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LeSwordfish
2013-01-10, 06:11 AM
http://images3.wikia.nocookie.net/__cb20121026165729/warhammer40k/images/thumb/2/2f/Mordian_Iron_Guard_Chimera.jpg/640px-Mordian_Iron_Guard_Chimera.jpg

So here we go. IC thread (http://www.giantitp.com/forums/showthread.php?p=14504181)

Post character sheets in here, and i'll link them in the OP. Choose a speech colour.

If you don't post in 48hrs, I stop waiting for you. I reserve the right to kill you or your comrade off if you don't post in a week.

Regiment: Mordian 414th
Characteristic Modifiers:
+6 Agility

Starting Skills:
Common Lore (Imperial Guard),
Common Lore (Imperium),
Common Lore (War),
Deceive,
Operate(Surface)

Starting Talents:
Combat Formation or Double Team,
Heightened Senses (Hearing) or Paranoia or Unremarkable,
Rapid Reload

Traits
Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging
through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

Wounds: Characters from this regiment have 1 fewer starting Wounds than normal.

Standard Regimental Kit:
1 M36 Lasgun and 4 charge packs,
1 Knife,
Sidearm Pack: 1 Sword OR 1 Laspistol and 2 clips OR 1 Melee attachment (Bayonet)
Hiver's Pack: One item of "plentiful" availability or better.
1 Suit flak armour,
1 Set Photocontacts
Microbead

1 smoke grenade

1 injector,
5 doses of stimm,

Uniform,
Poor weather gear,
Rucksack,
Basic Toolkit,
Mess kit and water canteen,
Blanket and sleep bag,
Rechargeable lamp-pack,
Grooming kit,
Dog tags,
Imperial Infantryman’s Uplifting Primer,
2 Weeks’ rations,

Chimera- Nox Noctis Equa
The squad has one chimera, with a Autocannon and Heavy Flamer.
---Turret-mounted Autocannon (360deg, 300m, s/3/-, 3d10+8, Pen 6, Clip 40, 2Full, Reliable)
---Front Hull-mounted Heavy Flamer (45deg, 30m, s/-/-, 1d10+5, Pen 4, Clip 20, 2Full, Flame, Spray)
--- Tactical speed 15m, Cruising speed 70kph
--- Maneuverability +0, Size Massive (+30 to hit)
--- S.I. 35 Armour 30/22/16
--- Traits Amphibious, Enclosed, Rugged, (+20 repair) Tracked (-10 Maneuverability, +10 terrain, all speed losses halved, repair times doubled)


Logistics
Base logistics roll is 26 (16 Base, 1-5 years front, 3-6 months at front, Violent Impasse). Multiple regiments are at the front.

+10 to get ammo for Sniper Rifle or Lascannon.

Favoured Weapons
Special Weapon: Sniper Rifle
Heavy Weapon: Lascannon


Second Squad, Third Platoon
Medicae-Sargeant Wolfe (http://www.giantitp.com/forums/showpost.php?p=14504912&postcount=3) and corpsman Mord

Sniper Cronyn (http://www.giantitp.com/forums/showpost.php?p=14504254&postcount=2) and spotter Trenn
Flame-trooper Montru (http://www.giantitp.com/forums/showpost.php?p=14506201&postcount=13) and trooper Dunham
Las-trooper Cheldruck (http://www.giantitp.com/forums/showpost.php?p=14930966&postcount=401) and trooper Delveccio
Operator Doyle (http://www.giantitp.com/forums/showpost.php?p=14506881&postcount=19) and trooper "Gunz"


Attached: Enginseer Varuck (http://www.giantitp.com/forums/showpost.php?p=14506001&postcount=8)and servitor Iota-24601
Stormtrooper Noalis (http://www.giantitp.com/forums/showpost.php?p=14931080&postcount=402)
Secondary driver Harkon

Previous squad members

Sargeant Jarren (http://www.giantitp.com/forums/showpost.php?p=14527635&postcount=67) (Injured in action) and adjudant Rory (Mustered out)
Corporal Bringer (http://www.giantitp.com/forums/showpost.php?p=14506424&postcount=14) and loader [Data not found] (Unspecified disciplinary action)




Now is the time to make requisition rolls, weapon customisation rolls, or similar, or start exploring the mustering place. Digging up battlefield information might be possible with a successful interaction test.

As the Lt said, you've got an hour, so no more than four requisition/customisation rolls per person.

watupwithdat
2013-01-10, 06:47 AM
Sniper Cronyn


"I'm pretty sure that guy's the commanding officer. I almost feel sorry for him. Almost."
-Sniper Cronyn, while lining up a headshot from 400m.

Character sheet


Current conditions and effects


N/A


Sniper Cronyn
Full name: Vario Cronyn

Speciality: Weapon Specialist
Regiment: Mordian 414th
Demeanour: Loose Cannon

Comrade

Name: Trenn
Status: Unharmed
Demeanour: Backwater
Gender: Male
Age: 25
Description: Somewhat slow in the head "newbie slummer", whom Cronyn mostly uses as a spotter or have carry things for him.

Comrade death list


N/A



Characteristics
{table=head] Stat | Base | Roll | Mods | Total
WS | 20 | 11 | - | 31
BS | 20 | 18 | +5+5 | 48
S | 20 | 11 | - | 31
T | 20 | 13 | - | 33
Ag | 20 | 16 | +6+5 | 47
Int | 20 | 12 | - | 32
Per | 20 | 13 | - | 33
WP | 20 | 14 | - | 34
Fel | 20 | 12 | - | 32[/table]

List of various test modifiers and other handy things


+5 Initiative to squad from Squad's Combat Formation. May use 5 Int Bonus instead of 4 Ag Bonus as base.
+1 DoS on successful BS Test with Las weapon on full or semi-auto if no move action.


Wounds: 8
Current Wounds: 8
Fate: 1/1

Insanity: 0
Corruption: 0

Armor: All (4)
Movement: Half 4m Full 8m Charge 12m Run 24m

Aptitudes

Agility
Ballistic Skill
Defence
Fellowship
Fieldcraft
Finesse
Weapon Skill

Skills, Talents and Traits

Skills
Awareness
Common Lore (Imperium) (Intelligence)
Common Lore +10 (Imperial Guard, War) (Intelligence)
Deceive (Fellowship)
Dodge (Agility)
Linguistics (Low Gothic) (Intelligence)
Navigate (Surface) (Intelligence)
Operate (Surface)
Stealth (Agility)
Survival (Perception)

Talents
Combat Formation
Lasgun Barrage
Rapid Reload
Spotter
Unremarkable
Weapon Training (Las, Melta, Solid Projectile)

Traits, Mutations and Special Abilities
Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

Equipment

Common Craftsmanship Sniper Rifle with 4 clips of standard ammunition

{table] Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight
Sniper Rifle | Basic | 200m | S/–/– | 1d10+4 I | 3 | 20 | Half | Accurate, Reliable | 5 kg[/table]

Upgrades

Targeter (reduces all penalties on Ballistic Skill Tests by one step)
Silencer (Awareness Tests to hear shots suffer an additional -20 penalty and can only be attempted at half the normal distance)
Telescopic Sight (ignores penalties for long and extreme range as long as the shooter takes a Full Action to Aim)

2/4 Customizations

Custom Grip (+5 BS, -5 BS for anyone else)
Modified Stock (receives an additional +2 bonus on a Half Action Aim or an additional +4 bonus for a Full Action Aim)
Home Materials (+5 vs Fear)


4 Krak Grenades

Standard Regimental Kit
M36 Lasgun with melee attachment (bayonet) - 4 charge packs

{table] Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight
M36 Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Half | Reliable, Lasgun Variable Settings | 4 kg[/table]

Upgrades

0/4 Customizations

2 Frag Grenades
2 Krak Grenades
1 Smoke Grenade
1 Fire Bomb Grenade
Photo-contacts
Micro-bead
Knife
Imperial Guard Flak Armour [+1 AP vs Blasts]
Injector
Stimm with 5 doses
Uniform
Poor Weather Gear
Rucksack
Basic Toolkit
Mess Kit
Water Canteen
Blanket
Sleep Bag
Rechargeable Lamp Pack
Grooming Kit
Dog Tags
Imperial Infantryman’s Uplifting Primer
Combat Sustenance Rations, Two Weeks

Requisitioned for current mission:

Rebreather


High-priority requisitions

Chameleoline Cloak, Rare -10
Unusual ammunition for Sniper Rifle
Amputator Shell, Extremely Rare -30 (+2 Damage, rarely obtained and used due to its rarity)
Expander Round, Scarce +0 (+1 Damage/Penetration, Cronyn's preferred ammunition choice)
Man-Stopper Bullet, Scarce +0 (+3 Penetration, for highly armoured targets)

Red-Dot Laser Sight, Very Rare -20 (alternative to Telescopic Sight)
Omni-scope, Near Unique -50 (highly unlikely to find one at some point)
Grapnel & Line, Common +20 (reaching hard-to-get places & observation/sniper positions)
Stummer, Average +10 (for stealth purposes)
Magnoculars, Average +10
Synskin, Very Rare -20 (worn under the flak armour [see RT version for details])
Motion Predictor, Very Rare -20 (for M36)

More rare potential requisition options

Long Las, Scarce +0 (for Unnatural Toughness targets like Orks, Rakghoul, Ogryn)
Meltagun, Very Rare -20 (for high armour targets like vehicles)
Melta Canister (basic), Very Rare -20 (for use with Meltagun)
Refractor Field, Very Rare -20
Demolition Charge, Scarce +0 (creating breaches or clearing obstacles, tech-use needed)
Melta Bomb, Very Rare -20 (creating breaches or taking out high-armoured targets, no tech-use needed)
Signal Jammer, Rare -10 (jam signals to avoid alert from scouts, handy in ambushes)
Static Generator, Very Rare -20 (see above)
Hand-Held Targeter, Scarce +0 (for spotter)
Vox-caster, Scarce +0 (for long-range communication)

Favoured customizations for Cronyn's weaponry

Sniper Rifle
Trigger Adjustment (+1 Initiative during first round of combat)

M36 Lasgun
Custom Grip (+5 BS)
Fluid Action (+1 DoS on semi-auto, +half action to reload)
Modified Stock (+2/+4 to Half/Full Action Aim)
Home Materials (+5 vs Fear Tests)
Modified Stock (+2/+4 to Half/Full Action Aim)


Cybernetics

N/A

Background, personality and description and such
Initially a generalist, like so many other run-of-the-mill guardsmen, Cronyn had been present during many of the riot supressions of his cramped homeworld. There he had mostly used the standard lasgun, and he was quite proficient with it. But it was not a weapon he particularly enjoyed. When he was among the tithe of guardsmen provided to the Imperial Guard, things changed. Now conflict was frequently fought in an open battleground, something he was unused to.

One kind of weapon the 34 year old Mordian had little experience in previously was the real long range ones, the sniper weapons, as that had been rarely needed back home. What he found was that his talent for shooting was even more so when using a high-precision rifle — and he enjoyed it. That's when he requested a position as a sniper and to a lesser extent recon. Recon out in the wilderness, like so many others from a hive world, just felt off to him. But that was something he could overcome with experience, he figured. However, recon took a backseat to the elimination of high-value targets, letting actual scouts and recon regiments handle such things, something he excelled at to such a degree that he often went for those on his own initiative even when standing orders were on other targets. This practice caused him to more than once be reprimanded when realized. But the end-results speak for themselves and despite the iron discipline within the regiment, the punishments he recieves are usually lenient if not a slap on the wrist.

Cronyn stands out in the generic Mordian Iron Guard squad in that he disdains wearing their brightly coloured uniforms, as that would make his role harder. He prefers darker colours over his flak armour as well as a camo cloak if he's able to acquire one, as he has found that they help immensely. While he usually goes with the standard ammunition for his Sniper Rifle, he do not hestitate to use more unusual ammunition if available. In particular he likes to use higher penetration rounds and the somewhat frowned upon expander rounds to ensure headshot kills.

Advances

Advances
100 xp +5 BS Simple
100 xp Dodge +0
250 xp Spotter
100 xp Stealth +0
200 xp Awareness +0

XP spent: 750
XP remaining: 175

To come

200 xp Deadeye Shot
300 xp Marksman
300 xp Sharpshooter
400 xp Step Aside
400 xp Target Selection
250 xp +5 BS Intermediate
300 xp Set-Up Shot

Caimheul
2013-01-10, 10:41 AM
Medicae Nathin "Doc" Wolfe
"Unless your mother had advanced first aid training she ain't gonna do you much good. Now shut up and stop squirming unless you WANT to bleed out!"

-Doc, while administering first aid to a wounded guardsman during a mortar attack.



Character Name: Medicae "Doc" Nathin Wolfe
Speciality: Medic
Demeanour: Sarcastic

Comrade:
Name: Mord
Demeanour: Affable
Health: Uninjured

Characteristics:
{table=head] Stat | Base | Roll | Mods | Total
WS | 20 | 4 | - | 24
BS | 20 | 16 | - | 36
S | 20 | 10 | - | 30
T | 20 | 13 | - | 33
Ag | 20 | 14 | +6 | 40
Int | 20 | 20 | +5+5 | 50
Per | 20 | 15 | +5 | 40
WP | 20 | 14 | - | 34
Fel | 20 | 16 | - | 36[/table]


Aptitudes:

Leadership
Fieldcraft
Perception
Intelligence
Knowledge
Willpower
Social

Skills:

Awareness (Per): 40
Lingusitics (Low Gothic) (Int): 50
Medicae (Int): 50
Scholastic Lore (Chymistry) (Int): 50
Scrutiny (Per): 40
Operate (Surface) (Ag): 40
Common Lore (Imperial Guard, Imperium, War) (Int): 50
Dodge (Ag): 40
Commerce (Int): 50



Traits:

Accustomed to Crowds: Crowds do not count as Difficult Terrain, and when Running or Charging through a dense crowd, no penalty to Agility Test to keep his feet
Hivebound: Whilst outside of an enclosed or artificial environment, -10 penalty to all Survival Tests.


Talents:

Weapon Training (Las, Low-Tech)
Combat Formation: All members of the Squad add +1 to their Initiative rolls. Any member of the squad may use the Int bonus of this character for their Initiative roll rather than their own Agility Bonus
Paranoia: +2 Initiative, GM may secretely Test using the character's Perception to notice hidden threats.
Rapid Reload: Halve all reload times, rounding down.
Jaded: Mundane events, from death's horrific visage to xenos abominations, do not force the character to gain Insanity Points or make Fear Tests. Terrors of the Warp still affect the character normally.




Experience:950/950


Intelligence (Simple) - 100xp
Perception (Simple) - 100xp
Awareness - 100xp
Dodge - 300xp
Commerce - 100xp
Sergeant Advance - 250xp

TODO:


Interrogation - 100xp
Trade (Armourer) - 100xp
Medicae (Trained) - 200xp
Trade (Armourer) (Trained) - 200xp
Charm - 200xp
Fellowship (Simple) - 250xp
Int (Intermediate) - 250xp
Master Chirurgeon - 400xp
Command (Trained) - 400xp
Medic Comrade Advances - Field Treatment 300xp & Medicae Auxilia -250xp
Sergeant Advances - Covering Fire! 200xp & Get Them! 200xp




Equipment:

Standard Issue:

{table=head] Weapon | Class | Range | Fire Rate | Damage | Pen | Clip Size | Reload Speed | Special
M36 Lasgun | Basic | 100m | s/3 | 1d10+3 E | - | 60 | Full | Reliable, Lasgun Variable Setting
Hot-Shot Laspistol | Pistol | 20m | s/2 | 1d10+4 E | 7 | 40 | 2 Full | -
Laspistol | Pistol | 30m | s/2 | 1d10+2 E | - | 30 | Half | Reliable, Lasgun Variable Setting
Fire Bomb x1 | Thrown | SBx3 | s | 1d10+3 E | 6 | 1 | - | Blast (3), Flame
Frag Grenade x2 | Thrown | SBx3 | s | 2d10 X | - | 1 | - | Blast (3), Ogryn Proof
Krak Grenade x2 | Thrown | SBx3 | s | 2d10+4 X | 6 | 1 | - | Concussive(0)
Smoke Grenade x1 | Thrown | SBx3 | s | - | - | 1 | - | Smoke (6)
Knife | Melee/Thrown | 5m | s | 1d5 R | - | 1 | - | -
[/table]


Imperial Guard Flak Armour [AP 4 All +1 AP vs Blasts]
Lasgun Charge Packs x4
Laspistol Charge Packs x2
Uniform
Poor Weather Gear
Rucksack
Basic Tools
Mess Kit
Water Canteen
Blanket
Sleep Bag
Rechargeable Lamp Pack
Grooming Kit
Dog Tags
Imperial Infantryman's Uplifting Primer
Combat Sustenance Rations, Two Weeks
Diagnostor +20 Medicae or Perception to determine ailment
Injector: x2
Stimm Doses: x5
Medikit +20 Medicae


Additional Equipment:

Field Sutures: +30 to Medicae tests to staunch blood loss
Camo Cloak: +20 stealth. If remains stationary, any BS tests to target him, suffer a -30 penalty


Logistics Wish list:
High Priority:
Field Sutures: Average +10 (+30 to Medicae tests to staunch blood loss)

Medium Priority:
Motion Predictor x2: Very Rare -20


Weapon Customisations wish list:

M36 Lasgun:

Custom Grip (+5 BS)
Fluid Action (Counts as having an additional degree of success for semi-auto, Increase load time by half action)
Sacred Inscription (+ 10 to any Pinning test)
Trigger Adjustment (+1 Init)


Las Pistol:

Home Materials (+5 to any fear test)
Custom Grip (+5 BS)
Modified Stock (+2 bonus to half action aim, +4 to full action aim)
Trigger Adjustment (+ 1 Init)






Corruption & Insanity:
Corruption Points: 0
Insanity Points: 0

Wounds:
Current: 10/10
Critical Damage: 0
Fatigue: 0/3

Fate: 1/1

Backstory:
Nathin Wolfe's first eighteen years were not particularly noteworthy in one of the hab-pyramids common on Mordian, a world known for its strict rules, endless night, and pale citizens. Like all Mordians, the vast majority of the first eighteen years of his life were spent in classrooms of one description or another. Any free time was spent with the other youths of the 237 lev, as part of the Mordian gang culture. Most of the illicit activity the gang was involved in entailed running errands for the various illegal establishments and hassling anyone from 219 who happened to wander onto their lev. It was only following the tests that every Mordian takes during his or her eighteenth year that Nathin's aptitude for medicine was noticed, leading to further education so his talent could be used to benefit other Mordians. As a nurse, he would aid in maintaining the well being of his fellow Mordians, for so long as they were in good health, they could continue to complete their jobs. Or at least this was supposed to be the plan... Instead, Nathin found that by running a back alley practice, using medicines and tools taken from the Medicae he worked in, he could make money fixing up wounds that might cause the authorities to ask uncomfortable questions. The arbitrators had their suspicions, but were unable to prove anything. Unable to justify arresting him, they instead settled for ensuring his name appeared on a list. "Doc" was made aware of this by a uniformed soldier who appeared at his door one evening, skin a reddish tinge only found among Mordians who had spent time off-world... Nathin Wolfe had been recruited into the Imperial Guard. Unable to change his fate, Nathin has instead decided to make the best of the situation, along with his fellow 237er, Mord.

LeSwordfish
2013-01-10, 10:56 AM
Questions:
Do we test for customizations using the enginseer's trade skill or does the enginseer test for us?

How many clips of standard ammo do I start with for the sniper rifle and are those a part of the standard kit so I don't have to test logistics to get more?

Does any of the (recon is my best bet) regiments active on the world have the Chameleoline Cloak in their Standard Regiment Kit?

Any regiments with either Targeter, Grapnel & Line, Stummer or Meltagun as part of their Standard Regiment Kits?

The enginseer does, four clips, and yes they're standard.

A recon regiment, the Tallahan ninth, have chameloline cloaks. Other regiments have other gear, but they're deployed to the other front: their gear will be available later.

watupwithdat
2013-01-10, 11:48 AM
The enginseer does, four clips, and yes they're standard.

A recon regiment, the Tallahan ninth, have chameloline cloaks. Other regiments have other gear, but they're deployed to the other front: their gear will be available later.

Alright. Got +20 on the logistics test for the cloaks then atleast.

