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



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

Silver Crusade

dotting.

I'm assuming we are using the only war rules?


Yes, the regiment will be one that's been cut off from everything for the last 5000 years and from a Post cataclysm world so there will be some minor fluff changes to your characters but that's about it


Checking in. Are we choosing from the guardsmen classes or are any specialist classes available (e.g. tech-priest or priest)?


You can have any class


With some slight renaming to represent this regiments isolation from the galaxy


Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Checking in...

Commissar=Sadist with a nice cap...

Do you have the mechanics of the regiment worked out or are they still being done? It can impact a lot on your choice of class.

I'm more inclined towards the basic guardsman classes. Medics, Operator, Weapon Specialist and Sergeant more so than Heavy Gunner...


Here's your regiment:

Home World:
POST CATACLYSM WORLD:
Skills: Awareness, Survival, Linguistics (low gothic).
Resourceful= +10 to survival skills to get food or water and to tech use to repair low tech equipment
1d5 insantity points
Talents: Resistance(fear)

Regiment type:
Rough rider: 1 hunting lance, 1 laspistol, 1 flak jacket and helmet and 1 riding beast (including associated equipment), +3 Agility, -3 Balistic skill

Commander type:
Fixed : Skills: Command

Training doctrine:
Skirmishers: Again the Agility Aptitude, Talents: Skilled rider or Ambush, increased distance for Strike and fade action
Scavengers: +10 to acquistions test, represussion on doubles

I'll let you choose your favourite basic and heavy weapons


Forgotten detail:

+3 WS and +3 to Per for your character

Your starting Mount: Skyfall Ants:

Loyal, fast and tough these native inhabitants of Skyfall are a Scavangers best friend. Usefull for both their ability to navigate over any terrain and their paralyzing venom to bring back with whatever you find

WS 30
BS 5
S 30
T 40
AG 50
Int 10
Per 31
WP 30
Fel 10

Skills
Awareness, Survival, Stealth, Dodge

Talent
Hardy, Sprint

Traits
Terrain Master, Quadruped, Paralytic Venom, Loyal, Size (5), Natural Armour (3), Natural Weapons,

Weapons 1d10+3 R (Pincers) Toxic (2) Primitive[7]
Wounds 14


Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Dice Rolls and Rough Work:

WS: 20 + 2d10 ⇒ 20 + (3, 3) = 26
BS: 17 + 2d10 ⇒ 17 + (4, 6) = 27
Str: 20 + 2d10 ⇒ 20 + (1, 10) = 31
T: 20 + 2d10 ⇒ 20 + (5, 6) = 31
Agi: 23 + 2d10 ⇒ 23 + (5, 1) = 29
Int: 20 + 2d10 ⇒ 20 + (1, 10) = 31
Per: 20 + 2d10 ⇒ 20 + (10, 7) = 37
WP: 20 + 2d10 ⇒ 20 + (4, 6) = 30
Fel: 20 + 2d10 ⇒ 20 + (5, 6) = 31

I'm going to use my one reroll to play the odds and go with WS

WS: 20 + 2d10 ⇒ 20 + (2, 9) = 31

Nice!

WS 31, BS 27, Str 31, T31, Agi 29, Int 31, Per 37, WP30, Fel 30

Fate Points: 1d10 ⇒ 3 Unsurprisingly 1 Fate Point.
Insanity Points: 1d5 ⇒ 5

With +5 Int from Medic
WS 31, BS 27, Str 31, T31, Agi 29, Int 36, Per 37, WP30, Fel 30
FP: 1, IP: 5 Wounds: 8 + 1d5 ⇒ 8 + (1) = 9

Skills: Awareness, Command, Survival, Linguistics (low gothic), Medicae, Scholastic Lore (Chymistry)
Talents: Skilled rider or Ambush, Resistance(fear), Jaded, Weapon
Training (Las or Solid Projectile, Low-Tech).
Traits: Resourceful: +10 to survival skills to get food or water and to tech use to repair low tech equipment
Increased distance for Strike and fade action
Scavengers: +10 to acquistions test, represussion on doubles
Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Gear: 1 hunting lance, 1 laspistol, 1 flak jacket and helmet and 1 riding beast (including associated equipment), Diagnostor, injector, medikit

XP
Agility +5. 100xp
Intelligence +5. 100xp
Perception +5. 100xp
Dodge 200xp
Scholastic Lore (Beasts) 100xp

