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Bunker Banter [OOC]

Posted by Adeptus CustodesFor group 0
Adeptus Custodes
GM, 4 posts
Sat 29 Oct 2016
at 02:46
  • msg #1

Bunker Banter [OOC]

The typical crap that one grunt says to another when not in the presence of Officers or Civilians.
Adeptus Custodes
GM, 7 posts
Sun 30 Oct 2016
at 02:04
  • msg #2

Bunker Banter [OOC]

Ah...I see what you meant about putting the Primary character's name in the bio lines...but I am considering just making two sheets for each player and having you each simply go to your Game Preferences and click to always post as the primary one.

Do you guys prefer to put both your primary and your Comrade on the same sheet and only have one to deal with at a time, or will it be easier in the long run for me to just make new characters and switch which one is the primary each time there's a death in the unit?
GSN 1610291001
player, 1 post
Sun 30 Oct 2016
at 03:04
  • msg #3

Bunker Banter [OOC]

Yeah, I'd say same sheet, and just GM-change our names when we have to switch. I know that death's on the table, but in PbP timescales it's not like it should happen so often that it's a huge pain.
Adeptus Custodes
GM, 9 posts
Sun 30 Oct 2016
at 03:07
  • msg #4

Bunker Banter [OOC]

Bam! You're dead. Start over. :P
Adeptus Custodes
GM, 10 posts
Sun 30 Oct 2016
at 03:15
  • msg #5

Bunker Banter [OOC]

Alright, the RTJ thread about character sheets has been updated to account for this change.

There are now five people in the game. You can begin the Regiment building process here, either by building one and putting it forth for voting/consideration by the rest of the team, or by posting your own 'wish list' of things you want to see in the Regiment [such as CO type desired, Doctrine followed, etc].

You should also start voicing your opinions about what type of world you want to start off on, and what you want your first enemy to be. Once I see a majority of current players vote for one thing, I will lock it in and begin the GM building process for the campaign.
GSN 1610290901
player, 1 post
Carter "Clean" Lyon, Op
Tyrone "Sand" Miller, Com
Sun 30 Oct 2016
at 03:44
  • msg #6

Bunker Banter [OOC]

<< this is how I thought names could work. Op for Operator. (though I assumed the serial #s would be sequential)

Editing previous posts with a new biography does not alter their old biography.

Anyone know if changing someone's name changes the name(s) on their previous posts?
This message was last edited by the player at 03:47, Sun 30 Oct 2016.
GSN 1610290901
player, 2 posts
Test PC Name
Test PC Comrade
Sun 30 Oct 2016
at 03:45
  • msg #7

Bunker Banter [OOC]

Test post for bio name changes.
Adeptus Custodes
GM, 11 posts
Sun 30 Oct 2016
at 03:50
  • msg #8

Bunker Banter [OOC]

Ah...I suppose if you are going to want to refer to your comrade by name, and breath a tiny bit of life into them before they step up to take the role of primary, then you can also do it that way. I don't NEED W & F in the bio lines but I wanted to avoid the potential for abstract silliness being put there.

Now, what if you've rolled up a good primary and a great comrade, but the comrade dies? Simply change the name but keep the stats; they are there for smooth transitions during death and succession, so it really shouldn't make a difference, since the stats weren't being used in the first place. Right?
GSN 1610290901
player, 3 posts
Carter "Clean" Lyon, Op
Tyrone "Sand" Miller
Sun 30 Oct 2016
at 04:13
  • msg #9

Bunker Banter [OOC]

quote:
what if you've rolled up a good primary and a great comrade, but the comrade dies?
I'd lean towards rename over reroll for a yet unused sheet.
Adeptus Custodes
GM, 12 posts
Sun 30 Oct 2016
at 04:17
  • msg #10

Bunker Banter [OOC]

I agree. It's a lot of work putting together one Only War PC and we *are* making two for ease/speed of transition.
GSN 1610292411
player, 1 post
Sun 30 Oct 2016
at 08:54
  • msg #11

Bunker Banter [OOC]

Hey, all! Looking forward to fighting and dying with you all.

Just looking at Regimental options. Of the 2 canon regiments I am cool with the Cadians but the Mordians are less ideal. My preference is us creating our own. I'm just gonna list the options I am most fond of but I'll play almost anything. You would have to work hard to make a regiment that I wouldn't play.

Regimental Types: Reconnaisance, Line Infantry, Close Assault

Homeworld: Fortress World, Penal Colony, Penitent, Post Cataclysmic, Shrine World

Training Doctrines: Hardened Fighters, Close Quarters Battle, Crusaders, Defenders of teh Faith

Equipment Doctrines: Combat Drugs

As you can see I like up close, in your face blood and guts battle. Preferably while screaming out prayers to the Emperor. These are not hard and fast requirements for my enjoyment. Just kinda laying how I most prefer things to get the Regiment conversation started.

Also for who we are fighting my only real opinion is that I don't want it to be Orks. Every time I have gotten to play this game it's been Orks. I'd like to see a campaign with other enemies. Maybe more than one kind of enemy. Like a campaign against a Tyranid invasion that - at a dramatically appropriate time - involves the discovery that the world they are warring on is actually a Necron Tomb World.

Xenos I Would Like To Cleanse: Tyranids, Dark Eldar (Actually hate the Dark Eldar lore wise but it would be really cathartic to kill some), Necron

Xenos I Would Like To Avoid: Orks, Tau (I just really hate Tau. I mean I'll shoot them if you want me to but they are not choise number one for me.)

And that, I think, is long enough. Just remember that these are my preferences. I'm flexible but I really like communication in games.
This message was last edited by the player at 08:55, Sun 30 Oct 2016.
Adeptus Custodes
GM, 13 posts
Sun 30 Oct 2016
at 11:01
  • msg #12

Re: Bunker Banter [OOC]

GSN 1610290901:
(though I assumed the serial #s would be sequential)


They are. They are in the order that you were added to the game, and I've given enough space between numbers for each of you that as a soldier dies, their number can be retired to the record books and I can 'rename' you with the next number in the sequence, when your comrade steps up to fill the gap in the line. :)
GSN 1610300704
player, 1 post
Sun 30 Oct 2016
at 11:16
  • msg #13

Re: Bunker Banter [OOC]

Hello all.
Adeptus Custodes
GM, 15 posts
Sun 30 Oct 2016
at 11:29
  • msg #14

Re: Bunker Banter [OOC]

Just a quick announcement that I am going to stop the addition of players at 10, so that 10 soldiers + 10 comrades = 20, in a platoon that normally holds 40, giving the appearance of a battle-weary, under-strength unit fighting the front lines. There will be additional support staff NPCs thrown in occasionally, but basically you're on your own, plugging a gap in the lines until you're all dead, or you fall below 25% unit strength, at which point you'd be assimilated into another unit's roster to form a new platoon [or shore up another decimated company].

Also, as we are expanding the roster rapidly, I will no longer need to have a unanimous decision on the Regimental creation thread. Once a majority of you have decided on choices for each category, that's what I'll implement and put in place.

Additionally, if the first enemy the group decides they want to face ends up being Tyranids, I am willing to add Catachan Jungle Fighters to the list of acceptable regimental backgrounds for beginning characters. I'm not a stone-cold killer GM, ya know. ;)
GSN 1610300640
player, 1 post
Sun 30 Oct 2016
at 14:46
  • msg #15

Re: Bunker Banter [OOC]

Hello hello!

So, before we get started, are Specialist Classes permitted?  Or do we exclusively have access to the basic Guardsman Specialties?  Just want to get that down before I start brainstorming characters.
Adeptus Custodes
GM, 16 posts
Sun 30 Oct 2016
at 15:04
  • msg #16

Re: Bunker Banter [OOC]

quote:
There are only five Guardsman Specialties available. Those are: Heavy Gunner, Medic, Sergeant, Weapon Specialist, and Guardsman. Wait...what's a Guardsman? That's not in my books...
    - Guardsman is for the grunt who isn't exactly the rank-and-file slob like the guy to his left and right. They use the same profile/template as the Sergeant with the following changes: instead of +5 to Fellowship they get +5 to any one characteristic; replace Starting Skill Command with Intimidate or Survival or Trade; replace Talent 'Air of Authority or Iron Discipline' with any one Tier One talent that the character is qualified for; and replace the common craftsmanship chainsword with a best-craftsmanship knife or good-craftsmanship machete [sword].


At this time there are no psykers, techpriests, ministorium types, etc. Basic grunts, though I've added the home-brew fifth so we can add some diversity to an otherwise olive-drab field of choices. ;)
GSN 1610300640
player, 2 posts
Sun 30 Oct 2016
at 15:08
  • msg #17

Re: Bunker Banter [OOC]

Just confirming that.

