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Sup everybody, glad to be back, got some reading to do, ready to kick some Demon ass.


Goodluck, RL happens.


Happy Holidays all1


20 + 2d10 ⇒ 20 + (4, 2) = 26
20 + 2d10 ⇒ 20 + (1, 1) = 22
20 + 2d10 ⇒ 20 + (4, 9) = 33
20 + 2d10 ⇒ 20 + (8, 10) = 38
20 + 2d10 ⇒ 20 + (8, 7) = 35
20 + 2d10 ⇒ 20 + (7, 9) = 36
20 + 2d10 ⇒ 20 + (9, 10) = 39
20 + 2d10 ⇒ 20 + (6, 4) = 30
20 + 2d10 ⇒ 20 + (8, 10) = 38

And a re-roll the 1+1 dice: 20 + 2d10 ⇒ 20 + (4, 7) = 31

Not sure what I'm gonna create yet, but sounds like an awesome game. I'm in China, so seems like our timezeones are spread out nicely. Might go for a Psyker or Tech-Priest.


great.


Brother Vorenthar wrote:
I missed this being taken over again... :P

Not sure what you mean...You missed what? Nothing has begun. You want to run the game? Maybe Bayou wouldn't mind giving it to you instead, I know he wants to actually play in a game instead of just GM.


He's "updated" in another game we are both in just today, but lately its just been a one line blip. Been almost 2 weeks here with no update, so I say if we don't hear from him today, then I'm all for someone else stepping up.


No objections here, hope he's fine, he just got inserted into a DW game of ours, shame to lose him after only a few posts, but it wouldn't be the first time he's gone missing with no warning. He's like the terminator though, he'll be back.


I'm still around too. Up for carrying on.


Best wishes in your recovery.


Welcome Tyreon. Been busy getting ready for Halloween, will try to get a post up today


Sounds like a real party if there's an ambulance, hope all is well.


I think the mount is separate, but I could be wrong. Nothing crazy though, should be an easy acquisition.


No worries Pyros, we all got lives.

@GM: Just a heads up...Frenzy doesn't make you do anything suicidal...so hopefully we can put out flames instead of being forced to attack in melee while frenzied. Might not matter, but a potential danger I thought of.


Hell pistol is nice, high pen, but the charge packs are a bit of a burden if you plan to use it much...Depends on how GM runs ammo and charge packs.

Also, its not an MIU, its a WIU. It would connect with a weapon you've already got and the mount would be separate. Up to 3 individual components/acquisitions. But if the GM is allowing it all, I might have to take a shoulder or arm mount as well for my bolter.


Bump...


No black crusade it seems, only war it is.

Blackhawks sound fun. Don't mind mixing a regiment with another force.


Black Crusade would be fun, but would play any of the options here.


Konstantine of the Inquisition wrote:

Ps. I have no idea what scatter does....

-Posted with Wayfinder

It gives you extra hits at point blank range and less damage at long ranges, check the rules to be sure.


We need a new GM...any takers?


Can't give input until we know who goes where and maybe a little about our campaign.


We ship building together or up to RT?


New pcs have some crazy high stats

You only have 2000xp to spend, as rank 1 includes xp.


Tainted:
1d100 ⇒ 49...Hulking

1d10 ⇒ 8 Fate Points: 4

1d5 ⇒ 3 Wounds 15

Updating profile with details and Origin Path, Alias: Tyboris


Just have to ask: Would it be possible to play a Factor of Lathes type character? It's from DH, essentially a tech that looks human and detach mechandrites. No GM for DH wants to begin with that, but maybe in RT it could work. If that's a lot to ask, then I'll just let my rolls decide.

