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Fair point! Just making a suggestion.

 

 

Slips - The diagnostor also counts as a preysight as well, doesn't it? 

It does indeed!

 

And since I am in nitpicking mood today, Slips, I would expect Autosenses and the sensory package on the basic Astartes probably give you more information about what's on the side of the wall than your average medical x-ray. :tongue.:

And the idea of spreading a Medkit or two across the squad is indeed to (a) give the Apothecary an edge in patching up us , (:cool.: give us an edge in patching us up when no Apothecary is around as well © as give someone an edge in patching up our poor Apothecary. That is worth a few points in my book. Especially if Mol threatens to burn those poor req points otherwise.

Autosenses only really apply to perception tests in game terms not so much "seeing through a wall/bulkhead" :p

Fair point! Just making a suggestion.

And I'm just dramatising for the fun of it. :P

 

Actually, I could drop the leaper mines from my Req list simply because I think I'd need the Demolitions skill to set them up and as far as I can tell none of us have that. Thoughts?

That's alright - neither have I!

 

To that point, it seems the cluster mines we gave Greysight are a poor choice because he doesn't have demolitions as an advanced skill. You would be better off using your 10rp some other way. (Can anyone provide help here?)

If I somehow get my hands on a medkit, alongside the Diagnostor and Narthecium, ill be pushing 90 Medicae for tests before negative modifiers :tongue.:

 

I can't remember where I read it in Core, but the highest you can get in any test is +60, I am happy to be corrected.

 

While we are talking shop, I am also really enjoying playing in a 40k setting. Especially from an Astartes perspective. So, reign me in if I am ranting or nitpicking. We are doing this for fun after all!

 

Onwards and upwards brother!

 

 

Fair point! Just making a suggestion.

And I'm just dramatising for the fun of it. :tongue.:

 

Actually, I could drop the leaper mines from my Req list simply because I think I'd need the Demolitions skill to set them up and as far as I can tell none of us have that. Thoughts?

 

 

As far as I can tell the Cluster Mines are the only explosives that make mention of the Demolitions skill and only then to set up timers - it mentions that they are simple to deploy with minimal training.  Essentially it's GM discretion as it's a grey area, but never hurts to go for extra grenades instead to be safe.

 

Thought I’d chip in merely to say that I’ve never played Deatchwatch or any 40k based RPG so forgive my ignorance.

 

I for one am pleased to have you, your interesting roleplaying style and the fabulous IA you have made for the Storm Sons combine to make a very different type of character with a lot of historical depth.

 

That's alright - neither have I!

 

To that point, it seems the cluster mines we gave Greysight are a poor choice because he doesn't have demolitions as an advanced skill. You would be better off using your 10rp some other way. (Can anyone provide help here?)

 

 

2 x Photon Flash grenades 10 Req (Core)

2 x Magazines of Stalker 10 Req (Core)

1 x Astartes Combat Shotgun  5 Req (Core)

1 x Astartes Assault Shotgun 7 Req (RoB)

 

I think there's the Astartes Harness as well which allows for "fast roping" and give +30 to climb tests and prevents falling.

 

I don't have the books to hand ATM.

 

MR.

Edited by Mazer Rackham

As far as I can tell the Cluster Mines are the only explosives that make mention of the Demolitions skill and only then to set up timers - it mentions that they are simple to deploy with minimal training. Essentially it's GM discretion as it's a grey area, but never hurts to go for extra grenades instead to be safe.

I thought that when I read the Cluster Mines, but wasn't sure if that's my ignorance. Otherwise it seems that the demolition skill has very limited uses.

Mol - I agree.  Although if I could take Demolitions as a skill I'd have it.  Using Demolitions I can evaluate a structure and blast the right bits of it to pieces and bring the whole things down.  It gets more useful in very specific missions, breaching operations and such.

 

And melta bombs.

 

MR.

Thought I’d chip in merely to say that I’ve never played Deatchwatch or any 40k based RPG so forgive my ignorance.

At this rank options are quite limited, and your character is well equipped for bolter use by default with a free clip of special ammo.

 

An assault shotgun (7 req) is not a bad secondary as it allows for short ranged suppressing fire (or at point blank range a dozen hits against single targets/hordes)

 

 

 

If I somehow get my hands on a medkit, alongside the Diagnostor and Narthecium, ill be pushing 90 Medicae for tests before negative modifiers :tongue.:

I can't remember where I read it in Core, but the highest you can get in any test is +60, I am happy to be corrected.

While we are talking shop, I am also really enjoying playing in a 40k setting. Especially from an Astartes perspective. So, reign me in if I am ranting or nitpicking. We are doing this for fun after all!

Onwards and upwards brother!

 

 

Fair point! Just making a suggestion.

And I'm just dramatising for the fun of it. :tongue.:

 

Actually, I could drop the leaper mines from my Req list simply because I think I'd need the Demolitions skill to set them up and as far as I can tell none of us have that. Thoughts?

As far as I can tell the Cluster Mines are the only explosives that make mention of the Demolitions skill and only then to set up timers - it mentions that they are simple to deploy with minimal training. Essentially it's GM discretion as it's a grey area, but never hurts to go for extra grenades instead to be safe.

