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Its a mix. The munitorum is the huge logistics arm of the imperium but in fluff private ships are contracted/impressed all the time.
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# ? Dec 18, 2015 21:19 |
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# ? Apr 27, 2024 01:56 |
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Leperflesh posted:Hmm. Imperial Navy, but not a frontline combat ship/troop? Does the Imperial Navy use privitized logistics, ala Halliburton, or is it all in-house? I mean, and this may be me reaching, but I assume even the Imperial navy has logistics ships that don't act as battlefleet fighters. I would assume they would be under the banner of the imperial navy and the cases where they use privatized logistics is probably them using Rogue Trader dynasties to fill in supply gaps they can't requisition.
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# ? Dec 18, 2015 21:20 |
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Leperflesh posted:Hmm. Imperial Navy, but not a frontline combat ship/troop? Does the Imperial Navy use privitized logistics, ala Halliburton, or is it all in-house? In theory every single branch of the Imperium is wholly separate from one another, thus preventing any one of them having enough power to go rogue like Horus did. So only the Navy has ships and all ships are part of the Navy (that aren't Rogue Traders or otherwise privately owned, of course, but even those can be "persuaded" into "donating" their services under pain of death), only the Astra Militarum has ground troops, only the Administratum has access to logistical supplies, ect. This is also supposed to force the arms to work together in harmony, because without the Navy the Afministratum can't move goods where they need to go, without the Guard the Navy can't hold planets, without the Administratum the Guard won't have anything to fight their wars with, and so on. In practice, however, everyone has a little bit of everything because sometimes the Navy is being a real rear end in a top hat about moving those Chimeras because it requires them traveling through a Warp Storm or some other bullshit the Administratum doesn't give a poo poo about and goddamnit those APC's will be where they need to be on time or else. So the Administratum goes to the Mechanicus and threatens to "lose" a couple quadrillion tonnes of screwdrivers or whatever if they don't get a few ships on the down-low. And the Navy is nominally allowed a force of Marines to use in repelling borders and you just never know when you're gonna need a Leman Russ on the gun decks. So it can be whatever you want. 40k is a big place, and filled with edge cases.
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# ? Dec 18, 2015 21:43 |
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DeathSandwich posted:So with point buy take a look at the characteristic modifiers for your home planet. Any characteristics with a + beside them start at 30, and any with a - next to them start at 20, with everything else starting at 25 (so frontier world characters have 30 Ballistic skill and perception but 20 Fellowship and everything else will be 25). From there you have 60 "free" points that you can distribute how you wish, so long as no stat goes above 40 baseline. Thanks dude EDIT: Did you do your point buy through a website? If so, do you mind posting the link? Kaiju Cage Match fucked around with this message at 22:02 on Dec 18, 2015 |
# ? Dec 18, 2015 21:44 |
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Kaiju Cage Match posted:Thanks dude Also keep in mind that on you free requisitions they can have no greater modifier than -10 (ala, normal quality scarce). IIRC if you want, you can get a free req on something that is common availability(+10 modifier, like a sword ) but good quality (-20 modifier) and still come out to -10 modifier. To give you an idea of the sort of things you can get with a -10 modifier. A good quality sword, spear, or shield A common quality flamer A common quality chainaxe or chain sword A Sniper Rifle or Long Las A single shot Grenade Launcher So fresh acolytes have some pretty neat armament options from the word go compared to fresh DH1 characters
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# ? Dec 18, 2015 22:20 |
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Who What Now posted:So it can be whatever you want. 40k is a big place, and filled with edge cases. Thanks, this is really helpful. I've had plenty of contact with the 40k setting, but mostly in the context of battles and such between eldar and orks and whatnot.
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# ? Dec 18, 2015 22:24 |
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Leperflesh posted:Thanks, this is really helpful. I've had plenty of contact with the 40k setting, but mostly in the context of battles and such between eldar and orks and whatnot. GW's official stance is that as long as it doesn't directly contradict what's in a Codex or other "primary" sources is 100% canon. So don't worry overmuch about it, worry about making something you'll have fun playing.
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# ? Dec 18, 2015 22:28 |
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slightly... confused at the moment, but i approve all posts that have happened in this thread so far. all are correct again, i want to emphasise that people who don't have a grasp of the rules are still welcome to create characters. don't worry about the people sperging re: homeworlds etc, just get your guy in
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# ? Dec 18, 2015 22:36 |
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Who What Now posted:GW's official stance is that as long as it doesn't directly contradict what's in a Codex or other "primary" sources is 100% canon. So don't worry overmuch about it, worry about making something you'll have fun playing. And I think most people would be fine with it anyways, even if it wasn't 100% true to cannon. Games workshop isn't going to sneak into your house and smother you with a pillow if you took an Imperial Guard background as an ex-rogue trader or whatever.
