
The Ghost of War |

Nope, but Faye got a tactical local map during briefing.
There is a good chance everyone got a good look on it during your first silent days... You would guess that the commissar got maps on him too - but reaching those are a bit out of questions atm...
Everyone being there (so everyone besides Monia and Simmins) can try a Logic -10 test to remember the necessary information's from your memory of a quick glance on them.

The Ghost of War |

Now then tell me where exactly you want them to strike (like "on the truck, in the middle of the ork group inside the trenches, ...)
Keep in mind that a +-5m derivation is considered a perfect-hit in artillery terms and basilisks have a ~10m explosive radius and a ~30 shrapnel radius - thus your fire mission will most likely be inside the "lethal-range".
Meaning that friendly fire is likely thus such a fire mission is always a last resort (which is totally your call to make, just a little reminder)
Also an artillery strike will take 2-5 rounds after calling it in to strike.

The Ghost of War |

Oh, my bad! Celephix's radio call sounded like she wanted to call in close-range fire support.
Counter-Artillery would have made the navigation test much more demanding, with only a rough estimate of the actual position of the enemy position.
But you had a pretty nice roll (again - which unholy deity did you have sworn your soul too by the way?^^) it may work after all!

Cmd-Keen Medic |

Well Leni certainly is trying to get rid of the artillery - check the ranges she wants from Ashora =3
Distance between Ashora and bunker - since Ashora is close to the trench you can mark her position on a map with this. Just draw a circle with her distance as radius and take the point that intersects with the trenches.
Draw a line from the Bunker to her position - now make a new Line with the angle and distance she gives - you end up with the point she's looking at.
And doing that is pretty simple if you have a map - which we don't, but the artillery command certainly does.
All hinges on Ashora finding the enemy artillery in the distance of course but I seem to remember that she spotted the explosions which orks call 'muzzle flash' on the hills before =3

