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30 minutes ago, Lysimachus said:

Hey boss, another quick question:

 

I was thinking that when we get around to playing, I would probably want to requisition a Suspensor for Encario's HB so I can keep up with the rest of the team... but I suddenly wondered if that was even going to be possible, as it is technically a 'Deathwatch' Suspensor?

 

If it's not allowed, I might switch the second Armour History (that I get to choose due to the Battle Damage Deed) to 'Death From Afar' to try and keep him mobile?

 

No worries - solid query. There will be Deathwatch gear to Req, and as you're Respected, a DW Suspensor could be had, since I'll be looking at about 10-15 |Req per Player, so pooling will take care of it - but if you want to change your armour history, I have no objections, so:

 

Yes - either will be fine. :smile:

Wonderful, in that case I'll leave it as is for now (as I like the idea of him wearing a real hodge-podge of armour marks* plus the Ag boost is useful!) and I'll (hopefully) rely on my teammates future generosity for the Suspensor! :tongue:

 

*I'm picturing lots of bonding studs, which feels very Celebrants-esque!

3 minutes ago, Machine God said:

So that's two Techmarine's


I have a character or two in reserve if we end up overly duplicative, though Uldyssian is a slow moving truck and defensive specialist perhaps more similar to Kurkov with his flamer.

There's been some back and forth, so we'll see what we've got, first before pulling any triggers. Two Techmarines might not be a bad idea....

 

Just remember we've got plenty of time. This won't launch until Murderers In Black completes.

 

That also gives me time to flesh out a few more of my plans though...

Spoiler

 

 

Edited by Mazer Rackham

IIRC the Character Sheet at the back of DW: Core is wrong.

 

The Skills and Talents you get are listed on DW: Core, p37. If you have access to the Googledrive (and you should, since I used your gmail address) you will find them all properly listed there. Also make sure to check DW FAQ/Errata 1.1 as this adds Unnarmed Master (AFAIK).

 

I just want to be very clear for everyone - the Googledrive Sheets are the only ones we should be working from. I will at times alter them upon things happening to you (permanent Tougness Damage that you do not control/roll for, etc), so if you keep a local copy, you will not have the correct details. Further, you should not put statblocks into your Character Profiles, for the same reason.

 

I'll be PM'ing a couple of folks to get email addresses before play commences, or if folks can't see the folder, hit me up with your preferred email address - although make it a Google one if possible, so we can get it set up on time and target. I'll also be checking in with Players to make sure they're getting on ok - so if I come a' callin' it's just to get a spot on where you're at.

 

Edited by Mazer Rackham
56 minutes ago, Machine God said:

Oh you mean p36! 

 

Nosir, I meant p.37. The PDF is one page out. :cool:

 

13 minutes ago, Machine God said:

GM - I take it that we remove the Deathwatch Training talent and Common Lore Deathwatch?

 

Just the DW Training since that's gone for good, while the Common Lore you might as well keep since you'll be 'in the know' soon enough.

 

Also have a quick check of the Campaign Rules - there's extra Lore Talents you should add.

Edited by Mazer Rackham

Speaking of the Google sheets, I just noticed my Ammo counter page! It was still a Tacman's Bolter, so I've edited it to show a Backpack HB supply (changed the rows to show 6 Rounds per row, as it's the only way the gun fires! :laugh:), I hope that works in line with what you were thinking?

 

I assume Backpack supply doesn't get reloads in the same way as regular guns (I'm guessing I'm not carrying around 750 Rounds worth of Bolt ammo?) so I don't need to show any mags after the first one?

 

 

Edit: or did you say to Ikka that we'd get 1 regular mag for the weapon as a back-up?

 

 

 

 

 

Edited by Lysimachus
25 minutes ago, Lysimachus said:

Speaking of the Google sheets, I just noticed my Ammo counter page! It was still a Tacman's Bolter, so I've edited it to show a Backpack HB supply (changed the rows to show 6 Rounds per row, as it's the only way the gun fires! :laugh:), I hope that works in line with what you were thinking?

 

Yeah, no worries from here.

 

25 minutes ago, Lysimachus said:

I assume Backpack supply doesn't get reloads in the same way as regular guns (I'm guessing I'm not carrying around 750 Rounds worth of Bolt ammo?) so I don't need to show any mags after the first one?

 

You need ammo hoppers, 1 x 125 rounds. If you look at the old Devs kit, you'll see the spare ammo bins with handles on 'em which obviously snap on/off to relaod the chungusgun.

 

25 minutes ago, Lysimachus said:

Edit: or did you say to Ikka that we'd get 1 regular mag for the weapon as a back-up?

 

Heavy bolter  clips  magazines (ie not backpack supply) are 60 rounds, and there are a couple of Spec Ammo Magazines you cna choose from when you get to the supply drop. Should be a post about it a page or so up. You can carry one of them on your belt, and load the SpecAmmo when you want, but obviously it's a Reload to do so.

 

I gave Ikka the extra canister because he gets 75 shots, which I thought insufficient, and he doesn't get the benefit of Spec Ammo, so....

 

22 minutes ago, Trokair said:

How deep are your pockets? 

 

Because this never gets old.

 

POV: Player/GM

 

Spoiler

 

 

Edited by Mazer Rackham
17 minutes ago, Mazer Rackham said:

You need ammo hoopers, 1 x 125 rounds. If you look at the old Devs kit, you'll see the spare ammo bins with handles on 'em which obviously snap on/off to relaod the chungusgun.

