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Post by: Easy E
Ready!
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Post by: Pyroalchi
If you decided on what you get for the last round of XP (as I said 1000 XP + one Weapons training of your choice. Or something in the ballpark of 1300 if you don't get a weapons training), please note it here, so that I can take it into account.
Tambo goes the sneaky road, because I want to try that out:
BS +10, Agility +10, Agility +20, Stealth +20, Ambush, Stealth Sniper
Let's see if he can hide and snipe someone in the back.
By the way: the trait "tankhunter" might be interesting for some of you.
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Post by: Bobthehero
Fuuuuuull las weapon talent line, I'D have to check if there other prerequisites I need to take, but ye. Maximum pew pew
So: BS +5 for 250 XP (To a total of 46 BS). Las Weapon Expertise 300 XP (-5 to enemies' dodge check per degrees of success, up to -30), Las Weapon Mastery 400 XP (+1 damage forf every 2 degrees of success beyond the first one) and Heavy Weapon Training for 200 XP.
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Post by: Pyroalchi
Ah, I see, a characteristic advance "only" gives +5, not +10. Missed that, thanks Bob.
Think I'll take "Deadshot" instead of the secons Agility advance then as calles shot sounds like something fitting to a sniper dude.
Edit:
@ Bob: since Irish did not really respond anymore I would treat Malakai or Adamo as your driver. I'll leave them up to you, so if you want to change position with the Tauros just describe it that way.
@ Teodore: should you stick to your trusty autogun, feel free to get yourself some special ammo for it. Maybe there is something interesting in it for you like bleeder rounds etc.
1206
Post by: Easy E
I am taking some Bolt weapon training for the new turret and the heavy bolter in the Hull (if needed).
Beyond that I will boost my BS.
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Post by: Bobthehero
Called shots are nice, but keep in mind they are their own action, and not single shots, if memory serves.
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Post by: Pyroalchi
Yeah, but I think to make this whole "snipe from stealth" thing work I have to ideally kill the dude I'm hitting on on first shot, or at least take him out of the equation. So called shots might be the way to go. Lets see, that's why we are testing this thing out.
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Post by: Pyroalchi
So, I want to give Njal and Teodore the chance to choose, if they want to fire from their respective turrets. Otherwise the "southern" buggy will drive right through the gate inside and then scatter his passengers.
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Post by: NapoleonInSpace
I wanna play. https://www.dakkadakka.com/dakkaforum/posts/list/807220.page
Can somebody show me the ropes? Is there an online rulebook or something?
Thanks
1206
Post by: Easy E
I think we hold off and let them come in through the trapped gate and then open up on them!
Thoughts?
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Post by: Bobthehero
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Post by: NapoleonInSpace
400 pages. SIgh. Well, that's GW gaming, lemme try and dive in...
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Post by: Pyroalchi
@ NapoleonInSpace: we are currently wrapping up this adventure, so I guess it doesn't make much sense to join now.
two options:
1st: you take over Malakai/Adamo, they are CC oriented Guardsmen. I help with the rules stuff, you just have to tell me what you want to do
2nd: As Deskskull asked, I would offer to GM a Wrath and Glory adventure next (to which everyone is of course invited). I assume it will start in late summer/early autumn.
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Post by: NapoleonInSpace
Pyroalchi wrote:@ NapoleonInSpace: we are currently wrapping up this adventure, so I guess it doesn't make much sense to join now.
two options:
1st: you take over Malakai/Adamo, they are CC oriented Guardsmen. I help with the rules stuff, you just have to tell me what you want to do
2nd: As Deskskull asked, I would offer to GM a Wrath and Glory adventure next (to which everyone is of course invited). I assume it will start in late summer/early autumn.
Thank you much sir. Option 2 sounds better for me. Idon't want to be one of those guys who jumps in at the end of things after everybody else has done all of the hard work.
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Post by: Pyroalchi
As I heard no contrary comments to Easy Es plan, I let them run through the gate. My dice decided that they triggered neither of the firebombs.
@ all: As Dekskull asked a while ago, I would offer to start planning a round of Wrath and Glory over here.
https://www.dakkadakka.com/dakkaforum/posts/list/810572.page
What's your opinion after we finished the final battle?
1. Do you want to continue this rag tag group here in Only war format
2. Do you want to continue the group, but try to transfer them to Wrath and glory
3. Wrath and glory, different characters
4. Only war, different characters
5. none of the above?
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Post by: NapoleonInSpace
Since I'm brand new to this, I will keep my mouth shut.
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Post by: Bobthehero
Carry on with this group in Only War
1206
Post by: Easy E
That sucks that our booby-traps did not work.
I guess we will have to do this the hard way....
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Post by: Pyroalchi
It also means they are still intact... and those might not be the last orks getting through at the gate.
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Post by: Pyroalchi
Small sideinfo: the Refinery on the map I presented is about 250 meters in width and height. Don't nail me on the distances I gave in the last post, they were mostly decided from a dramaturgic point of view. If you need an updated map including the Orks position I can do that, but I think we will manage this way.
@ Poncho: assume you have a driver that came with the Tauros. I will edit him/her in later. Napoleon would prefer to make an own character instead of taking over Malakai/Adamo and that would be a sensible way to introduce one without getting into continuity problems. Alternatively the Techpriest I mentioned might join the fray piloted by Napoleon.
If you try to shoot the Buggy I would give you a +10 penalty, because he is driving really fast perpendicular to your line of fire.
@ Njall: I assume the Buggy and the Chimera will spot each other at the same time. He is moving fast, but towards you, so you get no penalty, but he gets a +20 penalty on shooting back until he stops
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Post by: Bobthehero
All good for the driver, we can adapt and stick to casual mentions of the driver until it's decided if it will be a PC or not.
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Post by: Pyroalchi
On looking on the map again: Poncho also has the option to shoot one of the two Orks that jumped off near Malakai without penalty, even if that might be a bit of an overkill...
Teodore and Wyona have an easy shot on the Ork that jumped off close. Feel free to use an Autocannon if you like or any infantry weapon you might want to test out. Or a grenade, have fun.
Oldmate: I haven't forgotten you, Simond gets some work soon
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Post by: Bobthehero
Definitely shooting at the buggy. The rules for exploding vehicles are nasty, and we were almost wiped out when a Kommando fired a Krak rocket into our transport Tauros, once.
I don't think you need to give a ton of bonuses to hit the buggy, it's large, in short range, Poncho aims and he's firing a single shot, that's already a 86% chance to hit (though I might eat my words, lol)
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Post by: Pyroalchi
I might missunderstand you, but Poncho has a MALUS not a bonus from the buggy movement. But yes, that should be doable, especially when a competent gunner is prepared and fires an aimed shot on short distance. Do you want to roll or should I do the honors?
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Post by: Bobthehero
I misread. No prob. I rolled a 39 for the hit.
For damage: 10 (righteous fury) 5, 3 (rolled a 2, proven makes it 3),6, 3 (rolled 1, proven, yaddi yadda)
For other degree of success things related: 6 of them, so it's another +3 damage on top of the +2 from mighty shot and the innate +10 from the lascannon. All at Pen 10
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Post by: Pyroalchi
Nice... I figure out what that does tomorrow, but I guess it's not looking good for that buggy
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Post by: NapoleonInSpace
Don't want to dive into this til I have a character up and running but...
