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  1. - Top - End - #211
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    Default Re: Sea of Stars - OOC II

    Ok. I'm going to want a Drive test from Hannabel, shooting from anyone who wants to shoot, and Echo needs to roll Awareness and Concealment for the Rings.

    Going to TRY and run the race without worrying too much about initiative, because this is a fairly hectic lots-of-stuff-at-once deathrace. I'll get you guys to roll it if it ever matters.
    Last edited by Destro_Yersul; 2020-01-07 at 10:09 PM.
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  2. - Top - End - #212
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    Default Re: Sea of Stars - OOC II

    Awareness: (1d100)[100]
    Concealment: (1d100)[54]
    "It was a GOOD plan, just completely impossible."

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  3. - Top - End - #213
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    Default Re: Sea of Stars - OOC II

    I take it I need specialised equipment to code break? If not, Tech Use vs. Int 53 (1d100)[69]

    Second question would be can I get Ravia or another Tech-Priest to do it?

    For the record, Anika is rich (ish) and highly educated, so doesn't have to believe in things just because the Ecclesiarchy says so.

  4. - Top - End - #214
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Destro_Yersul View Post
    Ok. I'm going to want a Drive test from Hannabel, shooting from anyone who wants to shoot, and Echo needs to roll Awareness and Concealment for the Rings.

    Going to TRY and run the race without worrying too much about initiative, because this is a fairly hectic lots-of-stuff-at-once deathrace. I'll get you guys to roll it if it ever matters.
    Just some questions before the action kicks off:

    Will you be using the vehicle combat rules as written, or is this basically freeform?

    Are the vehicle traits from Only War in use at all?

    Hannabel is thinking that our best shot against the Leman Russ is to tailgate it, since that's where the armour is weakest and we can't be hit by the lascannon. Of course, it won't protect us from the battle cannon unless you agree that if we're close enough, Moore won't be able to depress the barrel far enough to hit us.

    Drive test vs. Ag 53 (1d100)[73] (I'll leave it up to you to add any applicable modifiers)

    According to the vehicle combat rules, the driver can shoot if she only uses a Half Action to drive. Assuming we can and do use Hannabel's idea above, she'll fire the autocannon at the rear armour ASAP.

    Shooting test vs. BS 60 (1d100)[69] (I'll leave it up to you to add any applicable modifiers)

    Also, if the Aquila (Vulture One) manages to take out the stubgunners before we do, I'd really like for it to hang around and pump autocannon fire into the rear of the Leman Russ. It's unlikely Moore has any decent anti-aircraft ordnance on his tank.

    @Leon
    I suggest Ravia tries to fry the stubgunners with the heavy flamer as soon as we're in a position to do so, i.e. within 30m. If Hannabel's plan won't work because there's no blind spot for the tank's main gun, we're probably best off if Hannabel concentrates on driving and Ravia shoots the autocannon.

  5. - Top - End - #215
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    Default Re: Sea of Stars - OOC II

    Blegh! Mediocre driving! I'll spend a FP to re-roll the Drive test. Still leaving it up to you to add any applicable modifiers.

    Drive test vs. Ag 53 (1d100)[46]

  6. - Top - End - #216
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    Default Re: Sea of Stars - OOC II

    Before we roll out: I suggested a grenade launcher. To the best of my knowledge, we don't have one - but perhaps someone on the planet has one to sell us. Felidae still has a pile of plasma grenades that have ... sort of pathetic damage but very nice penetration. Against heavier armor, this might be nice .. if we can lay our hands on one.

  7. - Top - End - #217
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Haval View Post
    I take it I need specialised equipment to code break? If not, Tech Use vs. Int 53 [roll0]

    Second question would be can I get Ravia or another Tech-Priest to do it?

    For the record, Anika is rich (ish) and highly educated, so doesn't have to believe in things just because the Ecclesiarchy says so.
    It doesn't need equipment, it's just very hard, and takes a very long time.

    Quote Originally Posted by rax View Post
    Just some questions before the action kicks off:

    Will you be using the vehicle combat rules as written, or is this basically freeform?

