Beyond the Damocles gulf (Inactive)

Game Master Browman

The year is 800.M41. A killteam of deathwatch initiates is being sent to the fringes of the imperium beyond the Damocles gulf.

Map


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Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

Tarkus:
Roleplaying games rules are often difficult to grasp when you're a beginner. And Deathwatch is not even a complicated system. But if you persist, it's very rewarding.
Basically, you have characteristics (BS, Agility, Willpower, etc.) and to succeed a test, you must roll UNDER (or equal) to your characteristics.
Then you have a variety of adjustments who will modify your roll and/or the threshold of your characteristics.
When you shoot, remember mostly about these:
- Your heavy bolter always fires in full-auto mode: that's a +20 to your BS characteristic
- Most of time, our enemies are under 75m from us: that's a short range for your weapon, which is another +10 to your BS characteristic
- Finally, we took a Oath at the beginning of the mission, which gives us +10 against Demiurgs (i actually don't know it they apply against demiurg's machine warrior, i'd say yes, but Browman has to confirm)
There can be other situational adjustments, but Browman will mention them to you.

So that means that during this mission, for a standard shoot with your Heavy Bolter, you should roll under 47 (your base BS) + 20 (full auto) + 10 (short range) + 10 (oath) = 87!!

Now comes the tricky part: if you roll under 87, you hit once, +1 time for every full 10 points of success, with a maximum of 6 hits (6 is your weapon rate of fire).
So, with a roll between 78 and 87, you hit once
With a roll between 68 and 77, you hit twice
With a roll between 58 and 67, you hit 3 times
With a roll between 48 and 57, you hit 4 times
With a roll between 38 and 47, you hit 5 times
With a roll between 01 and 37, you hit 6 times

Here, with your amazing roll of 16, you get 6 hits!

Now, the damages.
Loghir is wrong. Your damages are NOT 3d10+12. Browman specified that we used errataed rules for weapons. Just remember this:
Your damages are "1d10+14, TEARING" (this already include the talent "Mighty Shot")
"Tearing" means you roll the d10 twice and take the better one

So, you will roll 2d10, select the better dice, and add 14. And you will do this a total of 6 times because you have 6 hits.
I hope it's a bit more clear for you :)


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

I think you'll be fine if you read relevant chapters in the core rulebook. I've never played this game before either. Page 202-207 "skill tests & movement" then page 234-250 "combat" (236 explains HOW you take actions, 237 explains WHAT actions you can take). You make an action about once every 24 hours so you have plenty of time to read this :D


Male Human Rank 1 Techmarine

Dont worry about it at all Tarkus, this is probably the best time to learn since its play-by-post so we can take some time to help you out if you need it. So stick with us and you'll get the hang if it!


Didn't we have a -10 modifier to the Demiurg? I will post later tonight


Male Human Rank 1 Techmarine

That was due to the Demiurgs Size; these guys are the Mechsuit Dudes who are much Bulkier and larger! So unless Browman tells us we're subjected to a size penalty, we can assume that since these suits which have mounted weaponry on them that they're pretty big.

For all we know, we might actually be getting a bonus to hit due to their size instead of a negative modifier.


Tarkus peers down his heavy bolter and lets loose a volley of bolter fire
SHOT 1
1d10 + 14 ⇒ (9) + 14 = 23
1d10 + 14 ⇒ (2) + 14 = 16 23
SHOT 2
1d10 + 14 ⇒ (8) + 14 = 22
1d10 + 14 ⇒ (8) + 14 = 22 22
SHOT 3
1d10 + 14 ⇒ (5) + 14 = 19
1d10 + 14 ⇒ (8) + 14 = 22 22
SHOT 4
1d10 + 14 ⇒ (4) + 14 = 18
1d10 + 14 ⇒ (3) + 14 = 17 18
SHOT 5
1d10 + 14 ⇒ (2) + 14 = 16
1d10 + 14 ⇒ (10) + 14 = 24 24
SHOT 6
1d10 + 14 ⇒ (2) + 14 = 16
1d10 + 14 ⇒ (2) + 14 = 16 16

total damage 125 Pen 6


In position with a clear line of fire, Brother Tarkus demonstrates why the heavy bolter is a terrifying weapon as his fire tears apart the unholy creation advancing on the kill team. Down the other hallway brother Averruncus' accurate burst of fire puts down the other machine. About 50 seconds after the second one drops the melta bombs detonate blasting another hole in the hull of the xenos ship.

The remainder of the mission is textbook. The thunderhawk comes in on full blackout barely visible against the void. The maneuvering solutions are by no means beautiful but your destroyer transport manages to avoid an engagement with the less damaged xenos vessels.

