
Brother Ren'Shaw |

Hey folks. Just saying work is putting me under a lot of stress. Will be back to posting by the weekend
-Posted with Wayfinder

The Ghost of War |

Headache and fever are gone, so things are getting slowly better here...
@Cel: Yes you can retreat to the bunker of course. Watch from the bunker is @-10 for the confined space and loud noise inside.
@Ashora: Need a few t-tests for your guard duty that night - or do you keep guard from the bunker as Cel is about?
Will continue once those questions are cleared.

The Ghost of War |

@Cel: Yes you are also by the door, as you said you wanted to check out the signs, which means looking out of the door at the very least. The respirator gives you a +20 I think - or do they count as fully atmospherically sealed? If so, you would suffer no penalties at all. But I think the standard implant only counts as a normal respirator.
Reminder@All: If you get hit by Blast(x) or Spray weapons, your Comrade immediately also get hit as well, so they now count as being wounded!

Celephix |

Pretty sure it's just a normal respirator, I assume the +20 just counters the -20 on the roll (though with a roll of 98, it's largely irrelevant.
Can I vent a censor blast while I'm coughing up, it probably doesn't project enough force to clear any of the gas, but the -5WS penalty might give us a little bit more chance against the orcs while we're largely helpless...

Choon the Expendable |

Well, if the dice are good those ogres won't last very long. ;)
Was it a full round or just half to put on one's mask? I don't want to tempt fate with that -20...

The Ghost of War |

Everyone under the effect of the gas may roll a willpower test. If successful you may scramble for your filtration plugs and put them in, thus getting the boni in the next round. Forgot to note that down!
@Cel: Rolled a 50-50 dice and you got it activated in your panic. Also the above does not count for you, as you are already wearing a respirator. You can reroll the test each round due to that including the +20 from the respirator.
@Ashora: The one in fight with Thud'dr is now out of sight from your position, as he entered the bunker.

Choon the Expendable |

For the purposes of Frenzy, would you allow me to count taking a stupid amount of damage as the round of "fueling my rage" required by the talent?

The Ghost of War |

We can make that a rule, but beware that this will mean, that you go into frenzy EVERY time you soak a huge amount of damage in short time, whether you want it or not.
Something like:
"If a character with the 'Frenzy'-Talent looses more than one third of his wounds in one round (or receives at least one point of critical damage), he enters frenzy as a free action at the start of his next turn as pain takes over control. If the character do not want to enter Frenzy this way, he must pass a Difficult (+0) Willpower test and a Full Round action to cool his temper down or enter Frenzy unwillingly."
This would make Frenzy a little more dangerous but also more the 'Berserk' from D&D-type games I guess.

Choon the Expendable |

I was more asking because I really don't want to just stand there getting angry right now. We don't have to make that rule.

The Ghost of War |

I know but that one-round-to-get-in-mood is one of the two major drawbacks of the Frenzy talent, and it would probably break the balance if we let that drawback slip without some sort of compensation. If I remind correctly there are even other talents/traits that let's you enter frenzy as a free action, while offering other drawbacks in exchange. There was/is the Flagellate-Thing, which lets you enter frenzy for free, but you have to inflict one wound each day to yourself to not loose that benefit...
That's why I put up that quick rule to make it work, while providing a compensation drawback ... do you understand what I mean? Not sure if I put it the right way^^
I know the problem you are facing, playing a Frenzy Blood Angel Chaplain in a DW game here on paizo. Worked with my GM to give me an item that let me enter frenzy as a free action. As a drawback, using the item can cause insanity points for me. See what I mean with compensation?

Ashora Kail |

Hey @Choon, for future reference Notch can join you in melee to give you an extra +5WS, same as with shooting
@Ghost of War: how far will Ashora need to move before the other Kommando is visible to her?

The Ghost of War |

@Ashora: Essentially you would have to 'just' enter the bunker to see him again, soo from your current position up in the second trench-line ... let's say 15m? Check the next part about environmental constraints below.
@Everyone: The outside is currently considered arduous terrain (deep snow + night) so no running, no charges, any physical test (dodging, WS-tests, acrobatics, ...) are at -30 while out there!
@Comrades in melee: They in fact do not give a flat +5 but rather provides you with the sweet Gang-Up Bonus which is a +10 Bonus!