    Are the vehicle traits from Only War in use at all?

    Hannabel is thinking that our best shot against the Leman Russ is to tailgate it, since that's where the armour is weakest and we can't be hit by the lascannon. Of course, it won't protect us from the battle cannon unless you agree that if we're close enough, Moore won't be able to depress the barrel far enough to hit us.

    Drive test vs. Ag 53 [roll0] (I'll leave it up to you to add any applicable modifiers)

    According to the vehicle combat rules, the driver can shoot if she only uses a Half Action to drive. Assuming we can and do use Hannabel's idea above, she'll fire the autocannon at the rear armour ASAP.

    Shooting test vs. BS 60 [roll1] (I'll leave it up to you to add any applicable modifiers)

    Also, if the Aquila (Vulture One) manages to take out the stubgunners before we do, I'd really like for it to hang around and pump autocannon fire into the rear of the Leman Russ. It's unlikely Moore has any decent anti-aircraft ordnance on his tank.

    @Leon
    I suggest Ravia tries to fry the stubgunners with the heavy flamer as soon as we're in a position to do so, i.e. within 30m. If Hannabel's plan won't work because there's no blind spot for the tank's main gun, we're probably best off if Hannabel concentrates on driving and Ravia shoots the autocannon.
    In order: Yes, though because this is a race it's more or less assumed that you're all moving towards the same destination instead of running circles around people, or whatever. You just tell me where you want to end up (for example, the Russ' rear facing) and then roll drive and shooting. You still have to worry about facing, I'm just going to be a bit more lenient on positioning.

    Yes.

    Hmm. The battlecannon is Blast (10) and has a fairly long barrel. I think I'll say that if you stay within 10m of the Russ, the Battlecannon can't hit you... because who designs a tank with a gun that can hit itself?

    Quote Originally Posted by Kaptin Keen View Post
    Before we roll out: I suggested a grenade launcher. To the best of my knowledge, we don't have one - but perhaps someone on the planet has one to sell us. Felidae still has a pile of plasma grenades that have ... sort of pathetic damage but very nice penetration. Against heavier armor, this might be nice .. if we can lay our hands on one.
    You're welcome to try. Remember that items which aren't vehicles are two steps more rare, so Grenade Launchers here would be Very Rare.
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  8. - Top - End - #218
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    Default Re: Sea of Stars - OOC II

    Um .. I have no idea what to roll, but - here's a d100: (1d100)[78]

    Seems I'll be throwing bolterfire around then. Ok =D
    Last edited by Kaptin Keen; 2020-01-10 at 10:15 AM.

  9. - Top - End - #219
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Kaptin Keen View Post
    Um .. I have no idea what to roll, but - here's a d100: (1d100)[5]

    Seems I'll be throwing bolterfire around then. Ok =D
    Hmm, can I help with that
    Commerce (I think it's Fel 47)
    (1d100)[5]

    Acquisition roll
    (1d100)[96]

    Don't have time to look things up at the moment

    Not with that roll

  10. - Top - End - #220
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    Default Re: Sea of Stars - OOC II

    Fate point on the acquisition roll
    (1d100)[99]

  11. - Top - End - #221
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    Default Re: Sea of Stars - OOC II

    For some reason, I haven't been notified of any updates since my last post. So sorry for the delay, and I'll have something up this afternoon.

  12. - Top - End - #222
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    Default Re: Sea of Stars - OOC II

    Yeah, looks like no grenade launcher for you. You could still try throwing them, if you wanted.
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  13. - Top - End - #223
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    Default Re: Sea of Stars - OOC II

    Will fire the Flamer at the Tank to best cover the exposed gunners, its my understanding that using a flamer is more about the targets dodging the effect that me actually doing anything more than applying the effect area to them.
    Thankyou to NEOPhyte for the Techpriest Engiseer

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  14. - Top - End - #224
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Destro_Yersul View Post
    Yeah, looks like no grenade launcher for you. You could still try throwing them, if you wanted.
    Pfft - how pedestrian. If we're ever close enough, sure =)

  15. - Top - End - #225
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    Default Re: Sea of Stars - OOC II

    Your wanting to board so just drop them down exhausts, into hatches when your over there
    Thankyou to NEOPhyte for the Techpriest Engiseer

    Quote Originally Posted by Mike_G View Post
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  16. - Top - End - #226
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Leon View Post
    Your wanting to board so just drop them down exhausts, into hatches when your over there
    Oh, certainly. But boarding was a suggestion. If the situation calls for it, Felidae will most certainly invade like the very fury of the god-emperor himself, dropping bombs and carving limbs left and right.

