Mordigael's call

Game Master tko540

The Watch Commander and his Epistolary have called and the loyal sons of the Primarchs have answered the call!


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i would prefer to use the errata for later missions since we have all spent Req for this one and i'm itching to play this mission out.


White Consuls Tactical Marine 1

Requisition so far:
Raziel: Hand Flamer (10)
Lanius: Flamer (10)
Quintus: Diagnostor Helmet (15)
Calculus: Combi-tool (15)
Solar: Missile Launcher (10)
Logan Black Blade: 1 clip Metal storm rounds (15)
N'Keln the fireforged: Heavy flamer, Stalker boltgun with telescopic sight (16)

91 leaves us with 19 points for 1 auspex for our techmarine + 1 extra grenade (frag or krak) for each of our Assault marines and a cartograph for myself leaving a final list as follows:

Raziel: Hand Flamer, 1 grenade (frag or krak) (11)
Lanius: Flamer, 1 grenade (frag or krak) (11)
Quintus: Diagnostor Helmet (15)
Calculus: Combi-tool, Auspex (27)
Solar: Missile Launcher, cartograph (15)
Logan Black Blade: 1 clip Metal storm rounds (15)
N'Keln the fireforged: Heavy flamer, Stalker boltgun with telescopic sight (16)

total 110

How's everyone with that?

Silver Crusade

Male Devastator Marine

sounds good.


Ultramarines Apothecary/Tyrannic War Veteran

Looks good to me.


Unless I have miscounted which is entirely possible I think you all are a bit over with the telescopic sight... that ends up being 21

Truthfully though, I didn't read the REQ super close so I'll give it to ya.

Also, I want to know if you all want to see my rolls for plots and creatures attacks...etc. Or if you all mind me hiding them? Granted if I show them, they won't be labeled other than in combat.

Sczarni

I really don't mind you saying "it happens" or it "doesn't happen"

If you're unwilling to let the GM do what he thinks works for you the players and the story, you really shouldn't play a co-operative game.


White Consuls Tactical Marine 1

Sorry that's my bad, I thought the stalker bolter was 10 not 15 (I was lifting weight and typing that post at the same time). I'll just give back my cartograph... Unless we can convince you to give N'Keln those 5 points for the difference between a heavy bolter (20) and a heavy flamer (15)... I know I'm chancing my arm...

In terms of your rolls, I'm happy with what you're happy with GM. I assume you still want us to roll everything here.


White Consuls Tactical Marine 1
Watch Captain Tiberion wrote:
Truthfully though, I didn't read the REQ super close so I'll give it to ya.

Sorry I missed that part. It's late here. Cool, let's roll out!


I'll take that trade Solar.


Map

Sczarni

Where do we touch down? or do we get to pick heh.


I will be covering that. Post should be up within the hour.

Sczarni

ah sorry, bored at work and checking frequently tonight and next two days.

Sczarni

I'm assuming the spot marked 1 is the wreck? and the navigation check is to decide how/where we land?


yes and yes


Ultramarines Apothecary/Tyrannic War Veteran

Just as a heads up, Friday and Saturday will be difficult for me to post. I'm going to be out on a business trip for those two days, away from my computer. I'll bring my Kindle and try to post when I can, but I can't guarantee anything.


If you are looking at the map this is a rough key:

1. Crash Site
2. Mag-Train side station
3. Mag-Train Main line
4. Security Bunker
5. Comms Relay Uplink
6. Overturned Land Hauler
7. Primary Refining Unit
8. Gate House/Transport Station
9. Central Control
10.Main Compression Tanks.


Let's proceed to the obvious area of investigation: the crash site.

Silver Crusade

Male Devastator Marine

yeah.


Waiting on Logan to respond one way or the other, Quintus already told me it would be hard to post this weekend.


White Consuls Tactical Marine 1

What is the scale of the map? Is 1 square a km?

If we are close to the unmarked structure to the south, do our assault marines want to break off and scout it while the rest of us double time it to the crash site. Considering you're moving at twice our movement rate you should be able to get there and back to us without missing much.


dear god no haha, that would be a huge map! Boxes on the map are only about 10m.


Male Irish

10m would mean, if we're 2km southeast of point 2 we are way off the South east side of the map 2km = 200 squares. Sorry I'm not trying to be a jerk, I just feel we should check everything we pass rather than having to double back to check it later...

100m for a square would mean we landed near point 4... It also makes much more sense in terms of the size of the buildings.


Male Irish

What do we know about the Magos physically. Being an agent of the Mechanicus, he might have replaced his legs with something else... This would change the way we track him.


You are currently not on the map yet. The map given to y'all is more of a zoomed in version of the objective. You have more or less been dropped in an area that provides no concealing terrain for enemy troops. There really isn't much for y'all to check until you move into the box.

Roughly moving at normal tactical pace for Marines, should put you there in 17mins...double time pace 8mins however yall will have to take a toughness test or gain a fatigue...etc

As for the Magos, all that you know so far as Marines:
1.Magos for Mechanicum
2.He posses the datacore
3.He is injured

As players:
He's a Magos, of course he will have a unique energy / life signature.
Most likely will have cybernetics.


White Consuls Tactical Marine 1

In which case I suggest we continue at tactical pace. Fatigue is nasty!

