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DrK
2012-11-11, 05:41 PM
The 14th Black Crusade has begun...


The Chaos warlord Karrad Vaal has ordered the peaceful Imperial Limoges system broken and turned to chaos. Are you up to the challenge?


http://www.ingeneri.com/images/page5-img9.jpg


Character Building

Starting Experience 3000XP (marine) 3500XP (human)
Test for alignment after 1500XP - if you have 10 corruption
Additional +6 infamy
Additional +10 corruption
Roll +assign as you wish OR 100 point buy for stats. Choose once and if you get a bad roll that's just the Gods of Chaos challenging you
You may trade 1 starting item. But no Unique items
No more than one downgraded/poor craftmanship item to begin with
1 extra -10 item
3 bonus +10 items
A mix of humans and marines would be preferred


The basic premise of the game will involve the heretics starting in a small Pirate/Chaos reaver space station at the edge of an Imperial System. There are several planets/ moons/ places in the system.

The ultimate game of immediate major Compact will be subsume the system/central planet into the worship of Chaos through whatever means you can choose.



http://www.masterimage3d.com/system/images/BAhbB1sHOgZmSSIpMjAxMi8wNy8wOC8xMl8zN180NF82NV9zdG FybWFwXzEuanBnBjoGRVRbCDoGcDoKdGh1bWJJIgo2NjB4PgY7 BkY/starmap-1.jpg

From the Reaver base within the Dioskouri system the Reavers of the Koronus Expanse look outwards for fresh prey and fresh conceit. The spiralling warp storms of the Screaming Vortex lash and shatter the warp around the system.

Within striking distance from the Legions of reavers, pirates and worshippers of the ruinous powers lies the teeming systems and unexplored riches of Winterscales realms. And within that lies the isolated worlds of the Limoges System. A gleaming blue giant orbited by its system of 5 planets. The captial planet -Skadarri - a gleaming world of agriculture, mining and industry its pinnacle. Orbiting the gas giant that is the 4th planet lies the moon St.Annards Penance - a vile and dangerous penal world of harship and industry. So close to the spinning warp storms of the Vortex the Castellan class station lies in orbit over the desolate dead ice world of Limoges V at the edge of the system. Finally the closest planet to the Sun, "Winterscale's folly" - the searing heat blasting the surface of the metal rich dirt ball home to a small mining station where the inhabitants scratch a living mining and returning minerals to the capital planet.

Your Compact... Bring the System to Chaos


IC Thread (http://www.giantitp.com/forums/showthread.php?t=261101)

Unbeknownst's Nurgle Hertek
http://www.giantitp.com/forums/showpost.php?p=14260049&postcount=517

Emperor Ing's Nurgle Marine
http://www.giantitp.com/forums/showpost.php?p=14245459&postcount=479

Donan's heretic
http://www.giantitp.com/forums/showpost.php?p=14567813&postcount=1809

DrK
2012-11-11, 05:42 PM
The Dioskuri System and the moon Iniquity


I

Iniquity is a ragged, rough-hewn, planet-sized moon orbiting one of the Dioskouri System’s disintegrating gas giants. It was once a pleasant world rich in resources. Thanks to its long exploitation, it is now a shell of its former self, a blasted world of vertiginous mountains and boiling, caustic seas. Settled aeons ago by a loose conglomerate of mining and Manufactorum guilds, Iniquity has long been an industrial world. While the long degradation of strip miningand industrial development did lasting damage to the planet’s surface, it was the deep, greedy shafts driven into the very bowels of the world that ultimately caused its undoing. In their haste for wealth, the original settlers unleashed an unnamed daemonic horror from deep within Iniquity’s core. As whatever evil they set free boiled to the surface, it brought with it choking brimstone, molten rock, and ores.The planet’s entire population was consumed in the space of hours, either killed, driven mad, or corrupted past recognition by both natural and daemonic forces.For millennia, Iniquity lay dead. Daemonic forces festered in the valleys and the echoing tombs of the hive-factories until the very stones of the planet were twisted by corruption. It is said that numerous expeditions were mounted to reclaim the mines and dormant industry by interested parties, but no records can be found, and they presumably met with the same fate as the initial settlers. So there Iniquity spun in its orbit while its sister worlds were crushed or pulled apart one by one. Then, drawn as though sharks to blood, bands of Chaos Reavers came calling to claim the damned planet as their own.Now fully in the grip of Chaos, Iniquity is a seething, bellowing, industrial hell. Its core is riddled with countless thousands of kilometres of mines and tunnels, and where the surface isn’t barren rock or sheer cliffs, it is littered with massive, hive-sized foundries and manufactoria where countless throngs of slaves toil and die to feed the voraciouswar machine of the Chaos Reavers.

Thanks to both its natural atmospheric proclivities and the greater upheaval within the system, Iniquity rarely sees the light of its remaining sun. When it is not swathed in continent-spanning dust storms or thick, caustic mists, the planet is lashed by savage tempests that bring dangerous lightning and steaming sheets of acid rain. Iniquity has but one massive continent, tens of thousands of kilometres wide, that encircles its equator. The sprawlingmountain ranges that cover the majority of the continentwere plagued by over-active tectonic forces even before the system began to disintegrate. Now, massive earthquakestumble mountains like dominoes, and long dormant peakserupt in plumes of magma and ash as the planet suffers the brunt of the gravitational anomalies caused by the black hole.The planet has two great seas at either pole, long ago turned soups of toxic waste

SKAARSDELVE
Sprawling like a corpse at the foot of one of the planet’s tallest peaks, Skaarsdelve is Iniquity’s largest city. A dense mass of warehouses, port facilities, commercial districts, and hab sectors that make Scintilla’s underhive look posh by comparison, this deadly city is the throbbing heart of Karrad Vall’s burgeoning fiefdom. The site of one of the most ancient original industrial sites founded on Iniquity aeons ago, Skaarsdelve has grown over the centuries into a seething, deadly home to countless corrupt souls. Hemmed in on all sides by knife-shaped ridges and towering mountains, the millions who call Skaarsdelve home toilendlessly away, slowly being poisoned by the very air they breatheand ground as grist in the mill of the massive military-industrialmachine that feeds the pirates and reavers of the Expanse. Skaarsdelve also supplies Vall’s Citadel of Skulls with aconstant stream of supplies and war materials.


Important NPCs

WIP

Important Places

WIP

Details of the Compact


Compact:- Subsume the Limoges system to Chaos

Compact:- Change the Beacon of Lost Souls from Slaneesh -> Tzeentch
* Find the book seller with the ritual



Useful things/ House Rules



1. In opposed test when calculating DoS: DoS = (Your DoS)-(Enemy DoS)
2. Before blindly shopping let me post any prevailing shopping/ trading conditions
3. RoF is the max # of hits. Same as DW/DH/RT/OW


Ritual of de Orbis Mysteriis
The ritual will grab a planet and then move it into the screaming vortex with a brief warp transit

Next...
Basic Ingredients:
Powder of Tarnished Silver
Blood of the Imperium's Faithful
Skull of 8 Traitors
Candles made of Wax rendered from an Imperial Confessor
Cord made of human flesh and gold
A blade of Gold

These should be purchasable in any decent "cultists" supermarket :smallwink:

The more difficult ones
360 desperate souls
The Four souls of Charity, Law, Piety and Security

In the current timeline there are 2 options that you have for dragging a world into the depths of the screaming vortex as it requires some fairly specific astrological conditions.

In the Next 3 months: St. Annards Pennance (the mining/penal world home to some 20 million souls)

In between 7 and 12 months: The Capital Planet (Home to some 12 billion souls)

Henry the 57th
2012-11-11, 06:05 PM
Karesh Vul, Scion of Chaos

"I have trod on Terra once before, and I swear by the Dark Gods and by my murdered father, I shall do so again."

-Karesh Vul


http://i219.photobucket.com/albums/cc106/Robert100000/TerminatorSorcerer2.png


Archetype: Sorcerer
Pride: Wealth
Disgrace: Deceit
Motivation: Perfection (Sorcery)
Alignment: Unligned
Armor: Best Craftsmanship Legion Terminator Armor (Black Legion Armor): Osmotic Gill Life Sustainer, Sustainable Power Source, Auto-senses

Stats:

WS: 50
BS: 40
S: 50
T: 50
A: 30
I: 32
P: 27
Wp: 57
Fel: 35

Wounds: 19
Infamy: 33
Corruption: 21

Armor: 16 (All)

Movement: Half: 2 Full: 4 Charge: 6 Run: -

With Fettered Warptime: Half: 4 Full: 8 Charge: 12 Run: -
With Unfettered Warptime: Half: 6 Full: 12 Charge: 18 Run: -
With Pushed Warptime: Half: 9 Full: 18 Charge: 27 Run: -




Skills, Talents, and Traits:
Skills:
Athletics
Awareness
Common Lore (War)
Deception
Dodge
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War, Daemonology)
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Parry
Psyniscience
Scholastic Lore (Occult)

Talents:
Ambidextrous
Ancient Warrior
Bulging Biceps
Disarm
Heightened Senses (Hearing, Sight)
Iron Jaw
Legion Weapon Training
Mimic
Nerves of Steel
Psy Rating (4)
Quick Draw
Resistance (Cold, Heat, Poisons)
Swift Attack
Two-Weapon Wielder (Melee)
Unarmed Warrior


Traits:
Amphibious
Dark Vision
Psyker
Unnatural Strength (+4)
Unnatural Toughness (+4)



Psychic Powers:
Thought Sending
Delude
Mind Over Matter
Force Bolt
Force Storm
Warptime
Precision Telekinesis
Telekinetic Shield
Unnatural Healing


Cybernetics:
Black Blood

Mutations:
Warpsight

Implants:

Secondary Heart: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
Ossmodula: This implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (+4) Trait.
Biscopea: This implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (+4) Trait.
Haemastamen: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits
Larraman’s Organ: 5% instead of 10% chance of dying from blood loss
Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time.
Preomnor: Resistance (Poisons)
Omophagea: By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer usable by the Space Marine (until he devours another portion of an enemy, of course).
Multi-lung: Amphibious
Occulobe: This implants grants the Space Marine the Heightened Senses (Sight) Talent.
Lyman’s Ear: This implant grants the Space Marine the Heightened Senses (Hearing) Talent.
Sus-an Membrane: The Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Melanchromic Organ: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (+4) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Oolitic Kidney: Resistance (Poisons)
Neuroglottis: The Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
Mucranoid: Resistance (Heat)(Cold)
Betcher’s Gland: The Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
Progenoids: See page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Black Carapace: This implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.


Handy References:


+10 to all Awareness tests
+30 to all Awareness test with the auspex
+20 to tests based on sight and hearing.
-10 to Scrutiny tests.
+10 to tests to resist cold and heat and poisons.
+30 to Strength from Terminator Armour.
-20 to Agility from Terminator Armor.
Cannot Run or Dodge
Force Field of 35 that does not overload
Counts as having an auspex
+10 on Interaction test with members of the Traitor Legions
+5 on Deception tests
When healing, always counts as lightly wounded.
Heals 2 points of damage per day.



Gear:
Legion Bolt Pistol
Force Sword
Legion Combi-Bolter (Extremely Rare (-30), Ancient Warrior (+10), Single Item (+10))
Legion Chainfist (Extremely Rare (-30), Ancient Warrior (+10), Single Item (+10))
Best Craftsmanship Legion Terminator Armor (weighs 1/2 normal amount) (Near Unique (-50), Ancient Warrior (+20), Wealth (+20), Single Item (+10), Best Craftsmanship (-20), Trade Legion Combat Knife (+20))
Good Craftsmanship Legion Heavy Flamer (Very Rare (-20), Single Item (+10), Ancient Warrior (+10) Good Craftsmanship (-10))
Black Blood (Very Rare (-20), Single Item (+10))
Psy Focus
Micro-bead
Legion Frag Grenades
Reaper Autocannon
2 Volumes about the Changer of Ways
1 Volume of Ahirman's musings on sorcery
Good Craftsmanship Psy Focus Staff
Trophy Rack
Vortex Pendant
The Furies of Prospero
De Orbis Mysteriis
~50 other tomes
Skulls of 8 Traitors
Silver and Bone
Good-Craftsmanship Conversion Field
Magnoculars


Weapon Stats:
Legion Combi-Bolter
Basic, 80m, S/3/-, 1d10 + 9X, Pen 4, Clip 32, 2 Full, Tearing, Twin-Linked

Legion Chainfist
Melee, 2d10E, Pen 10, Power Field, Tearing, Unwieldy

Double Strength Bonus when adding to melee damage.


Force Sword
Melee, 1d10 + 6R, Pen 6, Balanced, Force

Good Craftsmanship Legion Heavy Flamer
Heavy, 30m, S/-/-, 1d10 + 12E, Pen 6, Clip 15, 2 Full, Flame, Spray, Reliable

Never Jams


Reaper Autocannon
Heavy, 300m, S/4/-, 3d10 + 8I, Pen 6, Clip 40, 2 Full, Reliable, Twin-Linked


Advances:

Psy Rating X2 (1500)
Two Weapon Wielder (Melee) (500)
Warptime (400)
Force Storm (350)
Simple Willpower Advance (250)
Precision Telekinesis (100)
Telekinetic Shield (200)
Unnatural Healing (300)
Swift Attack (500)
4100/4150xp spent

Alignment
Khorne - *
Nurgle -
Slaneesh -
Tzeentch - *
Unaligned - * * * * * * * *

Background and Personality:

Background:
Karesh Vul is a former member of the Sons of Horus. A Librarian even then, he was distraught by the False Emperor’s verdict at the Council of Nikea. This, combined with his loyalty and adoration towards his father, easily convinced him to join his Legion in rebellion.
He fought ably in the Horus Heresy, slaying countless lapdogs of the Emperor. He joined the attack on Terra, and stood atop the great walls, raining down fury on the insignificant loyalists below. None was more shocked than he when he felt his beloved father’s psychic death-scream. The power of it sent him into a coma, from which he did not recover for months. His brothers dragged his comatose form to safety in the following rout.
After his recovery, he joined Abaddon in his attack on Fabius Bile to retrieve the corpse of the Warmaster. The notion of cloning his father was blasphemous to him. Following their victory, he was horrified to watch as Abaddon burnt the corpse to cinders with a flamer. He could do little to stop the great captain. All he was able to preserve of his beloved father was a small fragment of charred bone, secretly removed from the burning corpse with his psychic abilities.
In compliance with the new Warmaster’s decree, he repainted his armor black. However, he soon found that he no longer wished to be a part of his Legion without Horus, and so left in one of the innumerable splinters that occurred over the centuries. He kept the small bone fragment that was all that was left of his father, and eventually had it placed into an amulet in the shape of the Eye of Horus. With exquisite care, rare machines, and powerful sorcery, he remade the fragment of Primarch bone into the shape of the black pupil at the heart of the eye.
Personality
Karesh Vul is bitter and vengeful. Everything he cared about, beyond his psychic power, has been taken from him. Now he seeks to enact bitter vengeance against the False Emperor in the name of his father. He has vowed to one day return to Terra with the Legions of Chaos, to finish what his father started so long ago. To this end, he seeks to perfect his sorcery, becoming a being of pure psychic energy, beyond anything the Emperor’s slaves can hope to defeat. However, he is extremely cunning and knows well the value of patience. He has waited 10,000 years to avenge himself fully, and can wait another 10,000 if need be.
Vul is highly protective of the amulet he wears around his neck. Though none living now know it, the pupil of the Eye of Horus is none other than a charred, sculpted fragment of the Warmaster’s bone. It is all he has left of his father, and he will kill without hesitation anyone and anything that dares to threaten it in any way.



Esta, Vul's Psychic Familiar:

Esta is a oddity. Her species is unknown, even to Vul himself. She appears as a snake that is somehow able to slither through the air itself. Her skin changes color to avoid the detections of enemies and predators. She has a sharp, venomous bite and a strong body, but nonetheless seems to instinctively shun combat, slithering to hide in dark recesses in most cases. She is able to seek out that which is hidden for her master, whose ability to do this without technological aid has been somewhat degraded by mutation. She seems to be able to dampen the Warp by her mere presence.

{table] WS | BS |S |T |Ag | Int | Per | WP | Fel
35 | — | 20 | 10 | 40 | 10 | 35 | 20 | 15 [/table]

Movement: 6/12/18/32
Wounds: 4
Armour: Npne.
Total TB: 1
Skills: Awareness (Per) +20, Concealment (Ag), Dodge (Ag), Search (Per), Stealth (Ag).
Talents: Swift Attack
Traits: Bestial, Flyer (8), Natural Weapons, Size (Puny: -20 to hit, +20 Stealth, Base Movement AB-2), Toxic.
Familiar Features: Cowardly, Warded.
Weapons: Fangs (Melee, 1d10+1, Toxic)


"I shall speak in only the best Dark Blue."

Mekboy
2012-11-11, 06:34 PM
Alicia Kalt, The Bloodsoaked Lady
"Truly you are privileged to be killed by one as magnificent as myself."

Main stats
WS: 58
BS: 30
S: 50 (60 with power armour)
T: 40
Ag: 40
Int: 25
Per: 30
WP: 40
Fel: 21

Infamy:20
Wounds:13
Corruption:19

Pride: Martial prowess
Disgrace: Hubris
Motivation: Violence

Skin: Pale, grimy
Hair: Short, inexpertly cut
Build: Fairly small and skinny
Height: 1.60m
Weight: 70kg

Traits• Adroit (WS)
• Purity of Aggression
• The Quick and the Dead
• Unnatural strength

Skills• Athletics
• Awareness
• Common lore (Jericho Reach, Screaming Vortex, war)
• Dodge +10
• Intimidate
• Linguistics (Low Gothic)
• Operate (Bike)
• Parry +10
• Scholastic lore (Tactica Imperialis)
• Survival
• Tech-use
• Trade (Armourer)


Talents• Ambidextrous
• Battle rage
• Berserk charge
• Catfall
• Combat master
• Crushing blow
• Disarm
• Enemy (Everyone)
• Exotic weapon training (Hellblade)
• Flesh render
• Frenzy
• Hatred (Everyone)
• Heavy weapon training (Bolt)
• Jaded
• Lightning attack
• Pity the weak
• Quick draw
• Rapid reload
• Sure strike
• Swift attack
• Two weapon wielder (melee)
• Weapon training (Bolt, chain, las, power, primary, SP)


Equipment• Best quality mono powerfist
• Hellblade
• Power sword
• Bolt pistol
• Best quality bionic arm
• Bionic muscle enhancements (synthmuscle)
• Light power armour (chain loinguard, auto-sense, vox-link, sustainable power source)
• Force field of some kind (Working)
• Trophy rack
• Good quality respirator
• Good quality combat webbing
• 3 sets of good quality clothing (Bodygloves)
• Backpack
• 4 demo charges

BackgroundAlicia’s roots are far from noble. Born amongst the squalor and filth of the lower hives of Volg, it was soon obvious that she had a knack for violence. Her youth was largely spent acting as a hired gun among the gangs, fighting for whoever promised the most money and bloodshed. Eventually, this was not enough. Alicia got lucky, and found herself travelling systems as a bounty hunter, doing much as she had done before, only on a much grander scale. Soon even this was not enough, and Alicia found herself amongst a crew of reavers, preying upon the fat-bellied merchant and pilgrim ships. It was then the whispers in the back of her mind began. Promises of true power and a name that would echo down the millennia. As she listened, she changed. Soon the piracy was simply for the bloodshed – she left the looting of petty trinkets to the rest of the crew, instead stalking the corridors of the ships looking for survivors. Even her reaver crew were becoming afraid of her, not knowing what minor misdeed would set off her hair-trigger temper and signal a sudden, bloody death. Eventually, the whispers told her the truth. As Khorne’s searing hatred flowed into her mind, she felt her true calling. The hordes of Chaos – now there was a life fit for such a magnificent specimen as her new self.

