Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ok, in that case I won't, wouldn't want to spoil the surprise. ;) I know some of the lore from playing 40k (although they were coming in as I stopped playing), just not Deathwatch rules, traits etc. But yeah just feed me any info you see fit. I think I still have the alt rank info in a private message. Which book was it all in though?


Check the pm reply Pyros.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Sorry for the mammoth gameplay post! Hopefully it covers all the bits I didn't before.

@Bayou I think you just meant demolition charges, by the 'little c4 like explosives"


Pyros V'estian wrote:

Sorry for the mammoth gameplay post! Hopefully it covers all the bits I didn't before.

@Bayou I think you just meant demolition charges, by the 'little c4 like explosives"

Yea, that's what I meant, demolition charges.

Nice post, moving and true to the Oath of Ignorance. Glad someone stood up and took initiative, PBP can grind to a hault sometimes over a few decisions, everyone waiting for another to decide. IF someone has a problem with it or concerns, then post IC.

Varryl, nice post too, glad you sorted out the munitions, but I'm gonna roll for something you might find in the Arming Chamber, though I couldn't believe you have such an insanely low Per of 34.

Figure out how you'll dole out the extra munitions you made and cluster mines, up to you, you're right, the facility would have had a nice bonus, sorry I forgot to mention that in the PM.

As for Forgemaster ability, the Multi-Melta has recharge, so its gonna be slower to fire, just a little FYI in case you didn't know and would rather remove that than overheat. Up to you.


Techmarine/Forgemaster Rank 7

Yep. Blind as a wall. Thats a good point about the Multi-Melta. Looks like Vartas steals the Techmarine love again.

I figure 2 to Hammern(or 1 for stormbolter), 2 to Pyros, 1 to Deleos(2 for pistol), 2 to Xing and 1 for myself I'll mostly rely on the Techxorcism gun when we find more serious threats. 3 of the cluster mines will be with the main base and 2 will be for the forward.


Updated for Ulrich, creating that follower took the morning, I'll try and update for the others at Lunch.


@Varryl:

Your internal auspex was damagaed? That would surely have been repaired while here, the Medical facilities some of the best you've seen, the speedy recovery of brother Xing proved that. Additionally, it could have not only been easily repaired, but upgraded as well with ease. Anyways, too late now for that, but I don't want to force you to go in "blind." If you like, you may assume its been repaired, or if you'd rather roleplay without it, let me know.

@ EVERYONE:::::::::

Please post your "requisition" here for me and others to see. List what you are taking with you and and the number of any special equipment/grenades/ammunition you have left. I need that for my own reference in setting up the encounter(s). Thanks!!!

Weapons
Equipment (force-fields, auspex, etc)
Special Ammunition
Misc. stuff that you might have found or were given since leaving the fortress that you want to take.
If you are leaving anything behind, then please list that to.

I need to "visualize" what you all have to match the difficulty and way I present this next missions' contents and enemies. Thank you.


Techmarine/Forgemaster Rank 7

Master-Crafted Storm Shield(70)
Exceptional miu(15)
Reductor(8)
Masking Screen(25)
MasterCrafted Cartographer(10)
Master Dataslate(10)
Pictrecorder(5)
Tecxorcism Gun

New
8 clips kraken rnds divided up
5 Cluster mines
Servoskulls Scouts

While he certainly could perform the surgery/repair he wouldn't risk revealing his geneseed anomaly for such a minor item. No matter how low the risk may be.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Signature:
Thunderhammer
Jump Pack

Standard:
Crozius Arcanum
Power Armor
Skull Helmet
Rossarius

Req:
Wrist-Mounted Storm Bolter + Motion Predictor 50
Melta Bomb 20
Signum Link 25
Kraken Round Magazine 5

New:
3 EMP Grenades
1 Melta Bomb
5 Demolition Charges


Previous requisition:

Arm mount for bolt weapon 15
Signum Link 20
Flip Belt 21
Psy Ammunition 2x basic 10
Stalker Pistol with red dot sight (10)
Psy Ammunition 1x pistol 5

I don't think they have the Psy ammo here, so I removed one of the clips from my pistol to replace the ones I fired from my Bolter. Not sure how many I fired, but not a clips worth, probably less than half, but I'll leave it at that.