Edit Update to stats from the homeworld fromt he GM. +3 Per, +3 WS

Rough Rider Medic
WS 34, BS 27, Str 31, T31, Agi 34*, Int 41*, Per 45*, WP30, Fel 30
FP: 1, IP: 5 Wounds: 9
Skills: Awareness, Command, Survival, Linguistics (low gothic), Medicae, Scholastic Lore (Beasts, Chymistry), Dodge
Talents: Skilled rider or Ambush, Resistance(fear), Jaded, Weapon
Training (Las, Low-Tech).
Traits: Resourceful: +10 to survival skills to get food or water and to tech use to repair low tech equipment
Increased distance for Strike and fade action
Scavengers: +10 to acquistions test, represussion on doubles
Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Gear: 1 hunting lance, 1 laspistol, 1 flak jacket and helmet and 1 riding beast (including associated equipment), Diagnostor, injector, medikit

Silver Crusade

I've never really played only war, but I love the 40k setting, So bear with me on this.

going to go for a rifle build, guy will be a ahem... mild... adrenaline junky.

Rolls and stuff:

Base scores
WS: 2d10 + 20 ⇒ (6, 4) + 20 = 30
BS:2d10 + 20 ⇒ (5, 1) + 20 = 26
S:2d10 + 20 ⇒ (2, 1) + 20 = 23
T:2d10 + 20 ⇒ (8, 3) + 20 = 31
Agi:2d10 + 20 ⇒ (3, 10) + 20 = 33
Int:2d10 + 20 ⇒ (5, 4) + 20 = 29
Per:2d10 + 20 ⇒ (1, 6) + 20 = 27
Will:2d10 + 20 ⇒ (10, 4) + 20 = 34
Fell:2d10 + 20 ⇒ (2, 10) + 20 = 32

HP: 1d5 + 8 ⇒ (5) + 8 = 13

I think I get one re-roll? Rerolling ballistic skill.
BS: 2d10 + 20 ⇒ (9, 5) + 20 = 34

Specialist: weapon specialist
Characteristic bonus: +5 BS
Aptitudes:
Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill

Starting Skills *trained*: Athletics, Stealth, Navigate (Surface), Common Lore (Imperial Guard, War).

Starting Talents: Rapid Reload, weapon training (las), weapon training (Solid projectile), Weapon training (Flame)

Starting Equipment:
4 Frag grenades, Sniper rifle (or long las?)

Ending scores:
WS: 33 +3
BS: 41 -3+5+5
S: 26
T: 31
A: 36 +3
Int:33
Per:30 +3
Will: 34
Fell: 32
HP: 13

Total skills:
Trained(?): Awareness, Survival, Linguistics (low gothic), Athletics, Stealth, Navigate (Surface), Common Lore (Imperial Guard, War).

Known Skills: Dodge

Talents: Rapid Reload, weapon training (las), weapon training (Solid projectile), Weapon training (Flame), Mighty Shot, Ambush

---------------> A little help here, I'm not sure how much "+2" is? Is it worth the talent? Or would marksman do me better? (it would be 100xp cheaper as well)
Exp Spent- 600 xp total
100exp- +5 BS skill,
400exp- Mighty Shot (+2 dam)(?)
100exp-Dodge


Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

On favoured basic and heavy weapons. For basic I am thinking a longlas would be useful as the're default load out is very close ranged but they need to be flexible as scavengers and it's easy to recharge the packs compared to getting ammo. Doubling down on close up would make meltaguns or flamers and option. But Rorek likes the look of a longlas so I'd push for that.

For heavy weapons missile launchers always allow a bit of flexibility. Autocannon are a good midway point for anti armour and anti infantry (though they struggle with heavy armour).

Silver Crusade

I would prefer a long range option. Whether projectile or las I don't reallly care. Or we could go for plasma. I don't like extremely close range weapons like melta, unless its a "template/spray/ weapon, since I doubt you would want to get within 20M of something that requires a melta round(s) to take down.

As far as ammo goes. It could be the world is more reliant on solid projectiles at this point, or maybe not.

As for heavy weapons, if ammo is truly to be a commodity, I'd recommend something with as much punch per shot we can get. Let the basic weapons and grenades handle infantry. Heavy weapon should be something designed for anti armor (or monster). So, lascannons or missile launcher would be my suggestions.


