Moving Parts (Inactive)

Game Master Johnnycat93

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Thanks for the match. I didn't know you had displacement, did you even announce it?


Human Bachelor of Science 4 / Grad Student 5

Yeah... it was the round that I stayed ethereal and used my judgment. Lasts 13 rounds, so...


Poo tee weet I suppose.

Maps are added at the top for you ruffians.


fluid fey-touched Dreamlord

and it seems no one else is interested in a round :)

everybody got scared ^_^


Male GM 1

I'm not scared so much as trying to figure out how to go about things. XD Still making a few tweaks to Sariel here and there - my Symbol plan might be less awesome than I thought.


fluid fey-touched Dreamlord

aye, I'm not fully done with Harlequin either, which is why I didn't put him up for challengers.

Mostly, because I did not get feedback from GM.
e.g. if I switch to Antipaladin on the Monkside after Monk-11, then I won't take the nymph ability including Cha to Saves.

Also depending on the Legendary Items I get to have. As in, will I end up with 3 Scythes for lack of options? In that case, I should wield them one-handed and dual-wield, with the third animated per magus arcana.
(and no, I utterly don't want that. Also, no benefit with Flurry of Blow except flexibility)

Oh well. And I was so looking forward to being in a game WITH you.(as in, player/player). Truly hope our Gamemaster is elusive in name only...


Male GM 1

*Taps chin* I suppose a practice round would be for the best, though. XD Anyone up for one?


Space Marine Dreadnought Rank 3 Devastator

Alright! Reporting in with my Dreadnought here.


Warforged Bloodrager (Id Rager) 1/Unchained Monk 3

And here's my Space Marine follower.


Spooky Skeleton Scarecrow

Bed time.


Hi if this Original game is dead and this is a game being reused, GM could be be so kind as to remove all he old PCs and Plays as this has popped up on my active game Dashbord

PLayer = Johnny_Panic
PC = Cronossuss Fallen of Time


Spooky Skeleton Scarecrow

If that doesn't work you can go to the play-by-post page and hide the gameplay thread which will remove it from your active games.


Space Marine Dreadnought Rank 3 Devastator

Didn't even think about the fact that it'd add everyone back on, honestly.


Spooky Skeleton Scarecrow

Sorry, paizo was being sassy with me and made it a pain to post.


Yeah, same here for some reason. Not sure what happened.

Also, that initiative check though. Not gonna beat it.


Spooky Skeleton Scarecrow

Don't know if I mentioned it, each square is a meter on the map.


Yeah, that's helpful info. I assumed, but thanks for asking!


Spooky Skeleton Scarecrow

Please designate your targets using the grid points in the future, as it's easier me to keep track of.

Also, a twin-linked autocannon is only capable of scoring a maximum of six hits on full-auto.


Oh, sure! I didn't even think about that.

And I see what I did wrong there, I counted each extra bullet as an extra available hit.
I understand the rule now, thanks!

Edited post to reflect this.


Spooky Skeleton Scarecrow

Behold, ye mighty, and despair. The majesty of dodge rolls.


Okay, so flamers against Space Marines? Bad idea.
Had to figure out somehow.

I do have a question, though. Could you explain how Dodging works, exactly?
And what exactly happened to the Marines that made it/failed it?
Still confused on that part.


Also! I believe I scored a Righteous Fury on Hit 3, correct?

I assume it does not matter, as I missed the two, and the third is dead.


Spooky Skeleton Scarecrow

A dodge test is a skill test related to the agility characteristic. Just like your Strength test the marines all had the option of spending their reaction to attempt to dodge an incoming attack, with a target number of 40 (their agility score). A successful dodge negates an incoming attack leaving the victim unharmed.

Those dodging your autocannon fire had a more difficult time of it as you assigned two hits to each of them, meaning that each of them needed to succeed and have a degree of success to negate both hits. One failed and was hit, suffering damage as normal.

The others dodging your flamer had more leeway. First, they attempted to simply dodge your attack. As it was an AoE, those that succeeded were moved to the edge of the effect as long as it was no farther away than their agility bonus in meters. Those that failed were struck by the attack, though the flame quality allows them a second test to avoid the attack and then a third to avoid being caught on fire. They failed and were hit, but one avoided being set on fire.

In most cases creatures only receive one reaction per round so any fire coming from your follower will be more or less uncontested.

Quote:

Also! I believe I scored a Righteous Fury on Hit 3, correct?

I assume it does not matter, as I missed the two, and the third is dead.

Yes, though that Hit ultimately missed. Remember to roll RF as soon as you score them. Note that your follower cannot score Righteous Fury.


Ah! Okay, that makes sense now.

I was still having a bit of trouble understanding the specific numbers on your rolls there. (Not cheating, just seeing how you do it, ya know?)

I did have a question about my Dreadnought's Dodge, though. Seeing as how I have a -50 on Dodge tests, and I only have a 20 Agility inside the Dreadnought, does that effectively mean I cannot Dodge, leaving it to my Armor and Storm Shield to prevent damage?

The Reaction is like an Immediate Action, right? You only get one per turn? Is there a basic way for things to get more than one Reaction?

@RF: I didn't even notice that I had triggered it until you posted again, at which point I did see it.


Spooky Skeleton Scarecrow

Only one reaction a round barring specific talents that allow additional ones.