I have 1 EMP grenade.

Standard gear is:
Signature: Great Force Sword

3 Frak grenades
3 Frag grenades

1 clip of Kraken rounds added to the fire selector of my bolter.


Brother Varryl wrote:

Master-Crafted Storm Shield(70)

Exceptional miu(15)
Reductor(8)
Masking Screen(25)
MasterCrafted Cartographer(10)
Master Dataslate(10)
Pictrecorder(5)
Tecxorcism Gun

New
8 clips kraken rnds divided up
5 Cluster mines
Servoskulls Scouts

While he certainly could perform the surgery/repair he wouldn't risk revealing his geneseed anomaly for such a minor item. No matter how low the risk may be.

Ok, not trying to argue or persuade you one way or another, but I need to know how I could roleplay this issue and your deed.

How much more risk in the repair of it compared to the implanting of it initially? I think the gene seed testing that deed would require goes a little beyond normal procedure, not really a simple blood test..Or is it in your mind? Is it that if anyone else were to heal you they could easily know/think to test for something like that? I know the deed requires a difficult med test, but only if they were looking for something, ie you gave them cause...for example, refusing the medical attention of everyone and only treating yourself...

Just want to flush out the deed with you and how you visualize it, so I might include that in the roleplay sometime. Thanks.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Previous requisition costs listed in [].
I've assumed I can replace the Kraken rounds for my heavy bolter.

Current equipment:

Mark IVc Astartes heavy bolter with backpack ammo supply and motion predictor
Multi-melta
Ultramarines relic Terminator armour
Cingulum (Marks of Leadership [+3 to tests to regain Cohesion/prevent Cohesion damage])
Deathwatch Suspensor [25]
Kraken rounds for heavy bolter [10]
Vox-caster [10]

Being left behind:

Mark VII Astartes power armour (H8/B10/A8/L8)
Godwyn-Ultima pattern Astartes bolt pistol
3 Astartes frag grenades
3 Astartes krak grenades
Astartes combat knife
Repair cement
Astartes grapnel [3]
Melta bomb [25]
Restraints [10]
Cartograph [5]
Magnoculars [3]
Photon flash grenade [5]
Master-crafted Stalker pattern boltgun [30]
2 clips of Stalker rounds [10]
Red-dot Laser Sight [10]


So anyone else get a WTF feeling from Xhenek? We gonna let that slide or March forward?


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Sig wargear:
Exceptional Thunder hammer with Promethean's blessing
Mantle of the Defiled Crusader

Requisition:
Salamander's Mantle (20)
Astartes Combitool (15)
Astartes Signum (35)
Storm Shield (35)
Red-dot sight (10)
Dipole Maglock on Thunder Hammer (5)
Shoulder mounted Aux Grenade Launcher (10+15)

Just gained:
Combi-melta
2x Kraken clips, 1EMP

Leaving behind:
Bolter

I think we then talked about splitting the explosives, half with us, half with our forward base, but open to suggestions


Techmarine/Forgemaster Rank 7

It's mostly a habit that the character would have picked up during his secondment as the last thing any Astartes wishes is to bring dishonour to his chapter and the risk would likely have been drilled into him by his chapter. Plus the Imperial Fists are stubborn and hard-headed on the best of days.

As for the operation, it would probably be 3x more difficult. Removal, upgrade/repair and reinsertion. Simple if the Tech priests were allowed to help but not so operating on himself.