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# ? Dec 18, 2015 22:36 |
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actually, they will. they have ways and means
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# ? Dec 18, 2015 22:37 |
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DOWN JACKET FETISH posted:slightly... confused at the moment, but i approve all posts that have happened in this thread so far. all are correct Confused how?
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# ? Dec 18, 2015 22:49 |
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amasec
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# ? Dec 18, 2015 22:53 |
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Kaiju Cage Match posted:EDIT: Did you do your point buy through a website? If so, do you mind posting the link? I just eyeballed it, it's only 60 points to distribute in 1-20 point chunks. Just prioritize what attributes are important to you and give them first cuts at the point pool. With my character I knew I was going to max out BS, Agi, and toughness so that was 40 points there to feed those (10 for BS because it was one of my home planet's favored stats, 15 for the other two). I also needed enough fellowship, willpower, and perception to use my arbites skills (interrogation, inquiry, and scrutiny) decent enough to not be a bad cop, so the last 20 got distributed pretty evenly to those.
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# ? Dec 18, 2015 22:54 |
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DeathSandwich posted:I just eyeballed it, it's only 60 points to distribute in 1-20 point chunks. Just prioritize what attributes are important to you and give them first cuts at the point pool. With my character I knew I was going to max out BS, Agi, and toughness so that was 40 points there to feed those (10 for BS because it was one of my home planet's favored stats, 15 for the other two). I also needed enough fellowship, willpower, and perception to use my arbites skills (interrogation, inquiry, and scrutiny) decent enough to not be a bad cop, so the last 20 got distributed pretty evenly to those. Thanks again, dude. EDIT: Here's a WIP char sheet I whipped up, feel free to look at it and critique it, haven't spent XP on any traits and stuff (beyond starting skills, talents, and aptitudes) code:
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# ? Dec 18, 2015 23:20 |
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Kaiju Cage Match posted:Thanks again, dude. You should have 7 aptitudes total. Since you get Ballistic Skill aptitude from both Frontier world and Desperado, you can change one of the duplicate Ballistic aptitudes to another of the basic aptitudes based on a characteristic (like Strength or willpower aptitudes, you can't add offense/tech/knowledge ect.) I took my duplicate BS aptitude and rolled it into Toughness to make me mega hard, but if you want to differentiate yourself you can always put it into Weapon Skill or Strength and become more of a sword + pistol guy.
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# ? Dec 18, 2015 23:40 |
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DeathSandwich posted:You should have 7 aptitudes total. Since you get Ballistic Skill aptitude from both Frontier world and Desperado, you can change one of the duplicate Ballistic aptitudes to another of the basic aptitudes based on a characteristic (like Strength or willpower aptitudes, you can't add offense/tech/knowledge ect.) I took my duplicate BS aptitude and rolled it into Toughness to make me mega hard, but if you want to differentiate yourself you can always put it into Weapon Skill or Strength and become more of a sword + pistol guy. I was thinking a double revolver character (my initial idea is a Space Cowboy) but I don't if I'll get better revolvers later on to for the core cowboy theme. There's still some time to think about it and I'm willing to ditch the "Western-style weapons only" gimmick if it means not lagging behind in damage dealing. As for sword and pistol, I always wanted to try it but it seems like a hefty investment (since it looks like I'll need Ambidextrous, Two Weapon Fighting for both melee and ranged, and then Sidearm). I might change the duplicate Ballistic Skill aptitude for Perception or maybe Willpower.
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# ? Dec 19, 2015 00:13 |
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Get las-revolvers with hotshot cells.
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# ? Dec 19, 2015 00:17 |
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if you're set on a style then alternate weapons can be arranged; an alternate pattern bolt revolver isn't out of the question, or you could simply specialise in alternate ammo types (tox, inferno). please don't define your character entirely in terms of what weapons they use, though. this isn't Only War.