It is a 10 day trip in the warp back to the watch fortress.


Male Human Rank 1 Techmarine

*Final Fantasy Victory Theme*

OH CRAP LOL WHAT HAPPENED TO THE DEMIURG STRAPPED TO AVERRUNCUS ONCE WE WERE IN HARD VOID AHAHAHHA!?!??

"Well done Brother Marines, well done."

"Be at ease and prepare your reports for the Debriefing for when we return to the Watch Fortress."

Scorpelio states, addressing his kill-team. Turning off his pict-recorder and making sure the footage is in order for the eventual debriefing back at the Watch Fortress.

He then busies himself with the Xenos Device making sure its secure and safe for transportation, taking detail notes of it to the smallest detail without manipulating the device.

Once done he then sets about taking care of his own equipment, observing the proper rites and rituals to appease the Machine Spirits present.


Tarkus sits in silence and contemplates the mission from start to finish...before he finds himself tumbling his Bolter round in his palm again...behind his lenses his eyes gaze off into the distance and a memory less it be forgotten...


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Scorpelio wrote:

OH CRAP LOL WHAT HAPPENED TO THE DEMIURG STRAPPED TO AVERRUNCUS ONCE WE WERE IN HARD VOID AHAHAHHA!?!??

omg I know none of you guys are apothecaries but "life + void of space = no more life" hahaha, Averruncus hasn't given his action, but I doubt you guys the the equipment for this. You can bring it back for me to dissect though


Is the XP for mission completion?


Brother Tarkus Devastator wrote:
Is the XP for mission completion?

Yes.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

As Brother Tarkus, Averruncus stays silent during the back trip. Once at the Watch Fortress, he steadily gives his report before to isolate himself in his spartan quarters.


Each of you get 3 renown from the first mission.

After a few days of recovery time at watch fortress Delphi. Veteran sergeant Odesses, calls you into the briefing room again.

"Welcome back brothers from your first successful mission. For this mission you have a new member added your kill team, Brother Loghir, an apothecary of the Salamanders."

he turns and presses a few buttons to bring up a display on the holoscreen. A display of a fairly decent system with 2 semi-habitable worlds. Several orbital defenses, listening posts and minefields are tagged along with a larger orbital fortress/ shipyard.

"This is the Kulas system, a border system of the Xyclorian Collective, a minor alien race that controls a small cluster of systems. Our intelligence sources indicate that the Tau are trying to make them a client state. We believe that a high level meeting between the Tau and the Collective government will take place on the outer habitable world. There is some kind of winter resort near the northern pole that is the most likely location of the meeting.

"Your primary mission is to wreck the meeting. Leave no witnesses, records or transmissions of an attack. Ambient temperature is -25 degrees and the nearest outpost 300 kilometers away, so use your imaginations.

The veteran Sgt toggles something and the holomap zooms in to an area of a couple hundred square kilometers around the resort.

"You will be inserted here, by high altitude grav chute approximately 50 kilometers north of the resort. You will have to walk the rest of the way. May the emperor be with you brothers."

The veteran sgt will now take any questions you have.

You will each get 60 requisition for this mission.


Male Human Rank 1 Techmarine

For Requisition, I'll personally be taking:

-Metal Storm Rounds (15)
-Astartes Harness (4)
-Seismic Escalation Device (40) pg 138, Rites of Battle.

My own personal recommendation would be that everyone at least take a Seismic Escalation Device since we could essentially cause the resort to crumble and turn to dust and if we place 1 per marine around the Target Area... >:D Its expensive though! So feel free to not take one; we might only need one anyways and I've got my Servo Arm to help me carry it anyways.

Anything else is up to you. I took a Harness in case we have to climb and Metal Storm Rounds for my Bolter to essentially deal AOE Damage if we need to while clearing out the place.

"Many Thanks, Brother Sergeant."

"I assume that due to the reclusive nature of this meeting that we can reasonably expect to encounter little of the Tau Armed forces and even less of a chance to encounter their Cowardly Battle Suits?"

"Also, do we have any indication as to the size of this...resort? As well as the surrounding Terrain?"


Scorpelio wrote:

For Requisition, I'll personally be taking:


-Metal Storm Rounds (15)
-Astartes Harness (4)
-Seismic Escalation Device (40) pg 138, Rites of Battle.

My own personal recommendation would be that everyone at least take a Seismic Escalation Device since we could essentially cause the resort to crumble and turn to dust and if we place 1 per marine around the Target Area... >:D Its expensive though! So feel free to not take one; we might only need one anyways and I've got my Servo Arm to help me carry it anyways.

