Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Space Wolves Grey Hunter (Tactical Marine 7)

For the sake of completeness:

Ulrich is also a ranged fighter by preference, favoring that have high fire rates. currently carrying storm bolter and barrage pattern plasma gun. He is not specialized for melee at all.


Brother Ulrich Hammern wrote:

That seems pretty reasonable to me. I do not have the RT rules, so I am happy to just go with what you said.

How long would it take the T-Hawk, assuming optimal separation point, to reach the planet if we did not deviate course?

To the rest of the kill team:

I could go sifting through your profiles to make the list, but I figured I would just ask. Can you all let me know your primary weapons and fighting style? It would help me tactically to know where each Marine is most effective...

Let's say 1 day in a hawk.


So... We going to the next day? No one seems to have input on day 1, so I'll move it to the next day in say 24 hours? Unless anyone objects... I'll roll randomly to see what areas you focus on for the day if there are no standing orders... Remember that the magos in charge is focused on the anomaly, not the planet, so you should focus more 9n that if you plan to investigate or send a Thunder hawk there...

You were on the edge of the system and couldn't scan deeply or well. As you move inward you'll get better scans and results.


Next day coming up within 24 hours, will follow the set orders.


Dark Angels Assault Marine

I have quite a heavy autumn and winter coming up with 1 research article to write and 2 projects to start along with teaching responsibilities, so I am afraid this is the end for me. It was nice to play with you best of luck with the game.


Elyas wrote:
I have quite a heavy autumn and winter coming up with 1 research article to write and 2 projects to start along with teaching responsibilities, so I am afraid this is the end for me. It was nice to play with you best of luck with the game.

Ok, thanks for letting us know, good luck and know you're welcome back anytime.


Space Wolves Grey Hunter (Tactical Marine 7)

Sorry to see you go, Elyas. I hope you do well in your classes, and maybe you can rejoin us if life allows...

-Posted with Wayfinder


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Good luck Elyas, I was looking forward to our 2 big green meanies going into battle together.


Pyros, you're new, so maybe you didn't know, but I try to stress the importance of being descriptive of yourself and actions, some details matter and affect outcomes, such as if you tried to command/intimidate without a weapon, it could be different than if you did it with a drawn weapon. Thats just the closest relevant example I can think of now, but there are others where your appearance and actions matter greatly, so if you don't tell me, I'm not gonna assume, I'm going off your post. So try to detail anything you think you'd do. Especially when it comes to combat...Tell me you activated the forcefield or what weapons you've drawn, help me to imagine it so NPCs and enemies react accordingly. Thanks.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ok no problems, I will try and be more descriptive.


Your Grenade launcher wouldn't require drawing and so you too could have the shot at -20...then again, you'd need the awareness test to see something, but at 1DOS you're not seeing what he has...so hard for demolitions to know if it explode or not.

That make sense? You'd need awareness first to see/notice a "bomb" then demolitions to understand what you could or couldn't do based on what you see/know of the device...

If I miss something that you've got drawn or a mounted weapon, then thats my bad, feel free to post regularly without penalty or you can ask if not sure...Seems like a peculiar piece of equipment to be running around with, but you know that an explosion could easily set off a number of other things...

I'll let you fire if you wish or you can wait, but if someone else acts before you, then time will be gone and we'll either roll initiative or see what happens. Meaing you can alter your actions to fire or wait for others as your time is spent on understanding/looking, not firing.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ok I had read your post, that we had seen someone dashing through cover and that awareness was needed to identify what he was carrying ie bomb or not. I was then thinking that the demolition test was more of a general knowledge thing ie are grenades or flames likely to set off home made bombs, if Pyros failed he would possibly fire as he wouldn't realise the consequences. If Pyros knows that it might explode, he wouldn't fire but would chase after the perpetrator. I guess he had better dtart running!


With Demolitions you know quite a bit and wouldn't need to roll for that information. Regardless you'd do awareness before, but since a bomb was mentioned, you could do it before awareness, so. I see where you're coming from. Thankfully Vartas got a good shot off, barely.

Vartas, you had a full action, so you could have aimed, keep your Fp.


Also, we are using errata weapon profiles, don't forget.


Search is to find the device, not the body. Sorry if that wasn't clear.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

That's ok, wouldn't make any difference to Pyros' actions anyway. Need someone to find the device anyway, before i can be useful.


Space Wolves Grey Hunter (Tactical Marine 7)

Can you re-link the errata? I cannot find it in any of the campaign notes.


