Rich Diver

Cyberius Darwin's page

40 posts. Alias of BayouSnowman.


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Brother Del wrote:
Can I a Mind Impulse Unit be the considered a signature wargear?

Might be a waste I'd say...Cybernetics are kept after only paying a one time requisition cost, might be better to do it then. Also, not sure how that would work with Master Signature Gear, as a Cybernetic, especially an MIU couldn't be removed, and all you could do is maybe upgrade it...COuldn't change it like a piece or armor, weapon, or equipment...Double check the 20/40 requisition limits for those talents.

I thought about cybernetics too, I'll want to take a few maybe later if we got the requisition space. Maybe with so many people taking Sign. Wargear it might free up a few points for that kind of thing. We'll see.

On that note, QUESTION: If you typically get requisition before a mission, how does that go with the time needed to intall an implant? If they are purchased using the mission Requisition, then there probably won't be enough time for them to be installed..get them after? Or we get a mission weeks in advance and spend requis. points early? Or we say something early and GM deducts those points from next mission?

You guys have more experience than me in this area. While I might know the rules, some of you have been playing for years and know the mechanics.

PC Question: With Psy powers that say affect an creature in my PRx meters, etc, does that include brothers as well? I think some of my powers will need to be used wisely so I don't hurt our team.

"There's no such thing as friendly fire."


Original poster joined a standing game so don't hold your breath on this one. Hope I'm wrong.


Yup, definite interest.

Any kind of adventure would be great to play, combat is fun, but roleplay is important too. Makes the fighting mean something.

Looking forward to the recruitment thread and seeing what kind of game it will be and the attention it attracts.


This site is a joke.


What book can I find details for Tau character stats and creation?


2d10 + 20 ⇒ (6, 10) + 20 = 36
2d10 + 20 ⇒ (3, 9) + 20 = 32
2d10 + 20 ⇒ (6, 9) + 20 = 35
2d10 + 20 ⇒ (6, 4) + 20 = 30
2d10 + 20 ⇒ (2, 8) + 20 = 30
2d10 + 20 ⇒ (3, 9) + 20 = 32
2d10 + 20 ⇒ (7, 8) + 20 = 35
2d10 + 20 ⇒ (2, 10) + 20 = 32
2d10 + 20 ⇒ (8, 3) + 20 = 31

4d10 ⇒ (9, 3, 2, 2) = 16

For a second charecter I may submit.


Imperial Divination 1d100 ⇒ 100

I think that's all the roles I need, I'll double check again once you've had a chance to look over the pieces.


Couple questions about equipment and "aquisitions"..Not sure what to call them in DH..looks just like you need to have money and buy stuff. (assuming it's available, etc) Correct me if I'm wrong.

Soo..

Couple questions for the GM:
1. Can I exchange my LasCarbine for a Lasgun? Exact same costs and scale (common, 75 thrones), just Lasgun is superior in every way..Not sure why you'd get a pistol and then carbine, both at such short ranges...

If I can't exchange it, can "trades" be made? I'd be willing to pay some "Thrones" to make it happen.

2. Starting with only a Flak Vest...Only 3 AP to Body..nothing else protected..WHAT??? I haven't checked for other classes, but I'm assuming this is pretty low...and dangerous given what I've read about the game...Or perhaps money can come quickly and easily, meaning we'll be able to equip ourselves more easily in no time...I don't know, never played DH.

Can I exchange/trade/pay some thrones for Flak Cloak? It costs 50 for the vest and 80 for the cloak, would it be possible to upgrade my starting gear in this way?

If not, then I'll just have to go shopping I guess, but 155 thrones doesn't get you far...I miss being a Rogue Trader..didn't even count thrones, you counted profit factor.


So i got some basic stuff up for my alias "Cadden Blackthorne." Still missing a few roles and I need to add the background packages. Also maybe some other roles, I can't recall..divination.. profit? Creating my first DH charecter, bear with me.

Wounds: 1d5 ⇒ 5
Fate: 1d10 ⇒ 5
Profit: 1d10 ⇒ 5


Reroll 2 in 3rd set. 1d10 ⇒ 3
Reroll 1 in 4th set.1d10 ⇒ 3
Reroll 2 in 7th set.1d10 ⇒ 7
Reroll 1 in 8th set. 1d10 ⇒ 9

New values are

2d10 + 20 ⇒ (3, 5) + 20 = 28
2d10 + 20 ⇒ (3, 8) + 20 = 31
2d10 + 20 ⇒ (7, 4) + 20 = 31
2d10 + 20 ⇒ (9, 9) + 20 = 38


2d10 + 20 ⇒ (10, 4) + 20 = 34
2d10 + 20 ⇒ (3, 8) + 20 = 31
2d10 + 20 ⇒ (2, 5) + 20 = 27
2d10 + 20 ⇒ (1, 8) + 20 = 29
2d10 + 20 ⇒ (9, 7) + 20 = 36
2d10 + 20 ⇒ (10, 4) + 20 = 34
2d10 + 20 ⇒ (2, 4) + 20 = 26
2d10 + 20 ⇒ (1, 9) + 20 = 30
2d10 + 20 ⇒ (3, 8) + 20 = 31

Haven't decided what I'm doing yet, but I'll get these rolls out of the way, maybe they can help me decide.


