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Hmm…

 

So, I'd say:

 

Microbead (8)
Chrono (2)
Photo Visor/Contacts (8)
Grapnel & Line (5)
Laspistol Sidearm (5)

 

That comes out at (28)

 

Not sure about the last (2)...

 

Extra knife? (Might be good if we all swap our knives for something else?) Extra uniform for wash day? Maybe Glow Globe or Recaf? There aren’t that many Abundant (2) items in the equipment lists?

 

And I can't actually see any Ubiquitous (1) items listed anywhere in any of the books, which is weird?

 

 

1 hour ago, Mazer Rackham said:

Autocannons are best on Ogryns thanks to Auto-stabilised, so not a bad shout.

 

Respirators and Sidearms would be a good idea too.

 

And eventually the 6/12 Mauler Cannon. 

 

 

 

1 hour ago, Lysimachus said:

 

Niiice. Cal will take a big machete (Sword), I reckon?

 

 

That's not a Knife! 

 

51 minutes ago, Mazer Rackham said:

Kukri.

 

Tastes like axe, looks like knife (uses Axe profile).

 

Uses: Cutting meat, vegetables, gutting fish, hewing long grass, kindling, tarps, rope, arms, necks, irritating Goblins, hammering nails, skulls, knocking in pegs, teeth, skewering lippy privates, and privates' lips...

 

 

Or a Parang or hopefully it won't trigger the filter. 

 

Billhooks 

 

 

 

28 minutes ago, Machine God said:

Or a Parang

 

Hmmm. Quality choice. I shall think upon it.

 

EDIT: Thinking about it, I need an axe that does everything, from climbing assistance, to lopping people's bark off, and since I'ma Stormtrooper, and the Axe doesn't have the 'Primitive' Quality - I think I'll actually go with a proper, full-blooded axe.

 

best-survival-axes-e1701370006433.jpg

 

Yeah. That's my speed, right there, because it will bring everyone else to a stop.

 

Trivia: Did you know the sharp edge of the axe-head is called 'the smile'...? :devil:

 

Edited by Mazer Rackham

It's just a thought that has popped into my head... but if us grunts are the descendants of another Guard regiment that was rewarded with settling on Mirador III... maybe that original regiment came from the same planet as Blackjack?

 

Obviously it would be multiple generations of separation, and I don't know if Mazer already has stuff in mind for this, but it could be a way to add a bit of connection between them?

 

 

14 minutes ago, Lysimachus said:

It's just a thought that has popped into my head... but if us grunts are the descendants of another Guard regiment that was rewarded with settling on Mirador III... maybe that original regiment came from the same planet as Blackjack?

 

I will be expanding on Blackjack a bit, once our dedicated GM pops open a character thread. I've even got AI (sorry!) artwork for him. Blackjack is from Antares IV, which is the Schola Progenium world he was drafted into, but he came from somewhere else. I don't know where exactly yet, as he won't tell me, but I need to deep character work on him.

 

14 minutes ago, Lysimachus said:

Obviously it would be multiple generations of separation, and I don't know if Mazer already has stuff in mind for this, but it could be a way to add a bit of connection between them?

 

I have a thread of connection which can be used, but I'd rather allow for character development by him being the eyes of the audience so to speak, by having him be fish-out-of-water and allowing explanation of whatever customs and rituals the Miradorians have. They wouldn't otherwise have this reason to speak about them, as to them it would be shared, normal, no need to discuss it.

 

Blackjack can open that up if it's needed as he grows to trust and work with them (you).

 

All this sounds good. Getting a feel for the regiment.

 

Any particular thoughts on what we need for me- Medic/Operator/Heavy Gunner/PBI? I'm happy to round out the squad and go with the most wanted option.

10 hours ago, Lord_Ikka said:

All this sounds good. Getting a feel for the regiment.

 

Any particular thoughts on what we need for me- Medic/Operator/Heavy Gunner/PBI? I'm happy to round out the squad and go with the most wanted option.

 

I'd vote for Medicae.

 

EDIT: Human gents, bear in mind your Encumbrance levels. I've worked out that our Combat Load (Standard Issue Kit) runs to 31 Kilos, and if your SB/TB = 6, you've only got a Carry Weight of 36 Kilos.

 

A Meltagun runs at 15 Kilos, and the ammo for it runs at 10% Weapon Weight, so 1.5 Kilos. The Lasguns run at 4 Kilos, and the Charge Packs 4 x 0.40 = 1.20.

 

Melta + 2 Reloads = 18 Kilos.

M36 + 4 mags = 5.2 Kilos

Diff: 12.8 Kilos, Total load Weight 43.8 Kilos.

Result = Massively encumbered at SB+TB (6), SB/TB (7) required (45kg).