 

Excellent point, I've modded the table again to show 2 hoppers x 125 Rounds. I guess the advantage is that you could be swapping out the empty one while still able to fire from the second?

 

It's an interesting thought, I don't think I've ever had it come up in a game, but would someone else have to swap out the empty hopper for you? I can't see how you could do it yourself? (Probably as Tro says, in fluff you'd have an ammo serf waiting somewhere ready to resupply you...)

 

 

25 minutes ago, Lysimachus said:

Excellent point, I've modded the table again to show 2 hoppers x 125 Rounds. I guess the advantage is that you could be swapping out the empty one while still able to fire from the second?

 

That was how I envisioned Akkad, so yes. The Dev kit itself seems to back this up.

 

25 minutes ago, Lysimachus said:

It's an interesting thought, I don't think I've ever had it come up in a game, but would someone else have to swap out the empty hopper for you? I can't see how you could do it yourself? (Probably as Tro says, in fluff you'd have an ammo serf waiting somewhere ready to resupply you...)

 

Well, in a Dev Squad, you have 4 x gunners and 1 commander and 4 x other Marines who could act as loaders, so your proposition seems lore legit. With the way the Ammo is mounted, the Gunman would have a bloody hard job of reloading on his own - which would in turn make it more appropriate to have 60-round 'Contact' magazines. A ready box you can keep on the gun when the bump happens and keeps you going until your loader can come up and start feeding the beast...

 

 

Edited by Mazer Rackham
12 minutes ago, Lysimachus said:

It's an interesting thought, I don't think I've ever had it come up in a game, but would someone else have to swap out the empty hopper for you? I can't see how you could do it yourself? (Probably as Tro says, in fluff you'd have an ammo serf waiting somewhere ready to resupply you...)

 

This comes to mind

Spoiler



1 hour ago, Mazer Rackham said:

I gave Ikka the extra canister because he gets 75 shots, which I thought insufficient, and he doesn't get the benefit of Spec Ammo, so....

 

My techmarine with his clip of 8 would like to requisition a hose pipe, a jerry can, and a small flying monkey to distract Ikka :p

 

 

2 minutes ago, A.T. said:

My techmarine with his clip of 8 would like to requisition a hose pipe, a jerry can, and a small flying monkey to distract Ikka :p

 

Flying Monkeys are Distinguished Renown, so no can do.

 

I could do you a beggar with a frustratingly high pitched Kazoo?

52 minutes ago, Lysimachus said:

 

Excellent point, I've modded the table again to show 2 hoppers x 125 Rounds. I guess the advantage is that you could be swapping out the empty one while still able to fire from the second?

 

It's an interesting thought, I don't think I've ever had it come up in a game, but would someone else have to swap out the empty hopper for you? I can't see how you could do it yourself? (Probably as Tro says, in fluff you'd have an ammo serf waiting somewhere ready to resupply you...)

 

 

 

Like the Smoker children that keep their Devastator Chuck supplied. They are ammo serfs not Grot Riggers!

 

 

https://www.youtube.com/watch?v=AwBgI8SAHOQ

 

1 hour ago, Mazer Rackham said:

I gave Ikka the extra canister because he gets 75 shots, which I thought insufficient

 

I missed this point. Interestingly, because the HF is S/-/- and the HB is -/-/6, Ikka will get almost double the number of shooting Actions (75 vs 41.667) before needing to reload.

 

 

10 minutes ago, Lysimachus said:

I missed this point. Interestingly, because the HF is S/-/- and the HB is -/-/6, Ikka will get almost double the number of shooting Actions (75 vs 41.667) before needing to reload.

 

He does....but he's also a walking incendiary grenade.

Righto, gents.

 

I have been through your Chargen Sheets with a fine and flaming toothed-comb and have corrected a few bits and pieces. If I have contacted you by PM, you will know what needs doing/are aware of what's been done, so no-one else has to change anything - it has otherwise all been completed.

 

A few recurring items though for future use/understanding.

 

Unnatural Strength/Toughness:

Despite what it looks like on the tin - these do not double your strength/toughness. What they do do (the voodoo, hoodoo, what you don't dare-do, people) is as follows:

  • Doubles your Bonus Characteristic
  • Provides +1 DoS per Unnat stat (ie Unnat Strength x 2 will provde 2 + Dos) on any successful test.

Power Armour Strength Bonus:

Noticed a few folks did not have this represented in the lower half of the stat-boxes. Now this interfaces wierdly with Strength bonuses because it does not get doubled by Unnat Strength x 2. It adds + 2 to your SB, and +20 to your Strength Stat.

 

With this, plus the Unnat Str, your Strength Stats should read thusly (e.g.):

 

Raw Stat: 8* / 42

Armour: 10 / 62

 

(* =It's always double here, because these are implants and not armour).

 

The same should happen with your Toughness, albeit you (usually) have no bonuses from armour fro this so it should read (e.g):

 

Raw Stat: 8 / 42

Armour: 8 / 42

 

Perception Bonuses:

Lot of guys don't have thier bonuses from Occulobe, and Lyman's ear included in the raw stats (upper half of the blocks). Now this is Player Choice, since you don't need them there as long as you remember you've got 'em. I've modified a couple of Players sheets with this, and the armour bonuses, for ease and speed of reference. This is totally up you.

 

That's all I have right now, if I spot anything more I'll let you know.

 

Feel free to feed back in the thread below.

Edited by Mazer Rackham
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