none of the heavy weapons let you start with a backpack supply. they seem to stat it as loaded from an ammo box.
ex. according to 'Only War' core rulebook the heavy bolter has 60 rounds per clip. Probably from an ammo box and belt fed to the bolter. the heavy stubber has 75, again probably from a box carried by the comrade.
Though with the heavy stubber, that one has around.... 4-5 variants if you pull from books like rogue trader, and dark heresy. Ranging from a 40 round drum mag stubber to a 200 round backpack and several other sizes inbetween.
btw Poi. I there is a mistake on your sheet. I know I am not the Dm, but for your XP purchases I think this should be cleared up because this is a rule a lot of people seem to misunderstand in the 40k rp systems. (no insult intended)
The rules specifically state that each bonus to an attribute or skill must be purchased in turn. it is a cumulative cost. You cant just buy the +15 for one price. you have to buy the first +5 upgrade for 100xp, then the second for 250, then the third +5 for another 500xp. Spending 850xp total
Re: Ammunition, from the 2013 Errata- "If a Regiment adds a weapon with ammunition to its Standard Kit this way and Table 2–6: Additional Standard Kit Items does not list a number of clips of ammunition the regiment receives with the weapon, the regiment is assumed to have two clips of ammunition for that weapon as part of its Standard Kit.”
Now, that's regarding weapons added to the overall SRK at Regiment Creation, but that would seem to cover Pistol, Basic, and non-backpack-fed Heavy weapons added by Specializations, as all Specialist items are part of a given trooper's Standard Regimental Kit. GM has the final say, of course.
Edit: Derp, looking at the wrong side of the page. See below for why!
We have 3 characters in the works and I think we're waiting on Nohbody and Skwint for characters (assuming Skwint is planning on joining). I think that's a pretty solid group number.
I'm still not sure what kind of weapon I want to take
Your options are a missile launcher with anti-personnel missiles, a heavy stubber, and a heavy bolter. Basically, do you want to shoot missiles at bad guys, bullets at bad guys, or missile-bullets?
The missile launcher is the most powerful and longest range, but has 5 rounds and weighs a lot. The Heavy Bolter is heavier, packs a smaller punch per round but can fire many more shots. The Heavy Stubber is the lightest of the three, has the highest rate of fire, but is also the weakest and shortest ranged while still suffering from the bracing problem of the Bolter.
The heavy stubber also benefits from having the most easily acquired ammunition of the three.
I know what each option IS, And I am well familiar with what each does. I just don't know which I want to take. that is really all that's holding up the sheet at this point
Here's my WIP- Appearance, Demeanor, & Background still need work, otherwise he's mechanically sound. Now, let's see if the nested hiders want to work for me tonight.
Edit: Mostly, but it's culling whitespace on the characteristics in a really annoying way. Ayyy, fixed with further application of tab.
Name: Tigurius Ferrall Specialization: Tech-Priest Enginseer Sex: Male Age:
Technical Knock Mechadendrite Use (Weapon, Utility) Weapon Training (Solid Projectile, Power) Catfall Die Hard Hatred (Mutants) Total Recall Mechanicus Implants
Weapons: 1 Combat shotgun {30m, S/3/-, 1d10+4 I, Pen 0, Clip 18, Full Reload, Scatter} and 4 clips, 1 knife {Melee/Thrown, 5m, 1d5 R, Pen 0}, 3 frag grenades {SB*3, 2d10 X, Pen 0, Blast (3), Ogryn-Proof}, 3 smoke grenades {SB*3, Smoke (6)}, 1 Servo Arm {Melee, 2d10+14 I, Pen 10, Unwieldy}, Functions as a limb W/ Strength 75 and Unnatural Strength (7), Cannot be used for fine manipulation. 1 Ballistic Mechadendrite, Autopistol {15m, S/-/6, 1d10+1 I, Pen 0, Clip 9, Full Reload, Compact} and 3 clips. Other: Flak armour {AP 4, covers All}, 1 respirator {+30 Toughness vs. Gas}, 1 grav-chute, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 4 weeks’ rations, survival suit, micro-bead, photo-visor, Sacred Unguents, Combi-Tool {+10 to Tech Use}, Dataslate, Good Craftsmanship Mind Impulse Unit {+10 bonus to communicate with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill Tests made as part of interfacing with the MIU systems.}, Good Craftsmanship Augur Array {As full Auspex (quality??) with re-rolls on Perception-based tests while using it; Cannot be overwhelmed by Demonic Taint & seems to filter it out.}
Demeanor: Quiet - This character speaks very infrequently. Whether this is stoicism or shyness, nobody is quite sure, and he has remained silent on the matter.
