Welcome to the Guard!

Game Master Swordwhale

Warhammer 40k - Only War game. Tribute game to the famous 'All Guardsmen Party'.
Tactical-Map|| Shared notebook


2,001 to 2,050 of 2,762 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | next > last >>

Next round coming tomorrow.


Male Sanctioned Psyker | Wounds: 13/13 | Armor rating: 4 | Fate: 4/4 |

What kinda modifiers would there be for dropping a krak grenade onto the coupler other than the normal standard attack, point blank range?


The easiest way would be to first get rid of the grid (one or two stabs with the force staff should suffice), then bind the nade to the coupling with some cloth strap, tape or whatever then pull the trigger and get away.
The second best option would be to make a 'cooked' (-10) grenade attack against an unaware (+30), small (-20) target at point-blank (+30) range.
You would obviously have to dodge your own attack to not get caught in the blast if you go that way.

Also: remember that there is a big Ogryn at the respective door waving around that ridiculous big sword of his ....


Male Sanctioned Psyker | Wounds: 13/13 | Armor rating: 4 | Fate: 4/4 |
The Ghost of War wrote:

The easiest way would be to first get rid of the grid (one or two stabs with the force staff should suffice), then bind the nade to the coupling with some cloth strap, tape or whatever then pull the trigger and get away.

The second best option would be to make a 'cooked' (-10) grenade attack against an unaware (+30), small (-20) target at point-blank (+30) range.
You would obviously have to dodge your own attack to not get caught in the blast if you go that way.

Also: remember that there is a big Ogryn at the respective door waving around that ridiculous big sword of his ....

Would I have to dodge the grenade even though Krak has no blast rating?

I want to try to get this done now, since I suspect the Orks will be more or less right at the door next round...


I think the reworked Krak have a blast of 1 or 2...?

Reworked Krak-Grenade: 3d10+6X, Pen:6, Blast [2], Concussive [0], Proven[4], Delayed

It will be an easy +20 dodge because you know what is coming


Male Sanctioned Psyker | Wounds: 13/13 | Armor rating: 4 | Fate: 4/4 |

Gotcha. Given that I am not trained in dodge, that is still only a 31% chance to not die...I will have to go the other route and hope that the orks can be delayed.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

I'm a bit confused about aht's happening. Is the third car not a problem anymore? Wasn't it disconnected?

There's two special orks fighting each other in the second car with Krish, Thudr, and Simmins?


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

The third car is getting ready to be disconnected. Thud cleared the grate hiding the linkage. Notch is trying to delay the orks while Krish does his thing.
And Thud is doing his thing to the two big orcs. :)


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Can simmins point blank fire at both orks and not hit anybody else using the stubber? Or is it safer to switch to shotgun?

I'm pretty sure Simmins will be trained enough to know what a safer thing to do is in close confines but I don't!.


2 people marked this as a favorite.
Male Brawler WS 47, BS 34, S 41, T 52, Ag 32, Int 30, Per 26, WP 38, Fel 39, Wounds 16/16, FP 2/4

Nooooo! Your character only knows what YOU know!

"But GM...my character uses a laser weapon, and they don't exist, so I don't know how to reload it!"

"Well then Mr Player, you should have picked something else then shouldn't you?"


2 people marked this as a favorite.
WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

If that's the case then I might be the most screwed of all of us. Unless someone here moonlights as a hulking brute with sand between his ears.


Shotguns are basically build for this kind of fighting.
Plus you might want to remember that if you do not brace a heavy weapon you look at a massive penalty...
So yeah, your experience would highly recommend switching to the shotgun for this.

@Cormaeg: I came, I read, I fountained water through the nose.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

If I'm understanding this right, the third car is disconnected from the second car but the orks could still jump across? They've just been flamed by Notch and Thudr has really really badly hurt one of them?

Who can Simmins and Cort shoot at even? Seems like Krish and Thud and Notch are in the way of the thrid cart. So they can only shoot at the two orks that are fighting in the second one?


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Ya. Your target is the two big ones, but you should have a clear, point blank shot at the big one I didn't engage. The one with the weak legs.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Remember:
..Scatter - Homebrew:
....@Point-Blank: +2 Pen, Proven(5), +2 damage
....@Short Range: Proven(3), +10 BS, +1 hit per 2 DoS, Blast(1)


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Well if they continue to fight each other than Simmins doesn't really want to get in the way of that. How are the rules for 'readying' an action to go off if they go hostile towards a member of the team? Specify a trigger action and roll the result for the GM to resolve if it becomes necessary?

