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Oooh! Emeric likes having an orbital strike cruiser! :) Rook, if the kill-team took vox transmission net, would that make Emeric's request for a vox-caster (10 pts.) redundant? Emeric cancels his requisition for a multi-key (15 pts.) and instead request orbital surveillance to interface with his internal auger array. Deiros may still want a multi-key but in all likelihood Ellipsis is right and the item will prove superflous.
Ellipsis, yeah like I already said it's doubtful there will be a need for mulit-key or combi-tool in a low-tech environment. The combi-tool should be standard issue as the tech-marine's swiss-army knife, Emeric feels naked without it. :) Revised req list: Godwyn bolter w/fire selector/3 krak/3 frag, 0 pts Kraken round clip, 15
54 points total
Björn Ensam-Vargr wrote: I'm having trouble getting time at home for looking through my physical DW book... could someone recommend 30 pts or so of grenades? Can update tonight when I get home but krak and frag grenades only cost points when the req request is "excessive" (not defined in rulebook). Other specialty grenades have costs and sometimes renown requirements. Like I said, will try to update tonight.
Emeric's Requisition Request: Godwyn bolter (is this standard?) 5
Combi-Tool 15
OK, I'm being the greedy, gadget-happy tech-marine again with 71 points total. If I need to shave that down, leave the cluster mines and multi-key. Notes: Emeric is wearing a Black Templar Ornamental Tabard (+2 to Fellowship tests). Although Brother Lyriel took a chrono through requisition (only 1 point, I know), space marine armor has an internal chronometer (p. 172). Might we want to take an Elucidator (p. 175) in case communication with Aurumites (or potential semi-intelligent saurian enemies) may prove difficult?
Rookseye wrote: What is unbelievable though is the sheer number of jams/natural 100's being rolled in OW and DH of late, it's almost comical at this point. Rook,maybe the next DH campaign can be the acolyte's investigating corruption within the Department Munitorum. Seems like lots of shoddy craftsmanship! lol
Edwin Drususon wrote:
The ork dives beneath the stormtrooper's hellfire rounds. The building's walls are rapidly becoming dilapidated from the guardsmen's combined fire. Underneath Shuttle Spina a vehicle ramp has lowered and the first of the unit's armored conveyance has appeared: a Chimera Transport. The machine rolls from beneath the shuttle and moves to overtake the infantry troops now engaging orks to the northwest. . Into the Fray -- Round 16 Each square=2 meters
Initiative Order
Ork Status:
Ork #1: dead Ork #2: dead Ork #3: dead Ork #4: 12 wounds, pinned Ork #5: -6 wounds, -10 to WS and BS from head gash, blood loss, fatigued x3, movement rate 1/4, -10 to agility, suffering from fire damage (see below) Ork #6: dead Ork #7: 0 wounds, pinned Ork #8: -3 wounds, prone Squad Status:
14/14 wounds Scope 14/14 wounds Doc 7/11 wounds Sarge 2/14 wounds Dol 7/12 wounds Vex 14/14 wounds Drususon 17/17 wounds Lark 3/13 wounds . The ork before Tartare and De'Lark falls back to its knees. The las-round delivered by the sniper has created a small glowing crater in the xeno's chest which ignites the beast's flak jacket and skin. Rolling special fire damage, bypasses armor, 1d10 ⇒ 2, minimum damage moves to crit -7, stunned for 2d10 ⇒ (4, 1) = 5 rounds. For all intents and purposes, ork #5 is finally out of action. The ork attempts to roll over but it simply slowly cooks from an irradiated wash of fire. Bones snap, its belly bursts, and boiling intestines gush forth. Incredulously the greenskin still breathes but will not last much longer. Operator Tartare drops to a knee and fires on the structure immediately to the east. The round looks like it strikes true but the entrenched ork avoids harm. Aiming at ork #4, BS 35 + 1/2 aim 10 + standard 10 + short 10 + comrade 05 = 70, 1d100 ⇒ 42, damage 1d10 + 3 ⇒ (1) + 3 = 4, even substituting DoS for damage delivers no hits due to armor, TB, and cover. Scope is up.
