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DOWN JACKET FETISH
Sep 20, 2003

(it's not bill cosby)

DeathSandwich posted:

The brain in the jar is (I'm assuming) pickled and/or in some sort of preservative that can allow us a day or two to decide what to do with it.

verifying this is probably wise. nothing in-character has given the cell this impression

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Leperflesh
May 17, 2007




Hell Gem

Dammit I'm gonna go delete that early character sheet you guys keep looking at which I already clearly labeled as not up to date in that post and which I am not linking to anywhere.

Just to be sure we're all on the same page, Ignatius has this as his concealed sidearm:
pre:
"Caecus" hunting laspistol with Red Dot Scope and Custom Grip - no muzzle flash, volume of a throwing knife
		Pistol / 30m / S/2/- / 1d10+2E / pen 0 / clip30 / reload half / Reliable
		+10 to hit with standard attacks (aimed one shot); +5 to hit (custom grip)
		Stealthy (shots only detected within 5m)
		4 clips
He also still has his old compact autopistol as backup I guess, his shock maul which I don't bring along when he's being stealthy, a dagger, and two smoke grenades.

His weapons training talents are Solid Projectile, Shock, and I spent XP getting Las to get that pistol. I recall spending an hour poring over the weapon choices looking for what I could get that he could e.g. sneak into a fancy party.

So anywho when I said that's the best he can get, I meant, in terms of concealable weaponry. I went out of my way to make sure it didn't run out of ammo every round, since I believe it costs a full round for Ignatius to reload poo poo. And the bonuses to hit are important since his BS is only 30.

It looks like so far the group has suffered no penalties at all for wandering around openly carrying larger weapons, so I guess I made a false assumption about what would be appropriate. I think he should keep the stealthy weapons anyway, but I'd be fine with him sometimes bringing a larger weapon when appropriate, provided he can use it; that longlas seems OK?

DOWN JACKET FETISH posted:

you kinda have this backwards; his current gun is pretty much worse than any other gun. i mean, it's a laspistol. it can use the Variable Setting rule, but it will still clock in at a mighty 1d10+4 pen 2.

I didn't realize it's Variable Setting, that's worth noting in my statblock.

quote:

even a regular old sniper rifle only counts as Scarce, and is a) within your training and b) can take tox rounds

OK, so, whatever the team wants me to do, I can use the longlas or req a sniper rifle? Keep in mind Ignatius is maybe better in melee, what with his Double Team thingy?

quote:

i should point out that i don't have a statline in mind at the moment for just flinging vials of toxin, but it will be like, S-range, one-turn-of-gas bad. putting it in a proper delivery mechanism - i.e. smoke grenades - should be your bread and butter on this. in retrospect i should have called that method Inhalant or something.

e: also give your toxin Intravenous as well so that it can go in tox rounds. it's free

Leperflesh posted:

OK, spending my 11 degrees of success to manufacture some anti-squidmonster munitions.

Immediate (0) Specific [squid/monkeymutants] (2) Contact(1) Gas(3) Paralytic(2) Toxic (3). Lets make vials of this stuff, and then whatever rolls (with assistance from others if possible) needed to embed them in smoke grenades.


I rather thought the smoke grenades had already happened. Also it's OK to retcon the above into including intravenous? On review, you did not respond to this bit in your update that came right after... I wonder if we posted simultaneously or something.

Can I have Ignatius have already updated his two smoke grenades he already has, to be full of the toxin poo poo, and with Intravenous? Actually I'd think Contact just always automatically includes Intravenous. I can't imagine a poison that works on contact with skin but doesn't work when injected. I assure you that if you inject mustard gas into your blood you will not have a nice time.

Ignatius has had a busy day already so maybe let's say he grabs the longlas from the warehouse before we head out to the docks tonight, and he can try to req a sniper rifle at the next opportunity.

Leperflesh fucked around with this message at Jun 28, 2017 around 22:45

DOWN JACKET FETISH
Sep 20, 2003

(it's not bill cosby)

Leperflesh posted:

It looks like so far the group has suffered no penalties at all for wandering around openly carrying larger weapons

ehhhh. that's not entirely true. it's more that you guys haven't given a poo poo about checking your Subtlety, and so you don't know the penalties using bigger guns have been causing. in fairness though aperta's had a bit of leeway due to being a techpriest carrying plasma, plus his gun is Compact and he hasn't actually fired it in anger outside of a "poo poo let's hush this up" compound. the hand flamer incident on the jetty back at the Gilded Thorn was counteracted by damage control after the fact.

everyone else has been using .22LR autoweapons and shotguns, which are common and no-one cares about. Gamma is yet to fire her easily-identifiable bolt pistol. the Caecus is more suited for sneaking into a completely-unarmed situation, which you guys haven't gotten into yet

and yes you can retcon the poison to have Intravenous that's fine. the difference being Contact costs a point and simply requires... contact... to take effect. Intravenous requires some damage to be dealt. Gas and Intravenous at the same time is fine.

melee Ignatius is powerful as well; WS + 10 Single 10 Aim/20 Charge/30 All Out Attack + 10 Doubleteam is a pretty good chance of connecting with a potentially paralytic weapon.