I realised I messed up the initial character creation stats so here's everything in one place as well as your extra gear.
I've added the talent catfall the skill survival at +10 and +3 to your ws and per

Only war character creation stuff:

Regiment name: Scavangers:

HomeWorld
POST CATACLYSM WORLD:
Stats: +3 to Ws and Per
Skills: Awareness, Survival, Linguistics (low gothic).
Resourceful= +10 to survival skills to get food or water and to tech use to repair low tech equipment
1d5 insantity points
Talents: Resistance(fear)
[spoiler=Regiment type]
Rough rider:
Stats:+3 Ag and -3 Bs
Skiils: Survival
Talents: Catfall
Hunting lance,las pistol stats 1 flak jacket and helmet (3 to body and head) and
1 riding beast (including associated equipment),
Commander: Fixed
Skills: Command
[spoiler=Training doctrines]
Skirmishers: Gain the Agility Aptitude, Talents: Skilled rider or Ambush
Increased distance for Strike and fade action by your mounts agility bonus
Scavengers: +10 to acquistions test, repercussion on doubles
Note if you already have the Agility aptitude gain the finess. If you have both gain one of your choosing

Additional Standard items:
1 krak grenade
1 frag grenade
1 Auspex per squad


Your starting Mount: Skyfall Ants::

Loyal, fast and tough these native inhabitants of Skyfall are a Scavangers best friend. Usefull for both their ability to navigate over any terrain and their paralyzing venom to bring back with whatever you find
Ws 30
BS 5
S 30
T 40
AG 50
Int 10
Per 31
WP 30
Fel 10

Skills:
Awareness, Survival, Stealth, Dodge

Talent
Hardy, Sprint

Traits
Terrain Master, Quadruped, Paralytic Venom Toxic trait gives foe fatigue instead of damage for every 2 degrees of failure, Loyal, Size (5), Natural Armour (3), Natural Weapons,

Weapons 1d10+3 R (Pincers) Toxic (4) Primitive[7]
Wounds 14


Everything added up:

stats:+3 WS, +3 Per, +3 Ag -3 BS
Skills: Awareness, Command, Survival +10, Linguistics (low gothic)
Talents: Catfall, Skilled rider or Ambush,Increased distance for Strike and fade action by your mounts agility bonus
Resistance(fear), Resourceful
Gear:
Hunting lance
laspistol with 4 charge packs,
1 Frag grenade,
1 Krak grenade,
1 auspex per squad


@rorek55 you still need to generate your fate points and change Common lore Imperial guard to common lore Scavangers to fit with the setting.
Also your starting weapon (hunting lance) is low tech so you might want to grab weapon training low tech.

Also here is an excel sheet I found for calculating exp cost to make this process easier on everyone:
https://drive.google.com/file/d/0B3oJx0XTJcARX0FBODYtNUxSVmM/edit?usp=shari ng

As for favourite weapons I'm ruling out lascannons because they can one shot anything in the game and if you want the ability to do that you'll need to work for it.

Silver Crusade

Huh. Didn't realize they were that strong. Never had the chance to play only war yet. In that case, I may suggest auto-cannon then.

I may pick up that weapon training, depending on if the regiment favored weapon is a las weapon or projectile weapon(I'm personally still leaning towards the sniper rifle, but I'm unsure how abundant solid rounds are in the world). But if things get to the point I have to use the lance, ole boy will likely be good as dead.

I'll change the lore, and my choice of aptitude will be offense.

Though.. I had also considered the idea of doing a psyker, or would you rather keep that off the table?


Psykers are fine as long as your ok with being unbound but there will be opportunities to become bound/sanctioned later on. Your lores will be changed as well to Common lore (Seers council) but will function the same as Common Lore (Adeptus AstraTelepathica)
I'm taking some creative liberties with the binding process as it's never actually described how it's done

Silver Crusade

I think I'll try out a psyker. Hopefully I did this correctly. 5 corruption off the bat. I think I'll use the allocation, if allowed? gonna go for a "raw power/talent but hasn't developed/molded it yet" vibe for him. Really self confident due to having his powers, gifted guy that has sorta breezed through life without putting forth -much- effort save maybe a few areas. Bit of a pyro.

rolls:

fate: 1d10 ⇒ 1 1 fate
insanity: 1d5 ⇒ 4
hp: 8 + 1d5 ⇒ 8 + (5) = 13
corruption: 1d5 ⇒ 5

WS:27 (7) (+3)
BS: 33(13)(-3)
S: 25 (5)
T: 40 (20)
A: 29 (9)(+3)
Int: 30 (10)
Will: 40 (20)(+5)
Per: 27 (7)(+3)
Fell: 30 (10)

reroll: 32 (swapped to fell)

Characteristic Bonus: +5 Willpower.