Anything else is up to you. I took a Harness in case we have to climb and Metal Storm Rounds for my Bolter to essentially deal AOE Damage if we need to while clearing out the place.

"Many Thanks, Brother Sergeant."

"I assume that due to the reclusive nature of this meeting that we can reasonably expect to encounter little of the Tau Armed forces and even less of a chance to encounter their Cowardly Battle Suits?"

"Also, do we have any indication as to the size of this...resort? As well as the surrounding Terrain?"

"Unfortunately Brother Scorpelio, we know little of the forces the Tau are bringing to the meeting. The Tau emissary will have some kind of bodyguard as will the Xyclorian. Their guards will probably all be veterans, but low in number. Knowing the cowardly Tau, they will probably have additional warriors using active camouflage that they did not disclose to their would be ally. As for the resort itself, it is a mountain retreat able to serve about 50 guests plus staff. The surrounding area is hilly, dotted with small lakes. Expect at least 2ft of snow in the entire engagement area."


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Well met brothers, I am honored to have the opportunity to serve alongside brothers of such formidable fighting spirit.
Loghir nods in their direction, a curt gesture, the way a warrior shows respect

I have several tactical questions Veteran Sergeant Odesses:

1) What is the physical appearance, traits, technology style and level, standard fighting style and tactics of the Xyclorian Collective? We know the Tau’s techno heresy is far advanced and they avoid close combat normally; but their camo-suits (if present) like to get up to close-medium range.

2) Do we know the routes out of the place and vehicles present?

3) Do we know the range capabilities of the Tau and Xyclorian communications equipment? Or if they have antenna or any other “amplification array” nearby that would affect the range?

4) Do we know the layout of the resort they are at? Is this a single building or multiple? The approximate size (sqm) and number of floors of each building.

Brother Scorpelio I think the Seismic Escalation Detonator plan is a very interesting plan and would enjoy seeing it in action. But it relies on us sneaking up close and keeping about 100m away, perhaps not the best position to be in when we need to be certain no one escapes alive.
However, I think bringing one and letting it turn the whole resort into rubble after we clear it is a good idea. in case anyone tries to Anne Frank us

I would suggest approaching slowly with a lot of scanning, and brother Rollo’s tracking ability to find the camo-suits, taking them out before rushing the resort. The camo-suits must not escape to report.

Brother Tarkus I would advise you to take a missile launcher for this one, krak missiles would take out suits fast and you could rain frag missiles in through windows while we approach. Thereafter you could take out either fleeing individuals or vehicles with frag and krak respectively.

Once we storm the place bolters, flamer and plasma will do well in such closed confines, however, due to the incredibly close quarters we could be in melee in an instant. I would advise a Dipole Mag-Lock 5 req on your melee weapons for quick access you can draw and parry as a reaction! [/occ] . Otherwise perhaps a melee attachment on your bolters [ooc] Mono - req 7, chain - req 9 .

Brother Averruncus, your ability to forsee what is to come could greatly help us plan for this.

I do not aim to dictate to my brothers, simply advise Loghir nods respectfully to his brothers We are all blooded warriors and none of us green …apart from my livery Loghir grins at his brothers


so it's really cold... We could somehow freeze them... How could we freeze them? They must have some heaters... Really big ones... Could we over charge them? Burn them out? I'm worried the seismic detonator will alert that we were here.

"Is this resort in a location where it would be possible to cause an avalanche that would cover the location?"


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

If we burn out the heaters they would probably just leave via vehicles, plus they probably have camo-suits roaming around the area


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

I'll take the following equipment:
Psy-Focus (15)
Astartes Jump Pack (15)
Dipole Mag-Lock (5)(for Force Sword)
Kraken round (5) (plugged in Bolter Fire Selector)
Auspex (12)(I'll give it to Scorpelio)
Magnoculars (3)
5 points left

The Seismic Escalation Device is a good idea, but will it be alright even if you are not trained to this exotic weapon?

The Librarian points at the orbital defenses, listening posts and minefields, as well as the orbital fortress/ shipyard.
What do you have in mind for our deployment? Surely, being detected as we are en route would jeopardize our mission.


Brother Loghir Apothecary wrote:

Well met brothers, I am honored to have the opportunity to serve alongside brothers of such formidable fighting spirit.

Loghir nods in their direction, a curt gesture, the way a warrior shows respect

I have several tactical questions Veteran Sergeant Odesses:

1) What is the physical appearance, traits, technology style and level, standard fighting style and tactics of the Xyclorian Collective? We know the Tau’s techno heresy is far advanced and they avoid close combat normally; but their camo-suits (if present) like to get up to close-medium range.

