Map of current fight
This is a Warhammer 40K story set on the world of Skyfall, where 5,000 years ago demons and angels warred in the heavens and broke the sky. Now pieces of that war rain down upon the land and you are the Scavanger teams sent to reclaim those pieces of lost technology that might survive, from an area called the Skybreak.
This is your life and it's not an easy one, the Skybreak takes as much as it gives but it gave you hope of better times.
Also your Ants have 3 armour and do 3+1d10 Primitive (7) damage with paralytic venom at toxic 4 that gives a fatigue for every 2 degrees of failure on the toughness test rather than extra damage
No limits but remember the scavenger trait.
No trying for the same item twice.
Commerce will just be based off your int for each individual item. None of that contested rolls nonsense
Natural predators of the Skyfall these creatures are a Scavangers natural enemy and deadly killers
WS 50
BS 01
S 40
T 40
AG 30
Int 10
Per 35
WP 20
Fel 10
The requisition rolls work by an logistic rating role modified by the availability and quality of the item you want to get
I'm not using the Only war rules (because they're 5 pages long) and just using these instead:
Buying modifiers:
Rarity of item:
Ubiquitous (UB) Automatic
Abundant (AB) Easy (+30)
Plentiful (PL) Routine (+20)
Common (CM) Ordinary (+10)
Average (AV) Challenging (+0)
Scarce (SC) Difficult (–10)
Rare (RA) Hard (–20)
Very Rare (VR) Very Hard (–30)
Extremely Rare (ER) Arduous (–40)
Near Unique (NU) Punishing (–50)
Unique (UN) Hellish (–60)/GM's discretion)
For example a best quality quality plasma gun is at -50 (-20 for very rare and -30 for best quality)
But a Poor quality knife is at +30 (+20 for Plentiful and +10 for poor quality)
I don't have access to the book atm(and for another few day), can anyone be kind enough to tell me the scarcity for all arlind flak armor and or a power staff?
I've sent GM Skyfall a message asking if we can have a set stat for the opposed roll for the market that we can roll or just do it as a flat unopposed bonus.
Commerce:
WORKING THE SYSTEM
A player might decide that it is in his character’s best interest to focus his Skills so that he is better suited for acquiring gear. In this way, one character might be the focal negotiator for obtaining unusual items for the squad or bartering for any extra equipment. A character who chooses to embrace this philosophy would be best suited by raising his Commerce Skill and Fellowship Characteristic. In this way, the squad can improves its odds of having access to the most appropriate gear for their situation, and might even acquire a few luxuries along the way.
Any time that a character seeks to obtain an item, he begins by identifying the person most likely to provide it. Once he has done so, he may engage them in a Challenging (+0) Opposed Commerce Test. For every Degree of Success on the Test, the character receives a +10 bonus to his Logistics Test to obtain an item.
Often, a character might have a piece of extra gear that he might be willing to trade in order to obtain a particular item. If this is the case, the availability of that item should be calculated (see Table 6–2: Availability by Front Conditions on page 163). The Logistics Test difficulty for the traded item may be added as a bonus to the acting character’s Commerce Test or as a penalty to the opposing character’s Commerce Test.
The downside is that, strictly speaking, bartering is a violation of Imperial Doctrine. The God-Emperor and his servants—by divine mandate—are certain to always provide all of the necessary equipment for a mission. Anyone who doubts this is clearly guilty of heresy. Furthermore, many of the items that are in greatest demand include things that are clear violations of Imperial law. These include illicit substances, xenos tech, and even confidential information. Anyone who is willing to deal in such contraband could potentially trade them for items of great value, but must always consider the risk that his trade partner might turn him in to the Commissariat.
I mean, if someone wants to get Duncan one with their commerce ability. He just wanted the pretty clothing, he isn't going to really think about new weapons on his own as he has the ripper gun he was told was his to shoot at things.
Not this time. The ripper gun is pretty good anyway.
I'm going to be hopefully making a BQ chainsword. I doubt anyone is proficient yet but it'd be a very nice weapon especially if someone picked up chain weapon expertise.
You can if you get better quality parts.
A sword made of impure metals will never be best quality without better steal. Though at that point your just reforging it.
Basically make a roll for the best quality version with the crafting and trade in bonuses
As for the Servo Terror cat, sure but it'll loses it's irritable trait (though many would consider that an improvement)
There's no real rules for getting multiple of an item in Only War, I did get six DOS on the test for charge packs, should I just keep rolling until I fail? Or would you rather steal a rule from DH2nd -"Successful requisitions for ammo clips yield two clips, plus one extra clip for every degree of success beyond the first, while those for grenades, drugs, and other single-use items garner one item, plus one extra for every degree of success on the test beyond the first."
Either a common lore scavengers at - 20 or a forbidden lore Scavangers at +10 will answer your question.
If no one has those it's generally a bad idea to piss off the boss.
This is the same man from the salvage depot