Starting Aptitudes: Intelligence, Knowledge, Perception, Psyker, Strength, Willpower.

Starting Skills: Common Lore (Seers council), Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (Cryptology), Survival

Talents: Heightened Senses (Hearing), weapon training (las)

Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff

final starting stat block:

Scores: (after modifiers)
WS: 30
BS: 30
S: 25
T: 40
A: 32
Int: 30
Per: 30
Will: 45
Fell: 30
HP: 13
Corruption: 5
Insanity: 4
Psy Rating: 3
Fate: 1

Aptitudes: Intelligence, Knowledge, Perception, Psyker, Strength, Willpower, Agility

Skills: Common Lore (Seers council), Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (Cryptology)

Talents: Heightened Senses (Hearing), weapon training (las), Psy rating x3, Resistance(fear), Skilled rider

Equipment: Data-slate, psy focus, Best Craftsmanship staff, Hunting lance, laspistol with 4 charge packs, 1 Frag grenade, 1 Krak grenade,

Psychic Powers:
Spontaneous Combustion, Flame Breath

Silver Crusade

which do you, the other folk showing interest prefer?


I wouldn't mind playing an Ogryn if acceptable, otherwise I'll build a heavy gunner.


Ogryns are fine as long as your willing to accept the limitation that come with them


Ahem. "Course sarge, I does as I is told."

Rolls:

2d10 + 20 ⇒ (9, 10) + 20 = 39
2d10 + 20 ⇒ (10, 4) + 20 = 34
2d10 + 20 ⇒ (4, 9) + 20 = 33
2d10 + 20 ⇒ (2, 1) + 20 = 23
2d10 + 20 ⇒ (5, 8) + 20 = 33
2d10 + 20 ⇒ (8, 1) + 20 = 29
2d10 + 20 ⇒ (9, 10) + 20 = 39
2d10 + 20 ⇒ (5, 10) + 20 = 35
2d10 + 20 ⇒ (5, 3) + 20 = 28

Toughness
2d10 + 20 ⇒ (2, 8) + 20 = 30

1d10 ⇒ 10 3 Fate
1d5 ⇒ 4 29 Wounds
1d5 ⇒ 2 2 Insanity

WS 42
BS 31
S 43
T 40
A 26
I 14 "I is so smart, S. M. R. T."
W 39
P 38
F 28

Fate: 3, Wound: 29, Insanity: 2, Move: 3/6/9/18

Starting Aptitudes: Ballistic Skill, Defense, Offense, Strength, Toughness, Weapon Skill. Agility, Finesse.

Skills:
Awareness
Command
Survival Experienced
Linguistics (Low Gothic)

Talents:
Die Hard
Weapon Training (Heavy, Solid Projectile)
Ambush
Catfall
Resistance (Fear)

Traits:
Auto-Stabilised, But It Dark in Dere!, Clumsy, Size (Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2).

+10 to survival skills to get food or water and to tech use to repair low tech equipment
Increased distance for Strike and fade action by your mounts agility bonus
+10 to acquistions test, repercussion on doubles

Specialist Equipment: Common Craftsmanship ripper gun, 1d5 ⇒ 1 frag grenades.

Gear:
Hunting lance
laspistol with 4 charge packs,
1 Frag grenade,
1 Krak grenade,

• One uniform
• One set of poor weather gear
• One laspistol (Main Weapon),
and two charge packs
• One knife
• One flak vest
• One rucksack or sling bag
• One set of basic tools
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack
• One grooming kit
• One set of cognomen tags or equivalent
identification
• One primer or instructional handbook
• Combat sustenance rations, two
weeks’ supply

Advances:
Strength (Simple) +5 100exp
Brute of Burden 100exp
Weapon Training (Low-Tech) 100exp

"Dunc like Lil un to be back. So day should get Long flashlight. Me carry Ripper... Ripper good heavy. Lil guys stay behind Dunc"

Silver Crusade

hmm. I can't decide if I wanna be a psyker or a sniper XD XD


@Duncan "Dunc the Lunk" you only get the finesse aptitude if you already have the agility aptitude. Unfortunately that's going to affect your advances as well.
Apart from that your character is fine.

Can everyone try to have there characters done by Monday?
I'd like to get this game started by then


A few questions!

1. The Operator is the closest to a specialist rider that I can find. The role has "Operate (Surface)" as a starting skill? If my character plausibly has reason to learn about vehicles, great.

