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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 02:42am
by Serafina
Hm, 50 Ship points really don't pay for all that much.
Here are two ships we could get for 50 ship points:
Tempest-Class Strike Frigate
Speed: 8 Maneuverabilty: +18
Detection: +12 Hull Integrity: 36
Armour: 19 Turret Rating: 1
Space: 42 SP: 40
Weapon Capacity: Dorsal 2
Power Space SP Effect
Class 2 Drive 45 Gen. 10
Warp Engine 10 10
Gellar Field 1 0
Void Shields 5 1
Combat Bridge 1 1 +10 Repair
Vitae Pattern Life Sustainers 4 2
Voidsmen Quarters 1 3
Mark 201 Augers 5 0 +5 Decetion
Barracks 2 4 2 +20 against Boarding
Librarium Vault 1 1 1 +10 Knowledge Skills
Sunsear Laser Battery 6 2 1
Sunsear Laser Battery 6 2 1
Crack Crew 5
Total 44 38 10
Havor-class Raider
Speed: 9 Maneuverabilty: +25
Detection: +10 Hull Integrity: 30
Armour: 16 Turret Rating: 1
Space: 40 SP: 35
Weapon Capacity: Dorsal 1 (FPS), Prow 1 (F)
Class 2 Drive 45 Gen. 10
Warp Engine 10 10
Gellar Field 1 0
Void Shields 5 1
Combat Bridge 2 1 1 +5 Ballistic
Vitae Pattern Life Sustainers 4 2
Voidsmen Quarters 1 3
Mark 201 Augers 5 0
Barracks 2 4 2
Temple-Shrine 1 1 1 +3 Morale
Librarium Vault 1 1 1 +10 Knowledge Skills
Sunsear Laser Battery 6 2 1
Starbreaker Lance Weapon 6 4 2
Crack Crew 5
Total: 44 40 14
Both aren't bad, but they are terribly fragile IMO.
So the question is: Frigate, Light Raider or upgrading to a Light Cruiser trough reduction of our initial Profit Factor?
Personally, i would still go for the last option - it just offers a very good ship that we can keep for most of our career, and getting new ships is generally quite hard.
A note: We might actually exchange some of the morale-boosting equipment. Since i have the "Into the Jaws of Hell"-feat, our ship get's an automatic boost of +5 Morale. For example, we could equip our Light Cruiser with Lance weapons:
Dauntless-Class Light Cruiser
Speed: 7 Maneuverabilty: +15
Detection: +20 Hull Integrity: 60
Armour: 19 Turret Rating: 1
Space: 60 SP: 55
Weapon Capacity: Port 1, Prow 1, Starboard 1
Class 3 Drive 60 Gen. 11
Warp Engine 11 11
Gellar Field 1 0
Void Shields 5 1
Combat Bridge 2 2 +10 Repair
Vitae Pattern Life Sustainers 4 2
Voidsmen Quarters 1 3
Mark 201 Augers 5 0 +5 Decetion
Librarium Vault 1 1 1 +10 Knowledge Skills
Mars Pattern Broadside 4 5 1
Mars Pattern Broadside 4 5 1
Titanforge Lance Battery 13 6 2
Total 51 47 5
Or alternatively, we stay with the Sunsear Laser Batteries and also remove the Librarium Vault in order to install Barracks.
On another note, my character also has the medic skill, but i am only really good when i spend a fatepoint on it. Then i can restore 10 wounds on heavily wounded or 14 wounds on lightly wounded characters. Having a professional in the group is much better.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 04:13am
by Norade
Keep in mind that my Psionics also include healing, with seal wounds and what is almost the worst roll possible I can heal 2d10+14 wounds to anybody within 10m, if I roll average to activate the power I can heal 4d10+28 wounds, which is ridiculous so I would normally just use the increased range.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 04:35am
by Serafina
Agent Sorchus wrote:Jaervic worry not for Apothecary Vergilius shall bring his formidable medicae skills to the duty of the Emperor's anointed.
I am playing the character almost directly from the starting Death Watch list, but changing his chapter to Dark Angel.
I would actucally prefer it if we had an Assault or Tactical Marine. We already have people who cover the medial aspect. And especially a close-combat specialist would come in extremely handy, since it appears that we are somewhat lacking in that department. A Tactical Marine would also be nice as a sort-of tank.