PersonalityAlicia Kalt’s life is one of deranged violence and sudden mood swings. In most she circumstances she shows an arrogant disposition, speaking with obvious contempt of her perceived underlings. The best her personality reaches is a reluctant respect for warriors she deems her equal.
Her goal, insofar as it can be called that, is simply to kill. The skulls of the hated Imperium must adorn her trophy rack to further her glory and that of the Lord of War. Khorne’s blessing shows that he is pleased with her work, and that she must continue.


Exp spending0-1,500
• +5 strength – 250
• Berserk charge – 250
• Flesh render – 250
• Frenzy – 250
• Pity the weak – 250
• Weapon training (power) – 250

1,500+ (Khorne aligned)
• Two-weapon wielder – 500
• Battle rage – 300
• Combat master – 300
• Swift attack – 300
• Lightning attack – 400
• Parry +10 – 200
• Crushing blow - 400
• Exotic weapon training (Hellblade) - 500
• +5 WS - 250


I'd like dark red for speaking.

Lucretia
2012-11-11, 11:03 PM
http://www.wowpedia.org/images/thumb/d/dd/Blistering_Oozeling.jpg/200px-Blistering_Oozeling.jpg

watupwithdat
2012-11-12, 05:48 AM
Qaeviir


"..."
-Magister Immaterial Qaeviir


http://i.imgur.com/qKTV0.png

Character sheet

Current conditions and effects


Precognition sustained @PR4 on himself. +8 to Evasion tests.


Name: Qaeviir
Archetype: Q’Sal Magister Immaterial of Tarnor
Pride: Fortitude (+5 T, -3 Ag/Int)
Disgrace: Betrayal (+5 Corruption, -10 Charm attempts)
Motivation: Perfection (+5 WP, -3 WS/BS)
Alignment: Tzeentch

Characteristics
{table] WS | BS |S |T |Ag | Int | Per | WP | Fel | Infamy
22 |22 | 25 | 50 | 30 | 44 | 45 | 60 | 45 | 28 [/table]

List of various test modifiers and other handy things


Spend Infamy point to reroll Psychic Phenomena (take 2nd) or decide who it affects.
Rolls Psychic Phenomena twice, picking one.
Can sustain 2 powers without taking PR penalties.
+2 to Initiative modifier.
+20 to Decieve/Charm/Intimidate tests.
As a Half Action, +0 WP test to gain Fear (1) for 5 minutes, plus 1 minute for each DoS after first.
Field rating of 55, overload on 01. 1d10 for scatter direction (p. 246) and 2d10 for metres travelled.This action is usually automatically triggered by the attack through unfathomable sensors, though a user can manually activate the device if desired. This flickering into and then back from the dangers of the Empyrean is often as hazardous as the actual attack, however.

If the field blocks an attack, roll for a random direction, then roll 2d10 for the number of metres travelled—the wearer will always emerge on solid footing and in a suitable empty space. If all three dice come up with the same number (e.g. three sevens), then the user does not re-emerge for 1d5 Rounds and gains 1 Corruption point from exposure to strange energies. If the wearer was Surprised, he must forfeit his next Turn due to the shock.
May use Whispers of Fate as a Reaction when called to make an Evasion test, -10 Perception Focus test. @Unfettered: <= 65. Precognition sustained @PR4: <= 73.
No phenomena @Unfettered. If rolling doubles @Unfettered, add PR to damage if next power deals damage.
-10 to Charm tests.
Counts Fear ratings as 1 lower; 2 lower if the cause has psychic ability.
When pushing, up to +5 to PR. Phenomena modifier: +5 per +1 rating desired, up to a maximum of +5/+25.
+1 PR when pushing.
Immune to the effects of photon flash grenades.
May reroll failed WP tests to resist psychic powers that affect his mind.
Animals within 30m get spooked and agitated.


Wounds: 13
Current Wounds: 13
Corruption: 27

Armor: Arms, Body, Legs (4), Head (1)
Movement: Half 3m Full 6m Charge 9m Run 18m

Skills, Talents, Psychic Powers and Traits

Skills
Awareness (Perception)
Common Lore (Tech, Screaming Vortex, Q'Sal) (Intelligence)
Deceive +10 (Fellowship)
Dodge (Agility)
Forbidden Lore (Archeotech, Daemonology, The Warp) (Intelligence)
Forbidden Lore +10 (Psykers) (Intelligence)
Inquiry (Intelligence)
Linguistics (Low Gothic, Tarnorian Sign Language) (Intelligence)
Logic (Intelligence)
Psyniscience +10 (Perception)
Scholastic Lore (Occult) (Intelligence)
Scrutiny (Perception)
Tech-Use (Intelligence)
Trade (Cryptographer) (Intelligence)

Talents
Child of the Warp (Permanent effect: Aura of Taint)
Favoured by the Warp
Foresight
Jaded
Psy Rating (4)
Strong Minded
Unremarkable (magical)Any attempts to recall the character’s face or spot him in a crowd suffer a –20 penalty. In addition the character gains a +20 when using the Deceive Skill to either convince someone he has never seen or met him before or if he is trying to appear harmless and ordinary. This talent works regardless of how many mutations he has, what weapons he is carrying, or even if he is a Chaos Space Marine.Weapon Training (Primary, Las)
Weapon Training Exotic (Q'Sal)

Psychic Powers
Befuddling Curse
Bio-Lightning (Neural Storm)
Glimpse
Precognition
Whispers of Fate (Precognitive Dodge)

Traits, Gifts and Special Abilities
Chaos Psyker
Dark Sight
Illusion of Normality
This gift is more than a quirk, it is an active power, and as such it may be detected by enemies using the Psyniscience Skill. The number of mutations the character has does not affect enemy Psynesicence Tests made to detect his presence.Magus Supremus
Psyker (Unbound)
Steel-hearted
The Quick and the Dead (+2 Init)

Equipment and Cybernetics

Cranial Armour (+0 scarce, +10 single = +10)
Best Craftmanship Displacer Field (-50 near unique, +10 single, -20 best, +50 trade force staff = -10)
Finely made heavy robes
Grimoire containing acquired lore
Interkeratic Implants [out of RT:HA] (+0 scarce, +10 single = +10)
Mesh Combat Cloak
Micro-bead
Good Craftmanship Psy-Focus (+10 average, +10 single, -10 good = +10)
Q’Sal Crystal Caster, 3 clips
Good Craftmanship Tarnor Mimic-Mask [Good Craftmanship: +0 WP test instead of -10 WP test] (rare -10, +10 single, -10 good = -10)
Scavanged Warp Staff (extremely rare -30, +10 single, +10 scavanged = -10)
Psychic Familiar (Double-headed Razorwing)
Injector (in the form of a patch)
Plas, 1 dose

Loot from the penal transport

GC Plasma Pistol
GC Chest Carapace Plate (no one wants this particular item in a trade)
Captain's Fancy Uniform
Captain's stick of rank

Background

Qaeviir was not very unlike other sorcerer-technocrats of Tarnor, if one could say they are all alike -- which they're of course not, as expected when it comes to followers of the Changer of Ways. Qaeviir did however not spend as much time as others of Tarnor on the art of building daemon machines and other marriages of technology and sorcery, but had instead focused more of his attention on the various feats, devices and so on that could be achieved and what had been achieved with resources outside of Tarnor, as well as Q'Sal, and the without the restrictions decreed by the Arch Qaestor.

Of course, he had some interest in the city's goings-on and sometimes built deadly contraptions and traded in souls just like any other, but it was not what interested him. And it was to that extend Qaeviir left Q'Sal and ventured into the myriad worlds of the Screaming Vortex to discover and gather knowledge. Out of the reach of Tarnor and the Arch Qaestor, he had also taken the opportunity to break from the decree, and actually uttered words -- something he had not done in a long time while on Q'Sal. This seeming betrayal of the laws of Tarnor did not bother him much though, as they had no way of enforcing it while he was off-world, and it would just hinder him in his endeavours considering how few actually knew the sign language of his glorious underground city. That is not to say that he sometimes forget to speak, instead signing with his free hand, it being so ingrained in his being.

Advances

Advances
+5 Willpower, 100 xp, Tzeentch
Favoured by the Warp, 400 xp, Tzeentch
Glimpse, 100 xp
Forbidden Lore (The Warp) +0, 100 xp, Tzeentch
Forbidden Lore (Daemonology) +0, 100 xp, Tzeentch

Alignment
Khorne: 0
Slaanesh: 1
Nurgle: 0
Tzeentch: 12

XP spent: 800
XP remaining: 350

Psychic familiar
Double-headed Razorwing
A Razorwing with two heads, a mutation disturbing to most, that's been captured, sold, taken as loot and traded before ending up in the hands of the Magister Immaterial known as Qaeviir, who turned it into a psychic familiar. Its razor sharp feathers, and at times bickering two heads, has the potential of causing deep cuts and damage if handled without care. This particular Razorwing is in addition to curious also rather stubborn, which causes issues (and bloodletting) if it feels like searching someone's pocket or similar and that person uncautiously get their hands too close. It doesn't give up just by being swatted away either (to the swatter's displeasure).

http://i.imgur.com/7l5jmUm.jpg

{table] WS | BS |S |T |Ag | Int | Per | WP | Fel
47 | — | 31 | 41 | 52 | 27 | 48 | 28 | 10 [/table]

Movement: 4/8/12/24 (Flying: 8/16/24/48)
Wounds: 11
Armour: Toughened Feathers (All 2).
Total TB: 4
Skills: Awareness (Per), Dodge (Ag), Stealth (Ag).
Talents: Frenzy, Furious Assault, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack.
Traits: Bestial, Deadly Natural Weapons, Flyer (8), Natural Armour (2), Size (Weedy; -10 to hit, +10 Stealth, Base Movement AB-1).
Familiar Features: Additional Head, Inquisitive, Psychic Reservoir, Stubborn.
Weapons: Beak & Claws (1d10+3 R; Pen 2; Tearing), Wings (1d10+3; Pen 0; Razor Sharp, Tearing).

Linked Minds: Should the familiar suffer corruption, the master will recieve the same amount unless passing +0 WP test.
Psyber-lure: The master is able to perceive anything the familiar does while in range (1km x WP bonus). Issuing commands is a free action (may be spoken or a mind-impulse through the psyber-lure). If the master comes under attack the familiar will defend the master and attack the assailant until the assailant is either dead or issued instructions otherwise. Upon completing a task, the familiar will return to the master unless ordered otherwise prior.
Psychic Reservoir: The psyker may sustain up to two powers without suffering a penalty to the effective psy rating of those powers (he still suffers penalties if sustaining 3 or more powers).


Information about various things Qaeviir has gathered
To convert the Beacon from being a beaming beacon of souls that go directly to Slaneesh you need to...


The skulls of 9 daemonettes
7 devotees of Slaneesh to burn in the flames
Siver and bone - check
A horror of Tzeetch to seal the portal - needs to be summoned beforehand assumably
9 hours of ritual chanting from a choir of castrati

__________________________________________________

De Orbis Mysteriis:

The ritual will grab a planet and then move it into the screaming vortex with a brief warp transit

Next...
Basic Ingredients:
Powder of Tarnished Silver - check
Blood of the Imperium's Faithful - easy to get on the penal moon
Skull of 8 Traitors - check
Candles made of Wax rendered from an Imperial Confessor -
Cord made of human flesh and gold - check
A blade of Gold -

These should be purchasable in any decent "cultists" supermarket :smallwink:

The more difficult ones
360 desperate souls
The Four souls of Charity, Law, Piety and Security

Charity: Sister Hospitaler according to Henry/Vul.
Law: High-ranking Arbites of the world?
Piety: An Ecc. priest?
Security: Prison personnel. Warden?


In the current timeline there are 2 options that you have for dragging a world into the depths of the screaming vortex as it requires some fairly specific astrological conditions.

In the Next 3 months: St. Annards Pennance (the mining/penal world home to some 20 million souls)

In between 7 and 12 months: The Capital Planet (Home to some 12 billion souls)



Vul would be aware of most of the details such as the basics of the how to form the chaos penticles (the basic ingredients) and the need for the "4 souls" - one per God.

He would also be aware that there is time frames but not the specific details or how they related to Skadarii (the captial planet) or St. Annards Penance (the penal colony)

Lucretia
2012-11-12, 06:52 AM
So, since we're allowed to post in the OOC now, question time!

If I have a haywire grenade and I throw it at someone with a force field, can the force field stop the haywire grenade from shutting it down?

DrK
2012-11-12, 07:09 AM
So, since we're allowed to post in the OOC now, question time!

If I have a haywire grenade and I throw it at someone with a force field, can the force field stop the haywire grenade from shutting it down?

No. The forcefield could protect the wearer from being bruised by the grenade but the haywire may affect the field depending on the roll.

You can test psyniscience. You can't specify the magus, as you can't see or identify him but you can get the highest rating in the temple. Likely him obviously...

Lucretia
2012-11-12, 07:10 AM
Coolio.

Will I be able to reroll? Like, could I 'ping' several times on my mental radar?

[roll0] v. 80 (Glimpse)
[roll1] v. 45, 70 if the above worked.

EDIT: The tone of the game, judging by my rolls, is going to go SWIMMINGLY.

DrK
2012-11-12, 07:20 AM
Coolio.

Will I be able to reroll? Like, could I 'ping' several times on my mental radar?

[roll0] v. 80 (Glimpse)
[roll1] v. 45, 70 if the above worked.

EDIT: The tone of the game, judging by my rolls, is going to go SWIMMINGLY.

A couple of rerolls yes but not ad naeseum, if you failed a few then it would just e bad interference.

Plus, if the rolls are bad when its unimportant then it means they can be good when it matters.

Lucretia
2012-11-12, 07:23 AM
Well I hope so. With any luck, I will one day have more items than I started the game with. :smalltongue:

Anyways, I'll make three more rolls, for three more pings. I hope that doesn't breach the ad nauseam limit? :smallredface:

[roll0] v 80
[roll1] v 45/70, +3 BDoS

[roll2] v 80
[roll3] v 45/70, +3 BDoS

[roll4] v 80
[roll5] v 45/70, +3 BDoS

EDIT: No, but really, these rolls are terrible. After 15 seconds I finally got something approaching an okay result. 5 DoS. :smallfrown:

DrK
2012-11-12, 07:33 AM
Well I hope so. With any luck, I will one day have more items than I started the game with. :smalltongue:

Anyways, I'll make three more rolls, for three more pings. I hope that doesn't breach the ad nauseam limit? :smallredface:

[roll0] v 80
[roll1] v 45/70, +3 BDoS

[roll2] v 80
[roll3] v 45/70, +3 BDoS

[roll4] v 80
[roll5] v 45/70, +3 BDoS

EDIT: No, but really, these rolls are terrible. After 15 seconds I finally got something approaching an okay result. 5 DoS. :smallfrown:

Some special rolling there! I'm sure dice karma will kick in at some point.

Lucretia
2012-11-12, 07:36 AM
Actually, no. This is accrued bad karma for all of my characters' evil deeds. The forum is attempting to reject me, as a body rejects a disease. :smallbiggrin:

Are the poisons from Soul Reaver acceptable game, or do we want to keep this to Black Crusade books only?

Also, how do scrap code generators work? :smallconfused: Is it like, I put the generator on something, press a button, pass a -20 test, and then if I wanna interact with it in the future it's a +40? Because that seems peculiar -- surely that must be how it is meant to be used, to place an artificial limit of -20 and to allow people to make the tests more easily for anything, but still. Bizarre.

DrK
2012-11-12, 07:49 AM
Actually, no. This is accrued bad karma for all of my characters' evil deeds. The forum is attempting to reject me, as a body rejects a disease. :smallbiggrin:

Are the poisons from Soul Reaver acceptable game, or do we want to keep this to Black Crusade books only?

Also, how do scrap code generators work? :smallconfused: Is it like, I put the generator on something, press a button, pass a -20 test, and then if I wanna interact with it in the future it's a +40? Because that seems peculiar -- surely that must be how it is meant to be used, to place an artificial limit of -20 and to allow people to make the tests more easily for anything, but still. Bizarre.

Being the geek and fan of 40k that I am, I have pretty much all the books so some non BC stufff is ok.

As for scrap code things, I'm at work so will check tonight when i get home

watupwithdat
2012-11-12, 08:07 AM
As the finding players thread sees less attention now, I'll repost the last half of it here.



5. Game Balance.
Don't you think the Warp Instability trait counteracts it at all? It's a pretty damn dangerous trait to have, I'd say.

There should be some way he has been able to modify his armour to incorporate his menacing visage, perhaps trying to mimic it on the outside, or some such. He's got a pretty good reference for how it might look. Besides, it's warp and chaos. Why wouldn't it somehow "shine through" the armour for those who behold him? It's not really logical. Just like with Darksoul. You just feel it.

And if it's balance that's so horrible, why not bump it down to Fear (3) while he's wearing his helmet, and then go full-fledged Fear (4) while his helmet is off and he really wants to terrify people?

I also don't think allies or those who should be 'used' to one's Fear rating should be affected, as that'd cause sooooo much gameplay issues on every side of the coin.

There seem to be quite a bit of Slaanesh. As I'm thinking Luc's character may go Slaanesh sooner or later, perhaps we want some more Dark God equality?

As I'm sure you're probably not going to budge on the Gift as it is, even though Warp Instability is quite a drawback, I've got some additional ideas for compromises if needed.

Lucretia
2012-11-12, 08:09 AM
Edit2: There seem to be quite a bit of Slaanesh. As I'm thinking Luc's character may go Slaanesh sooner or later, perhaps we want some more Dark God equality?

Whaaat? Lucretia, going Slaaneshi? That's impossible! Absurd! It would never happen!

... yes, I intend for Phinneas to end up Slaaneshi, although not in the traditional sense. Really, his personality seems more like a sick and twisted Nurgle.

DrK
2012-11-12, 08:44 AM
On equipment

Trades: not all trades are accepted. For instance the man selling the psychic hood has no interest in the legion combat knife
Quality: the reaver spaceport has little in the way of best quality stuff. And no best quality fields or legion gear. It's more like a crazed flea market.

watupwithdat
2012-11-12, 08:45 AM
Good Craftmanship Conversion Field (-30 extremely rare, +10 single, -10 best, +30 legion power sword = +0)

As he couldn't find one of the best craftmanship ones, maybe he was able to find a little less rare item.

I should probably remember to actually test for it as well. :smallbiggrin:

[roll0]


On equipment

Trades: not all trades are accepted. For instance the man selling the psychic hood has no interest in the legion combat knife
Quality: the reaver spaceport has little in the way of best quality stuff. And no best quality fields or legion gear. It's more like a crazed flea market.

Not all items you buy from a "merchant" though according to the book. You are as likely to find it in a bazaar, as you are to trade a weapon to a thug who then runs off and steals it for you from what I could understand.

Lucretia
2012-11-12, 08:47 AM
On equipment

Trades: not all trades are accepted. For instance the man selling the psychic hood has no interest in the legion combat knife
Quality: the reaver spaceport has little in the way of best quality stuff. And no best quality fields or legion gear. It's more like a crazed flea market.

