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19:02, 28th March 2024 (GMT+0)

HHQ QC [OOC]

Posted by Adeptus CustodesFor group 0
Adeptus Custodes
GM, 1239 posts
Sat 15 Sep 2018
at 22:54
  • msg #1

HHQ QC [OOC]

The new thread for the new you!


On a side note, I'm mildly surprised that no one in this group recognized who Richard the Deep Breather was, and *greatly* surprised that no one Googled it to have a conversation about its source! For shame....
GSN 1805141731
player, 770 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Sat 15 Sep 2018
at 22:56
  • msg #2

HHQ QC [OOC]

So, Biggs and I have 11 Degrees of Failure between us. Can we just call it and say we fail the stealth check?
Adeptus Custodes
GM, 1240 posts
Sat 15 Sep 2018
at 23:36
  • msg #3

HHQ QC [OOC]

Jansen got 4 DoS and Two-bit will have 1 if he does nothing, or more if he does something in the next 24 hours. What did Jack get? I don't see a roll.
GSN 1804112721
player, 105 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Sun 16 Sep 2018
at 02:04
  • msg #4

HHQ QC [OOC]

Have yet to make a post or roll, been crazy at work and outside it too, will get a post up tonight.
GSN 1701041631
player, 862 posts
Two-bit (WS) W 3/9 FP 1/2
Sleepy (G) W 04/14 FP 2/2
Sun 16 Sep 2018
at 05:26
  • msg #5

HHQ QC [OOC]

Oi oi, it's still the 15th here on the west coast.  Great thing about flying across the IDL is you can land earlier than you leave ;)

Also, Korean food hath left my tongue numb.

Edit: Both Two-bit and Sleepy need some TLC.  Sleepy's Heavily Wounded, too.
This message was last edited by the player at 05:31, Sun 16 Sept 2018.
GSN 1804112721
player, 107 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Mon 17 Sep 2018
at 15:41
  • msg #6

HHQ QC [OOC]

@ AC, would Jill and Zilch be able to do a quick field patch on the two troopers before the driver's take off? I went unanswered on my first call for first aid.
Adeptus Custodes
GM, 1242 posts
Mon 17 Sep 2018
at 16:11
  • msg #7

HHQ QC [OOC]

Yep, if they haven't already gotten it this mission.
GSN 1804112721
player, 108 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Tue 18 Sep 2018
at 04:15
  • msg #8

HHQ QC [OOC]

Cool, if Zilch wants to roll, Jill will assist as another trained medicae.
Adeptus Custodes
GM, 1243 posts
Tue 18 Sep 2018
at 12:15
  • msg #9

HHQ QC [OOC]

You can only make rolls with your primary character...Jill can give her comrade bonus to certain things for Jack, but not to someone else. :/
GSN 1805141731
player, 771 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Tue 18 Sep 2018
at 12:46
  • msg #10

HHQ QC [OOC]

How far out is the enemy? Like, do we just make an attack at Short Range? My thought was to throw a grenade, but I'll be taking penalties to-hit once I'm outside 18m. There are a lot of crucial details missing.
Adeptus Custodes
GM, 1244 posts
Tue 18 Sep 2018
at 13:47
  • msg #11

HHQ QC [OOC]

Oh you will know you’ve been noticed at 230m but I didn’t want to force you to shoot and give away your position, or waste turns on just movement. Use those free rounds to your advantage if you like.

Assume “d6” visible through the trees the first round, adding d4 per round until you breach or they overrun you. Their ranks will close as you near the objective so grenades are more effective as time ticks by.
GSN 1804112721
player, 109 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Tue 18 Sep 2018
at 16:08
  • msg #12

HHQ QC [OOC]

In reply to Adeptus Custodes (msg # 9):

Was more trying to give assistance as a trained assistant than a comrade, so he'd get a +10 or +5 for having one assistant but if that's a no go, no problem.
GSN 1804112721
player, 110 posts
'Jack' 5/12W 1/1 FP --WS
'Jill' 10/10W 1/1 FP -Med
Tue 18 Sep 2018
at 16:18
  • msg #13

HHQ QC [OOC]

Was reading Combat Formation, apparently everyone get's Zilch's Int Bonus and an additional +1. So if you're a Zakurian you have a possible +9 to Initiative if you take Zilch's bonus.

