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Trades and crafting


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#1 Dach

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Posted 26 April 2013 - 08:31 AM

Im interested in Explorator, Armourer, Technomat, Voidfarer - theres not much on this skills in the books I have access to.

I found some snippets on this forum - about Armourer - the crafting rules in Inquisitor handbook are helpful - but on their own are useless - how do i accquire materials and/or schematics for gear ?  Do I need schematics ? Can i just throw together two boltguns and get stormbolter ? Can I make an underbarrel granade/missile launcher for boltgun having apropriate launcher ?

What Explorator trade is used for ? To direct Navigator to interesting points in space ?

Technomat is for repairs, ok - but so is Tech-use which do i use where ? Book overloads Tech-use skill with areas of application…

Voidfarer for installing ship upgrades I guess - but so is tech-use…

Direct me to apropriate books for trade skills description please. And guide to get raw materials would be good - or I need to houserule that ?



#2 Dark Bunny Lord

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Posted 01 May 2013 - 10:04 AM

Dach said:

 

Im interested in Explorator, Armourer, Technomat, Voidfarer - theres not much on this skills in the books I have access to.

I found some snippets on this forum - about Armourer - the crafting rules in Inquisitor handbook are helpful - but on their own are useless - how do i accquire materials and/or schematics for gear ?  Do I need schematics ? Can i just throw together two boltguns and get stormbolter ? Can I make an underbarrel granade/missile launcher for boltgun having apropriate launcher ?

What Explorator trade is used for ? To direct Navigator to interesting points in space ?

Technomat is for repairs, ok - but so is Tech-use which do i use where ? Book overloads Tech-use skill with areas of application…

Voidfarer for installing ship upgrades I guess - but so is tech-use…

Direct me to apropriate books for trade skills description please. And guide to get raw materials would be good - or I need to houserule that ?

 

Actuall tech use is like minor quick repairs and operating machinery while I'd say trades like Voidfarer would be for setting out designs for installing an entire component or actually designing a ship (be that a fighter or a warp capable vessel though the later is pretty much never going to see use seeing how long those take to make) or a trade like technomat would be designing tech crom scratch, amorer for designing a gun from scratch, etc. Tech use is just more "make quick repairs" in my games to make the trades actually useful.

 

My general rule of thumb is gathering materials can be done by happening upon them or by making an aquisition test at one or two steps lower than acquiring what you're gathering the mats for (depending on how rare the item, and this it's mats are, narritively). In the end it's up to the gm, it would be nice though that if in a future expansion they made a far more detailed rule set for this.






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