@jacobplm, don't forget the Special Abilities (page 72). The Explorator's entry starts off with a reiteration of the Mechanicus Implants trait, but you also get a free pair of Common implants, with an option to upgrade their quality with XP.
Right, got the optical mechadendrites to raise my effective Per to 50(plus, yknow, a techpriest needs a mechadendrite) and I'm thinking Calculus Logi Upgrade to gimme a bonus to Lore tests or a memorance unit for the total recall talent. Eventually I intend to get both(because the flesh is weak n stuff), but right now its a toss up between the two.
Also managed to get my character background in order. Basically the apprentice of a high ranking tech-priest who, because of the fact of his mildly unorthodox but not outright heretical tendencies and habit of pissing off the ecclesiarchy, got ordered to serve on a naval ship in the hopes it would help mellow him out a bit, until SUDDENLY ORKS, giving him a deep, deep hatred of greekskins in particular and the desire to find and kill(then taxidermy) the leader of the SUDDENLY ORKS.
Skills: speak language (ship dialect and high/low gothic) sleight of hand dark soul novis nobilate,forbidden lore(navigators and warp)literacy,navigation (stellar and warp),psyniscience,scholastic lore(astromancy),awareness,secret tounge(navigator)
Traits charmed,ill omened void accustomed no travel sickness 0g doesnt count as special terrain ill starred ,scorn of dirt dwellers,fear (1)
Mutations: inhuman visage
Special Abilities:
Gear:good craftmanship hand cannon,best craftmanship metal staff,bc xenomesh armour,emperor tarot deck,silk headscarf,nobilite robes,charm,microbead,good quality navis prima
Experience:
Total: 5000
Spent: 5000
Remaining: 0
Advances:simple intelligence,perception and willpower,awareness
Born and raised in flight kaityana knew nothing except the perpetual motion of of inter system travel,over time she had fallen prey to the melancholia that could affect navigators but generally was as affable as her kind ever got
The draw of the warp and her relationship with it concerned her above all else,especially in these days of heightened chaotic activity from heretic legions to the rousing of the old forces that the emperor sought to protect them from she could not help but feel that she was from between worlds and that every choice was a knife edge that could turn on her far to easily,the best shed been able to do was to anchor herself in a sense of duty which she had never quite been able to explain but f pressed would ansewer that it was more a control point than a belfief system,
Her reputation as a renegade was messy but well earned often the choices of those who came to the stars through theory confused her and she was fast to question decisions that seemed to treeat the people she felt had a responsiblity to as disposable,in the eyes of the a certain kind of imperium officer this made her seditious and she had long since given up trying to get them to see that her questioning was born of discipline and a sense od duty beyond words and blindly repeated imperial matntras
So that's four out of five done and I'm sure we'll have our void master pretty soon (unless I've missed @samdamandias in the mix) so I suppose I should offer you a choice of ships.
If you have any comments, arguments for modifications or other input, please feel free to provide them. Weapons are, of course, up for debate.
Essential Components: Jovian class 2, Strelov 1, Gellar Fields, Single void array, Command bridge, Vitae pattern life sustainer, Voidsmen Quarters, Deep void auger array.
Weapon Components: Mars pattern Macro-cannons, Sunsear laser battery
Supplemental Components: Augmented retro-thrusters, Extended supply vaults, Fire suppression system, Melodium, Observation dome
Complications: Rebellious, Emissary of the Imperator
Yeah, so, you might notice each ship does different things?
The frigate is a long distance patrol ship, designed for survivability and comfort.
The light cruiser is a warship meant for fighting and... well she does some other interesting things, but it's mostly about /not dying/
Wait, I'm doing the Void Master who's going to wind up flying the ship in realspace and not the Arch-Militant Master of Ordinance? Because that one just needs the three groups for Hatred picked out. Otherwise I need to start over from square one.
Also I'd much prefer the Sword over the Dauntless.
Wait, I'm doing the Void Master who's going to wind up flying the ship in realspace and not the Arch-Militant Master of Ordinance? Because that one just needs the three groups for Hatred picked out. Otherwise I need to start over from square one.
Also I'd much prefer the Sword over the Dauntless.
On a list of things I forgot; this.
I had no plans around building a firestorm, I was just slotting in weapons that seemed to make sense.
Advice for the second weapon?
On a list of things I forgot; this.
I had no plans around building a firestorm, I was just slotting in weapons that seemed to make sense.
Advice for the second weapon?
More macrocannons? I'd suggest the Sunsear Laser Battery, since it takes up exactly as much Space and Power as the Starbreaker, and the Sword is consistently fluffed as using laser-based weaponry.
Also, on the topic of Complications, there's a Ship Background in Storm for a "Vessel of the Fleet," for ships taken from the Navy.
More macrocannons? I'd suggest the Sunsear Laser Battery, since it takes up exactly as much Space and Power as the Starbreaker, and the Sword is consistently fluffed as using laser-based weaponry.
Also, on the topic of Complications, there's a Ship Background in Storm for a "Vessel of the Fleet," for ships taken from the Navy.
Face of the Enemy: -10 to dealing with sworn enemy, may fly into a rage
Loyalty to the Ship: +5 to all Wp and Fel tests aboard ship
Arch-Militant: +10 to hit, +2 to damage, +2 to init when using Las
Master of Ordinance: additional +5 BS in ship combat when benefiting from Lock On Target
Right, gonna wait till someone else posts before I do, though my post will probably consist of 'scratch sits at diagnostic equipment on bridge making sure there arent any 'SUDDENTLY BAD THINGS''.