Best case scenario is they kill each other of course.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Well, Thud just tried to murder one of them in the 07=70=torso, so there's a good chance they won't just focus on each other.


@Simmins: Exactly like that (e.g. "I am going to shot the Ork if the takes another step towards Thud!" /roll ==> should the Ork takes a step, I'll resolve using the provided roll)
The cart is not yet disconnected (only the walking grid but not the actual cart-connectors below) but Krish has a krak ready to solve that issue any moment now.


Sorry for the long silence guys but pre-Christmas time was ridiculous this year and a fanfiction I was reading are away all may train time ;-)
I hope to get up a post tomorrow evening - otherwise it will probably be hiatos for post-Christmas.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

No worries!


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Sick kid has me thrown for a loop. Will probably be able to post again Wednesday.


@Medic: Leni did specify that she helped Ralph during the elevator travel, but I gonna say that it was long enough for her to treat ONE other person beside Ralph before the Elevator failed. If cmd-keen cannot get a post in before tomorrow, I'm gonna roll a check and apply it to a random one of you two Simmons/Thud.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

I'll defer to Thud on this one.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

ferocity text, Carmaeg take note as you can direct me if you want to:
This works like the frenzy talent (granting +10 to WS, Str, Tgh, Will with a -10 to BS, Int, Fel (min1) and the Ogryn counts as having the frenzy talent for the sake of fulfilling talent requirements) but with the following changes: An Ogryn will NOT attack any obvious ally (must be easily identifiable) until commanded by his commander. In case of doubt the Ogryn must test an Intelligence (+0) test to figure out the alliance of the respective target. While frenzy the Ogryns commander can direct the Ogryn via a hard (-10) command test (this can be: Stop attacking, move away/to, change target, etc.). With a very hard (-20) command test the Commander can end the Ogryn ferocity at any time. The commander can make an easy (+10) command test to start Ogryn-ferocity. This test receives a +30 modifier if any ally is in melee within the charge range of the Ogryn.

GoW, does my 1.5 str bonus damage come before or after Unnatural Str? So, is it (6 Str +1.5x)+2 unnatural or is it (6 Str +2 unnatural)x1.5?


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Since there's no cover on the top of the ramp, could Simmins lie prone and brace the Stubber against the ground or does that not work? It doesn't seem like the Stubber can really come into play on the flat ground of the platform and can't set up on the ramp as it seems steep enough to not have any visibility onto the platform. Am I right in the assessment GM?


Prone + ground will work out for a mediocre cover yes.
You can haul it to one of the stray heaps of loot and brace it there too if you want, but otherwise you will have to rely on good ol' run-brace-shoot-repeat cycle.

@Thud: where does the 1.5 comes from? The cleaver? Yes, I think I would apply it to the total score, so after unnatural strength.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Yes, my Evicerator:
Stubbornly Broken Evicerator: 2d10 + 1,5*STB if using 2-handed or 1d10+STB one-handed – R, unbalanced, Ogryn-Proof

Ok then, static damage while two handing and Ferocity-ing is 6+1+2=9x1.5=12


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Might be good for just Simmins to stealth up as he's the only one who really needs setuptime?


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

*looks at map*
Oh, this is going to be much more interesting than I thought...


"But ... But ... they are just Gretchins!"
Last words of a nameless Guardsman.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Can Simmins do cone fire? Would that use the suppressive fire rules or are we replacing those?

Can grenades be tossed over the scrap? Maybe we should all start with grenades tossed in multiple directions. We need to spread our fire wide!, then start focusing on the big ones!

What's the scale of the map?


Scale is 1.5m/square.
Tossing grenades over scrap-heaps: yes.
Cone fire: I guess we can try that one out, since most of its resolution is on my end anyway, giving me the chance to play around the implementation a bit. Just decide about a cone (~45°) (better yet: draw it into the map) directly.
Obviously the fire will be blocked by cover and further-off targets have a lower chance of getting hit that those closer to you.


Note: I added a slide with a couple of useful shapes (cones, splash) for copypasta.
Now it starts feeling like w40k tabletop right? xD


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Can Simmins buddy toss a grenade or is that pushing cohort rules too far?


If he would be there, he could as he is a normal npc now, no more comrades, remember? ;-)
But no one told him to sneak along, so I did not move him as this is kinda a high risk high reward move, nothing I will just bot along.
He is the cool guy with the cigar back at the others.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Simmins shoots Cort a dirty look as he sets up the stubber all by his lonesome on the top of the ramp. Cort just gives Simmins a grin and a little wave.