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Post by: Pyroalchi
@ Napoleon: as in the PM: we can make that work
@ Dekskull: Just to make sure: Did Teodore
a) fire at the buggy while he (Teodore) was still up in the tower and the buggy drove towards the gate
b) fire at the buggy when it enters and Teodore is already on the ground with Wyona?
I assume b), correct?
EDIT: oh, and what does Teodore take for his XP? I assume heavy weapons to use the Autocannon. Anything else?
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Post by: NapoleonInSpace
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Post by: Pyroalchi
So, Easy E, what shall it be? You could fire at the two Orks near Malakai/Adamo. Or try and aim for the Gretchin sailing down in their parachutes.
@ Oldmate: the Gretchin are like... 50-100 meters away. Should you have a lasgun that should not be too difficult, with a pistol range might be an issue, but remember that you can shoot with -10 malus to up to trice the maximum range and -30 malus above trice the maximum range.
@ all: feel free to write a bit in game, it would be dull if only I write there
Napoleon will take over the Tech-adept you saw entering the refinery.
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Post by: NapoleonInSpace
Pyroalchi wrote:So, Easy E, what shall it be? You could fire at the two Orks near Malakai/Adamo. Or try and aim for the Gretchin sailing down in their parachutes.
@ Oldmate: the Gretchin are like... 50-100 meters away. Should you have a lasgun that should not be too difficult, with a pistol range might be an issue, but remember that you can shoot with -10 malus to up to trice the maximum range and -30 malus above trice the maximum range.
@ all: feel free to write a bit in game, it would be dull if only I write there
Napoleon will take over the Tech-adept you saw entering the refinery.
"May your weapon be guarded against malfunction,
As your soul is guarded from impurity.
The Machine God watches over you.
Unleash the weapons of war.
Unleash the Deathdealer."
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Post by: Pyroalchi
@ Napoleon:
your character is attached. I tried to comment everything he can do on the character sheet. Overall he is kind of a skillmonkey. Massive boni on all kind of lore tests, even if he is untrained. Awesome in Tech use and through the multikey pretty competent at opening locks.
Through the Augur Array and the optical mechandrite he also has pretty sharp senses.
Feel free to switch the Mechandrite with one of the others (ballistic: can shoot a pistol. Utility: can act as a tool, Manipulator: can lift heavy things, Medicae: can heal, but we already have a medic).
But be aware: he only has a laspistol, no armor and no feats boosting his combat power. Regarding the trait "weapon tech": you can use that to make a melta/plasma/exotic/power weapon incredibly strong for one round. But currently you only have training in power weapons, so you can't use that really well. But if you want to have a plasma or meltapistol, feel free to switch it in for your lasgun, you would suffer -20 on your ballistic test though.
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Only War Character Sheet (Napoleon).pdf |
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Post by: Pyroalchi
So for next round:
Njal: suppression fire (chance to hit multiple targets) or Overwatch (one target, but easier) and do you want to use the Autocannon or Heavy Bolter? Also you can try to evade with the Chimera
Poncho: where do you want to shoot at?
Teodore: Shoot the Ork near you or shoot into the fray near the gate?
Napoleon: write your first post and figure out if your tech priest stays were he is or if he looks for cover, tries to get outside to the soldiers or gets to Gretchin hunting
Simond: roll your charge at the Stormboy and tell me the result
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Post by: Easy E
I want to use Suppression with the auto-cannon. I think the Heavy Bolter is for the driver, and he's busy evading!
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Post by: OldMate
Okay, so rolled a 10 for that charge. And this is the melta warhead for the lance.
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Post by: Pyroalchi
Ok, I got 10+4+10 =24 damage, pen 24... Ok would way having 22 surplus damage should be enough to ignore the Orks thoughness, 24 go through, he is just dead, but really in the last damage point to suffer that 10 critical.
Feel free to describe him violently melting...
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Post by: OldMate
That's proper destroyed.
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Post by: Dekskull
Teodore opts to shoot the ork near him.
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Post by: Bobthehero
Poncho would scan for anything looking like a working vehicle, taking aim and blowing it up. His Longlas is slung nearby, ready to be used if an Ork is coming nearby, rather than wasting the powercells of the Lascannons on just infantry.
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Post by: Pyroalchi
As you already saw how sturdy the buggies are, I will Interpret that as Poncho going for the buggy and Njal mowing down the Orks around it.
@ Oldmate: as you are on horseback you should be able to disengage a bit before the next two Stormboys arrive.
But overall you will have to decide if you vox for reinforecements or pull back as that eastern front looks like more than you can chew.
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Post by: OldMate
Simond will want to be ready to engage the next storm boys. Probably find some cover from which to charge from if there can be some found.
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Post by: Easy E
Hey Pyro, can you show me on the map where the new "Big Threat" is. You said behind the Chimera, but I want to make sure I understand before I detail our next move.
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Post by: Pyroalchi
So, I tried to draw it. Red dots are Orks that look lively.
orange dots are wounded orks.
light green dots are Grots that you know the position of
dark green dots are Grots that you know should be there somewhere but have no idea where exactly.
The flamy clouds are the burning wrecks of both buggies.
the red dot on the lower left is the single ork that managed to disengange and tries to flank Poncho
the arrow near Tambo indicates where he is currently running to.
The big thingy in the north is the big tank approaching.
As you can see the situation at the eastern flank near Simond looks pretty grim.
Remember that you do have microbeads. You can communicate and plan around. Right now it might be advisable to focus on one threat instead of spreading out. But one has to make the call what to do.
1
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Post by: Easy E
Thanks. Helpful!
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Post by: OldMate
Looks like a good time to retreat from that sector of the refinery, situation is indeed looking dire.
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Post by: Pyroalchi
I forgot: the single orange ork in front of Simond is already dead. So he has "just" 4 Stormboyz near him.
And yes, from the looks of it you either need the Chimera and maybe Teodore/Wyona to break the assault in the east or pull back to hopefully stop the big tank and worry about the stormboyz later.
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Post by: OldMate
Some condensing of firepower, and striking power is a prudent idea I'd agree.
1206
Post by: Easy E
I think we can get the Chimera over there and clear things out.
Then group up on the big tank?
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Post by: NapoleonInSpace
Hi all, new to this campaign, so learning, and, as I'm definitely support [the tech priest] trying to be helpful.
I'm at the chimera, what can best be done? Not much of a fighter, but I can repair/diagnose stuff (duh) but my servitor is fairly good reactive armor.
Suggestions?
1206
Post by: Easy E
I think hop in and fix that leak!
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Post by: Pyroalchi
Yes, the Chimera is currently suffering from some critical damage. When I write up the next turn I assume Kraitus will try to fix that. You can roll 2d10 (one is the 10 digit, the other the 1 digital, so 4 +6 =46) and we'll compare it to your Tech-use score.
