Cmd-Keen Commissar |
Book states there is an access hatch at the back but also on top(which we used before so our claustrophobic orgryn would feel less bad.) but looking at how big a turret is on a chimera I'm pretty sure that is not accessable(or completly gone) with the turrent installation.
Door might also be referring to the door between the passanger compartment and the driver compartment - if the chimera is separated like that.
Mabye it'd be easiest if you gave us a quick description of how a chimera looks in your mind GoW? Then we'll all work with the same mental image. =3
The Ghost of War |
haha, well... lets try this:
front part:
- driver compartment, steering, tech-gadgets like searchlight, ..
- front-gunner seat & controls
- small connection-door to the middle part
middle part: (this is a makeup from my side, but I guess something like that would exist, because, were else?)
- connection hatches to turret, front and back part
- engine-access, reserve ammo
turret part:
- a couple of treads linking the turret and the middle part
- a small compartment inside the turret containing the gunner seat, commander seat, ammo-feed, targeting devices, and the vox
- top hatch
rear part:
- small connection-door to the middle part
- troop compartment, 12 seats bolted to the inside of the hull-armor facing inwards, 3 hardwired lasgun ports at each side
- backdoor = main exit hatch, wide enough for two troopers to exit simultaneously
- possibly an emergency top hatch, single person use, accessible via a folding ladder or something alike
How does that sound?
Aurius Thantus |
Sounds good to me!
I will make the precision that Aurius is seated on the left side of the exit hatch so that his right hand side is pointed/facing the exit ramp when seated normally (he is right handed) and will thus be taking the rearmost left-sided lasgun firing port.
The Ghost of War |
Now we're on the same page (we'll we were from the start I think, but better to make such things clear xD)
For sake of easy, let's go with the following Layot (asci-art incoming, let's hope paizo-formation does not destroy it utterly...)
We can then simply go by: 'I take seat 1' or 'I'm gunning from port d' or something like that.
(Numbers are seats, letters are firing ports)
------- Front -------
--Driver --- Gunner--
-------Middle--------
--------Back---------
1-------------------7
2-------------------8
a-------------------d
3-------------------9
b-------------------e
4-------------------10
c-------------------f
5-------------------11
6-------------------12
-------Hatch--------
e.g.: Pete would be seated at 7, Thantus at 6.
Cmd-Keen Commissar |
Actually GoW wrote `Perception -10` - meaning you test against your `Perception` characteristic, not against your `Awareness` skill, so no malus for untrained.
GoW elaborated on this before - he choses between raw perception and awareness based on whether you're actively looking for something or just might manage to notice something. I forgot which is which but I'm pretty sure that was the general explanation.
Aurius Thantus |
I made that mistake with Faye and Monia and, luckily, GoW hasnt been bombarding us with awareness tests so its not THAT mandatory but it does make us hilariously ineffective at spotting stuff.
GoW also has done some houseruling with regards to perception and awareness since whilst similar, they arent identical. I dont recall the details exactly but that was the gist of it.
Its one of the "gotcha" things the FFG games has kinda like how toughness doesnt seem THAT important until you become a space marine in power armour and can soak 25+ damage before pen without breaking a sweat...or deciding to roll with low toughness and getting hit with relatively weak weapons with enough pen to bypass your armor. Then its feelsbadman turf
The Ghost of War |
This again ;-)
Perception: You are actively looking for something, thats not ACTUALLY concealed by any means or is too tiny/non-interesting to be seen/heard/whatever to be detected by the casual observer. Like ... "I look over the landscape ... are there any high trees there, that may be used as a vintage point?" That's base perception
Awareness: Basically sense the hidden. See/Hear/Smell an ambusher, find that sneaky bastard hiding in the crowd of monks (assassin's creed anyone?), find that pesky minefield that you were warned of but have no exact location, notice that tiny spot of weaker armor ... That is awareness.
Another example maybe?
"Are there any bird sounds here?" --> Perception
Hearing a birdsound, that sounds a bit unaturally and may indicate you have been spotted by an lookout -> Awareness
Awareness is about the small, tiny things that may give away a secret. It's ALWAYS Stealth vs Awareness.
And you are rolling awareness atm.
And you receive -10 to all (sight-based) perception tests (INCLUDING awareness) because of the tight slights you are looking through really narrow your sight.
Also the very basic difference is: Perception is a CHARACTERISTIC, Awareness is a SKILL based on Perception. Just like Acrobatic is based on Agility.
@Bolus: Perception from D&D & Co is the awareness of wh40k. Just the associated attribute is not WE from D&D but Perception (which is non-existent in D&D) and in fact not that weird after all - but that may be because I started gaming with a system called Midgard which had a similar concept as Wh40k.