But that's just IMO, you can play whatever you want.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 07:40am
by Jaevric
Hell, I may play a Marine, I can't really get a Tech Priest I like -- if we don't absolutely need one as a PC I'll check out the Marine options. I started drooling all over myself when I saw they'd added rules for powerfists...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 07:52am
by Jaevric
Meh missed edit window -- looks like Soontir may be planning to play a Marine. I'll keep poking at the Tech Priest until he conforms to my expectations. I'm currently trying to figure out which and how many augmetics I can pack on the bastard.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 08:52am
by Serafina
Just ask our GM if you can upgrade to a Techmarine later on - simply by creating a Techmarine-character with equal experience to your old one as soon as the rules are available. I don't think that will be much of a problem.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 08:57am
by Zinegata
Serafina wrote:Just ask our GM if you can upgrade to a Techmarine later on - simply by creating a Techmarine-character with equal experience to your old one as soon as the rules are available. I don't think that will be much of a problem.
I'm perfectly willing to allow that. I just hope Death Watch will include options for Tech Marines (I've seen Librarian options, but not Tech marines yet). But we can probably work something out.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 09:06am
by Jaevric
Eh, no worries. Honestly, if someone else is playing a healer that'll help a lot, I was compromising a lot on my character because I wanted to "be useful" and it looked like we needed a medicae. If I don't have to pick up medicae skills and a medical mechadendrite, I can concentrate on my machine and combat skills and not feel spread as thin.
Zinegata - I realize mechadendrites are "extremely rare" options and may be outside the limits of our initial acquisitions, but would I be able to pick up one or two with a Tech Priest? Sure, they're "extremely rare" relative to the Imperium's population, but they're not all that rare among Tech Priests, are they?
Right now I'm looking at using my 2 starting augmetics on cybernetic eyes and a Mind Impulse Unit, spending 400 xp on each to upgrade to "best" quality if I don't have to take medicae skills, then picking up a Utility and Manipulator mechadendrite with my acquisitions. Possibly excessive, particularly the MIU, but the rules just say that I get 2 free implants and can upgrade them to "good" then "best" quality for 200xp per upgrade per implant.
Feel free to slap me down on this, I'm probably trying to game the system a little to try to keep the Tech Priest on the same power level as everyone else, or as close as I can manage.
Honestly, it looks like you can make a frighteningly effective combat Tech Priest if you've got enough funds to spend on augmetics.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 09:10am
by Zinegata
Jaevric wrote:Eh, no worries. Honestly, if someone else is playing a healer that'll help a lot, I was compromising a lot on my character because I wanted to "be useful" and it looked like we needed a medicae. If I don't have to pick up medicae skills and a medical mechadendrite, I can concentrate on my machine and combat skills and not feel spread as thin.
We have someone who is willing to play an Apothecary, so the party has pretty solid medicae abilities.
Zinegeta - I realize mechadendrites are "extremely rare" options and may be outside the limits of our initial acquisitions, but would I be able to pick up one or two with a Tech Priest? Sure, they're "extremely rare" relative to the Imperium's population, but they're not all that rare among Tech Priests, are they?
Right now I'm looking at using my 2 starting augmetics on cybernetic eyes and a Mind Impulse Unit, spending 400 xp on each to upgrade to "best" quality if I don't have to take medicae skills, then picking up a Utility and Manipulator mechadendrite with my acquisitions. Possibly excessive, particularly the MIU, but the rules just say that I get 2 free implants and can upgrade them to "good" then "best" quality for 200xp per upgrade per implant.
Feel free to slap me down on this, I'm probably trying to game the system a little to try to keep the Tech Priest on the same power level as everyone else, or as close as I can manage.
2 Mechandrites should be reasonable for a RT-3 character.
Also, guys - we can have a trial session this week if I get enough character sheets before then. So far I more or less have 3. If I can get 2 more (especially the Rogue Trader), then we can run.
Sheets don't have to be perfect. It's taking me a while to review them myself

Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 09:16am
by Serafina
Actually, since Mechandrites are solely available to Techpriests, your argument "they are more common for Techpriests" doesn't fly, since their rarity is already given for them only
Bu don't worry - you start with "two best-craftmanship bionic implants or cybernetic limbs", so you can easily use that.