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# ? Dec 19, 2015 00:20 |
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Kaiju Cage Match posted:I was thinking a double revolver character (my initial idea is a Space Cowboy) but I don't if I'll get better revolvers later on to for the core cowboy theme. There's still some time to think about it and I'm willing to ditch the "Western-style weapons only" gimmick if it means not lagging behind in damage dealing. The dual wield talents are different in DH2. You do still need to pick up two weapon fighting melee and ranged separately, but sidearm/gunslinger/blade dancer has been replaced with dual weapon master, which counts as all of the above. Dual weapon master requires you to have bought both the melee and ranged version of two weapon fighting no matter what you want to specialize in so it's really no more of a talent tax to do sword and pistol than it is to do pistol/pistol or melee/melee. As far as your 7th aptitude goes, since you have Ballistic Skill aptitude twice you can add either Weapon Skill, Strength, Toughness, Willpower, to perception, or intelligence to compensate. No matter what since you have Ballistic skill, finesse, and fieldcraft you are going to be a good pistolier. The extra aptitude will help determine what else you can do. Intelligence would give you more access to knowledge skills and paired with fieldcraft gives you extra cheap medicae access as well as cheaper access to security and Tech Use Perception gives you more access to some of the specialist talents including super cheap access to Deathdealer in tier 3 talents which lets you MEGACRIT on righteous furies. Weapon Skill or Strength would steer you into a generalist combatant roll with some pretty snazzy talents that lets you hulk out when enemies get too close. Unarmed master in DH2 is shockingly good compared to Only War and turns you puny wimp punches into a proper scary threat at all times. (unarmed master in DH2 count as deadly natural weapons that can parry unlike OW and have the tearing property, letting you roll damage twice and pick the better result) Toughness gets you mega cheap defensive traits and coupled with agility/finesse/defense aptitudes makes you shockingly durable with cheapo dodge and cheap agi/tough advances. That's what I choose. Willpower gets you cheaper access to interrogation and defensive options involving fear and pinning. This was going to be my second choice if I didn't go the toughness route. Edit: I rolled my divination and pulled +3 perception but +1 to my first corruption gain power session. Roll 3 for wounds, putting me at 0 total. Edit 2: Kaiju, if you take intelligence as your bonus aptitude you can play it up as a Frontier sawbones with a revolver and a bottle of gin. Think Doc Holiday with a laser pistol. DeathSandwich fucked around with this message at 05:06 on Dec 19, 2015 |
# ? Dec 19, 2015 00:58 |
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With Intelligence and Fieldcraft, Medicae is only 100 XP for the first rank, right? I might go the Doc Holiday route, with a medic, you can guys can EDIT: If I decide not to spend all my character creation XP, can I bank it?
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# ? Dec 19, 2015 13:59 |
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Yes but you'll have to wait for downtime to spend it.
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# ? Dec 19, 2015 14:05 |
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DOWN JACKET FETISH posted:Yes but you'll have to wait for downtime to spend it. That's fine.
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# ? Dec 19, 2015 14:06 |
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I tweaked my backstory a tiny bit and definitely selected Sage as my role. Ignavus is gonna be a utility skill character, Operate, Tech-Use, and Knowledge and such. I'll eventually pick up some combat focused abilities down the line but until then aim actions and scopes should make me not totally useless.
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# ? Dec 19, 2015 22:22 |
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Ok so it looks like so far we have ten interested parties, and two backstories. A good amount of the suggested characters so far will probably have a focus on kicking in doors and shooting people, or fiddling with technology; your current major gaps are face characters, melee characters, and psykers. Minor niches are probably going to be survival-type skills, and scummy-type skills like stealth or security. This isn't a bad thing - the party doesn't have to cover off every skill - but I'm just mentioning it because several people are hanging back and waiting to see what's necessary. Also as you're going to a water-based agri-world, it might be handy if your guys can swim. Who What Now posted:My 30-year old virgin goonlord's backstory is done. I have no idea how to handle what I envision for the skull, or even if it's possible. If by fine with having it take my Actions to perform complex tasks, like my character is controlling it via wi-fi. Or if it's too complicated or too cheesy, whatever. I'm not married to it (I am). Your skull will basically just be a proxy for your character; out of the box, you won't be able to use it to e.g. float up maintenance shafts where your dude doesn't fit, although narratively if you're sat up with your feet on the sofa while the skull uses a computer on the other side of the room, or if you're standing with face hidden while the skull talks to people for you, that's fine. If you requisition e.g. Monotask Servoskulls or Mechandrites, you can paste their capabilities onto your current skull instead of getting new kit. I don't want to give you mechanical advantages or disadvantages based on your backstory, but it's easily reskinnable so you can easily have e.g. a MIU weapon implant as an upgrade to the skull's weapon systems.
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# ? Dec 19, 2015 22:40 |
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That's about what I figured was going to happen. That actually works perfectly, thanks.
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# ? Dec 19, 2015 23:29 |
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I'm interested, can I play sororitas or do you want to stick to base book stuff? nvm, just saw this: DOWN JACKET FETISH posted:yeah sure give it a go thatbastardken fucked around with this message at 06:57 on Dec 20, 2015 |
# ? Dec 20, 2015 06:55 |
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My character is definitely going to be a "face" type character. I will have some vacation time between christmas and new years, and will probably get it written up during that period.
