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Archeotech - OOC and General Discussion


Trokair

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So if your willing to have me I am interested.

Edit: I was thinking either an IG that had been seconded or a Skitarii from a rival Forge World that was keeping an eye on the expedition.

Edited by TechCaptain
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3 hours ago, Petragor said:

Hmm, I think I’ll go for a different Character. Would we have any use of Social skills, or would they not be particularly useful on an expedition?

 

 

Ah, well, let’s see, on the one hand you are going into the wilderness where there are few people but on the other isolated communities can be big on manors, so up to you...

 

I know that is a bit of non answer, sorry.

 

21 minutes ago, A.T. said:

Core rulebook only or expansions?

Assassin was my first thought - a relatively primative tech scavenger able to climb up and squeeze into tight spots long before a 'proper' explorator team could dig their way in.

 

The only expansion I have glanced at is Ascension, and I am still getting familiar with the Core Book. I also don’t know what books people have access to, so I am inclined to say Core book only for now.  That said, if there are any expansions or parts thereof that you, or anybody else, think are fitting for the story or otherwise useful do bring it to everybody’s attention.

Especially when it comes to character gen I am willing to do some custom stuff.

Sounds like you have an idea already for your character :)

 

5 hours ago, TechCaptain said:

So if your willing to have me I am interested.

Edit: I was thinking either an IG that had been seconded or a Skitarii from a rival Forge World that was keeping an eye on the expedition.

 

Hi TechCaptain, in theory sure, the more the merrier.

 

I am just waiting to hear back from a potential player (who would be player 7) and you’d be number 8.  While 5 seems like there is plenty of space at 8 my mind is going ‘That’s a lot all of a sudden, can I really keep that many engaged’  Inexperienced GM here every body. Likely to panic at times

 

Feel free to work on character concept until I have heard back from 7.

 

Guard veteran sure, no problem. Skitarii not so sure on, the AdMech lot are a suspicious lot and I am sure the ArchMagos would have discreetly removed any eyes and ears from any rivals form the expedition.

 

What were you thinking of using as a base for character gen. Guardsman path with some bionics?

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5 minutes ago, Trokair said:

The only expansion I have glanced at is Ascension, and I am still getting familiar with the Core Book. I also don’t know what books people have access to, so I am inclined to say Core book only for now.

 

Then assassin with (TBD) homeworld it is, feral giving the best climb rolls of the bunch (assassins are curiously poor at it as a 'strength' based skill). Probably best suited as being in some form of service to another PC.

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Where are the rules for that? A screaming Redemptionist would certainly be interesting in the country side under open sky. I am aware of there are all sorts of fanatics in 40k, but the Necromunda Redemptionist  I encountered early in my hobby life and have kind of stuck as the face of imperial fanatics in my mind.

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Interesting link, thanks.

 

I have also now realised that the Core book I have is DH1 and that DH2 is a bit more different than just a FAQ patch reprinting, sorry for not grasping the distinction earlier. To be honest I don’t actually know what the differences are, but I have seen a few things mentioned when I was googling just now.

 

So erm, as I have the DH1 rulebook that is the one I will be using. If this is going to cause anybody any problems let me know.

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16 minutes ago, Petragor said:

It's in the Enemies Within supplement

 

Dark Heresy 2nd edition ?

 

In DH1 the 'litany of hate' talent extends hatred to allies  - normally a high rank talent, but perhaps taken as an elite advance instead?

Edited by A.T.
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If you could that be great, and sorry for any confusion, as mentioned above I had not realised the difference.

 

I guess a Cleric, and we can certainly trade out some starting skill/gear for something to make something more in tune with the fantic.

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53 minutes ago, Petragor said:

It's in the Enemies Within supplement, but I first discovered it in this handy Character Creation tool I found online. Feel free to take a look @Trokair

 

That's a great find. @Lysimachus can this be added to the DH2E resources list (it's on Bro T's post in the main forum IIRC)?

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@Trokair Thank you, So the main idea for a Bionic guardsmen at this stage is a psuedo Oygrn/ Heavy Weapon Operator from the Hive World Cogger (my own homebrew homeworld for Guardsmen which specializes in Autocannon production). Anyways maybe a big guy enhanced with bionics to increase strength to carry either an Autocannon or a huge sword and shield. I still have to dive into DH1 to get better specifics. I will attach a photo shortly of the idea. 