Chameleoline Cloak (Rare -10, +20 regiment has it as standard kit)
Logistics test: [roll0] vs 35

Grapnel & Line (Common +20)
Logistics test: [roll1] vs 45

Custom Grip Customization (+5 BS)
Enginseer needs to test for me.

Will do the last logistics test later.

Can we retry for failed logistics tests the next time we are at a restocking station/whatever place you restock the standard kit? Can't find it in the book.

LeSwordfish
2013-01-10, 12:17 PM
I'm splitting the campaign up into "missions". The end of each mission, you recover fate, get xp, and there's a timeskip for healing and logistics tests. And yes, you can retry previously failed tests.

Caimheul
2013-01-10, 12:39 PM
Can we retry for failed logistics tests the next time we are at a restocking station/whatever place you restock the standard kit? Can't find it in the book.

First 100 xp we get I'm putting into Commerce to help obtain some of the more esoteric/rare requests, just so everyone knows.

Requisition: Field Sutures: [roll0] TN 35? (25 Base + 10 Average (+20 if Standard issue for another regiment))

NICE!

Weapon Customization Requests:
Las Pistol: Home Materials

Lasgun: Custom Grip, Fluid Action

DaedalusMkV
2013-01-10, 02:24 PM
Enginseer Marcus Varuck, seconded to the Mordian 414th for the duration of the Darien campaign.

"This planet is holy ground. If you do not give it the proper respect you will anger the Machine Spirits."

Regiment: Mordian 414th Mechanized
Specialty: Techpriest Enginseer
Demeanor: Strict

WS: 27
BS: 37
S: 31
T: 40
Ag: 31
Int: 45
Per: 29
WP: 33
Fel: 23

Fatigue: 0/4
Wounds: 10/10
Fate: 3/3
Insanity: 0
Corruption: 0

Aptitudes: Ballistic Skill, Defence, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower

Skills:

Common Lore (Imperial Guard, Imperium, War, Adeptus Mechanicus, Tech) (Int)
Deceive (Fel)
Forbidden Lore (Adeptus Mechanicus) (Int)
Linguistics (Low Gothic, Techna Lingua) (Int)
Logic (Int)
Operate(Surface) (Ag)
Security (Int)
Tech-use +10 (Int)
Trade (Armourer) (Int)


Talents:
Combat Formation
Heightened Senses (Hearing)
Rapid Reload
Technical Knock
Mechadendrite Use (Weapon, Utility)
Weapon Training (Las, Power)

Traits:

Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging
through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.
Mechanicus Implants: Provides a number of implants, as described on page 110.


Equipment:


1 M36 Lasgun with Custom Grip, Modified Stock, Sacred Inscription and 4 charge packs,
1 Knife,
Laspistol and 2 clips
Guard Flak Armour,
Set of Good-quality Photocontacts
Microbead

1 injector,
5 doses of stimm,

Uniform (Red Mechanicus Robes)
Poor weather gear Adaptive atmospheric disruption countermeasures
Rucksack,
Combi-Tool (+10 Tech-use)
Mess kit and water canteen,
Blanket and sleep bag,
Rechargeable lamp-pack
Grooming kit Augmentation cleaning supplies
Dog tags
Imperial Infantryman’s Uplifting Primer Pointless drivel
2 Weeks’ rations (Nutri-sludge)
Sacred Unguents
Dataslate
Multi-key (+30 on Security tests to unlock doors)
Power Axe
Recoil Glove (Fire Basic weapons one-handed at no penalty)
Carapace Greaves
Carapace Chestplate

Implants:
Ballistic Mechadendrite (Compact Laspistol)
Good-quality Mind Impulse Unit (+10 on Tech-use, BS, Operate, Logic, Inquiry with MIU-enabled items)
Good-quality Autosangine (Always considered Lightly Wounded, heal 2 points per day)
Good-quality Subskin Armour (+2 AP to Arms, Legs, Body)


Weapons and Armour:

Ranged:
{table] Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight | Number
M36 Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full(Half) | Reliable, Lasgun Variable Settings | 4 kg | 4 Charge Packs
Laspistol | Pistol | 30m | S/2/– | 1d10+2 X | 0 | 30 | Half (Free) | Reliable, Lasgun Variable Settings | 1.5 kg | 2 Clips
Ballistic Mechadendrite | Pistol | 15m | S/2/- | 1d10+1 E | 0 | 15 | Half (Free) | Reliable, Lasgun Variable Settings | - | 2 Clips[/table]

{table] Name | Class | Range | Dam | Pen | Special | Wt
Knife | Melee/Thrown | 5m | 1d5+3 R | - | - | 1 kg
Power Axe | Melee | - | 1d10+10 E | 7 | Power Field, Unbalanced | 6 kg
[/table]

Armour:
{table] Location | Applicable Armour | AP | Special?
Head | Flak Armour | 4 | AP5 against Blasts that are not direct hits
Body | Carapace Chestplate, Subskin | 8 | -
Arms | Flak Armour, Subskin | 6 | AP7 against Blasts that are not direct hits
Legs | Carapace Greaves, Subskin | 7 |
[/table]


Advances:

Simple Int Advance (100)
Trade (Armourer) (100)
Security (100)
Linguistics (Techna Lingua) (100)
Tech-use +10 (200)

50 Unspent XP


Comrade:

Name: Iota-24601
Demeanor: Mechanical
Special Abilities:
Ranged Volley: Iota lets loose a barrage of inaccurate fire from its inbuilt Lasgun. Gain +5 on BS Tests.
Close Quarters: Iota closes to protect its master in Close Combat, striking with its powerful technical bionics. Gain the benefit of Ganging Up, even if outnumbered.
Take Cover: Iota hunkers behind the nearest available cover, and cannot be injured unless the incoming attack deals at least 3 Damage plus the AP of the cover.
Status:
Note: Where necessary, use Servitor profile in Enemies and Allies section.


Background:

Unlike the soldiers of the Mordian 414th, Enginseer Varuck has never been to the planet Mordian, and is really not a true part of the Regiment at all. Assigned as one of many additional adjutant Enginseers assigned to the 414th, among the hundreds of initiates of the Machine Cult sent along with the Imperial Guard to retake the holy Forge World of Darien. Taciturn and dour, as most followers of the Omnissiah tend to be with those not initiated in the Machine Cult, the Enginseer is a stickler for rules and regulations with little patience for those who act in opposition to such things. He sees the rebel forces occupying Darien as heretics of the worst order, ignorant fools who would despoil the holy forges of the Omnissiah for their own gain and is vehemently in favour of any action which sees them utterly destroyed, and just as strongly opposed to any talk of negotiation or peace.

Better at interacting with Machine Spirits than people, he remains seperate from the Mordian soldiers he has been assigned to fight alongside except where duty requires him to intervene. Indeed, he seems to be much fonder of the squad's Chimera APC than any of its human members.



I've only got four Customization rolls to make total, guys, which means that one is going to my gun and three other people get one customization attempt. So, don't go requesting three or four different things, just pick one and hope that the Omnissiah grants it to you.

Custom Grip for the Enginseer's gun: [roll0] vs 45+10+20 = 75 -Success
Custom Grip for the Sniper: [roll1] vs 75 -Success
Customization for the next person I decide needs it: [roll]1d100[/roll vs 75 -bah, screwed it up.
And the last Customization roll: [roll2] vs 75 -Fail

Please no 96+...

Also, if you really want to guarantee your name on the last two spots, I'd appreciate it if someone Requisitioned me a Multikey so I can make proper use of the Security skill and we don't need to worry so much about locked doors.

I'll reroll that last Customization later.

Edit: I'll also put something up IC in a couple of hours. Got schoolwork to worry about right now.

watupwithdat
2013-01-10, 02:32 PM
I assumed you only need to test for us as we use up our own 4 requisition/customization slots. You still have your own 4, and wouldn't need to use them for our stuff. :smallsmile:

If that wasn't the case only 4 of us would be able to get 1 customization each, we could use all our 4 things on requisitions and you'd not get a single thing yourself (which isn't too fair).

Caimheul
2013-01-10, 02:33 PM
I've only got four Customization rolls to make total, guys, which means that one is going to my gun and three other people get one customization attempt. So, don't go requesting three or four different things, just pick one and hope that the Omnissiah grants it to you.


If necessary, I'll attempt to get the multikey for you since I only have customizations really at this point. I'm not sure if LeSwordfish meant we could each try to have our gun upgraded or requisition something up to four times, not that you would be unable to attempt to upgrade more than four items. Also, since you're going to be rolling for customizations, after the first round of xp, just make a list as I'll be using using Commerce to try and influence the Logistics tests.


I assumed you only need to test for us as we use up our own 4 requisition/customization slots. You still have your own 4, and wouldn't need to use them for our stuff. :smallsmile:

If that wasn't the case only 4 of us would be able to get 1 customization each, we could use all our 4 things on requisitions and you'd not get a single thing yourself.

Just because someone requisitions something doesn't mean they can't hand it off to someone else... In fact the rule book illustrates how a member of a squad might become the "go to" guy or girl for Logistics tests... (Which is kind of my plan with Nathin)

watupwithdat
2013-01-10, 02:50 PM
Just because someone requisitions something doesn't mean they can't hand it off to someone else... In fact the rule book illustrates how a member of a squad might become the "go to" guy or girl for Logistics tests... (Which is kind of my plan with Nathin)

Yes, I'm aware of that. But a customization test isn't a requisition. That the two things were bundled together to 4 total for each character kinda implies we could go with 4 customizations each and the enginseer just need to roll for us.

Swordfish gotta clarify if that's not possible and only 4 custumizations max split between all of us are possible because the enginseer doesn't have more than 4 slots himself.

Edit: I suppose from a logical standpoint only 4 possible customizations split between all of us would make sense considering the time constraint. Then I got 2 requisions left then, hm. I'd test for a multikey, but my requisition list is sadly rather long with all the unusual ammunition and rare trinkets. Seeing as Caimheul seems to have it covered it shouldn't be an issue either way. Though I can attempt if he fails and no one is willing to.

Edit2: But as was pointed out by Caim, it's possible some customizations were done beforehand and we just use the tests now to 'get them' which means it's not the enginseer that does them, technically.

Caimheul
2013-01-10, 02:58 PM
Edit: I suppose from a logical standpoint only 4 possible customizations split between all of us would make sense considering the time constraint. Then I got 2 requisions left then, hm.
On the other hand, he IS in enginseer with a servitor, an hour should be plenty of time :smalltongue:! It isn't outside the realm of possibility that these are modifications made prior to our arrival on the planet by someone equally skilled, either on board ship or in a previous warzone.
Sorry for the confusion regarding my comment on requisition, I was only pointing it out due to your comment at the end of your post that the Enginseer wouldn't get anything for himself. Should he have to roll for all of our customizations, it would only be fair for those of us whose weapons he is customizing to use an equal number of their requisitions for equipment he may want, and our own should he be sufficiently outfitted.

RandomLunatic
2013-01-10, 02:59 PM
-"I don't suppose you've got any recipes for PFC, do ya?"
-"Private First Class who?"
-"No, not Private First Class, Promethium-Fried Cultist. Ahahaha!"
Guardsmen Torin Montru and Natalie Dunham, after the former cleared out a heretic bunker with a flamer

Presenting Guardsman Torin Montru
WS: 32
BS: 36+5+5=46
S: 31
T: 36+5=41
AG: 34+6=40
INT: 27
PER: 32
WP: 34
FEL: 25

Wounds: 11/11
Critical: 0
Fate Points: 2

Insanity: 0
Corruption: 0

Initiative: +6 (+13 with full Combat Formation)
Armor: 4 (All)(+1 versus Blast)
TB: 4

Aptitudes
Agility
Ballistic Skill
Defense
Fellowship
Fieldcraft
Finesse
Weapon Skill

Traits
Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.

Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

Skills
Athletics (Strength)
Common Lore (Imperium) (Intelligence)
Common Lore (Imperial Guard, War) +10 (Intelligence)
Deceive (Fellowship)
Dodge (Agility)
Navigate (Surface) (Intelligence)
Operate (Surface)

Talents
Double Team
Lasgun Barrage
Paranoia
Quick Draw
Rapid Reload
Weapon Training (Flame, Las, Low-Tech)

Equipment
1 Common Craftsmanship Flamer + 4 fuel tanks ("The Help")
1 Common Craftsmanship M36 Lasgun w/ Custom Grip, Fluid Action, and Sacred Inscription + 4 charge packs + Melee Attachment + Auxiliary Grenade Launcher w/ Quick-Release
11 Fire Bombs
4 Krak Grenades
4 Frag Grenades
1 Smoke Grenade
1 Mantrap
1 Knife
1 Suit Flak Armor
1 Set Photocontacts
1 Vox Microbead
1 injector
5 doses of stimm
Uniform
Poor weather gear
Rucksack
Basic Toolkit
Mess kit and water canteen
Blanket and sleep bag
Rechargeable lamp-pack
Grooming kit
Dog tags
Imperial Infantryman’s Uplifting Primer
2 Weeks’ rations
2x Autopistol
2x spare Autopistol clip

XP [850/925 spent]
Skill Training (Dodge, Known)
Characteristic Advance (BS, Simple)
Quick Draw
Hail Of Fire (Comrade)
Characteristic Advance (Toughness, Simple)

Backstory
The unwanted bastard son of a Mordian noble and a maid, Torin enlisted in the Mordian PDF to escape a household that never wanted him. Comrades in the PDF reported that he was always quick, and perhaps a little too eager, to resort to Lethal Force during his duties, but his readiness to carry out even the most distasteful orders marked him for Imperial Guard recruiters. Refers to his flamer as "The Help".

Comrade
Natalia Dunham
Personality: Cook
Status: Uninjured
Special: Hail of Fire (Half [Order])

Elricaltovilla
2013-01-10, 03:38 PM
Cpl Jym "Pain" Bringer and PFC "Dipstick"


Current conditions and effects


N/A


Corporal Bringer
Full name: Jym "Pain" Bringer

Speciality: Heavy Weapons
Regiment: Mordian 414th
Demeanour: Boisterous

Comrade
Name: N/A "Dipstick"
Demeanour: Quiet

Characteristics
{table=head] Stat | Base | Roll | Mods | Total
WS | 20 | 11 | - | 31
BS | 20 | 17 | +5+5 | 47
S | 20 | 15 | - | 35
T | 20 | 15 | +5 | 40
Ag | 20 | 14 | +6 | 40
Int | 20 | 11 | - | 31
Per | 20 | 13 | - | 33
WP | 20 | 13 | - | 33
Fel | 20 | 14 | +5 | 39[/table]

List of various test modifiers and other handy things




Wounds: 11
Current Wounds: 11
Fate: 1/1

Insanity: 0
Corruption: 0

Armor: All (4)
Movement: Half 4m Full 8m Charge 12m Run 24m

Aptitudes

Ballistic Skill
Defence
Fellowship
Offence
Perception
Toughness
Social

Skills, Talents and Traits

Skills
Common Lore (Imperial Guard, Imperium, War) (Intelligence)
Common Lore +10 (Imperial Guard, War) (Intelligence)
Deceive (Fellowship)
Dodge (Agility)
Navigate (Surface) (Intelligence)
Operate (Surface)
Survival (Perception)
Intimidate

Talents
Combat Formation
Heightened Senses (Hearing)
Rapid Reload
Iron Jaw
Weapon Training (Las, Launcher, Low Tech, Heavy)

Traits, Mutations and Special Abilities
Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

Equipment

Common Craftsmanship Missile Launcher
5 Frag Missiles

Standard Regimental Kit
M36 Lasgun w/ melee attachment - 4 charge packs
2 Frag Grenades
2 Krak Grenades
1 Smoke Grenade
1 Fire Bomb Grenade
Photo-contacts
Micro-bead
Knife
Imperial Guard Flak Armour [+1 AP vs Blasts]
Injector
Stimm with 5 doses
Uniform
Poor Weather Gear
Rucksack
Basic Toolkit
Mess Kit
Water Canteen
Blanket
Sleep Bag
Rechargeable Lamp Pack
Grooming Kit
Dog Tags
Imperial Infantryman’s Uplifting Primer
Combat Sustenance Rations, Two Weeks

Cybernetics

N/A

Background
Jym Bringer is lowborn hivescum in its purest form. His history on Mordian was essentially a history of the gang warfare that took place within the hive over the last twenty years. His nickname "Pain" came not from the obvious pun, but from how much irritation he caused the various gang leaders he worked for. His loud, brash speech and aggressive attitude got him and whatever gang he was with at the time in more trouble than was frequently worth it. however, he always seemed to escape unscathed. At least until he was caught and pressganged into the Mordian 414th.

When the drill sergeant handed him a rocket launcher, Bringer knew he'd found his calling. He could cause as much destruction and devastation as he liked, and nobody would care. Jym threw himself headlong into the training for the heavy weapons, but treated most of the other regimental regulations with his typical lazzies faire attitude. Armed with a rocket launcher and a medical dispensation to not have to shave, the enemies of the Emperor have much to fear from Corporal Jym "Pain" Bringer.
Advances

Advances
100 xp +5 BS Simple
100 xp +5 F Simple
300xp Bracing (comrade Purchase
XP spent: 500
XP remaining: 100



To do:
spend 100 xp

"Missile!" *nothing happens* "I said Missile, Private Dipstick! And if I don't get one, I'll shoot you at the enemy!" "Yes Sir. grumble"

Caimheul
2013-01-10, 03:54 PM
-SNIP-
I just noticed your XP expenditures are wrong, Dodge should have cost you 200 xp without the Agility aptitude.

watupwithdat
2013-01-10, 04:01 PM
I just noticed your XP expenditures are wrong, Dodge should have cost you 200 xp without the Agility aptitude.

Yeah, pointed out that in the finding players thread. He's also got Awareness in the skills list without having it listed in advances. Also missing Intimidate among the skills.

LeSwordfish
2013-01-10, 04:27 PM
What I was thinking was that fifteen mins was fair enough for either attempting to scout out a piece of gear or do a customisation. If any of you had trade (Armourer) you could do the customisation yourself.

As for previous customisations... How about you each get one roll vs the Int 35 of some enginseer in the past? That's a bit low, but takes into account the chance of losing/breaking customised gear.

RandomLunatic
2013-01-10, 04:51 PM
Looking through these backstories, I gotta ask: Is Torin the only one of the bunch that is not an ex-Hive Ganger?

For requisitions, I want to get an underbarrel grenade launcher for the Lasgun, as well as ammo for it-Flame and Krak. Do any of the other regiments in the warzone favor the GL?

[roll0] versus 10 + whatever (not sure what modifiers apply)
[roll1] versus same (ignore if GL was not obtained)
[roll2] versus same (ignore if GL was not obtained)

Also, if our tag-a-long cogboy respected Enginseer is reading this, I would like to have the Quick-Release on same GL, so I can punt two grenades downrange per turn.

