STATUS:
Good question, Saephod. Though, mine's also kinda a call-out, because Kuroneko's got 20+ people (myself included) waiting for her to update an Int Check or post an RP thread proper.
7 yrs ago
Current
Good question, Saephod. Though, mine's also kinda a call-out, because Kuroneko's got 20+ people (myself included) waiting for her to update an Int Check or post an RP thread proper.
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7 yrs ago
Hey now / you're the GM / get the game on / let's play / Please update the int cheeeeeeeeeeek / Only with info can we make CSes
What you're missing is that the initial idea wasn't 10 'chutes, it was four- one strapped on normally, one strapped on backwards, and looping the servitor's arms through the arm holes/straps of the other two. Now, that's only 60 kg total, which leaves *exactly* enough weight for it to hold your Heavy Stubber in whatever replaced its hands.
There are weights listed for everything in the inquisitors handbook.
All told each person carries roughly 20kg worth of shit (uniform, rations, bedroll, etc) before you calculate in weapons and ammo.
Plus I also feel like just putting our grav chutes 'on the servitor' is kind of a cheat. How exactly does this servitor' carry 5 grav chutes? Plus another 5 from the comrades?
It is honestly easier and makes infinitely more sense just to ditch them for the purposes of this mission. An enclosed hive is just a bad place to bring a bulky grav chute.
The 38 kg was for items listed as having weight in the Only War corebook. If AdvancedJ3lly wants us to go to the weights listed in the Inqs Handbook I'll trawl back through.
You're not wrong that the servitor carrying 10 packs is physically an issue, but they also don't have to be stored such that they're immediately useable either. Put them in a considerably larger bag? Tow them on a sled or suspensor cart of some description? Stack them in its arms?
In practical terms, Tigerius probably isn't going to let anyone potentially wreck any of the ornamentation anyway, but still, tech is tech, and when you've got a cargo lifter standing *right there* entirely unburdened...
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
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.
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.
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!
Any restrictions on Char Specs (classes)? I'm looking at running a Tech-Priest, any restrictions on the choice of Mechadendrite or on the two other free Good Quality cybernetics?
Do you want us to roll our Characteristics, or can we use the point system?
@Warborn123 I don't know that "Escort the McGuffin for forever and a day" would really work as an Only War plotline. I could see it working for Rouge Trader, Dark Heresy, or Black Crusade, but with Only War our PCs are otherwise inexorably attached to our Regiment, and the PCs aren't getting off-world on their own.
Ork Waaaagh, attempted re-taking of a fallen Forge World, defensive action against a rapidly awakening Necron Tomb...
It seems like Drop Troops (be they Elysian or otherwise) are the consensus as to the Regiment choice, which could open with the cavalry arriving in a massive battle and turning the tide, then segueing into overall siege warfare with our regiment acting as a strike and recon element.