: 2d10 + 20 ⇒ (2, 7) + 20 = 29
stat: 2d10 + 20 ⇒ (5, 9) + 20 = 34
stat: 2d10 + 20 ⇒ (5, 5) + 20 = 30
stat: 2d10 + 20 ⇒ (1, 2) + 20 = 23
stat: 2d10 + 20 ⇒ (1, 10) + 20 = 31
stat: 2d10 + 20 ⇒ (8, 9) + 20 = 37
reroll: 2d10 + 20 ⇒ (2, 3) + 20 = 25
wounds: 1d5 ⇒ 2
Fate: 1d10 ⇒ 6
The Ghost of War |
To not ignore your question about trading hellgun for plasma ...
That would be UNUSUAL and may bring some unwanted attention as it is the signature gear of Stormtroopers.
Also Plasma is one step rarer than hellguns ... so a -10 if you trade it 1:1.
Don't forget that Stormtroopers are going to the same school as Commissars and are expected to be examples ... trading equipment is at the very least a shady business or an outright crime - whoever you ask about that matter.
You're free to try but IC you will want a really good reason to do so. Also remember that the hellgun is a quite formidable weapon by itself ... without the risk that it explodes all over your face on a jam.
@Ashora: You first want to know what possibly could be weak point . Thats a Knowledge War -10, Xenos +0, or Awareness -10. I don't think you're roll suffice for any of those? Then you have no idea what may be vulnerable on that monstrosity ;-)
The Ghost of War |
No problem, you have some time.
Theres still *something* to get rid off first ;-)
As a general guideline for the specialist: You can expect to change the stated weapons for another weapon of the same or lower availability if you want and talk to me about it.
It is a specialist, trained with the UNUSUAL weapons of the guard, so restraining him on three/four weapon types seems strange to me ...
Aurius Thantus |
I mean, I wouldnt say no to two flamers, we ARE going into an Ork infested Hive....
As to the plasmagun thing, Ill probably keep the hellgun, yeah, its not that big of a difference. If someone else grabs the meltagun we have, ill just go back to plasma training and try to nab a plasma pistol instead mostly since I smell something noblike in our future.
Or just bank the 100xp in the unlikely event that they survive....
Bolus |
Ok. Here is the priest with 50 xp left over. Can you take a look over and review?
Here's how I ended up spending the Talents:
Righteous Oration (Comrade) 300
Fellowship simple + int. (Characteristic) 350
Radiant Presence (Talent) 200
Trained Parry (Skill) 300
Known Command (Skill) 100
Went heavy on the social and the leftover was defense (parry).
Choon the Expendable |
The problem is the grenades. I only have four krack and two smoke. Maybe my commisar can get me a couple cases? ;)
Choon the Expendable |
Pvt. Pete Gerring
Weapons Specialist
WS 25
BS 45 (30+5Spec+10xp)
S 40 (34+6Reg)
T 40 (37+3Reg)
Ag 37 (32+5xp)
Int 30 (33-3Int)
Per 34 (29+5)
WP 29
Fel 29
Wounds 9 (5+2+2Reg)
Fate 1
Skills
Athletics, Low Gothic, Operate (surface), Scholastic Lore (Beasts), Survival; Navigate (Surface); Common Lore (Imperial Guard, War); Logic; Awareness; Tech-Use
Talents
Rapid Reload (Reg); Lasgun Barrage(class); Weapon Training (Las, Solid Projectile, flame).
One with the land +1 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number
Weapon Training: (M36 Lasgun, Heavy Stubber, Grenade Launcher).
Gear
Specialist:
4 Krak grenades
Good Craftsmanship Grenade Launcher
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Willpower(reg)
xp spent (1,600)
(100) +5 BS
(250) +5 BS
(100) +5 Per
(100) +5 Ag
(100) Acrobatics known
(200) Awareness known
(200) Weapon Training (Melta)
(250) Comrade advance: Armsman - switching weapons is a free action
(300) Marksman(T2) - no penalty for range increments
Bio
Pete was an engineer in the capitol before getting conscripted. He displayed less than impressive skill with his las gun, so he was assigned to the back lines, given a grenade launcher, and told to deal with it. He did. Rather well, actually. He doesn't quite know how he became his Commisar's favorite swiss army knife, but here he is and he's not complaining.
Comrade
Mord Mae: Mord is Pete's mentor and friend. He has been through a campaign before, and lived to tell the tale. When Pete was drafted, Mord volunteered to go at his side. He never said why.
Demeanor: Old
I think I would prefer the Melta to be Backpack fed. A clip of 10 is much better than a clip of 5
The Ghost of War |
@Choon: You get 3 clips for any weapon you have as standard gear. A grenade launcher has a clip of 6 ... Standard Ammunition will be frag grenades of course.