Could we have information on what trades will be accepted before we make the rolls, then? That sort of stuff seems important. And, as with all house rules, it's really nice to have them codified.

Henry the 57th
2012-11-12, 08:47 AM
Wait, there's someone selling a psychic hood? Unless he's got a dozen Astartes for backup or something, I mug him and take it. I just assumed that we didn't see it.

watupwithdat
2012-11-12, 08:51 AM
To quote the book:

"A Heretic cannot simply purchase the items he needs at some sort of bazaar or store. Rather, if he cannot scavenge or pillage what he needs, he must obtain it from his fellow outcasts and renegades through a complex web of favours, bribes, influence, and outright extortion."

DrK
2012-11-12, 08:55 AM
To quote the book:

"A Heretic cannot simply purchase the items he needs at some sort of bazaar or store. Rather, if he cannot scavenge or pillage what he needs, he must obtain it from his fellow outcasts and renegades through a complex web of favours, bribes, influence, and outright extortion."

The psychic hood was an example rather than literal.
If people mention what they are looking for/ wanting to trade before they start rolling I can let people know what's available. As so far people have just assumed everything is available and started rolling.

Henry the 57th
2012-11-12, 08:59 AM
Alright, that seems reasonable.

Anywho, I see into the Warp. Did that sight reveal anything unusual about this sorcerer guy, besides the fact that he's a sorcerer?

Lucretia
2012-11-12, 09:01 AM
I figure if I roll for something that isn't available, you'd let me know. :smallredface: I just like to conserve posts.

watupwithdat
2012-11-12, 10:30 AM
We may want to compile a list of house rules for the game, as there might be a few seemingly.


Try and get 2-4 frag grenades - [roll3] vs 49

It's worth noting that grenades come in bundles of 10, so testing for a single item (+10) gets you 10 grenades.

Lucretia
2012-11-12, 03:35 PM
We are really rocking these acquisition rolls, too.

Maybe we'll get some free items as we progress through. That's, at this point, more likely than us ever getting things.

Except for Henry, who surprisingly won the roll (if not the item) of a Unique from the get-go. :smallwink:

Of course, I still think it's utter malarky that sorcerers get a gosh darn force weapon from the start, but I've ranted about the disparity in gear in other places in more detail. I'll leave it at "it's stupid and unbalanced" for now. :smallbiggrin:

Henry the 57th
2012-11-12, 03:46 PM
Weird. The Intimidate roll didn't work for some reason. Let's try that again:

[roll0] vs. 60

Lucretia
2012-11-12, 03:47 PM
You can't edit in rolls.

EDIT: How are you getting 60 for your Intimidate check? I'm not sure I understand the math. It seems too low.

Henry the 57th
2012-11-12, 03:54 PM
You can't edit in rolls.

EDIT: How are you getting 60 for your Intimidate check? I'm not sure I understand the math. It seems too low.

Forgot. :smallredface:

Intimidate is a Strength check. I have 50 to start, +30 from my armor. However, I'm using the skilled untrained, which gives a -20 penalty. So, 60.

Lucretia
2012-11-12, 03:56 PM
It's actually willpower, as the errata says (and the skill says when you look at 'skill description' instead of the tables). However, it's also under, what's it called, 'creative use of characteristics' or something of the sort. You can use alternative characteristics to intimidate people, depending on the situation at hand.

Anyways, if it's strength, you get two bonus DoS. I had forgotten it wasn't trained for you, so I wasn't taking the -20 into effect. Thank you for clearing it up. :smallsmile:

Henry the 57th
2012-11-12, 04:04 PM
It's actually willpower, as the errata says (and the skill says when you look at 'skill description' instead of the tables). However, it's also under, what's it called, 'creative use of characteristics' or something of the sort. You can use alternative characteristics to intimidate people, depending on the situation at hand.

Anyways, if it's strength, you get two bonus DoS. I had forgotten it wasn't trained for you, so I wasn't taking the -20 into effect. Thank you for clearing it up. :smallsmile:

Strength is more appropriate for what I'm doing. I'm not having any sort of Willpower contest with him, I'm leveling a gun and threatening to shoot the hell out of him if he doesn't comply with my demands.

:smallconfused: Why would I get a bonus for using Strength again?

DrK
2012-11-12, 04:05 PM
Alright, that seems reasonable.

Anywho, I see into the Warp. Did that sight reveal anything unusual about this sorcerer guy, besides the fact that he's a sorcerer?

Nothing special at all


We may want to compile a list of house rules for the game, as there might be a few seemingly.
It's worth noting that grenades come in bundles of 10, so testing for a single item (+10) gets you 10 grenades.

Aside from the "ask about item availablity, and some trades aren't suitable" - which I think is stage 1 in the acquisition rules I think the only real house modifications are...

* Auspexes don't stack with heightened senses
* Fear can be muffled if its just not visible

Please shout out anything else I've missed.

Lucretia
2012-11-12, 04:10 PM
They actually removed the 'acquisitions are changed depending on where you are' in the errata. So it is purely house rule now. You missed 'quality will have homebrew effects on items.' It's in the book, but the book says (paraphrased) to each GM their own, so it is a house rule by my approximation. :smallbiggrin:

You have unnatural strength 4. That gives you two bonus degrees of success.

DrK
2012-11-12, 04:18 PM
Willpower [roll0]

Henry the 57th
2012-11-12, 04:19 PM
They actually removed the 'acquisitions are changed depending on where you are' in the errata. So it is purely house rule now. You missed 'quality will have homebrew effects on items.' It's in the book, but the book says (paraphrased) to each GM their own, so it is a house rule by my approximation. :smallbiggrin:

You have unnatural strength 4. That gives you two bonus degrees of success.

Oh yeah. Well, that makes 5 DoS. Hopefully enough to convince him to just give me the damn staff in return for my sword. I'd rather not spend too much of everyone's time on this sidequest, but who knows when this kind of opportunity will come again?

watupwithdat
2012-11-12, 04:20 PM
I believe using Strength as a characteristic for Intimidate tests is more reflected in physical violence, like threatening to hit someone. Not sure aiming a weapon at someone is the same thing. But I'm luckily not the one ruling that one. :smalltongue:

Henry the 57th
2012-11-12, 04:24 PM
I believe using Strength as a characteristic for Intimidate tests is more reflected in physical violence, like threatening to hit someone. Not sure aiming a weapon at someone is the same thing. But I'm luckily not the one ruling that one. :smalltongue:

I would think activating my chainfist in front of him woud count as such a threat, if my cannon didn't.

watupwithdat
2012-11-12, 04:33 PM
Looking at the Intimidation modifers on page 101 I'm thinking your Intimidation test would get -20 or -30. Less of a success then, if even a success.

Henry the 57th
2012-11-12, 04:36 PM
Looking at the Intimidation modifers on page 101 I'm thinking your Intimidation test would get -20 or -30. Less of a success then, if even a success.

Why? I'm rather obviously physically superior to him, and I have the better weapons. I have no idea about psychic powers, but at the least he's not noticeably stronger than I am.

watupwithdat
2012-11-12, 04:49 PM
Why? I'm rather obviously physically superior to him, and I have the better weapons. I have no idea about psychic powers, but at the least he's not noticeably stronger than I am.

You're outnumbered and he's probably a more powerful individual than your character. It's not just about your Strength characteristic. :smalltongue:

Lucretia
2012-11-12, 04:50 PM
Initiative time.

[roll0] + 20.

I'm guessing I go first.

Henry the 57th
2012-11-12, 04:53 PM
Four shots hit. 42 vs. 80 (40 + 20 (Aim) + 10 (Twin-Linked) +10 (Short Ranged))

Unnatural Ballistics Skill adds 2 DoS, for 6. So one initial and an additional 3 shots.

Lucretia
2012-11-12, 04:55 PM
Your math is off. You'd need seven DoS to get four shots, since semi-automatic is one on the first DoS and one for every two thereafter. At least, that's my understanding of it. :smallredface:

watupwithdat
2012-11-12, 05:01 PM
6 DoS.

1st hit: DoS 1
2nd hit: DoS 3
3rd hit: DoS 5

DrK
2012-11-12, 05:03 PM
Initiative
Horde/ Guards [roll0] (choose best) +6
Magus [roll1]

How did you get +20 to your Initiative?

Lucretia
2012-11-12, 05:05 PM
Combat Sense + Preternatural Awareness + The Quick and the Dead.

I am an extremely perceptive old man. :smallbiggrin:

Henry the 57th
2012-11-12, 05:06 PM
Sorry, you're right. 3 hits on the magus. I want this guy dead before whatever daemon he has around shows up.

Initiative:

[roll0]

DrK
2012-11-12, 05:06 PM
A useful roll or two for me...
[roll0]

Lucretia
2012-11-12, 05:10 PM
They'll be effected by Farius' fear now, won't they? Although they won't make their willpower check until his turn, if I've understood correctly.

EDIT: Also, I'll go ahead and begin my post, since I don't think anyone else can go before me.

watupwithdat
2012-11-12, 05:13 PM
I guess I might aswell roll initiative for Farius, though I still haven't decided on how he will act in this combat encounter he did not start himself.

Initiative: [roll0]+7 = 15


They'll be effected by Farius' fear now, won't they? Although they won't make their willpower check until his turn, if I've understood correctly.

If they consider him a hostile, I assume yes. A character test for Fear during the start of one's turn.

Lucretia
2012-11-12, 05:21 PM
So, walls and stuff bleed within [roll0] meters of Phinneas.

DrK
2012-11-12, 05:25 PM
So the guards nearby
[roll0] For the 3 guards
And [roll1] for the psyker in the crowd

- THe magus is 30m away so out the 25m effect
- THe crowd suffer the -10WP but as the corruption won't kill them I won't make a WP test for them.

[roll2] for Minions
[roll3] for Precognition if needed
[roll4] for force field if necessary

Also He is wearing a "Talisman of Tzeentch"
- Could the psykers make a Challenging (+0) WP test or reduce their psy-rating by 1 per DoF whilst in the area (50m)

Henry the 57th
2012-11-12, 05:29 PM
So I believe Mr. Sorcerer takes two hits from my cannon, yes?

Lucretia
2012-11-12, 05:30 PM
Sorry, the crowd suffers the -10 WP from what? :smallconfused:

And my willpower test.

[roll0] v. 73, bolstering it with an Infamy point.

watupwithdat
2012-11-12, 05:30 PM
So, walls and stuff bleed within [roll0] meters of Phinneas.

Seems Farius got what he wished for. Blood on the walls.

Lucretia
2012-11-12, 05:32 PM
So it's PR 8, not 11. Oh well. That gives a -16 to every willpower test made by my enemies within 40 meters, which still includes the sorcerer we're fighting. And if anyone within that range fails a willpower test, they take 1d5 corruption points per degree of failure.

So that's not too shabby, even despite that abysmal roll.

EDIT: Sorry, miscounted DoF. In three rounds it'll return to it's PR 11 glory, though, if I've understood the amulet properly.

Mekboy
2012-11-12, 05:36 PM
So would it be alright if I enter the combat in the second round?

watupwithdat
2012-11-12, 05:39 PM
So would it be alright if I enter the combat in the second round?

I doubt your character is anywhere close, I'm afraid. And if she is, it'll take more than a round getting there. And unless there's some shared background, I'm not sure she knows who to side with. Due to Purity of Aggression I'm guessing she'll fight anyone and everyone though. :smallbiggrin:

Lucretia
2012-11-12, 05:41 PM
Also, please do roll corruption for failed willpower tests with Host of Fiends. Unnamed NPCs die when they reach 10 corruption points, if I remember correctly, so there's a very real chance they'll die if they fail the willpower saves. And, of course, Mr. Sorcerer might fail one as well. It's unlikely, but if we got him to 100 CP he'd die by default.

Mekboy
2012-11-12, 05:48 PM
Drk suggested by pm that I coincidentally be somewhere near. As for the fighting anyone and everyone... hmm. On the one hand the party is primarily people a normal khornate would hate, but Alicia pretty much hates everone equally. And given the choice of running in and slaughtering the guys attacking a shrine of tzeentch and running in and slaughtering the defenders of a shrine of tzeentch, I'd guess she'd go for the latter. Or we could say that she knows at least one PC from before hand.

Lucretia
2012-11-12, 05:52 PM
You could always know Phinneas.

Everyone knows Phinneas. They just don't know it yet.

Mekboy
2012-11-12, 05:53 PM
I guess healers do tend to make quite a few friends.

watupwithdat
2012-11-12, 05:54 PM
Drk suggested by pm that I coincidentally be somewhere near. As for the fighting anyone and everyone... hmm. On the one hand the party is primarily people a normal khornate would hate, but Alicia pretty much hates everone equally. And given the choice of running in and slaughtering the guys attacking a shrine of tzeentch and running in and slaughtering the defenders of a shrine of tzeentch, I'd guess she'd go for the latter. Or we could say that she knows at least one PC from before hand.
Ah, ok, then I guess you're close.

Well, I guess you could start with the guards on your way in? We'll see how it develops after that. :smallwink: Farius is unfamiliar with your character and, until some minutes before, Vul.

Lucretia
2012-11-12, 05:54 PM
He's just old and travels around a lot. Plus, he designs planets. Who wouldn't want to know Phinneas? :smalltongue:

Henry the 57th
2012-11-12, 06:01 PM
So, can I roll damage for the two shouts that got through his field? :smallconfused:

DrK
2012-11-12, 06:11 PM
So it's PR 8, not 11. Oh well. That gives a -16 to every willpower test made by my enemies within 40 meters, which still includes the sorcerer we're fighting. And if anyone within that range fails a willpower test, they take 1d5 corruption points per degree of failure.

So that's not too shabby, even despite that abysmal roll.

EDIT: Sorry, miscounted DoF. In three rounds it'll return to it's PR 11 glory, though, if I've understood the amulet properly.

The -10 was from what I thought was an unfettered use of the power (So PR5). I hadn't realised you were pushing it. When you are posting things like that can you please identify the rolls to help me. Ta.

So the minion takes the 3 autocannon rounds and literally explodes in a spray of gore.

The Guards...
Bolt gun 1 at Phineas [roll0] TN 70 -semi-auto
1 DoS [roll1] +5 PEN 4
3 DoS [roll2] +5 PEN 4
5 DoS [roll3] +5 PEN 4

Bolt Gun 2 at Vul [roll4] TN 70 -semi-auto
1 DoS [roll5] +5 PEN 4
3 DoS [roll6] +5 PEN 4
5 DoS [roll7] +5 PEN 4

Plasma Gun at Vul [roll8] TN 70 -semi-auto
1 DoS [roll9] PEN 10
3 DoS [roll10] PEN 10

WP Test [roll11] Shock [roll12]
Bolt Gun 3 at Farius [roll13] TN 70 -semi-auto
1 DoS [roll14] +5 PEN 4
3 DoS [roll15] +5 PEN 4
5 DoS [roll16] +5 PEN 4

Melta Gun at Vul [roll17] TN 60 -single
1 DoS [roll18] PEN 12

Horde draws lots of sharp things and some autoguns and enters a FRENZY!
(Quick draw followed by full round action frenzy (got to love religious extremists))

Magus
Half action Unfettered (Diff -10 WP test) [roll19] Vs ??
- Flicker
Half action Pushed Minscourge at Vul
- Challenging (+0) WP test [roll20] ?? +25Psy+10 focus -16 horrors
- [roll21] Damage with warp/shocking quality
- [roll22] Int/WP/Fel damage for DoS turns...
- Psychic phenomen [roll23] (Warp lock damage [roll24] if needed)

watupwithdat
2012-11-12, 06:18 PM
As Farius might attack on his turn (especially as they seem to be hostile towards him as well, though it's the sorcerer they have a beef with), the penalty to their WP tests on fear (I'm guessing that's what you tested in a bundle) will change as well. It would be Fear 2 for those acting before him and Fear 3 for those acting after him, if he fires his Blastmaster. Worth pointing out for future fear tests. :smallsmile:

Lucretia
2012-11-12, 06:21 PM
Since I rolled a phenomena as well, I thought it was evident. I will be clearer in the future. :smallsmile:

I still hope you will roll corruption, because it does have a tangible mechanical effect. (And if it doesn't, I'd really like to trade out Host of Fiends, because that sort of ad-hoc rulings are painful!)

Here're my tests.

[roll0] v. 63 for willpower in order to prevent myself from getting a penalty to my PR. If it's greater than 3 DoF, it'll replace my current penalty.

[roll1] v. 55 for Precognitive Dodge, presuming I don't fail by more than 3 DoF above.

[roll2] v. 45, overload on a 1-3.

EDIT: How did the minion get hit instead of the magus...?

Henry the 57th
2012-11-12, 06:21 PM
Why does the minion take the rounds again?

I'm literally invulnerable to the bolt gun, so I'm not even gonna bother making my field roll.

Plasma Gun:
[roll0] vs. 35
[roll1] vs. 35

Melta:
[roll2] vs. 35

Mindscourge:
[roll3] vs. 35

Henry the 57th
2012-11-12, 06:25 PM
Wait, the sorcerer can't use Flicker and Mindscourge in the same turn. They're both concentration subtype.

Lucretia
2012-11-12, 06:28 PM
It's Unholy Devotion. The Minion tested agility before precog dodge and the field, indicating that the minion took the hits instead.

EDIT: Sorry, ten corruption damage deals ONE magnitude damage?

So it's an area of effect that effects all of them equally, but only one of them dies?

EDIT2: And I forgot to roll 3 times for the 3 hits. :smallredface: Unless you're treating force fields like dodge?

watupwithdat
2012-11-12, 06:36 PM
EDIT: Sorry, ten corruption damage deals ONE magnitude damage?

So it's an area of effect that effects all of them equally, but only one of them dies?

EDIT2: And I forgot to roll 3 times for the 3 hits. :smallredface: Unless you're treating force fields like dodge?
"At the GM’s discretion, certain psychic powers (such as Compel) that do not damage may still infl ict “hits,” meaning that portions of the Horde have been convinced not to attack, and so forth. In this case, the number of hits infl icted should equal the Degrees of Success on the Focus Power Test. Furthermore, the GM should take care to adjudicate the effects of certain psychic powers (such as Rain of Corruption) in specifi c situations against Hordes (such as a Horde tightly packed into a small space)." - Psychic Powers and Hordes.

How to factor in that? I agree that it should be more than 1 magnitude damage, though.

Edit: As the sorcerer rerolled his Flicker attempt, he doesn't use Mindscourge and still has that second Half Action to spare. As Henry pointed out, you cannot do two Actions with the Concentration subtype in the same turn. Same with the Attack subtype.

Henry the 57th
2012-11-12, 06:36 PM
What minion took the hit, anyway? All the guards seem to still be there.

Also, Perils of the Warp for Mr. Sorcerer.

Mekboy
2012-11-12, 06:36 PM
I guess I'll roll initiative then.

[roll0]

EDIT:Sorry if I missed it, but what magnitude is the horde?

watupwithdat
2012-11-12, 06:40 PM
I guess I'll roll initiative then.

[roll0]

That's a 6 you rolled, converting it to a 1d10. 10 initiative.

Mekboy
2012-11-12, 06:42 PM
Good news, I've just remembered what game we're playing.

Henry the 57th
2012-11-12, 06:42 PM
Horde is Magnitude 40.

Also, Watup, I advise you to go for melta guy. I want to charge the plasma one next turn.

DrK
2012-11-12, 06:46 PM
So would it be alright if I enter the combat in the second round?