DrK
2013-01-10, 04:56 PM
Character Sheet: Cpl Nathan Doyle



"Red ones go faster right sarge?"
-Cpl Doyle


Character Name: Cpl Nathan Doyle
Speciality: Operator
Demeanour: Flippant

Comrade:
Name: "Gunz"
Demeanour: Morose

(2d10+20)[30] (2d10+20)[28] (2d10+20)[38]
(2d10+20)[33] (2d10+20)[28] (2d10+20)[34]
(2d10+20)[27] (2d10+20)[29] (2d10+20)[36]
Re-roll (2d10+20)[30]
Fate (1d10)[5]
Wounds (1d5)[2]

Characteristics:
Characteristics:
{table=head] Stat | Base | Roll | Mods | Total
WS | 20 | 8 | - | 28
BS | 20 | 16 | - | 36
S | 20 | 10 | - | 30
T | 20 | 10 | - | 30
Ag | 20 | 18 | +6 | 44
Int | 20 | 14 | +5 | 39
Per | 20 | 13 | | 33
WP | 20 | 9 | - | 29
Fel | 20 | 8 | - | 28[/table]


Aptitudes:

Knowledge
Agility
Ballistic skill
Fellowship
Fieldcraft
Intelligence
Tech

Skills:
Lingusitics (Low Gothic) (Int): 39
Operate (Surface) +10 (Ag): 54 64 w/MIU
Common Lore (Imperial Guard, Imperium, War) (Int): 39
Deceive (Fel) 28
Navigate (Surface) (Int) 39
Tech Use (Int) 39
Security (Int) 39

Traits:
Accustomed to Crowds: Crowds do not count as Difficult Terrain, and when Running or Charging through a dense crowd, no penalty to Agility Test to keep his feet
Hivebound: Whilst outside of an eclosed or artificial environment, -10 penalty to all Survival Tests.
Gunner Comrade: He can fire with my BS when in a vehicle

Talents:
Weapon Training (Las, Low-Tech)
Combat Formation: All members of the Squad add +1 to their Initiative rolls. Any member of the squad may use the Int bonus of this character for their Initiative roll rather than their own Agility Bonus
Paranoia: +2 Initiative, GM may secretely Test using the character's Perception to notice hidden threats.
Rapid Reload: Halve all reload times, rounding down.
Technical Knock

Experience:550/600

Int +5 (100xp)
Comrade Gunner (250xp)
Security (200xp)



Equipment:

M36 Lasgun [100m|s/3|1d10+3 E|Clip: 60|Full|Reliable, Lasgun Variable Setting] w/Red dot sight (+10 on single shot)
Charge Packs x4
Imperial Guard Flak Armour [AP 4 All +1 AP vs Blasts]
Uniform
Poor Weather Gear
Knife [5 m|Melee|1d5 R]
Rucksack
Basic Tools
Mess Kit
Water Canteen
Blanket
Sleep Bag
Rechargeable Lamp Pack
Grooming Kit
Dog Tags
Imperial Infantryman's Uplifting Primer
Combat Sustenance Rations, Two Weeks
Auspex/Scanner
Mind Impulse Unit
Combi Tool
Data Slate
Lascutter
1 Set Photocontacts
Microbead
Laspistol with 2 clips
Munitorum manual


Corruption & Insanity:
Corruption Points: 0
Insanity Points: 0

Wounds:
Current: 7/7
Critical Damage: 0
Fatigue: 0/3

Fate: 1/1

LeSwordfish
2013-01-10, 05:11 PM
Local regiments
Note: Only gear different to own gear listed here.
Tallahan Ninth- Highborn Recon soldiers. Camo-cloaks, Best-quality lascarbines, swords, Long-Las as special weapon, Missile launcher as heavy.
Gudrunite Fifty-first rifles- Imperial Worlder dog troops. Melee attachments, smoke grenades, red-dot sights. Special weapon grenade launcher, heavy weapon lascannon.
Cadian seven-two-second artillery: Artillery regiment. Stub automatics or revolvers, magnoculars, screamers.

Caimheul
2013-01-10, 05:26 PM
[roll0] tn 35 previous customization
[roll1] tn (will put modifiers here later once I have access to my book) multikey

DaedalusMkV
2013-01-10, 05:45 PM
What I was thinking was that fifteen mins was fair enough for either attempting to scout out a piece of gear or do a customisation. If any of you had trade (Armourer) you could do the customisation yourself.

As for previous customisations... How about you each get one roll vs the Int 35 of some enginseer in the past? That's a bit low, but takes into account the chance of losing/breaking customised gear.

Yeah, that's what I figured too. Oh well, while we'll be a little bit constrained for the first mission I think we'll probably have plenty of time to carry out any modifications people might need before the next one.

Third modification roll: [roll0] vs 75.

The only thing I really want right now is that Multi-key. At some point I'll probably want to replace my Lasgun for a Hotshot Lasgun and get a hold of some Stormtrooper Carapace and an Omnissian Axe (if only because it's iconic gear for Enginseers and there are no rules for Dragonscale in Only War), but those are more long-term goals than anything.

Edit: looking like a dismal failure on the medic's attempt at grabbing the Multikey, anyways... It's Scarce, so it's at a net +0 to our Requisition rolls. If anyone else has one of their four rolls left over, I'd be glad if you used it to keep trying...

Also, in addition to the mods to my own Lasgun and the sniper's Long-las, I've got one more successful modification to hand out. Once everyone's decided on what they want, I'll try and figure out the best way to use it.

RandomLunatic
2013-01-10, 05:51 PM
Holy crud, all three succeeded. I did not expect that. Adding to the sheet.

How much would I get for the GL? I hope I do not have to requisition each shot separately.

Going to go for Custom Grip on the Lasgun.
[roll0] versus 35 +20

Caimheul
2013-01-10, 05:54 PM
I have two more attempts and already requisitioned the equipment i had a reasonable chance of getting :smallbiggrin:

[roll0] multikey
[roll1] multikey or motion predictor

Lets hear it for perseverance!

DaedalusMkV
2013-01-10, 06:04 PM
Lets hear it for perseverance!

Three cheers for perseverance! Hurrah!

Even if it did take pretty much all of your Requisition rolls to get through it... Sorry about that. I've still got one successful Customization to hand out; do you want anything? It's only fair, after you went to so much trouble on my behalf.

Edit: Alright, so I've got some Sacred Unguents, too, that I can use before every mission. Which is more important to avoid Jamming with; our Heavy Weapons Guy's Missile Launcher, the Chimera Heavy Flamer or the Multilaser? Keep in mind that it only works for the first clip of ammunition, and it's probably not worth bothering with it on Reliable weapons like most of our personal weapons.

Elricaltovilla
2013-01-10, 06:15 PM
I just noticed your XP expenditures are wrong, Dodge should have cost you 200 xp without the Agility aptitude.

I thought I got rid of dodge... anyway it's gone now. Still got 100 XP to spend then.

RandomLunatic
2013-01-10, 06:30 PM
Edit: Alright, so I've got some Sacred Unguents, too, that I can use before every mission. Which is more important to avoid Jamming with; our Heavy Weapons Guy's Missile Launcher, the Chimera Heavy Flamer or the Multilaser? Keep in mind that it only works for the first clip of ammunition, and it's probably not worth bothering with it on Reliable weapons like most of our personal weapons.

Well, the missile launcher has a clip size of 1, making it good for one shot only, and thus something of a waste. The Chimera uses an Autocannon, not a Multilaser, and it is reliable, making it fairly useless there too. I would say apply to either the Chimera's hull flamer or Torin's hand model, since non-Reliable Spray weapons are effectively Unreliable (they jam 10% of the time, same as Unreliable's 91-100).

watupwithdat
2013-01-10, 06:46 PM
Previous customization (Modified Stock for sniper rifle): [roll0] vs 35

3rd requisition attempt:
Targeter (Rare -10) [roll1] vs 15


Also, if our tag-a-long cogboy respected Enginseer is reading this, I would like to have the Quick-Release on same GL, so I can punt two grenades downrange per turn.
You cannot do two attack actions during a single turn, so that'd not be possible even with a quick-release.


Holy crud, all three succeeded. I did not expect that. Adding to the sheet.

How much would I get for the GL? I hope I do not have to requisition each shot separately.
Only the Auxiliary Grenade Launcher and Fire Bomb Grenades (those are the "Flame Grenade" right?) succeeded (logistics target: 25-10 for launcher and 25+30 I assume for fire bombs), not the krak. They're not standard kit for any regiment so no +20.

As for grenades coming with it, any weapon not part of your standard kit or speciality equipment you need to loot or requisition ammunition for (though you have a few grenades already by default from the standard kit).

No idea what a modifier is for higher requisition amounts. I couldn't find anything. As I remember "6 missiles" beind mentioned earlier by swordfish for the Missile Launcher, so it's probably 6 grenades per requisition as well. Though that means it's easy to get many grenades? Hum. Beats me.

RandomLunatic
2013-01-10, 07:03 PM
You cannot do two attack actions during a single turn, so that'd not be possible even with a quick-release. Drats. Even so, free reloads is still very handy.



Only the Auxiliary Grenade Launcher and Fire Bomb Grenades (those are the "Flame Grenade" right?) succeeded (logistics target: 25-10 for launcher and 25+30 I assume for fire bombs), not the krak. They're not standard kit for any regiment so no +20. Yeah, flame grenade=fire bomb.

Also, not only does our regiment issue Kraks as standard kit (although as hand grenades-not that Only War seems to make the distinction), but the Gurunites use Grenade Launchers as their special weapon. Even if the bonus does not count for acquiring the GL itself (understandable), they would presumably use the same ammo, like how the M203 (http://en.wikipedia.org/wiki/M203_grenade_launcher) and M32 (http://en.wikipedia.org/wiki/Milkor_MGL) both use the same ammo.

Caimheul
2013-01-10, 07:07 PM
No idea what a modifier is for higher requisition amounts. I couldn't find anything. As I remember "6 missiles" beind mentioned earlier by swordfish for the Missile Launcher, so it's probably 6 grenades per requisition as well. Though that means it's easy to get many grenades? Hum. Beats me.
I know 40k technology does not exactly equate to current world technology, but the grenades that go in grenade launchers are probably not the same type as those that one would throw. A grenade designed specifically for throwing would likely be rounder, have a spoon (the lever thing that flies off) to prevent it accidentally going off, and a fuse for timing, while a grenade launcher's ammunition would likely be designed for shooting with a propellent charge, shaped for flying through the air, detonate on impact, and a timing mechanism to ensure it doesn't explode too close to the user (which likely doesn't exist in 40k...).


Three cheers for perseverance! Hurrah!

Even if it did take pretty much all of your Requisition rolls to get through it... Sorry about that. I've still got one successful Customization to hand out; do you want anything? It's only fair, after you went to so much trouble on my behalf.

Don't worry about it, all I wanted/could reasonably get was the sutures to keep people from bleeding out. I'd appreciate the Home Materials upgrade for my pistol, partially from a flavour standpoint, and partially for the +5 to Fear tests.

watupwithdat
2013-01-10, 07:30 PM
[snip]

Also, not only does our regiment issue Kraks as standard kit (although as hand grenades-not that Only War seems to make the distinction), but the Gurunites use Grenade Launchers as their special weapon. Even if the bonus does not count for acquiring the GL itself (understandable), they would presumably use the same ammo, like how the M203 (http://en.wikipedia.org/wiki/M203_grenade_launcher) and M32 (http://en.wikipedia.org/wiki/Milkor_MGL) both use the same ammo.
I do not believe the 2 favoured weapons a regiment has is counted into the whole +20 logistics test, as they're not part of a regiment's standard kit. If any of the regiments had a type of grenade among their standard kit (like ours) you'd get +20 to requisition. I can't remember if ours applies for getting +20 logistics to requisition... Hum. I suppose it could be a moot point seeing as frag, krak and fire bombs are a part of our own. If it's not in the book swordfish can clear it up. Makes it easier to get more grenades than what we get by default.

"GRENADES, MISSILES, AND ROUNDS
The explosives listed here can either be thrown by hand or loaded in a grenade launcher as grenades, used in missile launchers as missiles, or fired from mortars as rounds."

As you can see they're one and the same grenades no matter how you use them.

Edit: I think DaedalusMkV needs to change speech color from DarkRed seeing as how DrK is already using it. A bit confusing. :smalltongue:

Caimheul
2013-01-10, 07:39 PM
"GRENADES, MISSILES, AND ROUNDS
The explosives listed here can either be thrown by hand or loaded in a grenade launcher as grenades, used in missile launchers as missiles, or fired from mortars as rounds."

. . . huh. Well that's what I get for not checking the rulebook!:smallsmile: Does that seem a might odd from a technological stand point to anyone else? (mostly I say this from the way the grenades are presented in other related materials such as the models, where the grenades and mortar shells look fairly like modern examples. Not arguing that it's not in the rules, just that it's a might odd.)
Edit: But note in the table there are different entries for grenades, missiles, and rounds. I think what they intended to convey was that you could get that type of explosive in grenade, mortar, or missile form, otherwise they wouldn't differentiate between them.
I will admit that it does kind of indicate the grenades are the same for both, but again, that seems like they wouldn't be well designed for one of the two methods of deployment (thrown or shot). Not that the Imperium's technology is known for being efficient...

watupwithdat
2013-01-10, 07:52 PM
All grenades are for throwing or launchers. All missiles are for missile launchers. All rounds are for mortars. I think you're just misinterpreting something. ^^

RandomLunatic
2013-01-10, 08:16 PM
I do not believe the 2 favoured weapons a regiment has is counted into the whole +20 logistics test, as they're not part of a regiment's standard kit. If any of the regiments had a type of grenade among their standard kit (like ours) you'd get +20 to requisition. I can't remember if ours applies for getting +20 logistics to requisition... Hum. I suppose it could be a moot point seeing as frag, krak and fire bombs are a part of our own. If it's not in the book swordfish can clear it up. Makes it easier to get more grenades than what we get by default.
Well, the example from the book has the character getting a bonus to the logistics test trying to requisition a Plasma Gun because it is favored by another regiment, so I think that yes, it counts.


"GRENADES, MISSILES, AND ROUNDS
The explosives listed here can either be thrown by hand or loaded in a grenade launcher as grenades, used in missile launchers as missiles, or fired from mortars as rounds."When they say that, I do not think they mean the same grenade, just that hand-thrown and launcher-propelled versions exist. As Caime points out, hand and launcher grenades are designed very differently.

watupwithdat
2013-01-10, 08:40 PM
When they say that, I do not think they mean the same grenade, just that hand-thrown and launcher-propelled versions exist. As Caime points out, hand and launcher grenades are designed very differently.

Considering all grenades have "Thrown" as class and there's no entries for "launcher-only grenades" I'm fairly certain that's not the case. Just assume their launchers are sophisticated enough to prime the (hand) grenades as they're launched. :smallsmile:

Caimheul
2013-01-10, 08:55 PM
Well, the example from the book has the character getting a bonus to the logistics test trying to requisition a Plasma Gun because it is favored by another regiment, so I think that yes, it counts.

When they say that, I do not think they mean the same grenade, just that hand-thrown and launcher-propelled versions exist. As Caime points out, hand and launcher grenades are designed very differently.

I think what the issue is, is that their favoured weapon is Grenade launcher, NOT auxiliary grenade launcher. I know it's not a huge difference, but we'll see what LeSwordfish rules. Same with the grenades.


Considering all grenades have "Thrown" as class and there's no entries for "launcher-only grenades" I'm fairly certain that's not the case. Just assume their launchers are sophisticated enough to prime the (hand) grenades as they're launched. :smallsmile:
I'll accept that they could be advanced enough to prime a hand grenade, but how are they launching it? If the launcher has to provide the propulsion, why are you not required to requisition that like you are everything else? A hand grenade lacks the necessary propellant charge.
If they ARE exactly the same, then there is no reason to requisition grenades, the entire squad just hands over almost their entire allotment to the grenadier for the additional range the launcher offers, which seems a little open to abuse.
Let's table this discussion and let LeSwordfish decide since as GM he has final say.

DaedalusMkV
2013-01-11, 03:19 AM
Don't worry about it, all I wanted/could reasonably get was the sutures to keep people from bleeding out. I'd appreciate the Home Materials upgrade for my pistol, partially from a flavour standpoint, and partially for the +5 to Fear tests.
Sure, my third successful Customization can go to that. I really don't mind, seeing how you spent so much effort on me.

So, that means that the Customizations I managed to finish were: -Custom Grip for my own character, Custom Grip for the sniper's rifle and Home Materials for the Medic's pistol.


Edit: I think DaedalusMkV needs to change speech color from DarkRed seeing as how DrK is already using it. A bit confusing. :smalltongue:

Why should I have to change? I claimed the colour first, you know, and it's supposed to be Mechanicus Red. If anything, DrK should have to change to keep things not-confusing. :smallwink:

watupwithdat
2013-01-11, 03:58 AM
Why should I have to change? I claimed the colour first, you know, and it's supposed to be Mechanicus Red. If anything, DrK should have to change to keep things not-confusing. :smallwink:

Ah, you're right. Missed that you posted the character block before DrK.

Edit: In other news, Sniper Cronyn is quite proficient at using his Sniper Rifle. At under 100 metres and full aim he breaks the 100 BS target. :smallamused:

LeSwordfish
2013-01-11, 06:43 AM
For me, the rules state they're the same thing. I don't really like it, but "Thrown or used in grenade launchers as grenades, fired from mortars as rounds, or fired from missile launchers as missiles" can only be read one way. (As missiles: launcher. As rounds: mortar. As grenades: throw or launcher)

You only get the bonus on Frag and Krak grenades though.

As for quantity of ammo, i'll say a successful logistics roll gets you "four". Four Grenades, four reloads, four charge packs, etc. Logistics rolls are more about finding a supply than individual gear, i guess.

Caimheul
2013-01-11, 08:00 AM
For me, the rules state they're the same thing. I don't really like it, but "Thrown or used in grenade launchers as grenades, fired from mortars as rounds, or fired from missile launchers as missiles" can only be read one way. (As missiles: launcher. As rounds: mortar. As grenades: throw or launcher)

Explanation of previous argument:
See, to me I read that as both types of explosives (those thrown and used in launchers) are called grenades, but you are not capable of selecting how the small explosive will get to the target after requisitioning. To me, the "or" statement is capable of being resolved either just before requisitioning or just before it is used and the rules do not indicate when such a resolution occurs. Regardless, however you want to play it, I'll play it, and I shan't argue further, was just attempting to explain my interpretation.

Edit: I suppose it is possible that in the Imperium, their hand grenades have propulsion charges in the base in order to be used in a launcher as well... Mass producing one kind of frag grenade would be easier and quicker than two or three (for RPGs), and make distribution easier. Simply more cases of the same grenades to regiments with grenade launchers, rather than having to issue a second, completely different set of grenades... eh, at the end of the day, it's more important to have fun and besides to quote Arthur C. Clarke: "Any sufficiently advanced technology is indistinguishable from magic."

watupwithdat
2013-01-11, 03:00 PM
4th requisition attempt:
Stummer (+10 Average) [roll0] vs 35

RandomLunatic
2013-01-11, 04:50 PM
For me, the rules state they're the same thing. I don't really like it, but "Thrown or used in grenade launchers as grenades, fired from mortars as rounds, or fired from missile launchers as missiles" can only be read one way. (As missiles: launcher. As rounds: mortar. As grenades: throw or launcher)

You only get the bonus on Frag and Krak grenades though.

As for quantity of ammo, i'll say a successful logistics roll gets you "four". Four Grenades, four reloads, four charge packs, etc. Logistics rolls are more about finding a supply than individual gear, i guess.

Works for me. Saves me the trouble of tracking the ammo types separately.

SlyJohnny
2013-01-12, 03:16 AM
Ahhh, we've started???

I am in London till Sunday and won't have access to a computer. I'll post eagerly on my return, though! sorry for the inconvenience, go on without me for now.

LeSwordfish
2013-01-12, 03:35 AM
Okay! It shouldn't have moved too much by then.

watupwithdat
2013-01-12, 09:21 AM
The squad's got +5 Initiative from all the Combat Formation (5 with, 2 without) so note that to your sheets people so you don't forget. :smallsmile:

Caimheul
2013-01-12, 09:35 AM
The squad's got +5 Initiative from all the Combat Formation (5 with, 2 without) so note that to your sheets people so you don't forget. :smallsmile:

Plus I think for the most part my Int bonus of 5 is greater than any squad member's Agi bonus, so that's worth considering as well!

LeSwordfish
2013-01-12, 01:27 PM
The auspexes will be given out with the rest of the gear.

Daedalus (and anyone else who passes the tech test)
Interference? Utter knock-load. The chimera-mounted auspexes are far more powerful than handheld devices. The idea that you could jam a mounted auspex isn't impossible, certainly not with forge-world resources, but to then have a handheld auspex that could break said jamming...

If it's true, its very impressive. And very unlikely.

RandomLunatic
2013-01-12, 03:15 PM
The squad's got +5 Initiative from all the Combat Formation (5 with, 2 without) so note that to your sheets people so you don't forget. :smallsmile:

Does that stack with itself? I thought it did not.

watupwithdat
2013-01-12, 03:19 PM
Does that stack with itself? I thought it did not.

It does. Nothing stopping the GM from intruducing a cap for the number of times the talent stack, though. As we got the talent as an option from the regiment we got the potential for being quick on our feet.

LeSwordfish
2013-01-12, 03:21 PM
I'm happy to let it stack. Call it the ability to co-ordinate effortlessly.

RandomLunatic
2013-01-12, 04:52 PM
Sweetness then. Couple that with Paranoia we get from the Regiment, and everybody's init is at least 1d10+12. We can probably beat the friggin' Eldar on the draw.

watupwithdat
2013-01-12, 05:12 PM
Sweetness then. Couple that with Paranoia we get from the Regiment, and everybody's init is at least 1d10+12. We can probably beat the friggin' Eldar on the draw.