Sweet...Always wanted to do more with the Tau. Looks interesting.


Good to see some interest, I'm pouring over the other DH books I haven't read, started with Lathe Worlds and Inquis/Radic. Handbooks as material for other games. Lots and lots of choices and history here. Very nice.

Interested in tech-priest, crimson guard, maybe something else I haven't read about yet.


Yea, I'd be down for any 40k game, that's why I joined this site. There was plenty interest here for 40k games, a RT game was just started before I joined this game. I've never played DH, but it'd be fun. I've never played, mostly just RT.


BTW, I know this came up in the recruitment thread, thats where I brought it up. You said that you believe Tech Use is only Repair, but from what i read on Pg. 94 of Crafting, You can use Chem, Survival, or Tech-Use.

From page 94.

Tech-Use:This Skill allows a character to create complex or technical devices such as those commonly created within the
forges of Imperial worlds. With the GM’s permission any weapon, armour, explosive or piece of tech can be created using this
Skill. However, unlike Survival and Chem-Use, many items created using this Skill are fiendishly complex or their design a
closely guarded secret and are only available to character with the right knowledge and access to advanced workshops

You said I wouldn't need to purchase the trade in recruitment thread, but that means I couldn't ever get possibly craft and/or buy Armour Monger. That's ok, maybe its only meant for the Heretek or something...If that's the case, just let me know and I'll drop it.

I know the salamander has some unique armor and mantles etc, in my background I lost those or they were destroyed, I had to rebuild my current armor from scratch...Maybe lost my forge hammer too, could be something I'm looking for or trying to construct in the future if I can't switchout my knife now.


So before I asked about taking the trade armourer but didn't get a reply...Been doing more reading so I've got a few questions and suggestions.

I'm just getting into space marine literature trying to come up with my back story and I want to be from the Salamander Chapter with your approval. I know that'll alter my appearance some and I'll take that into account if need be. Also, it goes well with Path choices like Craftsmanship and Greed, got some good ideas for the story. Not sure if you know of them...but I'm sure you do, then you'll know their forgery background and trials etc. I'm wondering about replacing my knife with the "Forge Hammer" which I read about Salamanders doing in the "Index Astratas Vol. 1" pdf (if you don't have that I'll send it to you..)Not sure if I need to say more, you might already know this stuff...It's all new to me :)If other things are applicable to Chaos Space marines from that Index let me know, but it seemed like things for another game...Good read though, learned about the Iron Hands, which is the chapter of the other marine in our party I believe.

Basically Salamanders carry forge hammers instead of knives, not really more powerful, (1d10, Pen 4 I think..you could alter)but gives +10 to crafting, repairing, etc. I plan to take the armour monger eventually and habitually be tweaking and maintaining armour and weapons, like the scavenged noise blaster. Pursuing my path of craftsmanship, greed, and my Salamander roots. My purpose is hoarding, building, modding, etc. Perhaps I'm exceptional or just adequate at it. Up to you.

Short background intro, just some thoughts, let me know if its ok, and I'll flush out more details:
As a young boy in the Salamander chapter, we were taught from the age of 6 to build and maintain weapons, I became a great soldier among the ranks, but my greed got the best of me. Additionally I wanted to learn more about xeno tech and archeotech and maybe that didn't sit well, heretical crafting, obsessed with tech outside the chapter and Adaptus Mechanicus... I left or was banished? Something to do with my greed, perhaps in pursuit of something, or left b/c I refused to give something up.. Not sure about Marines and how they do things. Yet.

As a final thought on the remainder 400xp:
As Im reading, it seems tech-use skill is what's ued for crafting, maybe I don't need armourer trade? But then there's the prerequisite and I read through the errata and theres a mention about this dilemma and Armour monger..I still can't find a purchase for it...IF it were 100xp for example, then I'd buy Armour Monger for 300xp, if that's not possible or buying the trade is more expensive, then I'll probably just use the XP for Tech-use +20 at 400xp. Up to you. Maybe I don't even need the trade...


