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16:49, 11th May 2024 (GMT+0)

HHQ QC [OOC]

Posted by Adeptus CustodesFor group 0
GSN 1610311843
player, 964 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Thu 27 Sep 2018
at 16:44
  • msg #72

Re: HHQ QC [OOC]

No worries Two-bit.  I may talk like a Dark Heresy radical from time to time but I’m all Only War here ;-)

Everything by the book...
Adeptus Custodes
GM, 1256 posts
Thu 27 Sep 2018
at 18:28
  • msg #73

Re: HHQ QC [OOC]

Jansen Inspired so anyone after him (Ghost) gain +10. Go ahead and roll for your hit.
GSN 1805141731
player, 786 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Thu 27 Sep 2018
at 20:52
  • msg #74

Re: HHQ QC [OOC]

Oh. Okay then.

Well, a 10 on damage and then another 10 (but actually 5 because 1d5) means for a rather nice hit. End of the round, too, so hopefully it isn't dodged.
GSN 1610311843
player, 965 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Fri 28 Sep 2018
at 04:57
  • msg #75

Re: HHQ QC [OOC]

Sorry I couldn’t do it in one round guys.  Couldn’t get 10 successes in one round after all.  Hopefully that’ll make up for the not as good medicae rolls for healing...
GSN 1804112721
player, 120 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Fri 28 Sep 2018
at 05:45
  • msg #76

Re: HHQ QC [OOC]

I think two rounds is fine, after all you did it in what 10 or so seconds?

Also AC, Can I gauge how fast the xenos are approaching and leave a grenade cooking at my location as I leave? Or try a tech-use roll and set a quick booby trap using some stitching wire from Jill's Med-kit and a frag?
GSN 1701041631
player, 883 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 11/14 FP 2/2
Fri 28 Sep 2018
at 06:16
  • msg #77

Re: HHQ QC [OOC]

I'll cover your ass since I have Sprint.

Yes, it's going to be as bad as you imagine, hold yer horses.
Adeptus Custodes
GM, 1258 posts
Fri 28 Sep 2018
at 11:55
  • msg #78

Re: HHQ QC [OOC]

GSN 1804112721:
I think two rounds is fine, after all you did it in what 10 or so seconds?

Also AC, Can I gauge how fast the xenos are approaching and leave a grenade cooking at my location as I leave? Or try a tech-use roll and set a quick booby trap using some stitching wire from Jill's Med-kit and a frag?


Anything other than full movement will result in a melee fight for you.
GSN 1805141731
player, 787 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Fri 28 Sep 2018
at 19:57
  • msg #79

Re: HHQ QC [OOC]

Book says officers and Commissars; Ghost is neither. It's also at a -10 penalty. Ghost's Fel of 30, -20 for not being trained, and then another -10 puts the Command TN at 0.
GSN 1701041631
player, 885 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 11/14 FP 2/2
Fri 28 Sep 2018
at 20:05
  • msg #80

Re: HHQ QC [OOC]

Well, you could always roll a nat 1....
GSN 1805141731
player, 788 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Fri 28 Sep 2018
at 21:37
  • msg #81

Re: HHQ QC [OOC]

Book still says Officers and Commissars, neither of which Ghost is.
GSN 1610311843
player, 967 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Fri 28 Sep 2018
at 21:48
  • msg #82

Re: HHQ QC [OOC]

Well...

If the book says officers and commissars then you really are out of luck unless you specifically had enough XP at start to go Commander or maybe Master of Ordinance since we can’t be Commissars yet.  Going to have to try and fail and then try to convince Jansen to while also asking for punishment for failing.  Not a good position to be in for sure.
Adeptus Custodes
GM, 1259 posts
Fri 28 Sep 2018
at 22:52
  • msg #83

Re: HHQ QC [OOC]

Ah...all day at work I'm thinking I've seen a way around that, and now I'm home and found it, I think!

