400,000 credits of what?
- Orrin Truthseeker
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400,000 credits of what?
We've got 400,000 credits of stuff. What is it? Running tally will be kept below.
Remaining:
267,000
-75,000 for Jammer pistol for Orrin or Kim
-30,000 for Magic Optics System for Blurr
-28,000 for Grade IV field computer for Orrin
-150,000 WI-GL4 Revolving Grenade Launcher for Duncan
-100,000 for Light Missile Launcher (8 starting Missiles)
Remaining:
267,000
-75,000 for Jammer pistol for Orrin or Kim
-30,000 for Magic Optics System for Blurr
-28,000 for Grade IV field computer for Orrin
-150,000 WI-GL4 Revolving Grenade Launcher for Duncan
-100,000 for Light Missile Launcher (8 starting Missiles)
Last edited by Orrin Truthseeker on Fri May 25, 2018 2:54 am, edited 3 times in total.
Orrin Truthseeker
- Jack 'Bullet' Jones
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Re: 400,000 credits of what?
Jack has very limited needs at this point. He's more than set on weapons and armor, and is rocking the new comm band he bought off Libertas from the 13th. I could see party need for some IRMSS units in case Rill is tapped out or unavailable. Magic Optic System for a few extra vision-related powers are good for whoever can use it. I'm in favor of vehicle-mounted weapons for whatever ride we end up with. TK Machine Gun or Fireburst Rifle might be nice for the ABs to be slinging. If I had a top priority on a wish list, I'd put Duncan behind the trigger of a WI-GL20 automatic grenade launcher and a full loadout of 'nades. I just can't see how that can be a bad thing in pretty much any situation where the skillful and judicious application of high explosives is a boon. And that's pretty much every situation JBJ can't talk us out of.
Jack gets his harness though. That'll be good fun.
Jack gets his harness though. That'll be good fun.
Bullet Jones
- Sir Blurre
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Re: 400,000 credits of what?
I was going to ask for a Magic Optic System for Blurre, actually. Anything that improves his visibility is a good thing.
Does anyone with an AB currently have a Jammer Pistol? One of our folks with a solid Arcane Skill or Shooting Skill should have one, at the very least. (Blurre isn't very good at either of those things, so he'd be a poor choice.)
Does anyone with an AB currently have a Jammer Pistol? One of our folks with a solid Arcane Skill or Shooting Skill should have one, at the very least. (Blurre isn't very good at either of those things, so he'd be a poor choice.)
Sir Blurre
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- Orrin Truthseeker
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Re: 400,000 credits of what?
Orrin's arcane would be ok for that Jammer Pistol, (d10+4 if Tribe considers it a spell for the "Marksman" HJ for spellcasting, but I'm guessing not, so just d10+2).
I'll put it on the sheet. Include costs for what you want and I can tally it up.
I'll put it on the sheet. Include costs for what you want and I can tally it up.
Orrin Truthseeker
Re: 400,000 credits of what?
I don't think Kim has any specific needs. A Shadow Cloak would be nice, but eat up way too much of our prize. Orrin with the Jammer Pistol is a good idea. He has better shooting with it than Kim does, and her shooting is best done with her backpack. A good vehicle weapon (or vehicle) would be good.
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- Jack 'Bullet' Jones
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Re: 400,000 credits of what?
I'm not sure what's on the Sky Siren right now, but we've got room cash-wise for a laser or railgun on there. I'm still in favor of giving Duncan the grenade launcher, but that eats up over half of what we have left. We could even do both if we go with a light railgun or a light missile launcher. The light laser will eat up most of our remaining value. We could also go TW vehicle weapons. 60k gets us 80 shots of 3d8 MBT fireballs. That's...I've never paid attention to that before. That is insane damage. 150k for the auto grenade launcher for Duncan, 60k for the fireball launcher, and we still have 50k+ to play with.
I feel like I should definitely get something out of this, but there's simply nothing I need. I'd rather make sure the group is stocked up than add ANOTHER gun I can't use.
WI-GL20 and Fireball Launcher are my votes for the remaining bit. The rest can be crates and crates of grenades, e-clips, and what-not.
I feel like I should definitely get something out of this, but there's simply nothing I need. I'd rather make sure the group is stocked up than add ANOTHER gun I can't use.
WI-GL20 and Fireball Launcher are my votes for the remaining bit. The rest can be crates and crates of grenades, e-clips, and what-not.
Bullet Jones
Re: 400,000 credits of what?
Note: The Jammer Pistol uses EITHER your Arcane or Shooting Skill, so whoever gets it should go for the best-case scenario.