Sweet got them both, should be Good Quality -10, not +10.


Combi Tool
1d100 ⇒ 21
Rare -10, Single +10, Infamy +24

MIU
Rare -10, Single +10, Good Quality +10 Infamy +24
1d100 ⇒ 14


Taalik Amun wrote:
Starting gear comes as it is listed, or you can acquire it other states via acquisitions. What career path did you take?

I didn't see anything for it while creating my charecter. In RT you get a few choices at varying qualities...I didn't have much choice and no quality was listed that I could see. Perhaps I missed something where itt said all starting equipment is best, or good, etc.

I'm Chosen.


So I made my first post (first ever PBP post btw), wasn't even sure if should have there or not...but it puts me on the ship and in a place to be found.

Also, I've reserved some xp for an ansewr to the above question, so I hope you don't mind me spending it on that skill or something else, depending on your answer.

Also, I've noticed some profiles listing our starting equipment at best, is that the case?


Samsun is probably to be found in the mess hall eating one last meal before departure. It's been a few weeks since he's had a proper meal. While preparing for whatever upcoming mission awaits him, he's neglected to take care of himself as well as he should. Instead of eating or showering he spends his time constantly pouring over notes, artifacts, and whatever else he can get his hands on of interest, usually relying on his armor to sustain him through his work. No matter the means, his armor and guns are well kept and ready to go. He stands tall with polished chains enveloping the power armor, as if they're restraining what's inside. Usually carrying most of what he owns, he does have a growing collection of tools that can be used for different jobs.

Today is what he spends every day preparing for. Spreading Chaos. Scavenging. Hoarding. While unaligned to any one god, it's as though he's out to prove something, beckoning their gaze without humbling himself at their feet.

"Why don't I ever get something better to eat before a mission, my suit will be recycling this for weeks."

He doesn't think about it long before he's back into a data slate researching the planet and major hive areas.


Trade Armourer.

What I read was tech use skill allows you to build, repair, upgrade, craft, etc. Doesn't say you need the Trade Armourer though or from what I can see..I couldn't even find it to purchase with my initial xp, which if I can, I'd like to...It goes along with my origin path.


Recoil Gloves1d100 ⇒ 53
Common +20, Single +10, + Infamy 24

Cameleoline Cloak1d100 ⇒ 19
Rare -10, Single +10 + Infamy 24

Combi Tool 1d100 ⇒ 43
Rare -10, Single +10 + Infamy 24

Got the first two, but no combi tool. Maybe I can find one on the ship.


I'm gonna hop in the play section, I'll do my aquisitons shortly.

Also, I have some questions about the XP spending, I left some room, wasn't sure about armourer..BC uses jus straight Tech Use...so does that trade exist or is it necessary to purchase in order to build/repair?


Alias Posted, Samsun


Infamy:
1d5 ⇒ 3

Wounds:
1d5 ⇒ 4


Hey, so I got my charecter done...Damn it was confusing try to spend XP and wondering what the price was, and that was after I figured out it was much different than Rogue Trader, my only experience in the WH40k Universe.

Not sure where this should be posted, perhaps I'll put it under an Alias?

As this is my first charecter in Black Crusade and first PBP game, I'm gonna do one charecter now. I've got my path for the other charecter, but I'm not sure I could play them well. I wanted to do a Psyker, but I've never delved into the Psyker stuff and would take a lot more time. I'll just wait until I get the swing of things and then maybe "meet" a suitable minion.


On some rolls I don't see a quality modifier for your acquisitions, is that normal in black crusade?

Edit, probably just means common quality..


Are we trading humans still? Anyone prefer pysker or heretic? Creating soon. I think someone made a heretic that can craft right? My humans a companion pysker of the Csm, but that story won't work unless I control them? Or we decide roles and others will just play them?


Wow..so many things different from Rogue Trader, a lot more reading than I thought. I got my CSM path down, Chosen, Wealth, Greed, Arcane. My human will be Psyker or Heretek, I need to re-read thread and see what would be needed, don't want to duplicate if avoidable.

I'll post equipment and details tomorrow, sorry its taken so long, but it was a lot to read and the different mechanics of corruption, infamy, and all the gods and alignments, etc etc...

Anyways, good reading though, excited to get this over and actually play.


Alexander Kilcoyne wrote:
Cyberius, I would recommend you check out this forum. It has Rogue Trader games with much greater frequency than they appear here.

Thanks AK, good luck with the game, PM me if slot opens up. I found a black crusade game here, so gonna try that first.