Everyone, It's been a few weeks but here's a partial summary of my con experience in order that I played them--I was late to the Black Crusade game and lost my spot. :( Only War! -- Played an Elysian Drop Troop demolitions expert. The standard firearm was a shotgun which really wrecked some havoc. The fighting was inside structures so most of the fighting was up close and personal. Would have been interesting to see how combat w/short-range shotguns would have changed outdoors. They seemed way more effective than lasrifles, that's for sure. I really liked the feel of the guardsman squad and I thought the various roles--medic, weapons specialist, tech priest--really meshed well. In addition to the shotgun, I had a grenade launcher which I used to lay down smoke and also launched a krak grenade into the open cargo door of an enemy shuttle and immolated the crew... that was fun! I think this was my favorite adventure of the weekend. Had that right balance of danger and ability to dish out damage. Deathwatch -- Played a "Bone Collector" sniper home-brewed by the GM. The GM was an art major in college and had some immaculately painted minis. The kill-team had to secure and clear out a xeno research station. Lots of mayhem and carnage. This one was the least fun because A. A few of the players kept making jokes trying to out-nerd each other with their 40K fluff knowledge (that got old REALLY quickly) and B. The kill-team was never in any real danger. The couple of big baddies the GM had planned were dispensed with pretty quickly. We used Deathwatch RAW and I was reminded a little of our team's showdown on Tantalus--kind of anti-climactic. The GM only threw one horde at us too so I think he underestimated how much firepower a five man team can dish out. Rook, I'm actually looking forward to using the nerfed rules from Black Crusade in our DW game. Rogue Trader -- I played the explorator so I was right at home as the tech guy. :) This was fun... first time I played RT and I liked the "away team" feel of the adventure. The group did a great job of utilizing their various talents. No ship combat which would have been interesting to me but would have slowed the game down considerably. Some thoughts/observations: 1. I'm really thankful for the crew that I play with here on the Paizo boards with DW, DH, and OW. The quality of play, collegiality, and general friendliness is outstanding. Thanks so much everyone. 2. I play WFRP, 3rd ed. face to face about twice a month. The game is lethal (in a year I've lost three characters and another was retired). The sense of mortality is palpable and definitely influences decisions. Sort of the opposite of the DW encounter I played. I love the DW fluff and love playing a totally bad-ass superhuman space marine. I love my character, Brother Emeric, but I would actually be OK if he were to fall in play. I don't have a death wish for him but I'd rather cross the fine line of danger than not come close to it. Hope this makes sense. And Rook, please understand in no way is this meant to be a criticism of you or your game. As a side-note Rook, how would you handle PC death? Do replacement characters come in at rank 1 or do you allow players to replace at the same xp level as their lost character? In Only War I think I will do the latter. 3. Once the initial ork combat ends I'm looking forward to facilitating some character development by Squad Mire. There are already some developing personalities and there are some story lines I will pursue. I had fun as "Boomer" the demo guy in my game. That's it. Thanks for reading if you made it this far! Sincerely,
Mark, I know, it seems... ridiculous? True Grit
The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage (after reduction for Armour and Toughness), reduce the amount by his Toughness Bonus (to a minimum of 1). I wasn't sure myself thus my earlier query to make sure I'm interpreting correctly. As written and it's why these G-D orks have made this combat last so effing long!
Ellipsis wrote:
Thanks for the feedback and the reminder on fatigue!
Just a heads-up, everyone. I should be able to check PbP games this weekend but my posting may be limited as I will be attending Genghis Con in Denver this weekend. Should be a blast. Thurs night: Only War!
Woot!
Ellipsis wrote: Eradico, you forgot to add the orc's strength bonus to its attacks against Edwin. The attacks would have resulted in 9 wounds and 5 wounds, which are still blocked by armour and toughness, but just barely. I knew I was forgetting something! Thanks, Ellipsis, and let me say that Edwin is quite the tank with that carapace armor! :)
So this is the new line-up? Gamer / Marine / Chapter / Specialty Bilbo / Marcus Adarian / Ultramarine / Apothecary
Looking forward to the next adventure!
Thanks for feedback on the chit-sickle. Been another crazy work-week. Gave a quick post tonight and will try to fully update for next round tomorrow. Although it might not seem like it, I'm learning lots and hope to facilitate the combats more quickly in the future. Bal, feel free to post an action for Scope for the top of the next combat round.
Sounds good. Thanks, guys. But looking back to our OOC thread last summer I thought we had granted the chit-sickle a Pen 1... guess I'll go ahead and make it pen 2 to match the dagger. Rook, feel free to comment. Or did you envision the chit-sickle with a total of Pen 3? And... looks like your fears about the Pats were justified.
Hey Mark, a couple of questions on your last post. The dagger is d5 + SB, so I get the d5 + 3 part. But where does the pen 2 come from? Is that a talent? Secondly are you using a dagger or the unit's signature melee weapon, the chit-sickle which would have a pen 1? Thanks. Just want to make sure I'm getting things right. :)
Nope, that's my bad! Grr... I'll go ahead and make a corrective post. Thanks for the correction, Ellipsis. Something else I have not been taking into account (for the Orks on this one) is True Grit. Some of those critical hits should not have been as bad as they were so far this adventure. Sigh, having the hard-copy has been helpful. I might as well make my mea culpa complete. I aborted the Orks charge at the last minute because when it looked like melee was imminent I looked in the rulebook to check on Shoota Boyz stats. And I discovered that they do not carry a melee weapon. Shoota only! Of course their range sucks so I felt like I needed to get them close anyways but imagine my embarrassment when I was ready to type a description for a nasty choppa only to find the scabbard empty. Once again thanks everybody while I find my footing. Looking forward to when we can start having character interactions and I can increase the story-telling.
Deiros, So sorry you have to drop out but thanks for serving our country. Like Bal said in the Sons of Jericho thread, this Only War game may very well be waiting for you when you are available to play again. Especially if this initial combat is any indication, lol. Anselm is a great character and he will probably be making cameos from time to time based on the squad's vehicular needs (hint, hint). Thanks for your exuberance and solid role-play. Best wishes,
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