I've got work in a bit, but once that's over, I'll get some concepts together.
GSN 1610290901
player, 5 posts
Carter "Clean" Lyon, Op
Tyrone "Sand" Miller
Sun 30 Oct 2016
at 15:11
  • msg #18

Re: Bunker Banter [OOC]

I'm waiting for the regiment to fall into place before wrangling characters.
GSN 1610292302
player, 2 posts
Sun 30 Oct 2016
at 15:44
  • msg #19

Re: Bunker Banter [OOC]

For the Guardsman specialty, I would suggest maybe swapping Leadership for maybe Willpower or something a bit more useful if they aren't supposed to be leader types.
Adeptus Custodes
GM, 17 posts
Sun 30 Oct 2016
at 15:52
  • msg #20

Re: Bunker Banter [OOC]

Alright, that's ten - though you will see there are only 9 GSN in The Cast list - as one is brand new to Only War and will be working the character generation as a lurker until they are familiar enough with the game to not step on any proverbial land mines too early in the game. ;)
   - there may actually be a tenth added with the lurker remaining in the wings, as there is [unfortunately] always attrition in RPoL games. Especially with holidays coming up, and especially when I know a few of you already play in several other games. :)

I will be home most of the day as it is crummy weather outside, so feel free to post/PM and expect answers within an hour or so. Might take a lazy nap later but that's expected on my one day off.

As mentioned previously, I'll keep a running tab of what background options people are requesting for the Regimental creation, and once there's a majority for any/all, I'll post a new thread with your regiment and it's associated units and benefits.

Also, as discussed this morning, it looks like we are leaning toward a tyranid spur as the enemy [not a genestealer cult uprising], so I will go back and edit the RTJ thread to include the option of taking Catachan Jungle Fighter as a fourth Regimental start option.

Note that you do not all have to choose the same regiment. There can be 1 Cadian, 3 Mordian, 2 Catachan and 4 of the custom regiment you're creating. That's perfectly fine. But these are [and will be] the only options available in this game.
   - your comrade does not have to come from the same regiment as your primary character, if you prefer diversity.


quote:
For the Guardsman specialty, I would suggest maybe swapping Leadership for maybe Willpower or something a bit more useful if they aren't supposed to be leader types.


Nope...everyone needs to be able to step up and take the reins when appropriate, and leadership/command is kind of the backbone of Guardsman structure and discipline. There are plenty of talents to help bolster any areas you folks think you may be weak in, and the rewards for success in missions will also help offset any latent nerfing you feel I might be throwing your way. :)
GSN 1610301137
player, 1 post
Sun 30 Oct 2016
at 16:54
  • msg #21

Re: Bunker Banter [OOC]

So our options for regiment are Cadian, Catachan, Mordian and a single custom option made from our combined input? Just making sure the latter is correct, since I can't tell if the custom regiment can be unique for each PC or if it has to be static across the board.

If it's static, I'll provide some input in regards to my preferences.
Adeptus Custodes
GM, 18 posts
Sun 30 Oct 2016
at 17:10
  • msg #22

Re: Bunker Banter [OOC]

It is one regiment collectively created by the players. That's why it has its own creation thread.
GSN 1610301137
player, 2 posts
Sun 30 Oct 2016
at 17:23
  • msg #23

Re: Bunker Banter [OOC]

...

*facepalm* I'm gonna take the walk of shame over there then.
Adeptus Custodes
GM, 19 posts
Sun 30 Oct 2016
at 17:32
  • msg #24

Re: Bunker Banter [OOC]

It's all good. There is always a learning curve the first few days as players and GM get acquainted. I'm both a 30-year vet of gaming and a 10 year vet of the military, so I'll try to make this as smooth [and fun] an operation as I can. :)

With regards to one of the posts there making mention of armored cav or transports...you are all ground pounders at the start, but that doesn't mean you won't have resources allocated or available that include the 'ride in style' version of assaulting the enemy.

Also, for those who care, there will be periodic events/opportunities for everyone with the Command skill to make tests and gain favorable results for the unit as a whole. Don't neglect the value of logistics and paperwork!
GSN 1610301137
player, 4 posts
Sun 30 Oct 2016
at 17:50
  • msg #25

Re: Bunker Banter [OOC]

Hell, logistics errors can be more valuable than the team itself. Requisition five lascarbines, get 10 canisters of promethium instead. Barter said promethium for kit. Sure, you might will die if when the Commissar finds out, but it's all fun and games until then.
GSN 1610292302
player, 3 posts
Sun 30 Oct 2016
at 19:53
  • msg #26

Re: Bunker Banter [OOC]

What book has the Tyranids in it?
Adeptus Custodes
GM, 20 posts
Sun 30 Oct 2016
at 20:59
  • msg #27

Re: Bunker Banter [OOC]

Deathwatch has rules about tyranids, as well as rules on how to make just about any xenos you want to include in your game [which would certainly cover all the variations of the hive gene pools].
GSN 1610292015
player, 1 post
Sun 30 Oct 2016
at 21:34
  • msg #28

Re: Bunker Banter [OOC]

I say no for the necrons, not able to kill a single soldier is no fun at all.
I would say simple rebells would fun.
Can post tomorrow more today i need some more sleep.
GSN 1610292302
player, 4 posts
Sun 30 Oct 2016
at 21:43
  • msg #29

Re: Bunker Banter [OOC]

GSN 1610292015:
I say no for the necrons, not able to kill a single soldier is no fun at all.
I would say simple rebells would fun.
Can post tomorrow more today i need some more sleep.


Nids, Chaos, or Xeno cults...I'm happy with all of those :)
GSN 1610301137
player, 5 posts
Sun 30 Oct 2016
at 22:16
  • msg #30

Re: Bunker Banter [OOC]

GSN 1610292015:
I say no for the necrons, not able to kill a single soldier is no fun at all.
I would say simple rebells would fun.
Can post tomorrow more today i need some more sleep.


I didn't intend for us to win. What I meant by that was that it'd be hilarious that if we finally won, we still lost.
GSN 1610300704
player, 3 posts
Mon 31 Oct 2016
at 00:36
  • msg #31

Re: Bunker Banter [OOC]

You can still win against necrons, it is called retreating and declaring exterminatus from orbit.

Also, so we are a mixed regiment? Cool.

Edit: Mordian Weapon Specialist and Cadian Guardsman for the Comrade it is then. Unless I am really taken by the Custom Regiment.
This message was last edited by the player at 01:17, Mon 31 Oct 2016.
GSN 1610292302
player, 6 posts
Mon 31 Oct 2016
at 01:35
  • msg #32

Re: Bunker Banter [OOC]

At the moment I'm thinking a Medic as primary (maybe Cadian/Mordian) and a custom regiment specialist or guardsmen as my secondary.
Adeptus Custodes
GM, 21 posts
Mon 31 Oct 2016
at 01:59
  • msg #33

Re: Bunker Banter [OOC]

GSN 1610300704:
You can still win against necrons, it is called retreating and declaring exterminatus from orbit.


Heh...this made me chuckle.
GSN 1610291001
player, 3 posts
Mon 31 Oct 2016
at 02:37
  • msg #34

Re: Bunker Banter [OOC]

I'm probably going with a Heavy, either from our Custom Regiment if the Miners get picked, or the Mordians.

As for enemies, I'm sad to see Tyranids getting some swell because they're kind of one-note.

Chaos has the best range of possible enemies (from "us, but with tentacles" to CSMs to Bloodthirsters), and I like non-Chaos rebels (like the Severan Dominate from the OW books) as well. Especially since they provide opportunities for most regiments that I can think of to shine.

Also, a little sad we can't be Drop Troops or Guerillas, heh.
Adeptus Custodes
GM, 23 posts
Mon 31 Oct 2016
at 02:41
  • msg #35

Re: Bunker Banter [OOC]

GSN 1610291001:
Also, a little sad we can't be Drop Troops or Guerillas, heh.