Space Wolves Grey Hunter (Tactical Marine 7)

Standard Equipment
Astartes Power Armour (History: Bring Death from Afar)
Astartes Bolt Pistol
Astartes Frag Grenade (3)
Astartes Krak Grenade (3)
Astartes Power Sword (granted by Right Gear for the Job deed)
Astartes Power Axe (Replaced Astartes Power Sword when we started acting as Black Shields)
Astartes Combat Knife
Repair Cement
Chapter Trapping (Wolf Pelt) (provides +2 to Intimidate skill)
Chapter Trapping (Totem of the Sun Wolf) (provides +3 to Perception skill) (Normally worn out of sight due to Black Shield deception, replaced Wolf Pelt)
Astartes Storm Bolter (20 Req) (granted by Signature Wargear talent)
Fire Selector (2 req)
Arm Weapon Mounting (10 req)

Requisitioned Equipment
30 Exceptional Quality Combat Shield
28 Exceptional Quality Barrage Pattern Plasma Gun
20 Motion Predictor
20 Signum Link
12 Auspex
10 Vox Caster
5 Cartograph
0 Vengeance Rounds (Storm Bolter x 1) (per tactical equipment issue)
0 Frag Grenade (3 extra)
0 Krak Grenade (3 extra)
0 Repair Cement (3)

New Equipment:
Kraken Rounds: (Storm Bolter x 1)
Fenrisian Cyber-Wolf Follower
Not sure who is carrying the explosives.

@ Bayou: Were we able to get re-supply of specialty ammo? If not, it may take some time for me to dig though posts and find my expenditures (I forgot to update my profile...)

@ Pyros: Are you planning to take back the standard issue of ammo you were letting Ulrich use?


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Not if you can use it. Between grenades, my hammer and the melta part of my combi melta, I won't have much time for bolter rounds. (I hope!)


@Ulrich:

Specialty ammo was not refilled, everyone else should estimate a half clip or full clip for whatever ammo you used. I assume you're refferring to the Vengeance rounds on the storm bolter? I'm gonna say since you're a tactical marine and you get a free clip each mission, then it was somehow refilled. That is an inherent ability to balance the tactical marines, so its unlike the others requisition.

Anyways, updating now, sorry its been slow, this week I got some office hours, so replies will be quicker.


Space Wolves Grey Hunter (Tactical Marine 7)

Cool, thanks Bayou.

@ Pyros, I will definitely keep it handy if that is okay with you. I will be loading vengeance, kraken, and witch bolts in the storm bolter.


@Varryl:

Sorry I missed the MIU you have, I double checked your profile before and didn't see that in your implants section, but you're right about the Artificer armor having it too, I had just forgot. PLEASE tell me when you are going to use the MIU and when you're just using other means like electro graft or binary. Won't affect my previous posts much, but if you're using the MIU I'll take that into account and give you more details "on the fly." I think you did that before in your post, with the +10 bonus for binary, which is why I mentioned a difference the MIU would make, feel free to decide how you'd like to communicate. The other priests don't have an MIU so you're like a god to them on top of being a marine, they're in awe of your devotion to the Ommnissiah.

@ Everyone:
Sounds good on ammo and such, everything should be sorted now, don't get too bogged down trying to make simple decisions, I say simple, but as a PC they may not be, you've got a leader and you've got choices. State your opinons, act or follow. Even if you post your thoughts, as in, after saying your opinion, that you'll follow whatever orders or resist, it'll help me and others, otherwise this "discussion" over paths could take longer than necessary. As it is now, I can't really update until someone decides to do something like bring up the forces or WALK THROUGH A DOOR... A door that is 100m away so there is time for words or action on anyones part before he goes through.

@Xing
I forgot completely about that Warp Walker ability to walk through walls...Nice play little bro. Enjoy the swim in magma :) You forgot its about 100m away so there is some time for discussion and the void fog will not be covering everyone as you walk away.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

A word from my side: I will roleplay my marine, meaning that I will follow decisions made by the leader/superiors in any case - otherwise I will take explicit action. If I am able to think about advice/ideas it is exactly that: an idea or recommendation.
So the leader+GM should move on if he does not agree or just want to move things forward.