3rd round so one more round running before you can charge anyone near the dorrway or run in/ take a shot


Since I rolled a phenomena as well, I thought it was evident. I will be clearer in the future. :smallsmile:

I still hope you will roll corruption, because it does have a tangible mechanical effect. (And if it doesn't, I'd really like to trade out Host of Fiends, because that sort of ad-hoc rulings are painful!)

EDIT: How did the minion get hit instead of the magus...?

1. Thanks for including the details. Makes things easier for me
2. I misread the power when skim reading. Thought it was 1d5 corruption as a once off event. Not 1d5/ failed WP. As its cumulative it will be recorded as mentioned in the IC thread. Every 10CP on the horde reduces magnitude by 3. Unholy devotion talent


Wait, the sorcerer can't use Flicker and Mindscourge in the same turn. They're both concentration subtype.

Brainfart on my account. Its been a long day. Condusion between attack and concentration tags.


Why does the minion take the rounds again?

I'm literally invulnerable to the bolt gun, so I'm not even gonna bother making my field roll.

Plasma Gun:
[roll0] vs. 35
[roll1] vs. 35

Melta:
[roll2] vs. 35

Mindscourge:
[roll3] vs. 35

See above for minion.
Lucky with your forcefield rolls there :smallsmile:

Henry the 57th
2012-11-12, 06:49 PM
Did the sorcerer use Flicker or Mindscourge? This is important.

Lucretia
2012-11-12, 06:50 PM
Full move (woooo, 4 meters!) to position Phinneas so that the horde is on the other side of Vul. I want the dude in terminator armour to be in between myself and the gibbering masses. :smallfrown:

EDIT: And the willpower penalty remains. It's a sustained ability -- putting my current PR at 1. I have one more round come this next round (i.e. he's gone through two of the three rounds as of this last post of mine) before it goes back up to 4. I'm in the money now. :smalltongue:

watupwithdat
2012-11-12, 06:51 PM
Did the sorcerer use Flicker or Mindscourge? This is important.

As it would be logical to go by the order used, he failed and rerolled to succeed Flicker. Mindscourge never happened.

Edit: I'll post Farius' action once I manage to figure out where all enemies are and such. This is complicated to paint in my mind. Flockdraw for tactical map (http://flockdraw.com/672tv1) anyone? :smallfrown:

DrK
2012-11-12, 06:54 PM
As it would be logical to go by the order used, he failed and rerolled to succeed Flicker. Mindscourge never happened.

Nope. It was my mistake - he just did the mindscourge. The "post roll" edit in the IC is where i had infamy re-rolled the flicker. As I said - been a long day at work and was thinking concentration one and attack one.

watupwithdat
2012-11-12, 07:05 PM
Is the horde between us and the magus and his minions/guards?

And then there's some stray guards next to us, one which runs away screaming?

Lucretia
2012-11-12, 07:06 PM
This (http://flockdraw.com/672tv1) is my understanding of the situation. :smallfrown:

DrK
2012-11-12, 07:11 PM
Is the horde between us and the magus and his minions/guards?

And then there's some stray guards next to us, one which runs away screaming?

40m magus flanked by a bolter and a melta
~30-39m the horde, maybe a psyker.
15m on a lone boltgun
By the doorway you entered ~2m plasma gun
The other bolter was at the door but us running away ~20m so far towards the horde.

You entered a church maindoor. Everyone else is in front of you.

Mekboy
2012-11-12, 07:13 PM
Is the horde using horde rules just for the space marines, or are they for us squishies as well? Or are we using the alternate rules on 274?

Lucretia
2012-11-12, 07:15 PM
I'm hoping for the alternate rules that prevent humans from being useless against hordes. :smalleek:

In addition to the flames, being on fire makes for willpower saves, I believe, even while frenzied. If they do, they'll take penalties and potentially CP. :smallsmile:

Henry the 57th
2012-11-12, 07:18 PM
Since the horde lost 11 of 40 magnitude from the flamer, they must take a willpower test. If they fail, they flee in all directions.

So:

Agility tests for guard with melta, guard with bolter, and sorcerer. Failure means another agility test or be set on fire. Since this isn't described as a reaction, I don't believe Precognitive Dodge should apply.

Willpower test for the horde or break.

Lucretia
2012-11-12, 07:19 PM
Oh, delightful! They take a -16 to it, too! And if they faaaail... :smallbiggrin:

I admit it. Having that flamer is awesome.

EDIT: That said, our noise marine goes before you initiative.

And great, our Khornish hen will see me before she sees everyone else. Hopefully she remembers the old man in the mimic-mask.

EDIT2: Actually, they don't. Breaking is a fear effect, which is proven by the Fearless talent making hordes unbreakable. Frenzy should protect them from it -- but not the being set on fire bit.

Henry the 57th
2012-11-12, 07:21 PM
Oh, delightful! They take a -16 to it, too! And if they faaaail... :smallbiggrin:

I admit it. Having that flamer is awesome.

EDIT: That said, our noise marine goes before you initiative.

And great, our Khornish hen will see me before she sees everyone else. Hopefully she remembers the old man in the mimic-mask.

Especially when you can Quick Draw it and wield it in one hand, and it never jams. :smallsmile:

DrK
2012-11-12, 07:21 PM
Is the "weapons bounced harmlessly' a figurative thing?
Did the plasma shot not do a piffling 3 wounds.

Will do dice rolls in a bit. Dealing with toddler at moment.

Henry the 57th
2012-11-12, 07:25 PM
Actually, I have one more Half Action, so I'm going to use Unfettered Mind Over Matter (which isn't an attack if I don't use it to throw the target) to yank the plasma gun from that guy's hand and toss it to Phinneas.

[roll0] vs. 97

Lucretia
2012-11-12, 07:27 PM
Make a willpower test to see if you can avoid getting your PR sapped by that magic pendant the magus has.

Henry the 57th
2012-11-12, 07:27 PM
Is the "weapons bounced harmlessly' a figurative thing?
Did the plasma shot not do a piffling 3 wounds.

Will do dice rolls in a bit. Dealing with toddler at moment.

No, I made a mistake. I only needed to make one force field save for it, and so it did not do anything to me.

Henry the 57th
2012-11-12, 07:28 PM
Make a willpower test to see if you can avoid getting your PR sapped by that magic pendant the magus has.

Ah yes.

[roll0] vs. 57

Edit: *whew* That was close.

DrK
2012-11-12, 07:35 PM
Actually, I have one more Half Action, so I'm going to use Unfettered Mind Over Matter (which isn't an attack if I don't use it to throw the target) to yank the plasma gun from that guy's hand and toss it to Phinneas.

[roll0] vs. 97


Especially when you can Quick Draw it and wield it in one hand, and it never jams. :smallsmile:

Actually unless you drop the reaper autocannon you can't even fire the heavy flamer.

Half: Stow reaper autocannon (ignoring the fact that its a terminator weapon and in Deathwatch needs a servitor and a wrench)
Half: Draw heavy flamer. Quick draw only applies to pistol, melee or basic.
Half: Fire the pistol
- Also mind over matter I don't think can really be used like that. You need prescion telekinesis to disarm people



Is the horde using horde rules just for the space marines, or are they for us squishies as well? Or are we using the alternate rules on 274?

Yes. Hordes with humans will use those adapted rules

DrK
2012-11-12, 07:36 PM
No, I made a mistake. I only needed to make one force field save for it, and so it did not do anything to me.

You rolled 100 and 59 for the two plasma hits you took.
One doing 10 (PEN 10) - nothing
One doing 18 (PEN10) - 3 wounds

DrK
2012-11-12, 07:37 PM
Sorry for the triple post -

Horde Agility test [roll0]

Heavy Flamer has a range of 30m. The two guards and Magus were 40m away. They are fine and happy with the smell of roasting minions.

watupwithdat
2012-11-12, 07:37 PM
I'm aiming at the magus, of course, but how many are within 'additional hit' range if I wanted to hit someone else?

DrK
2012-11-12, 07:41 PM
I'm aiming at the magus, of course, but how many are within 'additional hit' range if I wanted to hit someone else?

Within 2m is the horde and the boltgun guard

Henry the 57th
2012-11-12, 07:41 PM
Actually unless you drop the reaper autocannon you can't even fire the heavy flamer.

Half: Stow reaper autocannon (ignoring the fact that its a terminator weapon and in Deathwatch needs a servitor and a wrench)
Half: Draw heavy flamer. Quick draw only applies to pistol, melee or basic.
Half: Fire the pistol
- Also mind over matter I don't think can really be used like that. You need prescion telekinesis to disarm people


Then I drop it.

According to the rules I can move any object I can see that weighs up to 10kg per Psy Rating. The plasma gun weighs 18 kg.

:smallredface: You're right, my mistake.

DrK
2012-11-12, 07:43 PM
Then I drop it.

According to the rules I can move any object I can see that weighs up to 10kg per Psy Rating. The plasma gun weighs 18 kg.

:smallredface: You're right, my mistake.

The plasma gun is being held by someone. So you can't freely move it. The plasma gun, + armour + man total well over 40kg.

Henry the 57th
2012-11-12, 07:43 PM
Sorry for the triple post -

Horde Agility test [roll0]

Heavy Flamer has a range of 30m. The two guards and Magus were 40m away. They are fine and happy with the smell of roasting minions.

:smallannoyed:




5 guards
2 near you by the doorway (~3m) one with a bolt gun, 1 with a plasma gun
1 on the left ~15m away with a bolt gun
2 by the pulpit ~30m away. One with a melta gun, the other with a bolt gun

The "congregation" is a crowd of ~60 people that equates to a magnitude 40 horde (+30 modifier). There may be a few "specific" bad guys in the crowd but at the moment they don't stand out from the herd.

watupwithdat
2012-11-12, 07:46 PM
Since this isn't described as a reaction, I don't believe Precognitive Dodge should apply.

Incorrect.

"When Dodging an area effect weapon (such as a fl amer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres."


Within 2m is the horde and the boltgun guard

Not the Melta guy? I read some recent posts I had missed while writing IC and it said he was flanked both bolter guy and melta guy.

In case of ZH: [roll0]

And I'd like to point out all the flame stuff happen after Farius' attack is sorted out.

Edit: I'll go all on Magus then, as Melta guy isn't there.

Henry the 57th
2012-11-12, 07:54 PM
Sorry for the triple post -

Horde Agility test [roll0]

Heavy Flamer has a range of 30m. The two guards and Magus were 40m away. They are fine and happy with the smell of roasting minions.

Also, I don't believe a horde can dodge.

watupwithdat
2012-11-12, 07:56 PM
Also, I don't believe a horde can dodge.

They cannot, no. They cannot be set on fire either.

Lucretia
2012-11-12, 07:57 PM
Drat. No willpower tests, then. :smallfrown:

Maybe the guards will get spooked by the Fear (3) daemon in their midst now?

Henry the 57th
2012-11-12, 07:58 PM
They cannot, no. They cannot be set on fire either.

I know. What was the agility test for, then?

Henry the 57th
2012-11-12, 07:59 PM
Drat. No willpower tests, then. :smallfrown:

Maybe the guards will get spooked by the Fear (3) daemon in their midst now?

:smallconfused: Isn't it Fear (4)? That's what the mutation says.

Lucretia
2012-11-12, 08:00 PM
There was a modification made to the overall mutation, to my understanding. Judging by the spoiler, it's Fear (3).

watupwithdat
2012-11-12, 08:04 PM
I know. What was the agility test for, then?
A mistake by his part, as they cannot evade. :smallsmile:


:smallconfused: Isn't it Fear (4)? That's what the mutation says.

It has been nerfed slighty. Farius got Fear (2) with helmet on, Fear (3) without a helmet, Fear (4) out of armour. When he uses his Blastmaster the Fear rating is bumped by +1 until his next turn.

Henry the 57th
2012-11-12, 08:06 PM
A mistake by his part, as they cannot evade. :smallsmile:



It has been nerfed slighty. Farius got Fear (2) with helmet on, Fear (3) without a helmet, Fear (4) out of armour. When he uses his Blastmaster the Fear rating is bumped by +1 until his next turn.

Well, that puts them at Magnitude 29 now, which helps me a bit (as I am the obvious target).

Ah, ok.

watupwithdat
2012-11-12, 08:09 PM
Well, that puts them at Magnitude 29 now, which helps me a bit (as I am the obvious target).

Ah, ok.

You live in the future! :smalltongue: Farius' attack hasn't been resolved yet. Which means the enemy hasn't acted yet. :smallbiggrin:

Edit: Everyone of Farius' enemies should make a Fear test with a -20 penalty (in addition to the -16 from Phin, he's not gotten his second penalty when this happens) after his attack has been resolved (as they all go after him). I believe only the dude who tried to attack him did so already, so no need to roll for him again.

DrK
2012-11-12, 08:14 PM
Incorrect.

"When Dodging an area effect weapon (such as a fl amer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres."



Not the Melta guy? I read some recent posts I had missed while writing IC and it said he was flanked both bolter guy and melta guy.

In case of ZH: [roll0]

And I'd like to point out all the flame stuff happen after Farius' attack is sorted out.

Edit: I'll go all on Magus then, as Melta guy isn't there.

So 2 hits (+storm) on the magus.
He is flanked by them. Just the melta guy isn't standing next to him.


Also, I don't believe a horde can dodge.


They cannot, no. They cannot be set on fire either.

The agility was for being set on fire. But uneccesary.

Noise Blaster on Magus
minion [roll0]
Reaction dodge [roll1] dodged with >2 DoS so dodges 2 hits + storm hits and is okay
Force field [roll2]

Bolter 1: Fear [roll3] shock [roll4] Vomits 3 rounds
Bolter 3: Fear [roll5] shock [roll6] fine -fail with the death cloud but "safe" shock
Melta: Fear [roll7] shock [roll8] Faints 3 rounds
Plasma: Fear [roll9] shock [roll10] fine fail with cloud -10 on tests
Horde: Don't care
The Psyker minion: Fear [roll11] shock [roll12] fine - fail with cloud -10 on tests

Henry the 57th
2012-11-12, 08:17 PM
Also, you initially said that we were standing 30m from the pulpit. I highlighted it above. Wouldn't my flamer count as hitting them, then?

watupwithdat
2012-11-12, 08:19 PM
3 hits, 6 in total with storm, on Magus. But he seems to make his dodge.

Remember they should all have -36 on their WP tests. The guy who ran away might get a different shock result than running away if you add +10 to the test, as he'd get an additional DoF due to additional -10 on his fear test.

Edit: Or wait, no he doesn't. Radiant Presence affects those within 20m and gives them +10 WP tests to resist fear. He suffers the same, but most others are beyond 20m I believe.

Edit: Worth noting: Unholy Devotion can only be activated when he is to take a hit. After any Evasion test but before forcefield saves.

Edit: Oh, that means he has already used his Reaction this turn trying to dodge Vul's autocannon shots. He failed his dodge test and the minion absorbed the hit. :smallsmile: You need to make two additional field saves for the Magus then. And 2 of the 4 already tested against goes through.

Last Edit I'd hope:
22 damage, Pen 6 that causes a ZH 4 (energy) to Body goes through.
15 damage, Pen 6 to Body goes through.

watupwithdat
2012-11-12, 08:41 PM
Forgot initiative for my minion! Why do I always forget he exists? I'm like Farius.

Kurin initiative: [roll0]

Edit: Kurin's action on his turn (after all enemies but before Magus if he got last at 9 initiative): Half Action move close to Farius, Half Action Delay Swift Attack to be ready to attack anyone who moves too close to his master.

Henry the 57th
2012-11-12, 08:43 PM
The psyker didn't even touch me, and he gets Perils of the Warp.

Thank you Dark Gods! :smallbiggrin:

DrK
2012-11-12, 08:48 PM
Also, you initially said that we were standing 30m from the pulpit. I highlighted it above. Wouldn't my flamer count as hitting them, then?

It was a mistype. I've written 40m ~3 other times and clarified that on Lucretia's scribble pad. Sorry.


3 hits, 6 in total with storm, on Magus. But he seems to make his dodge.

THe blastmaster has a semiauto RoF of 2. Max of 2 (4 with storm) hits


Remember they should all have -36 on their WP tests. The guy who ran away might get a different shock result than running away if you add +10 to the test, as he'd get an additional DoF due to additional -10 on his fear test.

Edit: Or wait, no he doesn't. Radiant Presence affects those within 20m and gives them +10 WP tests to resist fear. He suffers the same, but most others are beyond 20m I believe.

I had actually remembered and saw your post as I finished my edit. Thye all failed but a few only narrolwy failed and got less than shattering results on the shock table


Edit: Oh, that means he has already used his Reaction this turn trying to dodge Vul's autocannon shots. He failed his dodge test and the minion absorbed the hit. :smallsmile: You need to make two additional field saves for the Magus then. And 2 of the 4 already tested against goes through.

Last Edit I'd hope:
22 damage, Pen 6 that causes a ZH 4 (energy) to Body goes through.
15 damage, Pen 6 to Body goes through.

He has step-aside as nearly all named bad guys do. I've played enough DH/RT/DW to have leanred they need it.


The psyker didn't even touch me, and he gets Perils of the Warp.
Thank you Dark Gods! :smallbiggrin:

Perils [roll0]

Well that's taken an unexpected turn upon the space port!

Henry the 57th
2012-11-12, 08:51 PM
Assuming that 92 was the Perils roll...

:smalleek: Oh crap. Greater Daemon incoming.

watupwithdat
2012-11-12, 08:54 PM
THe blastmaster has a semiauto RoF of 2. Max of 2 (4 with storm) hits

"If he hits, he scores a hit for the initial Degree of Success plus an additional hit for every two additional Degrees of Success. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire."

The number in the ROF indicates max amount of additional hits, so it's 1 initial hit + up to X additional hits, where X is S/X/- in the RoF table.


He has step-aside as nearly all named bad guys do. I've played enough DH/RT/DW to have leanred they need it.
Ah, alright. Though that second attempt must be a Dodge or a Parry, both being the skills -- precog dodge does not apply, as far as I can see reading the talent. Not sure he succeeds as well if he has to test the Dodge skill?

Edit: Although it looks like it was a Dodge attempt. Nevermind.

Henry the 57th
2012-11-12, 09:02 PM
If I deactivate my chainfist, can I use it to scoop up my autocannon as a half action? I couldn't use either weapon that way, and would be left with just the flamer for defense, but frankly I really need to get going towards the exit.

watupwithdat
2012-11-12, 09:11 PM
Interesting thing to note: Due to all the mucked up chronology happening due to people writing their actions before Farius the Nefarious has acted, the Bolter guy 1 never shoot at Phin due to vomiting, which in turn means that Phin never has to test precog dodge and never has to beat the Talisman of Tzeentch test, so he's still -3 PR for 3 turns (I believe that's what he got from using Host of Fiends atleast).

I don't think every other attack which never happens affect anything? Maybe Vul doesn't lose 3 wounds due to that Plasma guy.

Lesson for the future, let's try to not get too ahead of ourselves? :smallbiggrin: Will save a lot of time, using this first round as an example. :smalltongue:

Henry the 57th
2012-11-12, 09:15 PM
Personally, I'm more concerned about the Lord of Change than the 3 wounds (though having them back would be nice) and plan to charge away as fast as I can.

I can only hope we're either beneath its notice or it finds us amusing. Otherwise we are dead.

watupwithdat
2012-11-12, 09:21 PM
Hey, wait a minute. I just refreshed the IC thread. The chronology is all wrong. All all wrong. I'm pulling the proverbial emergency stop handle, so to speak.

Farius just acted on the first (1) round. All the fear tests happened on the first round, as well.