2d10 + 25 ⇒ (9, 5) + 25 = 39
2d10 + 25 ⇒ (6, 8) + 25 = 39
2d10 + 25 ⇒ (9, 1) + 25 = 35
2d10 + 25 ⇒ (3, 3) + 25 = 31
2d10 + 25 ⇒ (8, 2) + 25 = 35
2d10 + 25 ⇒ (2, 4) + 25 = 31
2d10 + 25 ⇒ (4, 10) + 25 = 39
2d10 + 25 ⇒ (3, 7) + 25 = 35
2d10 + 25 ⇒ (8, 5) + 25 = 38

Reroll INT 2d10 + 25 ⇒ (8, 10) + 25 = 43

Hmm.. I've got some choices with those rolls.


Looks like some great submissions, it'll be nice to breathe some fresh ideas and pcs in.

@lion, nice post summing everyone up and your interactions with our PCs. It's a difficult one for me too, having never played a religious PC ever in wh40k role-playing universe and having taken over another's PC in the middle of a mission as I did. But I wanted to force myself to catch up on that role in games to better understand the choices they have to make, hopefully making me a better GM for my own players.

@radavel
Gonna check out the RT game, would like play that again.


Seth86 wrote:


Would an arbitrator work?
Or someone who specializes in heavy weapons?

DH can be more roleplay and investigation than fighting. The Sister offers a lot for combat, the Enginsee covers the tech, the Scum has his own tricks, the other PCs were a psyker and our "face" guy I believe.


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


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)


I tend to copy and paste important rolls into my profile for easy access, but that only works if you've got a digital copy. Though if you bought the books, then they should include a digital copy for download. Otherwise, just find it online. Not hard. Maybe that could help you some.


I think the GM confused it with the Forge master alternative rank ability.


^^Yea, some of the same thoughts here, didn't think it would affect the caster, its a tornado around me, but possibly blocking my vision (hope not) but its up to the GM. Agreed it's poorly written and open to wide interpretation, hence asking before I purchase it. The 3rd iron hand power is the same as the force storm lightning attack, but it doesn't affect creatures with machine trait and adds felling (1). I avoid those OP pysker skills intentionally, as I end up dealing up to 9d10 energy damage that splashes everything around my target, a bit cheap and anticlimactic I'm my past experience.


Thanks for the honor. Vaylund is the silent type so it's difficult to RolePlay sometimes.

@GM

I'm wondering how you would interpret the following psy power, would it affect my brothers? Would people outside the range of the power be able to see me clearly or it only affects those in range?

Punish the weak:
Description: After fghting alongside his Iron Hands BattleBrothers for countless battles, the Librarian has learned how
to spare their mechanical bodies while assailing his enemies.
He summons forth a roiling tornado of force around himself,
harshly tearing at the flesh of anyone not strong enough
to stand against its assault. This power affects all creatures
within 1 metre x PR of the Librarian, tearing at their weak
flesh. The effected area blocks normal vision (Traits such as
Dark Sight, Sonar Sense, or Unnatural Senses are needed to
see clearly). Creatures within the area must succeed at a Hard
(–20) Toughness Test or suffer 1d5 x PR Energy Damage,
ignoring Armour and Toughness Bonus


Yea, I miss my Forge master marine.


Tiamat Firewalker wrote:
Well Assault Marines simple get swift attack because they are assault Marines. So it does not matter with them being in the Deathwatch or buying a advance.

That's true, but he's not assault, he's tactical (or wolf scouts are supposed to be nirmally)

Im not too much into the history, so before you're deathwatch are you assault or tactical etc? Or is that a specialty for DW? Probably not, but I'm unsure.

Stil you're granted swift attack as level 1 DW assault and deeds are before DW, otherwise you could take them after pc creation, which seems possible right for some deeds such as ritual duel fighter.


Feliks wrote:

It is in the errata for the ritual deed; if you have swift attack, you gain lightning attack instead.

Living Errata pg 7 wrote:
Ritual Duel Results (page 77): Entry 5 should be changed to: “When the duel began, you charged your opponent and overwhelmed him in a matter of moments. You gain Rival (Dark Angels or Space Wolves) and Swift Attack Talents. If you already possess the Swift Attack Talent, you gain Lightning Attack Talent instead.”
I cannot find anywhere where it says that you must purchase advances or deeds in a particular order during character creation, only that deeds must be purchased during character creation.