The Ghost of War |

It's getting close&personal now, so here comes the new explosive rules I came up with. Will be added to the rule summery as well.
Most interesting for you to note:
- New standard grenade weapon profiles
- Evasive actions for grenades and 'cooked' grenades
Shrapnel [x]:
.. Shrapnel damage: 2d10+3 I, Pen: 0
.. Random chance to hit anyone within x meters from the explosion (no chance to evade shrapnel's, but usually the source of the shrapnel's allow evasive actions!)
.... if target distance is 1m or less: Guaranteed hits
.... If distance < x/2: Random base roll = 80
.... Else: Random base roll = 50
.... Target is prone: -30 on the random roll
.... Partial cover: -60 on random roll, will always hit the head location upon hit!
.... Full Cover: Apply damage against cover
Blast [x]:
..Deals damage to anyone within x meters from the source of the explosion typically ignoring cover
..Damage inside blast radius equals half of the direct hit (round up)
-->Design Note: Much smaller than vanilla blast. Damage a little lower than vanilla, but most blast items will receive shrapnel in addition. Also direct hit damage will be increases thus the halved-blast damage will be more like 2/3 damage.
Directed [x]:
..Increase Pen of the explosive by x if used carefully
....Apply x/2 upon success and 1 DoS on the respective test (BS for directed ammunition/weapon, Tech-Use for set charges)
....Apply full x upon 2+ DoS on the respective test
-->Design Note: Directed charges for dedicated anti-armor and anti-structure explosives. Smaller damage value but significantly higher Pen value (if well used) and Proven value for reliable damage against vehicle and structures. Comparable mechanic to accurate quality of sniper rifle's or lance weapon's.
Delayed:
..Delayed explosives (usually grenades) will explode at the start of the characters next turn if used normally
..Characters endangered by a delayed explosive have the following possibilities to evade it's effects
…."Drop-to-Ground": Ingrained reaction of every soldier faced with a nearby explosive, the character simply drops prone to reduce the chance to get hit by shrapnel's. This is a reaction-type and does not require any roll if the character has the Dodge-Skill learned – otherwise the Character has to succeed on an Agility+20 roll.
…."Out-of-Harms-Way": The character tries to get out of harms way, by jumping out of the danger-range or dive into nearby cover. This works like trying to evade a spray-type weapon, thus is only possible if the character's half-move range is enough to reach safety. This is a reaction-type action that requires a successful Agility+0 test.
…."Leg-It": Staying alive is now the highest priority for the character and he just run away from the danger. The character uses an out-of-Order-turn (replacing his next regular turn) to make a full round run action to get away in a direction of his choice.
…."Return-to-Sender": A brave character may decide to pick up the nearby explosive and throw it away to possibly hit the attacker with his own medicine! This is an out-of-order full round action (half-move + throw) that replaces the characters next regular turn. The character must be within half-move-range of the explosive and must pass a Willpower+0 test to try this dangerous maneuver. If successful he can pick up the grenade and throw it (according to the "grenade cooking" rules) at a target of his choice with an additional –10 modifier. Instead of an attack, he can simply toss the grenade to a 'save-spot' (grenade dump, water-area, …) which provides a +20 bonus and possible size-modifiers.
"Grenade Cooking":
..If throwing an item with the 'Delayed' property, the character may opt to 'cook' the explosive before throwing to reduce the reaction time of his intended targets considerably – but at a risk!
..This is a special full action with the attack subtype which imposes a –10 penalty to BS
..'Cooked' explosives looses the 'Delayed' property, add a –10 penalty to any evasive maneuvers and restrict the evasive maneuvers to "Drop-to-Ground" (which now requires a successful Dodge test) and "Out-of-Harms-Way"
..Especially well 'cooked' explosives impose a stacking –10 penalty for each 2 DoS to on any evasive test targets make to evade the effects to a maximum of –30 on 4 DoS
..If the attacker fails by 1 DoF or less, roll a d2:
….(1) - The explosive retains the 'Delayed' property, and scatters as normal
….(2) - The explosive explodes mid-air – doing no damage at all
..If the attacker fails by more than 1 DoF, the grenade explodes premature, roll a d2:
….(1) - The explosive explodes just after leaving the hands of the attacker. Handle this as if it exploded 1 meter off the target.
….(2) - The explosive explodes in the hand of the attacker. Apply direct-hit damage to the arm location.
Reworked Items:
..Frag-Grenade: 2d10+4X, Pen:2, Blast[1], Shrapnel [8], Proven[3], Delayed
-->Design Note: More reliable damage, reduced Blast range, increased shrapnel range (10-24+1 shrapnel direct damage)
..Krak-Grenade: 3d10+6X, Pen:6, Blast [2], Concussive [0], Proven[4], Delayed
-->Design Note: High damage inside small but powerful blast (18-36 direct damage)
..Earthshaker Standard Artillery Ammunition: 5d10+10X, Pen:8, Blast[8], Concussive[3], Indirect [5], Proven[4], Shrapnel [30]
-->Design Note: Reliable, powerful direct hit damage, reduced blast range, wide shrapnel area, dangerous direct-hit damage for vehicles, much smaller blast means smaller chance for insta-killing infantry and/or multiple(!) vehicles, rather delivering potential crippling damage to infantry within a large area (where vehicles will shrug off all but direct hits)
..Frag-Missile: 2d10+6X, Pen:4, Blast[2], Shrapnel [10], Proven[4], Concussive [0]
-->Design Note: Slightly increased stats over the frag grenade due to the force of impact.
..Krak-Missile: 3d10+6X, Pen:6, Directed [24], Proven [4], Concussive [3]
--> Design Note: Now a dedicated anti-tank missile with direct-charge, rewarding good aiming with extremely powerful penetration values, no blast since directed and blast are mutually exclusive, a well aimed shot will damage even a battle tank from the front now, this is a major buff for the krak-missile which was total crap in vanilla in my eyes

Cmd-Keen Medic |

@Simmins don't forget you gain rapid reload from the regiment -> halves reload times.
So 1 Full Round for the stubber - reloading with comrade leaves you both with a half action - ready to pewpew some more straight away =3
New explosion mechanics sound fun, lets see how they play out once they come into play =3

Simmins Olways |

By the way can Simmins get to DoomBringer and use some of the weapons on there? Are the Hull Mounted and Pintle Mounted weapons easily accessible from the outside? How many move actions to get from Simmins current position to them?