Farius still has to act on the second round, before that last IC post actually happens, as he goes before all enemies. Going by the IC thread, Farius' first turn was skipped. :smalleek:

Edit: I am now writing what he does before all that happens. No posting in the IC thread! It hasn't happened yet! :smalltongue:

Henry the 57th
2012-11-12, 09:31 PM
I'll delete the post where I scream about the Lord of Change then, for easier reading.

watupwithdat
2012-11-12, 09:37 PM
I'll delete the post where I scream about the Lord of Change then, for easier reading.

Unless the psyker goes into some kind of action-preventing shock from a failed fear test, that will probably happen.

The magus may also die before he has time to go all Flicker (assuming an evasion test, a minion or a field save doesn't save him :smalltongue:).

DrK, you forgot you roll Host of Fiends corruption for everyone who failed their WP tests due to fear last round. It's rather likely some of them may have mutated into a chaos spawn, considering how badly some failed their tests (as it's 1d5 corruption per DoF on the WP test). :smallsmile:

Henry the 57th
2012-11-12, 09:44 PM
I hope something you do stops that. Because really, if that happens anyway, we're quite doomed unless it decides not to kill us. Even if we defeat the body, it would only manifest in full unholy glory. So, yeah, hoping for something to happen there.

watupwithdat
2012-11-12, 09:53 PM
It's worth noting the daemon has to make and succeed on a Possession attempt. It's not instantaneous.

"The entity must be within a few metres of its intended victim and use a Full Action. The creature and target make Opposed Willpower Tests each round until either the entity or the victim achieve a total of fi ve Degree of Success over the other—this is cumulative over several rounds. If the entity wins, it successfully possesses its victim. If their victim wins, he has repelled the entity who may not attempt to possess him again for 24 hours."

So it's opposed willpower tests for the daemon and the psyker, first one to 5 DoS over the other wins. There is a slight chance the psyker can win. But the chance is low, considering the daemon will have 15-20 more WP. But hey, a few goods roll for the psyker and a few bad ones for the daemon and he might resist. :smallsmile:

If the daemon doesn't manage to possess him this round and the psyker dies next round, we don't need to deal with it either. ^^

Not to forget they both have -16 to WP tests as well. I'm pretty sure the daemon is still affected due to being in range of Phin's Host of Fiends, even inside of someone. xD

Henry the 57th
2012-11-12, 09:57 PM
Like I said, I really, really, hope so.

I guess the round is going to be the same unless your fear scares the psyker more.

watupwithdat
2012-11-12, 10:05 PM
Looking at the psyker's test I'm not sure I get it.

"Pushed psych scream (PR8)
(1d100)[79] 55-16+20+10-20= 49"

55 (base) -16 (host of fiends), +20 (?) +10 (psy focus) -20 (?).
As he's pushing for PR8 he's getting +8x5=40, not +20. No idea where the -20 is coming from. That makes the correct total:

55 (base) -16 (host of fiends), +40 (PR8) +10 (psy focus) -20 (?) = 69.

Still a failed test, but it was missing +20. :smallsmile:

Edit: What did Phin do on his turn? I must have missed it in the chaos.

Henry the 57th
2012-11-12, 10:09 PM
Phin did a full move action to hide behind me.

Lucretia
2012-11-13, 01:10 AM
I may have to run back and reread the specifics of this thread again to make sure I've understood what happened. Now to read the IC thread and then edit this post!

EDIT: And it's 1d5/DoF for corruption. Not 1d5+1/dof.

Please roll a d5 per degree of failure. People can get -lots- of corruption with this ability if they roll poorly.

EDIT2: So the chronology of this is...


Vul starts the combat off by shooting at the magus, which provokes the minion to jump in front of his master.
Phinnes does Host of Fiends.
Farius shot at the magus.
Vul flamethrowers the horde.
The Horde gets frenzied, one guard gets spooked, the magus tries to shoot Vul but fails.
The various guards take their shots.
Phinneas positions Vul in between himself and the horde.
Farius shoots at the magus again.
Vul hasn't acted yet.
Various guards have been impacted by the fear of Farius.
The magus needs to react to being shot a second time, and then sinks into the floor.
Some pissant psyker decided to try and push something, summoned a Lord of Change, got possessed.


Is that right?

EDIT3: Watup is correct with the possession business. The pissant psyker and the greater daemon need to have their opposed rolls, and should the psyker fail he'll take the corruption points just like anyone else. The psyker might die from CP before the daemon has a chance to infiltrate his body.

DrK
2012-11-13, 01:30 AM
"If he hits, he scores a hit for the initial Degree of Success plus an additional hit for every two additional Degrees of Success. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire."

The number in the ROF indicates max amount of additional hits, so it's 1 initial hit + up to X additional hits, where X is S/X/- in the RoF table.
.

I don't read it like that at all. The You can get hits+extra hits up to the weapons RoF. It may be poor grammar and not the best written sentence but I still read it as the extra hits including the initial hit cannot exceed the RoF.

Also if not then I'm rule 0ing that one without a shred of remorse. If you expend 2 or 3 rounds then you can only score 2 pr 3 hits.


If I deactivate my chainfist, can I use it to scoop up my autocannon as a half action? I couldn't use either weapon that way, and would be left with just the flamer for defense, but frankly I really need to get going towards the exit.

Yes. The cannon must have chains of some sort on it for you to carry. So scooping it up is def poissible.


.
Lesson for the future, let's try to not get too ahead of ourselves? :smallbiggrin: Will save a lot of time, using this first round as an example. :smalltongue:


Hey, wait a minute. I just refreshed the IC thread. The chronology is all wrong. All all wrong. I'm pulling the proverbial emergency stop handle, so to speak.

The problem was that from a couple of your posts it seemed like you were delaying. So I assumed that...
1, delaying till after the enemy had acted as Farius watched what was unfoldin (no chages necessary)
2. Didn't do anything (it wouldn't be the first time in pbp that ive encountered)


Unless the psyker goes into some kind of action-preventing shock from a failed fear test, that will probably happen.

DrK, you forgot you roll Host of Fiends corruption for everyone who failed their WP tests due to fear last round. It's rather likely some of them may have mutated into a chaos spawn, considering how badly some failed their tests (as it's 1d5 corruption per DoF on the WP test). :smallsmile:


I may have to run back and reread the specifics of this thread again to make sure I've understood what happened. Now to read the IC thread and then edit this post!

EDIT: And it's 1d5/DoF for corruption. Not 1d5+1/dof.

Please roll a d5 per degree of failure. People can get -lots- of corruption with this ability if they roll poorly.

didn't see the per dof part.
only really affects the 2 guys who blew their test by miles.
[roll0] [roll1]
- undoubtably spawnify!
- other guys just failed their tests when hit by the -16
- Are you happy with a rounds delay on the spawnification. Call it a warm up as they faint/ vomit first before starting to warp and mutate

(If Watupdat does go before the magus in the second round)
Minion: [roll2] - minion woud take the blasts
Precog Dodge: [roll3] - dodged with at least 2 dos to avoid 2(4) shots
Field: [roll4]

Possession:- WP tests Demon [roll5] TN 89 (unnatral +4) Vs Psyker [roll6] TN 39 - 5 to the demon, 2 to the human. IC post remains unchanged as you can see the change coming.

On my psychic scream the balls up for the psy rating was me being tired, the -20 was the penalty from the psychic scream power.

Lucretia
2012-11-13, 01:35 AM
Thanks for the clarification. Don't forget that you actually have to take the minion talent several times if you want several minions to use for Unholy Devotion, so members of the horde couldn't be used to fuel it.

If you could take a look at my chronology of events, I would be super appreciative. This game embraces Chaos in many ways.

Does the daemon have Unnatural Willpower 8 or 4? Remember, you only add half the unnatural characteristic in degrees of success. I see now you've added 2 BDoS. Thank you!:smallbiggrin:

EDIT: I do see that he dodged instead of using unholy devotion. It's still important to point out that it must be minions obtained through the Minion talent, and not random NPCs. The true importance of this is that it can help act as a limiting factor -- unless you're willing to give your NPCs 2,500 experience in Minion of Chaos talents on top of every other goody they have, because that can add up, fast. :smallwink:

Henry the 57th
2012-11-13, 01:36 AM
Is the daemon regarding me with any kind of recognizable emotion? Does it look angry? Amused? Pleased?

Also, since the Horde ran forward, wouldn't one of those guards who isn't mutating have to take the hit this time?

DrK
2012-11-13, 01:41 AM
Thanks for the clarification. Don't forget that you actually have to take the minion talent several times if you want several minions to use for Unholy Devotion, so members of the horde couldn't be used to fuel it.

If you could take a look at my chronology of events, I would be super appreciative. This game embraces Chaos in many ways.

Does the daemon have Unnatural Willpower 8 or 4? Remember, you only add half the unnatural characteristic in degrees of success. I see now you've added 2 BDoS. Thank you!:smallbiggrin:


in the game it went
Round 1-
Phineas - cloud of doom
Vul- triple tap with autocannon
"Bad guys"- magus mind scourge

Roud 2
Phienas :- move to hide
Farius*:- sonic blaster
Vul:- flame on
Bad guys:- magus flicker, lots of fear checks. begin posession.

Farius* from his ooc posts I thought it had seemed like he was doing nothing 1st round as he watched things unfolding,

DrK
2012-11-13, 01:49 AM
Is the daemon regarding me with any kind of recognizable emotion? Does it look angry? Amused? Pleased?

Also, since the Horde ran forward, wouldn't one of those guards who isn't mutating have to take the hit this time?

It looks curious.

irrespective of where farius was the horde and magus act in bad guy land. o the magus flickered and then the horde ran away

Lucretia
2012-11-13, 01:54 AM
What a nuisance, our prize just ran away.

Henry the 57th
2012-11-13, 01:55 AM
It looks curious.

irrespective of where farius was the horde and magus act in bad guy land. o the magus flickered and then the horde ran away

Curious is... better than angry. I can work with curious.

Is there a way I could use Send Thoughts to try and convince it to attack everyone that isn't us?

Lucretia
2012-11-13, 01:55 AM
Curious is... better than angry. I can work with curious.

Is there a way I could use Send Thoughts to try and convince it to attack everyone that isn't us?

With your stellar charm of 15?

DrK
2012-11-13, 02:00 AM
Curious is... better than angry. I can work with curious.

Is there a way I could use Send Thoughts to try and convince it to attack everyone that isn't us?

You could certainly try :smallsmile:

you are pretty mych at 3 options when it finshes the possession
fight, flee, seek its favour

Henry the 57th
2012-11-13, 02:05 AM
The problem is, due to my inability to move faster than my charging speed, I can't get away if it decides to pursue. It will undoubtedly have Warptime, and so can pretty much catch us at its leisure.

I can't fight it, because those things have a lot more power than I do, at Psy Rating 9, and a crapton of other abilities and wounds. And even if I kill the human body, all that happens is that it's daemon body shows up and kills me.

Perhaps I could just ask it what it wants?

Lucretia
2012-11-13, 02:06 AM
You also have to charge -at someone- I believe. You can't just use that to try and circumnavigate the 'terminators can't run' rule. :smallwink:

DrK
2012-11-13, 02:08 AM
The problem is, due to my inability to move faster than my charging speed, I can't get away if it decides to pursue. It will undoubtedly have Warptime, and so can pretty much catch us at its leisure.

I can't fight it, because those things have a lot more power than I do, at Psy Rating 9, and a crapton of other abilities and wounds. And even if I kill the human body, all that happens is that it's daemon body shows up and kills me.

Perhaps I could just ask it what it wants?

Its a very clever bird so yes you can. Its inital dispostion is demonically curious

Henry the 57th
2012-11-13, 02:22 AM
11 more Magnitude damage on that horde. Should be at 18 now.

Can I hit the plasma guy while hitting the horde? Cover can only protect him if he has literally every bit of himself behind it.

DrK
2012-11-13, 02:30 AM
11 more Magnitude damage on that horde. Should be at 18 now.

Can I hit the plasma guy while hitting the horde? Cover can only protect him if he has literally every bit of himself behind it.

The horde is in front, he is to the side. They just aren't in the same 30 degree arc

Henry the 57th
2012-11-13, 02:38 AM
The horde is in front, he is to the side. They just aren't in the same 30 degree arc

Horde then. They're about to be on me, and I'd rather knock another 1d10 off of them for sure than maybe kill that guy if I'm lucky.

DrK
2012-11-13, 03:22 AM
The demon will respond on its turn after Fabrius, Phineas and the beserker of khorne arrive.

Henry the 57th
2012-11-13, 03:37 AM
The demon will respond on its turn after Fabrius, Phineas and the beserker of khorne arrive.

Hopefully it will be ammedable to the idea of an amusing hunt or two.

watupwithdat
2012-11-13, 05:59 AM
Long consolidated post incoming.

I don't read it like that at all. The You can get hits+extra hits up to the weapons RoF. It may be poor grammar and not the best written sentence but I still read it as the extra hits including the initial hit cannot exceed the RoF.

Also if not then I'm rule 0ing that one without a shred of remorse. If you expend 2 or 3 rounds then you can only score 2 pr 3 hits.

"If he hits, he scores a hit for the initial Degree of Success" <- 1 hit.
"plus an additional hit for every two additional Degrees of Success." <- additional hits for every 2 additional DoS.
"The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire." <- Notice it's a new sentence, so it's not coupled with the initial hit, and it only mentions the extra (additional) hits, and not the initial hit.


It's pretty obvious looking at it to me. No poor grammar at all. It's only extra hits (i.e. additional hits) that's compared to the amount listed in the RoF -- an initial hit cannot be an "extra" hit.

Your issue is you're thinking of clip size as an exact value. Instead think of it as an abstract value. Storm does not actually use up more of the clip size, it just doubles the amount of hits. You remove 2 from the clip but you can hit with 6 bullets (or 4 bullets with your new rule0 ruling which is wrong). In any case, it's still more bullets that hit than that's removed from the clip, which proves RoF ammo expendature and clip size are abstract values. It's the same with Twin-linked as well, you get an additional hit but you don't use up a higher amount of ammo from the clip.

For balance, let's compare Semi-auto/Full-auto with Swift Attack or Lightning Attack of a melee character with 60 WS. He can get 6 total hits with higher damage and most often Pen. By that comparison 6 (in the case of max amount of hits for a blastmaster), which would be max by the RAW, puts him on that amount of hits level - but much lower damage due to not adding SB to damage. So there's no issue from a balance perspective with going by what the book says regarding additional hits and RoF.

Another balance comparison: the Reaper Autocannon can do more hits and does +2d10 damage per hit over the Blastmaster.

Bottom line is, rules state RoF indicates the limit of additional hits, and there is no reason whatsoever I can think of to change that.

The problem was that from a couple of your posts it seemed like you were delaying. So I assumed that...
1, delaying till after the enemy had acted as Farius watched what was unfoldin (no chages necessary)
2. Didn't do anything (it wouldn't be the first time in pbp that ive encountered)

in the game it went
Round 1-
Phineas - cloud of doom
Vul- triple tap with autocannon
"Bad guys"- magus mind scourge

Roud 2
Phienas :- move to hide
Farius*:- sonic blaster
Vul:- flame on
Bad guys:- magus flicker, lots of fear checks. begin posession.

Farius* from his ooc posts I thought it had seemed like he was doing nothing 1st round as he watched things unfolding,

I guess I might aswell roll initiative for Farius, though I still haven't decided on how he will act in this combat encounter he did not start himself.
You should have asked if that was so. I thought I made it clear I was just deciding on what Farius would do. I had plenty of time for Luc and Henry to do their actions, but then you jumped the gun and did all the NPC actions before I could complete my post (yes, I was in the middle of writing the IC post :smallsmile:).

After I posted I made it clear several times he acted on the first turn, and I'm pretty sure I wrote that in the IC post as well.

But alright, let's assume Farius acted last in the first round, as he delayed his actions watching stuff unfold.

(If Watupdat does go before the magus in the second round)
Minion: [roll2] - minion woud take the blasts
Precog Dodge: [roll3] - dodged with at least 2 dos to avoid 2(4) shots
Field: [roll4]
I realized the Evasion tests to avoid Farius' attack have been treated incorrectly. The hits from Storm are additional hits, which means they are all treated as 1 evaded by DoS (just like ordinary additional hits) -- i.e. they're not bundled together like "2 dos to avoid 2(4)", but it's 4 DoS to evade 4 hits. Or 6 DoS to avoid all 6 hits in the previous turn. Unless he tested against 58+ on the Dodge test one hit went through, but that one got absorbed by the field, so doesn't change anything.

Also remember you test evasion before any minions throw themselves to take hits for you, as it seems you're testing them in order of they happen.

You forgot to test Fear (3) for everyone (apart from the ones fearless or busy vomiting and cannot take their actions) before they all act in the 2nd round (before potential daemon possession), which may change things considerably. It has the potential to remove the last 2 posts

I am also waiting to determine Kurin the Minion's actions as soon as they have all tested fear and I know what happens, because he goes dead last before Magus.

Lucretia
2012-11-13, 08:37 AM
Mekboy, you can't use swift attack with power fists. They're unbalanced. :smallfrown:

watupwithdat
2012-11-13, 08:39 AM
Mekboy, you can't use swift attack with power fists. They're unbalanced. :smallfrown:

The errata corrects it. Swift Attack is using Lightning Attack lingo, which doesn't apply. You can actually Swift Attack with Unwieldy stuff as far as I know. No Lightning with Unbalanced/Unwieldy though.

Lucretia
2012-11-13, 08:45 AM
Interesting -- never mind, Mekboy, you can go show them what's what with that power fist. :smallbiggrin:

Henry the 57th
2012-11-13, 08:49 AM
Anyone want to help Mekboy this turn? The Horde should be at Magnitude 13, so one or two more hits could get rid of it, or at least knock the extra 1d10 off it's attack.

Lucretia
2012-11-13, 08:49 AM
To my understanding, I've already gone this turn. This is still Round Two.

EDIT: Also, Watup is correct insofar as RAW is concerned. Rate of Fire clearly dictates extra hits. Is it really worth Rule Zeroing this? The point of Rule Zero is to make sure the game is still fun. That's what it's all about. Is it going to detract from your fun if the rules are followed? What about Henry, or Mekboy, or Watup, or myself?

Henry the 57th
2012-11-13, 08:56 AM
To my understanding, I've already gone this turn. This is still Round Two.

I don't think so:


The demon will respond on its turn after Fabrius, Phineas and the beserker of khorne arrive.

It's Round 3. :smallsmile:

Lucretia
2012-11-13, 08:58 AM
Then I should have gone before you. Also, I've still got a round of being at Psy Rating 1, so I'm just about worthless. So Phinneas, who isn't aware there's a daemon here, is going to back up another four meters, as was his plan before.

watupwithdat
2012-11-13, 09:07 AM
Anyone want to help Mekboy this turn? The Horde should be at Magnitude 13, so one or two more hits could get rid of it, or at least knock the extra 1d10 off it's attack.

To my understanding, I've already gone this turn. This is still Round Two.


It's Round 3. :smallsmile:
Yeah, you're getting ahead of yourself. It's still Farius' turn on round 2, and then the enemies need to test Fear, then it's Kurin, then Magus. Then it's round 3 and the Khornate girl enters. :smalltongue:

Khornate girl rolled 16 initiative, so she should enter on her initiative, just after Phin takes his turn, as far as I know.