Yea, I know the errata, that's why I commented. Deeds are before Deathwatch ranks, and the xp doesn't apply towards level progress, hence how could you have swift attack and then take the deed. I guess it's written poorly, I had considered the way you did it before, but didn't think it fit the rules intention and I never could find a way. You can pay 300xp to make your choice instead of 100 xp for random, well worth it here if you can get swift attack at level 1 after your deed took place.

Anyways, I'm not the GM, more power to you as a tactical Marine with lightning strike, the wolf scout just became a little better in my eyes. Great match everyone, didn't think it'd end so quickly, but everyone survived to fight another day.


Always wondered how to create a rank one wolf with lightning attack from the get go as Feliks has done with the ritual deed.

Deeds are before your rank and the xp doesn't contribute to your level advance, so didn't think you could purchase rank 1 talents then apply the deed results. If that's wrong then I've been making space wolf PCs the wrong way. Nice way to save 700xp and start the game off with a melee beast.


Jereru wrote:
I'm here if you need any new battle brother.

Welcome, I don't know what the GM plans to do, but creating a PC now would get you a head start. Caimpaign tab should have the details, its been a while, so not fresh off the top of my head.


Sister would prefer to avoid drawing attention over potentially nothing.


I asked my brother about resuming his campaign, not sure if any of you here were in it, but I did post in the old recruitment for it, it's just now hidden though bc it's inactive. Anyways, if I can drum up the people to resume it, I think he'll go for it.


Who is still around, I've nearly got my brother convinced to resume this awesome campaign.


Sad this never got picked up.


My questions got lost somehow, but it was in regards to the tactics and logic bonus from the beginning, do they apply? Also, would unarmed attack grant the bonus to hit now with small weapons?

My wasted action because I wasn't sure where I was or the enemy, stopped aiming because I thought he was closer, so switched to melee, but then he's no where near me, despite me being 30 meters closer than anyone else. At one point you posted I was with Tiamit when I had been running with Knutr and split 30 meters from him on the opposite flank of Tiamits flanking maneuver. No worries now, its over and done.


I was 30 meters closer to the enemy than anyone else, range of flamer is 30 meters... I'm between the flame and enemy or they ran by me...

I've only got a half move to attack or move, bc to sustain the power, it takes half action, so I'll just stay put.


I guess my bearings are way off and I keep doing useless shit like running ahead to enemies that get murdered from behind me. Just gonna stand around and wait, because no matter what I contribute, it just gets lost or wasted.


Attack and parry with the maul bc it's power field will shatter (75 percent chance) non power field weapons. But I get the balanced part helps if your WS is low.

Good point on the distinction : Brothers of the blood, its really befitting our situation and I'd be down to take it with everyone if possible.

Even without, there is an updated talent called 'forging the bond' I think, and that allows for sharing chapter patterns too.


Don't have the books on front of me, but think run is - 20 to ranged and +20 melee for enemies.

Also I mis read it as they ran and we're at 100m in round 3, not 40m from running again.


Don't forget there are bonus/penalties for range, our Pistol is 90m I think, so they're at long I believe. Also running means - 20 to hit, not sure first blood has been drawn. My memory could be rusty. Hopefully GM can update us in the next summary.

@GM
I was with Knutr but I sprinted ahead to the opposite flank of Tiamit and aimed at the second one over from my side.


Not particularly now, Jasmine is interested in the garden and wanted to learn more about it before visiting, so she failed the test, but depending on the difficulty etc, she might find something. Other stuff was questions I'd asked, but not too big a deal, just thought I'd say something before it got worse. Anyways, you're doing fine so far, but I understand with many different players it's hard.


^^that is also an interesting interpretation. Good to know.

However in match 1 we had similar a environment and we could dodge the spikes (those that went bottom route), which is why I assumed it would be similar, not the opposite.

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