Cmd-Keen Storm Trooper |
Requisition: Red dot sight
"Reason? Oh right you need to write down why I need that on this mission."
He pats Betzi, his Hellgun. "See usually we fire those in bursts or full auto
if the big stuff shows up. But this time we have lots of tin openers with us.
Like this ironed shirt 'Archy' guy. And the Commissar. So I'm expected to shoot
the small stuff away from them. And there's no such thing as reloading Betzi you
see. No charge pack" He points at his backpack. "So I'll have to do
single shots most of the time. And those better hit or Archy and the Commissar
might get in trouble. So a red dot sight would be suuuuuper helpful keeping them alive."
Requisition, scarce item: 1d100 ⇒ 36
The Ghost of War |
The Munitorum scribe seconded to the Chief of Logistics is mustering the Trooper before him.
"Hmm-Hmm. Yes, but actually no.
You see, we have only three left.
Down to reserves you see.
And if I were to give you one, I'd only have two left.
And that would mean I'd have to fill Forms 5837F to 5837K.
In triplets!
Can't do.
The only thing I could do, is assign this item you are asking for to you as part of a field test according to protocol 982A-68826T.
You would have to bring it back WITHOUT damage and fill out a Test Report afterwards."
Cmd-Keen Storm Trooper |
Who knew it could be so helpful not to feel anything? No anoyance even hearing that kind of not-my-problem sort of reason. Also no regret in not getting what he wanted
"It's okay - if you're out you're out. I'm not going down there for a stroll - I'm going to storm bunkers and get shot at. There's no way I cann garantuee it coming back in one piece. Still as I said it's fine. I'll go without it. What was that reason again? You still have some but you'd have to fill out some refill forms. Got it. I'm sure the Commissar and Archi Ordinance guy are gonna know what that means and that you just followed the regulations. See you!"
Griz trots off without the item.
Cmd-Keen Storm Trooper |
Griz turns around and scratches his chin.
"Aye. As I said I understand. No worries. You'll have to write that down tho if you want me to tell them about it. Not gonna remember that string of numbers and letters in my head."
Choon |
2d10 + 20 ⇒ (2, 6) + 20 = 28
2d10 + 20 ⇒ (5, 5) + 20 = 30
2d10 + 20 ⇒ (7, 7) + 20 = 34
2d10 + 20 ⇒ (3, 5) + 20 = 28
2d10 + 20 ⇒ (4, 8) + 20 = 32
2d10 + 20 ⇒ (3, 7) + 20 = 30
2d10 + 20 ⇒ (9, 10) + 20 = 39
2d10 + 20 ⇒ (5, 1) + 20 = 26
Int: 1d10 + 10 ⇒ (8) + 10 = 18
Fate: 1d10 ⇒ 10
HP: 25 + 1d5 ⇒ 25 + (2) = 27
re-roll the 26: 2d10 + 20 ⇒ (3, 7) + 20 = 30
cmd-keen |
Requisition Laspistol(Common): 1d100 ⇒ 50
Armorer vs 46 - Grip: 1d100 ⇒ 32
Armorer vs 46 - Stock: 1d100 ⇒ 7
Armorer vs 46 - Trigger: 1d100 ⇒ 72
Armorer vs 46 - Home Materials: 1d100 ⇒ 78
Requisition Red Dot sight: 1d100 ⇒ 93
No idea what requisition back on board of the ship counts as but I don't think the new character is getting anything. Guess all the other characters already cleaned out the stores. Is it possible to swap the regimental issue lasgun for the laspistol?
ArchibaldBenedictThunderblossom |
Age system test for my Best Stub Pistol
age: 1d100 ⇒ 50
Recent counts as old
origin: 1d100 ⇒ 21
Civilized: +10 to get ammo, -20 to modify
owner category: 1d10 + 3 ⇒ (2) + 3 = 5
owner: 1d10 + 3 ⇒ (9) + 3 = 12
Error: result has no entry
owner category: 1d10 + 3 ⇒ (7) + 3 = 10
owner: 1d10 + 3 ⇒ (1) + 3 = 4
A psykers weapon. Still bears a trace of the immaterium from the many times the veil was rent asunder around it.
Rolls to manifest psychic powers gain +5 for anyone close to this weapon (~10m).
quirk: 1d19 + 1 ⇒ (6) + 1 = 7
uncommon: 1d10 ⇒ 9
Possessed (9)
This weapon is possessed by a low level daemon
Dmg +3, Pen+3, Clip +50% (boni are inverted to penalties if used within consecrated area, e.g. imperial temples, cathedrals or in the immediate vicinity of an ordained cleric – or similar holy persons)
On a malfunction roll of 3 or lower, the character gains one point of Corruption instead of the normal malfunction result
Whenever the wielder gains Corruption, he gains another one any checks to resist gaining Corruption are two steps harder
The weapon resists common maintenance and repair attempts and instead repairs itself within one day
Should the daemon ever be exorcised, the weapon gains the Comatose quirk instead
Master At Arms Ludicus Marleno |
"Galvanizing Presence: The presence of a Commissar is enough to instill fear into the hearts of all guardsman in his vicinity. Often this fear is greater than the fear of many fearsome foe the guardsmen my face during their struggle for the Emperor.