I chose to not go the paranoid route. Twitchy isn't good when you're a sniper. :smallbiggrin:

LeSwordfish
2013-01-12, 05:13 PM
Also Combat Formation only applies when you're not being ambushed. So don't guarantee it.

RandomLunatic
2013-01-12, 05:56 PM
Also Combat Formation only applies when you're not being ambushed. So don't guarantee it.

What? The talent says nothing about ambushes, and the errata does not even touch Combat Formation. Am I missing somethign here?

LeSwordfish
2013-01-12, 06:07 PM
It's about planning, surely? You can't get a bonus from it just for being prepared- no, wait, that's exactly what it says. Sorry, disregard that. Knowledge passed down from another GM without questioning enough.

DaedalusMkV
2013-01-13, 01:34 AM
I chose to not go the paranoid route. Twitchy isn't good when you're a sniper. :smallbiggrin:

Me neither. Not only is 'twitchy' at least as bad on a technician, but Paranoia doesn't fit very well. It's there because our Regiment is from a Hive World and recruits heavily from gangers, and it fits very well for those gangers. Techpriests are much more likely to draw lines between combat and non-combat situations, and frankly don't seem like the sorts that should be needlessly paranoid. Hightened Senses, on the other hand, can be easily explained by Augmetic enhancements. So that was my reasoning.

Clearly, something fishy is going on with this whole auspex business...

Caimheul
2013-01-13, 09:57 AM
Sweetness then. Couple that with Paranoia we get from the Regiment, and everybody's init is at least 1d10+12. We can probably beat the friggin' Eldar on the draw.

Unless they get a surprise round... which Paranoia combined with good Awareness and/or Heightened senses will make less likely! Even if they do though, it's unlikely they'll get a surprise round PLUS a normal round before (at least most) of us.

LeSwordfish
2013-01-13, 06:53 PM
If anyone has any more questions, ask them in a timespilt or OOC, I just wanted to keep it rolling.

Mysterious auspexes! Feel free to make relevant tests to try and get extra information from them- Harkon will happily give the one he's holding to anyone else.

The writing on the back can be deciphered with a Linguistics (Low Gothic) (-10) test, or Linguistics (High gothic) (+0). Hands up anyone for whom this is the first time that the "Speak Language" skill has been called upon.

Interaction tests with Quaggs could help with logistics. It's also up to you what to do with your duplicate auspex.

watupwithdat
2013-01-13, 07:42 PM
That reminds me. How come the rules doesn't give you the Linguistics (low gothic) known by default? :smallconfused: Or maybe I missed the part where it did. Seems strange we technically can't speak or read/write low gothic. :smalltongue:

Elricaltovilla
2013-01-13, 07:52 PM
*raises hand*

Sorry I haven't been posting much. It's been a busy couple of days getting ready for school and I'm still trying to work out the rules with this system.

DaedalusMkV
2013-01-13, 09:36 PM
That reminds me. How come the rules doesn't give you the Linguistics (low gothic) known by default? :smallconfused: Or maybe I missed the part where it did. Seems strange we technically can't speak or read/write low gothic. :smalltongue:

That is very, very odd. Well, I certainly don't have any Linguistics skills yet, so... Yup, the Tech-priest is apparently no help here. :smallsigh:

RandomLunatic
2013-01-13, 11:59 PM
Actually, no, I was in a RL Forgotten Realms game where the language barrier cropped up a lot, to the point we honest-to-goodness put points in Speak Language.

Bizarrely, there are a couple of regimental backgrounds that give High Gothic, but no way to be granted skill in Low Gothic. And since Linnguistics is a specialist skill, you cannot try it untrained! So apparently the Imperium Of Man is a galactic-wide Tower of Babel. And Enginseers do not get Techna-Lingua, making them the worst Tech-Priests ever. Which is presumably why they are getting banished to front-line IG units.

Oh, wait, errata to the rescue.

Hive World (page 27): Add “Linguistics (Low Gothic)” to Hive
World Starting Skills.Crisis averted!

But Enginseers still cannot speak Techna-Lingua.

[roll0] vs 27-10

EDIT: Wow, I am killing these. Just wait until the shooting starts. I will probably jam all three of my guns in as many turns.

Caimheul
2013-01-14, 12:24 AM
Actually, no, I was in a RL Forgotten Realms game where the language barrier cropped up a lot, to the point we honest-to-goodness put points in Speak Language.

Bizarrely, there are a couple of regimental backgrounds that give High Gothic, but no way to be granted skill in Low Gothic. And since Linnguistics is a specialist skill, you cannot try it untrained! So apparently the Imperium Of Man is a galactic-wide Tower of Babel. And Enginseers do not get Techna-Lingua, making them the worst Tech-Priests ever. Which is presumably why they are getting banished to front-line IG units.

Oh, wait, errata to the rescue.
Crisis averted!

But Enginseers still cannot speak Techna-Lingua.


One of the issues with them forgetting Linguistics (Low Gothic) in the initial release... They combined Speak(Language) and Literacy into the same skill... essentially, as it is an advanced skill... NO ONE could speak, read, or write Low Gothic without spending points!

[roll0] TN 40 (50 - 10) [Not that it's necessary, I just like rolling :smalltongue:
Also it's better to get the bad rolls out of the way before combat! :smallbiggrin:
]

DaedalusMkV
2013-01-14, 03:51 AM
Oh, wait, errata to the rescue.
Crisis averted!


Well, might as well have the Techpriest give it a go, too. [roll0] vs 45-10 (35).

Edit: Nope.

LeSwordfish
2013-01-14, 04:24 AM
*raises hand*

Sorry I haven't been posting much. It's been a busy couple of days getting ready for school and I'm still trying to work out the rules with this system.

Don't worry about it.

Text on auspexes

++Geiger-Dieter sensor++
Values of more than 10u are damaging to human health.

SlyJohnny
2013-01-14, 02:42 PM
Making my logistics tests.

1st priority is a Common-Quality Eviscerator (TN 20). If I fail, I will try for a Common-Quality Power Fist (TN 20), Poor-Quality Eviscerator (TN 40), and Poor-Quality Power Fist (TN 40), in that order.

If I still have acquisitions left after these attempts, will try for the following, in order:

Subskin Armor (TN 20)
Refractor Field (TN 20)
5 doses of Slaught (TN 40)

[roll0]
[roll1]
[roll2]
[roll3]

SlyJohnny
2013-01-14, 03:19 PM
"At one hundred yards! Volley fire, present! Aim! Fire!" Sgt Jarren, Battle of Rorke's Drift

Name: Sol Jarren
Specialty: Sergeant
Age: 37
Gender: Male
Demeanour: Reckless, Mentor, Hero

Appearance: With a lean, muscular frame and a shaved head and beady eyes staring out from underneath his peaked cap, Sol's sharp blue uniform seems to fight hard to make him look respectable and honorable. You can take the ganger out of the hive, but...

Personality: Unswerving loyal to his regiment, Sol drives his squad hard. His troopers mutter darkly at his enthusiasm to volunteer them for dangerous tasks. This is mitigated somewhat by the fact that he doesn't hesitate to take on the majority of the risks, and is a big believer in not ordering his men to do something that he wouldn't.

Background: Arrested after partaking in a food riot that was broken up by the 414th Mordian regiment, Jarren was slated to be executed. For reasons he didn't understand at the time, the arresting officer instead recommended he be conscripted and trained.

That was many years ago, and Sol Jarren has seen a lot of battle since then. Not enough to slate his bloodlust and anger, and he's still as fiery in his devotion as he was when he was first recruited.

WS 38
BS 28
Strength 30
Toughness 41
Agility 41
Intelligence 27
Perception 27
Willpower 28
Fellowship 43

Wounds:
Fate points:
Initiative: +6

Comrade
Name: Rory
Specialty: Guardsman Infantry
Age: Old
Gender: Male
Demeanor: Old, Pessimistic
Personality: An aging veteran who's stoically doing his duty till the end, but one who's long given up the idea of making it out of his term of service.


Character Sheet


Mordian 414th

Characteristic Modifiers: +6 Agility, +5 Fellowship

Skills: Athletics, Command, Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Deceive, Navigate (Surface) or Scholastic Lore (Tactica Imperialis) Operate (Surface)

Talents: Air of Authority, Double Team, Paranoia, Rapid Reload, Weapon Training: Solid, Low Tech, Chain

Comrade Advances: Get Them!

Starting Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill

Traits:

Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging
through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.

Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

Favored Weapons: Grenade Launchers and Missile Launchers

Starting Wounds: 10+1d5-1

Standard Regimental Kit:
1 M36 Lasgun and 4 charge packs,
1 Knife
1 Sword OR 1 Laspistol and 2 clips OR 1 Autopistol and 2 reloads OR 1 Melee attachment (Bayonet)
1 Suit flak armour,
1 Set Good-quality photocontacts
Microbead
1 injector,
5 doses of stimm,
Uniform,
Poor weather gear,
Rucksack,
Basic Toolkit,
Mess kit and water canteen,
Blanket and sleep bag,
Rechargeable lamp-pack,
Grooming kit,
Dog tags,
Imperial Infantryman’s Uplifting Primer,
2 Weeks’ rations

Laspistol
Chainsword


Weapons and Armor

Name | Type | Range | RoF | Damage | Pen | Ammo | Rld | Weight |
Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 2 | 60 | Full | 4 kg |
Laspistol|Pistol| 30m | S/2/- | 1d10+2 E | 0 | 30 | Full | 1.5 kg |
Autopistol|Pistol| 30m | S/–/6 | 1d10+2 I | 0 | 18 | Full | 1.5 kg |

Name | Class | Range | Damage | Pen | Weight |
Knife| Melee/Thrown|5 | 1d5 R | 0 | 1 kg |
Chainsword |Melee |- | 1d10+2 R| 2 | 6 kg |Tearing, Balanced

Name | Class | Range | RoF | Damage | Pen | Weight |
Frag grenades |Thrown|SBX3 |S/–/–| 2D10 X | 0 |0.5 kg |
Smoke grenade|Thrown|SBX3|S/–/–| – | 0 |0.5 kg | Smoke (6)

Name | Covers | AP | Weight
Imperial Guard flak armor | All | 4 | 15 kg | Very Rare


Wishlist

200xp or 300xp, Frenzy, (T1, Strength, Offense, )
300xp Battle Rage (T2, Strength, Defense)
400 or 600 xp Blademaster (t3, WS, Finesse, reroll misses)
300 xp Combat Master (t2, WS, Defence, no bons for outnumber)
400 or 600 xp Crushing blow (t3, WS 40, Offence. Half WS dam)
400 or 600 xp -Lightning Attack (T3, SA, WS, Finesse)
300 or 400 xp -Swift Attack (T2, WS 30, Finesse, multi))
300xp or 400 Whirlwind of Death (T2, WS 40, Finesse)
300 or 400 xp Furious Assualt (t2, WS 35, Offence. extra attack)
200xp or 300xp Quick Draw
200xp Inspire Wrath
200xp command+
300xp medicae
300xp Stealth
100xp or 250xp, (WS, Offence) simple advance
250xp or 500xp, (WS, Offence) intermediate advance
200xp Dodge
200xp Get Them!
300xp Weapon Training: Las

600 xp Master Chirurgeon (T3, Med+10, Int, Fel)

450 xp Munitorum Influence (T2, Fellowship, Social, 5xLR)

Choices:

200xp Frenzy
200xp Get Them!
100xp WS Advance
100xp Tougness Advance

DaedalusMkV
2013-01-14, 04:13 PM
Making my logistics tests.

1st priority is a Common-Quality Eviscerator (TN 20). If I fail, I will try for a Common-Quality Power Fist (TN 20), Poor-Quality Eviscerator (TN 40), and Poor-Quality Power Fist (TN 40), in that order.

If I still have acquisitions left after these attempts, will try for the following, in order:

Subskin Armor (TN 20)
Refractor Field (TN 20)
5 doses of Slaught (TN 40)

Those TNs are all horribly wrong. None of those items are part of anyone's regimental standard kit and our Logistics value is 25. Only the Mission Assignment Logistics roll was against 40, because it was the LT who made that one. So, all of those TNs should be 15 lower than they currently are. There's really no point trying to snag Very Rare items right now, with the 5% chance of success we can manage with these Logistics rolls. Better to wait until we can pick up a bit of Commerce skills and trade in gear. Plus, how in the hell would you get Subskin Armour installed in the hour we have to make these Logistics rolls? Though apparently you managed to pass the roll for the Eviscerator somehow, you lucky devil...

watupwithdat
2013-01-14, 04:17 PM
That character sheet is quite hard to decipher SlyJohnny. :smalltongue:

Check the other sheets we've got on the first page and use one of those as a template. Will most likely make it much easier to get an overlook if it's sectioned off a bit (there's also ready-made tables for weapon stats to use).

LeSwordfish
2013-01-14, 08:44 PM
A highly successful Forbidden Lore (Adeptus Mechanicus) test nets you the following:

Geiger-Dieter counters detect Geiger-dieter radiation, radiation released from the conflux of certain standard radioactive materials such as uranium or plutonium with the warp or warp-tainted materials. The mechanicus sometimes uses Geiger-Dieter counters in conjunction with radioactive materials to detect warp anomalies, but other methods are more reliable and faster. Without a source of radiation, they can't be used for this. As such, Gieger-Dieter counters are rare, and curios as much as anything else. It's valuable, but only to collectors, and even then not much.

Geiger-Dieter radiation has a short half-life, meaning it's more dangerous than standard radiation but has a far shorter range.

Post tomorrow. Everyone eager to get into the thick of things, or anyone got anything to do on the base?

RandomLunatic
2013-01-14, 08:53 PM
Let us get this party started.

LeSwordfish
2013-01-15, 06:02 AM
Okay, so i'm not exactly sure how to play this.

Firstly, rules for combat. As well as the IC stuff, i need to know what actions you're taking, if possible with specific squares. Remember i need an idea of what your comrade is doing as well. Don't fuss with initiative: just post when you can.

Secondly, preparing for combat.

Ground Level Map
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base.jpg

First Floor Map
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_floor1_base.jpg

One meter is one square. The dig site your squad is assigned to consists of a cluster of buildings, and several pits with wood sides. The pits vary in depth up to four meters, the buildings are raised slightly above the mud. The buildings are set in a park in ruined suburbs of the forge.

You have the initiative and can attack on your terms. You can choose to enter on foot or mounted from either the bottom or right sides of the map. Tech-use tests for the chimera's auspex will reveal enemies in the area (you can make this test before deciding where to attack from). For the purposes of the battle, i'm saying the chimera can move in any gap 3m or less.

Alternatively, characters on foot can make a Concealment +10 test to arrive up to halfway onto the other two sides. You can't bring the Chimera on this way.

Should any character want to sit back and snipe, you can nominate any point you could enter from as your sniper spot: in reality you're a few dozen meters back in a ruined building, but its easier if you have some representation on the map. You can also test Concealment to set up elsewhere: you're further back, so you get an additional +10.

If there are any questions let me know.

Maps made with http://pyromancers.com/dungeon-painter-online/, which i cannot recommend enough. We could also use this for combats: http://pyromancers.com/rpg-forum-scene-viewer/

watupwithdat
2013-01-15, 07:26 AM
Exact layout of maps isn't that important though, in my opinion. The most important stuff is enemy positions, relative distances between stuff, cover and our positions. Personally I like making a session over at flockdraw (http://flockdraw.com), have the GM create a rough tactical map over the area when needed and we can update it with positions and stuff in real time. For an example you can check a BC game DrK is running where I updated one of those maps (http://www.giantitp.com/forums/showthread.php?p=14446326#post14446326) between each round when it was needed. Then again, maybe you're able to do that at the place you created those tactical maps as well.

LeSwordfish
2013-01-15, 07:41 AM
I guess. Personally i think that sketching out an image before hand and schanging it between turns is all you really need, particularly over the pace of PbP games.

Caimheul
2013-01-15, 10:37 AM
First order of business in my opinion is a Tech use test, so we have an idea of where the enemy is concentrated.

The firepower from the chimera is going to come in handy clearing this place, especially with them having storm trooper level equipment... I'm thinking a LOT of carapace armour.... Fire bombs will come in handy for clearing the buildings, but we'll probably have to clear it the old fashioned way: room by room... (maps won't load for me at work, but should work fine when I get home... or at least they worked this morning.)

LeSwordfish
2013-01-15, 11:05 AM
To clarify, these guys are unlikely to have stormtrooper-grade gear. Some guys at the main front do, which means that sooner or later those attacking you will. But its unlikely now.

DrK
2013-01-15, 01:51 PM
Depending on the auspex scans I'm thinking storm in with chimera and just blow the crap out of everything. Grenades into buildings and flamer for strong points.

My tech use for the chimera [roll0] TN 39
Driving [roll1] TN 64

RandomLunatic
2013-01-15, 02:59 PM
I am going to wait on Auspex data before I start pitching strategies.

For mapping, I have had good results with Ditzie (http://beta.ditzie.com/). You can move your own piece (or others) around as needed, so it is the next best thing to playing on a tabletop.

DaedalusMkV
2013-01-15, 03:26 PM
Varuck (hopefully) doing the Auspex Tech-use thing correctly: [roll0] vs TN 65 (55 if Auspex is not MIU-enabled, though I would expect that it should be...)

I think that the Chimera's heavy firepower would be a huge advantage in this fight.

*Rumble grumble dice mumble...*

watupwithdat
2013-01-15, 03:34 PM
Not too surprisingly Cronyn will be setting up shop with Trenn in a building to provide support and an overview of the area. The microbeads come in handy in reporting movement while the buildings are cleared out. I guess they have windows as well to shoot through if the opportunity arises.

From what direction are we approaching?

RandomLunatic
2013-01-15, 04:16 PM
Whelp, since it looks like we are going in blind, here is my proposal.

Enter on foot, with the Chimera leading, from the Southeast corner. The enemy's heavy guns are most likely concentrated in that two-story thing for best field of fire. A launcher-thrown Fire Bomb and possibly a Frag missile should be enough to silence them while the Chimera and the rest of the squad work over anything in the dig pits. Once those are clear, we can use them as cover for phase 2.

Since we are not in a hurry, there is no sense getting ourselves shot trying to clear those smaller buildings-simply set them ablaze, wait for the occupants to come running out, and gun them down like the heretical dogs they are.

LeSwordfish
2013-01-15, 04:50 PM
To clarify, the pits are ONLY pits. The walls don't extend more than a foot or so from standard ground level. They're just flakboard to stop the sides collapsing.

Those tech-use tests won't completely bugger you, but there will be big gaps in the data. Data that will come in an hour or so, after i've had me tea.

RandomLunatic
2013-01-15, 05:29 PM
You say "pits", I hear "trenches".:smalltongue:

LeSwordfish
2013-01-15, 05:57 PM
While the map is only rough, any experienced soldier can tell they're more deathtraps than defensive positions.

LeSwordfish
2013-01-15, 06:18 PM
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base_preattack.jpg

The large red crosses are sentinel variants. They seem to be on guard, implying that they are armed as opposed to lifters. The auspex can confirm that there are no other vehicle contacts.

The other two contacts are people. The auspex can confirm that there are no other people in the marked circle.

Caimheul
2013-01-15, 10:00 PM
You say "pits", I hear "trenches".:smalltongue: Trenches are typically taller than a human, otherwise it is simple for the enemy to shoot over them. A foot would require someone to lie down behind them, and without cover above the shooting position, it would make it easier to take a hit to the legs, back, buttocks, etc, and any wound can be disabling/lethal. At least that's my civilian perspective/understanding. The buildings/chimera are our best bet for cover. Only problem I have with the burn buildings down plan is that it seems like command is looking for something, else why bother with issuing an auspex to each squad with orders to scan frequently?

Dismounting from the chimera provides the enemy with more targets, preventing them from focusing fire. That said, a vehicle without infantry support can become easy prey to infantry. So I think splitting our forces are out. So... Given the pits don't provide good cover, and staying in the open is likely suicide, one of the buildings may be a good source of cover.... It'll just be a pain to take initially, good thing we have frag grenades!

