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Posted: 2008-03-25 03:04am
by NecronLord
Dark Hellion wrote:I would like to repeat my question? Would a time be coming along where I could have my character join the group? I can PM most details necessary.
Yep.
Posted: 2008-03-25 09:56am
by Jaevric
Any chance of getting special rules for shotgun ammunition? Slugs instead of scatter shot for example (for killing things in armor or longer-ranged shots), or door-buster rounds? Part of me wants to go dual-wield with Darien, but as I recall from the fluff Arbitrators often use shields with combat shotguns or shockmauls in riot control situations. I don't see why it wouldn't work just as well for holding a corridor against a bunch of mutants, though. There's so much stuff in the fluff that doesn't appear in the rulebook yet. No chainfists, or powerfists, or power axes (though that would be easily remedied).
Yeah, my first thought when I saw thought about the Techpriest staff from the Imperial Guard in Dawn of War was "mmm, power halberd." I keep thinking you could make an insane "combat techpriest" with all the augmetics and other gadgets available to them.
Posted: 2008-03-25 10:06am
by Lancer
Remember, you're just an Inquisitor's accolyte. You're not an Interrogator or core operative yet, almost everything you use will come from being stripped from your enemies or purchased for yourself.
Besides, it's my understanding that chainfists are unique to Terminators, because of their need to breach bulkheads during boarding operations. Everybody else would have to settle for a standard Powerfist (bionic limb with a power field generator and grants unnatural strength?) or Eviscerator.
Posted: 2008-03-25 10:15am
by Imperial Overlord
Matt Huang wrote:Remember, you're just an Inquisitor's accolyte. You're not an Interrogator or core operative yet, almost everything you use will come from being stripped from your enemies or purchased for yourself.
That doesn't necessarily follow. The Inquisition often lavishly equips its agents. That's really up the Inquisitor and the locally available resources.
Besides, it's my understanding that chainfists are unique to Terminators, because of their need to breach bulkheads during boarding operations. Everybody else would have to settle for a standard Powerfist (bionic limb with a power field generator and grants unnatural strength?) or Eviscerator.
A power fist isn't a bionic limb.
Posted: 2008-03-25 10:20am
by Lancer
I know it's typically not actually a bionic, but in terms of using existing rules to represent it, it's not a bad place to start. When you wear a powerfist, you benefit from augmented strength for the limb even without the powerfield and there's a big mean metal contraption between incomming fire and the meaty bits (toughness bonus boost).
Posted: 2008-03-25 10:59am
by Jaevric
Ah, hrm. Going by the Gaunt's Ghosts novels a common trooper managed to buy a chainfist on the black market. If it's something that's generally only seen on Terminators, I can't imagine an Imperial Guardsman being able to afford a black market one, unless the salary for the Guard is a lot higher than I would have thought.
For that matter, I vaguely recall a thug in one of the Ravenor novels having a chainfist as well. It could just be Abnett not knowing rarity of weapons, I suppose, but he's usually pretty good about that sort of thing.
I thought powerfists were the Terminator standard for opening up bulkheads--or tanks, or anything else.
Posted: 2008-03-25 11:11am
by Lancer
The thug in Ravenor (when Nayl is saving Zael's scrawny hide, IIRC) didn't have a proper chainfist (a powerfist with a heavy-duty chainblade attatched to it). It was just a glove with a chainblade over it for carving through fleshy bits, likely something that could be found in the possession of your local butcher or chiurgeon.
I suspect that the "black market chainfist" in the Gaunts Ghosts novel is more of the same, since standard power weapons alone would be out of the reach of an Imperial Guardsman, unless he managed to accomplish something extraordinary like defeat an opponent armed with such in single combat.
Posted: 2008-03-25 12:55pm
by Jaevric
Ah, see, there's my confusion. I thought a leather glove with a chainblade attached was a chainfist. I didn't realize Terminators had a chainblade mount on a powerfist; that doesn't even seem all that useful, given that a powerfist is already capable of ripping open tank armor without appreciable effort. I realize armored bulkheads are a whole different matter than relatively thin tank armor, but still. I guess it's easier than carrying bundles of meltabombs around everywhere.
I'm well aware that an Imperial Guardsman or thug isn't going to be able to purchase a power weapon; I just couldn't figure out why a chainfist would be *more* expensive than a powerfist. My image of a chainfist was a heavy leather gauntlet with a few plates and a chainblade rig; I'd expect it to be more expensive than a chainsword because the power supply would need to be even smaller, but certainly not in the same range as a power weapon.
Posted: 2008-03-25 01:07pm
by NecronLord
I forsee no opportunity to get hold of chainfists, power gloves, or power axes in the near future. Shields and special shotgun ammunition, on the other hand, is a matter of knowing where to look.
Also, Eli failed his pilot role for the insane docking procedure quite badly; this is where you try to talk the locals into repairing your ship.

Posted: 2008-03-25 02:42pm
by Jaevric
Oh, don't worry, I wasn't really expecting to get a chain or power weapon just yet. And even if I was a chainfist wouldn't be my first choice; a chainsword or chainaxe seems like a much more useful weapon. I suspect our resident Feral World guardsman has (and should have) first dibs on a chainblade regardless.
