Rookseye |
OK, I added the Kill-Team page for tracking Cohesion, Solo/Squad mode, and the associated Abilities in use. There is also a link to a quick reference for these rules.
If anyone has any final questions for Inquisitor Quist in the flashback sequence, please ask them now, as I plan on transitioning back to the present, in the drop-pod over Tantalus, tomorrow.
Rookseye |
Yup, it would be nice to play a chaos warband with our deathwatch kill team and inquisitorial acolytes as the opposition.
I have to think that Black Crusade will have something to do with the Hadex Anomaly in the Jericho Reach, rather than the Eye of Terror, so you might just get your wish, Rad.
FFG's Warhammer 40K setting material really has managed to foreshadow each subsequent game book well.
Balfic-graa |
So Balfic if we have Black Crusade characters face the Deathwatch, would you play a Fallen so you could be your own mortal enemy?
No Lorm,
Would probably play an Iron Warrior, or a Night Lord. Then again I might play a Word Bearer just because I know you hate it when I play a fanatical preacher type character Lol.
Eradico Pravus |
Just a quick question: When it comes to representing the Battle-Brothers on the battlemaps during combat should we use the Paizo profile images, or would you all prefer labeled, helmeted Deathwatch marine counters?
I have no real preference. Whatever you see fit is fine by me!
btw, the wiki is great and I'm enjoying the game immensely. Just hope I eventually make a roll, however. :)
Rookseye |
Don't feel bad about the dice deserting you from time to time, Eradico, even misses add to the story.
(I like to partially reward missing by less than one degree, too. Sometimes just getting close will tell you something.)
Lorm has set some legendary standards for bad luck in the DH campaign, so you probably have a ways to go, yet.
Eradico Pravus |
Don't feel bad about the dice deserting you from time to time, Eradico, even misses add to the story.
(I like to partially reward missing by less than one degree, too. Sometimes just getting close will tell you something.)
haha, yeah no prob. What fun would it be if we made every roll? Just hope I don't end up in the jaws of a carnifex!!
Eradico Pravus |
Since we have a fairly large kill team, how about we split up in the search of our quarry?
Also, I would recommend that Brother Emeric rig the refinery with explosives, just in case we need something to cover our escape.
Thoughts?
First I'd suggest using the vox-caster to listen to refinery chatter and try to contact the Magos. Then I would try to raise whoever is inside the bunker complex so they know we're friendlies and don't unleash the heavy bolters.
Ambivalent about splitting up. I yield to the group consensus. However, we are on the clock! I'm wondering if Quintus' heavy flamer might be better served nearer the front in case we encounter any hordes.
Emeric doesn't have demolition as a skill but I'm sure he can cause an overload somehow if the opportunity presents itself. >:)
Rookseye |
Rook, what is the approximate scale of the Pyroclast-Gamma-9 Refinery map? Each grid represents how much distance?
I don't think it is ever specifically called out in the adventure, Eradico, but judging by the comparative sizes of things, I'm estimating about 20 meters.
Eradico Pravus |
lol that was great. I was typing out my response when you posted ;-) Looks like we are thinking alike on this one.
Yeah, too funny! Great minds do think alike! :) Too bad I can't make a roll... Guess we can just keep backing up, stay out of melee range, and blast the servitors to pieces.
Rookseye |
Great idea Eradico, unlucky execution, unfortunately it happens.
I was considering a methodology for awarding bonus XP for roleplaying efforts for this campaign (that post was above and beyond, even for a failed attempt) and although I am still working on the mechanic (I'll likely link it off the Honours page of the Omega Vault on the Sons of Jericho wiki when complete) that should be no reason to shortchange anyone before it is up.
Brother Emeric: 20 Bonus RP XP awarded.
Brother Caledonii: 10 Bonus RP XP awarded for thinking of the idea almost simultaneously on the Sons of Jericho group-think cloud.
Also, I'm holding off on the next posting for the Comm Uplink tower until I get home tonight as I only have the files necessary for the battlemap and counters at home. I'll roll Initiative for the servitors so you can get a sense of the turn order, though. Start thinking of what your initial round actions will be, I should be back on around 8PM EST.
Brother Emeric |
Brother Emeric: 20 Bonus RP XP awarded.
Brother Caledonii: 10 Bonus RP XP awarded for thinking of the idea almost simultaneously on the Sons of Jericho group-think cloud.
woot! Thanks, O generous GM! :)
BTW, any suggestions on combat postings? Should I stick my rolls/damage results inside spoiler tags or leave them as is?
Rookseye |
Rookseye wrote:Brother Emeric: 20 Bonus RP XP awarded.
Brother Caledonii: 10 Bonus RP XP awarded for thinking of the idea almost simultaneously on the Sons of Jericho group-think cloud.woot! Thanks, O generous GM! :)
BTW, any suggestions on combat postings? Should I stick my rolls/damage results inside spoiler tags or leave them as is?
You're welcome Eradico, I'm just trying something new in this campaign to see how it works.
Actually, I'd prefer the players to not use spoiler tags for combat rolls, just put them in OOC tags and that will be fine, it is just easier to read at a glance.
Brother Emeric |
Hey Rook,
I had a question about using the servo-arm to parry in melee. FWIW, I started a thread on the FFG forum. I'm happy to abide by whatever your interpretation is.
Rookseye |
Hey Rook,
I had a question about using the servo-arm to parry in melee. FWIW, I started a thread on the FFG forum. I'm happy to abide by whatever your interpretation is.
Before I read the FFG posts you linked, I thought about it, and can honestly say I don't see any reason why not. The servo-arm can be employed as an improvised weapon, and my only hesitation would be if the servo-arm was characterized as Unbalanced/Unwieldy, which it is not. Now whether this was expressly done or by omission is hard to say. Frankly, from the art of the servo-arms, they don't appear very nimble, but there is nothing to say that a well-trained techmarine, used to maneuvering such a body couldn't interpose it against a melee attack by adjusting his stance and activating the arm. After all, the arm is essentially an extension of the techmarine's body, and connected by a neural interface.
Even after reading the posts, I would say yes.
The 'cool factor' and limited impact (and no obvious game-breaking aspect) factor in here of course. I still think the arm is slower than a well-wielded chainsword, so I would limit the servo-arm to one Parry per round no matter how many attempts to Parry you could make additionally through other traits or bonuses (with the exception of maybe a house-ruled trait that sped up the arm for just such a purpose). What swayed me the most was that servo-arm can be used to attack as a Reaction, which lends credence to the notion that they are faster than they appear.
Balfic-graa |
Deiros,
here is there Minidex archive. After reading through it IA 10 is alot better.
http://theflylordsofterra.blogspot.com/2009/09/40k-mini-dex-logo-sheet-arch ive.html
If anyone is looking to start playing Iron Warriors let me know. ;)