GM Larkin |
Overwatch I believe is the Only War term
It's definatly in deathwatch. I'd be suprised if it isn't in Dark Heresy. Basically you need to declare 3 things:
1 - Target Area (Back of Truck)2 - Trigger (Enemy leaving the truck)
3 - Action to take (Single shot/semi-auto)
Garion will Inspire Jermaie if he is range. If not he will inspire Baldur if possible, and if not, he will inspire Wikayva.
Everyone who can hear you is in range. You're all wearing microbeads. The range on the microbeads is 1 km
GM Larkin |
Over watch second vehicle rear hatch emerging troops fire single shot..... was that right?
Yup that's perfect!
Imitative for Cormeag: 1d10 + 2 ⇒ (2) + 2 = 4
As ordered Cormeag will brace and fire single shot at the rear of the second APC, as commanded.
BS 44 + 5 comrade + 10 SS + 10 short range + 20 size = 89: 1d100 ⇒ 76
Damage: 3d10 + 8 ⇒ (3, 7, 7) + 8 = 25 I, pen 6 = 13 "wounds"
The round makes a painfully loud clang as it passes through the rear cabin of the vehicle. That's defiantly got their attention!
I won't get to updating the map until tonight but the dominate vehicles will move a further 26m (aprox 13 squares) down the track on turn 2.
Cort is up first, then finally the dominate troops. After that we will return to our normal combat flow
GM Larkin |
I'm glad someone remembered that they have krak grenades! The range on a grenade ios SBx3 and it is worked out in the same way as normal weapon ranges ie close range is at SBx3/2
The back of vehicle 2 is 19m away so it's at long range for you -10. If you use a 1/2 action to move forward 2m it will be in standard range.
GM Larkin |
The transports continue to move in a speedy but disciplined fashion towards the gap.
Both Dominate gunners man their weapons and attempt to suppress the targets that they are aware of.
The lead vehicle fires on Cort
Suppressing fire1: 1d100 ⇒ 61
Tailing vehicle fires on Cormeg and Eirik
Suppressing fire 2: 1d100 ⇒ 4 Nice but he would have needed a 1 to hit!
Cort, Eirik and Cormeg need to take a -20 pinning test
The dominate troopers in the rear vehicle will pull away the tarpaulin and start to return fire.
Shooting at Cort: 1d100 ⇒ 28
Damage: 1d10 + 3 ⇒ (7) + 3 = 10 Pen 0, feel free to dodge
Shooting at Eirik: 1d100 ⇒ 20 Miss
Shooting at Cormeg: 1d100 ⇒ 17 Miss
Everyone can take their turn now. Dominate troopers inside the vehicles can be targeted with a called shot.Their heads and arms are exposed.
Remember shooting at the troopers is at -30 because of the darkness. Shooting at the vehicles is at +20 because of their size and the fact they have their lights on
Garion Valkof |
worst ambushers ever...
Seeing the enemy getting away, Garion will move as quickly as he can west, towards the enemy along the cliffside.
I thought we blocked off the road on the west side? Otherwise this whole plan doesnt seem very good if they could just drive past us...
Jermaie Dael |
"Yeah, I'll be doing that. According to the trap plans Here the trucks are 1 more space away from hitting the krak grenade traps. Lets just hope they'll stop them in their tracks. Hrm, makes me wish I had started on the opposite side to try and funnel them into the frag grenades. This gives me an Idea. I'll start chucking some of my last grenades behind them. If I miss, tough, but it'll help funnel them towards the grenades. If they don't end up going that way, they might hit two of the mantraps. Will the krak grenades touch off a landslide?
Jermaie will move over to the fallen log by the cliffside, taking the rest of his time to aim down at the second vehicle. Half action to aim.
GM Larkin |
"Yeah, I'll be doing that. According to the trap plans Here the trucks are 1 more space away from hitting the krak grenade traps. Lets just hope they'll stop them in their tracks. Hrm, makes me wish I had started on the opposite side to try and funnel them into the frag grenades. This gives me an Idea. I'll start chucking some of my last grenades behind them. If I miss, tough, but it'll help funnel them towards the grenades. If they don't end up going that way, they might hit two of the mantraps. Will the krak grenades touch off a landslide?
In the interest of suspense I'm not going to answer any of those questions. Only to say that objects in my games (read vehicles) follow the rules of physics (read momentum)
Jermaie will move over to the fallen log by the cliffside, taking the rest of his time to aim down at the second vehicle. Half action to aim.