2) Do we know the routes out of the place and vehicles present?

3) Do we know the range capabilities of the Tau and Xyclorian communications equipment? Or if they have antenna or any other “amplification array” nearby that would affect the range?

4) Do we know the layout of the resort they are at? Is this a single building or multiple? The approximate size (sqm) and number of floors of each building.

Brother Scorpelio I think the Seismic Escalation Detonator plan is a very interesting plan and would enjoy seeing it in action. But it relies on us sneaking up close and keeping about 100m away, perhaps not the best position to be in when we need to be certain no one escapes alive.
However, I think bringing one and letting it turn the whole resort into rubble after we clear it is a good idea. in case anyone tries to Anne Frank us

I would suggest approaching slowly with a lot of scanning, and brother Rollo’s tracking ability to find the camo-suits, taking them out before rushing the resort. The camo-suits must not escape to report.

Brother Tarkus I would advise you to take a missile launcher for this one, krak missiles would take out suits fast and you could rain frag missiles in through windows while we approach. Thereafter you could take out either fleeing individuals or vehicles with frag and krak respectively.

Once we storm the place bolters, flamer and plasma will do well in such closed confines, however,...

"We know that access to Tau technology is one of the main reasons the Collective is considering the agreement. We also know that the Xyclorian race is slightly shorter than humans But still normal size and reptilian in origin. We believe their troops to be roughly on par with guardsmen but slightly better at close combat. The guards at the resort are probably on par with veteran guardsmen or storm troopers. As to your second question, air is the only way out. There is a short runway and a vertical takeoff platform."

The Vet Sgt zooms in the holodisplay again as he continues.

"Since most guests at the resort are Xyclorian senior officers and government officials there is a communications building with powerful communications equipment that can reach orbital stations. As you can see, the compound has an exterior wall to keep out the worst of the snows and 5 buildings including the comms building. The comms building is one story about 100 sqm. The main resort building, 40 rooms, 20 of which are suites. 4 stories, 2000 square meters a story. The staff building, 2 stories, 1000 sqm a story. The equipment building, basically a 1000 sqm warehouse. Last the guard barracks, or at least that is what we assume it is. The same size as the staff building."


Brother Rollo - Tactical wrote:

so it's really cold... We could somehow freeze them... How could we freeze them? They must have some heaters... Really big ones... Could we over charge them? Burn them out? I'm worried the seismic detonator will alert that we were here.

"Is this resort in a location where it would be possible to cause an avalanche that would cover the location?"

"unfortunately the resort was designed specifically to avoid such natural disasters."


Brother Averruncus, Librarian wrote:

I'll take the following equipment:

Psy-Focus (15)
Astartes Jump Pack (15)
Dipole Mag-Lock (5)(for Force Sword)
Kraken round (5) (plugged in Bolter Fire Selector)
Auspex (12)(I'll give it to Scorpelio)
Magnoculars (3)
5 points left

The Seismic Escalation Device is a good idea, but will it be alright even if you are not trained to this exotic weapon?

The Librarian points at the orbital defenses, listening posts and minefields, as well as the orbital fortress/ shipyard.
What do you have in mind for our deployment? Surely, being detected as we are en route would jeopardize our mission.

"Imperial Navy Destroyer to the edge of the system. One of our best navigators will jump to well outside of the normal warp exit. Thunderhawk launch from outside the system. All systems shut off, high speed drift into the location for the high alt grav chute insertion. I will not lie to you, the insertion between cold drift in space and the hike planetside will take days."


Male Human Rank 1 Techmarine

As far as I understood the seismic device, its very much a Stick it in place and press the "On" button deal. Having one is probably the best Idea. I will not lie, I was kinda bummed when I saw we couldnt take Stalker Bolters.

Oh, Averruncus, you can probably give the Auspex to someone else. I have the basic Augury Array Implant which lets me, if I concentrate, basically have an Auspex on me - something I kinda forgot last mission when I took one :p I wont say no to having it though!

As for Melee Weapons, I got my Servo Arm! Pinch Pinch!

For Tarkus, I agree that a Missile Launcher would be pretty good for this but having a Heavy Bolter with Metal Storm Rounds could prove hilarious in the close confines of the resort. Look into the Armourbane Missile Launcher found in Rites of Battle on page 137. It has an updated profile in the FAQ. Speaking of which, and I'm sorry about this Averruncus, but it looks like the FAQ changed the Kraken Rounds to 15 Req?

