| Cort Darfrain |
I am not sure if I should save up my XP for. Any advice? OI have 150 right now, and assuming we are competent again the next time we do something I should have the option to buy another talent, or up a skill.
Any thoughts? Or is it better to save up to up my AGI or BS again.
| Wikvaya Shoodii |
Everyone alright with me rolling the Surface (navigate) test again? I'm not skilled in it, so I can't assist, but those who ARE skilled in it can assist me, which leads to better numbers.
@Cort Not sure either. Whatever you want, I guess!
I'm thinking of taking Logic or a Scholastic Lore, maybe something else INT-based.
If we really need the navigation though, I might get Surface (navigate) after all just so we won't get horribly lost. Thoughts?
| PhilOfCalth |
Enemies of the Imperium came in the door to me yesterday. It's prety cool only half beastary the other half full of rule expansions and notes on the dosposition of alien species as armies in the spinward front. It's clearly targeted at the DM rather than the player.
It's given me some solid ideas for follow on campaigns after this one, and some rules/mechanics for streamlining how I was going to do one or 2 things.
Anyway, just though I'd share that with you all.
Eirik Baldur
|
Sweet. Let us know how it is. Since I'm playing I won't pick it up just yet. I have avoided all the mobs stats and stuff so far lol. Its refreshing not go oh look a ....... it has an ac of and this many hp and blah blah blah. Its fun not knowing what what I'm fighting can do.
| Cormeg MacCammon |
| 1 person marked this as a favorite. |
Hi everyone. I´m your new player and I´m taking over the role of heavy gunner. Here´s his character sheet:
Cormeg MacCammon
Heavy Gunner
Male
Age 54
Description:
Cormaeg was a hunter and a father. Though, after around 40 years of trying to be both, only one came out on top.
Cormaeg fathered 8 sons and one daughter with his wife. All of which are now dead, killed while hunting, and several in front of his own eyes. They died too far away from the protective walls of the Highland kingdoms.
His last child was a daughter, and at the age of two his wife died as well, this time in bed rather than in the dark of the woods.
Knowing (Or only believing) that he could not take care of this one daughter, knowing most of his children have died, he left her in the care of another couple, and decided the best way he can escape his failed past as a father is to take the complete role of a hunter, this time fighting the Imperium's enemies, far away from his past.
He has seen what stalks in the night and has always come back from it, many times alone. He is strong but not quite stupid, yet only intelligent when it comes to the ways of fighting. He was alive to see the first Imperial ships land and see those participate in the first guerrilla wars against the Imperium.
He has never been a talkative man, yet he is not unable to show comradeship and amiability.
He is only amiable with his comrades until the point when the fighting starts, and then there is no room for error, and he will punish any that might jeopardize his or any of his other comrades lives.
The Aquila on his full plate is on his left shoulder blade.
Weapon Skill: 2d10 ⇒ (7, 7) + 20 + 3 = 37
Ballistic Skill: 2d10 ⇒ (7, 7) + 20 + 10 = 44
Strength: 2d10 ⇒ (7, 3) + 20 + 3 = 33
Toughness: 2d10 ⇒ (9, 8) + 20 + 5 = 42
Agility: 2d10 ⇒ (7, 1) + 20 = 28
Intelligence: 2d10 ⇒ (2, 6) + 20 = 28
Perception: 2d10 ⇒ (3, 3) + 20 + 3 = 29
Willpower: 2d10 ⇒ (3, 6) + 20 = 29
Fellowship: 2d10 ⇒ (1, 8) + 20 - 3 = 26
Wounds: 12
Fate Points: 1
Experience: Unspent: 350, Spent: 1050, Total: 1400, Expenditure: Ballistic Skill simple + intermediate + 10BS 750xp, Dodge trained +10 300xp
Armor: - Feudal World Plate; 5 All, 30Kg
Aptitudes: Agility, Ballistic Skill, Defense, Fellowship, Offense, Perception, Toughness
Skills: Athletics, Common Lore (War), Stealth + 10, Linguistics(Heghland), Survival, Common Lore (Imperial Guard, War), Intimidate, Dodge + 10
Talents: Ambush, Blind fighting, Double team, Resistance(Fear), Frenzy, Hatred(14th Mordian Iron Guard), Enemy (14th Mordian Iron Guard), Iron Jaw, Weapon Training(SP, Heavy, Launcher, Bolt, Low tech)
Ammo and Weapon Status:
Poor Craftsmanship Bolter (19/24); 3 Reloads
Common Craftsmanship Autocannon 7 Clips
Frag Grenades; 2
Krak Grenades; 1
Blind Grenades; 2
Stun Grenades; 2
Knife
Weapons: Common Craftsmanship Autocannon 7 clips, Poor Quality Boltgun with 4 clips and a melee atachment, Missile launcher with 2 frag and 2 krak missiles, 2 blind grenades, 2 Stun Grenades, 2 frag grenades, 1 Krak Grenades, Common Craftsmanship Axe, knife
Equipment: Microbead, 9-70 Entrenching Tool, Poor weather gear, rugsack, set of basic tools, mess kit, water canteen, blanket, sleeping bag,rechargable lamp pack, grooming kit, subdermal id-microchip, 2 weeks combat rations, Imperial Infantryman's Uplifting Primer, mantrap
Comrade: Carno Tavish
Disposition: Addict
Description:
Fluency: Can speak low gothic but cannot read or write it. Does not start with Linguistics (Low Gothic). Starts with Linguistics(Heghland). Heghland as a written language is poorly developed which makes communication of some complex concepts difficult. See the House rules for more information.
Suspicious of Machine Spirits: -10 to Lore (Tech), Medicate and Tech Use Tests, unless trained in that skill.