Henry the 57th
2012-11-13, 09:12 AM
Yeah, you're getting ahead of yourself. It's still Farius' turn on round 2, and then the enemies need to test Fear, then it's Kurin, then Magus. Then it's round 3 and the Khornate girl enters. :smalltongue:

Ok, sorry. :smallredface:

I was under the impression that that had been resolved.

watupwithdat
2012-11-13, 09:50 AM
Ok, sorry. :smallredface:

I was under the impression that that had been resolved.

Farius' turn is over, the Magus precog dodged all hits from the blastmaster as long as he tested against 56 or higher.

No one has tested against Fear (3) yet.

"Bolter 1: Vomits 3 rounds
Bolter 3: "safe" shock
Melta: Faints 3 rounds
Plasma: -10 on tests
Horde: Don't care
The Psyker minion: -10 on tests"

There's also the guy who is running away screaming from Farius. Not sure how long that lasts. Until he's gotten away and then he can try to snap out of it.

So assuming you don't need to test against Fear when you're busy vomiting, unconscious or running away in fear: Bolter 3, Plasma and Psyker still has to test fear. The Magus seems to be Fearless (which I guess means he has to make a WP test to run away with Flicker), as he never tested during round 1.

Henry the 57th
2012-11-13, 11:02 AM
Ah, forgot about the Fear tests. :smallredface:

It doesn't really change what I do, whatever happens. I need that horde weaker before it hits me. 2d10 + whatever damage I can probably tank. 3d10 is less likely. So I still burninate the horde.

Also, sorry if I seem impatient and out of turn - I just really was hoping not to waste too much time on this personal subplot where I'm the only one who stands to gain. :smallfrown:

watupwithdat
2012-11-13, 11:08 AM
Ah, forgot about the Fear tests. :smallredface:

It doesn't really change what I do, whatever happens. I need that horde weaker before it hits me. 2d10 + whatever damage I can probably tank. 3d10 is less likely. So I still burninate the horde.

Also, sorry if I seem impatient and out of turn - I just really was hoping not to waste too much time on this personal subplot where I'm the only one who stands to gain. :smallfrown:

Understandable. But it is what it is. And it's expected that the first combat with quite a few participants and new mechanics (I guess most GMs don't usually have the NPCs test for fear every turn, the Host of Fiend's corruption from failed WP tests and so on) that's not been used much in practice and a "flow" needs to be worked out. I take a long time writing Farius' actions as I'm at the moment unfamiliar with how he fights and ranged combat, for example. The confusion over Farius' first turn probably didn't help either.

I expect the next combat to run more fluidly as we should have gotten all the issues and unfamiliarity sorted out by then.

Better now than during the actual Compact, I suppose. :smalltongue:

Lucretia
2012-11-13, 11:12 AM
We're about to meet Smarflarfitarmolax, greater daemon of Chaos. He'll probably become an NPC. We'll all stand to gain -- and your staff drifted away, regardless. :smallwink:

Henry the 57th
2012-11-13, 11:15 AM
Understandable. But it is what it is. And it's expected that the first combat with quite a few participants and new mechanics (I guess most GMs don't usually have the NPCs test for fear every turn, the Host of Fiend's corruption from failed WP tests and so on) that's not been used much in practice and a "flow" needs to be worked out. I take a long time writing Farius' actions as I'm at the moment unfamiliar with how he fights and ranged combat, for example. The confusion over Farius' first turn probably didn't help either.

I expect the next combat to run more fluidly as we should have gotten all the issues and unfamiliarity sorted out by then.

Better now than during the actual Compact, I suppose. :smalltongue:

I suppose. But a lot of it is my fault too - I post too quickly, without being thorough about being sure the last turn is done, and that everyone who should have gone has.

And this all seems to have been for nothing anyway, because the prize just sank into the floor. Barring the daemon deciding to help us kill him for some reason, he'll likely be impossible to find in whatever bizarre, supernatural maze he has around here.

watupwithdat
2012-11-13, 11:31 AM
I suppose. But a lot of it is my fault too - I post too quickly, without being thorough about being sure the last turn is done, and that everyone who should have gone has.

And this all seems to have been for nothing anyway, because the prize just sank into the floor. Barring the daemon deciding to help us kill him for some reason, he'll likely be impossible to find in whatever bizarre, supernatural maze he has around here.
Yeah, bad you! :smalltongue:

I'm at this point treating the daemon as not 100% due to the psyker being able to fail his Fear test and not able to take any action. The magus is probably gone (unless he's got the Fearless talent and fails his WP test to "retreat".)

Worth noting is that you can track the Magus with Psyniscience. Flicker is an active psychic power, and those you can pinpoint with a good enough test.

Henry the 57th
2012-11-13, 11:37 AM
Yeah, bad you! :smalltongue:

I'm at this point treating the daemon as not 100% due to the psyker being able to fail his Fear test and not able to take any action. The magus is probably gone (unless he's got the Fearless talent and fails his WP test to "retreat".)

Worth noting is that you can track the Magus with Psyniscience. Flicker is an active psychic power, and those you can pinpoint with a good enough test.

:smalltongue:

Possibly. He may or may not.

That's true, but I doubt he'll be using it for long - he undoubtedly is just fleeing to some secret hideout to either cower or come back in five minutes equipped with a bunch of really great stuff.

DrK
2012-11-13, 04:28 PM
Long consolidated post incoming.


"If he hits, he scores a hit for the initial Degree of Success" <- 1 hit.
"plus an additional hit for every two additional Degrees of Success." <- additional hits for every 2 additional DoS.
"The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire." <- Notice it's a new sentence, so it's not coupled with the initial hit, and it only mentions the extra (additional) hits, and not the initial hit.


It's pretty obvious looking at it to me. No poor grammar at all. It's only extra hits (i.e. additional hits) that's compared to the amount listed in the RoF -- an initial hit cannot be an "extra" hit.

Bottom line is, rules state RoF indicates the limit of additional hits, and there is no reason whatsoever I can think of to change that.

You see the way I read it is also exactly how its portrayed in the other 40K line books where the total number of hits (initial+extra) cannot exceed the weapons RoF and in the Rogue Trader book there is an example of just that (exmaple box on page 43 of Rogue Trader core book) where someone has a RoF 3 weapon - gets enough for 4 hits but loses the fouth one. Its pretty clear RoF = max number of hits.



You should have asked if that was so. I thought I made it clear I was just deciding on what Farius would do. I had plenty of time for Luc and Henry to do their actions, but then you jumped the gun and did all the NPC actions before I could complete my post (yes, I was in the middle of writing the IC post :smallsmile:).

After I posted I made it clear several times he acted on the first turn, and I'm pretty sure I wrote that in the IC post as well.

But alright, let's assume Farius acted last in the first round, as he delayed his actions watching stuff unfold.

As you said later there was confusion all around. So I'm sorry for my part i that and I'm sure thuigs will settle down as we adapt to each others style of play/writing.


I realized the Evasion tests to avoid Farius' attack have been treated incorrectly. The hits from Storm are additional hits, which means they are all treated as 1 evaded by DoS (just like ordinary additional hits) -- i.e. they're not bundled together like "2 dos to avoid 2(4)", but it's 4 DoS to evade 4 hits. Or 6 DoS to avoid all 6 hits in the previous turn. Unless he tested against 58+ on the Dodge test one hit went through, but that one got absorbed by the field, so doesn't change anything.

Also remember you test evasion before any minions throw themselves to take hits for you, as it seems you're testing them in order of they happen.

Storm doesn't work ilke that. You take the hits (pre-storm) and then dodge as normal and then double any remaining ones. Its been defined like that since Rogue Trader is the offical FAQ and Black Crusade is just the same.


You forgot to test Fear (3) for everyone (apart from the ones fearless or busy vomiting and cannot take their actions) before they all act in the 2nd round (before potential daemon possession), which may change things considerably. It has the potential to remove the last 2 posts

I am also waiting to determine Kurin the Minion's actions as soon as they have all tested fear and I know what happens, because he goes dead last before Magus.

Everyone has made a test for Fear(3). They don't have to make a test every round unless there is a new source of fear. You only test when you "encounter a creature with this trait". So there are no additional tests to make save "snap out of it tests" for anyone who needs it.

also - Warp instability.

Henry the 57th
2012-11-13, 04:37 PM
:smallconfused: Why would Watup require Warp Instability? The guy who shot at him missed with a 44, when he needed a 40?

Lucretia
2012-11-13, 04:39 PM
The wording in Harbingers of Doom (Page 277 of the Core Rulebook) indicates that you do test each round.
When facing numerous Fear-causing foes, the Heretic only counts the highest source of Fear each round.That seems to indicate, to me at least, that it is constant.

Also, the combat system was revamped in Black Crusade. From meltas to scatter, the way certain weapons function changed drastically in some cases -- and with such moves like full auto and semi auto, what was once a bonus became a penalty. The argument that 'it worked like X in RT, so it should work like Y in BC' doesn't really work because of such changes.

I don't think Storm was mentioned in the Black Crusade errata. The weapon quality in the Core Rulebook, Page 151, says the following:

This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended.So from that, on semi-automatic, each pair of DoS gives two hits. On page 235, we get this information concerning Evasion.

When evading Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit.So from this we can see that 1DoS = 1 hit.

Storm doubles the number of hits. So if I had 5 DoS on my semi auto test, I'd have three hits normally. With a storm weapon, that's six hits. Someone would need to roll six degrees of success on their evasion test in order to prevent themselves from being hit.

DrK
2012-11-13, 04:49 PM
The wording for the storm description and the semi-auto/full auto actions haven't changed. Only the "to hit" and the half/full action have changed.

For storm
1. See how many hits you get
2. See how many the target evades
3. Double it
4. resolve damage

Same as Dark Heresy, RT and DW. I see no reason why Black Crusade would be different to the other lines in that regard.


The harbringers of doom is also talking about if there are multiple sources of fear you only need test once in a round even if there multiple sources - so you wouldn't have to make multiple tests ina given round. Just one against the most frightening.

Lucretia
2012-11-13, 04:52 PM
It says each round, though, which indicates an ongoing event. You need to test, but only against one, because fear tests must be made each round.

Having reviewed the Rogue Trader errata, I'm not sure I see the argument for the dodge check being against the number of hits before they're doubled -- in other words, why, in the prior example of 5 DoS in a semi-automatic attack, my opponent would need to have 3 DoS instead of 6. Unless I've misunderstood and that isn't the position being taken?

EDIT:
For storm
1. See how many hits you get
2. See how many the target evades
3. Double it
4. resolve damage
Can you cite your sources or guide me through this process? I haven't been able to find anything in the FAQs which lead me to this, but I haven't checked Dark Heresy's errata in a long time, and I've never read through Deathwatch's because I think it's a terrible game.

Henry the 57th
2012-11-13, 04:57 PM
I still am not getting why you are asking Watup to take a Warp Instability test. The plasma guy missed. And even if he had hit, he acted after Watup and so Watup would have until the end of his next turn to do some damage to something.

DrK
2012-11-13, 04:58 PM
I still am not getting why you are asking Watup to take a Warp Instability test. The plasma guy missed. And even if he had hit, he acted after Watup and so Watup would have until the end of his next turn to do some damage to something.

Igmore the warp instability. I was getting confused with something else.

Though the magus did avoid 2 rounds worth of noise blaster fire so was unhurt.

watupwithdat
2012-11-13, 05:37 PM
You see the way I read it is also exactly how its portrayed in the other 40K line books where the total number of hits (initial+extra) cannot exceed the weapons RoF and in the Rogue Trader book there is an example of just that (exmaple box on page 43 of Rogue Trader core book) where someone has a RoF 3 weapon - gets enough for 4 hits but loses the fouth one. Its pretty clear RoF = max number of hits.
RT semi-auto:
"If he succeeds, the attack scores a hit normally. Furthermore, every two degrees of success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire."

BC semi-auto:
"If he hits, he scores a hit for the initial Degree of Success plus an additional hit for every two additional Degrees of Success. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire."

As you can see, the exact same meaning in both systems. Both mention it's "extra hits" scored that cannot exceed the weapon’s semi-automatic rate of fire. The initial hit does not factor into rate of fire.


As you said later there was confusion all around. So I'm sorry for my part i that and I'm sure thuigs will settle down as we adapt to each others style of play/writing.
Yes, agreed.


Storm doesn't work ilke that. You take the hits (pre-storm) and then dodge as normal and then double any remaining ones. Its been defined like that since Rogue Trader is the offical FAQ and Black Crusade is just the same.
Storm:
A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits.

Evasion:
"When Evading Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit."

They use the same wording, as you can see. An additional hit. With Storm you get the double amount. All which are additional hits which needs to be dodged with an additional DoS on the evasion test.


Everyone has made a test for Fear(3). They don't have to make a test every round unless there is a new source of fear. You only test when you "encounter a creature with this trait". So there are no additional tests to make save "snap out of it tests" for anyone who needs it.
also - Warp instability.
From BC errata, FAQ section:

Question: How are Fear Tests (for both Enemies and Heretics) treated in Combat? Do you simply roll for each source once per encounter, or do you roll for the highest source every round until it goes away?
Answer: You only make one roll each round against the most Fear-causing source (see page 277, bottom right paragraph).

Edit:
From RT FAQ:
Question: When dodging shots from weapons with Storm, how many shots does each Degree of Success on a Dodge Test allow the defender to avoid?
Answer: In the specific case of Storm weapons, a successful Dodge Test dodges two shots, plus two additional shots for every Degree of Success.

Assuming that applies in BC, I suppose you are correct regarding that. But in the future it's probably best if you reference sources instead of just assuming we are familiar with how it works in previous systems, when basing rules on those -- because I'm not very familiar with DH/RT specific things.

DrK
2012-11-13, 05:49 PM
RT semi-auto:
"If he succeeds, the attack scores a hit normally. Furthermore, every two degrees of success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire."

BC semi-auto:
"If he hits, he scores a hit for the initial Degree of Success plus an additional hit for every two additional Degrees of Success. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire."

As you can see, the exact same meaning in both systems. Both mention it's "extra hits" scored that cannot exceed the weapon’s semi-automatic rate of fire. The initial hit does not factor into rate of fire.

That's my point. The sytstems use the same wording and the RT (and DW) examples run through what happens and caps the total number of hit possible as the wepaons RoF. Read the examples given in either RT or DW as they explain it nicely.

(Also the Storm quality mentions hits = twice the RoF, not twice the RoF +1, the listed RoF is maximum achievable number of hits. You can't get more hits than the the number of rounds you fire.)



Storm: A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits.

Evasion:
"When Evading Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit."

They use the same wording, as you can see. An additional hit. With Storm you get the double amount. All which are additional hits which needs to be dodged with an additional DoS on the evasion test.

As I said it was clairified in a RT FaQ that each dodge against a storm weapon dodges 1 that is then double to 2 hits. So in practice resolve the attack normally, do the dodge then double any remaining.




From BC errata, FAQ section:
Question: How are Fear Tests (for both Enemies and Heretics) treated in Combat? Do you simply roll for each source once per encounter, or do you roll for the highest source every round until it goes away?
Answer: You only make one roll each round against the most Fear-causing source (see page 277, bottom right paragraph).

Haven't read the BC FAQ that'll keep things fun in future combats! And a change form the other systems

SOme fear
[roll0] Bolter
[roll1] Plasma
[roll2] Psyker

DrK
2012-11-13, 05:50 PM
Sorry for double post forgot to include SHock
[roll0] bolter
[roll1] Plasma

IC corrected

Bolter - melted
Plasma - didn't fire; melted instead (8d5 corruption. Didn't bother rolling)
Psyker unaffected, still goes postal.

Round 3:-
Still awaiting Farius and Phineas before the remaining horde and the approaching Greater Demon

Lucretia
2012-11-13, 05:52 PM
+80? :eek:

He's very shocked!

EDIT: And that'll be 6d5 corruption for Mr. Bolter and 8d5 corruption for Mr. Plasma? If I understand the shock system (and I very well may not, seeing as how I was brilliant enough to completely miss the second question of the Rogue Trader FAQ!) you add ten for each degree of failure, so the +60 and +80 indicate DoFs.

Henry the 57th
2012-11-13, 05:54 PM
Wow, fear is really darn useful in combination with Phinneas' power.

Edit: Also, since our Psyker friend passed, he still gets a Greater Daemon that eats his soul. After thinking about it, I now have more mixed feelings - it's absurdly powerful, yes, but if we do this right it need not be a foe.

DrK
2012-11-13, 05:56 PM
Wow, fear is really darn useful in combination with Phinneas' power.

Edit: Also, since our Psyker friend passed, he still gets a Greater Daemon that eats his soul. After thinking about it, I now have more mixed feelings - it's absurdly powerful, yes, but if we do this right it need not be a foe.

Its almost like they planned it.... :smallwink:

@ Lucretia:- I didn't roll the 6 or 8d5. I just assumed they would go >10 and spawnify.

EDIT: And I think that this means Turn order etc... is restored. So just Farious and Phineas in this turn as the Demon starts to possess and inhabit the poor little man.

THen bad guys (horde/ demon)

Lucretia
2012-11-13, 05:58 PM
That's totally okay. I'll post Phinneas' walking four meters in a moment -- since he doesn't have warp sense, he doesn't get a reflexive psyniscience check, so at the moment our old psychic friend is unaware of the daemonic elephant in the psyker.

Henry the 57th
2012-11-13, 06:00 PM
That's totally okay. I'll post Phinneas' walking four meters in a moment -- since he doesn't have warp sense, he doesn't get a reflexive psyniscience check, so at the moment our old psychic friend is unaware of the daemonic elephant in the psyker.

Which is why, immediately after flaming the horde, Vul spells it out for everyone. :smallwink:

Don't want anyone's character doing anything to provoke it IC because they don't know about it.

Lucretia
2012-11-13, 06:09 PM
Its almost like they planned it.... :smallwink:

You'll note that Phinneas had Host of Fiends before Farius' mutation was rolled. The synergy is lovely, but we couldn't have planned around one of our members having Fear 4. That would require precognition which Phinneas has but I, much to my dismay, do not. :smallsmile:

EDIT: Gosh. I've got to go Tzeentch instead of Slaanesh. That's upsetting.

Henry the 57th
2012-11-13, 07:22 PM
Why do you have to go Tzeentch?

Lucretia
2012-11-13, 07:30 PM
Item-wise. Things like the Pendant of Psychic Neutering doesn't work against psykers of Tzeentch. I think the Crown of Prospero is the same way. Also, thrall wizards are Tzeentch only.

Henry the 57th
2012-11-13, 07:38 PM
Item-wise. Things like the Pendant of Psychic Neutering doesn't work against psykers of Tzeentch. I think the Crown of Prospero is the same way. Also, thrall wizards are Tzeentch only.

Ah yes. That's what happens when Tome of Fate is the only expansion out, I suppose. And I doubt Slaanesh will get much love in the upcoming Tome of Blood. :smalltongue:

Although I don't know for sure, I'd wager Tome of Plague will come out after Tome of Blood, with Tome of Excess last.

As for myself, I intend to keep Unaligned. Being a very physically powerful Terminator helps with that, as just about all the gods have things that I can use.

Lucretia
2012-11-13, 07:42 PM
Yeah. Psykers won't get much love in Khorne's book, but if that surprises anyone they must be new to the system. Unaligned is good, but none of the exalted powers really make me go 'blimey, what a cool power! I sure wish I gave up lower experience for such things as willpower and the various lores so that I could perform these various tricks!'

A pity there's no Unaligned devotion.

Henry the 57th
2012-11-13, 07:49 PM
I intend to be a pretty well-rounded character, so specializing just isn't where I want to go. It's not my character's personality to do that either.

