| Brother Solar |
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?
| Watch Captain Tiberion |
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.
| Brother Solar |
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.
| Brother Solar |
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.
| PhilOfCalth |
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.
| Watch Captain Tiberion |
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.
| Brother Solar |
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?
| Brother Lanius |
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.
| Brother Lanius |
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.
| Battle Brother Raziel |
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.
| PhilOfCalth |
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.
| Watch Captain Tiberion |
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.
| PhilOfCalth |
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.