And you have two more purchases you can then use to get more widely available implants.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 10:16am
by Soontir C'boath
Actually, I wasn't thinking of playing an Astartes at all. I thought I would go as an Arbitrator. Though if there is a character we really need then I'll make one up for that instead. Just as long as I get to shoot things.

Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 10:26am
by Serafina
Soontir C'boath wrote:Actually, I wasn't thinking of playing an Astartes at all. I thought I would go as an Arbitrator. Though if there is a character we really need then I'll make one up for that instead. Just as long as I get to shoot things.

The advancement for an Arbitrator include Judges, Crusaders, Interrogators and Inquisitors.
The Crusader is pure close-combat. The Judge can shoot, but focuses on social interaction - and we already have that covered with two characters. And the that also goes for the latter two classes.
If you want to play something shooty, here are some options (good ones highlighted):
-Desperado - Gunslinger. Also social skills.
-Storm Trooper - Commando, also good in Melee
-Vindicare Assassin - Sniper Incarnate. Also deadly in every other way.
-Arch-Militant - general soldier archetype, Rogue Trader character
-Tactical Marine - flexible and tough
-Devastator Marine - ranged death incarnate. Also very tough.
It's really up to you, tough.
For general information, we also have no space-specialist yet. I think Techpriests and Void-masters are best in that role, but that's not necessarily comprehensive. I can cover many command roles, and our Rogue Trader might have piloting skills. Either way, it's probably an open role.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 11:04am
by Kheitain
Is it possible for me to use one of my free Acquisitions to get Light or even regular Power Armour? I was hoping get a Bolt Pistol and Light Power Armour (I'm going with the bandoleer of pistols idea, like in The Boondock Saints

).
The Inquisition troops I'll be carrying will require a barracks, does this come out of my ship points or will the Inquisition have funded the retro-fitting of my ship?
I had planned on having a barracks on my ship to begin with, I have a good record with the Imperium but I wouldn't put piracy past my character when I'm outside of Imperial space.
Starting Profit Factor of 40 and 50 Ship points is something a starting RT character should have, at 13 000 experience we're technically 1 exp. into level 4. At this point I'm sure I've managed to increase my Profit Factor, if my reputation has a reason for preceading me. Is there any possibility of taking Serafina's suggestion before and starting with 40 Profit Factor and 60 Ship Points? At this point it looks like every other character will be an Inquisition/Ascension character and therefore the only player hampered by lowering the starting funds to 30 Profit Factor and 60 Ship points would be me and the crew of this ship. I may be misinterpreting how you intended to run this game, so far I have figured that Acquisition characters who had signed on as part of the Inquisition would be funded that way, while members of the Rogue Trader crew would have been equipped by the Profit Factor of my warrant.
If it does mean that I've got to lose some profit I'll do it, being able to have a ship I can upgrade as the game goes on would be nice.
As for character build I've focused on interraction skills and languages. I have taken Pilot (Spacecraft), Pilot (Flyers) and Drive (Ground Vehicles). I have moved through the Gunslinger Talent Tree but I strongly suspect that fighting will best be left to other characters. Full build should be posted once I get confirmation on my above questions.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 11:10am
by Soontir C'boath
Serafina wrote:Soontir C'boath wrote:Actually, I wasn't thinking of playing an Astartes at all. I thought I would go as an Arbitrator. Though if there is a character we really need then I'll make one up for that instead. Just as long as I get to shoot things.

*snip*
Oopse, I was thinking about arch-militant from the Rogue Trader careers as I don't have Ascension. I assume those careers are from it? I'll try to find a copy as a Storm Trooper sounds fulfilling.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 11:15am
by Serafina
The Inquisition troops I'll be carrying will require a barracks, does this come out of my ship points or will the Inquisition have funded the retro-fitting of my ship?
Actually, it should be perfectly possible to carry a small detachment (~100) without any barracks. Especially if we take a light Cruiser, which is about 4.5 km long.
Just if we want to carry a substantial amount of troops with support equipment barracks would be necessary. Which is possible at the beginning at well, as i have shown above.
