You add double your toughness bonus tostarting wounds (so I think that'd leave your total at 10).
... I can only question how an Ork has ended up on a ship where the captain is highly religious. You could have mentioned you were changing to a damn Ork. >.<
Tech use, yes, but an Ork being in charge of all tech on the ship cannot end well. >.<
... also find Orks to be incredibly obnoxious to deal with as characters, even if I like them as a whole. Sorry. >.<
Tech use, yes, but an Ork being in charge of all tech on the ship cannot end well. >.<
... also find Orks to be incredibly obnoxious to deal with as characters, even if I like them as a whole. Sorry. >.<
Well, not /all/ tech. Just the shooty kind.
And that's alright. It's a bit hard to trust a random strangers you don't really know with a potentially disruptive character archtype. You do have my word, for what it's worth, that i'm not one of those people. You know the type. They play Kender.
@ Scout89: you ahve too many Psychic powers I think. Page 2 of errata clarifies that the 2 Psychic Technique advancements on the Astropath table are the starting ones (not in addition to them). So unless I'm missing something, You should ahve 5 powers (2 starting+Thought Sending, 2 purchased from Transubstantial Initiate).
@ Scout89: you ahve too many Psychic powers I think. Page 2 of errata clarifies that the 2 Psychic Technique advancements on the Astropath table are the starting ones (not in addition to them). So unless I'm missing something, You should ahve 5 powers (2 starting+Thought Sending, 2 purchased from Transubstantial Initiate).
Oh, sorry about that. I'll correct it. But that leads to a question. Does that mean the two free techniques can only be 100xp worth?
But what if I want to take a 100xp technique instead of one worth 200xp? It's because Delude is both pre-requisite for the other ones I want and worth 100xp.@ Scout89: you ahve too many Psychic powers I think. Page 2 of errata clarifies that the 2 Psychic Technique advancements on the Astropath table are the starting ones (not in addition to them). So unless I'm missing something, You should ahve 5 powers (2 starting+Thought Sending, 2 purchased from Transubstantial Initiate).
Oh, sorry about that. I'll correct it. But that leads to a question. Does that mean the two free techniques can only be 100xp worth?
Nope. Errata also states the cost should be 200 not 100.
... do I keep the Ork in line by dint of wearing power armour? @_@
... do I keep the Ork in line by dint of wearing power armour? @_@
As a Freebootah understands the concept of "Value" i'd assume his concept of "Da biggest" need not neccesarily involve size.
... do I keep the Ork in line by dint of wearing power armour? @_@
Will put bio into sane order soon. Also finish naming. And probably flesh out that backstory.
Also, since I've been looking at it: Order of the Hammer. Can I put the fluff requirements for that into the past (since Child of the Creed is in my Origin) or do I need to find a lot of free time to hang around one world at some point? :lmao
Yes, half her name comes from the early Roman Emperors. At least I didn't put Caesar in. :p
Yes, half her name comes from the early Roman Emperors. At least I didn't put Caesar in. :p
It would have been a mess...( •_•)
( •_•)>⌐■-■
In your name salad !(⌐■_■)
Great job on the ship, Harald! Thanks for doing it.
As for roles, my character doesn't have the important skills for the good ones, so it doesn't really matter to me if we use them or not.
That was bad and you should feel bad. :p"A bad pun a day keeps the doctor away" the saying say.. or was it an apple ? Whatever. My Navis background is up by the way !
Why do your characters have such long names?
Why do your characters have such long names?- As for mine, a spanish name should be very long (see the full name of Pablo Picasso for instance)
Why do your characters have such long names?- As for mine, a spanish name should be very long (see the full name of Pablo Picasso for instance)
- A navis lineage is very, very old, that should show reverence to both branches, especially if he is from an alliance with an other familly or House.
- Because it is funny,
-Because it is a tradtion in 40K : Inquisitor Sherlock Obiwan Clousseau, anyone ?
Should I try to write things about the ship ? Quirks of the shiop or the crew, points of interest ?
Aren't there some sort of personality traits/history or something that it should have, going by the core rules?R.A.W, as we have taken the Thulean Exploration Vessel package, we must not roll on the oddities & past histoy tables.
Aren't there some sort of personality traits/history or something that it should have, going by the core rules?R.A.W, as we have taken the Thulean Exploration Vessel package, we must not roll on the oddities & past histoy tables.
But we can to get the gist of it without the bonus/malus, or elaborate one altogether.
posted the char... may the omnisiah have mercy on your souls :P
Well technically "Beep", as you call him, and might soon find yourself involved freak airlock mishap :D, kidding, is a walking talking
archeotech repository and soon to be xeno specialist (check background) :tongue and possibly your go to guy when it comes to matters regarding ship upgrades and maintenance.. as long as you don't look to deep or care to much about his past, and get to know him :tongue, but hey every rogue trader worth his, well, her salt in your case :)), needs a good ship engiseer and walking talking gun platform or mini titan XD
You don't actually know that much more about archeotech than the captain. :p
That must be embarrassing for an Explorator. XD
From what i know negotiations with Imperium authorities, or any other authority, tends to go way smother after you converted them into a friendly servitor XD
Tech priest special ability, convert anything into an servitor, preferably a pleasure one .. oh wait ... that can horribly backfire... orks
sush .. one step at a time :D, well basically if they are servitors they do what ever you want, and as long as they can still sign their name to make documents official, all is well.