10BFE336-753E-4D75-A7A2-C4CCC02B1DB9.jpeg

Edited by TechCaptain
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What are you looking for in terms of extra characters/what is everyone going for? I can work up a utility tech-priest or adept fairly easily I think, maybe one who has worked with the Arch-Magos but failed in a minor way so was sent to a secondary site instead of the main one. If someone has that angle covered, a Scummer with a penchant for dealing with archeotech (or at least what he claims is archeotech) cold be possible. 

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1 hour ago, TechCaptain said:

@Trokair Thank you, So the main idea for a Bionic guardsmen at this stage is a psuedo Oygrn/ Heavy Weapon Operator from the Hive World Cogger (my own homebrew homeworld for Guardsmen which specializes in Autocannon production). Anyways maybe a big guy enhanced with bionics to increase strength to carry either an Autocannon or a huge sword and shield. I still have to dive into DH1 to get better specifics. I will attach a photo shortly of the idea.

 

I had a player take almost exactly the same character years back. Hiver with the 'brute' mutation and mining helot augmetics. Guardsman (cheap strength advancement and heavy weapon training).

 

Hive mutants are fairly mundane - all the rules of a regular hiver except you swap the starting Fel and T around, lose 'accustomed to crowds' and get two minor mutations from the core book (or pick them for 100xp each). Brute and tough hide get you an ogryn near enough, albeit a potentially quite smart one.

 

The augmetics and the autocannon are in the inquisitors handbook and are extraordinarily powerful.

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I like your idea except I didn’t quite want to go mutation route as much as bionics were doing the same thing. And thinking how powerful a Autocannon is, maybe just starting with a Greatsword and pistol would be more in line. (I was thinking Berserk sized sword lol.) thought I did find the augmetics in the core book that would work the Bionic Arms are 1000 apiece and the augmetic array for the lower torso for spring and what not is 1500.

 

definitely wouldn’t mind losing the accustomed to crowds for Brute and Tough Hide.

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5 hours ago, TechCaptain said:

@Trokair Thank you, So the main idea for a Bionic guardsmen at this stage is a psuedo Oygrn/ Heavy Weapon Operator from the Hive World Cogger (my own homebrew homeworld for Guardsmen which specializes in Autocannon production). Anyways maybe a big guy enhanced with bionics to increase strength to carry either an Autocannon or a huge sword and shield. I still have to dive into DH1 to get better specifics. I will attach a photo shortly of the idea. 

 

As an idea it sounds fine, if you can make the start work with the character gen in the core book and the initial 500XP and money. This dose mean that cybernetic augments are likely to be difficult initially. I am willing for starting gear, talents, skills and money to be traded in (at my discretion) for bits that will make a character concept work, so do have a look and see what you can make work.

 

 

Or I have another option for you, you wanted a pseudo ogryn, I am willing to give you an ogryn, a Servitor Ogryn to be precise.

 

This option, if you take it, will come with severe limitation to compensate for the fact that you are getting an ogryn.

 

There are two flavours of servitor ogryn for you to pick from, combat or gun. Combat will have a great weapon and shield (to match your concept), gun will have a heavy stubber.    

 

The Limitation: you have no money, you have no advancement tables, you do not gain XP. Instead when other players gain XP I may grant you a Skill, Talent, Trait, gear or Characterising advance. This represents additional programming/augmentation by a tech priest. I will pick what I feel is appropriate at the time for the situation (so role play well).  

 

4 hours ago, Lord_Ikka said:

What are you looking for in terms of extra characters/what is everyone going for? I can work up a utility tech-priest or adept fairly easily I think, maybe one who has worked with the Arch-Magos but failed in a minor way so was sent to a secondary site instead of the main one. If someone has that angle covered, a Scummer with a penchant for dealing with archeotech (or at least what he claims is archeotech) cold be possible. 

 

To my knowledge so far we have a Fanatical Cleric and Aria (mechanically an assassin but I think A.T. was going to play her more as a scavenger/survivalist).

 

There is a potential Gaurdsman and I don’t think anybody else has specified yet.