The Commissar counts as having the Fear(2) trait for the purpose of applying the Terrify special use of the Command Intimidate skill.
In addition, the Terrify special use will affect all members of a squad."
Kersin Walkover |
Kersin's Bolt Pistol
Quality: 1d100 ⇒ 91 - Good.
Age: 1d100 ⇒ 12 - New.
Origin: 1d100 ⇒ 92 - Famous Forge.
Quirk: 1d10 ⇒ 1 - Common 1d5 ⇒ 4 - Defensive
Cmd-Keen Ministorum Priest |
Stat: 1d20 + 20 ⇒ (11) + 20 = 31
Stat: 1d20 + 20 ⇒ (15) + 20 = 35
Stat: 1d20 + 20 ⇒ (2) + 20 = 22
Stat: 1d20 + 20 ⇒ (1) + 20 = 21
Stat: 1d20 + 20 ⇒ (4) + 20 = 24
Stat: 1d20 + 20 ⇒ (13) + 20 = 33
Stat: 1d20 + 20 ⇒ (4) + 20 = 24
Stat: 1d20 + 20 ⇒ (4) + 20 = 24
Stat: 1d20 + 20 ⇒ (10) + 20 = 30
Reroll lowest: 1d20 + 20 ⇒ (6) + 20 = 26
Fate: 1d10 ⇒ 1 1 Fate point
Wounds: 9 + 1d5 ⇒ 9 + (3) = 12
Liam McGregor |
Some req time then, let's see...
Base (Second specialist):25
Time spent in front -10
Front active +30
War condition -20
Special +20
Medikit (Average(prof +10): 1d100 ⇒ 31
Drum (not belt) inferno rounds (Rare/prof -10): 1d100 ⇒ 6
Field Suture kit (Average/prof +10) 1d100 ⇒ 60
Chamelion Cloak (Rare/prof -10): 1d100 ⇒ 44
Anatoly Dashkov |
Base (Second specialist):25
Time spent in front -10
Front active +30
War condition -20
Critical Mission +20
TN: 45
Laud Hailer (scarce -10) vs 35: 1d100 ⇒ 82
4 Stummers for squad (average +0, quantity -5) vs 40: 1d100 ⇒ 8
Static Generator (very rare -30) vs 15: 1d100 ⇒ 86
3 Screamers (scarce -10, quantity -5) vs 30: 1d100 ⇒ 60
Power Axe (very rare -30) vs 15: 1d100 ⇒ 92
Multikey (scarce -10) vs 35: 1d100 ⇒ 13
WOW .. the dice hate me today!
Cuthbert "Dreamer" Drips |
Cuthbert's milestone rolls:
First Blooding
BS Test against 43: 2d10 ⇒ (5, 4) = 9
54, failed by 11, 2 degrees of failure
Outcome: 2d10 ⇒ (1, 10) = 11
10, 10 - 10 = 0, Catastrophic Failure, 2d5 Insanity, +2 Corruption
Insanity Gained: 2d5 ⇒ (5, 1) = 6
Assault on Hive Spire 1
1d5 ⇒ 1
BS Test against 43: 2d10 ⇒ (9, 7) = 16
97, failed by 54, 6 degrees of failure
Outcome: 2d10 ⇒ (3, 9) = 12
39, 39 - 30 = 9, Stranded, 2d5 Insanity, +1 Corruption
Insanity Gained: 2d5 ⇒ (5, 3) = 8
Assault on Hive Spire 2
1d5 ⇒ 3
Stealth Test against 15(untrained): 2d10 ⇒ (4, 1) = 5
41, failed by 26, 3 degrees of failure
Outcome: 2d10 ⇒ (1, 9) = 10
19, 19 - 15 = 4, Lost Battle, 2d5 Insanity
Insanity Gained: 2d5 ⇒ (4, 2) = 6
Cuthbert "Dreamer" Drips |
En Route to Atria
INT Test against 31: 2d10 ⇒ (10, 4) = 14
4, Succeeded by 27, 3 degrees of success!
Gellar Field Incident: 2d10 ⇒ (5, 6) = 11
Safe!