Background:
XP: 300 Starting Xp as a Specialist, Trait: Total Recall 200 Xp, Skill: Linguistics (Techna-Lingua) 100 Xp.
Comrades:
Quirk: Ornately Crafted- Elaborate engravings and embellishments adorn every plate and motor on this servitor, demonstrating an unusual flair on the part of its creator. They may be etchings of the Cult Mechanicus, or icons of victory and Imperial power to impress the soldiers serving in its presence. Its master must devote much of his maintenance time to preserving the careful artistry of these adornments unblemished, or else risk angering the machine spirits housed within.
So, the average guardsman (With a SB + TB = 6) has a carry weight of 36kg. Your flak armor and grav-chute alone is 26kg of weight, so weight can be an important thing to consider in some circumstances. The heavy gunner will be without a doubt encumbered, considering the lightest of the heavy weapon options is 30kg, with another 3kg per 75 rounds of ammo.
As for the encumbrance. This is why the athlete skill is given to heavies. They can make a roll each assignment to double their carrying potential amongn other things.
Plus grav chutes get ditched after landing anyway. They aren't much use in hive city tunnels. That saves 15kg
I also have 45 toughness. So my total carrying capacity is 45 in this instance.
To save on weight I would also abandon my shotgun and ammo.
My servitor can carry excess squad gear as well (unless that's prohibited somewhere I haven't noticed), total bonus of 11 gives 90 kg to play with, and it won't have gear of its own to worry about.
These weights are also super fucked. In what world does a missile launcher weigh 30kg. That is over 60 lbs. What shmuck is expected to physically cart that around during combat on-top of everything else?
An actual military missile launcher only weighs around 7-10kg
An actual heavy machine gun is only... 12, maybe 14kg. Not 70 goddam pounds.
@AdvancedJ3llythe comrade is there to carry the ammo. Plus grav chutes get ditched after landing anyway. They aren't much use in hive city tunnels. That saves 15kg
I also have 45 toughness. So my total carrying capacity is 45 in this instance.
To save on weight I would also abandon my shotgun and ammo.
As I said, it is something to worry about in certain circumstances. If you're planning on going on a long distance foot patrol or hiking a mountain for example. Those things aren't terribly likely in a hive city. As for grav-chutes, you never know, being able to leap off an elevated walkway and safely fall a few levels down-stack could be a life saver.
It's a hive city. The entire thing is one giant urban mountain so filled with twists and tunnels that needs to be retaken almost entirely by foot. A straight line March is admittedly unlikely. But there will be alot of cumulative walking involved with retaking a hive.
Plus grav chutes have limited fuel. And I highly doubt a regiment would be forced to wear them going into an environment notorious for claustrophobic fighting conditions. Where honestly they are just going to be a hinderence going through doorways and tight spaces.
So the bog-standard regimental gear is 38 kg, including the probably-ditched (or put on the servitor) grav chute. I'm also pleased to note that the only ammo that looks to have weight is backpacks, and I don't see a listed weight for rations either.
<Snipped quote by Ollumhammersong> As for grav-chutes, you never know, being able to leap off an elevated walkway and safely fall a few levels down-stack could be a life saver.
This is why we put enough 'chutes on the servitor for the PC team to go secure an elevator XD