No to drop troops, but as I've mentioned in an earlier post, since it looks like Tyranids are the enemy of choice, I've added Catachan Jungle Fighter to the list of available background options, bringing it to a total of four.
GSN 1610290901
player, 8 posts
Mon 31 Oct 2016
at 03:01
  • msg #36

Re: Bunker Banter [OOC]

Operator, even if we don't have a vehicle.

quote:
Catachan Jungle Fighters
Are we going to be fighting in jungle?
Adeptus Custodes
GM, 24 posts
Mon 31 Oct 2016
at 03:04
  • msg #37

Re: Bunker Banter [OOC]

Of the 9 people in the unit, only 5 have actually posted their entire set of choices for regiment, first enemy, and starting planet type. I will collect all of those who have been posted tomorrow night after dinner and then post the results in the Regiment Founding thread I'm creating later Tuesday night.
GSN 1610291001
player, 4 posts
Mon 31 Oct 2016
at 04:28
  • msg #38

Re: Bunker Banter [OOC]

Well, starting planet depends on factors still in play, but urban ruins are usually fun.
Adeptus Custodes
GM, 25 posts
Mon 31 Oct 2016
at 12:08
  • msg #39

Re: Bunker Banter [OOC]

Yes and no...you aren't PDF; your home world does not necessarily have to be the same type your Regiment is founded upon. I just wanted to get a feel for where you folks wanted the initial setting to take place. It's like you've won the roll to choose scenario, set up terrain, AND seize the initiative. ;)
GSN 1610300704
player, 5 posts
Mon 31 Oct 2016
at 12:16
  • msg #40

Re: Bunker Banter [OOC]

Should we put votes in the regiment thread?

If not I'd go for either a feudal world or a snow deathworld, simply because they'd both be fun.
GSN 1610300640
player, 3 posts
Mon 31 Oct 2016
at 16:16
  • msg #41

Re: Bunker Banter [OOC]

Okay, do we have a format going yet for the regimental creation?  Awake and well rested after the week of work, so I've got a few days now.
GSN 1610292302
player, 12 posts
Mon 31 Oct 2016
at 16:24
  • msg #42

Re: Bunker Banter [OOC]

GSN 1610300640:
Okay, do we have a format going yet for the regimental creation?  Awake and well rested after the week of work, so I've got a few days now.

Not particularly.  Read through what's been posted l, if you like something state so.  Otherwise put down your preference.  The GM will then review all submissions and build one based on the most requested things.  This could lead to a pretty interesting, eclectic regiment
Adeptus Custodes
GM, 29 posts
Tue 1 Nov 2016
at 01:59
  • msg #43

Re: Bunker Banter [OOC]

quote:
Any chance we could do something like the Hammer Of The Emperor listed regiments?


Sorry I missed this earlier. I assume you meant can you choose Guerilla or Grenadier as a regimental background choice? Several of you have already been adding things from that sourcebook [like CQB and some drawbacks]. I'm not sure what else you're looking for as far as available input from there...?
GSN 1610311843
player, 2 posts
Tue 1 Nov 2016
at 02:01
  • msg #44

Re: Bunker Banter [OOC]

I may have poped in on the regiment creation thread first but...

Hola all, pleasure to be here :)
Adeptus Custodes
GM, 30 posts
Tue 1 Nov 2016
at 02:13
  • msg #45

Re: Bunker Banter [OOC]

quote:
The mining/demo engineering regiment only works if you it's all or nothing, so unless it's a bundle deal, I wouldn't do it.


Haha...it's good to stand your ground, but remember that if you don't like the unique regiment selected by vote from your fellows, you have to choose one of the three basic ones [Cadian, Mordian, Catachan] for your characters. Or ask me to make a new game just for you...that always works out. ;)
GSN 1610292302
player, 16 posts
Tue 1 Nov 2016
at 02:18
  • msg #46

Re: Bunker Banter [OOC]

I do really like the last one that was posted.  It think it strikes the nice middle ground between what most are thinking would be cool for the custom regiment.  I only said that so you knew to change my vote :)
GSN 1610311843
player, 4 posts
Tue 1 Nov 2016
at 02:21
  • msg #47

Re: Bunker Banter [OOC]

Thanks for liking it :)

Looking at what had been suggested already made it much easier to thread the needle and take more of what people seemed to want and blend it together into something new.
Adeptus Custodes
GM, 31 posts
Tue 1 Nov 2016
at 02:54
  • msg #48

Re: Bunker Banter [OOC]

quote:
(Close Quarters Battle is it's own doctrine, separate from Closer Order Drill)


Yes...I felt like I was being helpful when I put CQB in parentheses after Close Order Drill, and then hit post and felt like an idiot. lol

Close Order Drill gives Combat Formation or Double Team, where CQB gives Double Team or Combat Master and +10 to hit at point blank range.

Sorry for the confusion!
GSN 1610290901
player, 15 posts
Tue 1 Nov 2016
at 03:17
  • msg #49

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 45):

It's something I agree with. Mining Colonists is a whole concept, and the regiment building is working on a different paradigm.

In reply to Adeptus Custodes (msg # 43):
quote:
I assume you meant can you choose Guerilla or Grenadier as a regimental background choice?
I'm not sure what else you're looking for as far as available input from there...?
I don't like the three given corebook regiments.

Mechanically, they don't show strengths that coincide with their themes and usage, while their actual strengths overlap with each other in unhelpful ways - particularly once it's decided we're all walking for now.

http://vignette3.wikia.nocooki...srkin_hvy_plasma.jpg
http://vignette3.wikia.nocooki...l_Legion_Trooper.jpg
http://vignette1.wikia.nocooki...26_Only_Trooper2.jpg

Pictures for ideas.
Adeptus Custodes
GM, 32 posts
Tue 1 Nov 2016
at 12:00
  • msg #50

Re: Bunker Banter [OOC]

I like all three of those pictures, but have a hard time seeing a normal human carrying around a heavy plasma or an autocannon not mounted on a tripod. It's just a funky visual.

The thing about creating a regiment from scratch is that you *can* create a group of soldiers who have the appearance, through stats and style, who can write in their background that these abilities came, in part, from their lifestyle as mining colonists.

The three basic choices from the book were meant as backups for people who didn't want to take the group-built one, and because they were the cookie-cutter versions, a sort of nudge by the GM to help convince people to be involved in the regimental creation process. It worked with about 70% success, I'd say.


GSN 1610292015:
I wanted to vote to Heavy Reconnaisance, but Rpol was down yesterday, not sure why my connection was good to other sites.


Yes, it was down for about an hour [at least] yesterday afternoon when I was having my late lunch. Bothers me as it's tough to get a break at work Monday or Friday.
GSN 1610292302
player, 18 posts
Tue 1 Nov 2016
at 14:56
  • msg #51

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 50):

Is it 1000 total starting exp (extra 400)?  Or is it's 1600 exp (extra 1000)?
GSN 1610300640
player, 4 posts
Tue 1 Nov 2016
at 15:04
  • msg #52

Re: Bunker Banter [OOC]

I have less time than I thought I would, so I think I'll step out rather than tie everyone up.
GSN 1610292302
player, 19 posts
Tue 1 Nov 2016
at 15:35
  • msg #53

Re: Bunker Banter [OOC]

In reply to GSN 1610300640 (msg # 52):

Damn, the Nids got him before we even got started.  Gonna be a hellish game!

Completely random question - can we alternate between our PCs based on the scene?  Or will that be too tough to keep track of?
Adeptus Custodes
GM, 34 posts
Tue 1 Nov 2016
at 15:37
  • msg #54

Re: Bunker Banter [OOC]

Extra 1000 XP for both you and your comrade. You gain XP during the conflict but your comrade does not until he steps up to replace your primary character. Then you get a new comrade with the same starting XP as this one.
GSN 1610311843
player, 5 posts
Tue 1 Nov 2016
at 16:09
  • msg #55

Re: Bunker Banter [OOC]

Just imagine the guys from the original Predator movie when you think about guys hefting around heavy weapons.  :-)

Nah 640 was simply reassigned.  I think 42 though was taken away for 'nid contamination by Ordo Xenos...
Adeptus Custodes
GM, 35 posts
Tue 1 Nov 2016
at 16:13
  • msg #56

Re: Bunker Banter [OOC]

GSN 1610300640:
I have less time than I thought I would, so I think I'll step out rather than tie everyone up.


Sorry to hear that, but thanks for stepping up and being responsible about it. Feel free to RTJ again down the road if things open up again. :)

I'd prefer to keep the dynamic of using the primary and keeping the second in reserve. However, keep in mind that if your comrade dies, you do not need to roll up a whole new battle buddy. You can simply rename the comrade and skip over the whole character building process. You do have the option, though, of rerolling their stats if you want, or keep the set you already have if they appeal to you.
GSN 1610290901
player, 16 posts
Tue 1 Nov 2016
at 17:08
  • msg #57

Re: Bunker Banter [OOC]

quote:
have a hard time seeing a normal human carrying around a heavy plasma or an autocannon not mounted on a tripod. It's just a funky visual.
I thought it was a bulky looking plasma gun before you mentioned it. Kasrkin have favoured plasma guns in HotE.
http://orig08.deviantart.net/b...rtyfakes-d54nhru.jpg
Pic related is how I think of plasma cannons' size. Naturally, suspensors would be very helpful.

quote:
The three basic choices from the book were meant as backups for people who didn't want to take the group-built one, and because they were the cookie-cutter versions, a sort of nudge by the GM to help convince people to be involved in the regimental creation process. It worked with about 70% success, I'd say.
quote:
yes on the Mordian tank thing...but if only one or two people have Mordian as their regiment it is very unlikely (read: 0%) that this one soldier is the one bringing their tank along with them. ;)
So just ... don't make that an option. Character generation should not contain traps. Not even obvious ones that say "trap" in neon lights.

