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Ah sorry about the name mix-up. So I'm no GM, but the Astartes Infernus Pistol has a Req value of 35, and a renown requirement of Famed. It's a shame we're not playing proper Black Crusade, because under that system, whatever you can claim by killing, stealing or otherwise is yours to keep. That said, the pistol *was* claimed in combat so that maybe offers a mitigating factor? Edited by Necronaut

The Inferno Pistol will be up to Lysi, but we can help you out with your build.  Give us an idea of how you want to fill Brynjarr out, and we can help with pros and cons, for example:

 

There's a Talent Devastators can take called Stalwart Defence.  You can apply for this as an Elite Advance (ie it is outside your own XP table for Tactical, Space Marine or Marine Errant).  When you invoke the ability, you can't move or dodge, but if you spend a Fate point, you get a parry against any and every attack that hits you in melee.  With a shield, the benefit of this talent is obvious, and with your defensive attributes and nature, you just form a bulwark that people can't kill and can't get past.

 

You can even roleplay your demeanour of "To protect others" to gain the free fate point to use.

 

However, against Hordes, that talent is useless apart from the odd character or individual weapon (A power sword Sergeant for example).

 

There are also quality of life Talents you can buy like Rapid Reload, which halves the time it takes to reload any given weapon.  A Naval Boltgun, for example takes 1 Full Action to Reload.  With this talent that comes down to a half action, so you can John Wick it, where you empty, reload and then take a shot right after.

 

This will tie into some Sqaud Modes too, which allow you to reload a weapon for free as part of the action, as long as it only takes a half-reload.

 

The sky is the limit.  Tell us what you envision for Brynjarr, and we can crunch the rest.

 

I am not entirely sure what I want to do with Brynjarr.

 

In his initial design he started out as a Breacher specializing in ship boarding actions and the like. Then when he was transitioned to this game as an alternative version he took on a bit of a grenadier flavor. Which is why this past episode most of his req was spent on grenades and he was running round with 15 grenades (until he used some).  

 

 

So I guess leaning into the protective element further while remaining a generalist flexibility as befitting a Tactical Marine is appropriate.

 

Stalwart Defense dose sounds relevant, and potentially similar in function to one of his squad modes, Protect the Fallen, but for slightly different circumstances and when it would be best.

 

 

Now that he is level 2 are there any talents/skills that would help with the grenadier aspect, from memory there wasn’t really anything when Brynjarr was adjusted for this game, but if higher level has opened something up that be worth considering.

 

 

Brynjarr actually has Rapid Reload already, was one of the skills you suggestion at creation to fit the theme, I just haven’t had cause to reload during structured time (or potentially at all I think) as he had been throwing grenades a lot of the time.

 

 

Yep, there will have to be some sort of cost involved in keeping the Pistol (it's the Infernus Pistol from the DW Errata1.1 in terms of rules, though I think Infernus/Inferno are pretty much the same thing?) but I haven't quite worked out how to cost it yet... I'm currently seeking the advice of a more experienced GM... :tongue.:

 

I do like the Stalwart Defence idea, though, feels very Brynjarr!

 

Lysiamchus, once you worked out the price for the pistol let me know, as long as it is not a firstborn or major organs Brynjarr will probably pay up.

 

Edit: and all sorted now, Thanks Slips.

Edited by Trokair

Tro, at Rank 2:

  • If you want a bombardier theme, Demolitions is available for 400xp (Gen Space Marine Advances).
  • Signature Wargear (Master) 1000xp (Gen Space Marines Adv)
  • Hipshooting - Can move Full Distance and make a Single shot/Standard attack with a weapon 500xp (Tac Marine Adv)
  • Mighty Shot - +2 Damage to all ranged weapon attacks 500xp (Tac Marine Adv - stacks with Bolter Mastery)
  • Combat Sense - Can use Perception Bonus instead of Agility Bonus for Initiative rolls 500xp (Tac Marine Adv)
  • Stuff from your Marines' Errant Advance Table (Stellar Navigation or Piloting Bonuses).

If you need your post editing, give either Dosjetka or Slips a PM.  As it's your post, you're best placed to have it removed.

Tro, at Rank 2:

  • If you want a bombardier theme, Demolitions is available for 400xp (Gen Space Marine Advances).
  • Signature Wargear (Master) 1000xp (Gen Space Marines Adv)
  • Hipshooting - Can move Full Distance and make a Single shot/Standard attack with a weapon 500xp (Tac Marine Adv)
  • Mighty Shot - +2 Damage to all ranged weapon attacks 500xp (Tac Marine Adv - stacks with Bolter Mastery)
  • Combat Sense - Can use Perception Bonus instead of Agility Bonus for Initiative rolls 500xp (Tac Marine Adv)
  • Stuff from your Marines' Errant Advance Table (Stellar Navigation or Piloting Bonuses).
If you need your post editing, give either Dosjetka or Slips a PM.  As it's your post, you're best placed to have it removed.

 

Thanks, that’s a lot of things to consider.