Pg 119 of Shield of Humanity: "Ogryn Comrades have 'But it Dark in Dere' Trait, detailed on pg 91 of the core rulebook. Player Characters who have already entered an enclosed location receive a +20 bonus to the Command Test to order their Comrades in after them, instead of the normal penalty, as the comrade is more likely to trust the judgement of his own kind on whether he fits inside."

I am sure the last part of that meant, by 'own kind', that you'd have an Ogryn primary and an Ogryn comrade, but that doesn't make sense in a place where it's either a single Ogryn assigned to a unit or an entire unit of Ogryn attached to a larger force. In this context, though, 'own kind' means grunt guardsmen, the rank-and-file soldiers, as opposed to officers or specialists.

So, my opinion is that ghost has built a rapport with Tug/Honey and can affect his own Command Test for purposes of getting past the BiDiT Trait.
GSN 1805141731
player, 789 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Fri 28 Sep 2018
at 23:15
  • msg #84

Re: HHQ QC [OOC]

But when I go in and break Cohesion, Honey falls into Frenzy. In any case, I still rolled a 98 on the Command test. Honey's not going in there.
Adeptus Custodes
GM, 1260 posts
Sat 29 Sep 2018
at 00:49
  • msg #85

Re: HHQ QC [OOC]

Can he be given commands by an officer when he's in Frenzy? I could make a plan that works with this situation if the answer is yes.

I am sure the answer is no.
GSN 1610311843
player, 968 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Sat 29 Sep 2018
at 02:30
  • msg #86

Re: HHQ QC [OOC]

Well...

The Frenzy is akin to a normal Frenzy ala Talent.  There is nothing in that state that says Command wouldn't work on them.  Chances are it would give him a penalty to his Command as the Ogryn's morale is totally shot because of loss of cohesion so it would be at a -30 or worse and only partially mitigated due to the fact that others are already in there.

So nothing RAW says Jansen couldn't snap him out of it, and if they were a normal character every round they'd get a chance to snap out of it too ala WP tests of which they get a +10 to do so because of the Frenzy.  On the plus side the Frenzy would mean that they would tear the ever living bejesus out of the Tyranids with ease and cover our entry into the voidship and then when lacking visible ones possible snap out and finally follow the orders of Jansen to come inside...
GSN 1801041055
player, 152 posts
Biggs, W: 11/12 F: 0/1
Wedge W:14/16 F:1/1
Sat 29 Sep 2018
at 11:44
  • msg #87

Re: HHQ QC [OOC]

As far as I've been able to determine, breaking down an AC isn't so much of a problem as setting it up. I can just run with the thing. If I spend my entire movement running am I still two turns away? If I'm destined to end up engaged in Melee it'll make the difference between whether I draw my combat knife or not.
Adeptus Custodes
GM, 1261 posts
Sat 29 Sep 2018
at 12:16
  • msg #88

Re: HHQ QC [OOC]

Don't have my book on me but I thought they were the same amount of time. I'll check when I get home many hours from now, unless someone else gets to it.
GSN 1805141731
player, 790 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Sat 29 Sep 2018
at 14:00
  • msg #89

Re: HHQ QC [OOC]

Bracing a heavy weapon takes a half action, but I've seen nothing about setting one up or breaking it down, for that matter.

Also, re-read Fierce Loyalty and Honey only Frenzies if I'm not within 10m of him or another PC AND engaged in melee. Then he's frenzied until I'm safe or dead.
This message was last edited by the player at 14:02, Sat 29 Sept 2018.
Adeptus Custodes
GM, 1262 posts
Sat 29 Sep 2018
at 15:46
  • msg #90

Re: HHQ QC [OOC]

Alright then: in the absence of a concrete rule of time for breakdown - and I’ve lugged the 249, the 60, and the tripod/T&E for the  50, so I know what’s involved - we will apparently say it’s a free action to uproot and move, with normal rules for encumbrance or heavy weapons still in place.
GSN 1610311843
player, 969 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Sat 29 Sep 2018
at 15:59
  • msg #91

Re: HHQ QC [OOC]

Hmm so...