"Well met, Brother Salamander!" Scorpelio states, appraising the new arrival.

"Having an Apothecary with us will be a great boon and an honor to have our Geneseed watched over by one of your order."

He nods respectfully to the new arrival before turning to the Veteran Sergeant:

"So be it, Brother Sergeant, we'll just have to take extra care with their Stealth Suits."

"However, I will say that, with the knowledge that their only way out is through a small airport and their only means of communication is a single Communications Building, we would probably be better off hitting those two locations first to assure ourselves that none of the Xenos will be getting out nor will they be sending out any communications."

"Also, since this seems to be a prolonged mission out in the field, what will be our extraction method? Will our Thunderhawk stay hidden planet side not too far away?"


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

As I see it brothers we will need to break down our assault into 4 consecutive phases:

1) Eliminate stealth suits to prevent word of our attack to the targets
2) Disable comms by crippling the comms building
3) Destroy all vehicles, once the comms are out they are the only way to alert anyone of our presence.
4) Kill everyone

Just to make things more difficult to identify afterwards I would suggest setting everything ablaze.

Does this sound like a logical plan to everyone?


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Scorpelio said wrote:
As far as I understood the seismic device, its very much a Stick it in place and press the "On" button deal. Having one is probably the best Idea. I will not lie, I was kinda bummed when I saw we couldnt take Stalker Bolters.

Well, as long as you're confident in it, i'm fine with it :)

Scorpelio said wrote:
Oh, Averruncus, you can probably give the Auspex to someone else. I have the basic Augury Array Implant which lets me, if I concentrate, basically have an Auspex on me - something I kinda forgot last mission when I took one :p I wont say no to having it though!

Well, I think you're the only one trained in Tech-use, so only you can reliably use it. If you don't need Auspex, i'm not gonna take it.

Scorpelio said wrote:
Speaking of which, and I'm sorry about this Averruncus, but it looks like the FAQ changed the Kraken Rounds to 15 Req?

You're right! I didn't notice this one.

So, I'll adjust my equipment as follow:
Psy-Focus (15)
Astartes Jump Pack (15)
Cameleoline Cloak (20)
Dipole Mag-Lock (5)(for Force Sword)
Cartograph (5)

I suggest someone takes magnoculars.

Averruncus turns toward the techmarine:"Brother Scorpelio, is your Augury Array Implant sufficient for an effective detection of eventual Stealth Suits? The plan suggested by our new apothecary is only realistic if we have an effective way to detect them. I mean no offense but this xenos species has a reputation for its advanced heretic technology. If we are unable to spot them from afar with minimum exposition, we should as well consider a change of plan."


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

In case Scorpelio fails his roll it would be good that the rest of us has a good chance to notice them.

Without tech-use the auspex gives us +20 on awareness rolls, the Masking Screen (based on tau tech) gives +30 to concealment, so it's probably an opposed skill check. That means our best roll vs. their worst roll, so the more checks we make the better chance we have

I've also got Cartograph and magnoculars, maybe you can save some Req (I've got 1 left too) and we get some more auspexes

I'm sure brother Scorpelio's augur array is better at detection than our use of an auspex. However, redundancies would be advisable as the stealth team could notify the resort personnel via radio, and they in return broadcast via the resort comm station, before we even lay eyes upon our enemy.

I agree that fire power is necessary, but here surprise is more important.

Brother Sargent, do you know if the stealth suits can be seen without complex auspex scanning non-tech-use scanning


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

"These Xeno Stealth suits... Do we have an estimation of the standard range of their communication equipments?"


Brother Averruncus, Librarian wrote:
"These Xeno Stealth suits... Do we have an estimation of the standard range of their communication equipments?"

Without the comms building their equipment won't reach any units not at the resort.

There is a chance of detecting the suits without tech-use.

A thunderhawk will pick you up.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

"With all these informations in hand, I advocate for a different plan than brother Loghir's one. The main threat for the mission is if information or alert leaks from the operation site. And this leakage can only happens through the transmission center or if an aeronef escapes.
The xenos stealth suits are mostly threats for ourselves, not directly for the mission.
The reason why I wouldn't put the stealth suits as our priority targets is that our ways to detect them are, at best, unreliable. Moreover, we don't know how many of them there will be. If we fail to eliminate ALL of them in a very short duration period of time, survivors can alert the transmission center who will relay news of the attack.
I say our priority target should be the transmission building. Transmission equipment should be put out of order at the beginning of our strike. Secondary target will be any vessel on the takeoff platform, to prevent any escape.
Once these 2 targets are dealt with, we'll just have to exterminate all the xenos left.
Now, about the stealth suits, I suggest to treat them as opportunity targets: once they will engage us, we'll be more able to accurately spot them.