Challenge accepted :D , joking, but it does give you some what of a fuzzy feeling inside knowing you can turn your enemies into lobotomized slaves XD
"Everything organic we know of is simply machinery, in one form or another. Tendons replace pistons; flesh in the place of steel; blood is simply biological coolant and vice verso. To dismiss it and not make use of it simply because it is no longer govered by a "living soul" is illogical. Manpower may be abundant, but everyone and everything still has it's uses, even in death." - in character reply :P
"Point taken, i shall defer to your superior judgment, the officials shall not be transformed intro servitors without your express say so, and also might i inquire do you actually possess any xeno tech?"
"No, but I'm allowed to. We might find some."
Can we move in the IC, guys? Kallias can't reply, so he is just waiting for the captain's response.
so until we hear the captain's decision we will just stay put :P, the new guy is waiting for you to summon him to the bridge :P or recruit him from port wonder, it's your decision :P on how you want to bring the new guy on the ship, if he already was with you or give him a safe place by recruiting him from the port
From the core rulebook:
Psychic Technique
Talent Groups: See Psychic Techniques
Either through training or natural development, the Explorer
has learned an additional Psychic Technique. Once this Talent
has been selected, the Explorer may select one new Psychic
Technique in any Discipline he possesses with an xp cost
equal to or lower than the Talent’s xp cost. Note that when a
Psychic Technique is selected, the Explorer does not have to
spend more xp–he spent the required xp when he purchased
the Talent. This Talent may be chosen multiple times, each
selection granting an additional Technique.
So it's up to the Talent's XP cost. In your case it doesn't matter since it's free, but if you wanted to get an 100 XP technique with a 200 XP talent, it would still cost 200 XP.
Good to know! I'll keep that in mind.
Kallias doesn't have any of those skills. I thought he'd have at least Scholastic Lore (Astromancy), but instead he has Scholastic Lore (Cryptography). Figures...
Do you want us to roll dice in the IC thread? If I may, I'd like to suggest a Dice Rolling thread. It avoids that tampered roll warning if we need anything edited.
do any of my knowledge skills help ?...what does my char do, i'm still not sure where i am atm in the story
01011000, leans near the captain, I have located an extensive data coil containing information regarding orks in my data coils, the problem may be more severe than expected, is seems that planets under attack by orks, if not thoroughly cleansed are under risk of repeated ork invasions, due to the fact that they multiply via spores, and given enough time after an invasion, the spores will evolve into new orks and the risk of an invasion will reappear, my suggestion is that we evacuate the relic to a new location to avoid further risk. The priesthood of mars had undertook studies on the orks in order to prevent them from further threatening the sacred forge worlds after an invastion. I can provide more information on the subject with your approval, such information is confidential and i highly doubt it that the good deacon would appreciate me possessing it
OOC: Both 01011000 and Ortzhaka can fill the rest of the group in on the basic stuff about Orks:
-orks are extremely warlike, pretty much everything they do revolves around battle, violence and being 'da'biggest'
-they're extremely resilient physically, surviving injuries that would irremediably cripple most other known species
-they multiply with amazing speed
Additionally, Xerael knows quite a few more bits of information:
-Orks multiply by spores, which they shed from their own bodies quite often, so every place an ork has been for a while has toe potential to have orks popping up after a while
- Apart from having their own psykers, the Ork race seems to also have some sort of species-wide latent psychic energy, as some things that make no apparent sense work merely because the orks as a whole think they do. Notable examples include red ork vehicles reaching greater speeds, yellow painted rockets being more destructive, and most of Ork technology.
Feel free to pass on this information to the rest of the party as you see fit :P
no no .. what i meant was that technologically it wasn't supposed to work, there was just a trigger but no discernible firing system, the gun literally spat the bullets just because the ork wielding it thought it would work, and also forget eldar, forget necrons, orks are THE oldest race in warhammer :))
as a build ... well :)) that is more .... interesting :)) ... lordblades knows the build, basically i'll be the main tech and ranged dps char, with a few secret ace's up my sleeve ;)
the aqusitions where in total ...5 for the whole group...but each aqusition is at + 0
It shouldn't be too hard to beat something together out of scrap metal, GM permitting of course.
]It shouldn't be too hard to beat something together out of scrap metal, GM permitting of course.
You will need a Trade (Armorer) check for that, but technically yes, as long as you know how (represented by your Trade (Armorer) check, you should be able to build anything orky out of what you have on hand.