I still think heavy, light, special, and stealth/recon regiments are a good idea.
Adeptus Custodes
GM, 36 posts
Tue 1 Nov 2016
at 18:08
  • msg #58

Re: Bunker Banter [OOC]

Haha there is a good joke involving Captain Obvious but I'll keep it to myself. ;)

You'd think - or perhaps I'm the only one who thinks this - that when I said you're an infantry unit that would preclude the addition of armored units to your character sheets or roster. This is an infantry unit, cobbled together from survivors of other infantry units. I deeply apologize if that was not clear from the start.

However, I have also told you folks that you will have resources available to you. I had hoped it would be a pleasant surprise tonight when I posted it...hopefully this post is not a spoiler for that one.

That being said, I expect the majority of the 8 remaining players will have chosen the character-built regiment for their folks and I can have everything in place for you (meaning all character sheets done by you guys) before I have lunch Thursday. Possibly before I go to bed Wednesday.
GSN 1610292302
player, 20 posts
Tue 1 Nov 2016
at 18:27
  • msg #59

Re: Bunker Banter [OOC]

Once the regiment is released, character sheets will be generated...probably start tonight, but finish tomorrow morning.  Excited to see what materializes!
GSN 1610292411
player, 5 posts
Tue 1 Nov 2016
at 18:52
  • msg #60

Re: Bunker Banter [OOC]

I might be a bit slow in making my characters as I am massively sick. Like ER trip yesterday and staring down a possible second one today sick. URI is kicking my ass like a Commisar with a grudge. But I have crawled up off of my death bed to ask a couple of questions.

Will Advanced Specialties be available provided we survive long enough?

Will we ever have the opportunity to make a Support Specialist? Maybe with a limit like there is only one Support Specialist at a time for the group or some such limit. I can live with them not being playable but I really like Priests (especially Incinerant Priests) and Psykers. Getting to play one in a real game would be nice.
GSN 1610311843
player, 6 posts
Tue 1 Nov 2016
at 19:00
  • msg #61

Re: Bunker Banter [OOC]

I don't know the mind of the AC since I'm a mere number in the grinder but...

I'd think that the Advanced Specialties would be their way of allowing us to become support specialists in sort of a fashion.  More than the simple infantry that we started out as but less than potentially more crazy Baneblade driving, Titan controlling, Warp cursed psykers blowing our heads up more than the enemy sorts.

(Not that having a scene where we might gain access to one for a short time wouldn't be cool for infantry and make for all sorts of cool stories to later fresh meat ala 15 hours homage but...)
GSN 1610292411
player, 6 posts
Tue 1 Nov 2016
at 19:05
  • msg #62

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 61):

You don't need an Advanced Specialty even to drive or have a Baneblade and no Support Specialist gives you access to a Titan or even all that powerful of Psyker abilities. You are a low scale Psyker in Only War.
Adeptus Custodes
GM, 37 posts
Tue 1 Nov 2016
at 19:07
  • msg #63

Re: Bunker Banter [OOC]

quote:
Will Advanced Specialties be available provided we survive long enough?


I'll answer this and the second question together: the more success your unit has, the more things will open or be available to you. Think of it as being a sort of 40k version of Panzer General. If you have three successes in a row you get Option X. If you have two outstanding successes in a row you get offered Option X-1. If you have four successes out of five you still get Option X but have to wait for one more to get access to Option Y.

So yes, other specialties will be available later, just like Ogryn and Ratling comrades are already auto-available after your first character (not comrade) dies. You could go thru a dozen comrades and keep replacing them with humans as long as your primary keeps surviving missions. Once your primary dies you get access to abhumans.
GSN 1610292411
player, 7 posts
Tue 1 Nov 2016
at 19:10
  • msg #64

Re: Bunker Banter [OOC]

Cool! I like that system. We do well and we get access to new toys. Works for me.
GSN 1610311843
player, 7 posts
Tue 1 Nov 2016
at 19:11
  • msg #65

Re: Bunker Banter [OOC]

GSN 1610292411:
You don't need an Advanced Specialty even to drive or have a Baneblade and no Support Specialist gives you access to a Titan or even all that powerful of Psyker abilities. You are a low scale Psyker in Only War.


I was exaggerating on purpose to make the point...

Though a low scale psyker can still blow up all our heads and is actually more likely to.  Or just get killed by the Commissar.
GSN 1610292302
player, 21 posts
Tue 1 Nov 2016
at 19:23
  • msg #66

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 65):

Best to fight nids now with no psykers.  They are rather useless against them due to the Shadows of the Warp.

Anyway, my two concepts will be a Mordian or Custom Medic with a specialty in commerce to help get gear and will have a horders personality.   The other is a custom regiment Guardsmen good-craft synthmuscles who thinks he's an ogryen and will specialize in carrying the medics stuff and hacking bad guys in two (if we get cyber enhanced doctrine)
GSN 1610292411
player, 8 posts
Tue 1 Nov 2016
at 19:27
  • msg #67

Re: Bunker Banter [OOC]

Shadow of the Warp is pretty much only a thing when there is a Hive Ship. All the talk so far has been a fairly small Tyranid invasion - and if we face any of the single Tyranids that can broadcast it alone we are super dead.
GSN 1610290901
player, 17 posts
Tue 1 Nov 2016
at 20:08
  • msg #68

Re: Bunker Banter [OOC]

http://wh40k.lexicanum.com/wiki/Shadow_in_the_Warp

quote:
if we face any of the single Tyranids that can broadcast it alone we are super dead
I don't see the problem; a party wipe shouldn't be the end of the game. Broodlord, Tyrant, Warriors ... with some luck and ingenuity, we should be able to put a dent in, at least.
Adeptus Custodes
GM, 38 posts
Tue 1 Nov 2016
at 20:15
  • msg #69

Re: Bunker Banter [OOC]

GSN 1610292411:
Shadow of the Warp is pretty much only a thing when there is a Hive Ship. All the talk so far has been a fairly small Tyranid invasion - and if we face any of the single Tyranids that can broadcast it alone we are super dead.


Heh. You guys remind me of Grig from Last Starfighter.

"It'll be a slaughter!"
"Yes! Isn't it glorious?"
"I meant *us*!"
"I know!"

Lol
GSN 1610292411
player, 9 posts
Tue 1 Nov 2016
at 20:27
  • msg #70

Re: Bunker Banter [OOC]

GSN 1610290901:
http://wh40k.lexicanum.com/wiki/Shadow_in_the_Warp

quote:
if we face any of the single Tyranids that can broadcast it alone we are super dead
I don't see the problem; a party wipe shouldn't be the end of the game. Broodlord, Tyrant, Warriors ... with some luck and ingenuity, we should be able to put a dent in, at least.


But is fun to ever fight something you have legitimately no chance of beating? That is a harsh buzzkill even when playing 40K.
GSN 1610311843
player, 8 posts
Tue 1 Nov 2016
at 20:33
  • msg #71

Re: Bunker Banter [OOC]

It is fun to try and think of ways to use things that aren't normally weapons to find a way to delay or slow it so if you can't kill it the right tools can show to take it out.  The story is about us but everyone has outside help in the story in some manner.
GSN 1610292411
player, 10 posts
Tue 1 Nov 2016
at 21:06
  • msg #72

Re: Bunker Banter [OOC]

I said fight something you can't beat isn't fun. If you have an alternate win condition than just fighting that is viable it isn't the situation I was referring to. I was refering to a no win situation. One where there is no possibility of accomplishing anything significant.
GSN 1610311843
player, 9 posts
Tue 1 Nov 2016
at 21:24
  • msg #73

Re: Bunker Banter [OOC]

Well yeah then it's not really fun unless we're trying to find out just how our character dies at the end of a game that isn't going to be run anymore, or one where it's part of a legacy concept.  Know what I mean?

That said most games don't tend to end that way meaning it's a total downer to have a TPK from just random happenstance.
Adeptus Custodes
GM, 39 posts
Tue 1 Nov 2016
at 21:35
  • msg #74

Re: Bunker Banter [OOC]

GSN 1610292411:
I said fight something you can't beat isn't fun. If you have an alternate win condition than just fighting that is viable it isn't the situation I was referring to. I was refering to a no win situation. One where there is no possibility of accomplishing anything significant.