Therefore, I suggest a "Shock and Awe approach", with the following course of actions:
1) we approach the meeting site with as much discretion as possible.
2) we take position around the resort: brother Tarkus with his rocket launcher should be in position to fire first at the communication relay, second at any ship on the platform. The rest of us should surround the resort, but stay far enough not to alert any xenos stealth troop.
3) Brother Tarkus destroys the comm relay from afar with a rocket. At the same time, brother Rollo and myself - we're both trained with jump-packs - jump and assault the takeoff platform and eliminate any xenos trying to escape.

This should trigger the stealth warriors to counter-attack.

4) Brother Loghir and Brother Scorpelio will be in ambush to counter-counter-attack the stealth warriors once they reveal their position
5) once the stealth warriors are eliminated, we proceed to eliminate all surviving xenos, before to destroy the resort.
We have to be fast and multiply our targets, so that the xenos don't have time to organize a concerted defense. We have to eliminate targets in order of priority."


"Brothers I will take any extra gear that may be needed for the mission with my requisition...I would suggest not using the Missle launcher as it would leave us without proper cover fire. I will be open to suggestions I feel my heavy Bolter can accomplish these tasks"

Tarkus takes a moment to nod to the new member of the squad

"Welcome brother salamander"


stealth approach and plant some melta bombs on the comms array we can use the distraction of the explosion to draw out the tau forces...while having our brothers use their assault packs and flank the Xenos bastards


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

"The problem with this suggestion, Brother Tarkus, is that we have slim chances to reach the comms arrays before the alarm is given. There would probably be sentries, most notably the stealth suits, and they probably have detectors as well. I believe our best chance is to disable the comms arrays from afar."


Male Human Rank 1 Techmarine

I'll say as much that an Astartes Harness might be a good idea to have if you have the spare Req. Since the on-foot journey is likely to take a few days, Jump Packs aren't all that stealthy and we'll be in the mountains probably lugging some heavy equipment above and beyond our already heavy Astartes-in-Power-Armor frames, we certainly dont want to fall prey to the elements.

Tarkus, if you dont feel like using a Missile Launcher, look into a Heavy Bolter with Metal Storm Shells or Hellfire Shells.


The former reduces your damage (off-set by Mighty Shot) and Penetration by 2 but, it gives all your shots the Blast (2) quality.


The Latter means you can only fire single shots with your Heavy Bolter but, you get Righteous Fury (a possible extra 1d10 damage per shot) on a 9 and 10 on a 1d10 damage roll instead of on a 10 only. Additionally, if we're up against anything with Natural Armor (which these Lizard peeps might have), you'd ignore it. Additionally, while only shooting a Single Shot with Hellfire, it gains the Blast (3) quality which may prove useful in tight confines.


Beyond those two, Kraken Shells might be a pretty good addition since it increases your range by 50% which would mean a Maximum range of 225 meters / 246 yards / 738 Feet as well as giving your Heavy Bolter Pen 8.
[ooc]
Check Page 159 of the Deathwatch Book for more info.

"As for how we approach all this, we might have to split the squad and hit two targets simultaneously after possibly taking out any stealth suits we encounter."

"Preference would be the biggest targets we've identified: The Airport and the Comm Station."

"If we do go this route, I'd volunteer for the Comm Station since I'd be able to possibly send a false "All Clear" Signal if needed as well as turn it to rubble with the seismic escalator which I'm currently doubting the need for :p . This should serve as enough of a distraction to cause, at the very least, momentary panic while a simultaneous attack is carried out at the airport which would disable their only real means of evacuation."

"Another means of dealing with their Communications array would be to plainly take our the hardware and make it non-operational but that would require a Melta Bomb be placed on their array or a missile launcher be fired at it as Brother Averruncus Suggested."

"I may opt to take a Missile Launcher instead of the Seismic Escalator if the need arises which I should be able to transport easily with my Servo-Arm."

"We can, from that point on, regroup at a predetermined location or one chosen on the field as the situation arises and systematically cleanse the area of the Xenos scum. Due to the Mountainous and Snowy Terrain, anyone attempting to escape by any means other than subterranean or aerial would be easily spotted - especially if we bring Magnoculars - and taken care of."

"We'll also probably want to sow as much confusion and discord among both Xenos Parties and use it to our advantage."

"A mix of the Shock and Awe as well as Stealth Approach should give us what we need if planned for correctly."

"We might also be able to use the Cold of the Location to our advantage when dealing with the Reptiles should they prove to be Cold Blooded."