@Xing: "The Emperor protects, Brother" ;-) *pressing some thumbs*


Techmarine/Forgemaster Rank 7

@Bayou No worries. He wouldn't have used the MIU since he intended to leave the operation of yhe skulls to the priests. As for actions he'd like to inspect the door but he holds true to the Oath and will not act on investigation unless the only person who knows the enemy permits him too.

@Xing That is not the proper cleaning ritual for your armor...


Techmarine/Forgemaster Rank 7

It seems that our group is on the verge of splitting.


Brother Varryl wrote:

@Bayou No worries. He wouldn't have used the MIU since he intended to leave the operation of yhe skulls to the priests. As for actions he'd like to inspect the door but he holds true to the Oath and will not act on investigation unless the only person who knows the enemy permits him too.

@Xing That is not the proper cleaning ritual for your armor...

I don't think that was the purpose or intention of the Oath, if you have the "Outer Reach" book you could read it, if not, I"ll post it when I get home and can easily cut/paste.

Anyways, gonna try to update soon, at lunch now.


OATH OF IGNORANCE
The Dead Station Vigilant steels his Kill-team against
the terrible force of the enemies they face, laying out the
knowledge he has learnt from studying the Dark Pattern and
reinforcing the single purpose the Kill-team must embrace lest
it give in to madness and doubt. Bolstered by this narrowed
vision, the Kill-team accepts only the role it must play in
coming mission and pays no heed to the greater darkness
surrounding it, protecting them from the horror that would
subdue their spirit or sway their conviction. It is an oath not
taken lightly nor one that comes without risks, as choosing
to embrace focus can cost the Kill-team its f exibility and its
ability to react to sudden danger, though against certain foes
ignorance is the only defence against madness.
Prerequisite: Dead Station Vigilant
Effect: Those that take the Oath of Ignorance choose to enter
battle without embracing knowledge of their foe or dwelling
on the nature and reality of their enemy. It brings with it
dangers, but also benef ts as ignorance can sometimes protect
a Battle-Brother just as well as knowledge. All members
of the Kill-team taking this oath focus their minds to the
mission and are diff cult to sway from their purpose. For the
duration of the mission, the Battle-Brother are unaffected by
the effects of Fear and Insanity (see pages 276 and 278 of the
DEATHWATCH Core Rulebook). In addition, for the duration
of the mission, any Battle-Brothers suffering from the effects
of their Primarch’s Curse (see page 280 of the DEATHWATCH
Core Rulebook) will also ignore its effects. The drawback of
the Oath of Ignorance is that Battle-Brothers cannot spare
any thought for issues outside the nature of their mission, and
suffers a –20 penalty on all Lore Skill Tests for the duration
of mission.
Squad Mode Abilities: Furious Charge, Kill Switch, Living
Death.