Also as you told your Servitor to return fire, he will likely shuffle to the hull bolter and trigger it untargeted, which I will treat as "Spray and pray" attack.
Next turn I would allow you to roll a Tech-use test als and depending on the success gives bonus to Njalls shooting. As you said, support stuff
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Post by: Easy E
I also have Tech-Use, can I provide a support bonus to him or am I too busy doing other stuff.
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Post by: Pyroalchi
Hmm.. depends. If I read and understand the passage on page 32 of the core rule book correctly you could assist Kraitus and then would reduce the difficulty of a tech-use test by 10 and let him score an additional degree of success. But you would have to leave your gunner position, so there might be a tradeoff. But in a round where you have nothing to gun at, sure, why not.
I don't think he will need it for that gasleak though, but maybe later.
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Post by: Pyroalchi
I edited a bit more text into my last post. The fighting gets pretty massive now...
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Post by: NapoleonInSpace
Pyroalchi wrote:Yes, the Chimera is currently suffering from some critical damage. When I write up the next turn I assume Kraitus will try to fix that. You can roll 2d10 (one is the 10 digit, the other the 1 digital, so 4 +6 =46) and we'll compare it to your Tech-use score.
Also as you told your Servitor to return fire, he will likely shuffle to the hull bolter and trigger it untargeted, which I will treat as "Spray and pray" attack.
Next turn I would allow you to roll a Tech-use test als and depending on the success gives bonus to Njalls shooting. As you said, support stuff
Very cool. Is there an online dice roller, or something that we use, or do you, as GM, just handle the dice.
As to my poor 40k Frankenstein, I kind of figured that the only thing he could do would be to throw rocks, but I assume they's be fairly big ones, that and deflect incoming fire
"Next turn I would allow you to roll a Tech-use test als and depending on the success gives bonus to Njalls shooting. As you said, support stuff["
Also this ^^
Question: Are the PCs allowed to communicate in this case? We're all under fire, so that would likely be hard. As to talking via communicator, would I even know what channels they were on, or would I have been given that info before the Imperium dropped me into this situation?
Thx
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Post by: Pyroalchi
you can use this tool:
https://rolladie.net/roll-a-d10-die#!numbers=2&high=10&length=1&sets=&addfilters=&last_roll_only=false&totals_only=false
but from time to time I roll the dice, in case a player has told me what he want's to do but didn't supply a roll for it. Sometimes it is easier, as I usually have an idea where the correct rules for that roll are.
@ Communication: the Guardsmen specifically got their hands on some high quality combeads. Therefore I assume communication is pretty clear in the sense that the equipment filters out most of the noise. Maybe it even works with some Larynx-microphone.
As Techpriest you should have a low powered vox-system "inbuild" as has your Servitor. As you have a lot of Techy traits including Master enginseer I expect it was very trivial for Kraitus to find the correct frequency to talk with the others.
Above that, the Chimera has it's own internal comms just for communication between driver, gunner and crew above the noise, but that frequency should also be known to Kraitus.
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Post by: Pyroalchi
Just to avoid us waiting for each other: before I continue posting I wait for Bob to know what Poncho will do.
Oldmate: I assume Simond will try to charge another Ork, as long as he doesn't get into the way of the Chimera or back into the crossfire with the Grots?
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Post by: OldMate
I think I'd like to move in behind the chimera and provide close defence to it, counter charge any orks that might be getting close and throwing AT grenades at it. Might be a good position and a bit of cover to do future charges from too.
1206
Post by: Easy E
Our little Chimera is no match for that Waaaaghblade tank. Yikes.
Might have to get ready to abandon ship!
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Post by: Pyroalchi
Looking at how fast you disposed of the Greenskins so far I wouldn't count you out just yet. It won't be easy but you might pull that off
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Post by: OldMate
Forget the chimera, everything we got combined is outgunned. LOL.
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Post by: Pyroalchi
@ Napoleon: please keep the OOC questions for the Against the Savages adventure in this thread. Or put it in spoiler tags if you want to post in the in time thread.
Regarding your question: no, you are doing fine. It is just that Comrades are rather limited in what they can do (it get's better with more experience though). For example they can't really shoot or fight independently (even if I as GM can of course make exceptions if it fits the story). Their main task is giving the main characters a bonus of their choice (like + 5 to BS, +5 to WS or +5 to +10 to a skill). Later on there are some traits and talents to make them more versatile.
What I described there with Sparky taking a shot with the heavy bolter is already pretty good, as technically you don't have "weapon training: heavy" or "weapon training: bolt weapons" so you would suffer a 40 point malus on shooting that thing. Instead I allowed Kraitus a Tech-use test (which he managed with bravado) to just synchronize Sparkys aim with Njal. So wherever Njal shoots, Sparky shoots too, at his full BS.
That is quite a bonus given that Kraitus is not really much of a shooter.
As you mentioned he wants to do what he can to upgrade the Chimera I would allow Kraitus another Tech-Use test next round grant Njal a BS bonus. Or maybe a called shot without the penalty.
More as something to look forward too: have a look here https://anyflip.com/qogid/iwzm at the enginseer prime advanced class. This class can have multiple Servitors and take a talent which allows him to really use those in combat. Might be something for Kraitus in the long run.
@ Orkblade-Tank: it's good to be intimidated, but don't be too frightened. I mentioned that it is "almost" Baneblade sized, so I will give it stats somewhere in between a Battlewagon and a Baneblade. With good planning and tactic you should be able to bring it down. It is not that much better armored than the Chimera, thanks to ramshackle it suffers heavily under rigtheous fury (which will not be a rare event if Poncho shoots with a twin linked 5D10 weapon), it is of immense size, giving you +40 to BS tests. And you are free to shoot separate turrets. The main turret is still enormous (+20), the sponsons and smaller turrets hulking (+10).
Oh, and it is open topped, so you can indeed shoot some of the crew with called shots or stuff with blast like grenades.
On the bad side it really has a LOT of hit points and some transport capacity...
@ all: if you stick with me and continue the adventure after this fight: we will hit the 2500 XP mark. At that mark you can decide to
a) choose an advanced class (see Hammer of the Emperor for the Guardsmen and Shield of Humanity for the Tech Priest)
b) change your baseclass (Only war core rule book. For example from Operator to Heavy Gunner etc.)
c) keep your base class and get +5 to any one statistic for free.
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Post by: OldMate
Ork Tank: Finally a worthy opponent.
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Post by: Pyroalchi
@ Bob:just realized that the Twin Lascannon should have twin linked. Every other weapon in shield of humanity that is named "twin linked XY" has, including the Twin linked lascannons on the sentry turret. But it is somehow missing on the Tauros. Likely a typo. You also have two Hunter Killer missiles. In other words: as a real glasscannon you should be able to throw at least one heavy punch. Make it count
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Post by: Bobthehero
A weapon with the Twin-linked Quality gains a +20 to hit when fired and uses twice as much ammunition. In addition, the weapon scores one additional hit if the attack roll succeeds by two or more Degrees of Success. Lastly, the weapon’s reload time is doubled.
Sweet merciful Emperor that is going to be a whole lotta pain
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Post by: Pyroalchi
Especially when you fire at something that big. Hard to not get that two degrees of success.
