Skyfall- An Only war story

Game Master Solar27

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.

At least it did, until they came


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The mount is awesome and there is no restrictions on building stuff apart from you need to buy the parts first (of the quality you want the final item to be)


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Can you remind me what the modifaction to the roll is for buying parts rather than the completed item?

I tried to go back in the chat to find it but I am either blind or I didn't go back far enough.


Ogryn

Duncan has nothing to add right now, but I am still here and checking every day. Duncan likes red as always.


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

I too am checking in. Head cold continues.


The crafting rules are on page 115 of the only war core rulebook

Matierals:

MATERIALS
When creating an item, a character must have access to the right materials, otherwise he cannot make it. Whether or not
these materials are on hand is up to the GM, though common sense should play a part (i.e. a character on a feral world
is going to have access to lots of basic materials good for the Survival Skill but might have trouble finding the complex
parts or manufacturing base needed to make an autogun). Once it has been determined whether or not the materials are on
hand, the GM then decides if the character needs to expend any resources acquiring them. As a general rule when creating
items using the Tech-Use Skill (or the Medicae Skill when creating advanced drugs such as those not occurring naturally),
characters must always buy materials. Items crafted with Survival, on the other hand, can other be made from “found”
materials, such as fashioning a bow when in a forest, or making a spear from scrap metal in an underhive.
When acquiring materials for crafting, determine the item’s Availability and then decrease it by one step (i.e. Average
items become Common, Common items become Plentiful, etc.). The character then makes a Logistics Test to acquire the
materials just as if he were acquiring an item. Once he has the materials, he can then try to create the item.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

I feel kinda dense right now...


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

The 40krpg books contain a *lot* of text. I still sometimes can't find things and I've GMed campaigns in most of the lines.


Honestly the only way I find things is with ctrl-F.
I don't know how I'd manage with a physical copy


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

Yeah, ctrl+F is handy.

I may not be available to post at all tomorrow.


Duncan "Dunc the Lunk" wrote:
Duncan has nothing to add right now, but I am still here and checking every day. Duncan likes red as always.

Do you mean the Engine Sages?


Ogryn

*Confused look.* Dunc just see red. Dunc like red, pretty like Val hair. Dunc like Val, she gud lil'un.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Are there rules written for upgrading the craftsmanship of an item that already exists?

I would like to upgrade the bionic legs I pulled off a corpse found in the lower decks to good quality. Or perhaps it would be okay to count them as parts for good quality legs that need to be re-built?


Ogryn

Missed the bit about ammunition in the logistics rolls rules. Seems like I have a lot of tracer clips for the ripper. Can I change that second Tracer roll to just an ammo roll for the auto cannon?

Right now it is 5 clips tracer ammo for the ripper, if we switched the second roll it would be 3 clips tracer ammo for ripper and 3 clips ammo for autocannon.


The legs I'll count as a trade in so get a bonus for the logistic test equal to the rarity of the legs so get a +10 if they're common quality (more it they're better)
As for the ammo, sure go ahead


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Hey, with 10 DoS on that last check for the autocannon, any chance it can have a quality upgrade? ;)


With 10 DOS I'll give you best quality since you also worked on it before


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |
GM Skyfall wrote:
With 10 DOS I'll give you best quality since you also worked on it before

Wooo! That is pretty awesome!


Gifts like these are how I justify all the horrors I'm going to put you through


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

woooo....


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|
GM Skyfall wrote:
Gifts like these are how I justify all the horrors I'm going to put you through

If there aren't horrors, would be really be a 40k game? ;)


Ogryn

Not to be a pain, but now I remember the issues with the mounts. None of the mounts, not even the mountain ant build had a carrying capacity high enough to carry Dunc. The Terror cat does not even have the carrying capacity. I meant to bring that up back when we were discussing the mountain ant in the first place and must have gotten distracted... oops. Duncan is rubbing off on me.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

How stronk does something have to be to carry Dunc?


Carrying capacity for mounts is determined by their size. The mountain ants are size 6,Duncan is size 5 so they can carry him plus 1 piece of heavy equipment


completely forgot about the mount, where can I find mount rules? And how much for a marine bike. haha.


The mount creation rules are on page 142 of the Hammer of the Emperor rulebook
I'll get back to you about a bike just a normal one though


Ogryn

Oh. Didn't realize they didn't use the carrying capacity table... carry on then.


I'm busy this weekend so there probably won't be any update until Monday


Everyone can refresh their fate points


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

Huzzah!


You can also get rid of your fatigues


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

Extra huzzah!


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Outstanding!


Can you tell me what your plan is, with approaching the tech tribe. Are you re conning it first or just walking straight in?


Ogryn

Duncan votes to let him just walk in to say hi.


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

Notch is up for recon, then walk in to talk if it doesn't look too deadly.


sorry all, last semester of college and everything seems to be trying to screw me over. Been very hectic, and probably will be until the weekend (hopefully not longer) but that depends on whether or not the schools people get their asses in gear and do their actual jobs. heh.


No problem. Real life has to come first.
Good luck with your course


Medic. FP: 1/1, Wounds 9/9. TB: 3. Armour: 4.

Recon before approaching seems reasonable to me.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Jak can do aerial recon if that seems like it would be helpful/safe enough.


While I remember @jak I'm not stacking the subskin armour bonus with the cybernetic toughness bonus. I'm counting them as being equivalent to stacking armour


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

I am not sure I understand what you are saying.
Are you saying that the subskin armor grants no bonus to TB, or that a body location cannot benefit from the subskin armor and a TB bonus from other cybernetics at the same time?


You can't benefit from both at the same time as there's no skin for you to put the subskin under. Though you can choose the better of the two.
If that was a bonus you were banking on we can retcon an change on that roll


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Oh, like where I have cybernetic limbs, etc? Or does that apply to any other cybernetic implant?


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |
Jak Sunnajak wrote:
Oh, like where I have cybernetic limbs, etc? Or does that apply to any other cybernetic implant?

Nevermind. Re-reading the cybernetics introduction paragraph cleared that one up for me. I am used to Deathwatch where any cybernetic implant gives +2 TB, but in OW only the cybernetic limbs do that.

I was not counting on it. In all reality, +2TB is actually better for mitigation than 2 AP since there are far fewer things that reduce or ignore TB.

I will adjust my armor notes, but I will leave it as it.


So now that you've done your scouting how are you going to approach the tech tribe


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

Did we learn anything more from scouting?


Just what's in the spoilers


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 1/1 | Init +4 | Armour 4 body, 4 head and arms|

Grand job!


Just so everyone know the section in the tech tribe camp will last a while so if you don't go in our character will be out of the plot for a while


Medic. FP: 1/1, Wounds 9/9. TB: 3. Armour: 4.

I get and accept that but... giving them all of our weapons is a big ask in character.

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