
Cmd-Keen Medic |

Medic Tivnan reporting in.
Votes:
Equipment/30
Micro-bead (8)
Preysense Googles (15)
Laspistol sidearm + 2 charge packs (5)
Chrono (2)
Equipment/36 (Regimental Points -> Equip points version)
Micro-bead (8)
Photo-visor (8)
Laspistol sidearm + 2 charge packs (5)
Red-Dot Sight (10)
Filtration Plugs (5)
Regimental Points:
Chimera.
Hard decision but I'll settle for a cozy ride.
Favoured Weapons:
Neutral. Let the gunners decide

Choon the Expendable |

I'm here. I like the idea of a chimera, though the green behind my ears prevents me from truly knowing what that means.
If you'll fail your command rolls I'll just walk. :P

Cmd-Keen Medic |

"SAAAARGE can you get the whiney weapon nerd her damned toy already?"
New Squad: +10
Squad Rank NCO: +20(+5 for green recruit if anyone else wants to try)
Red Dot Sight(Scarce): +/-0 (Assuming a Front with multiple regiments - since we're joining in an already active campaign with our regiment)
Less than 3 month spent at the Front: -10
Front Active: +/-?
War Conditions: +/-?
Maybe +20 if any of the other regiments has this as standard gear.
Roll a d100 below that score to 'find' your equip somewhere as far as I can tell =3

Faye Marbray |

"Yeah, yeah, I'll check in with the QM whenever I get around to it...Hopefully we get lucky and the Munitorum deign us worthy of such illustrious and imaginative gear to keep our CogGirl company. Wouldn't mind some swanky stuff m'self if I'm bein' honest."
Gettin' dat gear: 1d100 ⇒ 67 RNGesus might think otherwise, however. Unless we get some sweet mods :p
Sorry for the inactivity! Internet is spotty here in the Philippines while on Vaca! D:
I'll also post in Gameplay ASAPly once I'm back from dinner tonight. Was on the road for 8ish hours today so my brain is currently a bit fried D:

Ashora Kail |

So we've already name-checked the major xenos powers, would we lowly grunts have any clue about those things? Our agri-world seems like a quiet little backwater, just curious how much our characters could be reasonably expected to know about the galaxy's horrors.

Faye Marbray |

I'm iffy on it. On the one hand i have no idea if Imperial Command would bother teaching even NCO's about the xenos theyre likely to face even on a cursory level.
Then again, they might just give you ever so slightly enough info so that we know where to shoot them or who to aim for specifically when faced with a bunch of them.

The Ghost of War |

Good point.
You would only know the very basics. Orks are large, tough beasts with no brains.
NCOs may know a little more: There are several ork types, some large, some small, some not more than animals. Mostly they will try to get into melee but they also have heavy weapons although they are really worse shooters.
That should be all you guys know.
And happy new year!

The Ghost of War |

Soo, there comes the mission briefing and your mission gear. Now go an try to get it - and anything else you want in addition.
Your roll for acquisition mission gear is @+10 for mission gear, war conditions and war time offset each other and availability does not modify mission gear rolls.
As for normal acquisition you look at page 163 for the modifiers. The situation is 'violent impasse', 1-5 year active front, you are new (-10) and there are multiple regiments on the front.
@cmd-keen: Where did you find that part about boni for NCO's acquisition tests?
Edit: Found it!

Brother Ren'Shaw |

Appologies. I miss read how it worked. I rolled 35. Then from there i did my calculations.
35+0-10+20-10...
-Posted with Wayfinder

Ashora Kail |

Question about the long-range vox, extra ammo, snare mines ect listed by Captain Jutr: Is he trying to acquire that for our company, or are we each supposed to roll for those items ourselves? If the latter, how many of any given item does a successful Logistics check earn us?
Also, is there a hard limit on extra goodies that we can roll for? All I really want for Emperorsmas is a red-dot sight, but I'll roll for other goods if allowed.

Ashora Kail |

So for a Red-Dot Sight:
1) Just arrived at the front (-10)
2) Scarce item + Multiple Regiments (+0)
3) Front at a violent impasse. (-10)
4) Front Active: 1-5 years (+20)
5) Green Recruit (+5), or if our Sgt does the roll (+15)
As a lowly private I'm looking at a 5 on this test, and the sergeant would be at a 15. If the good captain made the roll it'd be a 40.
Logistics: 1d100 ⇒ 32
Looks like I'll have to kill some awful xenos to prove my worth.
EDIT: took GM's corrections into account.

Choon the Expendable |

But that's not for a basic kit. That's just for things we want in addition to a basic kit or items listed in our class description, right?

