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Bunker Banter [OOC]

Posted by Adeptus CustodesFor group 0
GSN 1701041631
player, 92 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 9 Feb 2017
at 18:10
  • msg #951

Re: Bunker Banter [OOC]

Swing your 9-70 entrenching tool!
GSN 1702071903
player, 10 posts
Thu 9 Feb 2017
at 18:18
  • msg #952

Re: Bunker Banter [OOC]

Anything is a weapon if you try hard enough, trooper!

This thread is nearing the 1,000 post limit. Please request your GM creates a new thread.
GSN 1612091751
player, 121 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 9 Feb 2017
at 18:21
  • msg #953

Re: Bunker Banter [OOC]

For a bit of an off-topic discussion...

Do you guys think one of Halo's Spartan IIs or a Space Marine would win in 1v1 combat?
Adeptus Custodes
GM, 332 posts
Thu 9 Feb 2017
at 18:22
  • msg #954

Re: Bunker Banter [OOC]

952 is not nearly close enough to 1000 to warrant a new thread.

Is your faith faltering, soldier? ;)
GSN 1702071903
player, 11 posts
Thu 9 Feb 2017
at 18:32
  • msg #955

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 954):

No sir, of course not sir.
GSN 1610311843
player, 227 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 18:33
  • msg #956

Re: Bunker Banter [OOC]

Space Marine.

Spartan II's are like if you went maybe a third or half-way in the gene-engineering area and then melded them to light power armour that had the refractor field from terminator armour and then gave them Autoguns, hand cannons, sniper rifles and autopistols.
GSN 1612091751
player, 122 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 9 Feb 2017
at 18:46
  • msg #957

Re: Bunker Banter [OOC]

GSN 1610311843:
Space Marine.

Spartan II's are like if you went maybe a third or half-way in the gene-engineering area and then melded them to light power armour that had the refractor field from terminator armour and then gave them Autoguns, hand cannons, sniper rifles and autopistols.


While it's true the Space Marine is more heavily armored, the Spartan has the advantage of speed. Going through various research, the Spartan II can easily outclock a Space Marine, reaching sprinting speeds of about 35mph. I think if a Spartan II could get behind a Space Marine, it's GAME OVER for the Astartes.

I'll mostly agree, though, that at range a Space Marine would win.
GSN 1610311843
player, 228 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 18:58
  • msg #958

Re: Bunker Banter [OOC]

Well a Gretchen with a krak grenade could kill a Spartan II if he got behind him.

But I'd say at least four out of five times the Marine is gonna win.
GSN 1612091751
player, 123 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 9 Feb 2017
at 19:01
  • msg #959

Re: Bunker Banter [OOC]

GSN 1610311843:
Well a Gretchen with a krak grenade could kill a Spartan II if he got behind him.


Too true XD

See: Suicide Grunts.
GSN 1701041631
player, 93 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 9 Feb 2017
at 19:02
  • msg #960

Re: Bunker Banter [OOC]

I dunno, there's that little matter of Space Marines choosing to go helmless, and headshots are a bitch to shake off.

That being said, in the fluff SMs are definitely engineered to be far stronger than a Spartan (unarmored, at least).  There's that small matter of rigid adherence to the Codex, though, which a decent Spartan *should* be able to leverage for great effect (see above).
GSN 1612071545
player, 45 posts
Roland W:12/15FP:1/2 WpnS
Tristan W:9/13 FP:2 WpnS
Thu 9 Feb 2017
at 19:12
  • msg #961

Re: Bunker Banter [OOC]

It would definitely depend on the chapter in question as well, due to all the varying styles of combat. Fighting a Raven Guard marine would be very different from fighting a Dark Angel.
GSN 1610311843
player, 229 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 19:36
  • msg #962

Re: Bunker Banter [OOC]

As would fighting the specific type of Space Marine.

If it's a 1 on 1 with a Librarian that Spartan die every time.
Adeptus Custodes
GM, 333 posts
Fri 10 Feb 2017
at 03:16
  • msg #963

Re: Bunker Banter [OOC]

Er...Sawbones..."the last of the hormagaunts" is only the one squad...you still had the whole other squad assault your position and so you have a hit to dodge or parry yourself, and then a pair of horms is also engaged with you! Yikes.

It's all in the OOC of the last round. :)

I'll get up early before work and update things, no problem.
GSN 1610292302
player, 225 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 10 Feb 2017
at 20:40
  • msg #964

Re: Bunker Banter [OOC]

Adeptus Custodes:
Er...Sawbones..."the last of the hormagaunts" is only the one squad...you still had the whole other squad assault your position and so you have a hit to dodge or parry yourself, and then a pair of horms is also engaged with you! Yikes.

It's all in the OOC of the last round. :)

I'll get up early before work and update things, no problem.