Squad modes

DEAD STATIONS VIGIL ATTACK
PATTERN: KILL SWITCH
Action: Full Action
Cost: 3
Sustained: Yes
Effects: Dead Station Vigilants must face some of the most
powerful foes arrayed against the Deathwatch: the Necron
threat. In addition to these ancient foes there are many
terrible and forgotten horrors lurking in the dark corners
of the Jericho Reach, and a Battle-Brother serving the Dead
Cabal will never know just what vision of madness lurks in
the depths of a dead world until he disturbs its slumber. To
combat these threats, the Battle-Brothers of the Dead Cabal
train to put down foes as quickly as possible, identifying
weaknesses or vulnerabilities and exploiting them in an effort
to kill or incapacitate. This is often the only response a Killteam has to encountering a new foe when its abilities are
unknown and indecision can mean annihilation for the Space
Marines. The Battle-Brother and those within Support Range
of him can use this ability to cripple or suppress a foe to make
it easier for their companions to kill. Instead of making a
normal attack, a Battle-Brother can attempt to target a weak
point on the foe, distract it with f re or generally hamper its
ability to attack the Kill-team. The Battle-Brother then makes
an unmodif ed Weapon Skill or Ballistic Skill Test (depending
on the weapon he is using to attack) as a Full Action. If he
fails, there is no effect and his turn ends, while if successful he
can choose to inf ict one of the following effects on the target
until the start of his next turn:
• Halves the Target’s Movement.
• Impose a –20 Penalty on all Ranged Attacks made
by the Target.
• Impose a –20 Penalty on all Melee Attacks made by
the Target.
• Temporarily negate one of the Target’s Traits (chosen by
the GM from those most appropriate).
If the Battle-Brother becomes incapacitated, is killed, or
moves out of range of the target with his weapon, the effect
immediately end. Otherwise all other members of the Killteam can benef t from the Battle-Brother’s Action. If multiple
Battle-Brothers choose to use Kill Switch on a target, multiple
effects may be imposed on the target (i.e. reduced movement,
penalty to hit with ranged attacks), but no single effect may
be applied more than once.
Improvement: At Rank 5 a Battle-Brother can use Kill
Switch as a Half Action rather than a Full Action.

DEAD STATIONS VIGIL DEFENSIVE
STANCE: LIVING DEATH
Action: Half Action
Cost: 2
Sustained: Yes
Effects: Secrets are not the only things which sustain
a Dead Station Vigilant, and as part of the Dead Cabal a
Battle-Brother is also inducted into an inner circle, closer
and more subtle than anything he has experienced before.
As part of this group the Battle-Brother strengthens his oaths
to the Deathwatch and the Ordo Xenos and reaff rms his
duty to the Imperium. No Battle-Brother can see the things
the Dead Cabal deal with or face the foes they must f ght
without f nding his faith strengthened or his resolve grow.
This is especially true when facing inhuman foes such as the
Necrons, the Tyranids, and daemons, threats from which there
can be no surrender and no retreat. The Battle-Brother and
those within Support Range of him can use Living Death to
reduce critical damage when facing inhuman foes, brushing
off heavy damage so they can f ght on. When the BattleBrother suffers critical damage from a foe with the Necron
Trait, the Tyranid Trait or the Daemonic Trait he reduces the
amount (after reductions for Armour and Toughness Bonus)
by 1 for every conscious and living member of his Kill-team
within Support Range, drawing resolve from their presence.
This reduction is taken into account before the total is halved
by other abilities, such as the True Grit Talent.
If a Battle-Brother under the effects of the Living Death
ability is “killed” (i.e. suffers a critical effect which results in
death) then he can continue to f ght on for a single Round
before dying. During this Round the Battle-Brother can ignore
the effects of Fatigue or crippled limbs, but still suffers ill effects
from any missing limbs, lost eyes, or other absent organs after
this Round, the Battle-Brother dies normally, though he may
burn a Fate Point as normal to avoid death.
Improvement: At Rank 4, the Battle-Brother increases the
critical damage reduction granted by this ability by an additional
1, plus 1 for every Battle-Brother within Support Range. At Rank
7 the Battle-Brother can f ght on after “death” for a number of
Rounds equal to the number of Battle-Brothers within Support
Range (determined in the round he was killed)


Sorry for format, its on my phone, thought I'd save you the trouble Bayou, didn't know cut and paste would be so messy


@lazy thanks for posting.

@everyone that reminds me, all lore rolls will be at - 20, which means the ignorance oath makes it harder for you to learn more lore about stuff. I'll keep that in mind when determining difficulty and DOS/DOF.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

It seems I timed that badly! I went away, but didn't mention it as WiFi was advertised at the hotel. Turns out it really shouldn't have been!


OK folks, updated with our first combat since resuming this game.