The Ghost of War |

@Monia/Thud'dr: Pen:0. Should have stated, but figured that none given means 0 pen ;-)
@Leni: Will change accordingly
@Simmins: The main weapons of Doombringer had stopped firing since it was hit last time. The pintle mounted stubber is not manned atm. It could be reached by a full move + half move to climb and man the weapon.
That should cover it for the moment I think.

Monia |

Just wasnt sure haha since the most recent shooting was Pen 2 :p So, yeah, no crit damage on me yet with 2 Wounds left before that happens. \o/

The Ghost of War |

@Leni: Nope. It's flat BONUS. No more multiplication shenigans as in the earlier versions. That's why most enemies who had unnatural 2 in earlier games (like orks, spezz marinzes, demons) now have a slight higher unnatural score (or the same as earlier this a slightly lower overall value). The unnatural characteristics are one of the changes they introduced in OW ...

Cmd-Keen Medic |

Which is exactly what I was saying. Check your own post, you wrote muliplier instead of bonus =3
In fact unnatural strength (2) adds 2 to your strength MULTIPLIER rather than your SCORE.

The Ghost of War |

Jup.
For RF you only apply the effects from the crit-damage table. No prevent insta-death from a RF roll of 5+ (most rolls 7+ means death of various kind) you only roll d5 for some neat effects (mostly fatigue-level, various mali on attributes, knocked prone, etc)
Handy, likely to take you out of the fight for some rounds, but not fatal.
Only if you receive actual critical wounds from damage you will get to see those results ...

The Ghost of War |

@Thud'dr: Haha, you still miss some damage there!
The weapon profile of the ripper (melee) is: 1d10+2 I, Pen:1, Primitive(8). You rolled a 9 which counts as a 8 due to primitive - that's fine.
Now you add your strength score of 6 (+2 from unnatural). Plus 1 from frenzy strength boost.
Total of: 1d10+2 (weapon) + 6 (strength) + 2 (unnatural strength) + 1 (frenzy) = 8+2+6+2+1=19
Never mess with an Ogryn ;-)
I recommend you to take a little free time and compose a set of calculations of your melee damage in different situations, and possibly with different weapons and store them inside your alias for handy reference since it will get even more complicated as soon as you top your base damage with talents, special quality items, etc.
Have a look at my Blood Angel Melee specialist. I have long section in my battle reference for damage calculation in different situations (normal/franzy/chapter ability/frenzy+chapter ability/...). It really is handy, and saves a lot of thinking after putting it all together once.

Cmd-Keen Medic |

p250 suggests no-name mook level npcs which aren't plot relevant might as well just be one-shotted by RF tho - except right now each and every ork is our next end boss for the next few rounds - especially if they get into melee and past the big guy x3

Choon the Expendable |

I completely forgot unnatural strength. I'll work on seetting up a list of my modifiers when I get a free moment. Probably by Friday

The Ghost of War |

Sniper fire is deadly (although I get the feeling that the felling(x) property of the longlas is OP - otherwise every high-powered laser weapon should have that property as well, so I may remove that property eventually).
But sniper's have a well known problem with lots of (weak) enemies, so it keeps balanced in my eyes.
A well placed sniper is one of the most deadly things infantry can face - beside tanks, artillery, minefields, prepared positions with heavy weapons, ...
Also she rolls extremely well and has the fortune of a prepared position.