We’re all heading for the opening.  Ghost starts going in and Honey is ‘urrr no’ and Ghost says ‘Honey time to go’ and runs into the opening.

Two branching options:

One.  Honey doesn’t want to go in.  He frenzies.  We write him off and go inside since once in Frenzy you can’t try to get out till there are no more enemies alive.  Since the Tyranids have a relative unlimited supply Honey fights till something big comes along and kills him.  Scratch one Ogryn companion.

Two.  Honey pauses and before he goes into frenzy he’s engaged by a Tyranid by the opening and a PC is still within 10 meters of him meaning he doesn’t go into frenzy.  There is a nasty multi-round melee where a PC might get wounded heavily or die giving enough time for Jansen to command the lugnut into the hole when he’s not engaged and enough enemies are dead to redeploy into the ship and he does and we move along.
Adeptus Custodes
GM, 1263 posts
Sat 29 Sep 2018
at 16:17
  • msg #92

Re: HHQ QC [OOC]

There is an option C available if Jansen fails his initial Command Test on the Ogryn. If it doesn’t happen I may tell you what it was. ;)
GSN 1805141731
player, 792 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Sat 29 Sep 2018
at 16:47
  • msg #93

Re: HHQ QC [OOC]

Honey doesn't frenzy unless GHOST is engaged and he comes out of it when Ghost is safe (in cohesion and unengaged)

Option D, Ghost tries again next round. I'm still only at a 30 but that's still a 3/10 chance
This message was last edited by the player at 16:49, Sat 29 Sept 2018.
GSN 1610311843
player, 970 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Sat 29 Sep 2018
at 18:22
  • msg #94

Re: HHQ QC [OOC]

FIERCE LOYALTY:
Type: Passive
Cost: 300 xp
Effect: Ogryns become very attached to those around them, and can gain strong connections to their Comrades. If the Ogryn’s Comrade is not in Cohesion with the Ogryn, or is within 10 metres of another Player Character and engaged in melee with an enemy, the Ogryn becomes Frenzied (see page 144) and gains an additional +10 Strength and +10 Toughness until his Comrade is either safe or dead. If the Comrade dies, the Ogryn becomes inconsolable for hours.

GSN 1805141731:
Honey doesn't frenzy unless GHOST is engaged and he comes out of it when Ghost is safe (in cohesion and unengaged)

Mmm...

If you're out of cohesion, 5 meters, he frenzies.  If you're within 10 meters of another PC and in melee he frenzies.  Really spelling it out like that in the end it comes down to if you're not in cohesion he frenzies.

As for coming out of it Fierce Loyalty doesn't say he comes out of his Frenzy, just that he gets an additional +10 to Str and Tou on the regular bonuses Frenzy gives until you're 'safe' or dead' from his POV.  Frenzy is a simple state that you're in or not and if you are in you're in it till the end of combat and even then he has to make a WP roll (with increasing bonuses each round) otherwise he switches from killing NPC enemies to attacking NPC allies and eventually PC allies.

Frenzy is fine when you outnumber your enemies and have a decent WP to snap out of it after the fact (or have some sort of Psyker to help with the issue post combat).  Frenzy is very, very bad when you are fighting superior numbers unless your goal is to die.
Adeptus Custodes
GM, 1264 posts
Sat 29 Sep 2018
at 18:38
  • msg #95

Re: HHQ QC [OOC]

...or have an 80+ toughness!
GSN 1610311843
player, 971 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Sat 29 Sep 2018
at 18:41
  • msg #96

Re: HHQ QC [OOC]

Well yes massive Toughness works well versus an average human if that's all you're fighting against.  Unfortunately we know the Tyranids have creature far stronger than that and while it might be a slow death it will be inevitable if nothing else is leveraged to help.
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