As I've said before, and some of you do, just a reminder: Roll what you want, don't wait for me to tell you what to do. I will if its important and I think of it, otherwise, just try...No harm, and I won't mind you rolling whatever you think your PC might do, even if it doesn't apply, you never know. If you don't roll or think to roll, then I'll just assume your PC didn't and maybe sometimes I'll ask/remind, other times whatever happens, happens.

Combat happens as a player posts, not necessarily in initiative order. There are blocks for when actions happen, so for example, even if Lucian posts, his actions won't resolve until the block before him, understand what I mean? Within your block, initiative order doesn't matter, but all those actions within your block, enemy and friendly, will be resolved after/before other blocks preceding or following.

That might not make sense, but we'll work it out and freshen everyone up with this little introduction IC.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

@Lucian: You have forgotten the +20 from full auto. So you have hit with the first shot!


Just double checked, for semi and full auto, rolls 94-100 are jams.

Also, they're size hulking, same as you, per my description, but I forgot to mention the +10 to attack. I'll give Lucian another hit when his initiative block resolves.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Is Full-Auto +20? This is the problem with posting at work, no access to my books so I always get things like this wrong.

If the 96 would have been a jam I probably would have rerolled it anyway.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Yup, full auto is @+20, semi @+10. At least in all systems before only war as far as I know.


Space Wolves Grey Hunter (Tactical Marine 7)

Does no one have a Signum? I thought someone did...


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

We certain have but ... Well it seems most of us fight their own fights?


Everyone posted their equipment a few posts back (or should have) and I counted a few Signums. Xing has one. I think the Dreadnought armor has too.

Anyways, gonna update now, I think everyone else has already acted.


Pyros has the Signum and some of us have a signum link. Must also be in squad mode to benefit.

astaRtes signum:

A signum is a sensorium and transmitter array that can be mounted
on a Battle-Brother’s armour. It broadcasts enhanced tactical
readings to all members of a Squad, allowing them to benefit from
the targeting data. While a character equipped with a signum is in
Squad Mode, all characters in Squad Mode receive a +5 bonus to
Ballistic Skill Tests. If the equipped character spends a Full Action
and succeeds on a Tech-Use Test, this bonus increases to +10
until the end of the next Round. The effects of multiple signums
are not cumulative, but see the signum link below.

astaRtes signum link:

A signum is a useful tool alone, but by equipping the targeting
systems of one or more squad members with a signum link,
they can make optimal use of the signum’s readings to achieve
unparalleled acts of teamwork by forming a web of their
interconnected autosenses. This allows all participating members
to make a concerted attack on the same foe, striking
with a coordinated precision that makes their assault all
but inescapable.
To form a signum web, at least one member of a Squad must
be equipped with a signum. One or more other characters
in the squad then equip their armour with signum links.
All characters in Squad Mode on the web (via the signum
or a link) may benefit from the rules for ganging up on an
opponent, regardless of whether they are engaged in melee
or using ranged attacks, and with the benefits applying both
to Weapon Skill and Ballistic Skill. Characters in Solo mode
gain no benefits from being part of the signum’s web.

SO, starting squad mode needs a roll or once per mission can be done for free, not sure if thats by the squad leader or anyone.

What is our Cohesion at?


gangIng up
A character has an advantage when he and his allies engage
the same foe in melee combat. If a group of characters
outnumber their opponent two to one, their Weapon Skill
Tests are Ordinary (+10). If a group of characters outnumber
their opponent by three to one or more, their Weapon Skill
Tests are Routine (+20).

Do we get the benefits of ganging up with our Signum and Signum Links, even if we don't outnumber them??? It says we "may benefit from the rules" but does that means we still need to outnumber them as per the rules for it to count?? Which we don't at this point...

If we do benefit from the rules without outnumbering them, that means +10 on WS and +15 BS for those with Signum Links and in Squad mode.

IF the Signum holder is in Squad mode, others with them get +5 to BS skill, meaning if they also have the Signum link and we "outnumber" them (up to GM what that means, see question above) then they get +10 WS and +15 BS????

