Jump to content

A Time of Reaving Interest


Black Cohort

Recommended Posts

17 minutes ago, Trokair said:

So are there any Volkite rules in any of the FFG books?

 

Closest thing might perhaps be the immolation rifle from rites of battle (a radiation 'flamer' type weapon that doesn't start fires or damage machines).

 

You could take a suitable base weapon like a bolter or heavy bolter and use the arcane weaponry rules to add a suitable 'upgrade' - i.e. energy and volatile. But at that point you'd just have a fancy plasmagun.

Link to comment
Share on other sites

Here's a suggestion:

 

VOLKITE WEAPON: A Martian deathray firing a red beam that, upon contact with an enemy, superheats them like a microwave, resulting in a wet-sounding pop. The Charger is the rifle-sized variant.

 

Deflagrate: For every hit that inflicted at least one Wound on an opponent, resolve an additional automatic hit, rolling for damage as normal. These additional hits do not inflict further hits themselves.

 

Volkite Serpenta Pistol 25m S/-/- 2d10+2E 4 10 2 Full Deflagrate Very Rare

Volkite Charger Basic 55m S/2/- 2d10+3E 4 20 3 Full Deflagrate Very Rare

Volkite Caliver Heavy 165m S/2/3 2d10+6E 4 30 4 Full Deflagrate Extremely Rare

Volkite Culverin Heavy 280m S/2/4 2d10+9E 4 40 5 Full Deflagrate Extremely Rare

 

Suggest all Exotic, requiring Exotic Weapon Training (Volkite)

 

(Devs can buy that at Rank 1...)

 

As to Renown Requirements..? Probably Distinguished, as the Volkites are rare by the outbreak of the HH?

 

Note this comes out of a fandex for Only War specifically relating to the Mechanicum. Should be easy to scale up.

 

One caution I would extol: Chain of supply isn't a thing in this game. The GM could say yes, but good luck finding ammunition, or Throne help you if you need parts. Between Trade Armourer and Chymistry we can make a lot of stuff - but archeotech nuts and bolts ain't one of 'em.

 

Defligrate responsibly.

Edited by Mazer Rackham
CHOOM!
Link to comment
Share on other sites

Ok, 4000 Rank 1 xp:

Signature Wargear (FF) 500xp - Hand flamer.

Tech-use (FF) 600xp

Lore: Common (Tech) (FF) 200xp

Rapid Reload 200xp

Astartes Weapon Specialisation: Boltgun 1000xp

WS Simple advance 500xp

Perception Simple advance 500xp

Air of Authority 500xp

 

Rank 2:

Hip Shooting 500xp

Mighty Shot 500xp

Combat Sense 500xp

Trade [Armourer] 600xp

Trade [Armourer] +10 400xp

Artificer (FF) 800xp - Using this to upgrade my boltgun.

Cleanse and Purify (FF) 400xp

300xp unspent

 

Edit: Should be about done now.

Edit 2: Should actually be done now!

Edited by Urauloth
Link to comment
Share on other sites

On 11/25/2023 at 2:47 PM, Urauloth said:

Getting the basics down and making sure I got them right:

 

Stat rolls and Chapter bonuses:

  Hide contents

WS: 36 Reroll: 38 (this didn't help much)
BS: 45
S: 49
T: 40 +5 for Chapter bonus
Ag: 37
Int: 46 +5 for Chapter bonus
Per: 46
WP: 43
Fel: 45

Fate: 4
Wounds: 22

 

I want to go for Trade [Armorer] from FF, so that agility roll looks too low. I'm going to raise it with half my initial 1000xp, and capitalise on my good BS roll with an advance for that too. They're both 500xp for simple advances for Tacticals, so that's all spent.

 

@Urauloth - If you take Talented (Trade [Armourer]) for 500 XP from First Founding, it gives you Armourer +10 and enables you to buy Artificer.

 

Also because it isn't listed as needing Trade: Armourer as a Prerequisite, it saves you spending 600 XP.

 

 

Edit 2.

You were asking about XP Spends.

 

For 2600 XP you could buy Trade (Armourer) for 600 XP, then Trade (Armourer) +10 for 400 XP and 2 Levels of Artificer for 1600 XP.

 

Master-Craft your Mk III Iron Armour so that it weighs 150 lbs and increases its AP to 10 (7) / 11 (7).

(P165 of Deathwatch: Core Rulebook)

 

 

 

Edited by Machine God
Corrected by Mazer
Link to comment
Share on other sites

Now then, young @Urauloth, let's see what we can do (with the blessing of the GM and suggestions only...)

 

1 hour ago, Urauloth said:

Signature Wargear (FF) 500xp - This is a hand flamer. If I'm reading the requisition restriction right, I can make this Master-crafted?