Of course, it helps that, as a Terminator Sorcerer, I can be just as good in close or ranged combat as in magic, and with less risk of accidentally getting my soul eaten, like that poor chump.

watupwithdat
2012-11-13, 08:10 PM
That's my point. The sytstems use the same wording and the RT (and DW) examples run through what happens and caps the total number of hit possible as the wepaons RoF. Read the examples given in either RT or DW as they explain it nicely.

(Also the Storm quality mentions hits = twice the RoF, not twice the RoF +1, the listed RoF is maximum achievable number of hits. You can't get more hits than the the number of rounds you fire.)

I'm still of the opinion that the extra hits scored in regards to RoF is separate from the initial hit for succeeding the test. I will send in a rules question to FFG and see what kind of answer I'll get.

But if it is works the way you're saying it does, that would make the Near Unique 500 XP Blastmaster pretty damn awful compared to other ranged weapons that doesn't cost XP to use properly and have higher rates of fire and are harder to evade. It would also be much worse than any Swift/Lightning Attack for melee. Any semi-auto ranged weapon that isn't the Reaper Autocannon is underpowered compared to Swift Attack (and Lightning Attack).

Makes me wonder if I had even gone with the character concept if I knew semi-auto and RoF, and therefore the Blastmaster, didn't work the way I thought and I wouldn't get 3x2 hits maximum. It's a cool weapon, but it costs xp and is weak compared to a reaper autocannon, combi-bolter or a heavy bolter due to how easy it is to avoid the additional hits, and the lower amount of them. And I can only ever get 3 DoS, as more does nothing. :smallannoyed: Right now he mostly feels like a WP test-bot for Phin.


As I said it was clairified in a RT FaQ that each dodge against a storm weapon dodges 1 that is then double to 2 hits. So in practice resolve the attack normally, do the dodge then double any remaining.
Yes, I edited in the RT FAQ/errata and I stand corrected if that's how it works in BC as well. But I cannot say I like it, as it makes it much easier to dodge Farius' attacks. I'll include it among the rules questions I send in to FFG.

Lucretia
2012-11-13, 08:17 PM
I suppose the unjammable nature and endless ammo are the reasons it's somewhat superior to the reaper? And that you can turn it into a heavy weapon as well, I suppose. But the Reaper Autocannon does seem superior in every way, especially since you can get a fire selector on one and have all sorts of kooky ammunition in there.

Henry the 57th
2012-11-13, 08:19 PM
If you really prefer the combi-bolter, I can loan you mine.

watupwithdat
2012-11-13, 08:25 PM
I suppose the unjammable nature and endless ammo are the reasons it's somewhat superior to the reaper? And that you can turn it into a heavy weapon as well, I suppose. But the Reaper Autocannon does seem superior in every way, especially since you can get a fire selector on one and have all sorts of kooky ammunition in there.

It can still jam, just like a reaper autocannon. Unless it's Best craftmanship, just like a reaper autocannon. And with a fire selector a reaper autocannon in practice has unlimited ammo as well. You won't be able to expend all that ammo in a single combat encounter or session. Or two, for that matter. As a heavy weapon the blastmaster still doesn't come close to a reaper autocannon. I'm pretty sure it's worse as one, as well, unless there's several enemies clumped together, which is unlikely -- and they fail a dodge test.

Compare it to the legion combi-bolter or the legion heavy bolter and you'll probably find it's the same case as well. Much harder to avoid the hits I believe is the biggest factor. And they don't cost you 500 xp to use.

Kurin the minion delays a swift action on round 2 before the magus acts, btw. Should be round 3 now.

Lucretia
2012-11-13, 08:27 PM
The blastmaster has unlimited ammo and no need to reload. I can't see how it can jam.

Perhaps you can trade it in and undo the exotic weapon talent, considering the situation?

Henry the 57th
2012-11-13, 08:31 PM
It can still jam, just like a reaper autocannon. Unless it's Best craftmanship, just like a reaper autocannon. And with a fire selector a reaper autocannon in practice has unlimited ammo as well. You won't be able to expend all that ammo in a single combat encounter or session. Or two, for that matter. As a heavy weapon the blastmaster still doesn't come close to a reaper autocannon. I'm pretty sure it's worse as one, as well, unless there's several enemies clumped together, which is unlikely -- and they fail a dodge test.

Compare it to the legion combi-bolter or the legion heavy bolter and you'll probably find it's the same case as well. Much harder to avoid the hits I believe is the biggest factor. And they don't cost you 500 xp to use.

Kurin the minion delays a swift action on round 2 before the magus acts, btw. Should be round 3 now.

It is round 3. Everyone has acted but you. The horde is at Magnitude 13 and everyone else has buggered off, is a spawn, or is a daemon. Obliteration of the horde would be appreciated.

Do you want to use my combi-bolter until you get another weapon?

watupwithdat
2012-11-13, 08:49 PM
The blastmaster has unlimited ammo and no need to reload. I can't see how it can jam.

Perhaps you can trade it in and undo the exotic weapon talent, considering the situation?

According to RAW it can, though. :|

Perhaps. Not sure what I'd use as a weapon, though. They're all so... boring. No wonder I never play ranged characters? :smalltongue:


It is round 3. Everyone has acted but you. The horde is at Magnitude 13 and everyone else has buggered off,

is a spawn, or is a daemon. Obliteration of the horde would be appreciated.
Alright. I'll make an IC post then. Are everyone apart from the horde and the psyker too horrified from looking at Farius' or is there still someone trying to kill us?


Do you want to use my combi-bolter until you get another weapon?
No, as that'd mean a waste of 500 xp. I'd rather make changes regarding what character I play then.

Btw Mekboy, Alicia cannot Lightning Attack on a Charge. Only Standard, Swift and All-out allowed.

Henry the 57th
2012-11-13, 08:51 PM
Everyone else seems to have fled or gotten spawnified.

Henry the 57th
2012-11-13, 09:05 PM
The horde should be at Magnitude 9 now, which means it gets no bonuses to damage for being a horde. Since the weapons it has are described simply as being "sharp things", I'd guess nothing more dangerous than primitive knives, axes, or swords. So Mekboy and I should be a-ok, barring the daemon taking issue with us.

watupwithdat
2012-11-13, 09:16 PM
The horde should be at Magnitude 9 now, which means it gets no bonuses to damage for being a horde. Since the weapons it has are described simply as being "sharp things", I'd guess nothing more dangerous than primitive knives, axes, or swords. So Mekboy and I should be a-ok, barring the daemon taking issue with us.

When they move close to us Kurin will get a Swift Attack on the horde, as well. I am not sure if he gets to attack when they've used an action to move close, but before they can attack. Either way, he may kill them with a good roll.

Interestingly only one, discounting the horde, has died from weapons fire. The minion who took the first attack for his master. Rest have been a bunch of damn misses. Do Farius take credit for unwittingly turning everyone into a spawn? :smalltongue:

Henry the 57th
2012-11-13, 09:29 PM
Technically, Phinneas should get the credit, as he's the one who cast the "failure on Willpower = Corruption" spell, which for some reason I cannot find in the book.

watupwithdat
2012-11-13, 09:43 PM
Technically, Phinneas should get the credit, as he's the one who cast the "failure on Willpower = Corruption" spell, which for some reason I cannot find in the book.

He'd have to use his mask without Farius' help though! ~~ But yeah. Farius ain't much help with semi-auto and storm worse than I imagined. The max damage he can do to a horde in a turn is 8. And people can dodge all his attacks with 2 DoS on an evasion test.

It's under Unaligned powers. Host of Fiends.

Henry the 57th
2012-11-13, 09:46 PM
He'd have to use his mask without Farius' help though! ~~ But yeah. Farius ain't much help with semi-auto and storm worse than I imagined.

It's under Unaligned powers. Host of Fiends.

My autocannon wasn't terribly helpful either. On the plus side, my flamer really came in handy. :smallsmile:

Ah, now I see it. Weird. After seeing it in action, I am highly tempted to buy that power for myself the next time we get some xp. It's super effective! :smallwink:

DrK
2012-11-14, 02:45 AM
Bl**dy forum lost my subscription. I was aving breakfast thinking where have people gone!

If you want to change weapon that's fine. But I've not changed any of the rules. Its the way that the rules say that storm/ Semi[/Full Auto work. Even storm desrcibes max hits as being twice the RoF - so ax hits = RoF and double for storm.

Its not surprising that aheavy tank busting cannon is superior to many other weapons. But it does have caveats with being heavy (in terms of weapon type and weight) and very, very obvious.

If Farious posts his IC post then I'll update the IC in my lunch break.

Henry the 57th
2012-11-14, 02:47 AM
Quick question: I can use one half action to stow my cannon properly and the other to fire the flamer one last time, right?

Also, watup did post in the IC thread. It's the most recent one.

DrK
2012-11-14, 03:38 AM
Quick question: I can use one half action to stow my cannon properly and the other to fire the flamer one last time, right?

Also, watup did post in the IC thread. It's the most recent one.

Not without your "good" hand. The chainfist doesn't allow any real use of that hand bar scooping things up.

I saw his IC post. Logged out and back in and ~10 threads appeared in my update. Silly forum. I'll post a short thing at lunch as only have mobile ay work. Silly filtering.

Lucretia
2012-11-14, 06:16 AM
If you're going to be sustaining Warptime as well, your Host of Fiends would be pretty terrible. :smallwink:

I'm not sure if they would stack, either.

watupwithdat
2012-11-14, 06:22 AM
If you want to change weapon that's fine. But I've not changed any of the rules. Its the way that the rules say that storm/ Semi[/Full Auto work. Even storm desrcibes max hits as being twice the RoF - so ax hits = RoF and double for storm.
The thing is both me and Lucretia, two very rulesy people, have been assuming reading the RAW that it worked the way I thought -- that RoF indicated only the limit to the extra hits, and that Storm doubled those extra hits. That's in effect 1/3 less effectivity (or more if you factor in how Storm is evaded).

Its not surprising that aheavy tank busting cannon is superior to many other weapons. But it does have caveats with being heavy (in terms of weapon type and weight) and very, very obvious.
The Blastmaster is as heavy and large as the Reaper Autocannon, and is a 'anti-tank weapon' when fired on its single fire mode, so I don't see how that's an important arguement for the Reaper being better than anything else.


I'm not sure if they would stack, either.

Doubt it.

Edit:

I any case, I think I'll stick with the choices I've made. The only ranged weapon I think I'd switch to is a Reaper Autocannon and I do not want to use that boring weapon. Little if any RP potential with that or the different Bolt weapons. I can always retire the character if I find he's just scaring people during combat and everyone's dodging his shots.

Saying that I wouldn't mind if the Blastmaster's RoF was bumped up to 3 to reflect it being a rare and exotic weapon (that could rival the legion combi-bolter), and offset that it's hard to get and costs xp to use. Seems unlikey, but it'd help some atleast and get it closer to my vision of the character.

Question for DrK: Can weapons without reload/clip jam?

Lucretia
2012-11-14, 09:58 AM
On the topic of willpower tests and Host of Fiends --

Would servitors and other mechanical beings need to take a make willpower test to Void screaming and losing their round when set on fire?

Would Jaded/Fearless/Frenzied enemies in the above scenario?

Also, I think adding to the ROF of the blastmaster is definitely a good call. Mechanically, the reaper is the best weapon. Having some that can even slightly approach it, so that we aren't penalized for not taking a fluff-wise poor weapon, would be a blessing.

watupwithdat
2012-11-14, 10:08 AM
Would servitors and other mechanical beings need to take a make willpower test to Void screaming and losing their round when set on fire?

Probably only if the fire damage goes through AP.



Possession:- WP tests Demon [roll5] TN 89 (unnatral +4) Vs Psyker [roll6] TN 39 - 5 to the demon, 2 to the human. IC post remains unchanged as you can see the change coming.

A Lord of Change doesn't have UNWP 4 as far as I can tell, as per its write-up on page 358, so it should only have gotten 3 DoS.

DrK
2012-11-14, 11:14 AM
A Lord of Change doesn't have UNWP 4 as far as I can tell, as per its write-up on page 358, so it should only have gotten 3 DoS.

What makes you think that?

Had some flaky results at work, so been busy. Will update when i get home later and settle kids to bed.

watupwithdat
2012-11-14, 11:44 AM
What makes you think that?

I was reading the traits list for the Lord of Change.

"Traits: Daemonic (+5), Dark-sight, Fear (4), Flyer (5), From Beyond, Sturdy, Unnatural Strength (+12), Unnatural Toughness (+5), The Stuff of Nightmares."

DrK
2012-11-14, 03:31 PM
On the topic of willpower tests and Host of Fiends --

Would servitors and other mechanical beings need to take a make willpower test to Void screaming and losing their round when set on fire?

Would Jaded/Fearless/Frenzied enemies in the above scenario?

Also, I think adding to the ROF of the blastmaster is definitely a good call. Mechanically, the reaper is the best weapon. Having some that can even slightly approach it, so that we aren't penalized for not taking a fluff-wise poor weapon, would be a blessing.

Servitors or other mindless beings would not as they can ignore being on fire and continue regardless (obvioulsy whilst taking damage)

Not sure about frenzied or fearless will have a read. But jaded would def' have to test with fire. THey are just apathetic not psychotic.

Not all weapons are equal. The noise blaster is far superior to some other exotics and some basic weapons are better than others. Its a fact of all RPGs not just this one. And one doesn't have to go for the mathmatically best option.


The thing is both me and Lucretia, two very rulesy people, have been assuming reading the RAW that it worked the way I thought -- that RoF indicated only the limit to the extra hits, and that Storm doubled those extra hits. That's in effect 1/3 less effectivity (or more if you factor in how Storm is evaded).

I any case, I think I'll stick with the choices I've made. The only ranged weapon I think I'd switch to is a Reaper Autocannon and I do not want to use that boring weapon. Little if any RP potential with that or the different Bolt weapons. I can always retire the character if I find he's just scaring people during combat and everyone's dodging his shots.

Saying that I wouldn't mind if the Blastmaster's RoF was bumped up to 3 to reflect it being a rare and exotic weapon (that could rival the legion combi-bolter), and offset that it's hard to get and costs xp to use. Seems unlikey, but it'd help some atleast and get it closer to my vision of the character.

Question for DrK: Can weapons without reload/clip jam?

I'm also "rulesey" and happy with my reading as well. Particularly in light of the worked examples given in the other 40K line of books that explictly say that RoF is the cap on hits.

Its een supported by the Storm description that says "you can't score more hits than twoce the RoF." implying obviouslt that without storm max hits = RoF.

Weapons without ammo could still overheat, have enrgy surges etc... Different mechanism, same effect.


A Lord of Change doesn't have UNWP 4 as far as I can tell, as per its write-up on page 358, so it should only have gotten 3 DoS.


I was reading the traits list for the Lord of Change.

"Traits: Daemonic (+5), Dark-sight, Fear (4), Flyer (5), From Beyond, Sturdy, Unnatural Strength (+12), Unnatural Toughness (+5), The Stuff of Nightmares."

Those stats may be representative of "a" Lord of change but who knows about this one. You shouldn't assume that monsters/ bad guys will just be pulled out of the books.

DrK
2012-11-14, 03:38 PM
On the topic of willpower tests and Host of Fiends --

Would servitors and other mechanical beings need to take a make willpower test to Void screaming and losing their round when set on fire?

Would Jaded/Fearless/Frenzied enemies in the above scenario?

Also, I think adding to the ROF of the blastmaster is definitely a good call. Mechanically, the reaper is the best weapon. Having some that can even slightly approach it, so that we aren't penalized for not taking a fluff-wise poor weapon, would be a blessing.

Servitors or other mindless beings would not as they can ignore being on fire and continue regardless (obvioulsy whilst taking damage)

Not sure about frenzied or fearless will have a read. But jaded would def' have to test with fire. THey are just apathetic not psychotic.

Not all weapons are equal. The noise blaster is far superior to some other exotics and some basic weapons are better than others. Its a fact of all RPGs not just this one. And one doesn't have to go for the mathmatically best option.


The thing is both me and Lucretia, two very rulesy people, have been assuming reading the RAW that it worked the way I thought -- that RoF indicated only the limit to the extra hits, and that Storm doubled those extra hits. That's in effect 1/3 less effectivity (or more if you factor in how Storm is evaded).

I any case, I think I'll stick with the choices I've made. The only ranged weapon I think I'd switch to is a Reaper Autocannon and I do not want to use that boring weapon. Little if any RP potential with that or the different Bolt weapons. I can always retire the character if I find he's just scaring people during combat and everyone's dodging his shots.

Saying that I wouldn't mind if the Blastmaster's RoF was bumped up to 3 to reflect it being a rare and exotic weapon (that could rival the legion combi-bolter), and offset that it's hard to get and costs xp to use. Seems unlikey, but it'd help some atleast and get it closer to my vision of the character.

Question for DrK: Can weapons without reload/clip jam?

I'm also "rulesey" and happy with my reading as well. Particularly in light of the worked examples given in the other 40K line of books that explictly say that RoF is the cap on hits.

Its een supported by the Storm description that says "you can't score more hits than twoce the RoF." implying obviouslt that without storm max hits = RoF.

Weapons without ammo could still overheat, have enrgy surges etc... Different mechanism, same effect.


A Lord of Change doesn't have UNWP 4 as far as I can tell, as per its write-up on page 358, so it should only have gotten 3 DoS.


I was reading the traits list for the Lord of Change.

"Traits: Daemonic (+5), Dark-sight, Fear (4), Flyer (5), From Beyond, Sturdy, Unnatural Strength (+12), Unnatural Toughness (+5), The Stuff of Nightmares."

Those stats may be representative of "a" Lord of change but who knows about this one. You shouldn't assume that monsters/ bad guys will just be pulled out of the books.

DrK
2012-11-14, 03:42 PM
WP 89 (+4) [roll0]
WP less [roll1]

Henry the 57th
2012-11-14, 03:52 PM
WP 89 (+4) [roll0]
WP less [roll1]

What does "WP less" mean?

watupwithdat
2012-11-14, 03:57 PM
Not all weapons are equal. The noise blaster is far superior to some other exotics and some basic weapons are better than others. Its a fact of all RPGs not just this one. And one doesn't have to go for the mathmatically best option.
It cannot be compared to the other Exotic weapons though (apart from the sonic blaster), because they do not have the same role as weapons. Instead you should compare it to the autocannons, legion combi-bolter, legion heavy bolter, multilas and so on -- weapons that have the same roles as weapons and are closest in damage, amount of hits, penetration and so on. Compared to all of those, and factored in the higher cost, the blastmaster is lackluster/underpowered I believe. And it seems Luc agrees with me, which I must say is surprising considering she hates homebrew/houserules with a passion.

I'm not saying that all weapons no matter what should be equal. I'm saying that it should be more in line with other weapons that does what it does but, but does it better and aren't anywhere close to hard to get a hold of. It doesn't need to be the best mathemically, but it should be in line with other similar weapons.


What does "WP less" mean?

That the target is less than the above value? It was a possession test. The daemon has control now, not that we know, unless it somehow becomes obvious.

Henry the 57th
2012-11-14, 04:21 PM
That the target is less than the above value? It was a possession test. The daemon has control now, not that we know, unless it somehow becomes obvious.

I think I know. I can see it all happening and explicitly warned everyone about it.

