
Vasyl Zima |

Cheers @JonGarrett for setting this up and letting us all play!
Vasyl's current status can be adjusted to suit the needs of the story. He could still be on the freighter, in transit, settling into the Underhive, whatever works best.

JonGarrett |

All shall become clear. The beggining will be In Media Res - Because if we're playing Dark Heresy we might as well use iffy Latin - but you'll be Planetside. I'll leave it up to each of you to explain why you're where you are, but there will be plenty of reasons.

"Lug" Laetus |

Lug has been serving our Inquisitor for about a year now, which has seen him transform from a hayseed hometown hero into a world-weary young man.
I imagine that he respects and looks up to Lothar, who is an experienced veteran, whereas Lug hadn't seen much action with the Imperial Guard before being seconded.

JonGarrett |

First post is up. Those of you who work for the Inquisition will have been here to investigate certain rumours, and have literally just arrived from the transport. Those of you who are not part of the Inquisition just yet will be there for your own reasons. I hopefully gave everyone a reason to be present. As I mention, regardless of which you fall into, you'll be working together shortly.
Also, sorry for the length. I tend to get wordy when I get dramatic.

Lothar Von Bismarck |

@Lug Lothar isn't in service to the Inquisition, yet at least.
Thank you for the invitation.
Edit: Advice for New Players: When possible get into cover as soon as possible if you are getting into a firefight, combat is lethal and can easily drop you. Cover will really help on the locations covered. If you are a melee character try to use the cover but also running is good, it'll give them a -20 to hit you with ranged (but +20 to hit you in melee) if you need to get stuck in.

Hieronymous Bahrenfahrer |

Hi team, thanks for the accept JonGarrett! I realised I never finalised my equipment so I'll sort that out before reading the gameplay thread, my apologies.

JonGarrett |

All fair in love and war. Mostly war.
Feel free to finish tweaking wargear now that you're more familiar with the situation you're in. Once the first fight starts, though, it's locked in.
And yes, once you post in Gameplay you'll find this game added to your campaigns tab (click your own username or my account to find the campaigns tab itself).

Vasyl Zima |

I'll echo Lothar's advice on making use of cover. Even to Deathwatch space marines, cover can make a big difference to survivability.
I'll add that fire can be extremely deadly. If you go on fire, God Emperor help you because there are some brutal checks to do anything, including put yourself out. Grenades are handy, they don't need any weapon proficiency.

Erkan Vaughan |

@Praetus flak cloak is only 80 throne and gives armour 3 to all, as opposed to the flak jacket at 100 which does not protect the head. Just a recommendation.
I also noticed it looks like a couple people did not include their pay for three months as JonGarrett was so kind to give us. I am happy to assist with gear choices for anyone that would like assistance. We are looking at a sustained conflict, so ammo may be important...

JonGarrett |

I look like a mighty Viking! Not any characters I play, though, oddly.
OK folks, can those of you who haven't done so yet please pop your basic stats in the Class or Gender section on your profile? Something similar to Aenarius, Erkan, Hieronymous or Praetus. It makes my life a little simpler when running fight scenes and the like if I can quickly spot stuff like that.

Erkan Vaughan |

Sorry all for the wall of text for my first post. I wrote the first half late last night, went to post it this morning and there had been six more posts, so I had to add more.

JonGarrett |

Erkan - Did you see my intro? I've seen shorter short stories than that thing. Always go for more detail when in doubt.
Vasyl - Anything you might find useful. Common skill checks that use more than you standard skills, paticular attacks, whatever. The info there is what I need, so go nuts.
Oh, and just to be clear - when I present situations like 'you can do this,or maybe this, or perhaps that' you guys are always free to take a third option. I don't mind - sometimes those are the most fun. If it isn't possible I'll explain that, but it never hurts to ask. The choices I present are simply the ones that I think will work best.
EDIT: Oh, I'll have a (basic, sadly) battle map for you guys in a bit. I'll be hearing to work in an hour a few minutes, so it'll likely be up in two or three hours time.

JonGarrett |

Never Mind, I'm quite quick. You should be able to edit the sheet - simply delete the letter marking your location and move it to a new position as needed.
If something isn't clear (or it doesn't work) give me a yell. Again, sorry it's a touch basic. Graphics are not something I do well.
Once you decide on your battle plan I'll pop you guys on and we'll roll initative.

Vasyl Zima |

Was Vasyl able to find any ammunition or new weapons on the way from the square? That might influence his current activities. For now, I'll assume he either hasn't picked up anything new or has stashed it for the moment.

"Lug" Laetus |

I'm on the map. Like I mentioned on the gameplay page, if Lug knows that he can't damage the gunship with his autogun, I'll target the nearest T. If he can damage the gunship, or can't but wouldn't know that, I'll stick with targeting that. Sorry for any confusion.

Aenarius Laedram |

As a note, I highly encourage everyone to track their rounds in their profile like I did above. Not sure how else to keep it all together.
My idea is this:
Autogun 10 Clips (14/15) Shotgun clips 7 Clips (15/12)*
Using that as an example, I bought 10 Autogun clips. I've fired 1 round. So I now have 10 Clips with one of them at 14/15. Once that hits 0, I'll need to reload, and I'll change the profile to read 9 Clips (15/15).
*When buying rounds, I went over the normal clip amount for shotguns, which is why I have 15/12.