RandomLunatic
2013-01-15, 11:27 PM
At its most basic level, a trench is a hole dug in the ground, preferably with something shoring up the sides to keep them from caving in. Hey, guess what that sounds a lot like? Being one to four meters deep + a foot or so of flakboard above makes the shallower portions about the right height. It is not perfect, but it is a darn sight better than nothing.

Then again, now that I think about it, if there is any radiation, it is most likely coming from the pits. That, and those darn Sentinels call for a different strategy.

Instead, we should probably just come in due south of that two-story structure, popping smoke if we come under excessive fire, and storm as quickly as possible. The "by the belt" tactics and the structure itself should keep the greatest weight of enemy fire off us while we establish a foothold. And I am sure sarge would love an opportunity to show off that new compensation of his.:smallbiggrin:

Meanwhile, the Chimera should drive up alongside and to the west of us, to try and polish off that lone walker on the west side of camp quickly. While Cronyn can hide away off map (preferably to the east side, so he can see things that would be hidden to the rest of the squad) and provide fire support. Starting with capping the sentinel drivers, as the autocannon is the only weapon we have the can reliably crack the Sentinel's armor.

EDIT: I think that, if The Emperor high command had not wanted us to burn the camp down, they at least would have told us not to destroy the camp in the briefing, and at the most not issued us a crate of incendiaries.:smallbiggrin:

DaedalusMkV
2013-01-15, 11:44 PM
Only problem I have with the burn buildings down plan is that it seems like command is looking for something, else why bother with issuing an auspex to each squad with orders to scan frequently?

Dismounting from the chimera provides the enemy with more targets, preventing them from focusing fire. That said, a vehicle without infantry support can become easy prey to infantry. So I think splitting our forces are out. So... Given the pits don't provide good cover, and staying in the open is likely suicide, one of the buildings may be a good source of cover.... It'll just be a pain to take initially, good thing we have frag grenades!

Well, the Auspexes we were issued are only good for two things: detecting a form of radiation that is extremely lethal even with short exposure and, when used in an esoteric manner, detecting certain traces of Warpcraft and Warp entities. The first would be purely a means of keeping troops alive and charting out dangerous areas. The second wouldn't much care if we burn some buildings down.

As for dismounting, I think it might be best for everyone but our Sniper to breath their perimeter in the Chimera first, then take cover in the enemy camp and provide close support to the vehicle as we advance. Dismounting before we begin our attack turns the dismounted squad members into targets for any mounted weapons they might have covering our approach. A Heavy Stubber isn't going to do much to our vehicle, but it could easily cause severe damage to dismounted infantry. We are going to have to dismount at some point, though, if only to give our Missile Launcher a shot at wiping out those Sentinel-analogues.

RandomLunatic
2013-01-16, 12:05 AM
Driving blithely into built-up areas is a great way to end up meltabombed. Or meltagunned.

DaedalusMkV
2013-01-16, 12:14 AM
True. At least on the Meltaguns; I rather doubt we'll be up against anyone important enough to rate Meltabombs just yet. Still, putting the Chimera outside of the range of our infantry support is a good way to get flanked, or hit from behind by enemy reinforcements.

If we make sure to burn anything people might be hiding behind while we approach, we shouldn't be in too big of a risk of getting Meltagunned while we advance. Still, I think the odds of an infantry advance getting hit by support weapons is greater than having to deal with lurking meltagunners.

Caimheul
2013-01-16, 08:17 AM
Driving blithely into built-up areas is a great way to end up meltabombed. Or meltagunned.

I personally wouldn't define this as a "built-up area" nor am I proposing we drive blithly into it, hence my recommendation to dismount PRIOR to approaching the target zone. Krak weapons are also a consideration, however if we wanted to be perfectly safe, we wouldn't be in a warzone in the first place :smallbiggrin:. We are able to keep space around the Chimera (which I consider an APC and not a tank, but that might just be my own mental classification), and don't have to drive down a road with buildings on either side, which means we can minimize the risk. If we hit the building on the lower left first and take it, we have cover for the rest of the fire fight, including cover for the Chimera. The Sentinels are pretty much going to have to be handled by the autocannon on the Chimera, I don't think we have krak missiles yet, but we do have krak grenades and a grenade launcher as a secondary means of taking care of them.... If we're lucky, they are the scout version, which means in THEORY our sniper MIGHT be able to hit the driver... We have smoke for concealment to approach the first building, and yes, I'm aware fighting in a building is risky, but less risky in my opinion than attempting to clear a well defended area with little to no cover.

watupwithdat
2013-01-16, 10:08 AM
If the chimera and the infantry-on-the-ground enters from the southeast like the auspex scan-map shows then you can work your way through what seems like the heavier opposition before reaching the buildings themselves (apart from the sentinel on the other side which I'm assuming will come to the eastern side as he hears the shooting).

From the tac map it looks like Cronyn will get the best arc of fire from around an center south position 30-40 or so meters out of the map (which still makes any target under 100m away from him, i.e. short range). From that angle he will most likely be able have line of sight into some of the buildings as well, in case there's targets at windows/openings.

http://i.imgur.com/obO1D.jpg

Caimheul
2013-01-16, 10:26 AM
If the chimera and the infantry-on-the-ground enters from the southeast like the auspex scan-map shows then you can work your way through what seems like the heavier opposition before reaching the buildings themselves (apart from the sentinel on the other side which I'm assuming will come to the eastern side as he hears the shooting).


I agree with you assesment of sniper placement, seems like a safe position, but I personally vote for approaching from the south west. The south east offer NO cover besides the chimera, and infantry caught out of cover is easier to pick off/pin. I'd rather clear one building, as we would then have cover from any heavy weapons the enemy have, particularly the sentinels. Additionally, we/they can pin with just lasguns... being pinned in cover is annoying, but at least you can still shoot, while being pinned out of cover can be devestating if you aren't close enough to get to cover in one half move as you are required to continue moving towards the nearest piece of cover until you test out of pinning. The enemy probably has superiour numbers, (which we KNOW as far as vehicles go at least) and those three Sentinels would be able to do horrendous damage to infantry out of cover before we can destroy all of them.

Edit: East also puts us up against 2 Sentinels right away, with a third coming for reinforcement. We hopefully can kill the lone one to the west PDQ, and force the other two to come to us.

watupwithdat
2013-01-16, 11:16 AM
I suppose using the bottom left building as more cover would be beneficial. South left corner entry I can agree upon (we could choose right and bottom sides as point of entry, so it qualifies).

Caimheul
2013-01-16, 11:37 AM
I suppose using the bottom left building as more cover would be beneficial. South left corner entry I can agree upon (we could choose right and bottom sides as point of entry, so it qualifies).

I do admit we are likely to face more immediate resistance on that side from infantry, but we aren't facing two sentinels right away without the benefit of cover. Target prioirty: Sentinel (Chimera autocannon, Krak grenade launcher?), infantry armed with anti-vehicle weaponry, infantry? and use smoke for concealment approaching the first building?

LeSwordfish
2013-01-16, 06:15 PM
Just a heads up: What with exams and being in plays, I'm pretty busy over the next few days, to the point of probably not having any time to post Fri-Sat-Sun. I certainly don't have time for the big IC post needed to start the combat. As such, if you could have a plan within 24 hours or so, that'd be really good.

If that's not possible, I can get to it Monday. But i'm sure you're as eager to get this going as I am.

Shooting dudes in vehicles: The vehicle gives them cover like anything. So you can shoot out of the chimera with only your head exposed, or use a Called Shot to snipe a dude in a sentinel or something.

RandomLunatic
2013-01-16, 06:20 PM
The Chimera is technically an IFV/MICV, not an APC. Meaning it is supposed to get infantry to the battle and then provide them with fire support once they are there.

And we had better hope those sentinels are the open-topped flavor, or else we are screwed. I have not mentioned Krak grenades at all because I ran the numbers and discovered they were shockingly useless-against the front armor of a Sentinel, Krak grenades will bounce off harmlessly 85% of them time. The remaining 15% will sneak 1-6 points of damage through against its SI of 20. The end result is we will most likely run out of grenades before killing even one. If we somehow catch it from the sides or rear, then things get better-only 6% of grenades will bounce, but it will still take 5-6 hits to kill one. Statistically, we would be better off lobbing Fire Bombs at one and hoping it will catch fire.

Note I am using the errata stats for the Sentinel, not the book ones.

Caimheul
2013-01-16, 08:19 PM
The Chimera is technically an IFV/MICV, not an APC. Meaning it is supposed to get infantry to the battle and then provide them with fire support once they are there.
-SNIP-
Note I am using the errata stats for the Sentinel, not the book ones.

Ah, I appologize for using the wrong term. I forgot an APC was basically an armoured box (a Rhino I guess in the Imperium), and the inclusion of a heavy weapon made it a IFV/MICV.

Well, in that case I guess we're relying on the Autocannon (83.5% chance of doing at least 1 point of damage to the front I believe, PLUS three chances to roll a righteous fury per attack)/a lucky sniper shot at the driver/molotov cocktails fire bombs. I hadn't studied the section on dealing damage to vehicles, so was making a guess based off of WH40k stats, while apparently Sentinels are a little more sturdy in this ruleset! Thanks for pointing that out or I would have been sorely dissapointed after throwing a krak grenade at one of the walkers!

So I think we've decided upon attacking from the South West and attempting to gain cover inside the nearest building? Any other suggestions?

DaedalusMkV
2013-01-16, 08:46 PM
Note I am using the errata stats for the Sentinel, not the book ones.
Hmmm... How different are the errata stats from the book ones? By the book values, Krak Grenades should be looking at an average of ~2 Damage per round, with a 70% chance of actually damaging the Sentinel at all. Bad, but not impossibly so, while Krak Missiles would be doing 3d10-4 Damage directly to the Sentinel's Structural Integrity, taking one out in two or so hits. Our Autocannon should be doing just fine as well, with 3d10-6 Damage per hit.

Did they bump up the Armour on the Sentinel above 20 in the Errata? Hell, I can't even find the errata anymore... Should have downloaded it when I got the chance. Maybe I should just get around to buying the Only War PDF, since it's only $10 for me to buy it right now...

Caimheul
2013-01-16, 10:12 PM
Hmmm... How different are the errata stats from the book ones? By the book values, Krak Grenades should be looking at an average of ~2 Damage per round, with a 70% chance of actually damaging the Sentinel at all. Bad, but not impossibly so, while Krak Missiles would be doing 3d10-4 Damage directly to the Sentinel's Structural Integrity, taking one out in two or so hits. Our Autocannon should be doing just fine as well, with 3d10-6 Damage per hit.

Did they bump up the Armour on the Sentinel above 20 in the Errata? Hell, I can't even find the errata anymore... Should have downloaded it when I got the chance. Maybe I should just get around to buying the Only War PDF, since it's only $10 for me to buy it right now...

Here is the beta update. (http://www.fantasyflightgames.com/ffg_content/only-war/beta/update-7/Beta%20Update%20(Low-Res).pdf) The sentinel's front armour got bumped to 25. O.o does drive thru rpg finally have it?! *Goes and looks* Why yes, yes they do!

RandomLunatic
2013-01-16, 11:10 PM
Just a heads up: What with exams and being in plays, I'm pretty busy over the next few days, to the point of probably not having any time to post Fri-Sat-Sun. I certainly don't have time for the big IC post needed to start the combat. As such, if you could have a plan within 24 hours or so, that'd be really good.

If that's not possible, I can get to it Monday. But i'm sure you're as eager to get this going as I am.

Shooting dudes in vehicles: The vehicle gives them cover like anything. So you can shoot out of the chimera with only your head exposed, or use a Called Shot to snipe a dude in a sentinel or something.The consensus seems to be on a combined assault from the southwest.


Ah, I appologize for using the wrong term. I forgot an APC was basically an armoured box (a Rhino I guess in the Imperium), and the inclusion of a heavy weapon made it a IFV/MICV.

Well, in that case I guess we're relying on the Autocannon (83.5% chance of doing at least 1 point of damage to the front I believe, PLUS three chances to roll a righteous fury per attack)/a lucky sniper shot at the driver/molotov cocktails fire bombs. I hadn't studied the section on dealing damage to vehicles, so was making a guess based off of WH40k stats, while apparently Sentinels are a little more sturdy in this ruleset! Thanks for pointing that out or I would have been sorely dissapointed after throwing a krak grenade at one of the walkers!
Yeah. It is a combination of vehicles being a lot tougher in Only War than they are in a standard WH40K game, and Krak grenades not being worth the effort of throwing them.

Caimheul
2013-01-16, 11:17 PM
Just got the book off of Drive thru and my favourite bit so far is the CALIXIAN INFANTRYMAN’S PORTABLE COMMUNICATIONS TRANSCRIPTION DEVICE on page 200.

Part of the reason I think they made the vehicles tougher is because the players would want to use them, and having a TPK from a single tank shell in the first round of the first combat would not be very conducive to running an armoured regiment...

LeSwordfish
2013-01-17, 03:15 PM
Okay, so, last chance to clarify.


Chimera from the south-west corner.
Sniper 35m from south-east corner.


Post in a couple hours.

LeSwordfish
2013-01-17, 04:32 PM
Right, here we go.

Maps
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base_surpriseround.jpg

https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_floor1_surpriseround.jpg

Key:

X = bad guy. Standard dude, pistol/rifle, auto/las. For all intents and purposes these are all the same.

X with circle: Heavy weapons team. The two on the ground floor are heavy bolters, the one on the top floor is an autocannon.

X with line: Special weapons trooper. The one on the ground floor has a grenade launcher, the one on the top floor has a long-las.

Big X: Sentinel. One on the left has a multilaser, the two on the right have heavy flamers.

C: Sniper cronyn, chillin out, doing his thing. Calculate sightlines from this point but add +10m to range. You also get 6 points cover.

Big White Box: The chimera, with you guys.

Note that you haven't revealed the whole of the map: dudes you can't see aren't visible. (I'm kinda playing it by ear depending on how well you do as to who and how many there are).

The buildings are wood and provide 4 points cover. They're also all sorts of flimsy, and could probably be partially destroyed or set alight. I'll play that by ear too.

You have surprise. Initiative Rolls (some may be wrong, but lets face it, you win):

Enemy troops [roll0]
Sarge [roll1]
Cronyn [roll2]
Bringer [roll3]
Doyle (and Chimera, presumably) [roll4]
Wolfe [roll5]
Montru [roll6]
Varuck [roll7]

EDIT: So yeah, take two turns. Let me type up an IC post first.

RandomLunatic
2013-01-17, 04:47 PM
Are we all starting in the Chimera (save Chronyn, obviously)?

Are those Sentinels open-topped or not?

Lemme see. If we wait for the Chimera to pull up roughly alongside the building and then all jump out the back, we can chuck a pair a frags in the ground floor, which should either kill those guys on the ground floor or put them in the crits and make them easy to polish off.

LeSwordfish
2013-01-17, 04:57 PM
Sentinels are scout variety, sorry. I was assuming you'd all start in the chimera, but its not too late to change that i guess.

DaedalusMkV
2013-01-17, 05:42 PM
Oh god, two Heavy Bolters, two Heavy Flamers and an Autocannon? That's a terrifying amount of firepower arrayed against us. Okay... Priority 1 is that Autocannon. It's the only weapon they've got with a really good chance at taking out our Chimera, so we've got to knock it out of the fight (and, ideally, turn it against the enemy Sentinels) ASAP. Priority 2 is the Heavy Flamer Sentinels. As long as those are around, they can set our vehicle on fire (bad) or just kill anyone who is unlucky enough to fail the Ag test, with cover being completely irrelevent (also bad). Then we need that Multilaser Sentinel and the Heavy Bolters gone, since they can still mess up anyone who dismounts and isn't in cover. After that things shouldn't be too bad. The Long-Las and Grenade Launcher aren't a big deal unless the troops carrying them are crack shots and the lasgunners are lasgunners.

Right now the Autocannon and central Heavy Bolter are not in position to engage us, so we won't have to worry about them wrecking our faces in immediately. I dunno, turn the Autocannon on the Sentinel we can see, then burn out the wooden structure in front of us to take a Heavy Bolter and the Autocannon out of the fight? Then move the Chimera north and dismount into the middle-west structure to get our infantry into cover?

Does anyone object to Varuck manning the Autocannon, at least for the first round of combat or so? His personal weapons are nothing to boast about, but his MIU makes him quite effective with the Autocannon.

DrK
2013-01-17, 05:51 PM
Why not just drive into the nearest building to kill people, upset them and give us some cover...

RandomLunatic
2013-01-17, 05:51 PM
No, mounted works for me, as long as the driver lets us get off in the right spot.

Well, the AC cannot be brought to bear on us right now, so it can be left alone for the time being. In fact, as long as the crew remains alive, the flamer Sentinels are powerless to intervene, since I do not think these guys are crazy enough to torch their own in order to get at us. Still, Cronyn should start picking the drivers of off post-haste while the Chimera autocannons the one on the west and deploys the hull flamer against the building with the grenadier. Meanwhile the troops Frag-and-clear the two-story job, maybe get that bolter and AC turned around and suppressing the north part of the compound. The basic plan still works, despite all those guns.

Caimheul
2013-01-17, 06:25 PM
Right now the Autocannon and central Heavy Bolter are not in position to engage us, so we won't have to worry about them wrecking our faces in immediately. I dunno, turn the Autocannon on the Sentinel we can see, then burn out the wooden structure in front of us to take a Heavy Bolter and the Autocannon out of the fight? Then move the Chimera north and dismount into the middle-west structure to get our infantry into cover?

Does anyone object to Varuck manning the Autocannon, at least for the first round of combat or so? His personal weapons are nothing to boast about, but his MIU makes him quite effective with the Autocannon.
I agree with your assessment of target priority, that Autocannon is bad news, I'm very glad we came in on the corner we did!

I don't have a problem with the tech priest using the autocannon since that why he can contribute more to the ensuring battle.



Lemme see. If we wait for the Chimera to pull up roughly alongside the building and then all jump out the back, we can chuck a pair a frags in the ground floor, which should either kill those guys on the ground floor or put them in the crits and make them easy to polish off.

I think this is a slightly better plan than burning the first one down and trying for another one, as the longer we are in the Chimera, the longer the enemy only has to focus fire on one target. Also, if we can turn the autocannon on the enemy sentinels, we have a second weapon that can take care of them fairly quickly/reliably. Smoke launchers for the Chimera might be a good thing to requisition in the future, as right now I'm thinking it might be a good idea for one of us to pop a smoke grenade in front of the Chimera at the end of our second round. Pulling the Chimera up to the west side of the southern most building puts it out of the angle of fire of the autocannon, as that looks like a solid wall.... Thank goodness for our high Init bonuses giving us time to get in a building before taking fire!

watupwithdat
2013-01-17, 10:08 PM
Anyone looking out from the top hatch when it's rolling in?

Cronyn is a little futher than 10 meters back off the map (I interpreted it as he was pretty close judging by that, but I may be wrong), as that's too close for comfort. I'd say 30-40m outside the edge of the map so they can't notice his position too easily with the silencer and all. That means he don't have line of sight to the top left buildings/sentinel, but a little better view of the bottom left building's south side.


Awareness: [roll0] vs 13

Evidently Cronyn's rather bad at awareness tests. Don't ask him to search for your missing keys or notice an ambush.

Seeing as Cronyn got the highest initiative, I'll write the IC post when I know what the test was for.

RandomLunatic
2013-01-17, 10:49 PM
Seeing as Cronyn got the highest initiative, I'll write the IC post when I know what the test was for.
I would say you can go ahead and post, seeing how miserably you failed.:smallwink:

LeSwordfish
2013-01-18, 02:15 AM
The awareness test was to notice something: the others can try it when they get within range. And sure, whatever range you like.

watupwithdat
2013-01-18, 09:11 AM
There, IC post up. I'm hoping that's enough to take him out (atleast reaching criticals). The sound of the chimera should likely make it even harder to hear the silenced shot.

I forgot to ask if they're wearing protective headgear/helmets? No AP on the head location makes Cronyn happy.

Does Cronyn think it would be possible to shoot a driver of the scout sentinel variant through their partially armoured canopy? A called shot at a weaker area? Not sure how much AP that would be. If it's too much he wouldn't bother.

LeSwordfish
2013-01-18, 05:45 PM
The long-las operator has Ap 2 to the head and Toughness 3.