But if that isn't an option, could I trade that skill for Survival, which is used for mounted combat? Which I believe would make my starting Survival +10 with the regiment rules.

2. Are any forbidden lores appropriate, given the unusual setting? For example, Forbidden Lore (archaeotech) for specialist scavengers or Forbidden Lore (xenos) for what sky-gear is weird?


Rolls for Operator:

2d10 + 20 ⇒ (6, 2) + 20 = 28
2d10 + 20 ⇒ (5, 3) + 20 = 28
2d10 + 20 ⇒ (4, 10) + 20 = 34
2d10 + 20 ⇒ (1, 7) + 20 = 28
2d10 + 20 ⇒ (8, 8) + 20 = 36
2d10 + 20 ⇒ (9, 3) + 20 = 32
2d10 + 20 ⇒ (7, 7) + 20 = 34
2d10 + 20 ⇒ (6, 10) + 20 = 36
2d10 + 20 ⇒ (5, 3) + 20 = 28

WS: 31 (28+3)
BS: 31 (34-3)
S: 28
T: 26
Ag: 39 (36+3)
Int: 34
Per: 35 (32+3)
WP: 36
Fel: 28

T reroll: 2d10 + 20 ⇒ (4, 2) + 20 = 26

Insanity: 1d5 ⇒ 1

Starting Wounds: 1d5 + 6 ⇒ (4) + 6 = 10

Fate Points?: 1d10 ⇒ 4

Starting Insanity Points: 1

Starting Wounds: 10

Starting Fate Points: 1


1.There are vehicles rolling around, it's not that this planet doesn't know how to make stuff (as much as any place in the Imperium does) it's that random pieces of possibly radioactive scrap metal keep crashing down into their factories. So there are vehicles but there mostly reserved for the rich and powerful

2. Operators are more learn on the job than formal learning so no forbidden lores for them. That said you can pick them up pretty easily.

Also I'm open to you upgrading your mount into a servo-ant if it's done in game if you want to and finding a crate of combat bikes is also an option but not for your starting mount


That's grand, I'll leave Operate (surface) as it is then, and no forbidden lores (to start with).


Notch Carno

Operator, Tech-Adept, Heir to Secrets

WS: 31 (28+3)
BS: 31 (34-3)
S: 28
T: 26
Ag: 44 (36+3+5)
Int: 34
Per: 35 (32+3)
WP: 36
Fel: 28

Starting Insanity Points: 1

Starting Wounds: 10

Starting Fate Points: 1

Move: 4/8/12/24

Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Finesse, Fieldcraft, Intelligence, Tech

Skills: Awareness, Command, Common Lore (Tech), Dodge, Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Scrutiny, Security, Stealth, Survival +10, Tech-Use

Talents: Catfall, Resistance (Fear), Skilled Rider, Technical Knock, Weapon Training (Las, Low-Tech),

Abilities: Increased distance for Strike and fade action by your mounts agility bonus, Resourceful

Starting Experience Spent:
Dodge 200xp
Navigate Surface 100xp
Scrutiny 100xp
Security 100xp
Stealth 100xp

Gear:
Hunting lance
laspistol with 4 charge packs,
1 Frag grenade,
1 Krak grenade,
1 auspex per squad

Specialist Equipment: Auspex, Common Craftsmanship Mind Impulse Unit, Combi-tool, Data-slate, Lascutter

General:
• One uniform
• One set of poor weather gear
• One laspistol (Main Weapon),
and two charge packs
• One knife
• One flak vest
• One rucksack or sling bag
• One set of basic tools
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack
• One grooming kit
• One set of cognomen tags or equivalent
identification
• One primer or instructional handbook
• Combat sustenance rations, two
weeks’ supply


Since everyones got their character done I'll give you some info on how the Scavangers are organised.
It less of an army and more of a ranked guild, with each squad being ranked according to the loot they bring back, meaning your in competition with each other
Here's the full list: Scavenger squad ranking

You can choose your squad name or be the "Brave Soldiers"
As the newest squad your currently at the bottom of the rankings

And here is each person comrades, try not to get too attached to them
Notch:
Gender: 1d2 ⇒ 1Male Personality: 1d100 ⇒ 26 DreamerName: 1d100 ⇒ 53 Piotr
Rorek55
Gender: 1d2 ⇒ 1Male Personality: 1d100 ⇒ 7 HeroicName: 1d100 ⇒ 62 Solar
Duncan "Dunc the Lunk"
Gender: 1d2 ⇒ 2Female Personality: 1d100 ⇒ 14 BraggartName: 1d100 ⇒ 83 Val
Kevin O'Rourke 440
Gender: 1d2 ⇒ 2Female Personality: 1d100 ⇒ 32 IncompetentName: 1d100 ⇒ 17 Diane


How about "Steel Seekers"?