And 2 hits mean 10 D10 who can produce rigtheous fury.
Main problem is that while the Tauros dishes out some serious damge, it is open topped too, in other words: even a simple frag grenade can hurt the driver and gunner...
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Post by: Bobthehero
As I know all too well from previous misadventures from riding a Tauros
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Post by: Pyroalchi
OK, for next round:
Poncho: you could
a) fire at the main turret from where you are
b) drive closer to the living quarters to hide and let it drive by
c) drive to the northern wall to get of a shot in the flank
@ Njal/Simond: I would assume the Chimera shoots one set of Stormboys and Simond charges the other? You can post a short communication between both and then roll your shots/charges. The Nob is still stunned for 2 rounds.
@ Teodore: you have the choice between shooting one of the Stormboys charging the Chimera in the side or look for a Grot over the wall of the Walkway and try and shoot that. Or you could run further and really join up with the others.
Also as Irish didn't respond for quite a while I leave the choice to you what Malakai and Adamo will do. The most logic things would be to either stick close to Teodore or climb over the wall to go Grot hunting in the refinery
@ Kraitus: I assume you want to do a Tech-test to buff Njalls shooting (you would roll 2d10 as described and have to get below 91)? Alternatively I would allow you a Tech-test with a Malus of -30 to hack into the refineries security camera system to get a better view on the Ork-Tank (this would be a Tech-test towards 61 taking everything into account)
Tambo will be busy with switching weapons and might get a nasty Grot-surprise (I will roll for it).
116846
Post by: OldMate
Charging the stunned Nob is much more Simond's speed, although if one of the stormboys is in the way, it would make sense to charge him first, hack a way to the greater prize if you will.
130411
Post by: Dekskull
@ Teodore: you have the choice between shooting one of the Stormboys charging the Chimera in the side or look for a Grot over the wall of the Walkway and try and shoot that. Or you could run further and really join up with the others.
Also as Irish didn't respond for quite a while I leave the choice to you what Malakai and Adamo will do. The most logic things would be to either stick close to Teodore or climb over the wall to go Grot hunting in the refinery
Teodore opts to take a shot at the storm boy charging the Chimera from the side. He motions for Malakai and Adamo to join in. "Come on, let's protect our guys out there in the Chimera!"
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Post by: Pyroalchi
@ Oldmate: I just skimmed over the rules for fair points. Remember that you can remove 1d5 damage per fate point to stay in the fight.
@ Napoleon: if you come up with a good idea how to get your mechandrite (it can extend up to 3 metres) to the outside of the Chimera and touch an Ork, I would allow you to use your shock ability. But Njal and Erc might not be happy about Kraitus opening hatches. So you might have to convince them or something like that.
@ Njal: one Option is to ask Tambo to shoot an Ork instead of the Grot near him. You just have to ask. It might leave the Askari in trouble though.
116846
Post by: OldMate
I could hurl a grenade at the beasts, presumably a frag wouldn't hurt the vehicle.
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Post by: Pyroalchi
Unless you get really unlucky there should be no risk. If you rolled some 10s on damage I might have to look up how righteous fury works on vehicles.
Good idea by the way
116846
Post by: OldMate
I mean there is a risk, slim though it maybe, of burning the ladsinside the chimera to death though.
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Post by: Pyroalchi
No risk, no fun
Seriously though: while I habe never been in combat I think the idea does mit sound bad and the risk acceptable in the face of swarming Orks.
If I sat in a tank and some dudes, possibly with grenades were climbing it I wouldn't mind my friends throwing a grenade at it
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Post by: OldMate
Well it was a common enough way of dealing with swarming soviet infantry in WW2. So should work here.
Okay, Simond will be opting to frag out.
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Post by: Pyroalchi
Feel free to roll and write about it. Both Orks are at zero wounds, so chances are pretty good you will kill them
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Post by: Pyroalchi
So, who is waiting for whom? Should I write up the next seconds of fighting or should I wait?
116846
Post by: OldMate
I think I am waiting for everyone.
1206
Post by: Easy E
I am good if we proceed. I am just taking on targets of opportunity at this point.
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Post by: Pyroalchi
Bob? I would need a statement what Poncho plans to do before we continue. Don't worry, the tank and its crew is the last big hurdle of this fight. Afterwards we can change to something more story-driven and less fighty.
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Post by: Bobthehero
Sorry, I was out of the country for a bit, couldn't pay much attention. I'll edit with my answer in a sec.
Edit: Poncho lets the Krieger training take over, rather than using the massively overkill lascannon, he will use his Longlas to take out the lone Ork, ordering the servitor to drive the Tauros away should he fail to kill his target.
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Post by: Pyroalchi
OK, do you want to roll?
The Ork is hiding a bit, so you can choose: called shot to definitly hit him, or normal shot, but when you hit his right leg or arm (so leg or arm and an odd number), he gets 10 points of armor for cover.
I'll wait with my next post for you
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Post by: Bobthehero
Normal shot, rolled a 56 to hit which is not ideal but will do.
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Post by: Pyroalchi
So, you wrote you have 46 BS +10 for short range (the Ork is well inside half range of the longlas) +5 from your comrade, +10 for a single shot and +10 for aiming as I don't see a point in not aiming => that would be 81 as BS, so your 56 is 3 degrees of success. Funny enough I found that las weapon mastery and lasgun volley both work with lasguns and -cannons, so when you shoot your Twin-Lascannon again you get these bonusses too.
Anyway, in this case that should be 1d10 +5 (I assume he has switched to high powered setting) + 1d10 from accurate + 2 from mighty shot + 1 from lasgun volley + 1 from lasgun mastery
=> rolled a 7 and a 4. That would be 20 damage of which 19 go through. He is on his critical damage chart with a 7 on Body:
"The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense heat."
he is stunned for 19 rounds and suffers -10 toughness.
Do you want to write this up?
@ Napoleon: do you want to react to Wyonas command to get a look on the tank or Njals comment towards Kraitus?
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Post by: Bobthehero
Yeah, sure, I will
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Post by: Pyroalchi
So Napoleon? Should we wait for you?
1206
Post by: Easy E
Things are not looking great at the moment. The Chimera is a bit trapped in by the Promethium Wells, and there are still a lot of boyz/Nobz out in front.
:(
Anyone got any clever ideas?
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Post by: Pyroalchi
From the rules perspective: if the Chimera + Theodore with his Autocannon declare overwatch or suppression fire on the entry of the alles you should be able to hold back a staggering amount of greenskins. You can also still back up to the far end of the alley and try to turn around the corner.
From there on, a lot depends upon Poncho making bis shot. A twin linked Lascannon against a ramshackle vehicle has lots of potential...
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Post by: OldMate
Yeah engage the orks and fall back, then re engage. Should be able to kill the troops or thin them out. And then we'll get to work trying to disassemble the big'un.
Blast a few weapon points off it, try to immobilse it.
When it's unsupported we should be able to pull it apart at our leisure. I was thinking that boarding it with a few grenades and/or a melta charge would definitely be cinematic.