Also what's the skill roll needed to find the correct spot? Jack wants to assist if possible, with his implants he should be able to pinpoint the area within a few meters.
This message was last edited by the player at 16:28, Tue 18 Sept 2018.
Adeptus Custodes
GM, 1245 posts
Tue 18 Sep 2018
at 16:45
  • msg #14

HHQ QC [OOC]

Just a tech use roll. I think an auspex gives a good bonus and Zilch’s internal one should work similarly.
GSN 1805141731
player, 772 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Tue 18 Sep 2018
at 22:23
  • msg #15

HHQ QC [OOC]

I'm still confused as to where everything is. We are in the woods and the breach point is in an unspecified direction (though likely in front of us). There are 'nids in some location, but no specified distance away in relation to our position (60m away from the breach point).

I cannot act because there is not enough information for me to know what the hell is actually going on. If I just Run towards the breach point, am I going to be charging right into Tyranids?
Adeptus Custodes
GM, 1246 posts
Wed 19 Sep 2018
at 00:17
  • msg #16

HHQ QC [OOC]

Let me describe this visually again and see if that helps.

There is a mountain side that holds beneath its rocky south-facing slope a buried Imperial ship. It is facing nose-down. It is between 1.2 and 1.5 kilometers in length when fully operational, but you don't know how much survived, or even what specific type of craft it is.

The terrain is completely covered in stunted fir-type trees - scores, even hundreds of years old, but none growing bigger than 1/3 the normal size of these trees. The tyranids are *mostly* located to the west/right of the buried ship when you arrive.

You approach from the east/left. You are 'halfway' up the side of the mountain, so as you approach the spur of the mountain that contains the ship, you are near what should be the tail section of the ship. Zilch has seen the schematics and pinpointed the location of where to breach, but as it is covered with scree, dirt, and stone, it will require some searching for the perfect spot to plant the charges.

Tyranids are aware of your presence and are climbing up the slope on your left, from the open plains where the Salamander and Tauros just did their distraction run. They are also swarming over the buried ship and so coming from your front [the west]. Those are much closer than the ones coming up from the plains. The ones down-slope from your position are mostly wounded survivors from the strafing run; the ones climbing over the spur are fewer in number but unwounded.

The tyranids can be any range from you that you want when you start shooting. They don't notice you, though, until you get to within about 200m of the target location. You cannot be closer than 60m when you roll for initiative; you have free shots before then, but if you start shooting early it may bring reinforcements faster.
GSN 1801041055
player, 146 posts
Biggs, W: 11/12 F: 0/1
Wedge W:14/16 F:1/1
Wed 19 Sep 2018
at 02:10
  • msg #17

HHQ QC [OOC]

Is it possible for me to destroy their cover with my Autocannon? Or do you prefer I mop up the stragglers?
GSN 1610311843
player, 950 posts
Zilch 13/12W +10 T Medic
Everest 11/11W 1F Heavy
Wed 19 Sep 2018
at 02:36
  • msg #18

HHQ QC [OOC]

I'd say don't waste your time clearing forest cause that will only mean that when the gargoyles show up they will know exactly where to find you and thus us.  Besides with that AC you're at maximum only at medium range and if you come up just a fraction you're in short the entire time.  Take out enemies not foliage.   ;)
GSN 1805141731
player, 773 posts
'Ghost' W: 12/12 FP: 1/1
'Honey' W: 29/30 FP: 1/1
Wed 19 Sep 2018
at 03:04
  • msg #19

HHQ QC [OOC]

Okay, so the best (IMO) time to start shooting is 60m out. It just seems easiest to imagine tyranids swarming around the site and that needs to be cleared. All this extra "200m" of free shooting is complicating things unnecessarily.
Adeptus Custodes
GM, 1247 posts
Wed 19 Sep 2018
at 03:07
  • msg #20

HHQ QC [OOC]

No, it is giving you an opportunity to fire if you want to. They spot you when you are 200m (ish) away from your objective. We've already had an issue with people wasting entire turns on just movement, so I am omitting that...but you can still fire on the enemy if you want.

I honestly don't know what you're bitching about. Most people would be happy to get free rounds of firing on an approaching enemy with no retaliation.
GSN 1701041631
player, 865 posts
Two-bit (WS) W 3/9 FP 1/2
Sleepy (G) W 04/14 FP 2/2
Wed 19 Sep 2018
at 04:03
  • msg #21

HHQ QC [OOC]

Running some mathhammer...

I can start shooting at 180m without taking penalties, and with Sprint+Hip Shooting I can move an average of 10m/round (alternating 12m and 8m to avoid fatigue) and fire every round (18 shots total), or move an average of 28m/round (alternating 48m run and 8m full move) and fire every other round (~6 shots).  I'm kinda leaning towards the latter on account of these so-called "early reinforcements".
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