Logistics

By vogue69, in Game Mechanics

sorry for all the topics but these mechanics seem all very strange to me (and therefore maybe to others as well).

I will use the ratling as an example. he gets a sniper rifle with a scope. But I want:

an omniscope, a targeteer. what kind of logistic tests do I have to make to get those?

After the mission is finished, do I have to give back all requisited items? Do I have to make this logistic tests before every single mission?

another thing is logistic rolls to receive cyberware. I guess you don't have to give back those lol. But this makes cyberstff extremely powerfull. synthmuscles are only rare and turn a guardsman into half an ogryn (ok not really but you get the point). also bionic limbs are just scarce and VERY powerfull (the toughness bonus alone).

The logistics test is made to acquire gear permanently for yourself. The Mission Gear is also a logistics test, yes, but would generally be returned after a mission (although nobody might notice either way).

The modifiers for the test are the base availability of the item +/- any situational bonuses from the table at the start of the Armoury chapter.

For an Omni-scope, it is near unique. This means that by RAW, it becomes available in a theater where at least a single regiment is present (GM discretion for anything smaller), at a -60 modifier. From there, add further modifiers based on duration of the front, how long the PC has been at that front, how the war is going, etc.

So assuming +20 from all other situational modifiers (lets say you've been there for 3-6 months, the theaters been active for 3-6 months, and dominating the enemy), the final modifier for the logistics test to get an Omni-scope would be about -40 (assuming only one regiment as well, that -60 can improve too).

Generally, its at the GM's discretion as to when, and how often, you can make these logistics tests.

Of course, with the commerce skills, you could attempt to trade to get the item, and offer up some other item you found (and thus adding its rarity to your logistics test).

KommissarK said:

The logistics test is made to acquire gear permanently for yourself. The Mission Gear is also a logistics test, yes, but would generally be returned after a mission (although nobody might notice either way).

thanks a lot!

does the item get added as a specialist item, a standard issue item or a one-shot item?

If I had to class it, I'd call it Specialist Gear when acquired without the commerce test (e.g. you filled out the proper forms and got the thing). Most of the time though, if such gear is lost, I don't think it should be replaced. It definitely is not standard issue (that should be defined across the whole regiment).

That said, it raises an interesting question: would there be any method by which an entire regiment could add new items to their standard kit?

That said, it raises an interesting question: would there be any method by which an entire regiment could add new items to their standard kit?

Apart from roleplay (= unique circumstances)? I doubt it. You'd have to either convince the Departmento Munitorum to add an item to the supply lines or obtain some other source that is willing to provide you with a permanent supply of the item even though they'd have to put it on a starship when your regiment travels to its next destination. The first is almost certainly something average characters can't manage through the regular channels and the second might be a reward for outstanding services: When the 225th Catachan managed to both thwart the genestealer plot on Ball'o'Mud and save the governour's tea party, he was so gracious that he decreed that the 225th should always have some Ball'o'Mud-ean tea (*) and paid a chartist vessel to make regular supply runs for them.

(*) or maybe the planet's famed superior lasgun charge-packs. But then again, tea is certainly more fitting for gallant and gentlemanly Heroes Of The Imperium … No, his grace the governour never met the Catachans in person, why do you ask?

Speaking of Logistics, is there any limits (apart from roleplaying) on amount of items character can request? Seems a bit cheesy, but effective to roll on everything you can get, and then exchange within squad and barther unneeded items.

An what bonus can character get if he roll on any object from list ( i.e. character want to get LongLas -OR- Sniper Rifle -OR- Grenade Launcher)?

Speaking of Logistics, is there any limits (apart from roleplaying) on amount of items character can request? Seems a bit cheesy, but effective to roll on everything you can get, and then exchange within squad and barther unneeded items.

GM fiat. Sooner or later, someone from the Departmento Munitorum will contact one of the nice guys with the extra-peaky caps about you wasting valuable time of DepMun adepts - and valuable requisition forms too, for that matter.

And, let me guess, they will send us right on suicide mission without any decent equipment and with little chance of surviving? That's scares us .. not.

I would propose to rule that squad logistics rating is the maximum number of items any person in squad (or even squad in total for low-rank PCs) can have at any time apart from the standart regiment kit and mission gear

It might work as at first players will have almost nothing except standart but as they become veterans they are able to draw lots of really cool stuff