I'm thinking that Notch is from a family line of technically adept folk. Hence his starting gear and knowledge.

Silver Crusade

I'll stick with the psyker. His name is Davien.

I'm fine with the "steel seekers", that or the "Steel Hawks"


Yeah, I got confused by all the words on the combined stuff. Talents cost a bit more than I noticed and so I should just have the strength and the brute of burden. Moving everything to character tonight.


Did we decide on favored weapons yet. I am happy with the ripper or the auto as the heavy.


The consensus seems to be Sniper rifle and Autocannon


Sounds good. Not sure about this, but what do ogryn do with all the equipment they can't use? Other than that Dunc is correct in character.


I'm fine with longlas and autocannon.


Hey guys .. you got room for one more?


@MisterLurch We have room for more.

@Dunacan right now not much. Gear limitations is part of being an ogryn.
But there are rules for making ogryn versions of every weapon so I you can either get a PC (with trade Armourer or tech use) to make a version for you or convince a PC to make one for you.
Any roles for modifing a weapon will be modified by the rarity of the weapon though. Knife's are mroe complicated than a power sword after all.


Any problem with a tech-priest enginseer?


No, just change the lores from Common Lore (Adeptus Mechanicus,Tech), Forbidden Lore (Adeptus Mechanicus) to
Common Lore (Engine Seer,Tech), Forbidden Lore (Engine Seer)

As a fluff piece your mechadendrite and Mechanicus Implants have been passed down from dead tech priest for generations and it would be expected that you have the curtsy to die in such a way so that they are both intact and easily recoverable

Silver Crusade

GM Skyfall wrote:

No, just change the lores from Common Lore (Adeptus Mechanicus,Tech), Forbidden Lore (Adeptus Mechanicus) to

Common Lore (Engine Seer,Tech), Forbidden Lore (Engine Seer)

As a fluff piece your mechadendrite and Mechanicus Implants have been passed down from dead tech priest for generations and it would be expected that you have the curtsy to die in such a way so that they are both intact and easily recoverable

oof, I feel that may be asking a lot oddly enough XD


I'm going to assume the Ogryn are a pocket colony left over from the original war. Course that means we are probably a rare lot unless their is a pocket of high gravity being created by some archeotech.


GM Skyfall wrote:

No, just change the lores from Common Lore (Adeptus Mechanicus,Tech), Forbidden Lore (Adeptus Mechanicus) to

Common Lore (Engine Seer,Tech), Forbidden Lore (Engine Seer)

As a fluff piece your mechadendrite and Mechanicus Implants have been passed down from dead tech priest for generations and it would be expected that you have the curtsy to die in such a way so that they are both intact and easily recoverable

Can do. I will get a character made up and ready. :)


I'll be putting up the first post of the campaign tonight


@MisterLurch here is your comrade
Gender: 1d2 ⇒ 1 Male
Personality: 1d100 ⇒ 87 Steely
Name: 1d100 ⇒ 47 Mord


I've created the campaign thread and posted there. I've also created a discussion thread for this campaign


Rolls for Enginseer:
2d10 + 20 ⇒ (6, 10) + 20 = 36
2d10 + 20 ⇒ (1, 10) + 20 = 31
2d10 + 20 ⇒ (4, 1) + 20 = 25
2d10 + 20 ⇒ (5, 10) + 20 = 35
2d10 + 20 ⇒ (4, 8) + 20 = 32
2d10 + 20 ⇒ (8, 10) + 20 = 38
2d10 + 20 ⇒ (4, 9) + 20 = 33
2d10 + 20 ⇒ (8, 9) + 20 = 37
2d10 + 20 ⇒ (3, 5) + 20 = 28

Reroll STR: 2d10 + 20 ⇒ (8, 9) + 20 = 37

Fate: 1d10 ⇒ 10

Wounds: 1d5 + 8 ⇒ (5) + 8 = 13

Insanity: 1d5 ⇒ 5


@Jak Sunnajak you only get one one utility or ballistic mechadendrite of choice for your character creation.
Also as you don't have the defence Aptitude dodge costs 200 not 100.
Apart from that everything's fine

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