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HHQ QC [OOC]

Posted by Adeptus CustodesFor group 0
GSN 1701041631
player, 886 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 11/14 FP 2/2
Sat 29 Sep 2018
at 18:50
  • msg #97

Re: HHQ QC [OOC]

If nothing else, the chip damage from RFs will eventually whittle him down.  Like taking down orks with fire damage.
GSN 1805141731
player, 793 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Sat 29 Sep 2018
at 19:15
  • msg #98

Re: HHQ QC [OOC]

the Ogryn becomes Frenzied (see page 144) and gains an additional +10 Strength and +10 Toughness until his Comrade is either safe or dead.

Basic English reading comprehension dictates the Frenzy ends when the Comrade is safe or dead.

quote:
...or have an 80+ toughness!


Honey's T is 71, so the Fierce Loyalty will bump it to 91.
This message was last edited by the player at 19:18, Sat 29 Sept 2018.
GSN 1610311843
player, 972 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Sat 29 Sep 2018
at 20:43
  • msg #99

Re: HHQ QC [OOC]

GSN 1805141731:
the Ogryn becomes Frenzied (see page 144) and gains an additional +10 Strength and +10 Toughness until his Comrade is either safe or dead.

Basic English reading comprehension dictates the Frenzy ends when the Comrade is safe or dead.

FRENZY page 144, Only War Core:
Tier: 1
Prerequisite: None
Aptitudes: Strength, Offence
The character’s temper and passion boil just below the surface of his psyche, mostly held in check by his rational mind, but easily released when needed. If the character spends one full Round fueling his anger—by flagellation, drugs, or other means—on the next Round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill, Intelligence, and Fellowship—note that Characteristic penalties are different from Characteristic Damage (see page 188), and cannot reduce a Characteristic below 1. While Frenzied, the character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy.
While Frenzied, he is immune to Fear, Pinning, stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee. He remains Frenzied for the duration of the combat. Characters may not use psychic powers while Frenzied. After combat ends, or if there are no more eligible enemy targets for the character to attack, he can make a Willpower Test to snap out of his Frenzy. If he fails, he must continue to attack, favouring NPCs over PCs. Each successive Round, however, he may make another Willpower Test, with a cumulative +10 bonus to return to a stable state of mind and come out of Frenzy. After Frenzying, a character may not Frenzy again for at least an hour as he recovers his mental and physical strength.

I am following basic English reading comprehension.  Bolding mine but it's pretty explicit as to how a Frenzy ends.
Adeptus Custodes
GM, 1265 posts
Sun 30 Sep 2018
at 00:00
  • msg #100

Re: HHQ QC [OOC]

Hmm...that really *is* an awkward sentence, isn't it? There's no real indication if they meant for the 'until his Comrade is either safe or dead' portion to be attached to the entire status of being Frenzied, or if they meant that only the additional bonuses of +10 would disappear, but the Frenzy condition remained. I am of the opinion that the AND connects the whole thing, and that the Ogryn does indeed come out of Frenzy once the comrade is safe or dead...which could make for an interesting scene if the comrade dies and you have an Ogryn still fighting the enemy, but blubbering like a baby while crushing things with its bare hands. Heh.

Writing the [relatively] short post now.
GSN 1804112721
player, 122 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Sun 30 Sep 2018
at 00:59
  • msg #101

Re: HHQ QC [OOC]

Welp good thing neither Jack nor Jill require filtration plugs. Jack has a respirator (and a good quality photo-visor to boot), Jill has a respirator filter implant.
GSN 1805141731
player, 794 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Sun 30 Sep 2018
at 01:55
  • msg #102

Re: HHQ QC [OOC]

The Ogryn is Frenzied. They do not gain the Frenzy talent and the condition ends as described in Fierce Loyalty. There is no break between "Frenzied" and the additional bonuses, thus the whole state ends when the Comrade is safe or dead. It's pretty clear to me.
GSN 1610311843
player, 973 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Sun 30 Sep 2018
at 02:07
  • msg #103

Re: HHQ QC [OOC]

*shrugs*

It's clear to you one way.  It's clear to me another.  We disagree and nothing I'm going to say at this point in time will change your mind so whatever my man.