That sounds suspiciously like about 90% of characters in every Quentin Tarantino film...
GSN 1610311843
player, 10 posts
Tue 1 Nov 2016
at 21:38
  • msg #75

Re: Bunker Banter [OOC]

As long as you're not trying to replicate Quentin Tarantino films then AC we should be off to a good start ;)
GSN 1610292411
player, 11 posts
Tue 1 Nov 2016
at 21:40
  • msg #76

Re: Bunker Banter [OOC]

^ What he said.

Edot: Unless you're using Inglorious Bastards as the reference point. They actually succeeded in that movie. Plus it's the only Tarantino flick I actually like.
This message was last edited by the player at 21:41, Tue 01 Nov 2016.
GSN 1610290901
player, 18 posts
Tue 1 Nov 2016
at 22:16
  • msg #77

Re: Bunker Banter [OOC]

In reply to GSN 1610292411 (msg # 70):

Yes. Whether trying to distract or hold the thing while others complete their missions, provide a chance for escape, or just hurt it enough to show it has some weakness, it can be.

Of course, there's a difference between that desperate fight and "rocks fall, roll a new one". It's closer to "1d4 investigators per round".
GSN 1610292411
player, 12 posts
Tue 1 Nov 2016
at 22:34
  • msg #78

Re: Bunker Banter [OOC]

In reply to GSN 1610290901 (msg # 77):

You missed my second message in that conversation.

quote:
I said fighting something you can't beat isn't fun. If you have an alternate win condition than just fighting that is viable it isn't the situation I was referring to. I was refering to a no win situation. One where there is no possibility of accomplishing anything significant.

GSN 1610300704
player, 11 posts
Wed 2 Nov 2016
at 01:24
  • msg #79

Re: Bunker Banter [OOC]

GSN 1610292411:
I said fight something you can't beat isn't fun. If you have an alternate win condition than just fighting that is viable it isn't the situation I was referring to. I was refering to a no win situation. One where there is no possibility of accomplishing anything significant.

Captain Kirk doesn't believe in no win situations....

Edit: So with the newly defined custom regiment I'll be going for a Custom Regiment Guardsman as my main guy and a Cadian Guardsman as back up.

Edit 2: Have you guys thought about advanced specialties yet? Because from the way I understand it we are only 900xp away from being able to decide.
This message was last edited by the player at 11:16, Wed 02 Nov 2016.
GSN 1610311843
player, 24 posts
Wed 2 Nov 2016
at 17:13
  • msg #80

Re: Bunker Banter [OOC]

So we've got a medic and a guardsman with their backups being both guardsman.

Anyone else?
Adeptus Custodes
GM, 45 posts
Wed 2 Nov 2016
at 18:03
  • msg #81

Re: Bunker Banter [OOC]

I'll be home from work in about 4 hours to begin answering questions & PM's.

In the meantime let me ask you to hold off making final plans on your (up to two) implant choices for Cyber Warrior background, as I haven't finished the list of ones that will be available to you at character creation. Thanks!
GSN 1610290901
player, 28 posts
Wed 2 Nov 2016
at 18:42
  • msg #82

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 80):

I decided on Operator, earlier, for my first character.
GSN 1610311843
player, 28 posts
Wed 2 Nov 2016
at 18:49
  • msg #83

Re: Bunker Banter [OOC]

Mmm...unless AC updated our options we only have:

Adeptus Custodes:
There are only five Guardsman Specialties available. Those are: Heavy Gunner, Medic, Sergeant, Weapon Specialist, and Guardsman.


Thematically you could bend any one of them using xp into doing operator things but don't think we can pick it for out core aptitudes/skills/feats/etc even without a vehicle to operate.  I'm just a grunt though so I could be wrong. ;)
GSN 1610301137
player, 10 posts
Wed 2 Nov 2016
at 23:29
  • msg #84

Re: Bunker Banter [OOC]

Think I'll be rolling up 2 Mordians. I'll have the basics done in a few hours.
GSN 1610290901
player, 30 posts
Thu 3 Nov 2016
at 00:13
  • msg #85

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 83):

Seems you're right. I thought Sergeant had been replaced, not duplicated.
GSN 1610292302
player, 34 posts
Thu 3 Nov 2016
at 01:14
  • msg #86

Re: Bunker Banter [OOC]

For those that are on.  Should I get Int +15 for 500, or bump Medicae to +20 and Commerce to +10 for 500 total?  So +10 to my 2 main skills, or +5 to them, plus +5 to a bunch of others (tech use, lores, etc).
GSN 1610301137
player, 11 posts
Thu 3 Nov 2016
at 01:31
  • msg #87

Re: Bunker Banter [OOC]

I'd bump Medicae and Commerce first, then the Int bump is icing on the cake afterwords.
GSN 1610292302
player, 36 posts
Thu 3 Nov 2016
at 02:52
  • msg #88

Re: Bunker Banter [OOC]

GSN 1610301137:
I'd bump Medicae and Commerce first, then the Int bump is icing on the cake afterwords.

That's where I was leaning.  Thanks for giving me another vote of confidence.

It was actually 3 times as hard to make 2 characters than to make 1.
GSN 1610301137
player, 12 posts
Thu 3 Nov 2016
at 02:53
  • msg #89

Re: Bunker Banter [OOC]

Right!?
GSN 1610311843
player, 32 posts
Thu 3 Nov 2016
at 02:55
  • msg #90

Re: Bunker Banter [OOC]

All the options...
GSN 1610292302
player, 37 posts
Thu 3 Nov 2016
at 02:56
  • msg #91

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 90):

I'm here watching the game, refreshing the browser every few minutes.  Bounce ideas off me if you need.
GSN 1610311843
player, 33 posts
Thu 3 Nov 2016
at 03:00
  • msg #92

Re: Bunker Banter [OOC]

Just trying to get the right dynamic in my own head for my two...both for banter and for me wanting to play them as more than just a voice since they are my backup character.  Know what I mean?
Adeptus Custodes
GM, 50 posts
Thu 3 Nov 2016
at 03:03
  • msg #93

Re: Bunker Banter [OOC]

For me, despite the 'overwhelming options' available, is the potential for overlap in the skillsets of the players. Because, you know...mortality and all that.
GSN 1610292302
player, 38 posts
Thu 3 Nov 2016
at 03:09
  • msg #94

Re: Bunker Banter [OOC]

Yeah, I feel you.  I'll let dynamic for my tandem sort itself out in game.
GSN 1610311843
player, 34 posts
Thu 3 Nov 2016
at 03:17
  • msg #95

Re: Bunker Banter [OOC]

Not to put to fine a point on it, cause others likely have noted it as well.  For those of you creating one of your peeps from the 31st Zakurian don't forget that the two cyber-enhancements are considered standard kit.  You can increase their craftsmanship for 5 points to make them good, or 10 to make them best.  Just a thought for those not knowing where to toss leftover kit points and all you know...
GSN 1610292302
player, 39 posts
Thu 3 Nov 2016
at 03:22
  • msg #96

Re: Bunker Banter [OOC]

GSN 1610311843:
Not to put to fine a point on it, cause others likely have noted it as well.  For those of you creating one of your peeps from the 31st Zakurian don't forget that the two cyber-enhancements are considered standard kit.  You can increase their craftsmanship for 5 points to make them good, or 10 to make them best.  Just a thought for those not knowing where to toss leftover kit points and all you know...

Interesting thought to pump them up.  If someone is making a scout type (high perception/awareness), the auspex at best craft would be a solid buy.  Enhanced Senses also are pretty efficient, as 5 regiment points gets you over 8 regiment points worth of effective gear.
GSN 1610311843
player, 36 posts
Thu 3 Nov 2016
at 03:25
  • msg #97

Re: Bunker Banter [OOC]

Don't need best Auspex since Good is top level of notable advances, but yeah that is some serious scout potential.
Adeptus Custodes
GM, 51 posts
Thu 3 Nov 2016
at 03:30
  • msg #98

Re: Bunker Banter [OOC]

Hence the title "Siege Breakers". ;)
GSN 1610300704
player, 15 posts
Thu 3 Nov 2016
at 03:45
  • msg #99

Re: Bunker Banter [OOC]

For clarification, the additional 1000xp is on top of the 600xp to start with or is it including the 600?
GSN 1610311843
player, 37 posts
Thu 3 Nov 2016
at 03:51
  • msg #100

Re: Bunker Banter [OOC]

Adeptus Custodes:
Extra 1000 XP for both you and your comrade. You gain XP during the conflict but your comrade does not until he steps up to replace your primary character. Then you get a new comrade with the same starting XP as this one.