Starting Profit Factor of 40 and 50 Ship points is something a starting RT character should have, at 13 000 experience we're technically 1 exp. into level 4. At this point I'm sure I've managed to increase my Profit Factor, if my reputation has a reason for preceading me. Is there any possibility of taking Serafina's suggestion before and starting with 40 Profit Factor and 60 Ship Points? At this point it looks like every other character will be an Inquisition/Ascension character and therefore the only player hampered by lowering the starting funds to 30 Profit Factor and 60 Ship points would be me and the crew of this ship. I may be misinterpreting how you intended to run this game, so far I have figured that Acquisition characters who had signed on as part of the Inquisition would be funded that way, while members of the Rogue Trader crew would have been equipped by the Profit Factor of my warrant.
Going for 60 ships point is worth it in any case, and the standard RT-rules support exchanging PF for SPs anyway. Going for 60 allows us to have an excellent ship hull which we could otherwise acquire only if we get an additional 20+ profit points, and even then it would be difficult. And the difference between a Frigate and a Light Cruiser is really quite big.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 11:17am
by Jaevric
Well, right now I'm a Rogue Trader character also (Explorator). I'm sort of the odd-man out; I'm not really part of the Rogue Trader's crew, more of an adjunct, and I'm not part of the Inquisitor's team. My first loyalty is to the Omnissiah and the Cult Mechanicus. I'm tagging along with the Rogue Trader because it gives me the opportunity to discover (and exploit) neat new gadgets. I'll work with the Inquisition for the same reason (also because a bolt round to the head would have a profoundly negative impact on my studies).
Actually, the whole "origin path" thing from Rogue Trader has been problematic for character generation, because a lot of the options just don't "fit" the Tech Priest theme. This has resulted in some potential points of conflict, also known as "opportunities for good RP." Hopefully the Inquisitor will be able to manage a certain degree of pragmatism when dealing with the local agent of the Adeptus Mechanicus.
Regardless, I certainly have an interest in maintaining the profits of your ship, if for no other reason than because the more profitable you are the more interesting places we can go and the better-equipped my lab can be. And a happy Tech Priest is a productive Tech Priest!
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 12:33pm
by Zwinmar
I would be willing to give this a try, however, this is one genre I really know nothing about.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 12:38pm
by Zinegata
Kheitain wrote:Is it possible for me to use one of my free Acquisitions to get Light or even regular Power Armour? I was hoping get a Bolt Pistol and Light Power Armour (I'm going with the bandoleer of pistols idea, like in The Boondock Saints

).
It should be possible as long as it's not the overly rare kind.
The Inquisition troops I'll be carrying will require a barracks, does this come out of my ship points or will the Inquisition have funded the retro-fitting of my ship?
As Serafina noted, 100 troops won't require that much space. The Stormtrooper company also carries a fair bit of man-portable kit which you might be able to borrow from.
Starting Profit Factor of 40 and 50 Ship points is something a starting RT character should have, at 13 000 experience we're technically 1 exp. into level 4. At this point I'm sure I've managed to increase my Profit Factor, if my reputation has a reason for preceading me. Is there any possibility of taking Serafina's suggestion before and starting with 40 Profit Factor and 60 Ship Points? At this point it looks like every other character will be an Inquisition/Ascension character and therefore the only player hampered by lowering the starting funds to 30 Profit Factor and 60 Ship points would be me and the crew of this ship. I may be misinterpreting how you intended to run this game, so far I have figured that Acquisition characters who had signed on as part of the Inquisition would be funded that way, while members of the Rogue Trader crew would have been equipped by the Profit Factor of my warrant.
Basically Influence lets you borrow stuff. Profit lets you buy stuff. The team has a common pool.
Given the clamor though, I'm gonna let you have the 60 point ship at no Profit loss. Just prepare for space combat

.
Soontir->
Arch-militant is a little different to the Ascension Storm Trooper, yes.
Jaevric->
Well, right now I'm a Rogue Trader character also (Explorator). I'm sort of the odd-man out; I'm not really part of the Rogue Trader's crew, more of an adjunct, and I'm not part of the Inquisitor's team. My first loyalty is to the Omnissiah and the Cult Mechanicus. I'm tagging along with the Rogue Trader because it gives me the opportunity to discover (and exploit) neat new gadgets. I'll work with the Inquisition for the same reason (also because a bolt round to the head would have a profoundly negative impact on my studies).
This is the correct interpretation of a Tech Priest.
Actually, the whole "origin path" thing from Rogue Trader has been problematic for character generation, because a lot of the options just don't "fit" the Tech Priest theme. This has resulted in some potential points of conflict, also known as "opportunities for good RP." Hopefully the Inquisitor will be able to manage a certain degree of pragmatism when dealing with the local agent of the Adeptus Mechanicus.