The Ghost of War |

So:
- Mission Gear: You have to make that roll for the complete gear. DoFs / DoS will result in random missing or additional gear. Availability is of no concern for that roll. Just take a look at page ~163 of the core book for mission gear roll. Front is active for 1-5 years so you get a +20 from there. The other modifiers are correct.
- Additional: There is no rulewise limit to acquisition tests, but you better bet that the munitorum will get pissed if you try that too often, as in fact you are supposed to do your job with the tools given to you and all that. Of course you can role play and try sozial skills on them to weaken them up a bit before asking for something special. Or try to get what you want by trading with other soldiers, but don't let the commissars see you doing it...

Choon the Expendable |

So anything ubiquitous or abundant is automatically attainable?
logistics: 1d100 ⇒ 98
So, basically, I have the guard gear and my specialist gear and that's it? Or do I arrive with a crate of pink teddy bears because I just rolled a stupid number of failures...

Choon the Expendable |

I'm not seeing anything about having to roll for basic equipment, just special stuff. And I'm still not sure where test difficulty numbers start from.
(I may be the one being dense. This is my first d100 based game ever and I'm still digesting it. )

Choon the Expendable |

Ok, so I automatically get my basic gear. That's good. I'll look and see if I want anything special as long as I can ignore that 98...

Ashora Kail |

Alright, so that 32 constituted 2 Degrees of Failure on my test, which means two items chosen by GM are missing, and I roll twice on the Random Gear table (applying a -10 modifier)
Random Gear 1: 1d100 - 10 ⇒ (89) - 10 = 79
Random Gear 2: 1d100 - 10 ⇒ (53) - 10 = 43
That would be...a 200 liter drum of promethium, and (gulp) a small box bearing an Inquisitorial seal...er, guys?

Faye Marbray |

Well, lets try. I guess I'll do a Logistic Roll for each of the pieces of gear the Captain is telling us to get and anything else y'all would like me to roll unless GoW is fine with me rolling once as a general test.
So, for mission specific gear: 15 (For me being an NCO) + 20 (1-5 years) - 10 (Violent Impasse) - 10 (Just Arrived) + 10 (GM) = 25
Logistics Test: 1d100 ⇒ 58 vs 25 = 3 DoF
So, apparently none of our gear is available but at least we don't have to give anything back.
That said, we have a roll at -20 on the random issue gear to make...
Random Gear: 1d100 ⇒ 76 = 56. We get a LOT of Recaff instead.

Faye Marbray |

Alright, so that 32 constituted 2 Degrees of Failure on my test, which means two items chosen by GM are missing, and I roll twice on the Random Gear table (applying a -10 modifier)
[dice=Random Gear 1]1d100-10
[dice=Random Gear 2]1d100-10That would be...a 200 liter drum of promethium, and (gulp) a small box bearing an Inquisitorial seal...er, guys?
Queue "whats in the box" memes and jokes :p

The Ghost of War |
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Sooo:
- Mission Gear: I think you only have one roll for the squad to attain mission gear, so usually the NCO will roll that one for obvious reason of having a higher modifier. Also I would like to see you roll and describe what happens in the gameplay tap IC ... so I will go with Faye's roll as she put up a post IC already. Also lots of recaf is nice for trading if you dare to, every soldier needs recaf - lots of it ;-)
- Standard Gear: Really should be always at your disposal, as long as the front isn't totally collapsing and no supplies are available or something alike...
- Additional Gear: you can also try to roll for one another if you do not need anything for yourself.
- 'Whats in that box' jokes will come again, given the weirdness of munitorum scribes xD

The Ghost of War |

Well, lets try. I guess I'll do a Logistic Roll for each of the pieces of gear the Captain is telling us to get and anything else y'all would like me to roll unless GoW is fine with me rolling once as a general test.
So, for mission specific gear: 15 (For me being an NCO) + 20 (1-5 years) - 10 (Violent Impasse) - 10 (Just Arrived) + 10 (GM) = 25
3 DoF
So, apparently none of our gear is available but at least we don't have to give anything back.
That said, we have a roll at -20 on the random issue gear to make...
random gear 56. We get a LOT of Recaff instead.
Just looked it over and found a slight error (for your good, so I will land a hand as it is the first time and all).
Mission gear modifier: The mission is labeled imprtant so you receive an additional +10 on the roll, making your roll only 2DoF. Thus only two pieces of equip are missing and you roll twice on the random gear with only a -10 instead a -20.
So the recaf is in fact a case of 20 frag-grenades. And another random roll...
random-10: 1d100 ⇒ 8 - oh that's ... a bag of uniforms in dire need of laundering.
Missing Mission Gear: Backup Ammo, Screamers
What you get: one long-range vox, 2x6 snare-mines (frag), 1 entrenching tool per person