And I know exactly where to look for special shotgun ammunition and riot shields; the nearest Arbites precint. Of course, convincing them to let me play with their toys is a whole different issue, unless I want to flash my Inquisitorial rosette and hope for the best. Which seems like a bad plan, at least until after we take care of our business on-planet.
I find it entertaining that the Imperial Guardsmen manage to get seconded to the Inquisition with most of their gear intact while the Adeptus Arbites apparently considers letting an Arbitrator walk off with his kit to be a waste of resources. Probably because of the difference in value between a lasgun and IG flak armor and an Arbites-issue combat shotgun with carapace plate.
As a side note, Eli didn't fail his piloting roll *that* badly or we'd all be rolling up new characters

Posted: 2008-03-25 04:40pm
by Zablorg
Is people not being here when important stuff happens a problem much?
Posted: 2008-03-25 04:53pm
by Jaevric
Zablorg wrote:Is people not being here when important stuff happens a problem much?
It probably will occur occasionally. The joys of play-by-post versus a "sit down around the table with pizza and caffeine," you can't count on people being available at a specific time.
I, for example, am using part of my breaks at work to keep up-to-date. But if Necronlord posts something "...and if Jaevric/Darien doesn't respond within an hour, he's dead" then you'll probably have the opportunity to replace the Arbitrator.
Posted: 2008-03-25 07:54pm
by Aaron
Quick question: we just write our actions in the in game thread and the GM determines whether we succeed, correct?
So I may write that I fired my lasgun at a target and did X and Necronlord determines if I did?
Posted: 2008-03-25 08:05pm
by Imperial Overlord
Cpl Kendall wrote:Quick question: we just write our actions in the in game thread and the GM determines whether we succeed, correct?
So I may write that I fired my lasgun at a target and did X and Necronlord determines if I did?
You say something like "I fire my lasgun semiauto at the mutant oozing green puss and charging me with the flint axe" and Necronlord tells you if you hit him or missed him or turned him to burning char.
Posted: 2008-03-26 12:08am
by Lancer
Well, the good thing is that the damage to the lifter is not critical.
The bad thing is that the Techpriest now has to spend most of the duration of the trip patching the wing of the lifter back into shape, using only the skills and starting equipment available to him as a lowly Technographer.
On the plus side, perhaps Eli the Privateer and Magnus will be able to successfully aid Mercurius in his petition for assistance.
Posted: 2008-03-26 12:24am
by The Yosemite Bear
it had a bit more power than what I'm used to, and you've got your grunt techseer.
Posted: 2008-03-26 12:18pm
by The Yosemite Bear
though I already have a character in this one, part of my animus is wondering if it's possible to use the priest rules, to make a character that's a Soroitas "Novice"?
Posted: 2008-03-26 12:51pm
by Hawkwings
A couple of us discussed that for a character concept in the other game. You probably can't make a battle sister, but the not combat focused orders of the Sororitas are definitely possible. Only, figure out what's the deal with all that money.
Posted: 2008-03-26 12:59pm
by Imperial Overlord
A Sororitas career path will be in the Inquisitor's Handbook.
Posted: 2008-03-26 01:46pm
by Lancer
So, will we be given the opportunity to stock up on supplies before we depart, and if so, how will that work? Will our benefactor Lord Regis cover the expenses until we arrive, or will we have to barter with the crew?
Posted: 2008-03-27 03:34am
by Coalition
Lancer wrote:So, will we be given the opportunity to stock up on supplies before we depart, and if so, how will that work? Will our benefactor Lord Regis cover the expenses until we arrive, or will we have to barter with the crew?
Buy an Autogun, with Fire Select (p142). Load up all three clips with regular ammo. Instead of 30 bullets to shoot, you now have 90.
Of course it will mass .5 kg more, plus 20% on top of that (for the extra 2 clips - p142), and take 3 times as long to reload. Still, if you really want to have fun.
Posted: 2008-03-27 09:11am
by Lancer
Yeah, and I would still have to buy Basic Weapon Training (SP), which I can't, because I spent my XP already on a toughness advance, intelligence advance, Common Lore (Cult Mechanicus), and Technical Knock, with the next advance probably being Common Lore (Tech) so my character will know all the stuff he should know, being a techpriest and all.
Posted: 2008-03-28 07:54am
by Zablorg
I just found out that I have misrolled my charateristics. See, the game wants 2d10 dice rolls, and I took that to mean out of 100. So I shall re-roll my stats and spend my experience accordingly.
And the results are IN. I spend my exp on Sound Constitution*2, Simple Agility and Fellowship.
Posted: 2008-03-28 04:06pm
by NecronLord
Lancer wrote:So, will we be given the opportunity to stock up on supplies before we depart, and if so, how will that work? Will our benefactor Lord Regis cover the expenses until we arrive, or will we have to barter with the crew?
You want anything but bed and board off the crew, you've got to bargin or buy.
And the senior ones at least will do all they can to shaft you.
So, anyone want to do anything more at this point, or should I write up a brief bit on the tour, and then do the warp jump?
Posted: 2008-03-28 08:15pm
by Zablorg
I wanna hit planet soil. Can we do the Time-Warp dance?
But it's the pelvic thruuuust...