
The Ghost of War |

Exactly. Bleed(1) -> loose one hp until treated. You do get a Toughness check once you take the first point of critical damage from bleeding though. And, a thought that just crossed my mind, if you spend a fate point to heal, it will also be stopped. Same goes for *some* psychic powers (you hear that Krish?^^).
You may want to check out the linked oneNote. I try to keep the rule and armoury section up to date to keep a consistent ruling. Bleed can be found under Armory->Weapon Properties.
I know I do/did change a lot - to a point where only the basic concept of the rulebook remains... but there simply is a lot of stuff in the rules that irk me to no end (or which is missing entirely) and I hope those changes make for a better gaming experience for all of us.
Blood Loss is only one of many examples where I was asking myself: why?
It does not make sense from a realistic point of view NOR does it in any way aid the flow of the game... and I'd certainly hate to loose a character to an unlucky roll of a status effect.
Plus, it (hopefully) helped me to make SP firearms interesting again, as they are very unattractive compared to las-weapons in the base book. They do equal (mostly less) damage and are much more limited when it comes to ammo (due to easy charge pack recharging). With the chance to trigger Bleeding and a higher rate of fire compared to Lasguns, I feel they are much more interesting now.

Cmd-Keen Medic |

Base Rules for ability damage(characteristic damage):
REMOVING CHARACTERISTIC DAMAGE Unless otherwise specified, Characteristic Damage is never permanent. A character automatically recovers one point of Characteristic Damage each hour, regardless of his activity level. The GM may allow certain types of medical attention to remove Characteristic Damage at a faster rate.
(Only War Rulebook Page 257, under combat -> injury)
On that note pretty sure our willpower damage from early in the mission should be healed according to base rules

Adge 'Lucky' Cutler |

Yeah I did try using the search function on the OneNote link as I was short on time, but that didn't bring it up, either that or it was the inability brought on by the exhaustion of a very long night shift. (had an overtime call, finally got home at 5 in the afternoon!) Same applies to the onlywar rulebook and missing the characteristic damage bit.
As to the improvements, good work!

Krish |

Exactly. Bleed(1) -> loose one hp until treated. You do get a Toughness check once you take the first point of critical damage from bleeding though. And, a thought that just crossed my mind, if you spend a fate point to heal, it will also be stopped. Same goes for *some* psychic powers (you hear that Krish?^^).
Yeah, I was aware that it would work that way. I am hesitant to use that power as it is not terribly strong and I can only use it once per 12 hour period. I have to push to get a useful amount of healing out of it and that is potentially dangerous. That and Adge is so very far away from the slow-as-hell Krish.
The situation around Adge does seem to be the correct time for it though. I need to catch Thudd in it also...

Simmins Olways |

So was that possible in this situation? The crash and ensuing shrapnel was hard to miss so I think noticing the danger is fine. He was running along with half a Stubber on his back but I think he could have yanked or tackled Cort out of the way landing prone in the dust!

Cormaeg MacCammon. |

"And at the last Second, Simmins noticed the large piece of debris heading straight for his trusted loader, and acing on instinct, he pulled a krak grenade from his pouch, and without priming it, threw it straight at Cort.
With unerring accuracy, he conked Cort on the head, making him pass out and fall on his face, thus allowing the debris to bypass him and impale the wall next to where his head had been previously.
All in all, Cort would wake up with a monstrous headache and a possible concussion, but he WOULD wake up..."

The Ghost of War |

Haha, yeah, that's a good one Cormaeg.
Simpler one would be something like:
"Noticing the flying stake, Simmins yanked hard on the Stubber, making his Loader, carting the still connected ammunition belt to stumble and fall thus making the stake miss."
...
Basically, unless you are yourself bound, disabled, or something like that, you can go wild with ideas of 'how' you managed to save your pals.
Even a timely yell can make all the difference.
On the tabletop, there is even a skill for that: "Watch out, Sir!"

Cormaeg MacCammon. |

If my memory serves (and it's been along time since I looked at the tabletop) doesn't "Watch out, sir!" cause the troop using it to die instead of he "sir" in question?
The loader is useful, but I'd take the gunner surviving instead, heh.

Cmd-Keen Medic |

Haven't seen an up to date TT rule book in ages but I'm pretty sure Watch out Sir! makes them take the wound - not straight up kill them. Most mooks you use for this action just only have a single wound *cough*cannonfodder*cough*

The Ghost of War |

@Watch out Sir:
Details.
Just minor details ;-)
***
@All: Just wanting to let you know that I have a new project going at work which soaks a lot of mental energy due to a lot of planing and general mind-boggling complex stuff ...
So, yeah, as you probably have noticed, I am kinda slower than normal.
Just wanting to let you guys know that it is not due to me loosing interest or anything.
Just being more brain dead than usual after work ;-)
In addition: it seems like we are loosing Ashora again. She was not able to resolve her technical problems with not getting updates and - with a busy RL rolling - was constantly forgetting about this game, as it would not show up in her game overview. She told me that she did not want to hold us up and would rather quit then to be a spotty-at-best player and feeling bad for not being more consistent.

Cmd-Keen Medic |

I actually think we didn't have a talk about duration of medical procedures in the field yet.
Last I heard of it was in the elevator where the guys pretty much asked 'we have time, where is my medicing?' and I was like 'yeah medicing is a single round in the RaW but Leni is stitching a guardsman and a half worth of wounds back onto you. That takes a bit'
1,2,3 rounds depending on the severeness of the wounding sounds fair and balanced for me tho so lets just go with that

The Ghost of War |

@Eviscerator (live):
2d10+4 R, Pen:9, Tearing(4), Unwieldy, Razor Sharp
Special: Increase all RF and Critical damage dice results by 1
(make sure to check out the properties here)
@Lucky: I'd say that depends on the kind of treatment and wound location. Firing your gun from prone, while Leni tending to your leg seems fine by me.
I'd not allow that if the wound were at your chest (or Emperor-forbid your head).