Sure, what weapons? I'll check your profile tomorrow and see what req you got and post specifics if you haven't, just heading to bed.


Techmarine/Forgemaster Rank 7

Should be on fantasy flights site as a PDF.


Space Wolves Grey Hunter (Tactical Marine 7)

Found it. I will update soon.


Cool


Techmarine/Forgemaster Rank 7

Not sure how much I can do with a headless techpriest. Any memory coils would be damaged and there wouldn't be enough brain left to eat.


Busy weekend, will try to update this evening


I know some details have been enigmatic, its been on purpose. But I don't want to punish you for your req. choices, so now that you have more details on the planet, you may adjust if needed. Don't want to take up much time for this, but you'll be headed planetside (probably...right?) and you may change out something if its not suitable.

For example..maybe a flamer won't work well without an oxygen rich atmosphere? Jump pack may not be suitable for the atmosphere.

You'll be going towards a polar region, gravity fluctuations that will affect the team. Temperature extremes perhaps. You'll have some general supplies in the ship and what not, but anything big or significant, please finalize that before you go. This is an important mission and you're not empty handed. You and the men have resources, just ask.

If there's nothing else, then I'll wait til you're ready to depart. If you require any further information or wish to speak to someone particular, then I'll arrange for it. Just do/request in gameplay and I'll respond. Don't feel bound to run it all by the leader, something you are within your rights and rank to do without permission...so think reasonably and feel free to act.

If you wish to take other men or equipment, then its up to you to decide and say something. Things are a bit of a mystery so don't feel bad if you "forget" anything, it can easily be gotten most likely, it'll just be time your losing...Which may not be a resource you have so much of...

Anyways, more to come after you're ready. Not everyone has to go, its up to you. As for other areas of interest I've given you, I'll continue to update those throughout and give you hints and details about what's going on..pieces to the puzzle.

Everyone's FP should be restored and all at full health once we depart. So lock and load marines, time to earn your keep!

EDIT::

Remember the injections of perma-crete I thin they were called you were offered when boarding the first ship, those are still available in your new armor if you like and others (The new guys) have access to the injections and/or skin-grafts if you wish. Don't have the details there, but you can read back on them to catch up and decide..not hurful or bad, just cool to have in case of suit breaches and void exposure. Again, up to you, but if you'd like to have them, we'll say you do and it's already taken care of. Just make the note in your profile. Everyone should have a Req. section of their profile, so I can double check it before departure.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Hi Guys,
Brother Deleos is ready for action.
Snowman just threw me in, a few metres behind you.
I will catch up soon
Its lunch time for me now, so first Post will be coming in a few hours =D


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Welcome aboard.


Righteous fury requires an additional WS/BS test, same modifier as original test, if successful, you add that damage to the same hit as where you rolled a 10.

Tearing, you can roll an additional dice for each shot, choose the best one. You can roll 2d10 and then choose, indicating damage total afterwards or I just roll one dice no matter how many shots, up to you.

Jump pack isn't gonna work, they need some atmosphere right? Oxygen maybe? Firing it in some places with unknown gases and such might blow you up, but if anyone knows from reading books that they work anywhere, then please point that out. Once inside, assuming it's a normal breathable environment for humans, then you could use it.

If you want to melee stuff, it'll be a hard jump and the walls are flat, so might be impossible, depending on what you try... Got any ideas, post IC.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

I can't seem to edit my post.
Should I delete and post anew? or just a second post?


^^can't edit after 1 hour


Called shot is a half action, with semi auto you'd have to aim as a half action on your previous round I think.

Please tell me your action in the round, striding through fire means half action move? Full action? Run? Which direction? Try to be more descriptive... Also, knowing the damage amount and just taking because you know the damage rolls don't harm you is a bit of a cheat, but because you're a tank as a techmarine I can see you doing that sometimes, but try to RolePlay it, not just ignore it until the damage is high enough... Small arms fire your marine knows won't harm it is one thing, but xenos energy weapons firing aren't as predictable.

Perhaps in the future I won't roll damage until you're hit, making it a bit more suspenseful.


Techmarine/Forgemaster Rank 7

Sorry for the vague. Being an Imperial Fist and a tank he literally just walked his full movement down the middle of the hall to draw more agro while the others took cover. Yay for crazy siege people with an invincibility complex. As for the damage, he wouldn't try to dodge something until he'd been hurt by it previously or its something clearly powerful enough(explosive, tank shell, melta).

Edit:
I also wasn't sure how long the lore test would have taken. Whether it was a free/half/full act.


