
The Ghost of War |

The ones in the back sure are looterz with deffguns, but you wouldn't know IC. All you can see is some big 'ol greenskin wielding gigantic weapons straped on a case around their body speewing bullets at you.
Jup the 2nd wave do herd the gretchins, some of them actually shooting over their heads to make them move faster.
We'll go with a +10. Creating yourself a makeshift tripod from scrap or whatever would be another survival skill test.
@Leni: Seems like it.
Just read the hard target skill. Where it states the same as under running ... So we'll drop that -20 from running targets otherwise the hard target talent would be useless ...

Ashora Kail |

Yup! But I like to note the various modifiers that exist in case you need to point out penalties I forgot/missed. That way we're all on the same page! I've been stopping at +60 (base BS47 = 107)

Choon the Expendable |

Don't do that just yet. Wait until they get inside 30m. There are four shredder guns here, three of them in the other trenches. That's about two and a half rounds of fully automatic shotgun fire before they get to face down the likes of yours truly.

The Ghost of War |

Go under the assumption that you all act before them.
@Ashora: Didn't stated that before. Your first shot killed one of the looters with a deffgun (that was the first shot that hit the dirt of your cover in fact - think a large boltshell rather than a rocket).
There were three deffgun (now two) and three rokkit-looters. One of which shoot at you in the double-round three.

The Ghost of War |

Sorry for the delay. My writeup from yesterday got eaten by a copy-past error and I had to rewrite it completely today.
Hope the resolution is O.K. for everyone and you now see how I handle the double round thing. We can go with single rounds if you think it easier, I just thought it would make things quicker. Just give me your thoughts on it.

Brother Ren'Shaw |

Also. If you forgot the 2 from the front blade, does that negate the 1 damage she sustained from the first Loota?
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Choon the Expendable |

As I said in gameplay, we should be good now that we have a more clear chronology. Summaries like that every once in a while help. It could even be as simple as a summary if the current enemy condition so we know what we're shooting at.

Brother Ren'Shaw |

Doombringer strikes again. But i have a feeling i used up all my good rolls for this fight though. But 6 orks down i believe =^^=
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Brother Ren'Shaw |

So would my squaddie alsp give me +5BS when in the vehicle?
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The Ghost of War |

Note the current range is ~250m, so:
- Lasgun / Heavy Stubber: Long range = -10
- Multilaser / Longlas: normal range, so +- 0
@Ren: Yeah I would guess so, although he will not be firing an actual weapon ... but we can say he will help with adjusting the targeting of the turret? Guess that could be possible.

The Ghost of War |

For future reference: You do not automatically confirm critical hits. You must confirm them by rolling an identical attack. Only if that second roll also results in a hit, you roll for RF damage. (you can keep it as it is now Cel, just for the future)
Its really like in pathfinder or most other games - although Deathwatch lets Spezz Merrins auto-confirm RF on Xenos, but you are lousy guardsmen, so you have to confirm them xD

Celephix |

Hmm, I think I head my head in another 40KRPG, or maybe WFRP.
Though re-reading p250 it appears Righteous Fury works quite differently, and doesn't mention a confirmation roll, instead applying a critical effect (if you would have done damage normally) or does 1 automatic damage (if the target would have ignored the damage from T&A).
Of course changing it on a battle this side is fair enough, as remembering which target is 1d5 ⇒ 5 knocked down and potentially on fire may be more effort than it's worth on this scale?
EDIT: Just checked, and Rogue Trader and Only War both have confirmation roll for additional damage, don't have any of my other WHRPG books to hand to check.
It appears I've just managed to do it wrong all through the 40k line. I'm hoping it does work like that in WFRPG now, or I've been doing it wrong for even longer...

The Ghost of War |

Just looked it up.
RF-confirmation is indeed gone in OW.
It was present in all previous incarnations of 40kRPGs.
The outcome of RF in OW depends on the damage inflicted after the enemy soak. If you have done >1 wound with the RF-shot, you roll a d5 and apply a Critical hit effect' according to the charts in the book depending on hit location.
Otherwise you simply inflict 1 wound despite the enemy soak.

Ashora Kail |

@GoW: what's the protocol on getting Fate Points back again? Book says "start of every session" but obvs a PBP will need a different arrangement.
@Choon: To determine where a shot hits, just reverse the numbers of your attack roll. For example, if I roll a 36 and hit, treat it as a 63 on the Hit Location chart, so this would be a Body hit.

Choon the Expendable |

I did for the first, but if I get hits on multiple targets don't I have to roll location for each, or do they all get hit in the leg?

The Ghost of War |

Yeah, more or less the horde system from dw to keep the paperwork easy. I simply check if your damage is enough to disable a gretchin and count the number of such 'kills' against a set number - the 'horde magnitude'. You receive to-hit boni but if you do not inflict enough damage the hit is 'lost' due to you never hitting one and the same target twice. As you kill 75% of the horde they must check morale or break. At 90% they brake automatically - as long as they do not have a trait that says otherwise, like nids under the hive mind control for example.

The Ghost of War |

@Ren/Celephix: Certainly, but the tech use roll will not be easy. Currently short in time and no books with me. There is a pretty long chapter about vehicles and repairs with detailed modifiers according to conditions. Will look it up when there is some time.
On that the matter of time. I have four heavy exams coming at the end of Feb until end-of-march in addition to my normal work times thus my free time will drop to near 0 for that time. I have the feeling that it may be better to freeze the campaign rather then keep it going at a very slow and infrequent pace. What are your thoughts about that matter? Slug speed or ice age?
Slug speed would be something like 1 big or some short ones a week.

Choon the Expendable |

I want you to do well in real life. Whatever form that takes for us I'm good with. I'd prefer to not stop completely as that's a good way to lose players, but my concerns are secondary.

The Ghost of War |

Will be added to the campaign tab under rule summery.
For the current situation: light damage, -10 condition, 8h repair time, -20min per DoS, +20min per DoF
Vehicle repair Rules: (p.281++)
Repair skills: (need at least one of them to attempt repairs)
Common Lore (Adeptus Mechanicus)
Common Lore (Tech)
Forbidden Lore (Adeptus Mechanicus)
Repair Condition & Location modifier (p.281)
Vehicle is lightly damaged (dmg < 1/2 hp): one test to restore all hp
Vehicle is heavily damaged (dmg >= 1/2 hp, but no critical damage): one test per 5hp repaired
Vehicle is critical damaged: one roll per critical point of damage
Difficulty per damage condition:
- light damage: Challenging (+0). Ordinary (+10) if the Character has Tech-Use, Trade (Armourer) or Trade Technomat).
- Heavily damaged: Arduous (–40). Hard (–20) if the character has Trade (Technomat). Challenging (+0)if the character has Tech-Use or Trade (Armourer).
- critical damage: Required Skills: Tech-Use or Trade (Armourer). Difficulty: Challenging (+0). Ordinary (+10) if the character has both Tech-Use and Trade (Armourer).
Duration per condition and missing hp:
- light damage: 1h / repaired hp
- heavy damage: 4h / repaired hp
- critical damage: 1 day / repaired critical damage
--> Tests are repeatable until success, but each Failure induces time penalty according to DoF and total repair time.
Declare 'Rush Job': Reduce repair time by 50%, but test is @ -30
Declare 'Careful Repairs': Increase repair time by 50%, but test is @+30

Brother Ren'Shaw |

Ill do as much repairs as i can without neglecting watch or sleep. So maube 4 hours of repair
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