That was what I was thinking anyways.
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Post by: Pyroalchi
I want to try something potentially hilarious with Tambo. He has 3 Hallucinogenic Grenades in his grenade launcher and the Big tank has "open topped" meaning he can (with a called shot) hit the guys inside... Now it IS a difficult shot and the Orks have enough toughness to get a real chance at just shrugging the effect of. But if they don't things might get stupidly funny over there...
1206
Post by: Easy E
I am all for it!
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Post by: Pyroalchi
=> Bob: finish of the very very stunned Ork (he still has a lot of rounds to go before he can act again) or try to take a shot at the tank? And if so: turret, hull, tracks, back? What shall it be?
=> Napoleon: What is Kraitus doing? Wyona implied he should take a look at the Ork vehicle to find a weak spot. Do you exit the chimera? Open a hatch to look out? Or propose something completely different? If you get to an access point I would allow you to try and hack into the security cameras of the facility itself.
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Post by: Bobthehero
The Ork is down for the moment. Poncho will shoot the track, which hopefully helps Tambo with the grenade shot.
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Post by: Pyroalchi
@ Bob: I rolled a 100 (so a massive miss) for your shot. Do you want to use a fate point to reroll it?
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Post by: Bobthehero
I am definitely using a fate point for that
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Post by: OldMate
Wait, if the ork boy is playing dead 3m in front of the tank, and when Poncho immbolised it it rolled 3-4m forwards. He is underneath the tank?
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Post by: Pyroalchi
No, sorry, that might have been unclear. Maybe this explains it:
Ork number:
1 is frenzied (but only for 1 round)
2 is convinced he is dead
3 is paranoid and trying to get away from his brothers who are surely out to get him
(1-3 where a second batch of Orks exiting the tank)
4 is the one that was not suppressed and is running towards Teodore. Oldmate: I forgot that you wanted to go south with Simond. So feel free if you want him going there or turning around another time to take care of number 4.
5: these three orks including a Nob are currently suppressed by Autocannon fire
6: this Ork I had forgotten about, but the dice say he was indeed squashed by the tank.
1
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Post by: OldMate
I guess I'll charge ork 4 as he comes closer down that alleyway.
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Post by: Pyroalchi
Bob, Napoleon, Easy E? Any input from you?
I guess it is about time to finish off the fighting and go to something more story driven, so that it is easier for all of you to post stuff.
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Post by: Pyroalchi
@ Poncho: for this almost finished round I need a decision from you:
a) you stay were you are, take a shot at the single turret that can see your Tauros, but then it will definitly get the chance to shoot back if you fail to destroy it and I wouldn't allow to dodge that.
b) you pull back, none of you gets to shoot.
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Post by: Easy E
Yeah, I am mostly trying to thin out an Orks that I see and provide covering/suppression fire where possible.
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Post by: Bobthehero
I'd have Poncho try and shoot the looted tank in the back
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Post by: Pyroalchi
OK, so Bob spends one turn to get into the rear of the tank. From there you have different options I would like to lay out, so you can make a decision:
To put this into perspective: your base attack on the tank would be 46 + 50 for size +10 for short range + 20 for twin linked = 126. I will add modifications on that for all choices you can make in bold letters
1. how close do you want to get/how much do you want to expose yourself?
a) You could do a "drive by" shooting, the Ork gunners will suffer -10 on their BS to hit you and you will be back in cover the next round. => -10 BS
b) You could drive out and stop shortly to shoot. The Ork gunners will be able to shoot back if they survive +/-0 BS
c) you could drive really close into point blank range: you could only target the hull or motive systems and if something explodes you might get hit yourself. On the other hand the turrets will not be able to shoot at you +20 BS
2. What do you want to shoot at?
a) "Doesn't matter, as long as I hit!" => +/-0 BS
b) "The main turret looks juicy..." => it is "just" enormous, due to its relatively few Hit points chances are not bad for a crit result => -30 BS
c) "Lets finish of a sponson or secondary turret" => this will almost guarantee its destruction and some hull damage, the target is just hulking => -40 BS
d) "I'll go for the hull!" => it has a lot of hit points, so this would speculate on 10s for righteous fury, but on the plus side any crit will damage all other parts and the crew. => -10 BS
e) "The drive system is already damaged, let's finish it off!" => as you already shot down its hit points this will definitly crit and set the drive compartment aflame. Killing the driver and at least damaging the hull is almost guaranteed, but the damage to the overall tank might be less then expected (I judge that the 10+ result from the crit table "flipping over" should be impossible with a lascannon against a standing Superheavy). => -20 BS
3. How do you want to shoot?
a) "Take aim, shoot once... slow and steady wins the race" => BS +20 from aiming and single shot
b) "Aim small, miss small" => a called shot (full action, no aiming) on a "weakspot" on a part 1 size categories smaller. Through my powers as GM I would judge this as +5 pen and +5 damage => BS -30
c) "I think I saw a loose bolt there..." => a called shot (full action, no aiming) on a critical weakspot on a part 3 size categories smaller. If hit I would grant +10 pen, +10 damage and one roll on the crit chart for free. => BS -50
So for example the easiest shot would be 1c) 2a) 3a), drive into point blank range, aim for anywhere on the tank, take carful aim and do a single shot. Which would be 126 +20 +0+20 = 166 BS for an almost guaranteed hit with so many degrees of success that Lasgun mastery etc. trigger multiple times.
The hardest shot would be 1a) 2c) 3c), drive by and aim on a critical weakspot on a secondary turret for 126 -10 -40 -50 = 26.
What shall it be?
______________________
@ all: Just for future planning: As we saw such big fights have the tendency to give you players relatively little space to post your own texts. So going forward I would like to hear what kind of adventure you would like to experience with your characters.
Options include:
"Decapitation strike!": An assassination mission to find and kill one of the big Ork-bosses. => this will likely include lots of sneaking around and stuff.
"Masters of Disguise": Going for something new and pitting the group against another foe, likely the Severan Dominate, so other humans. An infiltration mission would fit nicely => this would include a lot of social interaction, not only skill tests but also writing. Convincing sentinels, Severan Guardsmen and civilians that you are friendlies, finding information, maybe sabotage etc.
"Counter Intelligence": you are back at the garrison, but something isn't right. What first looked like an unfortunate series of accidents turns out to be sabotage. Will you be the ones to find out who is hampering the imperial liberation of Skrynne? => a bit like the scenario before, just more defensive
"Snitches get stitches...": Back in the garison you realize that there is trouble brewing amongst the guardsmen. One Guardsman (or a small group of them) has a grudge against you lot and has found out something that will likely get you a front row seat on the next summary execution row for moral boost purposes. You have little time to find out who it is, what he knows and how to deal with it. Will you silence him? Blackmail him? Or maybe strike a deal with the Commissariat in turn?
"A bond stronger then blood...": an old comrad of yours is in trouble. Maybe he is innocent, maybe not, anyway, he is sitting in a cell waiting for his summary execution. But brothers in arms don't abandon each other. Will you do a classic prison break? Can you find (or forge...) evidence for his innocence? Maybe even find the true criminal (or a fitting scapegoat)?