Edit: Don't feel compelled to limit free acquisition to personal scale items. If you don't need/want anything atm, remember your armsmen are poorly equipped even by IG standards. Some heavy weapons/vehicles would go a long way toward improving their combat prowess against orks.
i need 100 xp and i have you covered :p, wanted to take trader Armourer at rank 1, but all my xp got spent on backgrounds
Raineh Daze, Harald and Scout 89 still to decide
Raineh Daze, Harald and Scout 89 still to decide
No, I'm not undecided. Kallias doesn't need anything right now.
power armor was very rare...artificer armor is extremely rare...if i remember correctly can't check atm...laptop is rendering and can't do anything on itPower armor has been changed to Extremely Rare in erratra.
The problem being autogun damage isn't any better than Lasgun damage. Hitting more won't help if it still won't injure an Ork, on average.
EDIT: Other than Proc-ing Righteous Fury, assuming our guardsmen can trigger it
My question is ... are we performing a smash and grab...deploy fast ... retrieve the relic ... and get out, or planning an actual long term war to actually push back and defeat the orks (something that i seriously doubt that we have the manpower to do), because in that case i don't think we should really bother equipping the soldiers for a short term deployment, and also ... we can swap the autoguns for heavy stubbers, same rarity, and quantities), but a bit better dmg and pen. And also ... is it ok with everyone if I abuse one of the acquisitions to requisition that power armor? :p :D
The Assault Stubber has the same damage and armour pen as the Heavy Stubber, which is why I picked it, while still being a basic weapon.
The Assault Stubber has the same damage and armour pen as the Heavy Stubber, which is why I picked it, while still being a basic weapon.
It's been Errata-ed to Heavy.
The Assault Stubber has the same damage and armour pen as the Heavy Stubber, which is why I picked it, while still being a basic weapon.
It's been Errata-ed to Heavy.
Would you have any suggestion for actually harming Orks then? We seem catastrophically unprepared.
What about the Battle Cannon? Assuming we could get something to bear them into combat, we could afford far more of them than earth shaker cannons. 1000 in fact. While not as powerful, quantity does have it's own quality. (This is only semi-serious. But damn if it wouldn't be amazing)
What soldiers do they have on offer?
The big thing is, no matter how powerful we may be, we lack the ability to take and hold ground on our own.
What soldiers did the....Deacon offer to us, again? We almost assuredly want them.
And back. sorry for the delay, it was a bit hectic on my side, including a new job, preparing to move out to a new appartment, und so weiter.
Concerning my own acquisition, I suggest either :
- defense tools : barbed wires, fycelene or promethium, mines, sand bags... or even Synford pattern mobile bunkers.
- to buy a whole cargo of semi-industrial products. After all, Damaris should have some industrial bases; we can perhaps booster their defenses by bringing in direly needed commodities and raw materials to boolster their war effort : munitorium grade ammo, military plasteel, adamantium sheets, forge world approved components for tanks/weapon repairs...
If you prefer a more offensive acquisition, let's see if we can get grenade launchers or mortars for our troops. Though, I'd suggest we try to give some focus on how to get ride of the Orks from above, and directly in space : the less we allow greenskins to land on our target, the easier it will be to clean the bloddy mess :p
Indeed.
If I remeber well, the chosen array for the four said squadrons was one of fighters, one of bombers, 1 of Aeronautica ( Valkyries ) and 1 of Support.
I fully agree we need more, but we can't afford to purchase these in bulk for the moment.
By the way, Port Wander- Damaris in three days ? without seeing the Astronomican ? Holy Throne :twitch We are faster than I expected. I do think, gentlemen, we can do some money for fast trading later if needed :smirk
Anything special during the warp travel ? non encounters or things ? I'd like to know that so that I can post accordingly.
Sorry for the absence, guys. Been very busy these last weeks. Do you still need my skill rolls, LordBlades?
Obviously we have Valkyries, can we assume that we have a 'captain's pinnace' or gun-cutter of some sort? If so, what sort? For the sake of moving us along I just worked with what I know we have, but I'd like to know for the future.
And while I'm asking questions for the future, are we using the lasgun variable settings from Only War?
In accompaniment with variable settings, what about the rules for creating alternate patterns and weaponthe customizations (carbine, sawn-off and the like) in Only War? Or should these questions move to the house rules thread now?
For other players, we have these Valkyries aboard our ship that we could loan to the Frateris Militia to give them maneuverability only dreamed of for such lowly troopers. Or we could let the Drill-Abbot find his own transports and leave the ship entirely. It seem to me that keeping these guys tied to our ship in case of a boarding action (I mean they are orks) would be in our best interest despite their poor training and equipment.
Right... I forget how limited a squadron is sometimes...
Weapon customizations are page 190as of Only War Core and 122 of Hammer of the Emperor.
Variant pattern rules is 127 of Hammer of the Emperor.
Guys, an awesome thing happened to me a couple weeks ago. I got promoted. Now I work in another department and I have a lot more stuff to do. Which turns out to be a problem since I won't have much time to dedicate to PbP. That's why I need to quit a few campaigns I'm playing. I hope you understand and can forgive me, but I won't be able to play your campaign. I'm really sorry for the trouble.
Now that a third of the crew has unreliable internet or dropped away, I did go with Void Master rather than Seneschal... if any checks come up for these front-man conversations I will quickly make a mess of things.