No signum means no benefit until we gang up on them as per normal rules and Gang up bonus only applies to WS, not BS. Those in squad mode with no Signum still get the +5 BS from the holder of the Signum.

@GM: Please rule on this so we can add the proper bonuses..might make a difference in my latest post for the second hit. At this stage its hard to keep track of all the bonuses and extra little things we have.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Sorry yes I do have a signum , I plan on double checking Cohesion today when I get a chance to look at the book, although I think it should be about 11=6(fel)+2 (command +10) +3 (tactical experience). I also realise I could have allowed us to use my int bonus 6 instead of Ag for initiative(combat formation), but I forgot (as mentioned those pesky bonuses, but I will apply it from here on). I hadn't immediately jumped into squad mode thinking it may be more useful later, but can do if people want although as I calculate Cohesion I realise that was silly with so much. Bayou are we able to add that to my actions this round? I believe it is a free action. Otherwise I will next round.
I thought the outnumbering was in each combat, for example as Vartas isn't directly engaged, if he 'gangs up' on for example Xing's enemy, then they both get the ganging up bonuses and the rest of us don't against our enemies.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Cool, thanks Deleos. I'll try to remember that I'm 20% more awesome in future.

I don't have a signum link, ran out of Req.


Space Wolves Grey Hunter (Tactical Marine 7)

As far as I understand, ganging up is on a per-opponent basis. Since Ulrich's wolf is attacking the same opponent as the one fighting Pyros, they are ganging up on that enemy.

Not 100% sure about it though.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Oh and I checked, it should be 13 Cohesion. I forgot the 2 for being rank 6 or above.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

You got that extra one from having a Chaplain in the team?


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

14 anymore for anymore? Until we start rinsing attack patterns, it would appear that we can use squad mode pretty freely.


The signums allow people not engaged in combat to also benefit from the gang up bonus, but does not give the person in melee combat the gang up advantage unless they already have it.

It is a per fight cases, meaning its not all the enemies vs all the marines. Its whatever fight is happening at the time. Xing vs enemy is not outnumbere, but others with signum links may get a bonus to their attacks as though they are ganging up. If they engage in melee with them, then they could out number and then Xing would have the gang up bonus for himself.

Also, remember that some of you and some enemies may have the "combat Master" talent, which negates any gang up bonus.

Anyways, gonna update now, theres a wall of posts and things to sort through, might take me a while.

Also, I might ask some of you how you got to certain bonus totals if its not already explained. Im looking in profiles first to see for myself, but if i still cant understand, hope you dont mind me asking.

I'm doing the above so I can evenly match the enemies. Your large squad and rank 7 means you guys will plow through most anything that isn't master/elite profile, even then, you'll probably make short work of them. I'm just trying to balance it, but I have to know what your capabilities are, and if I'm mistaken and you're not as strong as i though or more powerful than I thought, then it might not be as enjoyable. So bear with me, its our firt battle since resuming, we'll work stuff out and i'll ask a few questions, afterwards, we should be set.

Thanks!


Alright, got an hour or so now to update things, tried earlier, but ran out of time and some things go real messy, so I had to decide how to resolve them.

First off:

The two enemies attacking Deleos and Pyros have lower initiative, and I said at near point blank range, meaning not melee range. They are going to charge, meaning they have the minimum distance b/w you and them. If you wanted to attack them, and your attacks are all before theres, then you would need to move closer to melee. That means either you A) Delay your action until they're closer, leaving you with a half action. OR B) You charge or move closer to attack. Both options take some action, meaning you wont have a full action to attack. Some confusion/rusty/whatever reason, some marines are attacking as though the enemy is already on them, but your initiative is higher. So I'll try to resolve it fairly, probably just going to let it happen as you posted, but PLEASE be mindful of that in the future. Otherwise, I'll roll dice or just resolve your actions as I see fit, and you might not like that.