So what do you guys think? Three grenades in different directions. Simmins NW, Leni NE, Thud straight ahead, to get the party started and then Simmins will fire in a cone to the North West?


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Sounds good, but Thud will be throwing his as he charges forward, so you should probably fire first so he doesn't get himself surrounded in the middle of the map. Draw them closer, in other words.


Keep in mind Thud, that grenades have a base range of 3*Str-Mod.
Which is 18m for you and you start taking penalties at a range of 36m - which is a lot!


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Ok round 1 for Simmins will be throwing an uncooked grenade at medium range as a half action. Then as a half action lay down cone fire in the area that you've already marked.

He's really trying to cause as much shock and awe as possible as a starting move. Hitting things would be a nice bonus and he'll rely on the targets being unaware to maybe have that happen.

I've put the splash icon where I want to throw the grenade but it's hard to see. Maybe make it a brighter colour? Or better yet maybe you could make an icon for grenade splash and we can just drop it where we're trying to send it?


No two actions with the attack descriptor in one round.
But there is a decent chance that a lobbed grenade will not immediately be noticed unless you hit a Gretchen's head dead on ...
Just giving options of course :-)


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Darn. Keep forgetting that rule. Since grenades might be the 'stealthy' option (lol) Simmins will throw greande and aim as his first round act and then cone fire second round.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Therefore my grenade range is about the length of the ramp. Got it. I'll move and toss my grenade the first round then, then charge whatever gets close to Leni and simmins.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Here's another idea. Can Simmins have his shotgun lying next to him so he doesn't have to draw it if need be? Would that allow him to switch back and forth between weapons without spending actions?


I'll allow you to switch to the shotgun with that description
Switching back will require you to rebrace the Stubber of course.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Got it.


Added color-coded splash version with the three important areas: blast (half-direct damage), orange (80% base-hit chance, half shrapnel range) and yellow (50% base-hit chance, up to shrapnel range)
It is adjusted to baseline guard frag grenades (blast [1], shrapnel [8])
Note-to-self: paint.NET is a heck of a (free!) tool


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Moved the epicenter so Simmins is out of his own blast range. Don't think Simmins would do that unless he really needs to.


Yeah, that is probably the very first item in the Imperial Guard regulations for the usage of handheld, explosive devices :-)

@Simmins, Leni, Thud'dr: I need throwing checks.

@Throwing: I feel a sense of unease to handle grenade throwing via ballistic skill. Does anyone else think that this is more a usage of the Athletic skill?
What would this change?
- Marksmen are not necessarily good at throwing grenades (must they?)
- Characters with good strength score are better at throwing (guess that is alright?)
--> Thud'dr as well as Orks and SMs are much better at throwing 'nades than before
- Raising the skill is equal/cheaper for most characters (raised with Strength/General) aptitude, so everyone raises it with skill progression instead the more expensive characteristic progression
Thoughts?


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

I mean, if you want me to be better at throwing ogryn sized death pineapples then I won't say no. :)

Then again, the orks get better at throwing Ork sized death pineapples... so maybe not.


Male I am a meat Popsicle

Having thrown grenades and fired weapons on a military qualification range, I can attest to the fact that the two activities are not similar at all, save that both are meant to bring death to the enemy.

I can also appreciate your suggestion of athletics as the relevant check; it seems to make sense to use the same skill to accurately throw a base-death-ball as an actual baseball.

I can further attest that a grenade is MUCH heavier than a baseball. When I was in the army, I had roughly a third the range with a grenade that I had with a baseball. While this is already somewhat addressed in the rules for the range of a grenade, it is much more difficult to accurately throw a grenade than it is to accurately throw a baseball.

I had a concern about the reduced cost in xp to improve skill with grenades, but the extremely low ammo count involved in most cases will largely mitigate that. I DO have a concern that this will unequally benefit brutish races and seem to penalize guardsmen. But the reduced xp cost to improve it should perhaps mitigate some of that.

The one thing I would point out is that the body motion used for a grenade is different than that used for baseballs. But that is more a matter of training than anything, so I do not think it would matter much for the current discussion.

In the end, I have no problems with your proposed change.

2,001 to 2,050 of 2,762 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Discuss the Life in the Guard! All Messageboards

Want to post a reply? Sign in.