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Alright, so I have seen a posting rule employed on a few other threads that I'd like to borrow: the "Rule of Two". Namely, if a player suggests a course of action, and another players seconds it then that's what the group does, in order to keep the pace decent. If a player has a strong objection to the named course of action then they can naturally voice their concerns, but as a general rule I think it's useful. Is this acceptable to everyone?
I've had this come up in previous games, so feel like it's necessary to note here. Comrades are not quite the same as NPCs, but for the purposes of equipment we'll treat them as such. Your Comrade will generally be considered to have the same ammo count as you--if you run dry, so do they. They will always possess the same Standard Kit gear that you do, however, so a Comrade who gets killed partway through a mission might have valuable munitions on their corpse like grenades or an unused Exterminator. I will even allow you to order them to attack with these weapons as a full-action Comrade Order. I think that's fair and helps provide incentive for keeping Comrades around ;)

Sam "Heavy" Jankins |

Oh sweet: "It has begun!"
Rule of two seems more or less good, we'll see how fast we all post - maybe this elevates it kina.
Comrade gear seems fine.
So we agreed on "my" regimental loadout?

Sam "Heavy" Jankins |

How far is the semi-breached wall from the buildings (and thus ourselves?)
Maybe we could get into the buildings upper floors and set up a support fire position to give cover fire to the walls if it is not too far away. Approaching a melee with Orks is not something guardsmen are supposed to survive for long ^^

Cormaeg MacCammon. |

If possible that could work, we may not have enough people to hold a position like that though.
However if it IS feasible, you guys go there and I'll focus on rallying other squads to join you one by one.
But we probably need to get off the ramp quickly, maybe we can use the furrow as an impromptu trench?

Sam "Heavy" Jankins |

Ehh, correct me if I am wrong but the furrow goes in a more or less straight line towards the breach and leave us with no clear view on the rest of the battlefield ... That would be no cover or trench ... It would be more like us being fish, the furrow a bowel of water and the orks have a lot of guns so they really can not NOT hit us ^^

Adahlia |

Sorry main post is a bit flaky, trying to get up to speed on how this differs from RT and DH which I'm more familiar with.
Also realized I should have got an extra +5 from ordering my comrade to aid me. With a 42% chance it might have been better to do a semi-auto burst (32% of 2 hits, 22% of 3?), but with my roll, it would have missed anyway, so I probably made the right call.
Also while I'm a medic, I'm pretty much just for long-term treatment and emergencies, as for First Aid I can only first aid each of you once/24 hours.

Sam "Heavy" Jankins |

One remark adahlia: In OW you do single shots at +10, semi at +-0 and full-auto at -10 and we should be in close range for another +10.

Adahlia |

Ah missed close range, I knew single shots were +10 and forgot the +5 So at close range the I would have been at 37+5+10= 52 for a burst, which would have been well worth doing. Feel a bit guilty changing it now though since I know what the roll would be. No worries will chalk it up to learning experience for next round.

Sam "Heavy" Jankins |

@Ingrid: If you want to give suppressive fire you do not add the penalty of full auto on top of the suppressive fire penalty (or so I read it). Also I fear your heavy weapon is also disassembled and needs five minutes to prepare thanks to some weird guard restrictions about heavy weapons are disassembled on travels...

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Close range would be 50m or less with your lasguns, none of you should be that close at this point, so that particular bonus is a no go.
@Adahlia: this fight is intended to somewhat easy for that exact reason. Barring Righteous Damage (i.e. critical hits) the enemies' weapons shouldn't be able to hurt you.

Thomas Locke |
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Seems I got botted before I could update in Round 2, apologies fellas, but I'm here now and will do my best to keep up. Some of you might of read form my other games that I've just taken over a kitchen in a restaurant and was jumping from a kitchen to classes at my full time job last week while testing the menu and negotiating. Spent last night and this morning at the ER with my daughter, but she's getting better now...Chinese Hospitals are terrible, don't get sick or hurt if you ever visit this beautiful country. Things are going to be more scheduled now, so I'll be here. If not, I'll give a heads up. Thanks for botting me oh great GM, but I'll take it from here.
Hadn't realized how different the rules for OW are, I reviewed those and combat modifiers again, now that we're jumping straight into combat.

Sam "Heavy" Jankins |

The odds are bad ... He would simply be not loud and fast enough for the likings of Orks. And they react strange if painted red to go faster ;-)

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To Sgt. MacCammon: are you running somewhat forward towards the Orks to lob a grenade at that cluster, or rightwards towards the ground-crew vehicles? Being over by the vehicles would put you well beyond the range of a thrown grenade. The rough map would look like this:
.
.
=====wall========
. . . . . . //
. . . . . //
l . . . . //
l . . . // <=orks
l . . //
l . . //
l _[ ]__<=you . . . ## <=vehicle
ll l . . . . . . . . . ##
ll l

Sam "Heavy" Jankins |

We have begun the next round, didn't we?
I will hold any real action until Sarge threw that nade.
Btw: I was close to attempt the exact same action, as you stood up and advanced xD

Sam "Heavy" Jankins |

Haha, the amounts of RF's you produce is scary ... and reminds me of my first RL-GM.
He was so good in Rolling Double-20's or repetitive 10's ind WoD it was really crazy...
He must have killed at least two handful of my chars with (un-)lucky crits of Doom and Darkness ... Every time he went to attack one of us with a middle-tohigh ranking enemy every one was like: "Oh no... Not again, please! I like that Character really much!"
;-)
Anyway: Now lets press some thumbs for two good rolls of Sarge's Nade-Attack!

Sam "Heavy" Jankins |

@Cormaeg: Oh I thought you are already in range! Did you used your Sprint-Talent? It doubles your run distance for one round ... which should be 48m in one round!

Cormaeg MacCammon. |

No, still 41 meters away, and since Cormaeg can only chuck 9 meters...plenty of running left to do.
...
I COULD run all the way up to their faces and drop the egg at their feet, but I don't think I'm quite insanely brave enough for that haha.

Sam "Heavy" Jankins |

Running would be beneficial to you (until you enter melee range) because they will get -20 to hit you!
Of course I do not expect you to sprint onto them (that would be Ogryn or mad Priest stuff ^^)
Somehow my movement distance calculation was off - I doubled the range in each step - don't know where this came from^^

Sam "Heavy" Jankins |

That's a hit jonakhan, as you fire a single shot (which is @+10).
Also as a reminder: you can often throw in an 'aim' Half Action if you do not move and just fire, which will add another +10 to the BS test!
Btw: if you use chrome or firefox, I can recommend the use of "Paizo Campaigns Add-on".
It enables you to set default aliases PER campaign you are in, and some more nifty things.

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Ordinarily I would give creatures in rough terrain a penalty to Dodge, but seeing as how the divots of earth and shards of concrete also provide plenty of places that could mess with shrapnel ballistics I'm ruling it a wash and everyone can Dodge normally.
However, since the xenos are standing in a slighly "u" shaped trench, Sergeant MacCammon can add +10 to his attack roll since the opposite slant of the trough can roll the grenade back towards his enemies.