Think like that: Perception describes how sharp your senses actually are - beside any other consideration. Awareness describes your experience with INTERPRETING what your senses tell you. Maybe you hear a twist knack in a forest. Do you actually pay it attention and make the conclusion that something is attacking you in a few moments or are you like "Oh, a twist knacked. Maybe it was a squirril or the wind..."
Maybe that last one helps?
The Ghost of War |
FYI:
Me yesterday while planing the details of this mission in the train.
It was hard to keep the evil laughter in though, but I MAY have scared a child sitting on the other side with my grinning ONCE ... or twice.
The Ghost of War |
@Choon: I fear you have miss some spots there. The hardwired lasguns cannot be overloaded (but they also can't run out of ammo). Also there is a list of modifiers under my gameplay post, including some hefty penalties because you are shooting out of a moving vehicle on a RUNNING target. Your rolls are quite well, so you will hit, but I fear, only two times instead of three.
Choon the Expendable |
No, I took the list of rolls into account. They brought me to a 35 then half aim brought me back up.
As for overload, why by terra wouldn't you have an overload on a gun with basically the world biggest clip? Oh well. :)
The Ghost of War |
Ah, of course, may bad!
Well, because those guns have a (more or less) DIRECT link with the engine core of the tank you are in.
You don't want to have those guns accidentally overload the core upon a failure, do you?
Also the Mechanicus DOES NOT approve using lasguns outside standard parameters because it angers the machine spirits.
You don't want angered machine spirits inside a vehicle - thus normal mode only.
Because if they get unpleased in your personal gun ... well that's your problem.
A loss of a soldier is nothing compared to a possible loss of a venerable tank!
;-)
Choon the Expendable |
Far be it from me to argue with the mechanicus. Out loud. :P
Is overcharge available? Because +1 damage is better than nothing.
The Ghost of War |
Mhh yeah I was uncertain about that one, but after looking it up (it really just provides +1 dmg, no deficit whatsoever)...
*thinking*
*Evil grin*
Someone may try a tech-use +30 to reroute additional energy up to one half of the installed guns to gain them that property (e.g. all guns are fed with additional energy of the left-side ones).
This seems like a cool way to go with it in my mind.
Choon the Expendable |
The Commissar is going to get off the phone to find everyone locked and loaded before he's even given the command. :)
The Ghost of War |
Let us make things clear here, so we're on the same page ..
- two bomb-attack groups
-- each with 1 expert (+1 helper for pete) and one of the Storm Troopers
- The rest will set up an ambush and distraction
-- both at the 1km mark, the distraction slightly to the north
-- shall the distraction start AS the bombers approach, while they are working or afterwards to cover their escape or start slightly ahead of the main attack to cause further chaos?
1km is quite the distance for support or retreat.
Even more if you have angry greenskins on your back and your friends are way out of weapon range, have difficulties to actually SEE what is happening and running in the dark over uneven terrain also is quite dangerous.
If things are going south, it is unlikely that the bomber-groups will make it back without serious trouble - or at all - over such a distance.
Cmd-Keen Commissar |
Knowledge War vs : 1d100 ⇒ 73 Nope
- 2 Teams: Yes
- Rest will set up: No. We need the experts to set them up so we set that up before they go in. The rest will stay outside in ambush to support when things go south.
- Both the distraction and the ambush just a bit outside of where the spotlights float. Pretty sure thats not a whole km out, probably more like 100m, maybe 200m?
- The distraction will go up when the IN Team get into trouble to differt most of the ork attention somewhere else. Since we only have 3 remote detonators it will be timed to start 20 seconds after pulling the 'trigger' - so we'll have someone stand there and pull the trigger when the distress call comes in via combead, then leg it before it starts.
The Ghost of War |
Those lights are MASSIVLY bright and really are able to lights things up, even over a kilometer.
Now remember that a glorified ape is controlling that thing and waving around without purpose.
So, yes there actually are spots approaching the 1km mark - that's why you stopped there in the first place - but most certainly keep within 200m of the camp.
Also if you get caught in the light, it does not mean you get auto-detect by the Ork - he only gets a (pretty massive) boost on his per check.
The Ghost of War |
Sooo, for the first part (moving to the 700m mark) everyone:
- Decide whether to focus on the watchtowers to detect movements possibly indicating the activation of spotlights or focus on the uneven terrain right before you
- Decide whether to move fast or careful (slow)
- Do you copy the camouflage action of the Commissar?