Shooting the sentinel pilot is essentially a called shot to the head. The sentinel is open-topped, so no AP except the guy's helmet.

watupwithdat
2013-01-18, 06:23 PM
Good to know. Then he can attempt to take out sentinels so the rest don't have to deal with them.

I'll post the Cronyn's 2nd turn after some other IC posts have come up so I don't have to double post. :smalltongue:

RandomLunatic
2013-01-18, 08:45 PM
@watupwithdat: Just so you know, there is a cap on the modifiers, in that no single test can have a total modifier with an absolute value of 60, so your shooting tests cap out at 108.

watupwithdat
2013-01-18, 08:49 PM
@watupwithdat: Just so you know, there is a cap on the modifiers, in that no single test can have a total modifier with an absolute value of 60, so your shooting tests cap out at 108.

Ah. Forgot about that. Doesn't usually happen. I'll edit.

4 less damage. Should still mean criticals unless that one has got an insane amount of wounds.

Caimheul
2013-01-18, 11:41 PM
I'll get something posted up tomorrow, was a very hectic day at work today.

SlyJohnny
2013-01-19, 12:05 PM
Those TNs are all horribly wrong. None of those items are part of anyone's regimental standard kit and our Logistics value is 25. Only the Mission Assignment Logistics roll was against 40, because it was the LT who made that one. So, all of those TNs should be 15 lower than they currently are. There's really no point trying to snag Very Rare items right now, with the 5% chance of success we can manage with these Logistics rolls. Better to wait until we can pick up a bit of Commerce skills and trade in gear. Plus, how in the hell would you get Subskin Armour installed in the hour we have to make these Logistics rolls? Though apparently you managed to pass the roll for the Eviscerator somehow, you lucky devil...

Gah, I'm retarded. Thanks for pointing out my faulty math. I was confused about our modifiers and figured I was at 40 because I'm a non-com, but I was definitely out by at least 10. That's what I get for mindlessly copying other people's numbers without working out why they specifically were so high.

SlyJohnny
2013-01-19, 12:07 PM
Oh, and are we all making awareness tests, or just the guys that exit the Chimera? My Awareness test if so: [roll0] vs 13

watupwithdat
2013-01-19, 02:45 PM
Oh, and are we all making awareness tests, or just the guys that exit the Chimera? My Awareness test if so: [roll0] vs 13

I'm guessing those that disembark get the awareness test to notice whatever it is that's noticeable.

DaedalusMkV
2013-01-19, 04:59 PM
Sorry folks, it looks like our Autocannon decided to take the day off... With that roll, I should have just used Called Shot against the driver. 22 Pen 6 Damage isn't a huge deal against his vehicle (unless I'm hitting side armour, in which case 20 Damage is enough to hurt it badly without putting it totally out of commission), but it would have turned the driver to paste.

watupwithdat
2013-01-19, 05:42 PM
I'm somewhat guessing you're hitting rear or side-armour, seeing as it would be likely if the sentinel scouting the area would be looking outwards from the buildings. In that case it's 15 AP you're shooting against (as per the beta update/errata, it's also size Enormous, so even more +to hit). We'll soon find out.

And I totally noticed that the sentinel had open-topped as a trait, which means Cronyn can do a called shot to hit the driver instead of the vehicle. Good that I didn't check the vehicle stats before asking. I feel stupid now. :smalltongue:

LeSwordfish
2013-01-19, 05:49 PM
To clarify, because i forget if i mentioned it, post when you can, don't wait for initiative order.

Awareness test is... for something more general than you'd see in a firefight. Cronyn gets it because of overlooking the site, the rest of you can take it at the end of the combat.

RandomLunatic
2013-01-19, 05:51 PM
Sorry folks, it looks like our Autocannon decided to take the day off... With that roll, I should have just used Called Shot against the driver. 22 Pen 6 Damage isn't a huge deal against his vehicle (unless I'm hitting side armour, in which case 20 Damage is enough to hurt it badly without putting it totally out of commission), but it would have turned the driver to paste.

The good news is you can replace that 1 in the first damage roll with the 7 (probably going to be 6 since the Chimera is most likely gonna move) degrees of success you scored, making the first hit a lot more respectable. Technically, you could do that with any single die, but obviously the 1 is the best candidate.

DaedalusMkV
2013-01-19, 06:10 PM
The good news is you can replace that 1 in the first damage roll with the 7 (probably going to be 6 since the Chimera is most likely gonna move) degrees of success you scored, making the first hit a lot more respectable. Technically, you could do that with any single die, but obviously the 1 is the best candidate.

I can? Really? How? I didn't know I had that ability? What gives me the ability to do that?

watupwithdat
2013-01-19, 06:15 PM
The good news is you can replace that 1 in the first damage roll with the 7 (probably going to be 6 since the Chimera is most likely gonna move) degrees of success you scored, making the first hit a lot more respectable. Technically, you could do that with any single die, but obviously the 1 is the best candidate.
It's an additional +10 for the size, as it's enormous and not hulking, so assuming you did not account for that it will still be 7 DoS (as the vehicle most certainly moved last turn). Checking the IC thread it looks like 6 DoS with the +20 from enormous and -10 from vehicle moving previous turn.


I can? Really? How? I didn't know I had that ability? What gives me the ability to do that?

Page 182:
"The attacker may choose to replace the result on a single Damage die with the number of Degrees of Success from his attack roll. If the attack inflicts more than one die of Damage, the attacker may replace the result on one die of his choice with the Degrees of Success from the attack roll."

Replacing the 1 in the first attack with the DoS (6) makes it 27 damage.

LeSwordfish
2013-01-19, 06:18 PM
Don't forget in Only War DOS start at 1 for 0-9 above the score, not like DH where it's 10-19

watupwithdat
2013-01-19, 06:21 PM
Don't forget in Only War DOS start at 1 for 0-9 above the score, not like DH where it's 10-19

The easiest mental math change when counting DoS/DoF in Black Crusade/Only War is to count the rolled number as well.

Rolling 35 on a TN 87 test? 35, 45, 55, 65, 75, 85. 6 counts. 6 DoS.

Easy as pie. Or making a sandwich.

RandomLunatic
2013-01-19, 06:22 PM
It's an additional +10 for the size, as it's enormous and not hulking, so assuming you did not account for that it will still be 7 DoS (as the vehicle most certainly moved last turn). Checking the IC thread it looks like 6 DoS with the +20 from enormous and -10 from vehicle moving previous turn.Except that he had included the modifier for Hulking in the original roll, so the correct size mod would have only been good for an extra +10, which would have then been canceled by the -10 for shooting from a moving vehicle. So 6 DoS.

EDIT: And ninja-edited with the exact same point.

DrK
2013-01-19, 06:35 PM
Sorry, been tied up with work and kids. Will post tomorrow.

SlyJohnny
2013-01-19, 06:41 PM
Page 182:
"The attacker may choose to replace the result on a single Damage die with the number of Degrees of Success from his attack roll. If the attack inflicts more than one die of Damage, the attacker may replace the result on one die of his choice with the Degrees of Success from the attack roll."

Nice catch. I didn't know this.

RandomLunatic
2013-01-19, 08:20 PM
I just realized that Sarge's buff put my frag grenade up to 18 damage. Given these guys do not seem that heavily armored, that may be enough to put them into the crits.

Also, you guys are aware we can take 2 turns, right? Surprise round plus the 1st turn since we beat them pretty handily on init.

watupwithdat
2013-01-19, 08:30 PM
Also, you guys are aware we can take 2 turns, right? Surprise round plus the 1st turn since we beat them pretty handily on init.

Yeah. But it's not as fun taking two turns in a row. I'd rather write a second IC post later, for example. :smallwink: Besides, you don't know what might happen/change between those two turns. :smalltongue:

SlyJohnny
2013-01-19, 09:12 PM
Also, you guys are aware we can take 2 turns, right? Surprise round plus the 1st turn since we beat them pretty handily on init.

I was wanting to see how things shook out to decide whether or not I want to Frenzy or make another Command check next round.

Caimheul
2013-01-19, 09:25 PM
Yeah. But it's not as fun taking two turns in a row. I'd rather write a second IC post later, for example. :smallwink: Besides, you don't know what might happen/change between those two turns. :smalltongue:

Same here, getting the results from the first action (or even actions that happen earlier in the round) might change what I'd want to do. In this case though, I think the initial frag the heavy weapons team followed by moving into the building is the best idea...

Caimheul
2013-01-20, 12:01 AM
I'm assuming that 13 damage to the body will cause a wound to one of the guys in the first floor of the building... in which case: [roll0] the recipient of that shot (if they're still alive) takes 2 levels of Fatigue and 1d5 Toughness damage. If it wouldn't cause a wound, they take one point of damage. The new Righteous Fury rules are interesting...

watupwithdat
2013-01-20, 12:51 AM
Get Them! only grants +4 to damage on the attacks, not +4 to hit as well.

However, instead of missing by 1 on the test, you are in luck! You've forgotten the +30 from the target being surprised, seeing as it's a surprise round. :smallwink: That'll net you another hit I believe.

Interestingly, that applies to our Autocannon shooter in the previous IC post as well whose DoS will be 1 DoS higher (for a total of 7 DoS with that maximum +60 to the test), which means the damage is 28 on that first attack.

DrK
2013-01-20, 03:38 AM
Hi LeSwordfish. I made an error in character building getting dodge when I do't want or need it. Could I trade that our for a the Comrade adavance "Gunner" instead as that is far more in keeping with Doyle?

- Hopefully you'll say "yes" so will do the IC post with that in mind. If not let me know and I'll edit and delete accordingly.

Cheers (enjoying the snow this week?)

LeSwordfish
2013-01-20, 04:02 AM
Certainly!

And don't talk to me about snow. Where we are, no snow. The passes to our town are pretty treacherous, so a fully booked theatre turned into 50% no-shows.

DrK
2013-01-20, 04:09 AM
Certainly!

And don't talk to me about snow. Where we are, no snow. The passes to our town are pretty treacherous, so a fully booked theatre turned into 50% no-shows.

Cheers.

We've got some snow in the NE but not too much. Though still means people take ~3 hours to skid and slide down the A19/A1...

SlyJohnny
2013-01-20, 09:02 AM
Whereabouts do you live, LeSwordfish? I'm down in Suffolk, and for the last week or two we've been up to our arses in snow.

Reckon I'll make another Command check for our first non-surprise turn, rather than Frenzy. Not many people going to be in range initially and we're torching the building anyway, so a +10 to hit and +4 damage for you all is probably better then me plinking away with my las pistol. Is this cool with everyone? I have to say, I don't much like the flavor of a Mordian sergeant who leads from the rear. If I Frenzy on turn two, though, I can probably go charging in after they start to respond to us on turn three.

What kind of scale is the map on, LeSwordfish? How far from the Chimera to the building in front of us?

watupwithdat
2013-01-20, 09:36 AM
It's 1 meter squares. So that means the corner of the building is like 6-7 meters away judging by the map on the previous page.

DrK
2013-01-20, 12:02 PM
[roll0] vs 107/87 (48 +10 Accurate, +24 Aim [Spotter], -10 Called Shot, +5 Custom Grip, +10 Short Range, +30 Unaware target?)

4 DoS if the target is unaware (which I believe he is, even though it's not a surprise round anymore: I don't think he knows there's a sniper shooting at him, but I suppose he gets an awareness test to notice that from the previous shot with the -20 to notice at only half range as per the Silencer write-up?), 2 DoS otherwise.


I think its just +20 from the aim - the sarge doesn't give us +4 to hit.

I don't think the D&D style hide to make the flat footed works in 40K games. The unawre is a target that is in a "non-combat" mode so not bobbing and weaving or moving evasilvely. That's why it mentions the typically in a surprise round only thing. Once combat starts and bullets, frags and artillery shells start flying everyone is "aware" of sme attacks happening and move in a more cautious manner.

EDIt: Where do we want the chimera to drive to next? Or just sit toght and lay down supressing fire with flamer and autocannon.

Also what pintle mounted weapon did we go for? The stubber or the storm bolter?

SlyJohnny
2013-01-20, 12:38 PM
I think its just +20 from the aim - the sarge doesn't give us +4 to hit.

His comrade has the Spotter advance which lets his comrade make Aim actions for him (I think he negotiated with the GM to trade the Weapon Specialist's usual comrade advances for the Ratling's sniper team focused comrade advances), and his weapon has a customization that gives him a small bonus to Aim actions, hence the reason for the strange number of his aim bonus. He isn't counting my Inspire bonus; I don't think he receives it, as I don't have a vox-tech yet and he isn't nearby. Or at least I don't think he does. Maybe I don't need the advance to inspire someone who's still in vox-bead range?


EDIt: Where do we want the chimera to drive to next? Or just sit toght and lay down supressing fire with flamer and autocannon.

Also what pintle mounted weapon did we go for? The stubber or the storm bolter?

I don't know if we have a pintle mounted weapon yet. Maybe it's an attachment we can acquire later on. As for what the chimera should do... not sure. I supposed drive around and dogfight the sentinels? The multilaser is most threatening, but if we get rushed by those two flamer sentinels, we could be boned pretty quickly. I'll get whichever one is nearest us, and the chimera could take the further away one (or perhaps ready an action to shoot it when it comes around the building. Your call, really :) If you favor a course of action, whatever "orders" I give will be for that course of action.

LeSwordfish
2013-01-20, 06:18 PM
No pintle mounted weapon. Remind me when you're next making logistics rolls and i'll remember it.

Just waiting on Bringer and then we can go. Sadly Exams mean probably no update from me until Tuesday. Talk amongst yourselves.

Question. I've got this campaign pretty loosely planned, but there's a lot of room for specifics. So i'll open it to you guys. What would you like to see in the campaign? Any particular enemy, location, combat style? Something like "That bit from "Straight Silver" where they..."?

SlyJohnny
2013-01-20, 09:16 PM
Question. I've got this campaign pretty loosely planned, but there's a lot of room for specifics. So i'll open it to you guys. What would you like to see in the campaign? Any particular enemy, location, combat style? Something like "That bit from "Straight Silver" where they..."?

So far I find myself most interested in the fact that someone threw a stone at our APC.

I loved playing the 11 hours module because it put you in a horrible, oppressive situation and then gave you a choice between being good little brainwashed soldier-drones, or cowardly self-serving murderous deserters. It really accentuated that you were just trying to survive and do right by your squad (and specifically your squad, not necessarily any other hapless *******s you happened to run across), and that the larger Imperial Guard apparatus didn't necessarily care a whit about you and might not be making smart, rational choices that are also in your best interests.

Of course I also like stomping face and I want to hit things with my eviscerator. I like open-ended objectives and complications we might not be equipped to deal with. I also like planned assaults like this where we all get to do our own thing and excel, with a battlemap and fun stuff, rather than the typical "eight orks jump out at you, shoot at them until they're dead" thing.

Anyway, you clearly have a larger plan at work, and from what I've seen of your writing so far I think we're headed to interesting places. I'm looking forward to this game and am in it for the long haul :)

Caimheul
2013-01-21, 01:36 PM
Get Them! only grants +4 to damage on the attacks, not +4 to hit as well.

However, instead of missing by 1 on the test, you are in luck! You've forgotten the +30 from the target being surprised, seeing as it's a surprise round. :smallwink: That'll net you another hit I believe.

Interestingly, that applies to our Autocannon shooter in the previous IC post as well whose DoS will be 1 DoS higher (for a total of 7 DoS with that maximum +60 to the test), which means the damage is 28 on that first attack.
Ah! Thank you, still figuring out this slightly modified system... and COMPLETELY forgot this was a surprise round before our normal responding quicker round :smallwink: Will modify my post!

RandomLunatic
2013-01-21, 05:37 PM
Question. I've got this campaign pretty loosely planned, but there's a lot of room for specifics. So i'll open it to you guys. What would you like to see in the campaign? Any particular enemy, location, combat style? Something like "That bit from "Straight Silver" where they..."?

Oddly, for an avid wargamer, I do not watch that many war movies.

Still, WH40K has always struck me as dark, so I would like to keep true to that. Something like the tooth-and-nail streetfighting of War of the Rats combined with the mass armored carnage typical of the Hammer's Slammers series.

Also, Sarge's buffs gave me the 3rd DoS needed for the second shot to hit. And pumped the damage up too. Which brings me too a question: How do I determine where extra shots land if I spread them around? Table 8-2 only applies if you pile them all on the same victim.

watupwithdat
2013-01-21, 05:56 PM
Which brings me too a question: How do I determine where extra shots land if I spread them around? Table 8-2 only applies if you pile them all on the same victim.

They apply to whatever target that's hit, so no.

LeSwordfish
2013-01-22, 07:27 AM
Cronyn 19
Varuck 18
Montru 17
Sarge 14
Wolfe 12
Bringer 11
Doyle (and Chimera, presumably) 10 (winning on agility bonus)
Enemies 10

Cronyn
Snipe the sniper. 5 I crit to the head. Stunned, Fatigue+1, staggered back [roll0] meters.

Montru
Dismount, throw grenade. 15 damage to everyone in the building. 5 explosive criticals to Arm, arm, body, head, from right to left. Two members of the bolter team [roll1] [roll2] vs 45 to keep their hands. Next guy [roll3] vs 35 for Blood Loss, [roll4] fatigue- 3 knocks him unconscious- and is knocked down. Final guy: Deafened, stunned for [roll5] rounds, faceless. Nice.

Check your second turns actions: you might get bonuses for stunned/prone/unconcious/ opponents.

In addition the grenade does 8 points structural damage to the building.

Sarge
Inspire, Get Them. Yes, you get +30 to order your own troops, certainly while you're in the same chimera.

Varuck
Four points Structural Integrity off the chimera. ****, sorry, penetration. Eighteen points Structural Integrity off the sentinel. That takes it to a +2 crit to the hull, it's basically stunned for a turn.

Wolfe
Okay, strange question, American First Floor (the one on the ground) or British First Floor (The one above that)?

It's pretty much irrelevant anyway: you can't see the autocannon team from this angle. I'll resolve the hits vs the Bolter team, shall I?

So, righteous fury on one, but its irrelevant. The damage from the grenade means you're hitting max crit damage on both. Congratulations: first blood to the medic!

Bringer
Uh, let me know what actions you're taking, buddy. I'll presume Full Action aim or so.

Doyle
Drive Chimera, no test needed.

Flamer from comrade. a 45 degree angle i think, which means just the one guy, the nearest, can be hit. [roll6] agility for him. If he fails, he takes 8 damage, and must roll [roll7] to avoid being set on fire, [roll8] damage, +1 fatigue if he is. [roll9][roll10] in case he's into the crits.

Bad guys
"WAIT WHAT WHERE DID THEY COME FROM"

Bad guy status: Heavy bolter team is dead. Guy next to them is unconcious and suffering blood loss, guy next to him is stunned for three rounds, both are at 5 crit. Guy next to grenadier is on fire and has taken 1 crit. Sniper on roof is knocked back 5m, and stunned, and takes a point of fatige and 5 critical damage. Sentinel is stunned and at 2 crit. One of the buildings is on fire. Not bad at all.

Next Turn
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_floor1_round2.jpg
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base_round1.png

Yellow crosses are bad guys who've taken damage/have status effects ongoing.
Sarge, Montru, and Cronyn have given actions, still waiting on the rest of you. Don't forget to edit any already rolled results for changes in target status.

IC post after i've had my lunch. Third most important meal of the day, you know.

EDIT: Maps up now.

Caimheul
2013-01-22, 09:37 AM
Cronyn 19
Varuck 18
Montru 17
Sarge 14
Wolfe 12
Bringer 11
Doyle (and Chimera, presumably) 10 (winning on agility bonus)
Enemies 10

Wolfe
Okay, strange question, American First Floor (the one on the ground) or British First Floor (The one above that)?

It's pretty much irrelevant anyway: you can't see the autocannon team from this angle. I'll resolve the hits vs the Bolter team, shall I?

So, righteous fury on one, but its irrelevant. The damage from the grenade means you're hitting max crit damage on both. Congratulations: first blood to the medic!


Sorry, been in the states too long and COMPLETELY forgot about that minor difference. :smalleek: Yes, the Bolter team was intended, I'll try to be more specific in future. Putting them out of our their misery seems like a very Imperial Guard medic thing to do :smallbiggrin:.