 

EDIT: MG has (ninja'd) the gist of it, but to expand on what he's said:

 

To get what you want at Chargen you'll need the following:

  1. Either the Deed, 'Right Tool for the Job' Rites of Battle p.85, 400xp (this is worth looking into as you can get an item beyond your current Renown) or Sig Wargear, as you have purchased above.
  2. Then, Purchase Trade: Armourer from SM Rank 1 (600xp)
  3. Spend XP to get to Rank 2
  4. Buy Trade Armourer +10 (SM Rank 2) (400xp)
  5. Purchase the Salamander Advance Artificer for 800xp FF p.25 x 2 (Total 1600xp)
  6. This instantly upgrades your Hand Flamer to Exceptional Quality, then to Master Crafted.

 

Total: 3000xp (Right Gear for the Job) 3100xp (Sig Wargear)

 

Note, that because you have access to Signature Wargear from Core Rank 1 SM, AND Signature Wargear from another table ie Salamanders, it means you can take 2 x Signature Weargear items at Rank 1.

 

Dual hand flamers? Looks like Cleanse and Purify might come in handy...

 

EDITS: Pulled out all the extraneous crud, added XP totals.

Edited by Mazer Rackham
Edited for Artificer
Link to comment
Share on other sites

1 hour ago, Machine God said:

@Urauloth - If you take Talented (Trade [Armourer]) for 500 XP from First Founding, it gives you Armourer +10 and enables you to buy Artificer.

 

Also because it isn't listed as needing Trade: Armourer as a Prerequisite, it saves you spending 600 XP.

 

'Talented' merely allows you to take a Test at +10 to the Skill.

 

You still need Trade: Armourer.

 

Edited by Mazer Rackham
Corrections
Link to comment
Share on other sites

I must admit, the Sallies ability to take more than one Sig Wargear is very cool...

 

I like the Hand Flamer, but (depending on how BC answers Mazer's previous question about Renown, and if we get to be Respected or even Distinguished) I'd be tempted to get SigWargear and SigWargear Master. It's 1500xp, but you get an item of 40 Req. A Thunder Hammer is 30 Req, but the Salamanders Promethean Blessing Weapon upgrade is 10 extra... and makes the hammer be on fire. How awesome an image is that?!

 

You could even use the Sallies ability to lose the Unwieldy quality on the Hammer, though there might be a better use for that.

 

TH is Distinguished though, so might not be possible...

 

 

Edit: Ninja'd! Twice! :ph34r::ph34r:

Edited by Lysimachus
Link to comment
Share on other sites

26 minutes ago, Mazer Rackham said:

 

You do need Trade Armourer.

 

You can't go to Trade Armourer +10 without meeting the pre-requisite for it (Trade Armourer).

Well....

 

Well don't argue with GM's.

 

Spend 600 XP for Trade: Armourer. Then buy Trade: Armourer +10 for 400 XP, instead of buying Talented (Trade [Armourer]) for 500 XP.

 

FFG!!!

 

 

 

Link to comment
Share on other sites

25 minutes ago, Machine God said:

Well....

 

Well don't argue with GM's.

 

Spend 600 XP for Trade: Armourer. Then buy Trade: Armourer +10 for 400 XP, instead of buying Talented (Trade [Armourer]) for 500 XP.

 

FFG!!!


Haha, I hadn't spotted that at all. This works out nicely and only leaves me with 300xp unspent.

Thanks for the help everyone!

Link to comment
Share on other sites

21 minutes ago, Mazer Rackham said:

 

We who are about to die, salute you! :oops:

 

We who are already Dead Men Walking do likewise.

 

 

 

On a aside, I was thinking of taking the flavour scene I posted in this thread as the start of the scene of getting Hadad to the Thunderhawk. Dose anybody want to take the role of the unnamed/undetailed loyalist in that scene in a collaborated scene to get two of us to the Thunderhawk?

Link to comment
Share on other sites

1 hour ago, Black Cohort said:

Ok, I have made my decision, which none of you made easy but Xin Ceithan and Machine God, I am going to have to put you in reserve.  If someone has to drop, you two will have first call on replacing them.  IC thread should be up shortly.

@Black Cohort - More than happy to watch the thread from the Substitutes Bench. I was even thinking of volunteering if @Urauloth didn't make the team.

Link to comment
Share on other sites

2 hours ago, Trokair said:

On a aside, I was thinking of taking the flavour scene I posted in this thread as the start of the scene of getting Hadad to the Thunderhawk. Dose anybody want to take the role of the unnamed/undetailed loyalist in that scene in a collaborated scene to get two of us to the Thunderhawk?

 

Tro, saw this after I posted. Unless someone else volunteers, I can have Ravyx slip into the cave to dodge pursuit.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.