Could you tell me if you prefer one of these and if so, which one? Or do you have an own idea what we could do next?
=> in any case you can feel free to alter your characters if you find some of your feat choices don't really work the way you wanted or if you want to try out another character. As I said: we are here to have fun and I'm flexible as GM.
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Post by: Dekskull
Well since Orks and Guard are my two favorite things I'd love to keep fighting on this current planet/campaign
What do you think about doing a boarding action of an ork space hulk to engage in some sabotage or assasination? A space hulk would give you room for a host of different challenges/enemies while keeping the orks as the main adversary.
My other idea would be (and this is even more ambitious). You take the same conflict, only for chapter 2 the characters use the Wrath and Glory System to play Ork Characters. Then we get to see the same conflict from that perspective. Then we come back to our Guard characters for the final fight in a future part 3.
(At that point you will have literally written a Black Library book) LOL. BTW My character is modeled a little on the conscript in Catachan Devil. Good read.
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Post by: Easy E
Wow, those are all good ideas for a follow-on adventure.
I think I like some of them that involve dealing with our own side a bit.
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Post by: Bobthehero
Seeing as the tank is still mobile, I'll go for. a) e) a)
The idea is to leave it immobile and make good use of the terrain for hits and runs.
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Post by: Pyroalchi
@ Bob: the last shot already immobilized it, so it is not going anywhere (the track is thrown, the sprocket wheel molten and the transmission gone)
Shooting the motive system again won't immobilize it further but the chance of crits would be extremely high, as it already is at -5 HP.
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Post by: Bobthehero
Oops I misread, and will aim for a smaller turret instead.
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Post by: Pyroalchi
So @ all: Ponchos shot basically has destroyed the rear half of the Tank. Two of the smaller turrets are just gone, of the 20 something Ork warriors that were still inside, only 5 are left alive, thrown out and on 0 wounds. Some of them are still burning, so it's mostly just a question of mopping them up.
The main dangers left are:
- the main turret that still works
- the half fixed howitzer in front (that can only target forward, it's more a question of "don't get cocky"
- one sponson (heavy flamer) and one small turret (twin big shoota) that aim towards the alleyway
- one rokkit turret aiming in the direction of the habstacks that cannot aim at any of you.
=> one option, if you want to take the time would be to completely round the Promethium wells and attack it from the back, where it currently can't really shoot. But that will take time and you don't know if they now just want to destroy everything with the big cannon
=> another option would be to drive out the Chimera, face the sponson and turret fire (it should survive it) to give Simond the cover he needs to get out and use the melta lance.
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Post by: OldMate
That second plan sounds good to me. I am in favour of Simond rushing the thing with a melta lance and a bag full of grenades.
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Post by: Easy E
Okay, I am aligned with Option 2 as well.
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Post by: Pyroalchi
@ Easy E and Oldmate:
As Bob in the last round you have different options:
Simond could go:
a) for the Flamer Sponson => this would likely have a devastating effect on the tanks interior and might even damage the main turret, but there is quite a risk to get caught in the backlash
b) go for the hull, especially where it was already heavily damaged by Ponchos first shot. The safest bet, but also the one least likely to get a devastating result
c) go for some of the damaged orks lying around everywhere => the meltalance might be a bit wasted here
d) wait if some other target of opportunity comes up => maybe a "lead ork" jumps out
e) I would allow you to try and throw the lance at the big turret, but that would be a -20 BS throw everything considered
Njal has the options above, but of course shooting the main turret would be easier for him.
He could also f) shoot the twin-big-shoota turret in front.
@ Bob:
Poncho could stay in cover or try to drive out and stop the turret before it shoots the refinery. There is no real "best" option. Both have their ups and downs
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Post by: Bobthehero
I am pretty sure he's out of ammo at this point, so he'd stay in cover to reload the lascannons
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Post by: Pyroalchi
I though so too, but the Tauros has a surprisingly high ammoclip of 30. So enough for 15 shots.
as far as I see it, Poncho shot
1. the first buggy to appear
2. shot another buggy
3. shot the track of the superheavy
4. shot the back of the superheavy
For dramatic reasons, Simond and Njal will go first, then Poncho and the main turret.
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Post by: Bobthehero
No kidding? Guess that big main turret is next
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Post by: OldMate
So hypothetically can Simond board the giant tank, and attempt to melee the primary turret with his melta bomb onna stick?
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Post by: Easy E
I would try to suppress/eliminate any turrets so Simond and Baldwin could approach safely.
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Post by: Pyroalchi
@ Oldmate: hmmm... that would definitly be pretty hilarious.
I tell you what: I'll handle Njals and Ponchos shooting and see if there is anything left of the main turret.
If there is, then I assume Simond jumps on top and melees the turret.
If not and the tank is destroyed, I serve you the Big Mek that constructed the thing and you can try and get a nice trophy there. Sounds fair?
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Post by: OldMate
Sounds good.
130411
Post by: Dekskull
I made a display of a city street on Skyrnne's main settlement. Check it out.
https://www.dakkadakka.com/dakkaforum/posts/list/0/811641.page#11593045
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Post by: Pyroalchi
Nice Dekskull. Cool City scene.
@all: any further comments on the current post?
Otherwise I would wrap this up. The Crispy Big Mek comming after Simond should not have a chance against your lot.
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Post by: Easy E
Not much else to add at on my end!
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Post by: Dekskull
Ready to celebrate a hard fought victory. (Was it hard fought? No one died right?). Looking forward to the next chapter/mission
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Post by: Pyroalchi
lol... technically I intended you to get a drink while still on the transport. But no worries, I will edit my last post a bit and bring you into a bar
Fits better anyway.
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Post by: OldMate
Made it home with full numbers, winning glory, reknown, cold beer and a well earned break.
And we made those scions look like amatures.
Living the Imperial guardsman's dream.
Looking forwards to what we're doing next.
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Post by: Pyroalchi
Regarding the spoils of war:
You get another 1200 XP for the intense fighting at the refinery. That should put all of you comfortably above 2500, which is the treshhold for a specialisiation. This means you can choose one of three options:
1. Take one if the advanced specialities from Hammer of the emperor or Shield of Humanity (for Kraitus). This becomes your new class. As far as I understand you keep what you have, but your aptitudes change. While HotE states that your equipment also changes I say just keep your stuff.
2. Switch to another career path from the core rulebook. Poncho could become a heavy gunner if he so decides etc.
3. Keep your class and gain +5 in all attributes you share an aptitude with (which is quite a number...)
Equipment wise I would say you can give me a wish list what your character wants and I decide what is sensible as reward. But as rough ball park one extremely rare item (like a high quality meltagun for example) should be possible. Or multiple items that are less rare or upgrading the stuff you have to the next better quality. You now count as some kind of elite formation, so feel free to customize your kit.
If that is relevant for you, you could also get augmetics or a beasty for Simond with a little more chesthair...
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Post by: Dekskull
I'll take the +5 thanks!
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Post by: Pyroalchi
@ Oldmate: time to roll for fellowship, Charm or Intimidate...