Thought I’d chip in merely to say that I’ve never played Deatchwatch or any 40k based RPG so forgive my ignorance.

I for one am pleased to have you, your interesting roleplaying style and the fabulous IA you have made for the Storm Sons combine to make a very different type of character with a lot of historical depth.

That's alright - neither have I!

 

To that point, it seems the cluster mines we gave Greysight are a poor choice because he doesn't have demolitions as an advanced skill. You would be better off using your 10rp some other way. (Can anyone provide help here?)

 

2 x Photon Flash grenades 10 Req (Core)

2 x Magazines of Stalker 10 Req (Core)

1 x Astartes Combat Shotgun 5 Req (Core)

1 x Astartes Assault Shotgun 7 Req (RoB)

 

I think there's the Astartes Harness as well which allows for "fast roping" and give +30 to climb tests and prevents falling.

 

I don't have the books to hand ATM.

 

MR.

And you would be right but, the breakdown for my medicae is as follows:

 

40 Int + Medicae Trained (no -20) + 20 Medkit + 10 Diagnostor + 20 Narthecium = 40 + 50 = 90 Medicae.

 

Greysight is also a White Scar successor so he might technically have access to the 10 req Power Lance found in First Founding.

 

Meltabombs also make mention of the Demolitions skill mainly in that if you fail the roll by 4 or more DoF it immediately explodes.

Edited by Slips

 

And you would be right but, the breakdown for my medicae is as follows:

 

40 Int + Medicae Trained (no -20) + 20 Medkit + 10 Diagnostor + 20 Narthecium = 40 + 50 = 90 Medicae.

 

Greysight is also a White Scar successor so he might technically have access to the 10 req Power Lance found in First Founding.

 

Meltabombs also make mention of the Demolitions skill mainly in that if you fail the roll by 4 or more DoF it immediately explodes.

 

 

Ah of course - it modifies the Stat, not the bonus to the roll, appreciate the reminder.  Is the Demolitions part of the Melta Bomb description in RoB? I was reading from Core...

 

Too many books.  Glad I'm not a Librarian - Perils would kill us all :biggrin.:

 

MR.

Edited by Mazer Rackham

 

 

And you would be right but, the breakdown for my medicae is as follows:

 

40 Int + Medicae Trained (no -20) + 20 Medkit + 10 Diagnostor + 20 Narthecium = 40 + 50 = 90 Medicae.

 

Greysight is also a White Scar successor so he might technically have access to the 10 req Power Lance found in First Founding.

 

Meltabombs also make mention of the Demolitions skill mainly in that if you fail the roll by 4 or more DoF it immediately explodes.

 

 

Ah of course - it modifies the Stat, not the bonus to the roll, appreciate the reminder.  Is the Demolitions part of the Melta Bomb description in RoB? I was reading from Core...

 

Too many books.  Glad I'm not a Librarian - Perils would kill us all :biggrin.:

 

MR.

 

 

 

If you were a Libby, I'd have "abhor the witch" and be spending my fate points to resist they perils...:rolleyes:

I feel this is going to be the beginning of a beautiful friendship.

 

Until you discover the Astral Claws turned traitor. Oh, the tragedy...

 

 

Yea... then it's going to be an ugly divorce.... The question becomes which one gets stuck with Varvost....

 

 

And you would be right but, the breakdown for my medicae is as follows:

 

40 Int + Medicae Trained (no -20) + 20 Medkit + 10 Diagnostor + 20 Narthecium = 40 + 50 = 90 Medicae.

 

Greysight is also a White Scar successor so he might technically have access to the 10 req Power Lance found in First Founding.

 

Meltabombs also make mention of the Demolitions skill mainly in that if you fail the roll by 4 or more DoF it immediately explodes.

 

 

Ah of course - it modifies the Stat, not the bonus to the roll, appreciate the reminder.  Is the Demolitions part of the Melta Bomb description in RoB? I was reading from Core...

 

Too many books.  Glad I'm not a Librarian - Perils would kill us all :biggrin.:

 

MR.

 

Yes, the Demolitions bit is from the "updated" melta bomb in RoB; it also costs 12 in RoB vs the 25 from Core O_o

 

I feel this is going to be the beginning of a beautiful friendship.

 

Until you discover the Astral Claws turned traitor. Oh, the tragedy...

 

 

Yea... then it's going to be an ugly divorce.... The question becomes which one gets stuck with Varvost....

 

 

Oh ye of little faith. :biggrin.:

 

Besides, the Astral Claws did not turn traitor.  We annexed that which was ours by right and by might.  The Maelstrom is a dangerous place and desperate measures must be taken...and the autonomy of the Space Marines is not to be trifled with thank you very much!

 

MR.

Snow day today!

 

I have thought about what Mazer said regarding the cluster mine description saying that it is designed to be easy to plant. I think that a Marine should be able to place them relatively easily - but meddling with them to set timers, etc is where Demolitions comes in. I am happy for the mines carried by Greysight and Khyber to remain.

 

Dos - it would be worth going back and editing your first post's rolls to be +20. It would make a slight difference. I think it might be interesting to have you play up the scholarly aspects of your character in the absence of a Librarian in the Kill-Team.

 

A.T.: Can I just check what you've chosen for your first 1000xp? I'm not completely clear.

Edited by Commissar Molotov

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