Adge 'Lucky' Cutler |

@TGOW Sounds good to me, I was thinking along the same sort of lines, but figured play it safe with middle of the road actions, and an extra half action aim never hurt anyone! (well maybe Notch if I had fired then and rolled better!).
Posting tired previously, I put in a new action (actually shooting) after one of your part-time summaries rather than in the new turn. Going to quote the rolls and change the description if that is ok.

Adge 'Lucky' Cutler |

Cheers for the agreement Choon. To be honest I was going to do it anyway as it seemed unfair for me to reroll and potentially get away with not spending a fate point. Probably shouldn't have worded it as a question when it was more of a courtesy/explanation thing. Now to sleep for me too!

The Ghost of War |

Sure enough.
One thing to note though: the Ork who was fighting with Notch vanished in the fireball caused by Notch' flamer-tank going boom.
So, no need to worry about that particular Ork anymore.
This also means that your aiming from last round was sadly wasted as your aimed-at target is simply not there anymore.
From your position ... it seems plausible that you may get #3 into your crosshair, so you can shoot that one instead.

Choon the Expendable |
1 person marked this as a favorite. |

Fourth part of the Astartes fan film project is out. It's amazing. Go. Watch. Now.

The Ghost of War |

Someone (shamelessly pointing at Leni) is soon having birthday and I am running a reoccurring f2f game for him on every* one of his birthday parties.
Having some stuff to prepare for that though, so my pbp time will be short for the weekend and next week.
We shall see how much time I can scrap together to proceed us.

The Ghost of War |

So, gaming session is done, featuring the following vox traffic as my personal favorite:
"Attention, Thunderhawk flight 0001.
You crashed into an enemy Titan."
As well as a Navy Commissar getting told to get someone competent with authority to the vox.
***
Anyway, I should be able to move us forward properly tomorrow :-)

Cmd-Keen Medic |

You could say that OR you could say you broke the power scale and let your local Archmagos Archimandrites Primus Dominus Inveniet build a new and shinier IMPERATOR grade power scale =3
GoW wrote the base story before the whole plot moving forward into m42 thing happend so it's pretty much an alternative what could've happend at that junction of history but since we only play once a year we didn't get that far into the story yet.

The Ghost of War |

Huh, I just found out that there is a new 40k rpg system on the market since late last year, using a totally different system (d6 pool rather than d100).
Its calles Wrath & Fury.
Once my current project at work is over (or as soon as I cannot wait any longer *lol*), I am going to check it out.
At the very least, it will surely make for a great target to steal stuff from.
+++
If some of you still have free game time and are up for more 40k and potentially interested in the game, there is currently a recruitment for a game using this system going on the boards.
It is already marked for observation by the Ghost of War anyway ;-)

Simmins Olways |

I heard that it's completely different and not nearly as combat crunchy as this d100 system. I heard a comment from a reviewer that Space Marines don't feel nearly as overwhelmingly powerful compared to regular IG as they do here.

Krish |

I heard a comment from a reviewer that Space Marines don't feel nearly as overwhelmingly powerful compared to regular IG as they do here.
That, to me, is a major drawback of the wrath & glory system. Space Marines are supposed to feel like gods compared to a guardsman.

Cmd-Keen Medic |

... that usually happens when someone tries to make space marines have the balance they have in TT.
I seem to remember an official statement that they had to tune down space marines for TT or otherwise each one of them would cost like 400 points. And a game where a squad of tactical marines murderstomp through your horde of orks and tyranids are not the most fun thing around.
(Not going to look for it and certainly not a word by word rendition of it so don't quote me on that too hard xP)

Krish |

I mean, a brand new space marine in the FFG system is roughly on par with an ascension level dark heresy character. That seems appropriate to me.
I have always felt that the space marines on the TT were .. a little weak compared to all the stories and fluff.

The Ghost of War |

The thing I am mostly interested in actually, is how they go with wounds/soak/fatigue.
I struggle with the as-is to be honest and have toyed with several other ideas without being confident enough to 'go live'.
So any 'new' system, might tip off me there.
@Space Marines and TT: Actually, I always thought it the other way round. I'd figure that many SM players would be troubled if they could only ever field like a squad of troops (let alone stuff like terminators or dreadnoughts), while the other guy comes with several boxes of troops to the table.
As an enemy, I'd find it thrilling to be faced with the few murder machines and think it would be amazing experience to bring them down one by one by sheer swarming numbers and quazillion attacks.
@Space Marine and RPG: To be honest, I always felt like Deathwatch was WAY underpowered at creation time. Those Marines felt more like freshly elevated battle brothers - but certainly NOT century-old veterans drawn from all over the galaxy for an allstar formation.
The comparison with Ascension only (barely if at all) holds in direct combat. In any other area, any ascension character will outplay them by far.

Adge 'Lucky' Cutler |

Not that I like the new primaris stuff, (it just feels too much like a plain old money grab) but I am curious how they would stay up in Deathwatch. And yeah, I agree Deathwatch early levels feels like fresh out of being a blood claw, sorry scout. (Unabashed fan of the space wolf approach to the codex)

Choon the Expendable |

I've never played the table top, but I will start painting some DnD minis soon (tonight hopefully) so maybe one day I'll be skilled enough to smear some acrylic on something from 40k.