Only one who matters is what AC says when it actually comes up.
GSN 1805141731
player, 796 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Mon 1 Oct 2018
at 13:57
  • msg #104

Re: HHQ QC [OOC]

I know there's a specific melee attachment for guns, but have we covered adding the lamp pack to it?
Adeptus Custodes
GM, 1267 posts
Mon 1 Oct 2018
at 14:29
  • msg #105

Re: HHQ QC [OOC]

Nope. You could also improvise a sort of ‘miner helmet’ and strap one onto Honey’s helmet.
GSN 1701041631
player, 887 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 11/14 FP 2/2
Mon 1 Oct 2018
at 14:53
  • msg #106

Re: HHQ QC [OOC]

Just to be clear...we've skipped to the end of the entry sequence, and now we're into waiting for an overly nosey sentry to show up?  We don't need to worry about the "1-2 rounds of shooting...and then silence"?
Adeptus Custodes
GM, 1268 posts
Mon 1 Oct 2018
at 15:22
  • msg #107

Re: HHQ QC [OOC]

Nope...you guys are entering the ship this round after running last round and a move action (+ whatever) this round. Then 2ish rounds of blissful silence indoors to prep for a small wave of reaction forces while Jansen (+ whomever) holds off or kills the five chasing Jack et al from the vantage point he was using.

Then business as usual. Save the cheerleader. Save the world of Endrite.
GSN 1701041631
player, 888 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 11/14 FP 2/2
Mon 1 Oct 2018
at 15:25
  • msg #108

Re: HHQ QC [OOC]

You forgot the part about where winners go home and make friends with the homecoming queen.

...we are going home, right? ;)
Adeptus Custodes
GM, 1269 posts
Tue 2 Oct 2018
at 22:29
  • msg #109

Re: HHQ QC [OOC]

Will post later tonight with or without the other two.
GSN 1701041631
player, 890 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 11/14 FP 2/2
Wed 3 Oct 2018
at 05:33
  • msg #110

Re: HHQ QC [OOC]

AC, I swapped over to my shotgun and Sleepy is reloading the plasma.  Kill count is fine, just don't want you to get the wrong impression when I start not frying myself with misfires.
Adeptus Custodes
GM, 1271 posts
Wed 3 Oct 2018
at 12:09
  • msg #111

Re: HHQ QC [OOC]

Edited! I read the swap line you wrote and for some reason thought it said you were swapping your plasma gun for his...d'oh!
GSN 1801041055
player, 155 posts
Biggs, W: 11/12 F: 0/1
Wedge W:14/16 F:1/1
Wed 3 Oct 2018
at 14:07
  • msg #112

Re: HHQ QC [OOC]

Did we have decide which scatter rules we were using? CRB or DM screen?
GSN 1805141731
player, 797 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Wed 3 Oct 2018
at 14:13
  • msg #113

Re: HHQ QC [OOC]

Whichever one matches the Errata
GSN 1610311843
player, 975 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Wed 3 Oct 2018
at 15:58
  • msg #114

Re: HHQ QC [OOC]

Only War Living Errata::
Scatter Quality (page 173): Instead of the current entry for
this weapon Quality, text for the Scatter Quality should read
as follows: “At Point Blank Range, this weapon gains +10
to hit and deals +3 Damage. At Short Range, this weapon
gains +10 to hit. At any longer ranges, this weapon suffers
–3 Damage.”

Adeptus Custodes
GM, 1272 posts
Thu 4 Oct 2018
at 16:54
  • msg #115

Re: HHQ QC [OOC]

Since all the shooters have gone I’ll post when I get home.
GSN 1804112721
player, 125 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Fri 5 Oct 2018
at 05:02
  • msg #116

Re: HHQ QC [OOC]

Doesn't the Hard target talent only give them that bonus when they charge or run?
GSN 1805141731
player, 798 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Fri 5 Oct 2018
at 06:04
  • msg #117

Re: HHQ QC [OOC]

GSN 1804112721:
Doesn't the Hard target talent only give them that bonus when they charge or run?


Yeah, I'm pretty sure that's the case. Could be wrong. Could be house ruled.
Adeptus Custodes
GM, 1274 posts
Fri 5 Oct 2018
at 11:54
  • msg #118

Re: HHQ QC [OOC]

They ARE running at you. Outside they usually had the drop on you and were already in melee or I applied it after the fact. It’s not an effect of the terrain it’s just a reminder. Once they are in melee the talent is no longer effective, as always. *eye roll*
Adeptus Custodes
GM, 1275 posts
Fri 5 Oct 2018
at 12:28
  • msg #119

Re: HHQ QC [OOC]

I’ll let you know when something differs from RAW, like bio mutations and such. Trust me! :)
GSN 1804112721
player, 126 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Fri 5 Oct 2018
at 16:23
  • msg #120

Re: HHQ QC [OOC]

Just checking! Last time I read anything about genestealers they were using firearms and tactics, but that might have been their brood people
GSN 1610311843
player, 977 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Fri 5 Oct 2018
at 16:35
  • msg #121

Re: HHQ QC [OOC]

Yeah that’s the implanted initial creature and the majority of the brood that pops out from there that is mutated and on its way to a Matriarch/Patriarch, Magus and Broodlord as the cycle perpetuates itself over and over.

You find a Genestealer that is using weapons and you, son, are either one dead soul or very well paid when that corpse is turned in to the Mechanicus.
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