Re: 400,000 credits of what?
Ah, I didn't know that. Kim has d12+2 for using it then.Freemage wrote:Note: The Jammer Pistol uses EITHER your Arcane or Shooting Skill, so whoever gets it should go for the best-case scenario.
I like the idea of a firebolt launcher. Just want to make sure we're not stuck with a weapon no one can use because power points. But I guess we have enough people here with ABs. Only Duncan and Silver couldn't use it. That rules out the jammer pistol then.
Alternate idea. Cantrell in the 13th found EMP grenades in the Sci Fi companion. Could be more useful even than the jammer? MBT 3d6 non-lethal damage ignoring armor.
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Re: 400,000 credits of what?
Can we get this finalized? Here's how to round it out. Add to the above:Orrin Truthseeker wrote:We've got 400,000 credits of stuff. What is it? Running tally will be kept below.
Remaining:
267,000
-75,000 for Jammer pistol for Orrin or Kim
-30,000 for Magic Optics System for Blurr
-28,000 for Grade IV field computer for Orrin
WI-GL20 Automatic Grenade Launcher (for Duncan): 150,000
Fireball Launcher (TW)(for the Sky Siren): 60,000
The rest is various grenades:
13 Plasma grenades
13 High Explosive grenades
15 Fragmentation grenades
13 Armor Piercing grenades
13 EMP grenades
That rounds everything off at 400K.
Could I get the Fireball Launcher installed on the sky siren during the day we're scouting out Marron? Is it plug and play on the mods, or is there effort, time, and rolls to attach it?
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- Tribe of One
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Re: 400,000 credits of what?
EMP grenades: I'll allow these the same way as Pender did in the 13th, basically as alien ultra tech that requires its own launcher, with some detail on target toughness pulled from Interface Zero. So, you'd be looking at something like this:
Alien EMP launcher: Range 24/48/96; 3d6*; ROF 1; AP *; Shots 20; Weight 8 lbs + .25 lbs per grenade; Knocks out electronic devices in MBT; Does nonlethal damage vs. constructs, power armor or shielded devices against base Toughness, no armor. Military and combat grade hardware and electronic devices have a toughness of 8 and sometimes higher if so designed to be resistant against EMP. They become disabled after taking a wound.
Cost: 70,000 credits for the launcher, and let's say 1,500 credits per grenade.
Arcane Machinist: A dispel device trapped to affect technological items would work, but allow them a roll to resist. Alternatively, if you wanted to burn two uses of Arcane Machinist and take a -4 on your build roll, you could create a telekinesis gadget that operates as if you had the Energy Control (Electricity) edge, which allows you to block transmissions with no roll.
EDIT: Properly-trapped obscure could work, too, and would force them to make Kn: Electronics rolls with the penalty to get the triggers to work.
Alien EMP launcher: Range 24/48/96; 3d6*; ROF 1; AP *; Shots 20; Weight 8 lbs + .25 lbs per grenade; Knocks out electronic devices in MBT; Does nonlethal damage vs. constructs, power armor or shielded devices against base Toughness, no armor. Military and combat grade hardware and electronic devices have a toughness of 8 and sometimes higher if so designed to be resistant against EMP. They become disabled after taking a wound.
Cost: 70,000 credits for the launcher, and let's say 1,500 credits per grenade.
Arcane Machinist: A dispel device trapped to affect technological items would work, but allow them a roll to resist. Alternatively, if you wanted to burn two uses of Arcane Machinist and take a -4 on your build roll, you could create a telekinesis gadget that operates as if you had the Energy Control (Electricity) edge, which allows you to block transmissions with no roll.
EDIT: Properly-trapped obscure could work, too, and would force them to make Kn: Electronics rolls with the penalty to get the triggers to work.
GM Bennies: 7/7
Re: 400,000 credits of what?
Okay:
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
That gets us to our remaining 17,000. And we should be set.
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
That gets us to our remaining 17,000. And we should be set.
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Re: 400,000 credits of what?
What would be the ranges on these things? Could we cover the town? Or just the area around us? How big is the town?Tribe of One wrote:EMP grenades: I'll allow these the same way as Pender did in the 13th, basically as alien ultra tech that requires its own launcher, with some detail on target toughness pulled from Interface Zero. So, you'd be looking at something like this:
Alien EMP launcher: Range 24/48/96; 3d6*; ROF 1; AP *; Shots 20; Weight 8 lbs + .25 lbs per grenade; Knocks out electronic devices in MBT; Does nonlethal damage vs. constructs, power armor or shielded devices against base Toughness, no armor. Military and combat grade hardware and electronic devices have a toughness of 8 and sometimes higher if so designed to be resistant against EMP. They become disabled after taking a wound.