Well missle launcher it is...however that only leaves me with a bolt pistol


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Requsition

Missle launcher (10)
Auspex (12)
Magnoculars (3)
Cartograph (5) +10 navigation tests
Astartes harness (4) + 30 to climb tests
Cameleoline cloak (20)

Where's the rules for the cloak?

400 XP in the bank


was working late, and intend to go to bed asap, which means not a lot of time to read through the gear, what gear can you recommend for the plan?

Could we break into two groups? Knock out both locations at the same time? Eliminating any chance of retreat or calls for help, then we regroup for the main prize.


Male Human Rank 1 Techmarine

You can still requisition a Regular Bolter if you want to alongside some Specialist Ammunition.

If you are taking a Missile Launcher, look into the Armourbane one I mentioned earlier on page 137 of Rites of Battle. It gives you +20 BS vs Ground Based Targets which should help you offset the loss of Full Auto Fire.

For Actual Missiles, go for Frag, Krak but also take a look at the Concussion Missile in Rites of Battle page 147 which may come in handy vs hardier targets. If I'm not mistaken, you have to requisition these independently of the missile launcher so make sure you have the points for them!

The Cameleoline can be found on page 145 of Rites of battle.

I'll also be taking a Siege Auspex so we could take to try and find any hidden rooms or passages that might be present on the Resort.

Though we should also not forget that, generally, our suits Auto-Senses give us +10 to Awareness Tests which probably does stack with the +20 from Auspexes. If anyone has Mk 6, this would be +15.

Preysense Sights might also be something to consider if we are attempting to locate any stealth suits alongside any Magnoculars we take for Spotting and if we decide to perform the attack at night, which might be a smart thing to do.[ooc]

[ooc]I'm also currently looking through the equipment lists for things that might be of use to us and I'll probably drop the Seismic Escalator. It just costs too much for what we want to do.

As such, I'm Modifying my Requisition to:
-Metal Storm Rounds (15)
-Astartes Harness (4)
-Siege Auspex (13)
-Stummer (5)
-Magnoculars (3)
-Cemeleoline Cloak (20)

I also just re-read the plasma weapon section and totally forgot I could fire the thing off as a Blast Weapon.

For you Rollo, you'd have to look through the books but Kraken Shells and/or Metal Storm Shells would probably be the best bet since we dont have the Renown to get the fancier ammo. Otherwise, if you dont have a Jump Pack, taking a Harness for the purposes of Climbing as well as a Cameleoline to help for Stealth might be a good idea. I've got a Normal Asupex as a Cybernetic and am Taking the Siege Auspex as a secondary locating method so you dont need to worry about those.

Having your own pair of Magnoculars would be helpful since it would give us more chances to spot Stealthsuits and other objects of interest. Additionally, you could take a Preysense Sight for your Bolter to help you out.

Otherwise, the others might have better ideas.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

I think brother Averruncus' plan is good, perhaps I was too concerned with the tau leaving 1 stealth suit in reserves to deliver a message in case of an attack.

If our brother techmarine brings a missile launcher as well we can split in 2 teams, each with a missile launcher, and come from 2 directions.

I think we might need a cameleoline cloak each to mask our approach.

I would suggest brothers Rollo, Scorpelio and Averrnucus approach the comms building and Scorpelio opens fire with his missile launcher. Rollo and Averruncus then charge ahead on jump packs for a shock assault, to cover Scorpelio while he makes sure the comms are down.

I and brother Tarkus stay near the airstrip and he takes out the vehicles, I cover his back. We then approach the entrance to the airstrip and make sure there are no smaller hidden craft.

We then meet up inside the area, send one of the jump packs to a roof to be our eye, to keep an eye out for hidden craft leaving, people retreating, reinforcements.

Cleanse and purify!

What say you brothers?

Tarkus, don't worry about closer range, you can always use krak missiles it only has 1m explosive radius, otherwise a bolt pistol is damn powerful too. I'll stick with you as well, I've got my massively custom flamer as well as melee skills that pay the bills

I suggest we all get camo cloaks since we're sneaking past the stealth suits for a close approach


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Scorpelio wrote:

Preysense Sights might also be something to consider if we are attempting to locate any stealth suits alongside any Magnoculars we take for Spotting and if we decide to perform the attack at night, which might be a smart thing to do.[ooc]

My Diagnostor helm has a Preysense.

But I'm not sure if night would be a good idea, I would think there would be more guards, I doubt they'd expect a day-time raid and the Tau have very good sensors and should be able to see in the dark equally as at night

[ooc]the armorbane needs a reload after each shot, or does the backpack ammo supply negate the need?