Infiltrators: When 2 or more Character from this Regiment are called upon to make a stealth test, 1 character may attempt it at -10. If he succeeds all other characters may use his agility score instead of their own. The Characters must be within 10 meters of each other.
Survivalist: May re-roll failed Survival and Navigate surface tests when in a jungle environment.
Condemned: -20 Fellowship when dealing with members of Imperial Guard Regiments other than those raised from Heghland or the 12th Catachan Jungle Fighters.
The Regiment Rivalry: 14th Mordian Iron Guard Artillery Regiment.
The Few: When the squad requests reinforcements (to replace fallen comrades) it must make a Hard (-20) Logistics test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test otherwise. Failure by 1 degree will mean they receive reinforcements from the 12th Catachan regiment (who do not speak Heghland). Failure by 2 degrees will mean they will receive reinforcements from a Mordian Iron guard Regiment (who don't speak Heghland and give the player a -5 to stealth tests when in cohesion). Failure by 3 or more degrees will mean they receive no reinforcements this time.
Eirik Baldur
|
I want to trap the tank and block its field of fire really. And if the missle is that good and it can't move after we drop rocks on it we might rig up someother surprises. Anyone else got any suggestions? We could rig the melta to blowup that outta be nasty or we can rig other grendaes for the ground troops....
| Garion Valkof |
Also, do not forget rigging equipment and things like that are heresy. Only Tech Priest can do it, and even then they are treading a dangerous line. Making a mine with a krak grenade is fine, but attempting to takr apart a melta and use its parts to make something else, especially something that is NOT an STC, is the height of heresy to the Mechanicus.
Eirik Baldur
|
Nah just rig a remote or a string and once its hit it overloads pretty much by pass its safeties shouldn't be too hard. And say one grenade from everyone comrades as well. We set up what will look like cover to then enemy in a fall back postion so anyone on foot runs to it. Thats where we set the mine field. Plus we put someone in cover on the otherside of that so as they come around they are pinned against the wall.
First action missle to tank.
Second rockslide trapping tank.
Third try to force enemy through mine field while second missile is fired at tank.
Fourth clean up I hope.
Save the melta for another time. I don't know what a melta on overload would do against the bottom of the tank and I want it intact mostly. Anyone else got any ideas suggestions criticism?
Eirik Baldur
|
Yeah but if its trapped by the rocks he's got all the time in the world to line up that second shot. I think we should just go with the mine field and the rocks.
@cormeg we need the missle to breech the chimera once that's done we can capture thise inside esp if its trapped and can't move. It would take a realky lucky roll to just blow it up.
Who has the best stealth? And lets all aid him or atkeast have comrades to help so we can get the max bonus.
@phil do you need more detail than what I already put up?
| PhilOfCalth |
Considering you will be able to choose your terrain I was going to let you describe the traps locations and then build the map around it. The worst thing that could happen is I spend a few hours making you a unique map and it's missing a major feature that you need.
Assume the terrain can have anything that you could find in a mountainous region. EG Cliff faces, hills, grass patches, rivers, sparse trees, etc, etc
Eirik Baldur
|
Okay I want a land slide rigged across the trail to slow them down so they are trapped in sort of a gully or canyon type area and we can shoot down from above. Thats already across the trail when they get there it looks like it just happened when they start to back out drop rocks across the back end traping them in with little to no room to manuever as that happens blow the mines while cort tries to bust the back of the tank. The rest of us concentrate fire from group to group till all hostiles are neutralized. Try to preserve one transport. I would rather the tank but I can't think of how to take it without cracking it open. We use the transport and enemy uniforms to move to the base we will have loaded it with all the food and med supplies we could have find and posion the lot. Tell them the convoy was ambushed give them the supplies take the general and run the sickness spreading through camp should sloe any pursuit. We move to a cache point where out uniforms and gear are stashed and change back to our stuff and make for our lines. Sound good?
Phil you need anymore detail on the traps? It should be easy a narrow canyon or pass they have to go through have one end blocked as they get out of vehicles to move it we drop the other end and blow mines scattered around to cause damage and confusion as cort trues to bust the arse end of the tank.
| PhilOfCalth |
So you want to trigger a natural landslide into a vally now basically. Correct?
Will the mines be on the path? Both sides? One side?
How high above will you be from the enemy? Won't you be trying to capture someone?
When the enemy see this landslide what's to stop them from turning around and going back? Do you want it just around a bend so they don't see it until it's too late? Or do you wan to leave a tight path through it so they can try to pick their way through slowly?
Eirik Baldur
|
See this is why I wanted to see the terrain lol its hard to think of all that in a vacum thanks phil :) okay around a bend and a tight path so they try to push through the mines will be on the path but I want to be able to remote detonate them. Still close/ point blank range I just want higher ground and cover for my men. About the time they start weaving through but before hitting the first mine we will strike. Tiggering a second landslide to close the back end of the valley. I want cort blowing that tank up then I want them to shoot everyone til they surrender but I want one of the transport vehicles left alone blocked in by the wreckage to the ones around it. So we can use it for disguise. Also leave enough of them alive that week can have a uniform each. If we can manage. Those we will interrogate I can aslo try to read the data from any nav gear they have. That a bit better? Never had to do this witbout the terrain already picked out by someone else lol.
| PhilOfCalth |
What I'll do is make the map with the 2 landslides (hopefully Monday) and you can tell me where you want the mines put. Your men will only be able to set up 1 side of the other of the valley.
Unless you're talking about string there really isn't any way to remote detonate a grenade. The good news is those of you with survival can make twine from the trees. Please describe what you're planning on doing here, and let me know how many "mines" you plan to set.
Also how do you plan to set off the landslide? Grenade?
Generally speaking PC's don't get to pick the ground on which they fight. I thought it only right to give you every opportunity to use your collective ideas without terrain restrictions.