Lore test can be done on your way, may take a few rounds to recall it all.

If that's how you want to play him, then I understand and it makes sense, no worries, now I know, as a new player it'll take a bit for both of us to flush out your character.

Also, there is no cover, just an FYI to everyone.


Nice idea Pyros, I might also jump off your shield too, Xing is very suited for Acrobatics and melee.


Good idea, just need a strength test from you to lift him I believe, this one don't worry, but next time go ahead and roll it, otherwise you wait for him to try, then you try, then he attacks and that'd be forever by pbp. So this time it works automatically, next time give the strength test in case he or someone else does the jump.

Once Hammern posts I'll update, I think that's everyone. Sorry if I'm forgetting you.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ok no probs, i should have thought of that.


Space Wolves Grey Hunter (Tactical Marine 7)

Sorry for the delay guys, I am in Louisiana helping a friend move and u do not have access to my books. I will get a post up tomorrow night.

-Posted with Wayfinder


Brother Ulrich Hammern wrote:

Sorry for the delay guys, I am in Louisiana helping a friend move and u do not have access to my books. I will get a post up tomorrow night.

-Posted with Wayfinder

I'm from Louisiana, beautiful state. No worries, I can let everyone move on if they don't want to wait and you'll have a few rounds worth of actions to take when you return.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

What a really nice old-school rpg trick you came up with Pyro!
Would that action qualify for a charge? Take some 4m, then jump of Pyro an smashing those annoying things to pieces?

And could two characters do this in one round?


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

I got the idea from the final bit of Bayou's post.

Bayou wrote:
..You'd need some acrobatics or maybe there is something to help you get up that high you might have/find...

Bayou's call, but i would have thought a charge would be possible for people used to charging with a jump pack. 2 people in a turn seems less likely as that would require some serious strength (admittedly space marines do have that) and there would be a high chance of interfering with each other.

I have also realised a problem with my idea. We would only be smashing the ones we are out of the arc of fire for (I did kind of assume that, sorry). We might have been better hiding from one lot and shooting the others, before even considering my idea. Obviously a stubborn Salamander would never suggest that though.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

I don't think we have to kill all of those. I would just try to break through, kill most of those se on one side. Also our Devastor and our Grey Hunter can punish those on the other side.

Maybe Xing gets his fog through the interference and protect us from the other side.
So I see no Problem with this idea of yours ^^


One at a time, besides, they're spaced about 10m apart, and one marine jumping up to hit should be enough, then onto the next. Anyways, I'm all for rewarding creativity and will allow some crazy reasonable stuff, so keep at it fellas, you'll make it one way or another.


Deleos, you made two attacks last turn while everyone else made only one or had only one rounds worth of action. I know I called for more narrative than the usual initiative roll etc, but try to limit yourself and allow others equal time to act. Letting it slide this time, but next time I'll resolve your action in another round, which may not matter too much, but sometimes could if it involves others acting with you.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Sorry, totally forgot that first action of mine...

Then just ignore the aim and stand up action.
He has just rolled out of the explosion and has seen the illumination, voxing it to his team.

Note for myself...:

Next round: Stand up + Half Action only


It happened, so no worries, I resolved it all. This round you roll out of the explosion and vox your team after getting up and checking around for the source.

It's all good, first mission/combat, so wrinkles will be ironed out.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

He's an Assault marine Chaplain, bound to be a little impetuous! ;)


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

@Bayou my shot was from talent hip shooting (can full move and make 1 single shot) realised i probably can't do a called shot with that,doesn't matter too much as i missed this time, but could you clarify for future. Thanks

@All. Once I can get into squad mode (I assume has to wait until next turn, but not sure) my mentor talent comes into play giving anyone +10 at any skill I also have. Also signum fires up giving +5BS to everyone in squad mode (+10 if i fiddle with it) also anyone with a signum link gets +10 if 'ganging up' on opponent (melee and ranged) or +20 if 3 or more on same target.


Space Wolves Grey Hunter (Tactical Marine 7)

As I understand the rules for squad mode, it is a free action with a cohesion challenge. Since our cohesion right now is 10, it is an auto success, but must be done on your turn. If I had been thinking ahead, I'd have initiated squad mode earlier.


Free action once a mission, other times its a cohesion roll, but with 10 you guys rock and can always enter.

Hip shooting can't be combined with a called shot.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ok cool.


Techmarine/Forgemaster Rank 7

How deep is the tunnel from the front to the rear guns?

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