So this was the first Google link in my search for an online rogue trader game, anyone have some advice for a better place? Maybe some place a new guy might get some love? Not even sure the best terms to search. I only learned pbp from here. Any suggestions appreciated. Thanks.


Ok, so glanced at the books, we are all going to play Space Marines and have one human minion, create both?

Much different than Rogue Trader, but many things are easy to understand having played it. I'll try to post a charecter in the morning.


Recruitment still open? Seems like you need a few more players. I've only ever played Rogue Trader, but I'll take a look at the core book for Black Crusade. From what I've seen, playing as the forces of Chaos seems like it would be wicked fun.


bACKpACKAmmo pACK/poWer pACK
Many weapons require larger ammunition sources to function
during large battles or when the wearer is away from an
extended supply line. A backpack power pack is worn like a
normal backpack. For energy weapons, it is a portable source
of power in the form of a massive battery or charge-unit. For
flame weapons, it is composed of tanks of volatile promethium.
Other ammunition packs are simply stacks of regular stubber
or bolt rounds with a feeder line that links into the weapon
itself. These items hold 80 rounds of ammunition for Plasma
and Melta weapons, Hellguns or Hellpistols, 300 shots for
other Las weapons, 200 rounds of ammunition for SP or
Bolt weapons, and 60 shots for Flame weapons. A weapon
connected to a backpack power pack uses the power pack
for its ammunition and ignores its normal clip size.
Backpack ammo packs or power packs weigh 25 kg.The
Backpack Ammo Pack/Power Pack does not have the
capacity to power or carry ammo for Heavy Weapons, with
the exception of Heavy Stubbers, Heavy Bolters, and Heavy
Flamers.

Sometimes also known as “hot-shot” weapons, hellguns are
almost exclusively used by high ranking Imperial officers
and elite forces who favour the higher power over regular
las weapons. While hellguns are rarely seen outside of elite
Storm Trooper units, hellpistols can be seen among many of
the officer corps and Inquisitorial agencies where the extra
hitting power they provide over a regular laspistol often means
the difference between their life and failure to the Emperor.
Lucius-pattern weapons use a 10 kg backpack power source
rather than a standard plug-in pack, even for the smaller
hellpistol. Larger power packs mean greater power behind
each shot but make reloading more impractical, which is a
trade off most are willing to take. Hellguns can also be linked
to larger backpack power sources (see page 135)

Those are from the books we're using, I noticed a few of us have chosen HellGuns and I was wondering how you rule on their usage and powerpacks. Is that something we begin with or need to aquire...My las GM wasn't quite sure and I just ended up taking a bolter. Couldn't figure out the clip size, b/c its different than listed when you use a backpack. Also, recharging or replacing powerpacks...that wasn't very clear. You guys here seem to have more experience with them, care to englighten me?


F. Castor wrote:
Unless I am mistaken, you seem to be missing what you chose for the Unnatural Origin Birthright (Contaminated Environs, False-Man or Tainted by the Warp). I am assuming False-Man, judging by the XP cost and your Talents.

Good eye. While I listed the XP and added the bonuses of False man I didn't actually declare it. I updated the profile. Thanks for looking.


Alexander Kilcoyne wrote:
Reminder: Recruitment is closing tomorrow evening at GMT+0 18:00. So... exactly 27 hours and 20 minutes from now.

I've adjusted the Origin Path and background story of Cyberius Darwin's application for Explorator. Should be finally complete now if all I needed to do was fix the missed mutation role.

Additionally, my background now allows me to apply for:

Enginseer Prime, Omnissianic Congregator, and Chief Chirurgeon


Alexander Kilcoyne wrote:
Cyberius Darwin wrote:

Updated my Alias profile, added a good background story. Check it out and let me know what you think, any inconsistencies? Also I changed my enemy from Ork to Chaos Worshippers.

I think that's all I've got for this guy, hope this completes the app AK, let me know if you need something else.

All rolls have to be done on this thread. I don't see any rolls for your mutation.

Going through thread with a fine toothed comb tomorrow. I owe it to my current players to try and catch up on my existing games tonight. Last couple of days have been manic.

You are right. I previewed and didn't post I guess. I'll probably just remove darkness and use the xp to buy my mutation. Easier than coming up with a completely new background.

I won't make that mistake again. I'm on my phone going to work. I'll update today.


Updated my Alias profile, added a good background story. Check it out and let me know what you think, any inconsistencies? Also I changed my enemy from Ork to Chaos Worshippers.

I think that's all I've got for this guy, hope this completes the app AK, let me know if you need something else.


Also, I'd like to clarify I'm applying for the position of:

Enginseer Prime or Omnissianic Congregator for

Cyberius Darwin