Second,

Lucian, I don't know what enemy you are firing at. Your post says you're firing at some engaged in melee, but as the last person to act, that leaves pretty much every enemy standing engaged in melee at this point. I don't know if you're firing at one or all of them. You didn't assign hits, so I'm assuming its one target, but since you aimed, if that target went down, then you'd lose that bonus. I'm going to be pretty lenient, as its PBP and sometimes we post before knowing what will happen to others higher up for the sake of time. But atleast give me a primary target and/or say I'm aiming at this person, unless such and such happens. Otherwise, I'll have to roll dice for random targets. Up to you all, just a heads up for future battles.

Third,

Be mindful of penalties I lists for firing on certain enemies. That can affect your DOS and decision to use a FP to re-roll or not. Also, Ulrich, I think Bolter Mastery is only for Bolt Weapons, does not apply to Plasma weapons, but I could be wrong. (Is it all Astartes Weapons?) It also only works in solo mode? I can't recall, I'll look it up later for clarity.

Fourth,
Varryl, I stand corrected, its been a while since I read the deed, so I forgot that part about initiative. Though I need to check up on the Grapples rules now, but I think you lose a reaction, and you seem to have a few attacks, not sure where your multiple attacks come from, I'm just talking out loud now maybe, I'll comb through the profile again to remind myself, but once I see it, I won't forget. I know you can sacrifice reactions to attack, and I gotta see about the mechandrite grappling and not you and whether the rules apply the same or differently. I'll figure it out.

Lastly,

Sorry for the questions and mistakes, theres just a lot of marines now to remember what all everyone has and can do. Once we get through this first skirmish, things should be smoother and my memory will be refreshed.

EDIT:

As your cohesion is above 10 right now, joining is auto, no need to roll. It can be initiated once for free by the squad leader, but he can save that for later. Just remember once it drops below 10, then you'll need to roll or pass the necessary tests (if any...Maybe command, I'll have to freshen up on those rules too, wouldn't hurt for others to remind themselves.)


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Apologies for the vagueness. It's difficult to plan who to attack when I'm posting early but acting late, but I'll try to be clearer in future.


**Wipes sweat from forehead.

Ok, that was easier said than done. I might of made a mistake in the update, but it should be pretty solid. It was a lot of back and forth and by the end, i was just like f* it, whatever (almost). This isn't so much a threatening combat as it is a learning experience for us OOC and for the marines encountering a new enemy for the first time IC. So don't worry to much about the details.

Its really been a challenge to figure out how to introduce new species/enemies and figure out how to give you details and not just make it a fight. I've got it figured out, but not being able to lable some enemies by name, and watching what I say and how I say it for now, not to give things away, isn't easy. But I enjoy the challenge and you guys are worth it.


Brother Lucian Vartas wrote:
Apologies for the vagueness. It's difficult to plan who to attack when I'm posting early but acting late, but I'll try to be clearer in future.

I completely understand, I'd rather you post when you can then not and hold things up potentially. Just try to prioritize some targets for me IC or OOC. That way I know your intentions, otherwise, I'll just have to decide for you.


Techmarine/Forgemaster Rank 7

Initiating a grapple is done either through a standard attack or charge attack.

He used feint, 1/2, to try to avoid the enemy dodging and standard attack to try to grapple, 1/2. Missed the grapple and went for a stabbing attack with the other servoarm with the reaction.

Normally the feint would be an opposed WS test but since it would be impossible for him to have more difficult than me it doesn't matter. Had I hit with thegrapple then I would not be able to use a reaction.

The books consider the servoarms to be additional limbs so I don't think there is any difference between using them or my Fists in melee(save the murder). That does leave me a question though. Since the book considers them to be additional limbs and I have 5 Mechadendrites(2tools/3servo) would that fall under the multiple arms trait? Not the +10 T but the bonus to S and climb tests and the Multiple attack.

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