And yes, dreadnoughts are hosed on dodge unless they have very favorable circumstances.


Do do the grenades count as targeting my front for armor purposes?

Because if so, none of them got through.
I...didn't anticipate I'd be able to survive them so easily...

Gotta check on poor old Torv, though.


Spooky Skeleton Scarecrow

Yes, the attack struck your front armor.


One more question before I post our actions.

How does reach work? Do I actually have reach? Does it matter?


Spooky Skeleton Scarecrow

No, you do not possess reach. You will need to be adjacent to an enemy to engage them in melee.


Alright, cool.


Another question.
(I'm discovering I didn't know nearly as much as I thought I did.)\

How do shooting missiles/grenades work?
I assume that I can simply shoot it at a target, but what if I want t shoot it somewhere else?
Do I aim at a specific square, a grid intersection, what?


Spooky Skeleton Scarecrow

If it has the blast quality you can target a square as long as you have line of effect.


Spooky Skeleton Scarecrow

Remember to include penalties/bonuses for range and other combat circumstances.


The intended targeted square could be hit by my Infernes Pistol in short range.

Am I missing some penalty/bonus I should be using?


Spooky Skeleton Scarecrow

Close range nets a +10.

Ok, but an infernus pistol has no blast or AoE quality so I'm not sure I see the point in doing so.


Yeah, I looked that up after you mentioned it. Good to know!

I was using the exaggeration that the weapon with the smallest range I own can hit the squares I want to from here in Close Range xD

Sorry, it's my jokes not coming through the toneless boards.


Spooky Skeleton Scarecrow

By the by, we might not have time for me to put anything particularly dangerous at you since recruitment is almost over. We might do dread v dread for giggles.


That's fine! I've pretty much learned everything I wanted to learn through this simulation, so I'm fine with what we did get in.

And you know I'm perfectly willing to go up against an enemy dreadnought! Will help me figure out which weapons to use against them.
I'm thinking the autocannon up until we engage, at which point the fist and laser pistol should be good (melta weapons double their penetration at close range, so that infernes pistol will be sitting at Pen 24. It's basically my anti-in-my-face-armor-weapon).


Spooky Skeleton Scarecrow

We'll see, remember I'll have a follower as well and I have no qualms about optimizing a simulation.


Well, yeah. Of course.
I wouldn't expect any less.

Also, I'm done editing my post for Tyr, finally.


How does turning around work?
Does it take an action?

Also, which one is their leader? Where'd he end up?


Spooky Skeleton Scarecrow

You're a walker so it doesn't take an action.

He's the one standing farthest back.


Oh, cool!

It's clobbering time!


Spooky Skeleton Scarecrow

I think we're going to end up nixing the fields, it's a little too much methinks.


What about just taking it down to the Combat Shield?
Protection rating of 25 instead of 55.

Also, I think I'm going to finagle to get my WS higher. I want to be able to punch stuff easier.

Edit: probably going to drop the flamer attachment, picking up the storm bolter attachment. That'll give me a nice solid ranged weapon, while getting rid of the need for Cleanse and Purify. That, plus giving up one of my forbidden lores (probably Xenos) and reducing my BS by 5 gives me 1,500 xp, which is enough to get a +10 WS, to take both skills up/down to 60.

As to my weapons, if I choose the storm bolter, then the need for the autocannons is lessened slightly, allowing me to pick up the assault cannon instead, for its full-auto capabilities.
If we do reduce the shield to the combat shield, then that gets me 15 req back, which I would probably use to make the assault cannon exceptional quality.

Sound good?


Spooky Skeleton Scarecrow

I'll compromise with a combat shield. Have you looked into Deeds?


Deeds? Not really sure what those are.
Are they in Rites of Battle?
Edit: found them. Reading about them now!

Also, what's your opinion on my proposed weapon choices?


Spooky Skeleton Scarecrow

Remember that you're storm bolter would be a TL bolter instead.

Honestly, I prefer the autocannon over the assault cannon.

I would drop the missile launcher and the infernus pistol entirely to save on req and pick up an underslung melta instead of the TL bolter.


See, the weird thing is is that it doesn't have the Storm Quality.
And the errata didn't add it in, either. So it's just by itself.

I'm trying to see why you prefer the autocannons, though. The only real benefit I see is being able to fire on single shot mode, but I can shoot in single shot mode with the same action as a semi-auto or a full-auto. I thought maybe the extra d10 damage, but then the assault cannon has Tearing, which balances that out a bit. Could you maybe explain why you prefer the autocannons?

Yeah, I don't think I'll be dropping either the missiles or the pistol. The missiles are just cool, and the pistol has freaking Pen 24 within 7 m. That's amazing, as it can cut through pretty much any armor.

I looked at Deeds, and none really seemed worth it for me.
Is there a specific one you suggest I look at?


Spooky Skeleton Scarecrow

The assault cannon is updated in the errata to only 2d10+12 pen 6. The autocannons statline remains the same. The autocannon also has twice the range which means it has twice the margin for close-range. It's a good stop-gap, all-round weapon.

My point is that your weapon selections provide unnecessary redundancy. An infernus pistol is not a good investment when you can opt for a free underslung melta gun on your weapon arm. A storm bolter is unnecessary compared to your right arm armament, missiles, and grenades. Missiles are unnecessary given your grenade launcher and autocannon.

You asked for my opinion.

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