Not a huge issue since we're all acting pre-enemies, but regarding Initiative, Combat formation allows any member of the squad to use Wolfe's Int bonus of 5 rather than their Agility bonus when determining Initiative. Between all the instances of Combat Formation (+5), Wolfe's Int bonus (+5), and paranoia (+2), Wolfe ends up with an initiative roll of 1d10+12... At least until I can get the trigger adjusted on his Lasgun :smallamused:!

Campaign wise, something beyond the simple "Go forth and slay the enemy" that entails at least a measure of adaptation/adjustment to the situation would be interesting to me, making use of some of the non-combat skills available to the squad. As it is though, I quite enjoyed the strategic planning pre-combat this game allows! Stalingrad style gritty urban combat could be interesting (without the supply shortages and Russian winters though perhaps), And it could be interesting to be involved in a larger assault (once we all get used the differences of this system), as a cog in the attack (albeit a cog that in some way has the opportunity to turn the tide/have a profound impact, such as finding some back way around, stumble across a command bunker, or discover a way to interrupt the enemy's communications, we ARE the PCs after all :smallwink:)

watupwithdat
2013-01-22, 10:23 AM
I assume the sniper Cronyn shot that staggered back 5m went out of line of sight into the building?

And evidently grenades are very effective in small spaces.

LeSwordfish
2013-01-22, 11:27 AM
Wait, was Cronyn not shooting the sniper on the roof? Sniper was on the roof, grenadier was lower down.

watupwithdat
2013-01-22, 11:30 AM
Wait, was Cronyn not shooting the sniper on the roof? Sniper was on the roof, grenadier was lower down.

I think you might be a little confused. :smallwink: No idea where there's a grenadier. :smalltongue: I was asking if the sniper that was shot staggered out if view. The grenade thing was in reference to the grenades thrown into the building killing people.

LeSwordfish
2013-01-22, 11:39 AM
Let me check the post.

Yeah. The sniper is standing on the roof. He's still in view: the roof's flat and featureless apart from a chimney and small aerial.

The other "special weapons" trooper marked on the map, on the ground floor next to the guy set on fire, is carrying a grenade launcher. He's still fine.

watupwithdat
2013-01-22, 12:42 PM
Let me check the post.

Yeah. The sniper is standing on the roof. He's still in view: the roof's flat and featureless apart from a chimney and small aerial.

The other "special weapons" trooper marked on the map, on the ground floor next to the guy set on fire, is carrying a grenade launcher. He's still fine.
Alright. I'll edit my previous post where Trenn reports the hit to accurately describe what happened. Wouldn't change his actions, seeing as the sniper is most likely taken out of for the moment according to Cronyn.

Caimheul
2013-01-22, 01:15 PM
Alright. I'll edit my previous post where Trenn reports the hit to accurately describe what happened. Wouldn't change his actions, seeing as the sniper is most likely taken out of for the moment according to Cronyn.

Or at least occupied with trying to figure out who shot him/relocating. I'll have a post up tonight, can't see the maps while at work :smallfrown:

LeSwordfish
2013-01-22, 01:19 PM
The sniper's stunned for one turn.

Caimheul
2013-01-22, 01:29 PM
The sniper's stunned for one turn.

Right... >_< that's what I get for not double checking the very nice and handy Bad Guy status area of the results post. (Which I greatly appreciate btw!)

LeSwordfish
2013-01-22, 01:31 PM
Haha, that's entirely selfish i'm afraid. I've never run such a large combat before: it's going to take forever to do all the bad guy's moves.

Caimheul
2013-01-22, 01:37 PM
Haha, that's entirely selfish i'm afraid. I've never run such a large combat before: it's going to take forever to do all the bad guy's moves.

We'll just have to kill more of them so there are fewer for you to move in that case!

RandomLunatic
2013-01-22, 04:12 PM
I am purging heretics as fast as I can.

Also, which of the guys on the ground floor is still up? If it is the one on the right, I cannot get to point-blank on him, but the Stun will make up the difference. I would also argue that being blind makes him Unaware, although in this case it just makes the difference between "Overkill" and "Ludicrous Overkill" (which would be an awesome name for a rock band)

DrK
2013-01-22, 04:23 PM
Enginseer on the turret gun. Do you want to "ready"/ go into Overwatch waiting for a sentinel to appear if I move slightly forward ~3m and turn 45 degree to the right. We'll flame the building and you can take out any sentinel that appears around the corner and then wipe out the damage one next turn? We should still be safe from the attack from the autocannon team as they are being heavily assaulted and mauled...

watupwithdat
2013-01-22, 04:49 PM
Enginseer on the turret gun. Do you want to "ready"/ go into Overwatch waiting for a sentinel to appear if I move slightly forward ~3m and turn 45 degree to the right. We'll flame the building and you can take out any sentinel that appears around the corner and then wipe out the damage one next turn? We should still be safe from the attack from the autocannon team as they are being heavily assaulted and mauled...

I don't think that matters until round 3 as the nearby sentinel isn't destroyed yet (it's on low criticals and stunned I believe) and I'm guessing he'll fire the autocannon at it again to finish it off.

LeSwordfish
2013-01-22, 05:21 PM
Random: I worked from left to right: the nearer one is unconcious, the other is stunned. Blindness prevents him from making dodge rolls, but doesn't make him unaware as such.

DRK, who are you shooting at? Heavy bolter team is dead. Autocannon team on the top floor, grenadier in the burning building.

RandomLunatic
2013-01-22, 05:28 PM
I think he means the other heavy bolter team, the one in the building just north of that dig site. The one the long las sniper is on top of.

...A team which mysteriously disappeared this turn.:smalleek:

DrK
2013-01-22, 05:29 PM
Random: I worked from left to right: the nearer one is unconcious, the other is stunned. Blindness prevents him from making dodge rolls, but doesn't make him unaware as such.

DRK, who are you shooting at? Heavy bolter team is dead. Autocannon team on the top floor, grenadier in the burning building.

Sorry - misinterpreted the picture. I meant the guy with the grenade launcher and the guy we flamed last turn. Continuiing to torch that building.

LeSwordfish
2013-01-22, 05:39 PM
Oh, huh, they did disappear. This is what happens when you have like four different map versions going around. They're still there, i just CBA to update the map.

DaedalusMkV
2013-01-22, 05:48 PM
I don't think that matters until round 3 as the nearby sentinel isn't destroyed yet (it's on low criticals and stunned I believe) and I'm guessing he'll fire the autocannon at it again to finish it off.

That is exactly what I'm doing. While that Sentinel is Stunned this turn, I'd rather have one enemy completely out of the fight than have to worry about that Multilaser flanking us next turn and maybe missing with the Autocannon. I'll start targetting the other Flamer sentinel one this one's finished off.

Edit: Sentinel down, exploded into tiny bits. Bring on the last Sentinel. :smallbiggrin:

RandomLunatic
2013-01-22, 06:09 PM
Also,something I just noticed, but Torin's last name is still Montru and not Mothru.

watupwithdat
2013-01-22, 06:11 PM
Edit: Sentinel down, exploded into tiny bits. Bring on the last Sentinel. :smallbiggrin:

Two heavy flamer sentinels left. :smalltongue: Cronyn will move on to one of those after the autocannon and sniper is dealt with.

LeSwordfish
2013-01-22, 06:11 PM
Sorry! Keep reminding me if I mess that up.

DaedalusMkV
2013-01-22, 06:15 PM
Two heavy flamer sentinels left. :smalltongue: Cronyn will move on to one of those after the autocannon and sniper is dealt with.

I thought Cronyn's first shot killed the driver of the first Heavy Flamer Sentinel. Which, apparently, is not what happened at all. Huh.

watupwithdat
2013-01-22, 06:26 PM
I thought Cronyn's first shot killed the driver of the first Heavy Flamer Sentinel. Which, apparently, is not what happened at all. Huh.

Wishful thinking? ^^

It's probably because people were suggesting taking drivers out and I asked how hard it would be to do before.

RandomLunatic
2013-01-22, 06:46 PM
Sorry! Keep reminding me if I mess that up.
I will do that.:smallwink:

Wishful thinking? ^^

It's probably because people were suggesting taking drivers out and I asked how hard it would be to do before.
No harder than shooting people in the head.

Caimheul
2013-01-22, 10:45 PM
@SlyJohnny: If you want to have the Sarge do something other than Inspire whenever he might be in charge range of an enemy, I for one shan't be overly offended. The +10 is nice, but there are plenty of other ways to get bonuses on shooting. Plus having another target for the enemy to shoot at/an eviscerator cutting them up will make quicker work of the enemy...

SlyJohnny
2013-01-23, 12:29 AM
@SlyJohnny: If you want to have the Sarge do something other than Inspire whenever he might be in charge range of an enemy, I for one shan't be overly offended. The +10 is nice, but there are plenty of other ways to get bonuses on shooting. Plus having another target for the enemy to shoot at/an eviscerator cutting them up will make quicker work of the enemy...

Will do, after this turn. I figure our first two turns the +10 was more useful then me charging into a burning building or firing a laspistol, but on round 2 I'll Frenzy, and the round after that, either charge a sentinel or a heavy weapons team or whoever else gets in our face. I can still attempt to give you the +4 damage, but it'll have a reduced chance of sticking turn 4 and onwards, as it's hard to shout inspiring things through a mouthful of frothing saliva :P

watupwithdat
2013-01-23, 02:28 AM
What's the reason for going the Frenzy route instead of Swift Attack? :smalltongue:

Elricaltovilla
2013-01-23, 09:50 AM
I'm afraid I'm going to have to drop out of this game. I had to pick up another job to cover the bills and I'm a bit short on time anymore.

Sorry.

LeSwordfish
2013-01-23, 09:55 AM
That's a shame! Do let me know if more time opens up: i'd be happy to have you back.

SlyJohnny
2013-01-23, 01:55 PM
What's the reason for going the Frenzy route instead of Swift Attack? :smalltongue:

Mechanically, because it seems cheaper, has less requirements, and the WS penalty to make it happen seems punishing initially. So even if it's more optimal long term, frenzy seems better for actually hitting things right now.

Plus, it seems like an interesting route to go down, atypical for imperial guard :)

Also, sorry to hear that, Elricaltovilla. Hope you have more free time soon!

LeSwordfish
2013-01-25, 08:26 AM
Right, round 2. Exams are over now so hopefully I can post more often.

Cronyn 19
Varuck 18
Montru 17
Sarge 14
Wolfe 12
Doyle (and Chimera, presumably) 10 (winning on agility bonus)
Enemies 10

Cronyn
Snipe the autocannon operator. 13 damage to the head, -3 for TB, the autocannon guy is at 0 wounds.

Varuck
Shoot the sentinel. Max critical damage. Ka-boom. [roll0]m, [roll1] damage. Nearest building takes 5 damage, any occupants take 10 damage i guess.

Montru
Finishing off the guys in the building. One guy takes 14 damage, the other 9. Both dead. First one shot in the head: He's unconscious so i'm gonna skip the "runs around headless" thing. Second one in the body, I think- any ammo he has explodes on a 2 [roll2], does [roll3] damage in [roll4] meters.

If that happens, lets have what my IRL GM used to call a "b*stard roll" for what happens to the building. [roll5]

Building takes 10 damage and begins to collapse.

Sarge
Inspire, Get Them.

Wolfe
Wolfe's attacks are rendered pretty much irrelevant by Montru's killshots. I think this is the down side of the way we do combat, sorry. It may not be rules as written, but it's more realistic, right?

Doyle
Drive Chimera, no test needed. The turret can't see the sentinel now but will be able to once it's moved.

Flamer from comrade. Both bad guys and the whole front of the building. 6 damage to both. [roll6][roll7] agility test to avoid it, [roll8] to avoid the other one being set on fire.

Nearer one knocked prone, still burning, stunned [roll9] rounds, [roll10] fatigue.

Further one should be at 6 damage, +[roll11] if he catches light.

Grenadier dodges the flamer, other guy is unconcious in a burning building. I'm going to call that "dead".

Bad guys, map, etc in next post.

LeSwordfish
2013-01-25, 09:08 AM
Okay, bad guys, from left to right. Ground floor first.

Sentinel destroyed.

Flamered man dead. Grenadier dodges fire, escapes through back of building. Half action move, half action load grenade launcher.

Two men in lower building dead.

Heavy bolter team fires at the chimera. [roll0] to hit, [roll1] +8 damage, 5 pen. One guy first the bolter, the other acts as loader. EDIT: Misses.

Guy next to heavy bolter team moves to cover in the dig.

Flamer sentinels both try Evasive Maneuvers- [roll2] [roll3] vs 45. Both fail, no penalty to hit them.

Everybody else basically just moves.

In the top floor the sniper is stunned. The autocannon team pull it back from the window. and take cover. Cronyn can still see them. Some guys need to check their angles better, is all i'm saying...

Maps
Tweaked the heavy weapons teams to better represent them. Added a directional marker to the sentinels- the side with the line is the front, of course.

Mothru and Wolfe are the blue crosses. Their comrades are... in cohesion. No more in danger than them, say.

Interestingly most of the people with status effects are dead.

Ground Floor (https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base_round2.jpg)

Top floor (https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_floor1_round2_2.jpg)

As before, IC post after lunch.

watupwithdat
2013-01-25, 10:06 AM
I guess the autocannon operator gets a reaction to dodge this turn, so I'll edit the IC post in case he makes it. I'm guessing he gets -30 on the dodge attempt if he's unable to see the source of the attack (which I think he can't, or they'd take cover in a better place).

LeSwordfish
2013-01-25, 10:14 AM
Yeah, -30. [roll0] vs 5, nope, you hit.

watupwithdat
2013-01-25, 10:20 AM
Goodie! No lucky dodge. Seems like people are going to hear a loud painful scream right about now then. :smallbiggrin:

Caimheul
2013-01-25, 10:39 AM
Goodie! No lucky dodge. Seems like people are going to hear a loud painful scream right about now then. :smallbiggrin:

Which may be covered up by the sounds of the building they are in collapsing... No way in heck Wolfe's finding cover in there!

RandomLunatic
2013-01-25, 02:53 PM
Okay, based on the map, it looks like I can slide over one meter to the edge of that door, I can get a clear line of fire to place a grenade just SE of the bolter team, getting both them and the lead Chimera. Is the building badly enough damaged to spoil that shot?

LeSwordfish
2013-01-25, 03:22 PM
I'm going to say "Yes." That shot would be a pretty damn chancy one at the best of times, and the building's collapsing. Plus i'm not convinced Montru would be able to see the sentinel or bolter team anyway.

DaedalusMkV
2013-01-25, 04:03 PM
This time Varuck rolls really well and absolutely murders the front Heavy Flamer Sent. Rolling Rightous Fury result:

[roll0]

LeSwordfish
2013-01-25, 04:10 PM
Overriding experience of the campaign so far: "Test agility or catch fire"

DaedalusMkV
2013-01-25, 04:11 PM
Sorry for the double-post...

Resolving the Critical Damage: [roll0] Impact damage, then [roll1] Explosive damage. Then he makes an Ag test [roll2] vs his unmodified Ag or catches fire. If he catches fire, at the beginning of his turn he takes [roll3] Energy damage, soakable only by his Toughness bonus.

There's a pretty good chance the Sentinel is still mostly functional. The driver might not make it, though...

Edit: He pretty much certainly passes his Ag test and does not catch on fire. He does take a whole bunch of Damage. I hope he was wearing good armour...

(No, I actually don't really) :smallamused:

RandomLunatic
2013-01-25, 04:34 PM
I'm going to say "Yes." That shot would be a pretty damn chancy one at the best of times, and the building's collapsing. Plus i'm not convinced Montru would be able to see the sentinel or bolter team anyway.

Darn. Can I get a shot at that grenadier then?

Also, what does the terrain around us look like? If they run, is there anything they can hide behind? Or is it all just open fields of toxic sludge?

Caimheul
2013-01-25, 04:48 PM
Overriding experience of the campaign so far: "Test agility or catch fire"

What do you expect when you issue us a Chimera with a heavy flamer on top of a whole bunch of fire bombs (which I'm itching to use)? :smallbiggrin:

watupwithdat
2013-01-25, 04:58 PM
Can vehicles evade as a reaction? If so the Sentinel got a chance of surviving that autocannon barrage.

DaedalusMkV
2013-01-25, 05:02 PM
Vehicles cannot Dodge. The Sentinel can try to Jink, but it does so as an Operate test at a -20 penalty. So, I guess he can at least try to avoid the shot. It's very unlikely to succeed, though.

RandomLunatic
2013-01-25, 05:06 PM
What do you expect when you issue us a Chimera with a heavy flamer on top of a whole bunch of fire bombs (which I'm itching to use)? :smallbiggrin:And I have not even gotten to use my flamer yet...


Can vehicles evade as a reaction? If so the Sentinel got a chance of surviving that autocannon barrage.
Vehicles can Jink, although the penalties make it vanishingly unlikely he will be able to dodge them all.

Also, it occurs to me the the 1st Sentinel should have fallen over because the pilot managed to rack up 5 DoFs on his evasive roll.

DrK
2013-01-25, 05:54 PM
With the flamer on the vehicles they can both make a Pilot check with a positive modifier = to vehicle armour or they catch fire.

Also the pilots of both sentinels are also hit by the Heavy flamer!!

Hopefully all those people die horribly!

Heavy bolter teamman 1 [roll0] dodge
Heavy bolter teamman 2 [roll1] dodge
Guardsman at the back dodge [roll2] dodge

Sentinel 1 (if still walking!) avoid catching fire [roll3] Vs pilot +25
-- driver to avoid catching fire [roll4] agaility

Sentinel 2 avoid catching fire [roll5] Vs pilot +25
-- driver to avoid catching fire [roll6] agaility

@Le swordfish - if you don't want us to help with the rolling like this then let me know and feel free to ignore them all :smallsmile:

RandomLunatic
2013-01-25, 08:59 PM
Redoing the messed-up damage roll.

[roll0]+4, Pen 6, RFies 1 and 5. If RF applies to structures.

EDIT: Phhbtt, that sucks. Replace the 2 with DoS for 10 damage, Pen 6.

SlyJohnny
2013-01-27, 04:27 AM
Bleh, sorry for slow posting, guys. I thought I had an email subscription set up to tell me when we were on the next round, and apparently did not. Posting now.

LeSwordfish
2013-01-27, 06:30 AM
@Le swordfish - if you don't want us to help with the rolling like this then let me know and feel free to ignore them all :smallsmile:

I'm happy for the help!

Round Three

Cronyn 19
Varuck 18
Montru 17
Sarge 14
Wolfe 12
Doyle (and Chimera, presumably) 10 (winning on agility bonus)
Enemies 10

Cronyn
Autocannon operator again. Hits, kills. There's probably some cover from the angle but it's certainly not enough to protect him. Piteous screams drown out conversation in... the exploding building. Never mind.

Varuck
[roll0] damage and 2 fatigue to the crewman [roll1] to avoid catching fire, unconcious. The sentinel is on fire. Look at all that prometheum...

Montru and Wolfe
Successfuly brought the building down.

Agility +10 tests for debris: [roll2] for Montru, [roll3] for Wolfe. If failed, [roll4] [roll5] damage. Adjusted for armour and TB, Montru takes 3 damage to the leg from debris.

The ruined building provides 4AP if you take cover in it. It is, however, difficult terrain: WS tests and agility are at -10 while inside.

Sargeant
Order failed, frenzy.

Wolfe
With Montru.

Doyle
One member of the autocannon team is set alight. The other dodges and saves the bolter. The other guardsman also evades.

Sentinel 1 is very on fire, and goes to full hull damage. Flamer tank exploding! Let's keep the [roll6] explosion radius or we're wiping the map clean, and increase damage to [roll7]. Ill work out the effects in the double post. Sentinel 2 evades successfully but it's pilot is lit up.

Bad guys in following post.

LeSwordfish
2013-01-27, 07:11 AM
Bad Guys
We coulda been anything that we wanted to be (http://www.youtube.com/watch?v=w1FgpBxXho4)

Again, left to right.

Grenadier moves to corner of burning building and fires a Krak grenade at the chimera. [roll0] vs 45 to hit (chimera size, chimera moved), [roll1] Damage, Pen 6.

I'm not sure how to apply Concussive to the occupants of a vehicle. Let's say you all have to take it, but get a +20 to the test. [roll2] Doyle vs 50, [roll3] Markus vs 60, [roll4] Gunz vs 55, [roll5] Servitor vs something idk[roll6] Harkon vs 55 because he feels left out.