A half action will move you 4m. A full run will move you 24m. Each square is 2m. You can't make it to the fallen tree. Also you need to ready a grenade before you can aim or indeed throw it. Remember that the top of the cliff is counted at "Outcrop" so if you move to anywhere along the top of the cliff and state that you're getting into cover you will get the bonuses
GM Larkin |
1d100 ⇒ 69
Garion scrambles and slips attempting to climb down the cliff.
You slide a bit down the cliff but manage to avoid falling. You've moved 6m down the cliff and can not see the transports any more.
Jermaie will just continue his overwatch.
At the moment you can only see the tops of the vehicles (and the gunners) do you want to change the terms of your overwatch?
1d100 ⇒ 51 can't move out of here can I?
You can move back. You have a half action until you break pinning
Jermaie Dael |
If that's the case, I'll just send some supressing fire at the gunners on the top of the vehicles (if the gunners are on the top). If I can't see the gunners then I'll keep my overwatch as it is. If the mines work and people jump out and start running I'll shoot them when they come into my field of fire.
I'm at school right now and don't have my book to figure out the modifiers for the BS test. All I know is that it's nigh impossible to hit in this situation so anything that isn't a one probably won't hit. The pinning test will be at -20 because I'm using my storm bolter on full auto. Why? Because full auto is just too fun not to use. BS; Full-Auto Overwatch: 1d100 ⇒ 41
GM Larkin |
nice on my roll there to avoid being pinned
1d100 ⇒ 22
Hey cort is not pinned!!
Your WP is 31. It was a -20 test so your target was 11. Is there some other bonus you got from somewhere?
Cort aims and takes a single called shot at a troopers head. no minuses due to my talenst
48+10 aim+10single shot+10 close+5 Harmon-20 dark63 1d100 ⇒ 62 HIT
1d10 + 4 ⇒ (2) + 4 = 6
1d10 + 4 ⇒ (7) + 4 = 11 tearing dice
It's -30 for darknes
GM Larkin |
The first transport run straight into the krak mines
Damage 1st mine: 2d10 + 4 ⇒ (4, 4) + 4 = 12 Pen 6
The first blast hasn't registered in the driver's mind when the second one goes off
Damage 2nd mine: 2d10 + 4 ⇒ (8, 3) + 4 = 15 Pen 6
It dawn on the driver what's going on and he slams on the breaks just as they hit the 3rd mine.
Damage 3rd mine: 2d10 + 4 ⇒ (10, 8) + 4 = 22 Pen 6
Righteous fury: 1d10 ⇒ 9
The driver no longer needs to break as the tracks lock up on the vehicle spinning it sideways into another mine and blocking the exit for the other vehicle
Damage 4th mine: 2d10 + 4 ⇒ (6, 10) + 4 = 20 Pen 6
Rightious fury: 1d10 ⇒ 1
Driver's operate test: 1d100 ⇒ 41
The driver manages to stop the vehicle fromgoing any further and leave it's it's not got it's back facing the Imperial troops, but then he notices something else has gone wrong. Those of you who can see notice the flickering orange glow coming from within the vehicle.
In the mean time the driver in the second halftrack needs to avoid slamming into the first which has come to an unhealthy halt across the road.
Operate: 1d100 ⇒ 86
The second vehicle slams into the first turning it 45 degrees
Damage: 1d10 ⇒ 7
The impact clearly ruptured something within the vehicle as a whit gass starts to pour out of the first vehicle.
The second vehicle quickly reverses to avoid getting trapped with the first.
GM Larkin |
There is some shouting in the lead vehicle and soldiers stream out of it on all sides. They all get into cover on the north side within the rock slide. They're all to busy escaping the flames to fire at anything.
The second vehicle passengers on the other hand have plenty of scope to return fire.
All lasguns: 5d100 ⇒ (3, 66, 1, 11, 70) = 151 3 hits
Laspistol: 1d100 ⇒ 38
2 hit Cort. You're closest and out of cover.
Damage: 1d10 + 3 ⇒ (9) + 3 = 12 You can attempt to dodge this one
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
1 hits Cormeg in the left arm which is not in cover
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Escape pinning: 2d100 ⇒ (79, 88) = 167 Nope both gunners are still pinned, which means the first one is hiding behind the first truck rather than with the rest of the troopers
New map to follow
GM Larkin |
Notes on LoS:
Garion can see no enemy units,
Jermaie can see the top of both vehicles an has a poor angle on one of the dominate troopers in the rock slide
The lighting situation remains the same. Something within the lead vehicle is on fire but the entire vehicle is not ablaze, so it does not shed light on it's surroundings
Everyone is up again!