    But I'd still have liked the chance to pop some grenades over there, at range (and at greater range than she can toss one).

  17. - Top - End - #227
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    Quote Originally Posted by Kaptin Keen View Post
    Pfft - how pedestrian. If we're ever close enough, sure =)
    We're going to stick within 10 metres to avoid the battle cannon. Surely Felidae can throw that far?

    Quote Originally Posted by Leon
    Will fire the Flamer at the Tank to best cover the exposed gunners, its my understanding that using a flamer is more about the targets dodging the effect that me actually doing anything more than applying the effect area to them.
    Ravia can use any of the Salamander's weapons at full BS as long as she has Drive (Ground Vehicle), which Destro says she does. For the flamer, that means it's no easier for the gunners to dodge the flame.

  18. - Top - End - #228
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by rax View Post
    We're going to stick within 10 metres to avoid the battle cannon. Surely Felidae can throw that far?
    Oh. Yes, I expect so =)

  19. - Top - End - #229
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by PotatoGolem View Post
    For some reason, I haven't been notified of any updates since my last post. So sorry for the delay, and I'll have something up this afternoon.
    Notifications are notoriously unreliable, as far as I'm concerned. I always check through my subscription panel.

    Another thing that's unreliable right now is the servers, which makes it somewhat difficult to update and post and whatnot. I can't really do anything abotu that, but I apologise anyways.

    EDIT: I don't think I'll have time to update when I get home from work, but I should have time tomorrow evening. So that's when it'll happen.
    Last edited by Destro_Yersul; 2020-01-11 at 08:57 PM.
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  20. - Top - End - #230
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    Default Re: Sea of Stars - OOC II

    I don't think I've ever gotten use out of that jump pack I took way back in the beginning. This is its chance to shine! It's hardly a Mad Max scene without aerial leaps, is it?

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    Default Re: Sea of Stars - OOC II

    Indeed not! Now then, let's get this show on the road, shall we? Pun very much intended.

    Ok, so first thing's first. Enemy awareness vs the Ring's concealment: (1d100)[99] - lol, no.

    that done...

    all three of the Lumes bikes use Floor It! Since I'm mostly abstracting distances, success here means they gain a little extra lead and failure by 5+ degrees means they go out of control and crash
    Bike 1: (1d100)[36]
    Bike 2: (1d100)[5]
    Attack Bike: (1d100)[98] - attack bike goes out of control and crashes.

    Moore's Russ:
    Drive: (1d100)[53]
    The two stubgunners shoot.
    Called shot at Hannabel - (1d100)[79]
    possible damage: (1d10+4)[8](1d10+4)[14](1d10+4)[12](1d10+4)[11]
    Called shot at Ravia - (1d100)[73]
    possible damage: (1d10+4)[9](1d10+4)[8](1d10+4)[13](1d10+4)[8]
    - both of those are going to be misses

    The battlecannon tracks the bikes, and shoots. (1d100)[37] - didn't jam
    What it rolls doesn't matter unless it jams. Blast 10. The bikes are probably far enough apart, though, that if it scatters it'll miss one of them. So (1d10)[10](1d5)[5]
    they all do get to Jink, though:
    (1d100)[23]
    (1d100)[30]
    (1d100)[94] - only the Attack Bike fails

    Damage: (3d10+10)[29] - just hits the attack bike. It takes 27 damage. To the Hull, because it has no rear weapons. It explodes violently and both riders are killed. Both the nearby bikes take shrapnel, suffering hits to their sides and riders. The leader bike takes 4 damage. The other bike takes 1. The leader takes 7 wounds. The other rider takes 5.