DrK
2012-11-14, 04:26 PM
It cannot be compared to the other Exotic weapons though (apart from the sonic blaster), because they do not have the same role as weapons. Instead you should compare it to the autocannons, legion combi-bolter, legion heavy bolter, multilas and so on -- weapons that have the same roles as weapons and are closest in damage, amount of hits, penetration and so on. Compared to all of those, and factored in the higher cost, the blastmaster is lackluster/underpowered I believe. And it seems Luc agrees with me, which I must say is surprising considering she hates homebrew/houserules with a passion.

I'm not saying that all weapons no matter what should be equal. I'm saying that it should be more in line with other weapons that does what it does but, but does it better and aren't anywhere close to hard to get a hold of. It doesn't need to be the best mathemically, but it should be in line with other similar weapons.



That the target is less than the above value? It was a possession test. The daemon has control now, not that we know, unless it somehow becomes obvious.

"WP less" was just as I had misplaced my notebook with the psyker's stats in.

Blastmaster
Basic mode 150m S/2/- 1d10+12 PEN6 Devastating(1) Storm
Heavy mode 250m S 3d10+10 PEN8 Devastating(2) Blast (4)

So maximum 4 hits in semi-auto mode (or 8 magnitude to horde) and Blast 4 - 7 magnitude damage to a horde on blast mode

Combi Bolter: shorter range, less damage, less PEN, max 4 hits
Heavy Bolter: HEAVY, not basic, max 6 hits, same damage, less PEN
Plasma Gun: same damage, better PEN, max 2 hits, overheats
Multilaser: Heavy, not basic, max 5 hits avg 3 more damage but much worse PEN

- So as a basic semi-auto weapon its very good. Better than most of the others in fact. And that's only comparing it to the legion ones so its far better than any of the others that are non-legion.

In "Big" mode
- missile launcher (frag) - pitiful damage by comparison
- Lascannon: Better damage (by 11), No blast, no horde breaking ability
- multimelta: Much smaller blast, ~same avg damage, better PEN
- Plasma cannon - less damage, less range, less blast, overheats.

So in the world of heavy high damage single shot weapons its also very competitive and amongst the best of them

So I think its in no way underpowered. As a basic semi-auto weapon its amongst the best and even when looking at single big shot mode its better than most and about as effective as the multimelta unless you're facing very high armour. The fact it that combines one of the best semi-auto modes with one of the best single shot blast modes leaves it as an excellent choice.

- If its not as good as the autocannon well.. so. None of the other weapons, basic or exotic are either. Doesn't mean you have to use one.

watupwithdat
2012-11-14, 05:00 PM
Blastmaster: max 4 hits, but those 4 hits can be evaded with 2 DoS, it's Near Unique and cost 500 xp to use properly.

Legion Combi-bolters: twin-linked, which means they have max 5 hits, and you need 4 or 5 DoS (for twin-linked extra hit) to Evade all those hits. It's Extremely Rare (Very Rare for someone with Ancient Warrior, which most Astartes seem to take anyway). 3 less damage and 2 less pen. I cannot say I factor in range, as combat very rarely take place over 70m.

Legion Heavy Bolter: Heavy in practice means nothing unless you're dual-wielding ranged weapons (which I never see anyone do, so that's a non-issue) and Astartes have Bulging Biceps. 1 less Pen, which is negligible, and you get 6 hits for for 6 DoS which you need 6 DoS to evade. With 3 DoS on a Blastmaster you get 4 hits, need 2 DoS to dodge all. With 3 DoS on a heavy bolter, you get 3 hits and need 3 DoS to dodge all. And you can get 3 additional hits. Clearly superior, by a long shot I'd say. Very Rare for most PC Astartes.

Plasma guns: Underpowered. We all know it. That's why no one use them.

Multilaser: Heavy, see above. Higher RoF, does better on low-AP targets (but potentially better on higher AP-targets as well) and harder to dodge. No one uses it, Very Rare.

Autocannon: 1 less rof, harder to dodge, much higher damage, negligible lower pen due to so much higher damage, Reliable, Very Rare.

Reaper Autocannon: +1 rof, much harder to dodge (2 DoS vs 4/5 DoS), much higher damage, negligible lower pen due to so much higher damage, Reliable, Extremely Rare.

Basic or Heavy class actually rarely has any bearing for Astartes unless you plan to wield two basic ones, which.. yeah.. too lame.

Regarding Blast mode: I'm not arguing about that one, they're all fairly close/bad/good. But still worse than any semi/auto for standard usage. It's rare you only want to shoot single target on someone.

I included rarity in my comparison, and the fact that an Astartes can use all of them out of the box.

Most comparable weapons have about the same rof (or higher), hits that are much harder to avoid and negligible damage/pen differences (or much higher in the case of autocannons). The Blastmaster is +20/+30 availbility more than all of them and it costs 500 xp to use. Don't you think availability and xp cost should be factored in as well when balancing, and not just pure stats? That it's a "2-in-1" doesn't really make up for it, when you can just as easily carry two weapons.

Edit: Oh and btw, don't forget to mention all the chaos spawn mutating right about now. :smallbiggrin:

DrK
2012-11-14, 05:15 PM
Blastmaster: max 4 hits, but those 4 hits can be evaded with 2 DoS, it's Near Unique and cost 500 xp to use properly.

Legion Combi-bolters: twin-linked, which means they have max 5 hits, and you need 4 or 5 DoS (for twin-linked extra hit) to Evade all those hits. It's Extremely Rare (Very Rare for someone with Ancient Warrior, which most Astartes seem to take anyway). 3 less damage and 2 less pen. I cannot say I factor in range, as combat very rarely take place over 70m.

Legion Heavy Bolter: Heavy in practice means nothing unless you're dual-wielding ranged weapons (which I never see anyone do, so that's a non-issue) and Astartes have Bulging Biceps. 1 less Pen, which is negligible, and you get 6 hits for for 6 DoS which you need 6 DoS to evade. With 3 DoS on a Blastmaster you get 4 hits, need 2 DoS to dodge all. With 3 DoS on a heavy bolter, you get 3 hits and need 3 DoS to dodge all. And you can get 3 additional hits. Clearly superior, by a long shot I'd say. Very Rare for most PC Astartes.

Plasma guns: Underpowered. We all know it. That's why no one use them.

Multilaser: Heavy, see above. Higher RoF, does better on low-AP targets (but potentially better on higher AP-targets as well) and harder to dodge. No one uses it, Very Rare.

Autocannon: 1 less rof, harder to dodge, much higher damage, negligible lower pen due to so much higher damage, Reliable, Very Rare.

Reaper Autocannon: +1 rof, much harder to dodge (2 DoS vs 4/5 DoS), much higher damage, negligible lower pen due to so much higher damage, Reliable, Extremely Rare.

Basic or Heavy class actually rarely has any bearing for Astartes unless you plan to wield two basic ones, which.. yeah.. too lame.

Regarding Blast mode: I'm not arguing about that one, they're all fairly close/bad/good. But still worse than any semi/auto for standard usage. It's rare you only want to shoot single target on someone.

I included rarity in my comparison, and the fact that an Astartes can use all of them out of the box.

Most comparable weapons have about the same rof (or higher), hits that are much harder to avoid and negligible damage/pen differences (or much higher in the case of autocannons). The Blastmaster is +20/+30 availbility more than all of them and it costs 500 xp to use. Don't you think availability and xp cost should be factored in as well when balancing, and not just pure stats? That it's a "2-in-1" doesn't really make up for it, when you can just as easily carry two weapons.

I think Heavy/basic makes a difference. Especially for non-astartes who can also use Noisblasters. Even for Astartes basic weapons can be fired one handed allowing a second weapon or a melee weapon, they can also be quick drawn - something that Henry found out.

As for the other weapons allowing more hits... well, they also require you to get the required hit rolls to do that well. To get 4 hits from the Storm Bolter you need 3 DoS, to get the same from the Combi-Bolter you need 5 DoS. The heavy bolter can only be fired in full-auto which also hinders shooting accuracy. In addition you are comparing the "best" of regular weapons with it. Its also far better than 90% of tye other weapons and requires no ammunition and no reloading. And has a longer range.

Against hordes its also better than all of the above doing 8magnitude damage with 2DoS, better than any of the other semi-auto weapons.

As for availablilty- makes no difference at all with ease of trading and the like. You managed to start with one with little hassle. There is also the fact that it better than most other exotics. There is no reason for it be the "best". It is in fact a very good blast and a very good semi-auto weapon rolled into the same.

Lucretia
2012-11-14, 05:25 PM
So it doesn't strike you as bizarre that the best weapon in the game, to my knowledge, is an extremely rare solid projectile weapon? Not even an exotic one at that, but just some run of the mill, remarkably easy thing to obtain?

watupwithdat
2012-11-14, 05:38 PM
In addition you are comparing the "best" of regular weapons with it. Its also far better than 90% of tye other weapons and requires no ammunition and no reloading. And has a longer range.
Because other weapons aren't really used by PC characters usually, and are not weapons you try to obtain if you want to be effective at your role.


Against hordes its also better than all of the above doing 8magnitude damage with 2DoS 3 DoS, better than any of the other semi-auto weapons.
Yes, you may reach 8 mag damage with only 3 DoS, but most ranged weapons will get a lot of hits vs horde due to the high to-hit modifiers you get vs hordes.

All ranged weapons are also worse vs. hordes (apart from long range flamers and high blast value grenades) compared to melee attacks which are the undisputed masters of that. So that all ranged weapons are bad vs hordes isn't saying much.


As for availablilty- makes no difference at all with ease of trading and the like. You managed to start with one with little hassle. There is also the fact that it better than most other exotics. There is no reason for it be the "best". It is in fact a very good blast and a very good semi-auto weapon rolled into the same.
If a +30 trade-in and using the Wealth passion is "little hassle" then I don't know what would be "no hassle". Being a sorcerer and trading in their force weapon for +50? That's the only thing that can get a higher trade-in unless you have 40+ infamy and Excessive Wealth. I had to really use all I could to start with a B-cm Near Unique weapon. And yes, it's best among the Exotics, more or less. But none of the other exotics does what it does, so it's not really like you can compare it. Other than say "all the other exotic ranged weapons suck". I guess the -40 Toxic one is alright, but it's hard to actually damage anyone with it, so I suppose it's bad too.

I'm not asking for it to be "best", I'm asking for it to be "better", as to reflect it's availbility and cost to use compared to other as good or better weapons.

In my opinion the biggest problem with the Blastmaster is it's so easy to avoid all hits due to you only needing 2 DoS. If you evade, you probably get 2 DoS as well. With 3 RoF you'd atleast need 3 DoS on the evade test to avoid all, which isn't as easy.

DrK
2012-11-14, 05:39 PM
So it doesn't strike you as bizarre that the best weapon in the game, to my knowledge, is an extremely rare solid projectile weapon? Not even an exotic one at that, but just some run of the mill, remarkably easy thing to obtain?

Yes that strikes me as a little strange. But it does not make me feel obliged to improve all of the other weapons to compensate. I don't know why the designers left autocannons as so good - maybe its a hold over from the old tabletop games - who knows.

But also I expect players to pick things for characterful reasons rather than just mathmetical numbercrunching so its never bothered me that much. If you're a terminator its one of 3 weapon choices - the only minor quibble I have is them not defining terminator weapons changes as requireing a spanner and 10 minutes like they did with Deathwtach. Allowing it to be like "power armour plus".

Lucretia
2012-11-14, 05:42 PM
Yes that strikes me as a little strange. But it does not make me feel obliged to improve all of the other weapons to compensate.

No, but you'd think two players asking you to might have an effect.

watupwithdat
2012-11-14, 05:45 PM
I could also add that if I wanted to obtain a b-cm Blastmaster in play I would probably not be able to.

-50 near unique, -20 b-cm, +30 trade, +10 single = -30. I'd need to roll a natural 1 to obtain it with my current Infamy. That's not a hassle to obtain, that's near impossible.

Henry the 57th
2012-11-14, 06:02 PM
For the record, Vul isn't speaking. He's projecting his voice straight into the daemon's mind. When things are in italics, it indicates him communicating mentally. Quotes are him speaking aloud.

DrK
2012-11-14, 06:03 PM
No, but you'd think two players asking you to might have an effect.

Surely then rather than improving all the other weapons it would be simpler to downgrade Autocannons?

And it being hard to get, its a BQ exotic weapon. When you have a relatively low infamy fof 30 it should be hard to get!


On the IC stuff
- You can view the Demon's offer as a "Side-Compact" that you may or may not investigate. It will be setting up a lair up on the Space Dock.

DrK
2012-11-14, 06:04 PM
For the record, Vul isn't speaking. He's projecting his voice straight into the daemon's mind. When things are in italics, it indicates him communicating mentally. Quotes are him speaking aloud.

I guessed that. Sorry if one the IC posts suggested otherwise. The demon is just speaking out loud however.

Henry the 57th
2012-11-14, 06:10 PM
I guessed that. Sorry if one the IC posts suggested otherwise. The demon is just speaking out loud however.

Incidentally, can I use my flamer to start torching the temple? I want to spite the sorcerer, and also to destroy whatever objects of power he has here. No sense in leaving a living enemy with a powerful and convenient base, after all, and it might even earn us a point or two of corruption or infamy for the awe such an act would inspire.

Lucretia
2012-11-14, 06:11 PM
Considering the daemon might take it as his lair, it's probably not wise. And Phinneas wouldn't mind glancing around for any such objects of power -- why destroy them when you can use them against your foes?

DrK
2012-11-14, 06:12 PM
Incidentally, can I use my flamer to start torching the temple? I want to spite the sorcerer, and also to destroy whatever objects of power he has here. No sense in leaving a living enemy with a powerful and convenient base, after all, and it might even earn us a point or two of corruption or infamy for the awe such an act would inspire.

Well things like the benches and wall hangings are flammable. The friezes on the wall might melt but also would piss off the demon. Themain superstructure itself is made of metal bulkhead bits so wouldn't really burn.

EDIT:
You are currently on the space dock In orbit. Its likely to be Skarrsdelve the main city/settlement/slave market

Henry the 57th
2012-11-14, 06:17 PM
Well things like the benches and wall hangings are flammable. The friezes on the wall might melt but also would piss off the demon. Themain superstructure itself is made of metal bulkhead bits so wouldn't really burn.

Ok. Don't wanna piss off the Lord of Change. I guess that can wait until he's gone - that body won't last long - and we've looted the place.

watupwithdat
2012-11-14, 06:18 PM
Surely then rather than improving all the other weapons it would be simpler to downgrade Autocannons?
If you want to go with the 'fun' factor it's better to buff the blastmaster. It's less fun when everyone evades your 4 hits because they only need 2 DoS.

And I'm guessing you missed my post (where I mentioned evasion as the biggest problem) above Luc's.

Lucretia
2012-11-14, 06:19 PM
Psyniscience check to see if I can make out any artefacts around the area.

[roll0] v. 80
[roll1] v. X, 45 if above is unsuccessful, 70 if above is successful.

EDIT: I do not, in fact, see anything. Darn.

Henry the 57th
2012-11-14, 06:23 PM
I'm checking the pulpit. Also, there was mention of the psyker having a staff. If the daemon isn't holding onto it, I grab that as well.

watupwithdat
2012-11-14, 06:23 PM
Technically the LoC's thought sending failed, as he rolled a 94. :smallbiggrin:

Lucretia
2012-11-14, 06:24 PM
They can't fail focus tests. They automatically succeed with 1d5 DoS.

EDIT: Ouch! I hadn't considered Phinneas craven. Is he really lacking in courage? :smallfrown:

watupwithdat
2012-11-14, 06:26 PM
They can't fail focus tests. They automatically succeed with 1d5 DoS.

He's not using the book's write-up for his LoC. Even more evident as he actually tested. :smalltongue:

And Mekboy, Alicia should technically probably be scared by the horrifying Fear 3 (as he was still shooting stuff) Slaanite right about then. :smalltongue:

Mekboy
2012-11-14, 06:31 PM
It's just Alicia's default stance on psykers/slaaneshi worshippers/anyone who isn't her.

A combination of hubris, martial prowess and purity of agression makes for... interesting character relationships.

Henry the 57th
2012-11-14, 06:34 PM
I'm glad Vul is so respectable in your eyes.

watupwithdat
2012-11-14, 06:35 PM
Yeah, the Purity of Aggression being the cause of why Alicia should probably be testing Fear when looking upon Farius -- as we're treating it only affecting hostiles (usually enemies), and Alicia most likely being hostile towards everything, haha. :smalltongue:

Safer for Alicia if she's not testing Fear, I guess. :smallwink:

I actually forgot to mention during the combat that Alicia should probably test Fear, as she wouldn't know that Farius was with Phin and therefor considered Alicia's enemy like most others in the room. :smallsmile:

Lucretia
2012-11-14, 06:37 PM
Well, he's a Slaaneshi and she's a Khornate, and on top of that, she's got Enemy (All). She definitely should test against Fear of the daemonette. I'm not sure if she's affected by Host of Fiends as well, considering Enemy (All). :smallfrown:

Lucretia
2012-11-14, 06:45 PM
I'm just not sure because of the Enemy (All). I don't want to target Alicia. Phinneas considers her a friend. But I'm unsure due to the talent she's got. And there continues to be a lack of a =/ smiley. So instead, take a :vaarsuvius:.

EDIT: HOW DARE YOU DELETE YOUR POST! Now it looks like I double posted! :smallfurious:

watupwithdat
2012-11-14, 06:47 PM
I'm just not sure because of the Enemy (All). I don't want to target Alicia. Phinneas considers her a friend. But I'm unsure due to the talent she's got. And there continues to be a lack of a =/ smiley. So instead, take a :vaarsuvius:.

EDIT: HOW DARE YOU DELETE YOUR POST! Now it looks like I double posted! :smallfurious:

Ehehehehehe. Well, no need for me to make rulings, I'm not the GM! :smalltongue:

As I said, and deleted, as long as Phin consider her an ally it shouldn't affect her no matter what she thinks. If she attacks Phin, I doubt he will consider her an ally anymore at which point Host of Fiends will affect her.

Mekboy
2012-11-14, 06:51 PM
I think enemy at only level 1 is basically the equivilent of Rival from Dark Heresy. It's less that everyone wants to kill you, more you make a bad impression on everyone. On account of hating them.

Lucretia
2012-11-14, 06:52 PM
But Enemy dictates what people think of her, while Hatred dictates what she thinks of others. It's why I dislike Purity of Aggression so much -- it dictates how your character reacts, and thus takes agency away from the player.

Thus why I'm unsure of the situation.

watupwithdat
2012-11-14, 07:05 PM
But Enemy dictates what people think of her, while Hatred dictates what she thinks of others. It's why I dislike Purity of Aggression so much -- it dictates how your character reacts, and thus takes agency away from the player.

Thus why I'm unsure of the situation.

I think the Enemy talent is more for what NPCs think about you, and shouldn't indicate what other PCs think.

Henry the 57th
2012-11-14, 07:12 PM
DrK, do those cultists I consume know anything that I don't? Anything at all really - even the least detail might be important.

Lucretia
2012-11-14, 07:28 PM
On wanting to do other things: I'd like to test for a war trophy, but I'm not sure if we can make more than four acquisition attempts. My luck probably wouldn't allow me to actually get the silly bugger, but y'know. Leaving the space dock with more than I had getting here would have been nice. But that's true of Phinneas, Farius AND Alicia. Only Mr. Terminator actually got anything.

Other than that, Phinneas is ready to head down.

Henry the 57th
2012-11-14, 07:31 PM
Is the psyker's staff a force staff?

Mekboy
2012-11-14, 07:38 PM
I'm good to head on down.