Out of Character Thread:

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Apr 5, 2018 7:06 am
Yes Ronda will need to generate her profit factor and capital ship. The bomber is incapable of conventional warp travel but can use the Webway to simulate warp travel. I don't have the book with me currently so give me a little bit then I triple check everything.
Apr 5, 2018 8:13 am
Right I’ll roll it up...

So that’s 40 Base profit factor and 50 ship points
Last edited April 5, 2018 8:14 am

Rolls

Profit factor - (1d10)

(5) = 5

Apr 5, 2018 9:23 am
I’ll take a firestorm class frigate from into the storm. I’ll need to generate to ships complications...

Rolls

Spirit, history - (1d10, 1d10)

1d10 : (10) = 10

1d10 : (9) = 9

Apr 5, 2018 11:57 am
Firestorm class Frigate
Dimensions: 1.8 km long, .3 km abeam at fins Mass: 6 megatonnes approx
Crew: 25000 crew, approx.
Accel: 4.4 gravities max. sustainable

Essential Components
Engine: Lathe-pattern Class 2b "Escort" Drive
Warp Engine: Miloslav G-616.b Warp engine
Gellar Field: Belecane-pattern 90.r gellar Field
Void Shields: Repulsor Shield
Bridge: Command bridge
Life Support: Vitae Pattern Life Sustainer
Crew Quarters: Voidsmen Quarters
Auger Array: R–50 Auspex Multi-band

Supplemental Components:
Cargo hold and Lighter bay
Murder-Servitors


Speed: 8
Manoeuvrability: +30
Detection: +13
Space: 40/40
Power: 33/47
Void Shields: 1
Armour: 18
Hull Integrity: 34
Weapon Capacity: Dorsal 1 (Mars Pattern Macrocannons) , Prow 1 (Titanforge Lance Weapon)
Turret Rating: 1
SP: 50

Weapon Stats
Mars Pattern Macrocannons:
Strength 3, Damage 1d10+2, Crit Rating 5, Range 6
Titanforge Lance Weapon
Strength 1, Damage 1d10+4, Crit Rating 3, Range 6

Special Rules:
Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table every three days rather than every five days.
Tainted Field: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. However, subtract -20 from the result of any rolls made on the Warp Travel Encounters table to reflect the increased risk of warp incident using this type of Gellar field.
Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.
Stellar Detection: Mapping protocols provide a +5 bonus to Manoeuvre Tests to avoid celestial phenomena.
Long Distance Scan: When working toward an Exploration objective, the players earn an additional 50 Achievement Points toward completing that objective.
Hidden Spaces: When working toward a Trade or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.
Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test.
Precise: When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling.
Apr 5, 2018 12:00 pm
Ship generated, may I suggest moving that somewhere easier to find...

Also does anyone grant a bonus to our Profit Factor? Otherwise set it to 41.

The ships history is that it was paid for using borrowed money, I think it makes sense to make Artemis the benefactor...
Apr 5, 2018 12:17 pm
Very nice! She sounds like a high speed, high risk warp travelling ship! As for where to keep the ship's stats, I'd suggest either with your Gamer's Plane character sheet where it would be visible to all. Or Overratedplayer can create a new thread to track the stats of your ships, vehicles (including the Eldar bomber), and other assets (such as troops, colonists, cargo, etc).
Apr 5, 2018 1:02 pm
bigboom says:
Very nice! She sounds like a high speed, high risk warp travelling ship! As for where to keep the ship's stats, I'd suggest either with your Gamer's Plane character sheet where it would be visible to all. Or Overratedplayer can create a new thread to track the stats of your ships, vehicles (including the Eldar bomber), and other assets (such as troops, colonists, cargo, etc).
The Vault can be used for material goods and you have my permission to post the ships stats in there. For Human resources I'll make a new thread. Or you can create a new character sheet or both.
Apr 5, 2018 11:55 pm
Question to those that understand the rules... why do the ship weapons have such low damage values? I would think weapons on a ship would do 20d6 damage or something instead they do less damage than my pistol.

Mars Pattern Macrocannons:
Strength 3, Damage 1d10+2, Crit Rating 5, Range 6

Infernal Pistol Damage 2d10+8 Pen -13
Apr 6, 2018 12:14 am
So Thomas, I am spending 250 Xp to upgrade Agi to Intermediate (+10)

I want to get +10 to dodge is that another 250? Is this correct?
Apr 6, 2018 12:43 am
The ships have their own scales. Personal weapons can’t even dent them. Take our ship for example it can only take 34 ship damage before we’re in trouble. And though it has a void shield (ignore the first hit) and 18 armour that macro battery can cause us some real problems. Then there are lances which just ignor armour all together...

As for your dodge question, you can buy dodge+10 for 200 xp after you reach rank 2 (7000 xp)
Apr 6, 2018 1:00 am
Aaron, the intermediate agility adds +5 to your agility score so all skills based on agility gets a boost, including your dodge skill.

As for spending XP on the dodge skill, look at page 69 (lucky you!) in the CRB. We're all still rank 1 characters, not rank 2. So at rank 1, you can spend 100 XP to become 'trained' at the dodge skill. Later, when we are rank 2,you can spend 200 XP to boost your dodge skill by +10.

And to recap how your Dodge skill value is calculated: Dodge is based on agility. Your agility is 43. However, you're currently not trained in Dodge, therefore, your dodge skill is set to half your agility, which is 21.

Now if you spend 250 XP on intermediate agility, that sets your agility to 48. Therefore, your dodge is recalculated to half your agility, which is 24.

As a voidmaster at rank 1, the dodge skill will cost you 100 XP. If you spend that, you are then 'trained' in dodge so you can use your full agility score for the dodge skill. This means your dodge skill is now set to 48.

Later, when we reach rank 2, you can spend 200 XP on dodge +10. This will boost your dodge from 48 to 58.
Apr 6, 2018 1:07 am
As for damage, yah, what Genisisect said. Starship hull poins and our character's 'wounds' are on a different scale...

I'm not sure what scale 'vehicle' weapons operate on though - weapons such as on our Eldar bomber, or on a tank, or a planetary jet fighter, or a space-worthy fighter. I'd have to check the rules for this one.
Apr 6, 2018 1:52 am
Thanks for the help all! I will definitely go to intermediate Agility and train in dodge. I guess I will be trained in Acrobatics then.

OK so ships are at a different scale. That makes total sense, kind of like the old Palladium Rifts with mega damage. But then my question is how much damage do they do to things like xenos and small vehicles? It should be auto kill or something?

I am thinking less about our frigate weapons than our eldar bomber. If that thing goes planet side can we use the weapons to target people and vehicles?

My old ship, "The Poet" was pretty shit when I was shooting at the reavers enslaved by the eldar. So I am trying to understand why. So with this new mission I can make decisions that make sense in context of both story and game mechanics. Thanks!!!!!
Last edited April 6, 2018 1:53 am
Apr 6, 2018 1:59 am
Checking the rules for fighter craft... fighters can’t really do anything except lock down other fighters and turrets, bombers can deal 1d10+4 damage per hit but it must breach armour (it does ignore void shields though...). Using knowledge from the tabletop game implies that ground vehicles have similar levels of ordinance to fighters so the probably can’t effect capital ships either, unless it’s one of the really big titans which they don’t put stat blocks out for anymore.
Apr 6, 2018 2:03 am
I just read your follow up question, and while I’m not the gm, if the bomber can do damage to a capital ship, it should essentially be able to (perhaps literally) nuke ground troops. It would be more of a question of accuracy though, it is a bomber after all, its good for hitting city blocks not indevidual troops. It might have some ship to ship weapons as well which might be better for that, but I don’t have any of those rules handy
Apr 6, 2018 2:19 am
Back in the old days when I played the 40K mini game the vehicles had heavy weapons. A heavy plasma cannon did more than a plasma pistol (or whatever it was called),and a heavy bolter did more than a bolter etc. So I am wondering why the Poet's weapons weapons weren't more like that? Looking at the heavy weapons in the armoury section I am guessing that the Poet probably was using the super mega frigate level weapons. And my guess is Owen (the GM) just let me use them for story but in reality The Poet's weapons would have been too deadly for planet use. Is that sort of correct Owen? Also Owen can you help clarify what small ships we have and what weapons are available? Perhaps we can just give the Bomber 2 heavy shuriken cannon that do 2d10 +10 damage (making this up) with Pen 10 or something?

I like your idea of accuracy. I would totally agree that a bomber is not going to help out in a battle. But even in the just ended Hive World chapter the Eldar ship had weapons but could we have used them? I would think in all honesty it would have made more sense to have stayed in the ship and just shot things... which is why Kuros got back in the ship and then crashed it.
Apr 6, 2018 12:31 pm
One other question for overratedplayer: will we have a chance to attempt another acquisition before the start of our next mission?
Apr 6, 2018 2:41 pm
bigboom says:
One other question for overratedplayer: will we have a chance to attempt another acquisition before the start of our next mission?
Good question, I skipped reading that section since I figure I was just coming in as a contractor.
Apr 11, 2018 5:38 am
Val what's the total amount of XP you have so far?
Apr 11, 2018 5:51 am
Also what space points were spent on the ship when making it? Would just like to see where they were spent?
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