    the Lascannon can't hit anything, because everyone else is staying out of the Front arc. Unless one of the bikes miraculously doesn't die. In which case: (1d100)[98] - jams.
    (5d10)[10][7][8][6][3](34)+10

    PC Salamander time!
    Hannabel rocks up behind the Russ, and opens up with the Autocannon. OW, I believe, changed Semi and Full-Auto into half actions. RT still has them as full actions, but I'll allow you to use them with vehicle weapons, while driving, only. This autocannon is the OW M34 variant, and only has Semi-Auto. You get +10 for Semi Auto, and +30 because the Russ is enormous, and at least +10 for range, but -10 because you moved. Hannabel rolled 69 (nice) vs 60+40. 3 DoS. So you get 2 hits. Your autocannon does 3d10+8 per hit, AP6. (3d10)[9][6][6](21)+8 (3d10)[10][6][2](18)+8

    29 and 26, AP 6. You also get a Righteous Fury. Righteous Fury works differently on vehicles. Unfortunately, that first shot reversed becomes 96, which hits the turret, which uses front armour. Which is 40. So the first hit plinks off the turret. Second hits the hull, though, and does 12 damage, though, so RF does happen. Need to roll 1d5... my dice says 1. Moore is stunned, and can't fire the battlecannon next round.

    Ravia flamers the Russ. It's enclosed, and the Flamer isn't powerful enough to touch it, even through the rear armour. It does, however, nicely barbecue the two stubgunners. The have to roll to avoid: (1d100)[71](1d100)[83] - they don't.
    and they take damage if they fail: (1d10+5)[6](1d10+5)[10] - 3 to one, 7 to the other.

    Aaand the Russ also has to make an Drive test or catch on fire (1d100)[53] - that's a pass, because it gets to add its rear armour.

    The Ruster Chimera takes a full move, and the turret gunner tries shooting at the Smoker's Hellhound.
    Drive test to see how well they keep up: (1d100)[77]
    BS test for shooting the Hellhound's side facing: (1d100)[91]
    damage: (2d10+10)[26](2d10+10)[16](2d10+10)[19](2d10+10)[24](2d10+10)[14]
    - missed

    the two Interceptor cars just Floor It! They want to get to the part of the course that has cover.
    Max Stone: (1d100)[34] - pass. He races ahead.
    Max's buddy: (1d100)[74] - failed, but not by 5+ degrees

    the Smoker hellhound, unsurprisingly, goes for Moore:
    Drive: (1d100)[13] - very nice roll.
    the Inferno Cannon is a Flame weapon, and doesn't roll to hit. the two stubgunners, however, have to test Ag to avoid: (1d100)[32](1d100)[36] - not quite.
    and the Russ, again, tests Drive to avoid being on fire (1d100)[87] - this time it fails hard. It's on fire now.
    then the cannon deals damage: (2d10)[9][6](15)+15 - that's 30 damage. It roasts the two stubgunners completely, and does 6 damage to the Russ
    the heavy flamer, same deal: (1d100)[74](1d100)[38]
    Drive: (1d100)[17]
    damage: (1d10+5)[12](1d10+5)[14] - gunners are even more dead. Russ isn't any more on fire.

    the Sentinel has no ranged weapons, so it just needs to roll Drive
    (1d100)[28]

    Running totals:
    Russ: 18 damage, no battlecannon next round. Stubgunners dead.
    Veluminary leader: 4 on the bike, 7 one the rider
    Veluminary 2: 1 on the bike, 5 on the rider
    Last edited by Destro_Yersul; 2020-01-13 at 04:43 AM.
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  22. - Top - End - #232
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Destro_Yersul View Post
    Another thing that's unreliable right now is the servers, which makes it somewhat difficult to update and post and whatnot. I can't really do anything about that, but I apologise anyways.
    Glad it's not just me, then. I couldn't even log in over the weekend. Seems to be working better today, at least.