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# ? Dec 20, 2015 06:59 |
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After looking through the rulebook some more, I'm very confident I'll be able to make my own character. All I need to know is how you want us to roll for our Wounds and Divination.
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# ? Dec 20, 2015 07:31 |
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DOWN JACKET FETISH posted:Ok so it looks like so far we have ten interested parties, and two backstories. Okay, I feel challenged to do all three at once. Incoming tomm or shortly thereafter.
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# ? Dec 20, 2015 09:59 |
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thatbastardken posted:I'm interested, can I play sororitas Lord no. Power armour and a boltgun, along with a ravening Burn The Witch And Anyone Who Might Have Met Her attitude, basically removes a whole load of options from the party, such as the ability to be subtle in any way, or to have a reaction to anything chaosy/xenosy/heretical that isn't 'burn it'.
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# ? Dec 20, 2015 10:03 |
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Also roll 2 pick highest for wounds on Orokos or something with campaign name Rising Tide. Divination, roll once and invert the dice roll if you prefer (e.g. 73 becomes 37)
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# ? Dec 20, 2015 10:06 |
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I already made my orokos rolls earlier but did them again per your instructions. I realize this can be construed as bullshit, so if you want me to take the first one only, let me know (I'm going with the second one only at this juncture unless instructed otherwise.)
Ronwayne fucked around with this message at 10:56 on Dec 20, 2015 |
# ? Dec 20, 2015 10:52 |
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honestly it doesn't matter that much, you're getting an extra wound and divinations that don't hurt or hinder you much, so pick which rolls you want it's hardly game-breaking
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# ? Dec 20, 2015 11:38 |
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DOWN JACKET FETISH posted:Lord no. Power armour and a boltgun, along with a ravening Burn The Witch And Anyone Who Might Have Met Her attitude, basically removes a whole load of options from the party, such as the ability to be subtle in any way, or to have a reaction to anything chaosy/xenosy/heretical that isn't 'burn it'. fair call. edit: going to whip up a psyker and play Space Steven King's Space Carrie. Or some kind of flamethrower priest. thatbastardken fucked around with this message at 13:47 on Dec 20, 2015 |
# ? Dec 20, 2015 11:41 |
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Ronwayne posted:I already made my orokos rolls earlier but did them again per your instructions. I realize this can be construed as bullshit, so if you want me to take the first one only, let me know (I'm going with the second one only at this juncture unless instructed otherwise.) I mean, we're basically just rolling wounds, fate threshold, and divination. None of which can be gamed really hard compared to the standard rolling for stats. thatbastardken posted:fair call. Either should work pretty well. Priests can build into a way that makes them good faces and good with melee/fire. If you start Highborn -> Adeptus Ministorum -> Heirophant you've got a solid social character who can tote around a flamethrower and also be pretty scary in melee. Hell, to be fair you could start Highborn -> Ministorum -> Assassin and still be a passable face since Highborn gives you the fellowship aptitude and Ministorum gives you Social, with assassin giving you a whole bunch of RIP AND TEAR.
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# ? Dec 20, 2015 22:32 |
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Yeah, couldn't work psyker into mine, so i'm going Melee/Social (in that order)
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# ? Dec 20, 2015 22:52 |
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Once again, for non-rules-spergs, don't worry too much about the background stuff going on, you don't specifically need to understand this stuff.
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# ? Dec 21, 2015 12:35 |
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I'm having to make some hard decisions here W/R/T gear acquisitions. Both of my free acquisitions have to be pistols if I want to make use of my dual wielding talents, and I can't decide if I want to take Autopistols for a bit more of a wild roulette on hitting with full auto, or go with Stub Autos that hit harder baseline and can score at least one hit more consistently with semi bursts. I guess it depends on how often I want to use suppressing fire as well. Both are also average availability instead of scarce, which is easier to find but not so much easier that I can get them in good quality . I guess the comedy option would be to just pick up a Sniper Rifle and a single pistol for now and see about doing something stupid like pistol gripping my shotgun and dual wielding the shotgun/pistol somewhere down the line.
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# ? Dec 21, 2015 22:06 |
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get two auto pistols, the dakka is hilarious.
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# ? Dec 21, 2015 22:09 |
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# ? Apr 27, 2024 01:56 |
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Get whatever seems fun and thematically appropriate and don't worry about combat optimization.
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# ? Dec 21, 2015 22:11 |