Here is AC's clarification. so yes on top of the base 600.
GSN 1610301137
player, 13 posts
Kluge, Weapon Spec
Rundstedt, Weapon Spec
Thu 3 Nov 2016
at 06:47
  • msg #101

Re: Bunker Banter [OOC]

Whew. I finally got them both finished. My secondary is going to be a lot of fun once Kluge drops. My primary is a dual-wielding las pistoleer and my secondary is a sharpshooter with a grenade launcher.
GSN 1610300704
player, 16 posts
Thu 3 Nov 2016
at 07:14
  • msg #102

Re: Bunker Banter [OOC]

Sorry guys might be a day or two before I am finished making the characters. It has been a while since I built an only war character and I have a couple of exams coming up that I have to study for so I can't just spend a few hours in a chunk to get them done.
GSN 1610290901
player, 34 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Thu 3 Nov 2016
at 09:42
  • msg #103

Re: Bunker Banter [OOC]

After some thought I stuck with Medic primary (focus on lore, tech use, trade:armourer), and Weapon Specialist secondary (las weapon expert).

Weapon Specialist says 'good craftsmanship lasgun' - specific type, or any?
Adeptus Custodes
GM, 54 posts
Thu 3 Nov 2016
at 11:06
  • msg #104

Re: Bunker Banter [OOC]

GSN 1610290901:
After some thought I stuck with Medic primary (focus on lore, tech use, trade:armourer), and Weapon Specialist secondary (las weapon expert).

Weapon Specialist says 'good craftsmanship lasgun' - specific type, or any?


I'm sure they meant the M36 or the Las Carbine, both of which are Common availability, although I can also see an argument for your unit having access to the Bullpup design, which is Average availability. Was there one from another sourcebook you were asking about in particular?
GSN 1610292302
player, 42 posts
Thu 3 Nov 2016
at 11:44
  • msg #105

Re: Bunker Banter [OOC]

GSN 1610290901:
After some thought I stuck with Medic primary (focus on lore, tech use, trade:armourer), and Weapon Specialist secondary (las weapon expert).

Weapon Specialist says 'good craftsmanship lasgun' - specific type, or any?


FYI - Good craft on a lasgun gives you reliable quality...which it already has.  The book would say hotshot las if you were eligible for it (see Stormtrooper).  Lasguns can be good with the appropriate talents, no doubt, and when most of the squad is also using lasguns. What is the regimental favored basic available to you?
Adeptus Custodes
GM, 57 posts
Thu 3 Nov 2016
at 12:04
  • msg #106

Re: Bunker Banter [OOC]

GSN 1610300704:
Sorry guys might be a day or two before I am finished making the characters. It has been a while since I built an only war character and I have a couple of exams coming up that I have to study for so I can't just spend a few hours in a chunk to get them done.


That's ok. I will be posting the intro thread for the campaign sometime today so that those who are ready don't have to sit on their hands, and can begin interacting with their environment and each other. The first mission won't be posted until everyone has their character sheets completed, which I expect will be Sunday morning. Hopefully. :)
GSN 1610290901
player, 35 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Thu 3 Nov 2016
at 12:43
  • msg #107

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 104):
Either way, it sounds like you're set on preserving it as the poor choice vs flamer or regimental favoured.

In reply to GSN 1610292302 (msg # 105):
Yeah, I'm aware that extra instances of weapon traits are usually worse than useless.
OTOH, if they were talking about the M36 Lasgun, they would have said that, too. See; every pre-built regiment and regiment doctrine that does not say lascarbine.
Adeptus Custodes
GM, 58 posts
Thu 3 Nov 2016
at 12:49
  • msg #108

Re: Bunker Banter [OOC]

So, my question then bears repeating: Was there one from another sourcebook you were asking about in particular?

Also: "Add an additional item of Scarce availability to standard kit" 10 points. There's your flamer.
This message was last edited by the GM at 12:59, Thu 03 Nov 2016.
GSN 1610291001
player, 9 posts
Shandra Weisser
Emil' Kyner
Thu 3 Nov 2016
at 12:52
  • msg #109

Re: Bunker Banter [OOC]

Probably the Triplex, which is just flat out better than most other lasweaponry due to its versatility. It's a lasgun, long-las, and weird las-shotgun all sort of taped together.

I'm pretty sure when the book says "lasgun" it's just dropping the M36 designation from the basic IG flashlight we're all familiar with.
GSN 1610291001
player, 10 posts
Shandra W13 F1
Emil'
Thu 3 Nov 2016
at 12:56
  • msg #110

Re: Bunker Banter [OOC]

Also, I'm fairly certain that the basic Lasgun is offered as a choice for the Weapon Specialist so that even melee-only/primitive/SP-favoring regiments' shooters can have it as an option.
GSN 1610290901
player, 36 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Thu 3 Nov 2016
at 13:26
  • msg #111

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 108):

2302 got it in one. Took the 15 kit points rare item, and weapon specialist flamer. Comrade? More like pack mule.


GSN 1610292302
player, 43 posts
Thu 3 Nov 2016
at 14:05
  • msg #112

Re: Bunker Banter [OOC]

my secondary has a max carry weight of 78 kgs, he's the definition of a pack mule :)

For the regiment point kit, bear in mind your kit gets resupplied (mostly) after missions.  So consumables are pretty good options since they will be replenished.
GSN 1610292302
player, 44 posts
Thu 3 Nov 2016
at 15:43
  • msg #113

Re: Bunker Banter [OOC]

In reply to GSN 1610292302 (msg # 112):

For specialty ammo for the sniper rifle should I go:

Man stopper = +3 pen or expander rounds = +1 dam & +1 pen?
GSN 1610290901
player, 37 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Thu 3 Nov 2016
at 16:05
  • msg #114

Re: Bunker Banter [OOC]

Does anyone have 'nid lore to know whether they're more armour or unnatural toughness? :)
GSN 1610292302
player, 45 posts
Thu 3 Nov 2016
at 16:23
  • msg #115

Re: Bunker Banter [OOC]

GSN 1610290901:
Does anyone have 'nid lore to know whether they're more armour or unnatural toughness? :)

They will all have natural armor.  Genestealers and above will have unnatural toughness.  Genestealer is 4 armor and unnatural tough 4
Adeptus Custodes
GM, 59 posts
Thu 3 Nov 2016
at 16:46
  • msg #116

Re: Bunker Banter [OOC]

I am pretty sure he meant if your *character* had the skill, you little imp. :P
GSN 1610292302
player, 46 posts
Thu 3 Nov 2016
at 17:00
  • msg #117

Re: Bunker Banter [OOC]

Adeptus Custodes:
I am pretty sure he meant if your *character* had the skill, you little imp. :P

2 DoS on my FL check :)
Adeptus Custodes
GM, 60 posts
Thu 3 Nov 2016
at 17:08
  • msg #118

Re: Bunker Banter [OOC]

GSN 1610292302:
Adeptus Custodes:
I am pretty sure he meant if your *character* had the skill, you little imp. :P

2 DoS on my FL check :)


...which you rolled AFTER you gave him that information.

I sense heresy...
GSN 1610292302
player, 47 posts
Thu 3 Nov 2016
at 17:33
  • msg #119

Re: Bunker Banter [OOC]

Adeptus Custodes:
GSN 1610292302:
Adeptus Custodes:
I am pretty sure he meant if your *character* had the skill, you little imp. :P

2 DoS on my FL check :)


...which you rolled AFTER you gave him that information.

I sense heresy...

Nope, just the Emperor's Will ;)
GSN 1610292411
player, 18 posts
Thu 3 Nov 2016
at 21:03
  • msg #120

Re: Bunker Banter [OOC]

So what all do we have so far by way of specialties?
GSN 1610311843
player, 38 posts
Thu 3 Nov 2016
at 21:16
  • msg #121

Re: Bunker Banter [OOC]

My primary is Medic and Zakurian but...

...his skills in a typical military would peg him more as Intelligence guy:
Cryptography, Alien Languages (Eldar/Ork/Tau), FL (Xenos), Navigation...mmm...and Infused Knowledge so I know a little about anything not Forbidden and help with his codebreaking side.

Still working on the secondary.
This message was last edited by the player at 21:20, Thu 03 Nov 2016.
GSN 1610301137
player, 14 posts
Kluge, Weapon Spec
Rundstedt, Weapon Spec
Thu 3 Nov 2016
at 21:18
  • msg #122

Re: Bunker Banter [OOC]

I'm a Weapon Spec and Weapon Spec. Both Mordian.
GSN 1610292302
player, 49 posts
Thu 3 Nov 2016
at 21:40
  • msg #123

Re: Bunker Banter [OOC]

GSN 1610301137:
I'm a Weapon Spec and Weapon Spec. Both Mordian.


