
Notch Carno |

3 Common or more available items: Clip Harness, Filtration Plugs, Grapnel and Line
Scarce or lower item: Red-Dot Laser Sight for Lucius-Pattern Lasgun
Very rare or lower item: GC Camo Cloak
From Dunc: Multi-key

GM Skyfall |
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Here's the availability table I'm using, in case anyone lost the first one:
AVAILABILITY REQUISITION MODIFIER
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

Davien Sol |

gonna use 800 exp for PR 4, with enough left to spare to get another psychic power, I wanted to get the groups opinion on this. There are a couple of powers i was thinking of-
Telekinetic Dome- leave me with 100 exp to bump my WP, good defensive ability
Molten Beam - anti-tank/big scary boi
Sunburst - more artillery (basically 1 hit per DoS)
Fiery form
Scryer's gaze (wound need to upgrade my psyniscience rank to get this one) but leaves me with 100 xp to bump my willpower. potentially useful coming up.
I'll list what each power does in spoilers at the end of this post. alternatively, I could start saving for PR 5 XD.
Items I think I got-
one refractor field (thanks Dunc!) (we could grab a lascannon or a plasma gun with this guys! anyone wanna call in the heavy fire support? haha) although, I was wondering if it would be worth it to skimp out and get a poor quality conversion field. it goes from 1-30 (overload on 10) to a 1-50 (overload on 15) because I plan on getting more into the thick of the fight now since I have hopefully some good armor and force staff the coin flip is looking better.
Force staff (poor quality, which gives a -10 on the roll right?)
one scarce item of my choosing (TBD)( I missread this, I thought I could only do upper/lower once each. If that is not the case I would have attempted the upper deck twice for the real good goodies. Could I reroll or swap it if that is the case? the roll was a 10 so it would have passed either XD. If not thats fine, I'll either grab something fun or a poor quality carapace armor suit.
another question, the librarium bonuses are only active inside the
What does the party think, should I continue down artillery powers, or would you rather I pick up some stealth powers?
7–4: Scrier’s Gaze ResultsDoSResult
1 Single Threat: The psyker manages to focus his view on a single key manoeuvre the enemy is either planning, or currently enacting. This could be an ambush, an all out assault, or a flanking manoeuvre, ambush, an all out assault, or a flanking manoeuvre, but regardless of its nature, it is a key manoeuvre to the enemy’s plans.
2 Troop Movements: The psyker’s visions stretches over the entire battlefield, able to see the movement of all allied and enemy troops. However, he is unable to focus his vision enough to see the exact number and makeup of each unit.
3 Troop Numbers: The psyker controls the focus of his vision, he is aware of all previous effects and is also able to discern the number and makeup of each individual unit.
4+ Commander’s Plans: The psyker breaks through the veil of time, seeing the battle and its countless different outcomes. He is aware of all previous effects, and also knows details of the enemy commanders’ battle plans
Extending his power over his allies, the psyker creates a shimmering dome of energy around them that deflects enemy fire as effectively as any bunker. Despite its sturdy protection, the dome feels no different than thin air, and allies and enemies alike can pass through it unheeded.The psyker chooses a point in range and line of sight, and creates a dome of invisible energy centred on that point with a radius equal to half the psyker’s Psy Rating, rounded up. All allies standing inside the dome gain a number of Armour Points equal to the psyker’s Psy Rating to all Locations against any attack that originated outside of the dome’s radius. However, enemies may still physically pass through the dome at no penalty.
The psyker engulfs his own body in the fire of the Warp. It spreads over every inch of his skin, transforming his very flesh into living Warpfire. Reborn a being of living flame, the psyker burns everything he touches, transforming his surrounding into a burning hellscape with every step he takes.While this power is in effect, all of the psyker’s melee attacks deal addition Energy Damage equal to his Psy Rating and gain the Flame Quality. In addition, at the end of each of the psyker’s Turns in which he sustains this power he emits a Psychic Blast centred on himself with a radius equal to his Psy Rating. All creatures within the area of effect, with the exception of the psyker, suffer 1d10 + Psy Rating Energy Damage with a Pen of 0 and the Flame Quality.
The psyker extend his palm towards his enemy and unleashes a concentrated, white-hot beam of energy. Such is the heat of the focused beam of Warpfire that armour melts to slag and flesh simply vaporises as it effortlessly cuts through them.This power is a Psychic Bolt that deals 1d10+5 Energy Damage, +3 per point of Psy Rating, with a Pen equal to twice the psyker’s Psy Rating, and the Melta quality.
This power is a Psychic Storm that deals 1d10+2 Energy Damage, +2 per point of Psy Rating, with a Pen of 0 and the Flame Quality. up to Psychic rating additional hits
A number of allies in range equal to the psyker’s Psy Rating, plus the psyker himself, recover Wounds equal to half the psyker’s Psy Rating, rounded up. They also may immediately overcome the effects of Pinning.This power is incredibly taxing and requires at least 12 hours of recovery before it may be used again

Notch Carno |

Any of those could be useful but my vote is for Scryer's Gaze or Telekinetic Dome.
Poor quality armour is painful, it cuts your ability to dodge.

Krevlor |

Thank you for the Detox and Narthecium gents.
I've got a grenade launcher going if someone wants to get the proficiency they can have it. Its a handy utility weapon for the squad to have.
Grenade Launcher
Blind Grenade Clip x3
Frag Grenade Clips x7
Krak Grenade Clip x2

Jak Sunnajak |

Spending xp on Weapon Skill increase, Toughness Increase, Intelligence Increase, and Tech-Use +20.
Trying to make a dragon with the 12 points they give is .. impossible. I can get close but not quite all the way there...

Jak Sunnajak |

Are there no thunder hammers in OW?
I think for the Very Rare I will go for a power axe. Still working on the other items.
I have a mount writeup that is, I think, pretty awesome and close-ish to a dragon.
I will get my rolls for the second half thrown together today, including making that autocannon. @Skyfall - what is needed to assemble the autocannon?

Krevlor |
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Only war misses out on quite a few items. Bullgryn armor and gauntlets would be nice.
Only War came out in 2013, Bullgryns were added in 2014 to 40k... Fantasy Flight put out their Star Wars RPG in 2013. I remember being incredibly frustrated that the various 40k rpg lines clearly had less resources assigned to them. Bar Dark Heresy 2nd it felt like they put a skeleton crew on finishing books they had begun creating.
Black Crusades nurgle themed book has a whole load of stuff in it that is very unaligned and I have a hunch its because originally its got a bunch of stuff in there from a book they decided not to make.
Gear wise the various systemsbare largely compatible but Black Crusade and Dark Heresy 2nd are the most similar. But I haven't wanted to pull that thread too much. Both do have Thunder Hammer rules. I can't recall ever seeing a guardsman with one but it could happen... the CSM Lord from Blackstone Fortess also likes his Thunder Hammer despite what Chaos Marines usually having access to.