Hello everyone! One last big update (the crafting one) and some minor tweaks (including Forge Master update and a new allegiance), and I think we are good!
Crafting cost
First is the cost of the object. By default, a craft costs 10 points.
Then we add modifiers.
First, the size:
- Trinket: x0.5
- Small object (dagger, pistol, small cybernetics…): x1.0
- Medium object (lasgun, energy gauntlet, helmet, most cybernetics…): x1.5
- Large object (bolter, heavy bolter, small furnitures, breastplate, large cybernetics…): x3
- Human-sized (power-armor, tech-priest dorsal bionics, large furnitures…): x5
- Small structures (light vehicles, cars, speeders, bikes, tent-sized buildings): x10
- Medium structures (tanks, prefabs): x20
- Large structures (super heavy tanks, large buildings, space fighters): x50
- Great structured (bases, space ships): x100
- Megaprojects: See with GM
For gameplay reasons, the size gives a sense of scale to the object's power. So while you can make powerful objects with small or trinket stuff (like the Imperial elites hidden shield jewelry and such), it cannot have powers you would usually expect from full-on guns or staffs).
Then the availability:
- Abundant (pre-industrial low-tech): x0.1
- Common (post-industrial low-tech, mass-produced space-era goods): x0.2
- Average (mid-tech / more general space era stuff): x1.0
- Scarce (high-quality mid-tech / space era goods, like most elite imperial military equipment): x2
- Rare (high-tech goods, Space Marines related equipment): x5
- Very Rare (exotic and / or Xenos high-tech: Eldar, Kinebrach, Inquisition-only stuff, psychic equipment): x10
- Extremely Rare (Dark Age of Technology tech: STC, non-psychic teleportation, archeotech): x20
- Unique: x50 (only available for Forge Masters)
Once taking into account the modifiers, the total is the object’s cost.
So the formula is: 10 x Size x Availability
Crafting Points
To know how many points you can make and spend per turn, you can take into account your crafting skills, equipment and organizations.
When a crafting skill is related to the object you are making, you gain per Action a number of points equivalent to the level of the skill. If multiple skills are usable, the points add up.
There are two types of crafting skills:
- The general ones, designating thematics (ground military crafting, mid-tech crafter, spaceship builder, tank designer, psychic artisan…).
- The speciality ones, linked to a specific category of objects (power armour maker, bolter maker, swordsmith, Rhino builder…). For the points sum, the skill level is doubled
In short, it’s flexibility versus specialization. In case of doubts as to which type a skill is part of, ask the GM
Crafting equipments also count. While the game assumes you have basic craft tools when creating stuff, you can obtain more advanced ones to get more crafting points per turn. Depending of the equipment, it can go from a +5 points per turn (modern crafting tools) to a +10 or +15 (crafting bionics) to the +30 or further with dedicated personal factories.
Organizations can also be used to help your crafting projects. You however need to control the group (or otherwise convinced those in charge to help you in your project).
Organizations will help you in the form of industrial base. It will act as multiplier to your skills.
By default, most organizations start without any industrial base. You’ll have to spend time building and upgrading it within your organization to use it for your projects.
No industrial base: x1.0
Artisans (max level for low-tech, pre-industrial places): x1.1
Small factory (max level for small organizations): x1.3
Big factory: (max level for post-industrial places): x1.4
Industrial complexe (max level for medium organizations): x1.5
Mid-tech industrial base: x2.0
High-tech industrial base: x3.0
STC-equivalent industrial base (only available through events or megaprojects): x5.0
The formula is: ( Level of General Crafting Skills* + (level of Specialized Crafting Skills* x2) + Bonus from equipment ) x Organization's Industrial Base
*The skills have to be related to the object you are creating.
i.e. for power armor, armorsmith is a general skill, power armor maker is a specialized one. Being a energy-sword maker is irrelevant in this case.
For psychic-related crafting, you need to be or work with a psyker (wether it is willingly or not).
With this, we are now good to go. I'll wait two or three more days for the last players to create their characters, or modify their existing sheet, and we will then start the game.