Flamer or Grenade launcher?  I assume a bit of Operate (Surface) for when we get a vehicle?
GSN 1610292015
player, 4 posts
Thu 3 Nov 2016
at 22:23
  • msg #124

Re: Bunker Banter [OOC]

I am working on my characters, will be done during weekend. Sry work just got me until tomorrow night.
GSN 1610301137
player, 15 posts
Kluge, Weapon Spec
Rundstedt, Weapon Spec
Thu 3 Nov 2016
at 22:45
  • msg #125

Re: Bunker Banter [OOC]

GSN 1610292302:
GSN 1610301137:
I'm a Weapon Spec and Weapon Spec. Both Mordian.


Flamer or Grenade launcher?  I assume a bit of Operate (Surface) for when we get a vehicle?


Dual-wielder(pistols) with a focus on Las weapons for Primary. Grenade Launcher sharpshooter for secondary.
Adeptus Custodes
GM, 63 posts
Thu 3 Nov 2016
at 22:56
  • msg #126

Re: Bunker Banter [OOC]

I am done with the prologue, and am now putting the finishing touches on the intro. Didn't want to post one and have someone interrupt my train of thought so will make them into one massive post. Should be up in an hour or so.

As I said earlier, this is just to establish the setting; there is no rush to post or jump into the action until you have your characters done, which will hopefully be before I go to bed Sunday night. :)
GSN 1610292302
player, 50 posts
Fri 4 Nov 2016
at 01:11
  • msg #127

Re: Bunker Banter [OOC]

I like the opening post.  Definitely sets the stage and I think foreshadows some future complications :)

Are we ok to post?
Adeptus Custodes
GM, 65 posts
Fri 4 Nov 2016
at 01:28
  • msg #128

Re: Bunker Banter [OOC]

Yep! Game on!
GSN 1610300704
player, 18 posts
Fri 4 Nov 2016
at 01:43
  • msg #129

Re: Bunker Banter [OOC]

I'm seriously tempted to make a raging unarmed fighter.... Like he uses a shotgun and all that and then when he gets pissed he's like nope, not interested, and just drops his shit and starts beating people to death with his hands.

Edit: I might drop frenzy, just so that I don't end up trying to beat up my comrade or one of you...
Edit2: Hurray for punching tyranids in the face....
This message was last edited by the player at 02:11, Fri 04 Nov 2016.
GSN 1610292302
player, 53 posts
Fri 4 Nov 2016
at 02:19
  • msg #130

Re: Bunker Banter [OOC]

I'm going with call signs instead of names.  Since there is high likelihood they'll due, best to not get too attached with actual names.

Oggie is getting his kit swapped.

Chain Sword (8) that is best craft (10) gets mono (from Hardened Fighters)
Pipe Charge (10)
Mantrap (3)

One point left over...oh well.  This makes him less defensible, with no shield and no fire causing shotgun shells, but the best chainsword is a significant upgrade over the best basic sword.
This message was last edited by the player at 02:28, Fri 04 Nov 2016.
GSN 1610311843
player, 39 posts
Fri 4 Nov 2016
at 03:00
  • msg #131

Re: Bunker Banter [OOC]

Psst...

Chainswords aren't low tech weapons so they can't get mono.
Adeptus Custodes
GM, 66 posts
Fri 4 Nov 2016
at 03:06
  • msg #132

Re: Bunker Banter [OOC]

GSN 1610311843:
Psst...

Chainswords aren't low tech weapons so they can't get mono.


Correct; the mono upgrade only works on low-tech weapons, or power weapons when the field is not in use. I think he was so excited to be able to spend points to upgrade to Chainsword from the basic melee kit weapon of the close assault regiment that he forgot. ;)
GSN 1610311843
player, 40 posts
Fri 4 Nov 2016
at 03:08
  • msg #133

Re: Bunker Banter [OOC]

Likely.

I always made the assumption that a Chainsword's Pen of 2 came from it innately being mono and the +2 damage/tearing came from the fact that it's spinning death.  taek those away and you get a normal sword with the same things.
GSN 1610301137
player, 16 posts
Kluge, Weapon Spec
Rundstedt, Weapon Spec
Fri 4 Nov 2016
at 04:15
  • msg #134

Re: Bunker Banter [OOC]

I must have missed it, but what's being done with the SRK for Mordians? I assume I'm not getting a Leman Russ for poops and grins?
GSN 1610290901
player, 38 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Fri 4 Nov 2016
at 04:28
  • msg #135

Re: Bunker Banter [OOC]

Last check, nothing.
GSN 1610300704
player, 19 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 4 Nov 2016
at 07:25
  • msg #136

Re: Bunker Banter [OOC]

Almost done, changed my comrade to a weapon specialist instead of a guardsman.
GSN 1610292302
player, 54 posts
Fri 4 Nov 2016
at 10:47
  • msg #137

Re: Bunker Banter [OOC]

GSN 1610311843:
Psst...

Chainswords aren't low tech weapons so they can't get mono.

I'll have to rethink this then.  Not worth 18 points for tearing quality.

How does parrying a natural weapon with a power weapon work?  If you can break weapons, does it deal damage to natural. Weapon users?
GSN 1610300704
player, 20 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 4 Nov 2016
at 10:53
  • msg #138

Re: Bunker Banter [OOC]

I don't really know, I'd assume yes, it certainly is a tricky one as natural weapons can't be broken and they can't normally parry, but there is nothing about what happens when they are parried.
GSN 1610290901
player, 39 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Fri 4 Nov 2016
at 11:15
  • msg #139

Re: Bunker Banter [OOC]

quote:
(In general, creatures with Natural Weapons are immune to the Power Field quality, as it’s assumed they have enough teeth, claws, or spines to ignore a few being removed.)
Parried natural weapons ignore power fields.

Close Assault's "two one-handed low-tech weapons" excludes spears, staves, and warhammers. Hunting Lances are one-handed, one-shot melee weapons that count as improvised weapons before being re-tipped, if that works for you.

Or you could stick to chain weapons and consider tox dispensers?
This message was last edited by the player at 11:18, Fri 04 Nov 2016.
Adeptus Custodes
GM, 67 posts
Fri 4 Nov 2016
at 11:41
  • msg #140

Re: Bunker Banter [OOC]

GSN 1610301137:
I must have missed it, but what's being done with the SRK for Mordians? I assume I'm not getting a Leman Russ for poops and grins?


There are armored units included in the Resources of your unit that can be made available for certain missions, but since this doesn't look like it will be at least 50% Mordian characters, they will likely not [Read: usually not] be made available for direct player control full-time. They can be requisitioned as additional firepower through the normal channels/system in Only War. There may be missions later that allows a player with the Operator/Drive skill to control one.

As far as parrying a natural weapon: parrying does not always mean you parry with the blade facing the opponent's incoming weapon. In fact, I'm pretty sure that's largely a Hollywood misconception. But I may incorporate a house rule on an offensive parry...until then, don't assume automatic damage to an attacking enemy. Mere contact with the power field of a powered weapon is painful but I'd assume the damage it can cause from a touch is generally going to be absorbed by the basic Toughness rating of most monsters.
GSN 1610292302
player, 55 posts
Fri 4 Nov 2016
at 11:55
  • msg #141

Re: Bunker Banter [OOC]

GSN 1610290901:
Close Assault's "two one-handed low-tech weapons" excludes spears, staves, and warhammers. Hunting Lances are one-handed, one-shot melee weapons that count as improvised weapons before being re-tipped, if that works for you.

Interesting through on the hunting lance.  Probably not worth the investment.  Your pre-edit post on swapping the knife for a shield was pure genius though, and my medic will now have a shield :)

I was thinking of just directly swapping back to my former kit, but the Inferno Shells for 15 regiment points seems just way too expensive.  Instead, I'll swap my 2 cybers from Cyber-Enhanced to Autosanguine and Subskin Armor, then nab the common-craft synthmuscles for the 15 points.  It's a way better investment of those points.  I'll still take the pipe charge for 10, and with the 7 points left over, I'll have to sort something out....maybe a spool of accordian wire?
GSN 1610300704
player, 21 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 4 Nov 2016
at 12:01
  • msg #142

Re: Bunker Banter [OOC]

I went kind of boring with my points. Respirator for 8, Stub Auto for 8, Extended mags for my Stub Auto 10, Good craftsmanship for my bionic leg 5.
GSN 1610290901
player, 40 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Fri 4 Nov 2016
at 12:49
  • msg #143

Re: Bunker Banter [OOC]

quote:
Your pre-edit post on swapping the knife for a shield was pure genius though, and my medic will now have a shield :)
And here I thought it wasn't helpful for weapon ideas.

quote:
Inferno Shells for 15 regiment points seems just way too expensive.
Tracer rounds? They're common, available for any SP firearm, add half the rolled degrees of success (round up) to full-auto attacks that hit, +5 to ranged volley orders when comrades have tracers, and Flame to point blank attacks.
GSN 1610292302
player, 56 posts
Fri 4 Nov 2016
at 15:02
  • msg #144

Re: Bunker Banter [OOC]

GSN 1610290901:
quote:
Inferno Shells for 15 regiment points seems just way too expensive.
Tracer rounds? They're common, available for any SP firearm, add half the rolled degrees of success (round up) to full-auto attacks that hit, +5 to ranged volley orders when comrades have tracers, and Flame to point blank attacks.