 

Demolitions sound more like pacing explosives rather than throwing them (and I think one of the others already has it, or something similar, Svelk if memory serves), so unless there is utility there that I am not aware of I think that’s not the right direction.

Hipshooting, mechanically sounds usefull, kind of like another Bolter assault, defiantly on the cards I think.

Might Shot I assume works for thrown grenades, so that be a good way to get more out of them in general and frag grenades especially. Currently top of my list from these suggestions

 

I’ll wait and see that the pistol will require, as that is likely to determine the rest.

Might Shot I assume works for thrown grenades

 

Correct.  It applies to any and all Ranged Attacks (which a thrown grenade is), and your Frags are much more dangerous to tougher Hordes as a result.

mighty shot is always a good idea.

 

For decimus I am thinking

 

Signature wargear (power axe) 500 (general list)

Deadeye shot 500 (devestator list)

Common Lore (Solios Nebula) 400 (Iron Gods)

awareness +10 300 (general list)

Strength +5 200 (Devestor list)

Perception +5 200 (Devestor list)

 

which would leave me with 200 xp

 

I am also interested in hatred (orks) but it would be an elite advance

 

Tro, at Rank 2:

  • If you want a bombardier theme, Demolitions is available for 400xp (Gen Space Marine Advances).
  • Signature Wargear (Master) 1000xp (Gen Space Marines Adv)
  • Hipshooting - Can move Full Distance and make a Single shot/Standard attack with a weapon 500xp (Tac Marine Adv)
  • Mighty Shot - +2 Damage to all ranged weapon attacks 500xp (Tac Marine Adv - stacks with Bolter Mastery)
  • Combat Sense - Can use Perception Bonus instead of Agility Bonus for Initiative rolls 500xp (Tac Marine Adv)
  • Stuff from your Marines' Errant Advance Table (Stellar Navigation or Piloting Bonuses).
If you need your post editing, give either Dosjetka or Slips a PM.  As it's your post, you're best placed to have it removed.

 

Thanks, that’s a lot of things to consider.

 

Demolitions sound more like pacing explosives rather than throwing them (and I think one of the others already has it, or something similar, Svelk if memory serves), so unless there is utility there that I am not aware of I think that’s not the right direction.

Hipshooting, mechanically sounds usefull, kind of like another Bolter assault, defiantly on the cards I think.

Might Shot I assume works for thrown grenades, so that be a good way to get more out of them in general and frag grenades especially. Currently top of my list from these suggestions

 

I’ll wait and see that the pistol will require, as that is likely to determine the rest.

 

 

Svelk does have demolitions, but unfortunately Intelligence is one of his weaker stats, and is harder for him to uppgrade as an assault marine.

@BC: I did replace Hatred: Orks in the DW list for Hatred: Arbites in the IG list. But if someone has a valid reason to stick to the original options there instead of the new ones (as Decimus certainly seems to based on his previous flashback) then I don't have any problem with that? No Elite Advance needed!

 

@Beren: I'd say Svelk's ability with explosives is improving with more and more practice. If you wanted to take Demo+10 then the premium for taking it early would be the same as last time?

 

Edit: So if you didn't take Mercenary Cant +10, you'd have enough for Demo +10 with 50XP left over...?

 

@Tro: So if Brynjarr wants to equip the Infernus, I will waive the Renown requirement (as he pinched it!) However, he will need to pay 1000XP for Sig Wargear Master to cover the 35 Requisition cost. Also, the weapon is obviously both unusual and modified, so any ammo clips beyond the first will need to be bought and kept track of in the same way as SIA for bolters.

 

That sound reasonable to everyone?

Out of curiosity how much would extra clips of that ammo cost?

 

I have no problem keeping track of ammo, I have been doing so anyway (at minimum so I know when to reload).

 

Random though, is it possible to modify a weapon to have a larger clip size? :whistling:

 

                                      

1000XP for Signature Wargear Master for the Pistol.

So I guess Mighty Shot and Hipshooting at 500XP each and 300 spare for the future or in case anybody else has any suggestions.

Edited by Trokair

@Tro: So if Brynjarr wants to equip the Infernus, I will waive the Renown requirement (as he pinched it!) However, he will need to pay 1000XP for Sig Wargear Master to cover the 35 Requisition cost.

@Lysimachus - Does Brynjarr already have Signature Wargear? Because if he doesn't it's a prerequisite for Signature Wargear Master and the total cost will be 1500 XP.

Ok, MG is quite right, so I'm afraid Brynjarr would have to buy Sig Wargear for 500xp and Master for 1000xp, so Hipshooting or Mighty Shot might have to wait if you want the Pistol?

 

 

Edit: But, given the extra cost involved in getting both levels of Sig Wargear, I'll keep the cost of reloads fairly low, call it 5 Req per clip?

Edited by Lysimachus

No problem, I’ll pass on hipshooting for now and just keep it in mind for a later time.

 

So for clarity my spend is:

500XP for Signature Wargear (normal/basic, whatever this level is)

1000XP for Signature Wargear Master for the Pistol.