A New World a New War
1d10 ⇒ 9
-2 to next d10
Karakathonia 1
1d10 - 2 ⇒ (5) - 2 = 3
BS Test against 43: 2d10 ⇒ (6, 2) = 8
62, failed by 19, 2 degrees of failure
Outcome: 2d10 ⇒ (3, 1) = 4
31, 31 - 10 = 21, Trench Invasion, 3d5 Insanity, D5 corruption.
Insanity Gained: 3d5 ⇒ (5, 3, 4) = 12
Corruption Gained: 1d5 ⇒ 1
Mechanical Effect = 38 Insanity, 4 Corruption,
Story Effect = Not a very happy soldier,
I'll read up on what all that means mechanically and then get to writing up his story so far and spending some XP.
Cuthbert is intended to be a grunt soldier. Lasrifle in hand, trudging to war, surrounded by madness.
While I'm here...
Wounds: 8 + 1d5 ⇒ 8 + (5) = 13
Cormaeg MacCammon. |
Ok, so I decided to roll for what Cormaeg did BEFORE he officially entered the game.
First Blooding
Ws (at the time 37): 1d100 ⇒ 22 1 DoS
Double result: 1d10 ⇒ 4 Encountered Ork Kommando
Result: 1d100 ⇒ 85 +10 for 1DoS for 95 IE Critical success
Assault on Hive Spire pt1
Where? 1d5 ⇒ 4
Command (Fel 39 +10): 1d100 ⇒ 29 2Dos
Result: 1d100 ⇒ 74 +20 2DoS Wall breaker
And then he took charge of the next mission.
Yeah, with this level of luck, he might just be going places.
Cormaeg MacCammon. |
Chimera #2
Condition (+10): 1d100 ⇒ 52
Variant: 1d10 ⇒ 2
Main gun: 1d10 ⇒ 6
Hull weapon: 1d10 ⇒ 4
Extras? 1d10 ⇒ 7
Extra weapon: 1d5 ⇒ 4
Chimera #3
Condition (+10): 1d100 ⇒ 86
Variant: 1d10 ⇒ 1
Main gun: 1d10 ⇒ 9
Hull weapon: 1d10 ⇒ 5
Extras? 1d10 ⇒ 4
Upgrade #1: 1d10 ⇒ 1
Upgrade #2: 1d10 ⇒ 5
Thud'dr |
Thud has currently:
Ripper: 48 round mag, 3 reloads
Evicerator with executioner rounds (at least 1, rest to be rolled)
Ogryn shield
2 Orgyn Frags, 2 Kraks, 1 smoke
Grenade Launcher with ammo
Requesting from the Lt.:
-as many charges of Executioner as I can (common)
-Mauler Cannon (very rare)
heavy, 60m, s/2/-, 3d10+8 I Pen6 ammo40 2full, Ogryn Proof, Twin Linked 50kg
It's basically twin linked autocannons rebuilt with a stronger frame/grips/etc., fire limiters, and triple harness built for Ogryn in situations like this one that require MOAR DAKKA. From Shield of Humanity
- Carapace armor (scarce?)
- Heavy Stubber (rare, but +20)
Cuthbert "Dreamer" Drips |
Sorry, I'm away from my laptop for a few days. Not sure what I'd try to requisition. I'll be back with my precious pdf's tomorrow so I'll check then.
For the moment, Cuthbert is not very impressed with the local launchers and would like some extra ammo for his own launcher. I'm more than happy to chase down some hapless local and requisition it myself.
Cormaeg MacCammon. |
Ok, here we go, I'll try for some of the things, and you do the rest.
Logistic Rating: 40
Peer: +10
Time spent on front: -10
Front active: +30
War condition: -10
Total before mods for rarity: 50
Thud:
Mauler Cannon (Very rare, reduced to rare, -20) 1d100 ⇒ 27
Carapace Armor (Scares, Reduced to Average, +/- 0): 1d100 ⇒ 45
Leni:
Carapace armor (See above): 1d100 ⇒ 2
Suture kit (Same as Carapace armor): 1d100 ⇒ 95
Max:
Bolt shells (Rare, reduced to scareces, -10): 1d100 ⇒ 70
Carapace armor (You know the drill):1d100 ⇒ 26
Cuthbert:
Frag missils (Scarces, reduced to average, bonus for being missiles +10(unless it was +20)): 1d100 ⇒ 86
Scatter missiles (Rare, reduced to scarces -10, +10/20):1d100 ⇒ 92
Duct:
Plasma Clips (Rare, reduced to scares, -10): 1d100 ⇒ 14
Photon flash grenades (Rare, reduced to scares, -10 (did grenades get bonuses)): 1d100 ⇒ 92
Command (Fel +10): 1d100 ⇒ 90
Ouch, no no, Reroll: 1d100 ⇒ 37