 

So a Tech Adept would be of use, would not even need to be a disgraced member of the Archmagos people, just a young/newly initiated  adept who did not rank high enough to be assigned to the larger expedition elements.

 

The Scummer also has potential.  

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Ok. Got a young Tech-Adept started, and I'm liking the concept of the game/character, so count me in if you still have room. Question about gear- are we able to trade in starting gear to get the equivalent thrones to upgrade (i.e.- trade in a flak vest for 50 thrones worth of "store credit" to put towards better armor)?

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I think I can make your deal work. Do you want the Character gen here with the trades and what not? or do you want it in DMs?

Mostly I will go for Core Rulebook gen rather than a servitor Oygrn I think. I have a bit of a running concept going on at the moment using the Core book. Though I have a small idea, a modification to the Bionic arms in the Core book. Instead of full bionic arms have similar to bionic locomotion but for arms for a +5 strength instead of the plus 10 that bionic arms would do for and I would trade in the starting equipment lasgun and shotgun with ammo (heck even give up the starting talent for operating said long arms to double down on melee/pistol) and giving up the knife and close combat weapon for just the really large sword. 

Or replace the mutation Brute (basically it would be the mutation but due to bionics not warp or whatever....)

Just ideas. I will write up something a bit more cohesive tomorrow while I am whittling away at work. 

Edited by TechCaptain
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1 hour ago, TechCaptain said:

Instead of full bionic arms have similar to bionic locomotion but for arms for a +5 strength instead of the plus 10 that bionic arms would do

 

If it makes any difference to your plans - bionic limbs don't increase strength, they only give a bonus on strength checks (and so have no impact on things like weapon damage or carrying capacity).

 

I've dug around and found a core advancement that may work though. The 'cyber rebuild' from the inquisitors handbook (page 87) is a flat 500xp and I think does everything you want in a single package.

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4 hours ago, Lord_Ikka said:

Ok. Got a young Tech-Adept started, and I'm liking the concept of the game/character, so count me in if you still have room. Question about gear- are we able to trade in starting gear to get the equivalent thrones to upgrade (i.e.- trade in a flak vest for 50 thrones worth of "store credit" to put towards better armor)?

 

Great, the Arch Magos is of the Ordo Reductor, so do have a little read up on them, it be mostly 30k era sources, as FW are the ones that made the fluff for them initial I believe, but to my knolwadge they are still around in 40k. In summary they are an independent lot not beholden to any forgeworld, they specialise in siege warfare and similar. Arch Magos Ilmarnin has mellowed a bit in old age and is now more interested in Archeotech recovery then planetary devastation.

 

 

As for trading in starting gear, maybe, on a case by case basis, let me know what you want to trade in, and what you intend to get instead and why. Purely ‘just because it is better’ is not enough justification, I want to know how it plays into your character concept and such. Then  I’ll consider it.

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3 hours ago, TechCaptain said:

I think I can make your deal work. Do you want the Character gen here with the trades and what not? or do you want it in DMs?


Snip...

Just ideas. I will write up something a bit more cohesive tomorrow while I am whittling away at work. 

 

I’ll send you a link to a character sheet for you to fill in shortly, questions, discussions and all such should happen here.  That way if more experience players have a suggestion for consideration they can make them. Thanks A.T., just skim read the cyber rebuild, may have to avail myself of that (if MR approves) if Bardas keeps on having near death experiences in the other game.  

 

Work to your suggestion and lay it out for me to see, then I can consider it as well as read up on any implications. Don’t want to discover that we have accidently built a character who will rip his own arm of the first time he use his weapon or some such.

 

 

 

If you want to incorporate the cyber rebuild/Full reseurection that A.T suggested then we will assume that the injury happened before the game, so I will waiver that ‘requirement’ it will be 500XP though, so that’s you entire starting amount.

 

The cyber- rebuild only restores functionality as it was, so while it fluff wise gives you bionics and such, in rules crunch they don’t give anything extra.

 

The full rebuild grants exactly was it says, so again while the bionic implants are just for fluff (ie no rules benefit specific to having say bionic arms or legs) you do get some benefits here that represent the implants in general and that are, as A.T. suggested, probably in line with your concept.

 

As the ‘injury’ was pregame I will half the insanity penalty (rounded up if relevant) if you take this.

 

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