Who What Now
Sep 10, 2006

This avatar was paid for by the Silent Majority.


I went to a lot of trouble to make my weapon concealable, youre goddamn right I'm gonna keep it on me.

thatbastardken
Apr 23, 2010

"Because the time has come, well and truly come, for all peoples of our great country, for all citizens of our great commonwealth, for all Australians to come together and build a new future for our nation."

- Kevin Rudd



Leperflesh posted:


OK, so, whatever the team wants me to do, I can use the longlas or req a sniper rifle? Keep in mind Ignatius is maybe better in melee, what with his Double Team thingy?



the long-las is a surprisingly badass weapon. sniper rifle is imo not quite as good, but does have the advantage of being able to use different types of ammo. Gamma is also a good candidate for backup sniper - being a good shot is less important when you can take time to aim.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.


thatbastardken posted:

the long-las is a surprisingly badass weapon. sniper rifle is imo not quite as good, but does have the advantage of being able to use different types of ammo. Gamma is also a good candidate for backup sniper - being a good shot is less important when you can take time to aim.

There are some discrete advantages of the Sniper Rifle insofar as the ammo factor like you mentioned, but also in attachments. The long las can't take a silencer or fire selector and is an obvious bright laser that points back to the shooter, so once you take a shot your position is pretty much immediately compromised. A silenced sniper rifle will be much harder to pinpoint and subsequently flush out, which gives a potential shooter time to rebase or bail out or make follow up shots.

A long las in overload mode is +1 damage and 4 felling over a Sniper Rifle, but a Sniper Rifle can be loaded with Man Stoppers to give it -1 damage +3 pen if fighting hardened targets, or our targeted tox rounds for maximum 'gently caress squids'. The long las is also like the one case where Hot Shot Charge Packs are actually pretty reasonable, given that Quick Release + Rapid Reload lets you free action reload to pop a new one in, so long as it doesn't jam.

Honestly though, the big point of the sniper weapons is the extra accurate damage dice and the +-1-3 damage/pen are kind of small potatoes compared to getting that sweet sweet +2d10 damage. Bad shooters will consistently hit with a sniper rifle, but good shooters will constantly hit high degrees of success and roll those extra dice. Hell, if we were ok with completely tanking our subtlety we could req a needler and add a fairly consistent +1d10 toxic damage on top of that. Add in Eye of Vengeance and Inescapable Attack and you've got a nearly undodgable shot that does a shitload of hurt.

The comedy option for a sniper system would be the Condemnor out of Enemies within, the bolter with the single shot combi-sniper crossbow on it. Crossbows get some goofy special ammo like +Crippling, Flame bolts, anti-psyker/daemon bolts, melta bolts, and blast(5) Concussive(5) boom bolts, ect. But it's single shot only and is a 2 round full reload, so even with quick release/rapid reload you're not firing a shot off every round. You snipe a target of opportunity and then go to town bolting people in the face afterward.

Edit: Unrelated - but shouldn't we have a somewhat steady but slow trickle of influence (representing things like networking ties at the deculon parties, street cred for busting up dock cops, ect) coming in to counteract things like getting diced on req rolls (at least, per the in book rules before DJF houseruled everything all to poo poo) and spending influence via coverup? How are players suppose to ever hit career points where they could even think about taking things like the Inquisitor and/or Sister of Battle elite advance since they both require like 75 and 50 influence respectively to even take? As is, as a group our influence only seems to be going down and all we've gotten back is a +5 boost at the very beginning of the game for a single person. If years and years down the line, the difference between me being able to buy the Inquisitor elite advance and not was "lol @ that time when you were a fresh face recruit and you rolled a 100 when getting a sniper rifle and got scammed for 3 influence" I would be super annoyed.

Edit 2: Doubly so when you're giving us wink-wink-nudge-nudges about buying heavier ordinance to deal with squidmonsters.

DeathSandwich fucked around with this message at Jun 29, 2017 around 05:12

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Leperflesh
May 17, 2007




Hell Gem

I imagine it's difficult to universally raise your influence when you're using disguises and psudonyms and false stories all over the place - people who know us through Iseppo have no idea what we've been up to in the Rookery or that free clinic business, for example. But yeah I'd be interested in understanding the mechanic, anyway.

Also it seems like it might be worth picking up both a sniper rifle and a long las, if possible.

What is our timing like here? Do I have a chance to try and do some requisitioning before we do a nightime raid, and also have toxin rounds made up, and also have my grenades? I don't want to abuse the flexible chronology we're being offered here.

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