I will probably tune the grenade launcher damage down a bit - 40mm grenades have obviously not the same amount of power as a fist sized grenade. Close, but not the same. Also you will probably be able to make direct hits as a standard, so the damage output will be huge!
@All: I am just re-reading the aptitude system ... and there, just at the very end I read over the what-to-do-if-you-get-the-same-aptitude. I wrote that you can choose ANY other. But in fact it is written that you can choosen ANY aptitude THAT SHARES A NAME WITH A CHARACTERISTIC. Sorry my rule write-up was wrong there.
@Bolus: I fear the above remark hits you as you took Defence as your 'free' aptitude. Maybe change it to Agility to keep the cheap access to Dodge?
Choon the Expendable |
Ohhhh. So I start with 18 frags, 4 krak, and 2 smoke.
I don't think the grenade type changes for hand vs launched because the damage on the entry has the little cross that says the damage is dependent on the kind of grenade used? Meaning I can shoot any grenade I want out of the launcher?
Please correct me if I'm wrong. Still waiving my noob flag high and proud over here.
Thirdly, because I don't suffer from ranged penalties, my las is out to 300, the Melta is out to 60, and the launcher is 180, right? So you get shot at, then blasted, then melted as you approach me. No wonder we still have a commissar standing.
The Ghost of War |
It may be only me and my love for a little of of realism in gaming but ... I can't see how a grenade that is thrown (usually egg shaped, a disk or with a hilt) can be effectively fires from a launcher with accuracy.
Hearing grenade launcher with clips I think of the 40mm, drum fed launcher we know from today's military shooting specialized grenades which have good flying capabilities.
I always thought about it that way: All types of grenades have their equivalent for all launcher-types. But I can't wrap my mind around you taking up that nicely shaped flashbang from your belt, putting it into your launcher and firing it with a decent accuracy over a couple of dozen meters - maybe even hundreds. See were I'm going?
You can trade special grenades you have their launcher equivalent ones on a 1:1 basis.
Why lessen the effect: This is along the line of my explosive rework and keep launchers balanced. I have upped the direct-hit damage of all grenades greatly but also added more evasive actions and the danger to get them thrown back at you if you don't prime them first - which imposes risks on its own. With the launcher you will score direct hits regularly WITHOUT the chance to get them thrown back at you and the enemy has only his dodge to get away from getting hit - if the blast/shrapnel is large enough he may get hit regardless! Also their inherently smaller so less explosive inside. Their damage will be around the unchanged grenades on a direct hit, a somewhat smaller blast area etc. So don't fear, the damage will stay formidable indeed, but you must be careful with ammunition. Makes sense?
Choon the Expendable |
Totally. Just trying my best to be OP. :P
You can count all my grenades as launcher-version then. Besides, I don't get to fire every round. Even with rapid reload I'm only getting a shot every other round.
Choon the Expendable |
Im already getting all giggly imagining the potential grenade shenanigans xD
It will either end well and I'll blast the crap out of our part of the line or it'll go spectacularly and something will cause everything on me to go up at once. :)
The Ghost of War |
Totally. Just trying my best to be OP. :P
You can count all my grenades as launcher-version then. Besides, I don't get to fire every round. Even with rapid reload I'm only getting a shot every other round.
Totally understandable.
And that's actually not the case. The 2 Full reload is only If you have to reload your 6 grenade clip. So you can fire one grenade each round for six rounds straight...Choon the Expendable |
wait... and I only have 18 frags?
Ummm. Commisar? Sir/Maam? I'm going to need more of these. Like, crates more. Of varying types.
Cmd-Keen Commissar |
Before I answer that request IC we'll have to clear up the backgrounds OC ; 3
Possibility 1:
Your trooper is assigned to my commissar as an aide permanently and you join the
mission through your connection with the commissar rather than being part of the
squad that is given the mission.
(This corresponds with the fluff my char is based uppon)
Possibility 2:
You have met the commissar as officer of the squad either last mission or this
mission and you only became his aide unofficially through being given custody of
the melta. Thus your official assignment is with the squad
That'll define the relation of the characters and how much we have to link up in
the backgrounds =3
Choon the Expendable |
I like possibility 1. That way you basically have a 3-man team of assistants, me, your cohort, and my cohort. Sound like you're someone relatively important!
Cmd-Keen Commissar |
A commissar does not get a comrade actually, same as a Stormtrooper. In that
case your character(and your comrade) would be in charge of a lot of the
day-to-day work a commissar has to do, from paperwork to storing luggage to
organising food - and of course the commissar does not ask whether 1 ration of
food was ordered or 3, or if an item more was requested with the latest
requisition.
- As long as it stays within reason ; )