- roll one awareness and one stealth test for me if you move fast, or two each if moving careful (slow) [Leave the modifiers to me]
- 1d100 ⇒ 6
--> Aaaand a dodge +20 test
Choon the Expendable |
awareness(trained)vs 29: 2d100 ⇒ (67, 51) = 118
stealth(untrained)vs 37: 2d100 ⇒ (75, 32) = 107
dodge vs 37: 1d100 ⇒ 55
I'm trained in acrobatics if that helps (vs 37): 1d100 ⇒ 91
Pvt. Kalemis |
Adroit will craft a gillie suit for herself, move slowly and carefully, focusing on the watchtowers as the terrain (being close to hand) should be fine on its own. Unless we enter a minefield but I don't see orks having the patience to bury several hundred/thousand mines in a decent pattern.
Perception1 vs 31: 1d100 ⇒ 22
Perception2 vs 31: 1d100 ⇒ 65
Common Lore (War) vs57: 1d100 ⇒ 75
Stealth1 vs 55: 1d100 ⇒ 15
Stealth2 vs 55: 1d100 ⇒ 77
Cmd-Keen Commissar |
The IN-team is free to go in as they chose. The commissar will not just go in slow he actually goes to ground and crawls forward, using the uneven terrain to its maximum potential to stay hidden while enabling him to to keep his full attention on the watch tower without stumbling - the ambush teams only deadline is 4am realy so no use in taking chances.
He does not give any orders but he clearly expects the ambush team to follow his lead.
And one good roll destroys all the well intended planning. Well - first engagement with the enemy and the battle plan dies. The Emperor giveth and the Emperror taketh or however that saying goes =3
Awareness vs 21+mods: 1d100 ⇒ 28
Awareness vs 21+mods: 1d100 ⇒ 58
Stealth vs 10+mods: 1d100 ⇒ 69
Dodge +20 -10(prone): 1d100 ⇒ 77
Rngesus says nope. Very much so =3
Aurius Thantus |
TBH, I'd rather we go slow on our way in then take risks once we're in / on our way out; that way, we can hopefully get SOME explosives planted instead of this all going south immediately....maybe...
awareness known 27: 2d100 ⇒ (7, 99) = 106
stealth known 32: 2d100 ⇒ (56, 27) = 83
Potentially Half and half. That 99 though :(
dodge trained: 1d100 ⇒ 65 Agi is 32 so thats still a fail.
RNGesus why!?
Aurius will camo himself further but probably not to the extent of Adroit. The main thing he's looking for it breaking up his silhouette, making sure he doesnt have any shiny, reflective surfaces showing and that hes roughly the same color as the ground they're walking on.
The Ghost of War |
Keep in mind, that stealth always is tested against the enemys Awareness in an opposed test.
Now remember that those are Orks we are speaking off - not Eldar or CSMs.
The worst toll I've seen was on a awareness, which is not so bad, considering the fact that at the moment you have lots of people keeping an eye on the towers.
So, now I have some calculation, rolling and writing to do ... ;-)
Aurius Thantus |
The odds of that happening @_@ RNGesus hasnt forsaken us yet!
Also, does the system say anything about performing stealth kills like sneaking up behind an ork and ear-to-brain-to-other-ear stabbing him with a Combat knife?
IIRC, the system mentions nothing about this so I don't think we'd be able to instagib anything RAW even if we sneak up on them or something.
Just so that we're on the same page and don't have a "I go in to slit his throat!" "Ok, you deal 2 damage, the ork doesnt die, shouts for backup, your cover is blown" scenario.
The Ghost of War |
Yup, RAW it doesn't work at all.
Obviously that's crazy nuts and counter-productive as hell.
Things that are supported RAW and I would apply in such a situation:
- Helpless target: two, summed-up damage rolls, auto-hit
- You get to choose hit location
Additional things I might consider to beef things up:
- Provide an auto-RF
- Ignore non-sealed armor, or reduce by half
- Max damage roll (with the above, thats 2*MAX dmg roll)
- Auto-Kill on weaker targets (but well Orks ... are not weak after all)
For a knife attack: 1d5+ST-M (lets take a 3)
--> 5+3+5+3=16 (Head) + RF-Roll
Well that's still not enough to insta-gib an Ork, but enough to incapacitate a human (1d5 rounds stunned + whatever the RF does).
But keep in mind that those beasts are well bigger than you (you are probably not even able to reach their throats ^^) and incredibly tough.
Take a look at someone with a decent melee weapon (d10+x) and a ST-4, thats some 10+4+10+4=28 damage...
Then there's the stun-action. WS test not required due to helpless, reduced armor and all, you look at a pretty d10+ST-Mod vs the total Toughness Bonus of your enemy to stun for some rounds (namely the difference between the two). Maybe add +2 or some-such to the roll in addition for the sneak-attack. Even vs Orks (TB 6) and with a ST-B of 3 you only have to roll a 4+ (2+ with the bonus) to stun them for at least one round (giving you time to stab them repeatedly until they stop twitching - then some more to make sure).