You can always discuss modidying your origin path to the DM.
Regardless, I certainly have an interest in maintaining the profits of your ship, if for no other reason than because the more profitable you are the more interesting places we can go and the better-equipped my lab can be. And a happy Tech Priest is a productive Tech Priest!
The Stormtroopers will also be bringing some... extra crates for any Xeno or Mechanicus specialists who are part of the expedition. In case the ship has non-existent research facilities.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 12:39pm
by Zinegata
Zwinmar wrote:I would be willing to give this a try, however, this is one genre I really know nothing about.
Perhaps you'd like to watch a session first to see if it's your cup of tea?
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 12:40pm
by Zwinmar
I would like that
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 01:30pm
by Kheitain
I'll save space on this post, thanks for the quick agreeable reply Zinegata.
Jaevric wrote:Well, right now I'm a Rogue Trader character also (Explorator). I'm sort of the odd-man out; I'm not really part of the Rogue Trader's crew, more of an adjunct, and I'm not part of the Inquisitor's team. My first loyalty is to the Omnissiah and the Cult Mechanicus. I'm tagging along with the Rogue Trader because it gives me the opportunity to discover (and exploit) neat new gadgets. I'll work with the Inquisition for the same reason (also because a bolt round to the head would have a profoundly negative impact on my studies).
I've taken the Xenophile background as my Lure of the Void, perhaps we were incidentally raiding a high number of xenos trade ships while spreading the word of the Emperor

. It would certainly give us a reason to have been working together for some time. I also rolled Xenophilious on the chart while constructing the ship. I was intending to go with the Micro Laser Defence Grid unless there are any objections.
I was born and raised on this ship and took the helm following my fathers untimely death (AKA there was a mutiny and I took the helm).For that reason my ship is run distinctly different from most. The ship is first in command at all times. If anything needs to be done, even the cleaning of the solid waste filters, and the usual working has a serious case of being dead, the first person available does the job. This means that even the captain or some other "guest" may end up doing jobs they consider "beneath" them. The ship that you are on is keeping you alive and safe from the void, many techpriests would relish the oppourtunity to scrub her bulkheads. Additionally every member of this crew, officers included are responsible for keeping an equal share of the ship clean, in additon to their regular duties.
We drill three times per shift, combat, fire, breach, anything. You can count on one drill before every meal and three during your personal time.
Every person, living or dead must be registered into the ships' log before entering or leaving the ship. I want no stowaways taking our supplies, and no unknowns
inside the ship during a fight.
That should just about explain why crew morale and discipline is so high

.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 02:23pm
by Kheitain
Finished the ship, we have come to a minor issue which I actually think is rather cool...
We have no forward weapony unless we sacrifice broadside weapons

. I could delete the cargo hold and get a 1-space prow mounted lance, but I can't see a Rogue Trader vessel operating without
something to contain it's completely legal cargo. We can't exactly just store everything we find in the hallways.
So it looks like we won't be chasing much, but most ship battles happen on the broadsides anyways. With our upgraded Turrets we won't have to fear much in the way of boarding parties or anything. First time we pull into port we need to get a Starbreaker Lance Weapon, I'd go for the Titanforge Lance Battery but I'd like to have some power left over for the inside of the ship
The Royal Fortune:
Dauntless Class Light Cruiser
Dimensions: 4.5 km long, 0.5 km wide (at fins)
Speed: +6 (+7 initial, -1for oddity)
Detection: +5 (+2 initial, +5 for M-201b Auger Array)
armour: 19
Space: 60
Manoevrability: +15
Hull Integrity: 63 (60 initial, +3 for Oddity)
Turret Rating: 3 (1 initial, +2 for Micro-Laser Defence Grid)
SP: 60 (55 initial, +5 Supplemental Upgrades)
Essential Components
Jovian Pattern Class 3 drive: 60 generated power, 12 space
Strelov 2 Warp Engine: 12 power, 12 space
Gellar Field: 1 power, 0 space
Multiple Void Shield Array: 7 power, 2 space
Combat Bridge: 1 power, 1 space - adds +10 to tech rolls to repair the ship
Vitae Pattern Life Sustainer: 5 power, 3 space
Voidsman Quarters: 2 power, 4 space
M-201 Auger Array: 5 power, 0 space
Supplemental Components
Mars Pattern Macrocannon Broadside (port): 4 power, 5 space, 1 SP
Mars Pattern Macrocannon Broadside (starboard): 4 power, 5 space, 1 SP
Compartmentalized Cargo Hold: 2 power, 5 space, 1 SP
Micro Laser Defense Grid: 1 power, 0 space, 2 SP
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 02:43pm
by Serafina
Actually, i would like to get rid of the Micro Laser Defense Grid - Turrets aren't all that important, since there is no ordinance in the game yet. Also, Xenophilious gives -30 to repair, which is generally quite bad - not for long-term repairs, but battle repairs can be crucial. Also, i do not like Xeno Tech on my hip
We can use that to get either Barracks or a prow-mounted Titanforge Lance battery - which can shred a small ship in a single salvo if you get a bit lucky. And power is not that much of an issue.