Chimera takes no damage, but literally everyone inside is stunned: Doyle and Gunz for one turn, Markus and his servitor for two, Harkon for two.

Other autocannon member in collapsing building. [roll7] damage, for 9 damage taken seems fair enough, is prone.

Heavy bolter and team incinerated.

Sentinel 1 kaboom.

Sniper on roof incinerated.

Sentinel 2 takes 38 damage, destroyed.

Guardsman in dig killed.

Guardsman behind explosion survives, retreats.

Three other soldiers move on from the top buildings. Two are ordinary soldiers, one carries a melta. All three full move this turn.

Both the two-storey and the one-storey building with the heavy bolter are demolished. The one-story building is pretty thoroughly on fire: if you enter it it provides the same effects as the other one but you also need to take an agility test or catch fire.

Map
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base_round3.png
I'm discarding the upper floor map since everyone there is dead. And about half of it no longer exists.

EDIT: It occurs to me i don't know which building you were talking about, SlyJohnny. The lower one, right?

SlyJohnny
2013-01-27, 08:21 AM
Bad Guys
EDIT: It occurs to me i don't know which building you were talking about, SlyJohnny. The lower one, right?

Yes, though I was wanting to be by the bottom right corner, nearer the enemy. If I can't reach there in time, can I wind up crouched in the wreckage in the upper right corner?

watupwithdat
2013-01-27, 10:39 AM
Heavy Flamer was super effective! :smalleek:

LeSwordfish
2013-01-27, 10:44 AM
If I'd rolled a little higher on the blast radius dice, you'd have damaged your own chimera too.

Caimheul
2013-01-27, 11:04 AM
And the vehicle is no longer supported by the foot infantry..... Oops!:smalleek:

watupwithdat
2013-01-27, 11:36 AM
And the vehicle is no longer supported by the foot infantry..... Oops!:smalleek:

Atleast the squad sniper can support it. :smalltongue:

DrK
2013-01-27, 12:51 PM
With concussive weapons and vehicles could I suggest that crew ignore it unless they ate hit by it. Either through RF results or crit damage or being open topped in a blast zone. Otherwise krak grenade toting infantry can shut down enemy tanks easily?

And it doesn't make sense that grenades doing no damage to the vehicle should incapacitate it.

LeSwordfish
2013-01-27, 01:35 PM
I guess. For future reference, only if the vehicle is damaged.

However the chimera's side armour is 22, and 24 damage was dealt, penetration six. So Nox Noctis takes 8 SI damage and the concussive effects still apply.

Doy, sorry, only 21 damage done. No damage, ignore the concussion.

watupwithdat
2013-01-27, 02:10 PM
A further suggestion could be that only someone who's situated in the part of the vehicle hit is affected by the concussion effect. So if the front is hit the driver/gunner (I guess he's in the front) needs to test and so on. Perhaps gets a little more complex that way, but the driver isn't affected if a krak grenade hits the rear of the vehicle.

DrK
2013-01-27, 03:40 PM
A further suggestion could be that only someone who's situated in the part of the vehicle hit is affected by the concussion effect. So if the front is hit the driver/gunner (I guess he's in the front) needs to test and so on. Perhaps gets a little more complex that way, but the driver isn't affected if a krak grenade hits the rear of the vehicle.

There is also the vehicle hit location table. So it can hit tracks, turrets, hull etc... that could link back to that. Stops an angry man with a two handed hammer beating a tank into insensibility :smallbiggrin:

RandomLunatic
2013-01-27, 03:46 PM
With concussive weapons and vehicles could I suggest that crew ignore it unless they ate hit by it. Either through RF results or crit damage or being open topped in a blast zone. Otherwise krak grenade toting infantry can shut down enemy tanks easily?

And it doesn't make sense that grenades doing no damage to the vehicle should incapacitate it.

I would say either no concussive (the crew is not the target, the vehicle is), or, if you do apply concussive, at least give a bonus equal to the vehicle's armor or SI, because it is harder to shake the crew of a Leman Russ than a Wartrakk.

Also

1: That was a hand grenade-the launcher was loaded with a Fire Bomb. Still is.

2: Can I use my reaction to try and Dodge the falling debris?

3: Can I see over the wreckage of the collapsed building?

4: What would you put the size modifier of these building as? And would you let me fire at the wall near my target with an AoE weapon and still have it count?

LeSwordfish
2013-01-27, 03:54 PM
I would say either no concussive (the crew is not the target, the vehicle is), or, if you do apply concussive, at least give a bonus equal to the vehicle's armor or SI, because it is harder to shake the crew of a Leman Russ than a Wartrakk.

I like the idea of adding the bonus from armour instead of a flat +20, i might go with that in future.


Also

1: That was a hand grenade-the launcher was loaded with a Fire Bomb. Still is.

2: Can I use my reaction to try and Dodge the falling debris?

3: Can I see over the wreckage of the collapsed building?

4: What would you put the size modifier of these building as? And would you let me fire at the wall near my target with an AoE weapon and still have it count?

Sorry, will edit that.

The agility test was meant as "Dodge-but-not-punishing-those-who-didn't-take-dodge", so no.

If you take a half move to get up onto the decking then yes.

And the building would be +40 i guess, but if you're specifically targeting an area that would be reduced a lot. +40 to hit the building, +20 to hit an area of the building that could splash damage a person, perhaps.

Will edit the map and IC post. Sorry!

RandomLunatic
2013-01-27, 05:38 PM
Well that was almost totally useless. I did not even pin the guy.

I keep hearing the DH line is lethal, but I am not seeing it. It is not too hard to make about half of all small arms fire you receive have absolutely no effect whatsoever. I mean, if you conspire to get yourself hit by a an anti-tank weapon somehow, then you are in trouble, but using one on people is tantamount to a rocks fall everybody dies move on the the GM's part. And that can happen in any system.

watupwithdat
2013-01-27, 05:43 PM
Well that was almost totally useless. I did not even pin the guy.

I keep hearing the DH line is lethal, but I am not seeing it. It is not too hard to make about half of all small arms fire you receive have absolutely no effect whatsoever. I mean, if you conspire to get yourself hit by a an anti-tank weapon somehow, then you are in trouble, but using one on people is tantamount to a rocks fall everybody dies move on the the GM's part. And that can happen in any system.
Have you not noticed how the enemies have been falling like flies? That could more or less be our characters. You'll see. :smalltongue:

Las weaponry isn't anything special in most cases though. Wait until something scary with Swift/Lightning Attack gets you in melee.

LeSwordfish
2013-01-27, 05:45 PM
Remember that you've got a tank and the element of surprise.

Also Only War starting characters are mid-level DH characters.

EDIT: it's worth noting that when I updated the map I also restored the surviving autocannon operator- the yellow cross in the ruined building.

RandomLunatic
2013-01-27, 06:03 PM
EDIT: it's worth noting that when I updated the map I also restored the surviving autocannon operator- the yellow cross in the ruined building.What is wrong with him? Stun?


Have you not noticed how the enemies have been falling like flies? That could more or less be our characters. You'll see. :smalltongue:

Las weaponry isn't anything special in most cases though. Wait until something scary with Swift/Lightning Attack gets you in melee.
Mostly because they have been being hit by heavy weapons or exploded. Or hit by heavy weapons and then exploding.

But the small arms seem to be living up to the "flashlight" jokes you hear for las weaponry. I just shot a guy twice and think I dealt one point of damage total.

watupwithdat
2013-01-27, 06:35 PM
But the small arms seem to be living up to the "flashlight" jokes you hear for las weaponry. I just shot a guy twice and think I dealt one point of damage total.

Yes. That joke is valid as long as it's not a multimelta, lascannon or a hot-shot hellgun or something.

... Though lasguns are usually not what kills you in 40k. :smallwink:

If you want to do reliable damage you should probably get a weapon with good Pen and extra damage on the roll.

LeSwordfish
2013-01-28, 02:48 AM
What is wrong with him? Stun?


Prone, taken damage.

SlyJohnny
2013-01-28, 07:45 AM
Just to check about Frenzy: I assume I can start rolling to end the frenzy if the enemies surrender, right? Like, they don't count as enemy combatants for the purposes of me having to kill them before I can try to calm down?

LeSwordfish
2013-01-28, 07:56 AM
Uh, okay, that seems fair enough.

SlyJohnny
2013-01-28, 12:23 PM
Cool. It'd be nice to take a prisoner or two so we can find out what the hell they're digging for.

watupwithdat
2013-01-28, 12:33 PM
Cool. It'd be nice to take a prisoner or two so we can find out what the hell they're digging for.

"They're traitors! They only deserve death!"

Lucky we don't have a commissar or a preacher with us eh?

Caimheul
2013-01-28, 12:44 PM
"They're traitors! They only deserve death!"

Lucky we don't have a commissar or a preacher with us eh?

Doesn't mean we can't kill them after. A commissar might be willing to buy the torture of a traitor in order to get more information...

LeSwordfish
2013-01-29, 09:44 AM
Working on stuff i need to do before next IC update now. Caimheul, if you don't have time for an IC post with rolls and such a OOC post naming actions would be really handy.

Caimheul
2013-01-29, 10:25 AM
I'll get on it!

LeSwordfish
2013-01-29, 11:12 AM
Firstly, i've invited Lycan_01 to take Ericaltovilla's place. (Erical if you want to come back some time that's still possible, let me know). He PM'd me just after the recruitment thread closed.

Right, Round 4

Cronyn 19
Varuck 18
Montru 17
Sarge 14
Wolfe 12
Doyle (and Chimera, presumably) 10 (winning on agility bonus)
Enemies 10

Cronyn
Shoots Melta-gunner. [roll0] vs 5 to evade. Presuming he doesn't, he's on a 3 crit to the head, which means Toughness test or stunned [roll1]- Failed.

Varuck
Misses melta-trooper.

Montru
13 damage, -3 TB, -2 armour, he takes 3 damage.

Sargeant
Run.

The burning building can provide 3 points cover, i think.

Wolfe
Shoots same target as Montru, misses.

Doyle
Reverse chimera, hits 3/4 enemies.

Trooper 2 evasion: [roll2], or takes 6 damage, plus [roll3] for burning. 11 damage total, only half action.
Melta-trooper evasion: [roll4] or (stunned) takes 6 damage plus [roll5] for burning. He takes a crit of 11 to the body and explodes.
Grenadier evasion: [roll6] or takes 6 damage plus [roll7] for burning. 11 damage total, only half action.

A few rolls in case that puts them in crits: [roll8] [roll9] [roll10]

Enemies and map in next post. Map might end up being irrelevant.

watupwithdat
2013-01-29, 11:43 AM
Worth noting is that someone who's hit by a flame attack tests Agility to see if they're set on fire (after they test Agility to avoid the flame attack). That way they won't necessarily take automatic burning damage on their turn after hit by the flamer.

LeSwordfish
2013-01-29, 11:57 AM
Alright.

Willpower tests to act: [roll0] Grenadier, [roll1] trooper 2, Both failed.

Meltagunner explosion: Radius [roll2]m, which i think can only get trooper 2. [roll3] damage. 2 levels of fatigue, unconcious.

Need to roll those before doing map stuffs.

LeSwordfish
2013-01-29, 12:18 PM
Okay. Clockwise from top left.

Grenadier is running around screaming, can only take a half action, so moves 3m away from the fire.

Trooper 1 avoids the fire, and fires semi-automatic at Jarren through the burning building.

[roll0] to hit, +10 range, -20 run. Misses
[roll1] evasion.
[roll2] damage.
[roll3]
[roll4]

Trooper 2 is unconscious.

Melta trooper explodes.

Faraway trooper is winged, Full moves into cover. Only his head and arms are visible to any of you.

Worker in Dig cowers.

Autocannon operator is prone, but shoots his autopistol at Montru (Nothing personal, RandomLunatic). [roll5] hit, +10 for range, +10 for half action aim. Misses.
[roll6] evasion.
[roll7] Damage. -3 for armour, -4 for cover.
[roll8]
[roll9]

https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base_round4.jpg

DrK
2013-01-29, 02:39 PM
Worth noting is that someone who's hit by a flame attack tests Agility to see if they're set on fire (after they test Agility to avoid the flame attack). That way they won't necessarily take automatic burning damage on their turn after hit by the flamer.

I had rolled for evasion and catching fire if they failed to evade in my IC post to help LeSwordfish along.

We are kicking serious a$$! If I had been told we'd be up against 3 heavy weapon teams, 3 sentinels, an infantry squad and some special weapons I would have betted on us being killed but... wow. Can anyone say shock and awe :smallsmile:

Not sure what the chimera should do or where it should go now? Most of the threats seem to have been hammered.

SlyJohnny
2013-01-29, 03:06 PM
Yeah, christ. We're rolling these dudes. Only one serious injury? ****, I'll take it.

Shame about that melta (and I presume the grenade launcher), though, would've been nice to recover them. Still, I think we/you made the right decision to come in hard, rather than go after a couple of trophies in exchange for risking severe damage to the chimera or getting a soldier toasted by a lucky shot from that melta.

Hey, boss, what's the verdict on comrades having our regimental talents? It affects the bonus I get from Double Team, although I miss anyway this round. Also, what does that worker look like? What clothes/uniform is he wearing?

LeSwordfish
2013-01-29, 03:58 PM
Hmm.

My instinct is to say that they don't, that that's what the "Close Quarters" order is for.

SlyJohnny
2013-01-29, 04:01 PM
Hmm.

My instinct is to say that they don't, that that's what the "Close Quarters" order is for.

Fair enough, good to know.

What about that worker? Did I get a good look at him?

LeSwordfish
2013-01-29, 04:05 PM
Frankly it was a slip of the tongue even identifying him as a worker. IC, he's a half-glanced shape and a blip on an auspex right now.

RandomLunatic
2013-01-29, 06:24 PM
Toughness and armor apply separately to every attack, so the guy I shot should take 3 damage.

And where is the map?

watupwithdat
2013-01-29, 06:34 PM
Toughness and armor apply separately to every attack, so the guy I shot should take 3 damage.

And where is the map?
"To every hit" offers more clarity.

But yes, it's 7-5=2 damage on the first hit and 6-5=1 damage on the second hit. Total of 3 damage.

It's on the bottom of the last big post.

Caimheul
2013-01-29, 08:05 PM
Yeah, christ. We're rolling these dudes. Only one serious injury? ****, I'll take it.

Shame about that melta (and I presume the grenade launcher), though, would've been nice to recover them. Still, I think we/you made the right decision to come in hard, rather than go after a couple of trophies in exchange for risking severe damage to the chimera or getting a soldier toasted by a lucky shot from that melta.


And it could be argued that the injury was self inflicted (I will take the blame for the idea that caused though) :smallredface:

We probably would not have been allowed to use the enemy's weapons if they "lack a proper machine spirit." Both as it would likely cause ethical issues for our attached Enginseer, and we'd be lined up and shot in the best case...
We might be able to get away with looting small items, like charge packs, bullets, small valuables, and maybe even pistols (depending on any indicative markings) from the traitors. Large, special weapons will likely be a bit too noticeable to the munitorium/Adeptus Mechanicus.

DaedalusMkV
2013-01-29, 08:26 PM
Depends on if they're just building STC weapons from the Forge World's schematics or letting the Hereteks no doubt in charge of the whole thing call the shots. If the former, they're basically identical to our weapons and we'd be fine just reconsecrating them to the Omnissiah and putting them to use against their former owners. If the latter, it gets a bit more dodgy.

Caimheul
2013-01-29, 08:31 PM
Depends on if they're just building STC weapons from the Forge World's schematics or letting the Hereteks no doubt in charge of the whole thing call the shots. If the former, they're basically identical to our weapons and we'd be fine just reconsecrating them to the Omnissiah and putting them to use against their former owners. If the latter, it gets a bit more dodgy.

True, so we shall see what they look like after we t=pry them out of our enemy's still smoking hands! (well those that didn't detonate upon death...)

RandomLunatic
2013-01-29, 08:38 PM
Well, all indications seem to be that these guy are "just" traitors but not devotees of the Ruinous Powers, so we should be safe.

Of course, we could be wrong/misinformed on that...

Caimheul
2013-01-29, 10:06 PM
Well, all indications seem to be that these guy are "just" traitors but not devotees of the Ruinous Powers, so we should be safe.

Of course, we could be wrong/misinformed on that...

Weapons produced by traitors and not the Adeptus Mechanicus I'm fairly certain are still considered heretical. To betray the empire of man is to be a heretic, even if the traitors do not actually worship the dark gods.

DaedalusMkV
2013-01-30, 01:39 AM
Well, all indications seem to be that these guy are "just" traitors but not devotees of the Ruinous Powers, so we should be safe.

Of course, we could be wrong/misinformed on that...

Doesn't matter. Whoever's in charge of this rebellion is almost certainly a Heretek, which means that they're by definition bad times. They can worship Chaos or not, they're heretics, traitors and abominations to the Omnissiah no matter how you look at it, and anything they design is likely to be twisted and tainted. Like I said, if they're just copying the STC template stuff the Forge World would have been producing before, it's fine for us to just quickly have Varuck bless it and turn it against its former owner. If it's Heretek-designed stuff the only thing it's good for is a bonfire.

It doesn't need to have a Daemon in it for it to be Badwrong for us to use it, at least from a Techpriest's perspective.

SlyJohnny
2013-01-30, 02:11 AM
From what the senior techpriest was saying before, I think the only issue with their gear is the Omnissiah doesn't approve of this rebellion so the machine spirits won't serve as readily, and possibly that these scum probably aren't guaranteed to be making the correct supplications. I don't think he had any kind of wider problem with it then that: it's still STC gear produced on a forge world, and there's nothing wrong with the machines that created these weapons. Varuck might want to say the standard prayer said over every weapon before it's pressed into service (just in case these savages didn't do it), but I don't think we're going to get shot for battlefield salvage on this one.

However, the stormtrooper equivalent gear we've heard about has apparently been churned out from converted civilian forges, so that might be less proper. But even then, Varuck can probably sign off on it.

LeSwordfish
2013-01-30, 02:23 AM
Toughness and armor apply separately to every attack, so the guy I shot should take 3 damage.


Sorry, edited.

LeSwordfish
2013-01-30, 05:31 AM
Round 5
Apologies for lack of formatting, I'm on an iPad, and formatting on an iPad is like using a hot glue gun to give a gnat a vajazzle.

Cronyn
Varuck
Montru
Sarge
Wolfe
Doyle
Enemies

Cronyn
Shoots trooper in cover. Takes 11 damage, and a +4 crit. Toughness test [roll0] failed- stunned and knocked prone.

Varuck
Shoots the trooper through the burning building. [roll1] dodge or 9 damage, crit 3, fatigued, knocked prone. successful dodge.

Montru
Charges enemy in rubble. This is the same enemy Wolfe is targeting, though. I'll be super nice and let you delay the action until after his shot, but in future I won't always be so generous.

Jarren
Charges, misses.

Wolfe
Scores three damage on autocannon operator. [roll2] willpower, [roll3] dodge or arm is useless and operator is fatigued. Fails both dodge and willpower test.

Montru delayed
6 damage, crit 8 to leg, [roll4] or die from shock. Passes, not dead.

Doyle
Grenadier evades fire, somehow.

Enemies in next post, as usual.

LeSwordfish
2013-01-30, 05:52 AM
Grenadier takes [roll0] damage, [roll1] grenadier to not panic. If passed, [roll2] to put out fire. Failed, keeps running.

Trooper 1, having dodged an eviscerator and a overcharge las-shot, fights back. I like this guy. Half action aim half action attack Jarren. [roll3] to hit, [roll4] bayonet damage, [roll5] Jarren's evasion. Damage soaked.

Trooper in cover stunned.

Autocannon operator has his leg shattered, but aside from that is fine. Attacks Montru with autopistol. Half action stand, half action semi-automatic fire.
[roll6] to hit, misses
[roll7] [roll8] [roll9] autopistol damage,
[roll10] Montru's evasion.

Map later, when I get home.
https://dl.dropbox.com/u/13673854/RPG/Armoured%20Fist/digsite_base_round5.jpg

SlyJohnny
2013-01-30, 06:51 AM
Trooper 1, having dodged an eviscerator and a overcharge las-shot, fights back. I like this guy.

Well, I do not! :smallmad: