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Post by Nygil, Nickolie on Mar 10, 2012 19:15:51 GMT -5
His name is Alistair Crowley, Lord of Contacts and Master of Human Resources on board the Serenity.
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Post by IM A PANTS on Mar 11, 2012 19:03:43 GMT -5
Dan put up the loot (and yes you're in the same room as me, shutupyou!)
and my tech use value is 70 Tareq's is 80 (dink)
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Post by Nygil, Nickolie on Mar 11, 2012 22:04:06 GMT -5
Alistair Crowley's tech use will be 70, lols
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Post by Warhammer Exec (Dane) on Mar 12, 2012 15:34:05 GMT -5
Loot Mission 3:
Crew Morale: 83, Crew Population: 57
The ship cannot leave atmospheric pressure without the main plasma banks online. The Ship is currently not void-safe.
On the Ship: 2 Melta-Pistol Skulls, 4 Medicae Skulls, 2 Illuminator Skulls, 1 Bolt-pistol Skull, 2 Dessicator Skulls. 1 Flamer Skull. 8 Skulls with reanimator-rifles which lack ammunition.
Taken From Downed Servitors: 3 Multi-Meltas. Shoulder Mounted. Require integration to fire, much like the weapons on skull-drones which also lack triggers. Equivalent of 8 clips of Multi-melta ammunition. 80 Shots total. 2 Flamers. (4 fuel cannisters.) 2 Chain Axes. 2 Autoguns. (Easily Un-jammed by tech-priests.) (4 Clips of ammunition.)
Scavenged from Scrap: Components for a single teleport homer: Pg. 176, Deathwatch. Components for 4 red-dot laser sights. Components for 4 Vox-beads. Components for 4 sets of Mag-boots.
Taken from Mago-Dominus: 1 Reanimator-Rifle with 4 Clips. (Attached to Ballistic Mechadendrite) (Eight Reanimator Spikes Total) 1D10+4 R, Pen: 4, Clip 2, Reload 2 Full, 120 m range.
Seriph Claymore: 2D10+2 R, Pen: 6, Balanced, Two-handed.
Mechadendrites: 2 x Servo Arm, 1 x Medicae, 1 Ballistic Mechadendrite.
Other things you could destroy to gain loot: 7 Servitor Drones outside the mine 7 Servo-Arms. Enough intact components for 2 MIUs.
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Post by Warhammer Exec (Dane) on Mar 12, 2012 15:49:42 GMT -5
Victor (34) and Tareq (53) each pass Tech-Use to retrieve the Magos' MIU.
Victor fails Tech-use (96) and Tareq passes Tech-use (12) to recover the Magos' MIU, with code intact, for use to control skull drones.
1 Teleportation Pack with mild damage. (Tech-Use -30 to repair.)
Teleportation Packs allow the user to make a Movement of up to 4d10 meters—the wearer will always emerge on solid footing and in a suitable empty space. If three of the four dice come up with the same number (e.g. three threes), then the user does not re-emerge for 1d5 Rounds and gains 1 Corruption point from exposure to strange energies. If all four dice come up as the same number, then the user suffers 1d5 Insanity Points as well.
A metal flask, sloshing with several ounces of liquid, is produced by Chris as he looks over the desolation, and he wishes himself a happy one-more-year-of-existence as he takes a drag. (+5 Fellowship, +10 Carouse)
The metal flask, produced by Chris glinting in Victor's eyes, the Tech-priest produces a special mixture of machine oils and enacts the rites of blessing on his Machinator Array. (+10 Carouse, +5 Int)
Loot Breakdown for Specific Individuals:
Moments before the arcane spire begins to react violently, sparking and giving off large ammounts of radiation, the party rushes forward to go through the Magos' things, trying to glimpse the purpose of his heresy, trying to secure loot, or simply inquisitively investigating the source of the disturbance. This loot can be traded amongst characters, but is found first in the clutter of the Magos' back room, by whoever is listed as having found it.