Male Human Rank 1 Techmarine

I like that plan too. In that case, I'd drop my Metal Storm and Stummer and take an Armorbane Missile Launcher + Krak Missile for 20 Req.

Meaning:
-Cameleoline
-Armorbane Missile Launcher w/ Krak
-Magnoculars
-Siege Auspex
-Harness

I think if you have the Backpack ammo feed, you get the benefit of not having to reload after every shot. Otherwise, you do.

But since its stated in the Core book that you automatically get a backpack feed with a Heavy Weapon that this Missile Launcher would also get one and be subject to the Reloading Arm helping the marine out.

Forgot about them also having good sensors, good point; daytime + possible snowblinding + cameleolines might be all that we need. Though our armour IS black :P

Also, having two Krak Missile Launchers should help out in the event that we get some unexpected surprise.

I'm also fine with the team split though we should be prepared to switch it up after performing recon on the place.


Will update tomorrow


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Brother Tarkus Devastator wrote:
Will update tomorrow

haha that's a rather vague time, I'm in China so I'm at GMT -8, you posted this at lunch time for me :D So where is everyone geographically btw? just to get a sense of posting-times


Male Human Rank 1 Techmarine

East Coast NA on my end


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

I'm in France (GMT +1)
What means "NA" in "East Coast NA"? Does it stand for "North America"?

"I highly suggest you to take a jump-pack, brother Rollo. The mobility it confers might be of high value for our mission".


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

yeah NA is North America. I was actually supposed to be in France this week for a work thing, but my colleagues are there now instead


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

for Rollo I'd recommend: Cameleoline cloak (20), Jump pack (15), dipole maglock chainsword (10), auspex (13) and magnoculars (3) NB: 1 over the total but I'm 1 under so we balance each other out


I am in California...


Male Human Rank 1 Techmarine

I'm at flush 60 Req sadly! I've got none to spare!

So, to recap the Plan:

Split Squad in half to tackle both priority Targets: Comm Station and Airport.

-Comm Squad: Scorpelio, Averruncus and Rollo
-Airport Squad: Loghir and Tarkus

Common Gear that most/all of us should have to maximize out chances:
-Cameleoline (Sneaky sneaky!)
-Magnoculars (Looky-Looky!)

Otherwise, Me and Tarkus will both have a Missile Launcher w/ Krak Missiles.
-Mine will primarily be used to take out the Sensory Equipment on the Comm Station before Rollo and Averruncus Jump Pack in and then provide cover fire for my own approach.
-Tarkus' will be used to take out any vehicles found.

These attacks will be synchronized for maximum confusion for the Shock and Awe but our approach and preliminary scouting will be as stealthy as possible.

The main reason for these attacks being done in such a manner is to draw out any stealth suits we fail to locate beforehand and to deal with them as rapidly as possible.

During this time, we'll regroup at a predetermined location or one selected on the fly; whichever is more appropriate. After which point we'll go after the main resort or one of the other attached buildings probably the troops barracks to take them out of the equation ASAP.

Either way, we'll do a preliminary breach-and-clear of the premises then systematically hunt down any stragglers; which the Siege Auspex should help with locating any possible panic rooms or escape tunnels when coupled with any other Auspex Systems we might have (an Implant in my case).

Priority Targets will be Military Personnel. Any civilians on the premises is unlikely to be able to do anything of note to us and will be dealt with in their own time. The only noted Exception would be any Tau Suits - stealth or otherwise - or vehicles.

Should we encounter one, as unlikely as it is, a Riptide would be Priority Target Number One and we should do everything in our power to deal with one in the event that it is encountered.

Additionally, when dealing with the Natives, Ranged Combat should be preferable due to their preference for Close Quarters; however, their physiques are still much smaller than our Astartes Frames and should pose little threat in Close Quarters.

For the Tau, since none of them, as far as our intel or personal experience tells us, they have no real training for Close Quarters Combat so, should the opportunity present itself, taking them out in Melee would be preferable since they employ large amounts of Plasma Weaponry at range and, as Biologis Reports state, have much slower reflexes and reaction times than a baseline human which is something we markedly surpass.

I'd also bow out of being appointed Leader this time; let someone else take the reins unless y'all absolutely want me to.

+++

"Brother Sergeant, in the event of the unlikely happening, such as, say, a Riptide suit being present, is there any support we can call upon or are we going in absolutely solo due to the sensitive nature of this mission?"


"You will be on your own for this mission brother. I am sure the Emperor will smile upon your mission."

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