1206
Post by: Easy E
I can barely manage the one specialty class! I will go with the Plus 5's for me.
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Post by: Bobthehero
*Plus 5 intensifies*
And more shooting talents
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Post by: OldMate
Well I am really enjoying rough riding. I'm going for more CC punch.
@Roll: I'll go for fellowship,rolled a 96. Hmmm. Oh No
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Post by: Pyroalchi
Don't worry, nobody is dying for some music. But such rolls open up interesting stories...
@ character development: I think I will try out the Scout special role. It fits and sneaky melee would again be something new to try out.
Or I'll have a look at the Ratling fixer again, which as I remember also vibed good with Tambos character. And I think we can be flexible with the specialities.
@ everybody that stays in their respektive class: as the specialities get new gear you can instead feel free to upgrade one weapon of your choice for free (better quality OR personalisation OR stuff like a Laser sight etc.) and improve one other thing from your kit (better quality, other type of grenade/lance tip, etc.) for free
Both become your standard equipment that is replenished after each adventure
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Post by: Dekskull
Hey Storyteller. I'm not sure if you had another idea for our next mission but I thought this one looked good. Plus less work for you since it's a self contained story.
https://preview.drivethrurpg.com/en/product/360511/wrath-glory-bloody-gates
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Post by: Pyroalchi
Hmm... not sure about that. Going against a bunch of poxwalkers as forlorn hope sounds pretty grim at the moment. And I would prefer to do something with more interaction and a bit less fighting as the big fight scene at the refinery was rather one sided. In the sense that I wrote most of the text and your replies were rather short due to you having limited choices (and there are only so much ways you can describe "I shot the ork with my gun").
I'm not yet sure how to go about it, but I would prefer setting you up in some form or the other against some human adverseries, were talking or the use of different skill sets other than pure shooting plays a bigger role.
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Post by: OldMate
Sorry for the untimely reply.
I'm happy to do something less battle related, some skullduggery might be a good change of pace.
Speckin into 'Brawler'. Might not always have that pony to keep Simond out of every fight he's in.
Also snatching up 'Watch my back!'
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Post by: Dekskull
Sure thing! I'm sure whatever happens will be fun.
Just looking for a way to make your job easier. GMing is a lot of work.
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Post by: Pyroalchi
Sorry, I have vacation days currently, but am stuck with renovating some rooms and taking the kids out for activities. Kind of hard to find the time to write in here. Maybe I'll spontanously find it but otherwise it might take until the week after the next. Sorry
1206
Post by: Easy E
NP.
Thanks for letting us know.
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Post by: OldMate
No problems.
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Post by: Pyroalchi
So ladies and gentlemen? Everyone still around? I could of course answer Oldmate, but it would be nice if there was some play between you
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Post by: Easy E
I am still around!
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Post by: Pyroalchi
That sounds nice. As you can imagine, we have a bit of sherlock-holming to do...
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Post by: Pyroalchi
@ all: you can of course recommend a different task-distribution or come up with other ideas. I just wanted to keep the ball rolling.
@ Njal: do you want to look for Kraitus first, have a look at the locks or do you have a completely different avenue of investigation in mind
@ Teodore/Simond: how do you want to play this? "Injured soldier and medic"or openly as concerned friends of the Brontians? Or something completly different?
130411
Post by: Dekskull
I like that injured solider and medic idea!
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Post by: OldMate
I keep thinking that Simond would have been in the clinic for at least a bit of initial patching up after that mission.
Although he probably was not paying much attention to the more mission critical aspects of the clinic.
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Post by: Pyroalchi
Bob, are you still with us?
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Post by: Bobthehero
Yeah, had a bit of a brainfart.
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Post by: Pyroalchi
Remember that you do have combeads and their range is high enough to communicate within the depot. Yet while usually no one bothers listening in on every conversation, some Arbites might take an interest into what the friends of two murder suspects are chatting about
1206
Post by: Easy E
Thanks for the reminder. I am use to not having that level of tech.
1206
Post by: Easy E
FYI - I will be out of pocket for the next few days/weeks. May not be around to engage much? We will see.
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Post by: Pyroalchi
I guess that will be true for most of us
Merry Christmas
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Post by: OldMate
Yeah Merry Christmas.
1206
Post by: Easy E
I should be back in action now.
I think we should focus on the Perez guy first, before we go talk to the other Brontians. Thoughts?
130411
Post by: Dekskull
I agree!
1206
Post by: Easy E
Any idea how we can ID the dude so we can shake him down?
130411
Post by: Dekskull
Investigation rolls lol.
BTW if anyone wants to do silly orky RP I started a new game here: https://www.dakkadakka.com/dakkaforum/posts/list/812653.page in character page also on this forum.
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Post by: Pyroalchi
So any last preparations, or should we start with Perez?
1206
Post by: Easy E
Let's roll.
1206
Post by: Easy E
Oh dang, I have no idea what to ask this guy! LOL.
Anyone have any suggestions?
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Post by: Pyroalchi
If in doubt the most obvious course of action would be to confront him with his access card having been used at the medbay in the night of a murder. And from there Njal plays it as "I know man, I guess there are some bad hombres putting the pressure on you. And they tell you you are in to deep now. But trust me, if you work with us, we might keep your Name out of this"
While Poncho comes along with "stop wasting time. We need someone guilty, we have someone guilty. Lest just bring him in for Commissar Cole and call it a day"
1206
Post by: Easy E
I figured some good cop, bad cop was in order.
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Post by: Pyroalchi
Thats what I meant... one implies that this must not end badly for Perez, the other puts the heat on...
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Post by: Pyroalchi
Sorry I left you hanging recently.
Just to make sure we are on the same page:
I don't see a specific reason why you should NOT have your weapons with you, as the Orks have recently breached the perimeter more than once. But I leave it to each of you what equipment you really run around with if not on duty. For Tambo and M'Gele I recon they would not carry around their Longlas on base, so they only have a laspistol and a knife.
Regarding the layout: the bar is basically two rooms with the parting wall mostly removed. The two guests in work-overals I mentioned are the red circles at the round table. The guardswoman at the slotmachine the other red circle. The bartender is out of sight currentl, he might be in the kitchen or on the counter. Perez is the yellow circle, Poncho and Njal the darker green, M'Gele and Tambo the light green ones. I don't currently know where Simond is and where Teodore went, after he gave the interrogation over to Njall. If you don't state something else I would assume Simond lingers somewhere near the slotmachine and Teodore is in the alkove with Tambo and M'Gele?
It's generally rather tight everwhere, so you might get slight penalties on shooting if you use long rifles. I would say -10 for lasguns and similar, -5 for lascarbines and similar, no penalty for pistols. But who knows, maybe you find a way to reseolve this peacefully.
1
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Post by: OldMate
I assumed that Simond was at the dice game with Tambo and M'Gele, so Balwin would be there, although now he has gone to the bar. So he is at the end of the counter closest to the tables where his comrades are, looking over both doors.
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Post by: Pyroalchi
@ Oldmate: do you:
1. want to intimidate the old guy to NOT take this outside
2. want to intimidate the old guy to take it outside
3. want to intimidate the old guy that he thinks he would loose in a brawl?