Lots of stuff, got confused for a quick post, I was trying to slide in.  That said, the suppression fire would be on a TN 5 (BS 40-20SF-20melee+5comrade) so I still hit, they still need to take the check for pinning.  If they fail, they would have to disengage and flee to cover. Oggie eats the hit from the previous round for 1 wound.
GSN 1612091751
player, 124 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 10 Feb 2017
at 20:47
  • msg #965

Re: Bunker Banter [OOC]

AC, if I fire Danger Close, is there a way to hit far enough away from our squad but still within the fire bombs' Blast range to hit the 'nids in melee?
Adeptus Custodes
GM, 335 posts
Fri 10 Feb 2017
at 22:22
  • msg #966

Re: Bunker Banter [OOC]

GSN 1610292302:
Lots of stuff, got confused for a quick post, I was trying to slide in.  That said, the suppression fire would be on a TN 5 (BS 40-20SF-20melee+5comrade) so I still hit, they still need to take the check for pinning.  If they fail, they would have to disengage and flee to cover. Oggie eats the hit from the previous round for 1 wound.


The hormagaunts aren't being suppressed while they are already in melee from the round before, and the termagents were in the process of being destroyed by Ramirez, so there weren't really any other viable targets. Yes, your TN5 is still positive so if the other terms with spike rifles were still around Id have had you aim/suppress them instead, once things got to your initiative. :)

Crazy Latino Gunman:
AC, if I fire Danger Close, is there a way to hit far enough away from our squad but still within the fire bombs' Blast range to hit the 'nids in melee?


I am inclined to believe that melee is a dance of death, flowing and shifting. My first instinct is to say that the Horm gets a dodge and if it succeeds, it can try to make a maneuver to see the blast and put the opponent in the radius of fire, so then the soldier needs to make a dodge test to avoid it as well. Might be better off [given their almost 50-50 dodge] that you choose something else to do until such time as Fire Base Gloria is being overrun for reals. ;)
GSN 1701041631
player, 94 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Fri 10 Feb 2017
at 22:28
  • msg #967

Re: Bunker Banter [OOC]

I think Zilch would like some assistance in keeping his oh-so-pretty face intact.
GSN 1610311843
player, 231 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Fri 10 Feb 2017
at 22:29
  • msg #968

Re: Bunker Banter [OOC]

Preferably not by melting it off and replacing it with a metal mask...

...if he even survives it.
GSN 1612091751
player, 126 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 10 Feb 2017
at 22:53
  • msg #969

Re: Bunker Banter [OOC]

I could change my targets to Zilch's horms if the GM is OK with it.
Adeptus Custodes
GM, 336 posts
Fri 10 Feb 2017
at 22:56
  • msg #970

Re: Bunker Banter [OOC]

You are free to edit the post until I start making rolls for the enemy. Jansen can probably handle himself with two parries per round anyway. If you keep things the way they are, he will likely have a moment of indecision then choose to help Zilch [a medic] who can then help Brick if things go south while he's away. :)
GSN 1610311843
player, 232 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Fri 10 Feb 2017
at 22:59
  • msg #971

Re: Bunker Banter [OOC]

Personally I'd say clear off the Commissar.  I'm rolling crap and have crap for weapons...

But I have a shield and can parry so I can soak up attackers.  Just not Genestealers ;)

Clearing off the combat capable ones helps everyone...
This message was last edited by the player at 22:59, Fri 10 Feb 2017.
GSN 1612091751
player, 127 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 10 Feb 2017
at 23:10
  • msg #972

Re: Bunker Banter [OOC]

Well, if we can all survive the round, next turn I'll have the chance to Aim which makes it damn near impossible for me to miss unless I roll a 99 or 100. Also, having peeked a wee bit to the Deathwatch stats for Horms, I realized that the lasgun was better than the Krak launcher. I get more hits a round and a Horm's AP and Toughness isn't nearly as high as I thought it was.
GSN 1610292302
player, 226 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 11 Feb 2017
at 14:06
  • msg #973

Re: Bunker Banter [OOC]

Just read everything I could find regarding suppression fire and pinning.  It would appear within the rules that I could have suppression fired against the 2 (at least) that were engaging me.  One was hit, both need to take pinning checks.
Adeptus Custodes
GM, 337 posts
Sat 11 Feb 2017
at 15:35
  • msg #974

Re: Bunker Banter [OOC]

Page 255 "A character engaged in melee automatically escapes pinning." So if you had disengage and fired, you'd be at point blank range and not in melee, and thus it would work. It's a strange wording: 'escape pinning' suggests that you can fire at something in melee with you and force it to flee or take cover, then charge it and it auto-rallies, but that's contrary to several things in the design/concept of the game, I think.

Also, there's the issue of the 45 degree arc of fire that you'd be covering. Without disengaging, you won't be able to hit both of them with the single cone AoE.

But, I can also see an argument for your comrade engaging one and you the other, so you could possibly maneuver to catch both in the cone, but that would also open up your partner to the AoE.

So for this time, I'll roll WP for one of the two, but I don't expect it to flee; it will just be reduced to a single half-action on its turn [preventing the Swift Attack Option] and then auto-escape from pinning at the end of its turn if still in melee. Next round if you want to suppress them both just word your maneuvering such that everything is in the cone AoE and we'll work out the targeting. Does this sound reasonable?
GSN 1610292302
player, 227 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 11 Feb 2017
at 17:10
  • msg #975

Re: Bunker Banter [OOC]

Escapes Pinning is a curious use of words.  I was reading the last two sentences together, but they are distinct.  I now know to disengage then suppress if that's the route you're leaning towards.
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