    Also, you've let me spend Fate Points on behalf of the group, but does that extend to the Rings, even when Echo isn't with them? Seems like a long-shot, but so is that Concealment check, so if you'll allow me, I'd like to reroll it.

    Concealment: (1d100)[26]
    Charmed: (1d10)[8]
    Last edited by Blarghy; 2020-01-14 at 04:53 AM.
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    Default Re: Sea of Stars - OOC II

    How does attacking a vehicle crew member work? If I fly over and land on the Russ, can I make melee attacks against Moore or his driver?

  24. - Top - End - #234
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    Default Re: Sea of Stars - OOC II

    No, because the vehicle is enclosed. You can only attack the crew if the vehicle is open-topped or similar. Also the Russ is on fire right now, so you may wish to avoid standing on it.
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    Default Re: Sea of Stars - OOC II

    If he wants to be madly heroic, perhaps he could borrow a plasma grenade or two from Felidae, jump onto the battle cannon and stuff them down the barrel?

    Edit @Destro
    The number of team members allowed was four, right? So if the stub gunners counted as part of Moore's team, he should be down to two crew inside the tank, including himself. And attempting to put out a fire is Full Round Action, so unless he orders the driver to stop...Moore would be the only one available to try and put out the flames.

    Of course, he might be cheating or finagling it so that the stub gunners weren't considered part of the crew...
    Last edited by rax; 2020-01-14 at 05:16 PM.

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    Default Re: Sea of Stars - OOC II

    Yeah the whole "being on fire" aspect may be an issue. Possibly. What sort of action is opening a hatch to go attack the crew inside? I'm not sure OW has rules for trying to take out a tank crew hand-to-hand, shockingly.

  27. - Top - End - #237
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by rax View Post
    If he wants to be madly heroic, perhaps he could borrow a plasma grenade or two from Felidae, jump onto the battle cannon and stuff them down the barrel?

    Edit @Destro
    The number of team members allowed was four, right? So if the stub gunners counted as part of Moore's team, he should be down to two crew inside the tank, including himself. And attempting to put out a fire is Full Round Action, so unless he orders the driver to stop...Moore would be the only one available to try and put out the flames.

    Of course, he might be cheating or finagling it so that the stub gunners weren't considered part of the crew...
    Moore is also stunned for one round, and can't actually act. So yes, if the driver wants to put the tank out, he'll have to stop.

    Quote Originally Posted by PotatoGolem View Post
    Yeah the whole "being on fire" aspect may be an issue. Possibly. What sort of action is opening a hatch to go attack the crew inside? I'm not sure OW has rules for trying to take out a tank crew hand-to-hand, shockingly.
    I would have to check. However, I know what it does have rules for; while on fire, the tank has a cumulative 10% chance per round of exploding violently. It didn't explode this round, so next round, it's a 20% chance unless the driver can put it out.
    Last edited by Destro_Yersul; 2020-01-14 at 07:54 PM.
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  28. - Top - End - #238
    Bugbear in the Playground
     
    MindFlayer

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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Destro_Yersul View Post
    I would have to check. However, I know what it does have rules for; while on fire, the tank has a cumulative 10% chance per round of exploding violently. It didn't explode this round, so next round, it's a 20% chance unless the driver can put it out.
    Let me know if you find anything; current plan is to hop on the Smoker tank and administer sharp justice for stealing my dramatic kill. It may end up being a GM call; OW isn't normally the kind of game where you run up to a fully operational tank as it's trying to shoot you and try to pull people out of it.

  29. - Top - End - #239
    Banned
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    Default Re: Sea of Stars - OOC II

    It's propably a very good idea not to be standing on the Leman Russ when it explodes in a massive fireball.

  30. - Top - End - #240
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    Destro_Yersul's Avatar

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    Default Re: Sea of Stars - OOC II

    aerial assault on the smoker tank is an option. If you want to tear the hatches off, I think I'd make that a reasonably difficult strength test, after which you'd be able to melee attack the people inside without using a called shot... though the confines of a tank are not the most spacious area to be swinging a weapon around, so that test might be a bit harder as well.
    I do LP's sometimes! I'm currently on hiatus for college purposes.

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