Brent: Brent, remaining incorporeal, attempting to mitigate any further injury, enters the room behind Chris, and entering his body to stand IN HIM, he reads the manual. Moments later Chris realizes that a man is standing in him, and tells the Dark Eldar to buzz off, in High Gothic. Brent of course, recognizes one of the alien scripts at the margins of the manual, as Eldar Runic script. These runes, from what Brent gathers before Dreego pockets the manual, are explaining how best to use, and reproduce the gravity warping power of the belts. The Dark Eldar has little time to focuse on this, as he is quickly distracted by more wealthy elements in the room beyond. Beyond, clumsily knocked aside by those who don't know any better, are several silicate vials of one of the Dark Eldar's favourite acids (5 Vials):
NEPHITIC ACID The origin of Nephitic Acid is one of the many secrets of the Adeptus Mechanicus. It is unknown whether this grey-green liquid was derived from a xenos breed or devised through the aid of ancient STC datavaults. It quickly dissolves most materials in seconds and then fades into an inert grey paste. Only pure silicate glass can hold it effectively and even the most airtight of bottles still emits the acid’s strong bitter odour. When applied to other materials, it deals 2d10+10 E Damage before becoming inert (the damage is applied once during a single Round). A single dose can eat through the equivalent of five centimetre thick square metre of adamantium in that time.
Emmett: 1 Shuriken Pistol, 1 Disassembled Shuriken Pistol, 1 Shard Pistol. 10 Clips of Shard Ammo, 10 Clips of Shuriken Ammo.
Shuriken Pistol, Pistol, 20M, S/3/5, 1D10+2 R, Pen: 4, Clip: 40, Rld: 2Full, Reliable. Shard Pistol, Pistol, 20M, S/-/-, 1D10+1R, Pen: 0, Clip: 20, Rld: Full, Tearing.
Nygil: CARNELIAN SIEVESTONE (Two easily concealable, the size of a vial, 1 Pot-sized) These flattened, dark-red bowls were first discovered in the drifting xenos-palaces orbiting Stanx, and seemed yet another unusual but unprofitable discovery of the Expanse—until a crewman used one to collect dripping bilge water from a leaky ceiling pipe. To his dismay, what looked like waterproof stone was actually very permeable, slopping bilge water all over the floor. Strangely, though, that water looked crystal clear, while that in the bowl was still foul and riddled with effluent. A quick check showed the bowl had indeed filtered away all contaminants, allowing only utterly pure water to pass. What had been a worthless curio became a highly sought-after relic, probably of deliberate xenos manufacture as more were found in a variety of other shapes. The sieves can filter any liquid from blood to promethium to amasec easily, inexpensively and nearly flawlessly. Since their initial find, they have turned up on a surprising number of worlds throughout the Heathen Stars in a variety of forms, from huge urns that create potable water supplies for hundreds of colonists to smaller barrels for fuel refinements or liqueur distillations.
Tareq: The Magos’ MIU is a ‘Tacitus Pattern’ MIU, which allows commands to be given to multiple drones, linked in a self-supportive recursive network. This means that more advance commands can be given to the drones linked in this network, and that each of the drones is essentially part of a LAN network with the character controlling them. This also means that the drones have increased intelligence and perception in the same way that Tau drones gain the same for being in a formation. This is Tech-heresy of the highest order, as it comes very close to giving intelligent thought to the Skull Drones by linking their cogitator’s and allowing them to essentially share RAM and hard drive space. Each of the Tech-priests make their test to know that this Tacitus MIU has other drawbacks, including but not limited to, feedback causing damage to the drone controller, and in rare cases advanced schizophrenia stretched across multiple entities: the skull drones containing a part of the tech-priests sentience, and the skulls’ own sentience urging the tech-priest towards actions he might not usually undertake.
Networked Machine Intelligence: For each drone in a squadron, the BS, Int and Per of the drones gains a cumulative +2 bonus. This is recalculated immediatley should any be destroyed.
Victor: Ghost in the Machine: By gaining one level of fatigue, you may increase a single lore test by +10 for the duration of the test. You also gain a +10 permanent bonus to Forbidden Lore warp. Additionally, you have completley memorized the Magos' thesis on Warp-summons, this allows you to produce a device similar to that which is still pulsing in the room you are in. The voice of the dead Magos warns you that using such a device has the ability to summon any number of other-worldly entities, and that to bind the proper being amongst so many is a task beyond him, though a knowledge well woth pursuing if heresy is of no matter.
Chris: In the locker, Chris finds a manual which has a tonne of terminology foreign to all of those but the most skilled voidmasters. Immediatley he is engrossed. It is written in High-Gothic, with notes in the margin in two seperate, clearly xenos scripts. As a talented vodimaster his quick glimpse through the instruction manual grants his character two things: he remembers having seen the device described in the manual earlier, a belt wrapped around the waist of each of the 'twins' encountered at the start of the same day. Understanding most of the terminology within, but unable to grasp the finer nuances noted in the margins, he gains Pilot (Personal) as a trained skill. He also gains a basic understanding of flip-belt technology:
FLIP-BELT A fliip-belt grants the Hover Trait (6) and +20 on all Agility-based Tests, and requires the Pilot (Personal) Skill to use. All Flip-belts are at least Good Craftsmanship.
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Post by Warhammer Exec (Dane) on Mar 14, 2012 23:19:25 GMT -5
Game Guide (Or interesting things your character can do, that you didn't know he could do.)
Prone: -10 BS to hit a prone character, +10 WS to hit a prone character.
Height Advantage: +10WS.
Fog Mists or Shadows: Ballistic Skill Tests made to attack targets concealed by fog, mist, or shadow are Hard (–20). While a character is concealed by fog, mist, or shadow, Concealment Skill Tests are Ordinary (+10).
Ganging Up: A character has an advantage when he and his allies engage the same foe in melee combat. If a group of characters outnumber their opponent two to one, their Weapon Skill Tests are Ordinary (+10). If a group of characters outnumber their opponent by three to one or more, their Weapon Skill Tests are Routine (+20).
Spend 100xp to remove 1 Insanity Point, or 1 Corruption Point.
Fatigue: -10 to all tests. ALL TESTS.
Helpless: Weapon Skill Tests made to hit a sleeping, unconscious, or otherwise helpless target automatically succeed. When rolling Damage against such a target, roll twice and add the results. If one die rolled results in 10, there is a chance of Righteous Fury as normal, but if two dice come up as 10, a Righteous Fury is automatic (no second attack roll necessary)
Pinned: A Pinned character may only take Half Actions. Additionally , he suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned character is in cover relative to the attacker that Pinned him, he may not leave it except to retreat (provided he can remain in cover while doing so). If he is not in cover when Pinned, he must use his next Turn to reach cover . If there is no cover nearby , he must move away from the attacker that Pinned him. A character can test Willpower at the end of his Turn to escape Pinning, in which case he may act as normal in his next Turn. This test is Easy (+30) if the character is no longer under fire (i.e., no one tried to shoot him since his last Turn). A character engaged in melee combat automatically escapes Pinning. There are some special Talents, Skills, and Psychic Powers that can also free a character from the effects of Pinning—as well as such things as combat drugs and terrifying commissars.
Stunned: Weapon Skill and Ballistic Skill Tests made to attack Stunned targets are Routine (+20).
Unaware: Weapon Skill or Ballistic Skill Tests made to attack Unaware targets are Easy (+30). You cannot dodge if unaware.
Aim: Use a half action to gain +10 to a BS or WS test. Use a full action to gain a +20 to a BS or WS test.
All out Attack: Full action. Gain +20 WS for a single attack. Lose the ability to Dodge or Parry.
Brace Heavy Weapon: As a half action you can brace a heavy weapon and fire in a 45 degree arc. If you are balls out enough, you can take a -30 and just fire the freakin' weapons.
Called Shot: Full Action. A called shot is a single shot, with a single weapon, at -20 to hit, which hits a specified area of the enemy. It can be a WS or BS test.
Charge: Full Action. Must be atleast 4 meters. +10 WS. If unarmed you may attempt to grapple.
Defensive Stance: Full Action. +1 Reaction. -20 to WS tests to hit this character.
Delay: Half Action. Make any half-action outside of your turn as a half action.
Dodge: Reaction. Dodge may be made after an attack hits to negate the attack. Dodging an area of effect weapon moves the character to the edge of the AoE. A character cannot dodge an AoE where his agility modifier is not great enough for him to be removed from the AoE. Dodging Auto and Full-auto: each degree of success negates a single hit from the weapon. Reaction.
Disengage: Full Action. A character who leaves melle takes a single 'free' hit from the character(s) he leaves melle with. Disengage negates this free attack, allows a half-move, and is a full action.
Feint: Half Action. Opposed WS to negate a character's ability to dodge or parry in their next turn.
Full-Auto: +20 to hit, BS. 94+ weapon Jams. Can be doen with two Full-auto pistols. Each degree of success = +1 Hit. Bonus hits cannot exceed rate of fire. Hits can be allocated to the same target, or any target within 2 meters of the original target. House Rule: Roll seperatley for each hit to determine hit location. You may move and full-auto at a -10 penalty to BS instead of the +20 bonus. [Rant]Their rules are retarded. If you wish you may use the official rules: I expect you to have the table of which order hits are allocated in, and to remember that the first hit is allocated to the part of the body of the vectored reciprocal - sort of - ask Brent to explain. The point is, you flip the ones and tens value of the hit-dice to determine where you hit, and then you look up a table to determine which area you hit next. [End-rant]
Guarded Attack: Full Action. Make one attack. -10 WS. +10 to Dodge and Parry next turn.
Jumping: Full Action. Succesful jump test: jump # of meters = to Strength Bonus + Degrees of success. Failed Jump test: Jump # of meters = 1/2 Strength Bonus.
Knock Down: Half Action. Opposed strength test to knock opponent prone. With two degrees of success inflict: 1D5-3+SB primitive damage. If your opponent gets two degrees of success, he knocks you down. Idiot, trying to knock down an ork.
Manouvre: Half Action. Opposed WS check. On success move the opponent 1 meter. You may then move 1 meter to remain in combat.
Multiple Attacks: Full Action. You may make one attack with each weapon in each hand. You may make natural attacks for free if they do not involve you hands. You may use swift attack and lightning attacks to apply to only a single weapon/hand. Note: You may not make multiple attacks unless you take a full action to do so.
Overwatch: Full Action. Kill zone is 45 degree zone in front of a character. Targets caught in the kill zone must make a Hard (–20) Pinning Test or become Pinned (see Pinning on page 248). If a character on Overwatch performs any Actions or Reaction, such as Dodge, his Overwatch immediately ends. Note this does not include Free Actions, such as speech.
Parry: Opposed WS test to negate a melle attack. A dodge can be made after and in addition to a parry.
Ready: It is a half action to draw a weapon, a device, etc.... unless you have quick draw.
Reload: A reload action can be used to unjam a weapon.
Semi-auto: +10 BS, +1 hit for every two degrees of success. No bonus to BS if the character moves. In all other ways, the same as full-auto.
Standard Attack: Half Action.
Stun: Half Action: The active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow. The attacker makes a Hard (–20) Weapon Skill Test. If the attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. The target then rolls 1d10 and adds his Toughness Bonus +1 per Armour Point protecting his head (if the attack is unarmed, or if the attacking weapon is Primitive, the Armour Points are doubled). If the attacker’s roll is equal or higher , the target is Stunned for a number of Rounds equal to the difference between the rolls, and he gains one level of Fatigue.
Suppressing Fire: Does not gain benefits to BS for Full-auto or Semi-auto. Causes a -20 Pinning test in a field in the 45 degree arc in front of the character. Roll a -20 BS test. If the test succeeds one person (decided by the GM) is hit by the attack.
Running: Full Action. -20 BS to hit a running target, +20 WS to hit a running opponent.
Tactical Advance: Full Action. A Full Move without counting as having left cover. I can't see a reason not to do this if the cover is available....
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Post by Nygil, Nickolie on Mar 17, 2012 0:22:19 GMT -5
Right my hated foe is the Ordo Xeno's.
Also Dan, for our next mission you will need to know the Proud Blood's profit factor.
Also inferno pistol is only very rare, buying one... we could do with a +10 (or -20 if your a jerk) bonus, and it would take a week in an area with 100,000 people.
So not that rare, not that costly. Still badass and worth more than 1,000-10,000 las guns, but not a ship.
Strider: Concealment +10, Survival +10, Search, Acrobatics, Climb +10
Crowley: Barter +20, Commerce +20, Interrogation, Speak Eldar, Forbidden Lore Pirates
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Post by A Ghost on Mar 17, 2012 16:25:00 GMT -5
Hallucinogenic Effects Table - page 150 of Black Crusade PDF
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Post by Nygil, Nickolie on Mar 31, 2012 4:47:05 GMT -5
Turns out the Inferno pistol uses normal Melta ammo..... so robbing the servitors for some.
(Everything below is out of the rouge trader core book, asides from the Suppression Shield, Targeting Monocle, Concealed Holster and Tracer Rounds, from Into The Storm)
To find an item it is a commerce test. I have 100% to that. Judging by that I have 50% Chance of Finding the hardest thing ever to find in this hive.