500XP for Mighty Shot

300XP left for the future

 

Character sheet updated.

 

@Beren: I'd say Svelk's ability with explosives is improving with more and more practice. If you wanted to take Demo+10 then the premium for taking it early would be the same as last time?

 

Edit: So if you didn't take Mercenary Cant +10, you'd have enough for Demo +10 with 50XP left over...?

 

 

 

Good with me.

No problem, I’ll pass on hipshooting for now and just keep it in mind for a later time.

 

So for clarity my spend is:

500XP for Signature Wargear (normal/basic, whatever this level is)

1000XP for Signature Wargear Master for the Pistol.

500XP for Mighty Shot

300XP left for the future

 

Character sheet updated.

@Trokair - Signature Wargear gives you up to 20 Requisition Points. Signature Wargear Master gives you 15 more Req Points for a total of 35, which is the cost of your Pistol.
Signature Wargear gives you up to 20 Requisition Points. Signature Wargear Master gives you 15 more Req Points for a total of 35, which is the cost of your Pistol.

 

 

Well yes and no.  This is what causes a lot of the headache.  The Requisition cost from both Signature Wargear (SGW) cannot be combined into one spend.  SGW Rank 1 does give you 20 points, correct.  SGW (Master) then allows 40, so the second level of SGW covers the cost of the weapon.

 

Unfortunately you have to buy both SGW Ranks.  The xp cost is the offset for the benefit of the Talent.

 

It is a very convoluted way to:

  • Prevent buying SGW (Master) on the Rank 2 table and get something good, then go back and buy SGW at Rank 1 for something else, and;
  • Stops you having SB and PF so you can take TDA at level 5/7 as SGW and wander about like a Deathwing nut before you qualify for the pre-requisites.

The other problem with SWG is that when you request an item you're stuck with it, until you get SWG (Master) which either:

  1. Upgrades the original item (stapler to master-crafted stapler)
  2. Replaces the original item with a new item altogether (Exceptional Photocopier)

And it just gets more complicated from there, especially with different table access and Elite Advances.

 

EDIT: My one caveat for anyone considering SWG is be careful if you want to take TDA later on, as you can only take a weapon from a list.  So if you SGW a Master Crafted Stapler, you're in trouble, because you can only take Photocopiers.

 

However, the discussion did give me an idea for how this interacts with a Deed only Tacticals can have, called "Right Gear For The Job" (RGFTJ).  Tacs can pay 400xp for access to a non-renown gated item (Orphiel's plasma pistol for example) whereby they gain the benefit of SGW for a lower price of 400xp, but also a limited choice of kit from a list.  I think in any games I run from now on, I'll be asking any players to pay 1,100xp for SGW (Master) to even out the balance where they take RGFTJ.

 

That will solve a hell of a lot of headache as well.

 

EDIT 2:  It drops me into a further quandary about SGW (Master) because I'm going to either have to upgrade Charybdis, or take Argo on permanently, and replace the plasma pistol altogether, which is why I haven't taken it yet.  (RAW, even with Lysi's dispensation I can't SGW (Master) one and keep both).  A problem for the future, perhaps.

Edited by Mazer Rackham

Err… not to cause a headache, but Brynjarr has "Right Gear For The Job" as a way to justify/fudge his shield (which was a custom creation form an older game here that MR dug up when designing Brynjarr for me last spring), I hope this dose not complicate Signiture Wargear upgrades.
 

I should just shut up now. Me and my wish to play custom stuff causes enough problems.

*hides behind shield*        

Hmm I am sure Tro was around here a few moments ago.  Sounded like he was causing mischief after a GM Ruling...

 

Ah, he's left his shield propped up in the corner.  Must be mistaken.

 

Youngsters these days, leaving stuff at their arse. :rolleyes:

Edited by Mazer Rackham

The blurb for RGFTJ says 'gains the benefits of Sig Wargear' rather than 'gains Sig Wargear' so I'm saying you can have both without any issue!

 

(Added to that the Tac Marines get their 25 Req item instead of a Clip of SIA, so you all clank with extra kit when you walk anyway... :D)

@Trokair - Signature Wargear gives you up to 20 Requisition Points. Signature Wargear Master gives you 15 more Req Points for a total of 35, which is the cost of your Pistol.

The master wargear talent entirely replaces the pre-requisite signature wargear - you have one item* at up to 40 requisition which can either be the original item with upgrades or an entirely new item.

 

*(or DM permitting a suitable pair of things, such as a pair of matching gilded boltguns for maximum swagger)

Hey gents, I'm at a bit of an impasse with how I want to spend Vesalius' 2300xp. Classic paralysis by analysis. I could use some advice -- have already acquired Tactics +20, chem-use +10 and interrogate +10, which totals 900xp.

 

Any recommendations for if I was wanting to continue down the path of the doctor-assassin? More ranks in concealment and silent move? Perhaps further advances in intelligence and/or weapon skill? Considering he is a relatively high-intelligence character, more Lore skills, or others requiring intelligence might be of value.

Edited by Necronaut

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