The Ghost of War |

@Ashora: No they are not aware of you due to having better things to do ;-), definitely within 75m and shooting the explosive would be a called shot on a tiny (-20) sized object, with no actual preparation time (so no aiming) otherwise the exchange will be done.
@Faye: Thanks =D. To the explosives: at least the detonation would be against the front armor instead the belly of Doombringer, but 'minimal' damage is not a real thing with Ork-Explosives I fear ;-)

Choon the Expendable |

Unless the initial explosion killed them, which is unlikely, the orks in the other trench are probably having a worse day than our orks as there are Three Ogryns over there and only one over here. :)

Choon the Expendable |

Speak for yourself. If I'm going to die I'll probably pop the pins on a couple of my Krak grenades and go out with a bang! :D

Ashora Kail |

A Fate Point can be "spent" and "burned" as separate things! Spent points come back, burned ones are gone forever unless you do something sufficiently badass to impress the GM and get awarded a new one! :)

The Ghost of War |

@Cel: Thought about your intention of getting around the melee. You could do something like this: Enter the melee (maybe going defensive attack for increased dodge chance in case you are attacked) and then spend your next turn to retreat from combat (there's a full action that lets you move a half action out of combat without getting an attack from your enemy). In that case we can say you just circled the fight and exit the bunker if you want to. I think you have two actions left by now, so I can place you out in the free at the end of turn 3?

Choon the Expendable |

Ok guys, go save the Doombringer! :)
Man am I glad that worked out. I have ammo, 4 krack grenades, and a few frags on me. It would not have been good!

The Ghost of War |

Can't believe they did not state the duration of first aid ... Man, ehh how about this:
First aid:
- if lightly wounded this is a half action (so you can move to someone and slap some bandages/painkiller on, seems reasonable)
- if heavily wounded this takes a full action (you must be more careful to treat him and you would have to do more than just slab some bandage on right?)
- if critically wounded this takes two full rounds (your buddy is closer to death than life, so fixing this should take a bit longer don't you think?)
Thoughts? Would occupy Leni for three full rounds.
@Leni: The book also lists a penalty for performing medicae on critical wounds while being open to environmental effect (like snow, mud, Xeno blood?^^) of -20. You IC certainly know this is problematic so I you can change your IC action to try and avoid this side effect if you want ... Or life with 2 DoS less.

Cmd-Keen Medic |

Pretty sure they didn't specify first aid duration to allow you as gm to adjust the duration depending on what is being treated - even when lightly wounded it probably takes longer to remove a shotgun blast to the armor than pulling out a knife - searching for each pellet that got through and removing it without killing the person in the process.
I'll gladly take those times if you want to make a strict rule for it, I had estimated it to be a lot longer - one round is stated to be 5 seconds on page 240 of the OW core rulebook and that's quite short for medical procedures. I fully expected to still be treating them while the next wave rolls up =3
I missed the -20 for being exposed to the elements as that's in the example modifier chart for the gm. I'll take a round to set up against the elements (coming in fluff in round 6 since round 5 action was grabbing stuff).
I don't think xenos blood goes under environmental effects tho since the modifier is for keeping the wounds clean while working despite the environment continuing to dirty it - not like xenos blood which you clean out once.
Unless, you know, the xenos was made to explode right next to my medical procedure. Or some crazy fk made it actually rain xenos blood while I'm treating my patients.
Which, this being 40k, might as well both happen yet.

The Ghost of War |

Yeah it depends a bit on the type of wound. A criticle wound from a chainsword sure will take longer to treat than a las-shot (the former beeing messy and over a big part, the latter already cauterized and focused on one point) but keep in mind that first aid is really nothing more than keeping him alive (for a little longer), so you would most likely not remove bullets as part of first aid. You would put up a quick bandage such that he does not loose too much blood and poke him with a stim/painkiller to keep him going. Anything sophisticated would have to be treated during extended care, otherwise you would look at several minutes of work and really wanting a clean and stable working space (removing bullets gets messy and dangerous really quick if your patents does not keep tight...)
The blood part was a reminder that the outside of the bunker just looks REALLY messy atm, with all the blood and gore on the ground and such. But if you take time to set up (something like a impro tent using jackets or something) you can go without that -20 of course.