The assault marines can scout ahead and check out point 5 (Comms Relay Uplink), point 4 (Security Bunker) and the ruined structure to the south of the crash site. Keep an eye out for any evidence of the Magos. Try to maintain a vox connection with the rest of us. I think vox range is 1 km. Good plan?


Raven Guard Assault Marine 18/23

I'd rather not leave anything unpleasant behind us, and we'll need a suitable defensive point for extraction in either case.

I'll follow Solar's advice and check out the unnamed building. Any other points of interest can be scouted out once we find the Magos. If Raziel wants to come along, that would be wonderful. I'd prefer not to get ambushed alone.

Edit after solar posted: Good plan. We've got plenty of move to spare.


Male Irish

Just looking at the book for "hurring" we should be able to move at double pase for a number of hours equal to our toughness bonus before we have to take any toughness tests (core page 205). However, I'm OK with whatever you rule.


My bad I need to read a little closer and stop power reading.


Male Irish

To be honest I wouldn't have spotted it except for the fact I know that I can run 2km and not feel fateagued...


Same here, that's less than my warm up.


Male Irish
Battle Brother Raziel wrote:
1st one, just missed, 2nd one, also missed. Must be thinking about some Adepta Sororitas he served with or something...

That joke has been going since Sisters of Battle arrived on the scene, but it never made me actually laugh before!


Raven Guard Assault Marine 18/23

Is this supposed to be an awareness test, or just flat perception? If the latter, then my results change to fail by four/pass by two, and if the former, then Raziel should be adding his heightened senses to this his roll and probably passing both.

Stupid overlapping skill/stat names.


Nope awareness tests


sorry about yesterday guys with the GF all day


Male Blood Angels Space Marine (super-human) Deathwatch Assault Marine, Rank 1

So as it turns out I forgot to adjust for the lower XP for this campaign from the other one I used this character in. These are Raziel's correct stats:

Weapon Skill 57 (+5 = 62 from armor)
Ballistic Skill 33 (-5 = 28 from armor)
Strength 42 (8)
Toughness 41 (8)
Agility 55 (5)
Intelligence 37
Perception 40
Will Power 39
Fellowship 38
Wounds: 22
Fate Points: 5
Talents:
Flesh Render (talent)
Swift Attack (talent)
Squad Mode ability: Wrathful Descent.
Power Armor History:
Thine Arm Be The Scourge Of The Impure. +5 Weapon Skill , -5 Ballistic Skill while helmet is worn.

Demeanor: Hot-Blooded, rash and impetuous but noble and idealistic.
Chapter Demeanor: The Red Thirst
Description: Raziel is very pale, with shoulder length straight dark hair. Like many Blood Angels, his features are considered to be rather attractive. Common to his chapter are dark maroon lips and red-brown eyes.


Ultramarines Apothecary/Tyrannic War Veteran

Back and ready to play, guys. Thanks for being patient with me.


Male Irish

At what range do the rest of us see the combat? N'Keln should be able to make shots from his stalker bolter from 800m out. Quite accurate shots given the bolter has a telescopic site. Assuming they haven't noticed us coming at that point and that he hakes a full aim it would be at +60 (+20 full aim, +10 accurate, +30 unaware target) and cause an extra 1d10 damage per 2 degrees of success up to + 2d10. That's a maximum of 3d10+9 pen 4, should be able to wipe out a hormagaunt.

The rest of our bolters should come into range at 400m

Considering the range of our vox the others should have been less than 1 km (1000m) when they first landed at the bunker.


Stalker bolter has an extreme long range of 600m... The rest of your bolters come in range at 300m. Depending on which he targets he can get a negative modifier... As for when you get into range, at your current running speed by the third round of combat, since a combat round is 5secs, you would have only moved 90 meters... So saying that when they touched down, looked around, and knocked lets say 30secs went by. So 180m covered, and another 90 for 3 rounds of combat, that's 270 meters covered. So the rest of the squad would be roughly 730m away...

I'll tell you when you are in range. I'm pretty fair about it.


Male Irish

I thought Extreme range topped out at range x 4 but I'm working from memory so I could be wrong.

The telescopic scope should negate any negitive modifiers for range.


The scope does, however it doesn't affect shooting into melee... Extreme is triple.


Male Irish

OK Dokes

Of course all this is assuming a perfectly flat plain and perfect weather conditions. It might be that hills or wintery conditions mean we can't see them until we're 100m away...

I'm just making suggestions that might bring an advantage to the squad as a whole, if they are accepted by the squad or by the GM is up to you. They are only suggestions, not orders.


after rereading the rule Extreme range is 3x distance and up. up to 4x dist out.


White Consuls Tactical Marine 1

Thanks... And sorry for that...

Does this mean that N'Keln can start taking shots now? If he can and does Solar will hang back with him and watch for anything approaching from elsewhere.


yes he can.


White Consuls Tactical Marine 1

What is the penealty for shooting into combat? Is there a chance of hitting our ally?


Yes there is, and I will roll to see if the round hits a teammate or if it goes off into the nether.


Raven Guard Assault Marine 18/23

Please don't shoot me in the back of the head. Heads are hard to replace.


White Consuls Tactical Marine 1

I won't fire into combat if there's any chance of it hitting an ally. Especially for small troop type enemies. Bigger more dangerous enemies will require more consideration. Try not get locked in combat with anything too big to handle!


I recommend, Brother Solar, that our devastator and sniper take flanking positions, while the remaining three charge down the middle.

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