 

That isn't including rations, lamp, poncho or water, just fighting/patrol order.

 

I'll be corrected, but I think my sums work.

 

Edited by Mazer Rackham

 

2 hours ago, Mazer Rackham said:

EDIT: Human gents, bear in mind your Encumbrance levels. I've worked out that our Combat Load (Standard Issue Kit) runs to 31 Kilos, and if your SB/TB = 6, you've only got a Carry Weight of 36 Kilos.

 

A Meltagun runs at 15 Kilos, and the ammo for it runs at 10% Weapon Weight, so 1.5 Kilos. The Lasguns run at 4 Kilos, and the Charge Packs 4 x 0.40 = 1.20.

 

Melta + 2 Reloads = 18 Kilos.

M36 + 4 mags = 5.2 Kilos

Diff: 12.8 Kilos, Total load Weight 43.8 Kilos.

Result = Massively encumbered at SB+TB (6), SB/TB (7) required (45kg).

 

That isn't including rations, lamp, poncho or water, just fighting order.

 

I'll be corrected, but I think my sums work.

 

 

I haven't done stats for Por yet for this game, but asume Ogryns can carry way more, and such happy for Por to carry extra stuff for other palyers if permissable. So some of ammo clips and food and so on to help get peoples weight down.

 

Edit:

Also do we wont to rethink our Additional Equipment spent to spend 10 points to improve our armour fromm coomon to best craftmenship, that halves the weight from 11 to 5.5 (and gets an aditiona  point of armour).  Pricy, but bigest weight safe I could figure out. 

 

Edit the second

I see we get lascutters from Sappers at 4kg per person, but do we all need them? Would a few be enough (on those characters that can spare the weight) and the rest trade them in or some such.

 

Edited by Trokair
8 hours ago, Mazer Rackham said:

Human gents, bear in mind your Encumbrance levels.

 

Also consider that you probably won't be taking all of your gear on mission with you. If you have a FOB you'll have a footlocker. If you're living in the field you can either lug it around or you may have left some stuff safely back on the ship or at a camp.

 

2 hours ago, Malice Jr. said:

Its a shame I don't frequent B&C more often; this sounds like a ton of fun. Has the group been filled up?

 

Unfortunately so! Stick around and read the story as it develops and if we lose any players, you'll have first claim to the spot :smile:

Edited by Mojake
9 hours ago, Lord_Ikka said:

Any particular thoughts on what we need for me- Medic/Operator/Heavy Gunner/PBI? I'm happy to round out the squad and go with the most wanted option.

 

I honestly don't think you can go wrong with any of these picks.

29 minutes ago, Mojake said:

If you're living in the field you can either lug it around...

 

Which is the worst possible scenario....:tongue:

 

Unlike Commissar Kitchener, a PC from one of the Inquisitor games I GM'd, I have no intention of traipsing through the Poisonous Death Swamps of Slaughter VII without a gas mask....

7 hours ago, Trokair said:

 

I haven't done stats for Por yet for this game, but asume Ogryns can carry way more, and such happy for Por to carry extra stuff for other players if permissable. So some of ammo clips and food and so on to help get peoples weight down.

 

 

Bob: "Can we have our food now, Maks?" 

 

Maks: "Your food? You gave it to me, wot you fink I was gonna do wiv it?" 

 

 

 

 

13 hours ago, Lord_Ikka said:

All this sounds good. Getting a feel for the regiment.

 

Any particular thoughts on what we need for me- Medic/Operator/Heavy Gunner/PBI? I'm happy to round out the squad and go with the most wanted option.

 

I vote for A Medic. 

 

 

Could someone please roll 9 sets of 2d10 for me please? I think my dice are conspiring against me more than normal.

 

 

I rolled a set starting stats for Por (before any regiment or specialisation modifiers) and as I was putting them into the character sheet I thought they looked particularly low.  Did a quick math check and the 9 sets of 2d10 I rolled totalled 88 which is 11 lower than what the average of 9 2d10 should be.

 

So out of curiosity I rolled three more sets as a test and they came to 97 (2 below), 100 (1 above) and 96 (3 below). So my initial roll had just been unlucky. That’s fine, dice be dice.

 

So I thought I would start over and rolled a fresh set of stats for Por. They totalled to 79! The dice know when I am rolling for things that matter and not just as a test of averages.

 

 

Out of curiosity I then used an online roller (the google default when you type in roll 2d10) and generated three sets just to see and they totalled to 104, 100 and 109, so all above average (though the first two are still fairly close), could just be a lucky set. 

 

 

I should just go with the first rolled ones. but at this point I think the safest bet is an impartial set of rolls generated by someone else by whatever method they deem fit.  