To make it short: his intention is to go outside with you, Simond and as you expect his buddies with... expectable results.
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Post by: OldMate
Simond intends on trying the other guy into not going outside and backing down.
I have always in the past had good luck with intimidation rolls. Let's see if it holds.
1206
Post by: Easy E
Well played OldMate.
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Post by: Pyroalchi
I hope I got the post right and did not write anything nonesensible.
On the regard of drawing weapons. As everyone was prepared I judge you all can draw one weapon as a free action if you want to. The people at Perez table need a half action of movement to get to a point where they might get a shot at the attackers and two half actions to get into melee if they want.
Al draws his Chainsword (and has a Laspistol, but will draw this next turn)
Ben draws a Laspistol
Chris draws two laspistols
Dean is out
Earl and Frank (the two workers) draw a heavy wrench each
Gabe and Howard will come from the kitchen any moment.
And last but not least: Irene the Guardswomen is still deciding what the hell she landed into here
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Post by: OldMate
As Simond can only draw one weapon this turn I feel that it would be more suitable that he can reach his knife, which would be inches away from where his left hand currently is. His right hand, holding the broken bottle would have to move a more considerable distance.
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Post by: Bobthehero
I huh. Forgot to spend that 1200 XP from the final fight against the Orks. I just did so now, bumped Poncho's BS by 10 by not taking any specialisation, and buying one upgrade for it (3/4 on those), and took both Deadeye Shot and Sharpshooter in order to be able to make Called Shots without a penalty, as well as Marksman to negate penalties at long and extreme ranges.
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Post by: Pyroalchi
Sounds good. What is your current BS then?
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Post by: Easy E
I forgot to spend it as well. Not sure I will get to look at it for a few days.
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Post by: Bobthehero
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Post by: Pyroalchi
So, Teodore, Poncho, what's it going to be for you guys? Shall I continue for now or do you want to do something?
51866
Post by: Bobthehero
Poncho's gonna take out his laspistol and move where he can shoot the other side's shooters without hitting in the big melee.
130411
Post by: Dekskull
Pyroalchi wrote:So, Teodore, Poncho, what's it going to be for you guys? Shall I continue for now or do you want to do something?
Just keep going. I'll defend myself if needed but otherwise standing back
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Post by: Pyroalchi
OK, that was a depressingly good turn for your lot. The bad guys missed most of their attacks and you did extremely good and went a bit lucky at times.
Poncho still has his turn 2 action. You could take an unaimed shot at the two newcomers (+40 BS due to incredibly low range) OR an aimed shot at one of the two guys trying to grapple Simond (+30 BS) OR an aimed shot at the worker fighting Tambo (+10 because he is involved in melee) or the one with the chainsword (+/- 0BS because he is not THAT close to you)
Njal and Teodore can of course also act. @ Teodore specifically: the guy with the arm wound, that Poncho took down needs medical attention if you want him alive.
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Post by: Bobthehero
Yeah, Poncho is gonna crank the power up in that laspistol to the max now that they have a possible prisoner and aim and shoot a single shot at one of the new comers, let's hope he gets that good damage again.
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Post by: Pyroalchi
So, what should it be?
Poncho => shoots at one of the two newcomers
Njal => suppression fire. From my original sketch you should not really get line of sight towards them, but I will count that as keeping anyone from rounding the corner and potentially killing Perez, which is important on its own
Simond => you want to go after Mr. Chainsword with the knife or change target/weapon?
Teodore: what do you wanna do?
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Post by: Easy E
Yeah, Suppression Fire is good for me.
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Post by: Dekskull
Haha sorry man. I barely have enough mental bandwidth to keep up with the ork game I'm running.
If we are in a fire fight, I'll raise my autogun and fire away at the closest target! Don't wait for me to post, just keep it moving.
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Post by: Easy E
Getting Perez out of there is a great idea, but I am not sure there is a path that doesn't put us in the line of fire of more bad guys?
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Post by: Pyroalchi
Unless you cut a hole in the wall behind you, staying put and in cover is currently your best bet. But if the next round goes like the last one, that fight might be over pretty soon
Edit: OK, I think I mixed something up last round as I forgot one guy was already down. Never mind, it would not change anything.
So beginning of the round we had:
Al (Chainsword Guy): in a fight with Simond
Ben (one of the guys that tried to grapple Simond): has drawn a laspistol and will try to shoot Simond in the back (hindered by Balwin)
Chris (the slender guy with the two pistols): was shot by Poncho and is alive, but down in pain from a heavy arm wound
Dean (the second grappler who should not have rolled last round): was cut heavily by Tambo. He is very badly injured, but has overcome his shock enough to act this round and has a laspistol to shoot at Tambo/M'Gele. But he can't stand up
Earl and Frank (the two guys in Worker overalls): both are at full health and try to swarm Tambo/M'Gele
Gabby and Holly (the two women that just entered from the kitchen): both are armed with lasguns. As Poncho wants to aim for them I think they will return fire towards him afterwards.
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Post by: Bobthehero
Poncho frying Holly (Or Gabby?) next, that's for sure, risking the counter fire.
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Post by: Easy E
I think I will move to the closest table to get a better shot, and then flip it up for cover. If I still have more time, I will roll the table on its side to the best firing position I can to help out Simond and Baldwin with firepower next turn.
Does that make sense?
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Post by: Pyroalchi
So, any special planned or should I continue as I see logical?
Simond tries to finish of Al without getting shot
Tambo tries to hold his own against the two workers until help arrives
Poncho does a shootoff with the Lasgun Soldier behind the bar
Njal adds fire from behind cover, likely towards the laspistol gunner that was trying to shoot Simond
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Post by: Easy E
Let's proceed.
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Post by: Bobthehero
Works for me
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Post by: Dekskull
Go for it!
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Post by: Pyroalchi
So, the fight was all but decided. We enter the last scene of this adventure. Feel free to interact with Cole, ask questions regarding the background etc. Afterwards it is time for rewards ;-)
@ Dekskull: if you want to, Teodore could try a difficult (-10) medicae test to try and keep Al, the ringleader alive. Tambo is hurt, but not in danger as long as he doesn't keep fighting.
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Post by: Easy E
Of course I missed my shot! Typical RPG results for me! LOL.
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Post by: Easy E
Thanks Pyroaichl! You ran a fun game and I had a lot of fun with the RP.
I appreciate the work and effort you put in, even if I never really grokked the rules that well!
If you want to try it again, look me up! I am always interested in some RP.
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Post by: Dekskull
Oh my goodness two great games wrapping up around the same time.
Thank you for running this for (was it over a year now?) You showed us that RPG forum gaming is still alive and well!
I'm still planning to run a Wrath and Glory game at some point (and we can have Imperial characters this time to cast a wider net).
But it'll be a few more weeks at least. Stay tuned though. Summer will bring with it more gaming on these forums!
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Post by: Bobthehero
Ah, yeah, sad to see it end, I had a ton of fun even if my write ups were a little inconsistent.
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Post by: OldMate
Thank Pyroalchi, thanks guys, has been a ton of fun!
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