Below are the things Crowley is after. Listed in the order he wants them most. I have +100 to barter and Commerce tests, and should be able to lower the prices some what. (normally an opposed test) He is in a hurry though so i will go for speed over price. The mods below are the items buy mod vs profit factor. (Also our profit factor goes up by one from me.)
30 crates of best quality Recaf (tea) +40
1 poor quality Archeotech Laspistol, -10
10 Common Quality Suppression Shields +0 failing the above, try for the below 10 Common quality shields +40
4 good quality hellpistol -10
10 kark missiles +10
1 Targeting Monocle (Motion Predictor) +10
5 RedDot laser +20
1 Common quality Man Portable Lascannon +10
5 Best quality stub revolver +20
5 best quality Concealed Holsters -10
5 filament grenades -10
10 frag missiles +60
10 packs of Tracer Rounds(Bolts) +20
1 poor quality digi-flamer +10
one Suspensors for emmett +0
10 packs of Bleeder Rounds (for stubber) +10
1 best quality Armoured Body Glove -10
Crowley has one of these i should add the bonuses
Synskin Synskin is a bio-reactive bodyglove with an inert nonreflective surface that moulds itself to the wearer’s form. Synskin adds 2 Armour Points to all locations (these Armour Points do not stack with other worn armour) and the wearer gains a +10 bonus to Concealment and Silent Move Tests. In addition, synskin renders the wearer invisible to the effects of Preysense goggles and Dark Sight. Synskin does not stack with other armour. If worn under other armour, the wearer does not benefit from the bonus to Concealment and Silent Move Tests, but is still rendered invisible to infa-red goggles and Dark Sight unless he is wearing power armour.
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Post by Nygil, Nickolie on Mar 31, 2012 4:54:06 GMT -5
Also if no one has it already from the first mission, some one should use this..... it emp's robits
There is one Special Issue Aurelius Pattern Lasgun, Basic (Las), 100m, S/3/-, 1D10+3 E, Pen: 0, Clip: 60, Rld: Full, Reliable, Haywire (+10, 3m field, half action)
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Post by Warhammer Exec (Dane) on Mar 31, 2012 17:43:04 GMT -5
Nygil did not manage to buy: Archeotech Laspistol Filament Grenades Digi Flamer
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Post by Nygil, Nickolie on Apr 1, 2012 5:59:17 GMT -5
crowly takes, tracking, blather, carouse, search, and common lore imperium (or some bs)
strider takes: ambextortous, assasssins strike, dodge+20, awaraness +20, ans surivavl +20
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Post by Warhammer Exec (Dane) on Jun 11, 2012 19:40:43 GMT -5
When Hive Fleet Kraken invaded the galaxy, Iyanden was directly in its path and was too slow to outrun its advance. The craftworld's Farseers found themselves regretting the disappearance of their fleet's greatest asset. Word of Iyanden's situation managed to reach Yriel despite the psychic blockade around the craftworld caused by the Tyranid's Shadow in the Warp. As Iyanden was on the verge of annihilation, Yriel tempered his anger towards his former home and returned to aid his people. The arrival of Yriel and his fleet tipped the balance of the space combat towards the battered Eldar, and the reinforced Eldar fleet managed to destroy all the proceeding Tyranid waves before they could board and unleash their cargo upon the craftworld. Eventually, no more Tyranid ships came; the Hive Fleet had been destroyed.
Yriel and his forces then landed on Iyanden itself to help clean up the invading creatures. Yriel set his eyes upon personally slaying the monstrous Hive Tyrant leading the Tyranid horde. But the creature was so powerful it could not be killed by mortal weaponry. Yriel, from a statis field in the Shrine of Ulthanash, pulled the ancient Spear of Twilight and charged after the Hive Tyrant. As the Eldar lines were on the verge of being overrun, Yriel slaughtered his way through the Tyranid horde to the Tyrant and drove the spear into the monster's gaping maw and through the back of its skull. With the death of their Synapse leader, the Tyranid swarm was then easily defeated. But Yriel had doomed himself in the process, as the Spear of Twilight was cursed to eventually burnout the wielder's soul and once taken it could not be abandoned.
Yriel had saved Iyanden, and was restored to Admiralship of Iyanden's fleet.
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Post by Warhammer Exec (Dane) on Jun 11, 2012 19:41:48 GMT -5
Above is the canon that we will be butchering.
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Post by Nygil, Nickolie on Jun 12, 2012 0:55:18 GMT -5
Mhahahahahaha, we shall indeed
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