 

Spoiler

In case anybody is interested, the stats rolled after adding the base 20

 

Initial roll:

29 28 37 27 29 32 24 27 35        Total:  88

 

Test rolls:

29 35 29 34 28 40 25 30 27        Total:  97

38 33 40 32 27 25 26 26 33        Total:  100

31 32 29 33 31 33 29 25 33        Total:  96

 

Fresh Stats roll:

26 31 31 34 26 22 24 34 29        Total:  79 

 

Online roller:

27 39 33 30 34 36 31 24 30        Total:  104

32 27 34 30 27 34 31 33 32        Total:  100

33 40 25 35 35 33 27 29 32        Total:  109

 

All of these are before the 1 free reroll, as I tend to use them on whatever is lowest

 

Edited by Trokair

Blimey, that's problematic on the weight... I bet quite a few of us are in the 30s for both Str and T? So we can't even lug around our regular kit?

 

I mean, Cal will lose the Lascutter if he's got a Melta Gun, so that's a start...

 

Upgrading to Best Quality Flak is expensive, but it's a smart option to lower weight...

 

I guess lose the Grapnel, it was just a fluff pick? We had the extra 2 as well, so that's 7...

 

Edit: Can we live without Sidearms? That would be another 5? (and save some weight, too)

 

Edited by Lysimachus
13 hours ago, Mazer Rackham said:

 

I'd vote for Medicae.

 

EDIT: Human gents, bear in mind your Encumbrance levels. I've worked out that our Combat Load (Standard Issue Kit) runs to 31 Kilos, and if your SB/TB = 6, you've only got a Carry Weight of 36 Kilos.

 

A Meltagun runs at 15 Kilos, and the ammo for it runs at 10% Weapon Weight, so 1.5 Kilos. The Lasguns run at 4 Kilos, and the Charge Packs 4 x 0.40 = 1.20.

 

Melta + 2 Reloads = 18 Kilos.

M36 + 4 mags = 5.2 Kilos

Diff: 12.8 Kilos, Total load Weight 43.8 Kilos.

Result = Massively encumbered at SB+TB (6), SB/TB (7) required (45kg).

 

That isn't including rations, lamp, poncho or water, just fighting/patrol order.

 

I'll be corrected, but I think my sums work.

 

 

Fortunately for @Lysimachus, as a weapons specialist his character comes with a built in gun-caddy. To wit:

 

*Cal sizes up an approaching armoured vehicle from his hiding spot*

"What do you say, Roland? Five Iron?" 

*Roland squints at the approaching vehicle, checks the direction of the wind and purses his lips*

"Pitching wedge for this one, sir." 

*Pulls meltagun from rucksack*

Edited by Necronaut
22 minutes ago, Lysimachus said:

I guess lose the Grapnel, it was just a fluff pick? We had the extra 2 as well, so that's 7...

Swaping the laspistol sidearm for a stub resolver would save another 2 points, but still one short. Drop chrono?

   Edit: just aw your edit, droping sidearm entirely would also work.

 

 

The other easy option is to drop the Photo Visor and use the two unspent keeping the laspistol and grapel (and chrono).

 

Edited by Trokair

Trouble is, if we're both each carrying our regular kit, can either of us manage extras?

 

And it's a Comrade Advance for him to carry my gun, which I havent purchased yet (I took Quick Draw from my starting talents so I wouldn't need to spend on it?)

 

I'm gonna work through Cal's weight carried.

5 minutes ago, Trokair said:

Swaping the laspistol sidearm for a stub resolver would save another 2 points, but still one short. Drop chrono?

 

The other easy option is to drop the Photo Visor and use the two unspent keeping the laspistol and grapel (and chrono).

 

 

So:

 

Microbead (8)
Chrono (2)
Grapnel & Line (5)
Laspistol Sidearm (5)
Common to Best Flak Armour (10)

 

Bang on 30.

 

Or swap to Sidearm sixshooters (appropriate?) if we want the extra 2 for something else? Edit: maybe Lamp Packs if we don't have visors any more?

 

 

Microbead (8)
Chrono (2)
Grapnel & Line (5)
Stub Revolver Sidearm (3)

Lamp Pack (2)
Common to Best Flak Armour (10)

 

 

 

 

Edited by Lysimachus
25 minutes ago, Trokair said:

Could someone please roll 9 sets of 2d10 for me please? I think my dice are conspiring against me more than normal.

 

I won't force you to take what I rolled for you...

 

7, 3, 5, 5, 4, 18, 14, 9, 11

6 minutes ago, Lysimachus said:

Or swap to Sidearm sixshooters (appropriate?) if we want the extra 2 for something else? Edit: maybe Lamp Packs if we don't have visors any more?

 

Unless I am missing somethign we have rechargable lamp pack in our startign gear already. 

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