Cost: 70,000 credits for the launcher, and let's say 1,500 credits per grenade.
Arcane Machinist: A dispel device trapped to affect technological items would work, but allow them a roll to resist. Alternatively, if you wanted to burn two uses of Arcane Machinist and take a -4 on your build roll, you could create a telekinesis gadget that operates as if you had the Energy Control (Electricity) edge, which allows you to block transmissions with no roll.
EDIT: Properly-trapped obscure could work, too, and would force them to make Kn: Electronics rolls with the penalty to get the triggers to work.
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- Sir Blurre
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Re: 400,000 credits of what?
Exalted Dispel has a 3" Radius (LBT).
Likewise, Exalted TK + Energy Control affects an LBT.
Greater Obscure uses the caster's Smarts die--so for Kim, it's a 12" radius.
Likewise, Exalted TK + Energy Control affects an LBT.
Greater Obscure uses the caster's Smarts die--so for Kim, it's a 12" radius.
Sir Blurre
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- Silverclaws
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Re: 400,000 credits of what?
Silver is only in need of Skill Softs. Not cetain that the harness for patron members makes all that much of a difference for him.
Re: 400,000 credits of what?
Okay, I'm leaning toward Greater Obscure. I like the TK+Energy Control, because no roll, they're just out. But it has a really small area. Obscure can cover more of the town, and -6 is nothing to sneeze at, I guess. Especially for Extras. Depends on if we can see a place in town to put it, or just keep it on Kim and let it move? As long as we can stay near townsfolk.Sir Blurre wrote:Exalted Dispel has a 3" Radius (LBT).
Likewise, Exalted TK + Energy Control affects an LBT.
Greater Obscure uses the caster's Smarts die--so for Kim, it's a 12" radius.
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- Silverclaws
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Re: 400,000 credits of what?
The marron citizens will cut through the obscure with their irradiated forms. They may not during mid day, "glow" but put them in the dark and my bet is they light the dark up like festive fireworks.
Re: 400,000 credits of what?
The Trapping on the Obscure is that it's jamming radio waves, rather than normal light, I think, which means it'd only show up if someone in the area has a radio on, and it would not be canceled by a glowing dude. (Also, even if I'm wrong about that, the glowing dudes, unless their glow itself is magical as well as a property of the radiation-absorption, would not dispel an Obscure/Greater Obscure effect, any more than a torch or bonfire inside an Obscure would). Hell, I (but not my science-lacking character) suspect the radioactive residents might ALSO be jamming the signals just by their presence (which is why mealtime's the safest time).
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Re: 400,000 credits of what?
Yes, the idea is that a byproduct of the Marron-ites radiation-based metabolism creates some low-grade electromagnetic interference, which would be strongest when they're all gathered for a "meal." Mechanically, it will inflict a penalty to activate the collar-bombs, which will stack with the penalty created by Kim's radio-trapped Obscure device (if, for example, Kim's device is jamming the triggers, and the aura of the Marron-ites is covering the bomb-collars).
Also, Kim: Mounting the fireball launcher is no big deal, you would have accomplished it during downtime.
Also, Kim: Mounting the fireball launcher is no big deal, you would have accomplished it during downtime.
GM Bennies: 7/7
Re: 400,000 credits of what?
Okay, but I thought we had switched it for the light missile launcher and AV missiles. Did we go back to the Fireball Launcher?Tribe of One wrote:Yes, the idea is that a byproduct of the Marron-ites radiation-based metabolism creates some low-grade electromagnetic interference, which would be strongest when they're all gathered for a "meal." Mechanically, it will inflict a penalty to activate the collar-bombs, which will stack with the penalty created by Kim's radio-trapped Obscure device (if, for example, Kim's device is jamming the triggers, and the aura of the Marron-ites is covering the bomb-collars).
Also, Kim: Mounting the fireball launcher is no big deal, you would have accomplished it during downtime.
Gah!
I need some executive decision from Orrin as team leader, I think.
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- Jack 'Bullet' Jones
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Re: 400,000 credits of what?
We settled on the missile launcher. The fireball launcher unnecessarily limits the available shooters and forgoes the AP value.Kim Black wrote:Okay, but I thought we had switched it for the light missile launcher and AV missiles. Did we go back to the Fireball Launcher?
Gah!
I need some executive decision from Orrin as team leader, I think.
Bullet Jones