For a past history, i would suggest Turbulent Past or Emissary of the Emperor. As for Oddities, i prefer Wrothful - more speed is pretty damn useful. To add to that, Wrested from a Space Hulk can be pretty damn useful as well.
Other than that, the ship looks fine.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 06:27pm
by Jaevric
Okay, assuming I'm understanding this correctly, we're starting with 13k xp and if we take a Rogue Trader class 5000 of that is gone, giving us 8000 xp to play with. Feel free to double check my math (please!)
-----
Explorator-Magos Korin Daelus
XP Spent – 8,000 XP to Spend - 100
WS: 40 (1 advance - 250)
BS: 50 (2 advances - 750)
S: 40 (+4) (1 advance - 100)
T: 42 (+4) (1 advance - 100)
Ag: 30 (+3)
Int: 61 (+6) (3 advances - 850)
Per: 40 (+4)
WP: 40 (+4) (1 advance - 250)
Fel: 30 (+3)
Wounds: 14 Insanity Points: 2 Corruption: 1
Origin Path:
Forge World Savant Renegade (Free Thinker) Dark Voyage Prestige
Weapons:
Hellgun (Good quality)
Power Axe (Good quality)
Armor:
Good-quality light carapace (in Cult Mechanicus red with appropriate symbology)
Starting Augmetics:
Mind Impulse Unit (Best) (400 xp)
Cybernetic Eye(s) (Best) (400 xp) – Left eye if I cannot get both augmetic. I believe each eye counts as a separate augmetic. I want the eye(s) to be mechanical looking and not subtle but with all possible additional functionality, hence spending xp for "best quality." Ornate and effective.
Equipment:
Servo Skull Familiar, multikey, void suit, injector, sacred unguents, micro-bead, combi-tool, dataslate.
Acquisitions:
Utility Mechadendrite
Medicae Mechadendrite
Talents: Autosanguine (200), Sound Constitution x3 (600), Mechadendrite Use (Utility), Binary Chatter (200), Electro Graft Use (200), Ferric Lure (200), Luminen Charge (200), Prosanguine (200), Technical Knock (free), Total Recall (200), Luminen Shock (200), Peer (Adeptus Mechanicus) (200), Gun Blessing (500), The Flesh is Weak 1 (500).
Skills:
Awareness (100), Common Lore - Machine Cult (+10, 200xp), Tech (+10, 200xp), Forbidden Lore – Adeptus Mechanicus (+20, 600xp), Archeotech (+20, 200xp), Literacy (free), Logic (+10, free), Scholastic Lore – Astromancy (100xp), Secret Tongue – Rogue Trader (100), Tech (100), Security (200xp), Speak Language – Explorator Binary, Low Gothic, Techna-Lingua, Tech-Use (+20, 400xp),
Trade – Armourer (100), Explorator (200), Technomat (free).
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Posted: 2010-08-10 06:46pm
by Jaevric
Caught a mistake on my stats; everything else is correct but I didn't update my stats after a change.
Correct stats:
WS: 40 (1 advance - 250)
BS: 40 (1 advance - 250)
S: 40 (+4) (1 advance - 100)
T: 42 (+4) (1 advance - 100)
Ag: 30 (+3)
Int: 66 (+6) (3 advances - 850)
Per: 40 (+4)
WP: 40 (+4) (1 advance - 250)
Fel: 30 (+3)