Aenarius Laedram |

I really like the map!
Also really glad to have a shotgun here. Something tells me that if the traitors turn around, having that close quarter weapon is going to come in handy.
So...let me see if I have this all straight.
Example: Turn 1
* We shoot as we described
* Traitors turn around
Example Turn 2
* Aenarius drops his autogun, pulls out his shotgun, and blasts a traitor. He does this full auto, and at point blank range
Point Blank +30 and Semi Auto+10, so BS 41+30+10 for 81: 1d100 ⇒ 67
Hits with 1 degree of success. So that is 2 hits for semi auto, and 1 hit for scatter.
Damage for all 3 hits, minus armor value 3 and TB3: 3d10 + 12 - 9 - 9 ⇒ (10, 10, 7) + 12 - 9 - 9 = 21
Is this right?
First time with this rule set, just trying to get it all clear.

Aenarius Laedram |

Also, please tell me if I am understanding these rules correctly:
Autogun with ROF 1/2/6, Clip Size 15
Single Shot: 1 shot at +0% to hit
Semi Auto: 2 shots at +10% to hit
Full Auto: 6 shots at +20% to hit
Each degree of success means +1 hit up to ROF
BS41: 1d100 ⇒ 57
Single Shot: Missed
Semi: Missed
Full: 1 hit
BS41: 1d100 ⇒ 90
Single: Miss
Semi: Miss
Full: Miss
BS41: 1d100 ⇒ 23
Single: 1 hit
Semi: 2 hits
Full: 3 hits
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And assuming that he full-autoed for all 3 rounds, his clip would have been down to 3 for that last shot, meaning that he can only semi-auto?
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Sorry for all the questions. But think it would be best to clear these up now than in the gameplay thread.

JonGarrett |

Close. The only thing you missed was that, with semi-auto burst, you get an extra hit for every two degrees of success, not one.
Yeah, these are relatively close quarters, although not as much as you might think. With the relatively slow movement speed if you're doing something else it takes a while to get around in Dark Heresy.
The Gunship (actually a slightly over sized Blight Drone, for the curious) is hovering around 10ft off the ground, so it can get a clear shot at the Arbites up the steps and over the heads of its own side. It can be hurt, but you guys aren't likely to kill it. But if you annoy it enough the Precinct can pop it with a Lascannon while it pays attention to you. This is more a case of simply getting everyone used to the Fight mechanics than a real battle.
The obstacles are basically fallen rubble, so two of three feet tall. Enough to provide a little cover while being able to fire over them.

"Lug" Laetus |

Ok, I have all the wounds (17) so I should probably draw gunship's fire - hopefully I can survive its attacks until they lascannon it.
Reading up feverishly on all the combat rules, but I'm likely to screw up often to begin with :)
Also I'll add much more to my info line today, including ammo as suggested.

"Lug" Laetus |

So question on that attack roll: I'm not sure if it was +20 or +30 for size (so of course I assumed +30...), but if it is 30, that take BS to 106. Is there a max to your skill? Like a permanent miss chance?

JonGarrett |

96 and up always misses. But yes, as you are finding, modifiers are the key to working well in Dark Heresy.
Of course, there are downsides. Get close? They can charge. Full auto? How much ammo you got, because hit or miss that just chewed through a good chunk. If it's big? It'll hit hard.

Vasyl Zima |

I don't think it would occur to Vasyl to go for the flying monstrosity here. There are attackers he can disrupt and kill.
@Aenarius: good point, edited my entry. I'll stick to my currently used weapon, the field will only display so many characters.

Erkan Vaughan |

@Lug i assume you are wielding a standard autogun, which is S/3/10, meaning it can be fired on single shot consuming 1 bullet, semi-auto burst consuming 3 bullets, or full auto consuming 10 bullets. It has a magazine of 30 rounds, and does 1d10+3 damage with Pen 0 (though if loaded with a magazine of manstopper bullets as I covered in my email, it goes up to Pen 3). So after one attack on full auto, you have 20 rounds remaining. 19 now for the botted shot by JonGarrett.
By comparison, Aenorius has the armageddon autogun, which is S/2/6, 15 rd magazine, but is a little heavier and does 1d10+4 damage. A little more damage, half the capacity. Would not have been able to put on the 10-hit impressive show you rocked when you rolled that 05 to hit!
I also just realized I never rolled a Divination to start.
Divination: 1d100 ⇒ 40

Aenarius Laedram |

Ok, now we are in the armory. In my mind, an Arbite *needs* carprace armor and a shotgun. As such...
Starting Gear: Shotgun and 12 shells, club, brass
knuckles, knife, chain coat or flak vest or mesh vest,
uniform (Good Quality Clothing), 3 doses of stimm,
injector, Arbitrator ID, chrono, pack of lho-sticks or flask
of amasec.You then start with 50 + 2d10 thrones. JonGarrett is then giving us 3 months pay, which is 75/month for an arbite. So, 275 + 2d10. I could not find if you ever rolled the 2d10. So I will work with 275.
Sell off from above:
Shotgun (60)
Flak or [b]Mesh[b] Vest (150) - mesh vest is worth far more, so you opt for that
Club (5)
- gain 215 throneSO, you have 490 thrones.
+7 starting, for 497
Gutter Forged Armor (350) 5AP all, -15 agility
This is the oldest, most banged up suit of armor the arbite’s have. It sustained a lot of damage when he wore it off world and hasn’t been repaired yet. Sadly, it is his. :(
80t - Ironclaw Combat Shotgun – 30 m, S/2/-, 1d10+4, 12 clip, 1 full reload, reliable, scatter
That leaves me with 77 left.
55t – mono sword
22 left now.
10 -Backpack.
Down to 12...which I’ll use for ammo.
Final result? TB 4 Armor 5 Wounds 16....agility 15.
And the party now has an arbiter who looks the part. Even if his armor is damaged enough that he’ll eventually need an upgrade.
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Is this all legit? And...even though I’m out of thrones can he requisition a respirator?
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