Unfortunately, the Inferno shells were for a shotgun.  So Tracer rounds wouldn't be helpful there, but are good for anyone with an autogun, stub auto, or heavy stubber.

What I ended up doing is swapping my pick one tier 1 feat from Guardsmen from Berserk Charge to Ambidextrous.  Then with the kit, I went common-craft synthmuscles for the (15), pipe charge (10), and recoil gloves (5).

Then I can wield both the shotgun and best-craft mono sword.  I can't use them in the same turn (well), but it gives me the flexibility to shoot or stab.

General message to the heavies, how many are there and what guns are you bringing out to play with?
GSN 1610311843
player, 41 posts
Fri 4 Nov 2016
at 15:14
  • msg #145

Re: Bunker Banter [OOC]

I decked out my primary with cyber-enhancements...

Auger Array upped to Good for 5, MIU upped to Good for 5, Bionic Respiratory System for 15 points and upped to Good for 5 more.

So I'll eventually be picking up Operate skills to hopefully use in conjunction with that MIU.
GSN 1610290901
player, 41 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Fri 4 Nov 2016
at 16:09
  • msg #146

Re: Bunker Banter [OOC]

quote:
Unfortunately, the Inferno shells were for a shotgun.
Point blank Flame on a shotgun (where scatter matters) and bonus comrade order effect is still pretty helpful at a third of the price, or a future logistics test.
Adeptus Custodes
GM, 68 posts
Fri 4 Nov 2016
at 22:42
  • msg #147

Re: Bunker Banter [OOC]

Sawbones:
OOC: What does Sawbones know about Tyranids?

 12:00, Today: GSN 1610292302 rolled 13 -- 2 degrees of success using the Only War system with a target number of 32.  FL nids.


With two successes you can tell people [in general terms] the stat lines of genestealers, termagents, hormagaunts, rippers, and gargoyles, with respect to a baseline of 30 for humans. "They are faster and stronger but not as smart or mentally strong [WP]". With two successes you know there are leader-types which control the swarms with psychic powers, but you don't know how.

If you make a tech use [computer use] roll you can access the local database to gain three more automatic successes and discuss the actual stat [numbers] of the above listed species. You can also get a general description of what a warrior, zoanthrope, ravener, carnifex, lichtor, and a biovore look like and pass them along to your fellows.

Note that anyone can do this, but they need to have FL: xenos or FL: Tyranids to access the archives...or make a -30 Tech use skill check to hack them.

This will consume the rest of your 'downtime' between now and when you get your orders to move out on the next mission, so no further interaction with the team will be permitted. ;)
GSN 1610292302
player, 57 posts
Fri 4 Nov 2016
at 22:52
  • msg #148

Re: Bunker Banter [OOC]

It's fine for now.  I need to put my commerce skills to work!
GSN 1610290901
player, 44 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Sat 5 Nov 2016
at 02:57
  • msg #149

Re: Bunker Banter [OOC]

quote:
This will consume the rest of your 'downtime' between now and when you get your orders to move out on the next mission, so no further interaction with the team will be permitted. ;)
How many weapon customisation attempts could I get in?
Adeptus Custodes
GM, 69 posts
Sat 5 Nov 2016
at 03:09
  • msg #150

Re: Bunker Banter [OOC]

Downtime is in air quotes. He's a medic, who should be helping with the wounded of the last three assaults by the tyranids against your base, not mucking about on a computer screen while everyone else prepares for a sortie out into the jaws of death! ;)

It was just a fluff piece. There's too much to do in the few short hours between the last attack and your mission orders. But, your unit *will* have time to make some suggestions in-character about the two upgrades you'd like to request before you go out on the mission itself.
GSN 1610311843
player, 43 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Sat 5 Nov 2016
at 03:55
  • msg #151

Re: Bunker Banter [OOC]

And if there was real time to do so then the guy who actually has FL Xenos would be doing the information digging...
GSN 1610290901
player, 46 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Sat 5 Nov 2016
at 04:50
  • msg #152

Re: Bunker Banter [OOC]

quote:
your unit *will* have time to make some suggestions in-character about the two upgrades you'd like to request before you go out on the mission itself.
That's something, but it doesn't mean much until the following mission.

Anyone with trade: armourer, basic tools (universal kit), and regimentally available parts can do their own minor customisations to SRK weapons - alter grip shape, saw off or extend barrels, adjust loading mechanisms, etc. By the book, they're something that can be done in the field, so it can't be that intensive. I figured I'd be able to make a few adjustments, if anyone asks.
GSN 1610311843
player, 44 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Sat 5 Nov 2016
at 04:55
  • msg #153

Re: Bunker Banter [OOC]

Depending on what AC determines for how much time is needed I've also got the armourer skill to help with mods.  Got a few to do for my comrade's kit as well as mine but the better equipped we all are the better off we will be.
GSN 1610290901
player, 47 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Sat 5 Nov 2016
at 05:14
  • msg #154

Re: Bunker Banter [OOC]

http://galaxy40k.com/

Anyone seen this?
GSN 1610311843
player, 45 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Sat 5 Nov 2016
at 05:20
  • msg #155

Re: Bunker Banter [OOC]

That...

Is made of awsomesauce.
Adeptus Custodes
GM, 70 posts
Sat 5 Nov 2016
at 12:22
  • msg #156

Re: Bunker Banter [OOC]

quote:
Anyone with trade: armourer, basic tools (universal kit), and regimentally available parts can do their own minor customisations to SRK weapons - alter grip shape, saw off or extend barrels, adjust loading mechanisms, etc. By the book, they're something that can be done in the field, so it can't be that intensive. I figured I'd be able to make a few adjustments, if anyone asks.


I'll allow for enough time to make one of the four possible weapon mods on pg 190-191 of the core rulebook if you like. I think we've already had enough options for character creation up to this point, though, and want to leave a few things as rewards [ie downtime activites] for the periods following missions.

And yes, the Workshop modifications *are* intended to be the way they are designed. It gives your characters one more reason to want to survive [and succeed] the upcoming mission, as well as get your minds in the forward-thinking tactical mode of "we encountered this, so this would be useful".
GSN 1610290901
player, 48 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Sat 5 Nov 2016
at 14:43
  • msg #157

Re: Bunker Banter [OOC]

Fair ear muffs. Is there anyone that could really use something like Reduced Weight (ie; 40-50kg heavy weapon) or Customised Grip (BS in the 20s)? Or someone else that doesn't mind owing a favour?
Adeptus Custodes
GM, 71 posts
Sat 5 Nov 2016
at 15:46
  • msg #158

Re: Bunker Banter [OOC]

GSN 1610290901:
Fair ear muffs.


Lol I hate autocorrect too! :P
GSN 1610291001
player, 13 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Sat 5 Nov 2016
at 16:51
  • msg #159

Re: Bunker Banter [OOC]

GSN 1610290901:
Fair ear muffs. Is there anyone that could really use something like Reduced Weight (ie; 40-50kg heavy weapon) or Customised Grip (BS in the 20s)? Or someone else that doesn't mind owing a favour?


If no one else bites, I'll take a Quick Release for my M34, but it's not a huge priority.
Adeptus Custodes
GM, 72 posts
Sat 5 Nov 2016
at 21:53
  • msg #160

Re: Bunker Banter [OOC]

I appreciate the plethora of posts for everyone to interact with and draw inspiration from, folks. Gives a good idea of how well this game will get off the ground.

I have had two or three people who were interested in playing this game who were somewhat daunted by the volume of activity here, and they shied away because they can't make multiple posts per day like the 'core' group of soldiers seems able to do. I want to assure everyone that the posting requirement is only once per 48 hours, but that if we all get in a good rhythm and can post daily during battles, that's ok, too. I am online every couple hours almost every day, unless I take a road trip out of town or the weather here is really nasty [I have an outdoor job].

There's plenty of things people can do off-camera or not in the main scene that can chew up a considerable amount of screen time. I want this to be fun and exciting while at the same time dangerous and [slightly] nerve-wracking. Slightly. ;)
GSN 1610301137
player, 17 posts
Kluge, Weapon Spec
Rundstedt, Weapon Spec
Sat 5 Nov 2016
at 21:56
  • msg #161

Re: Bunker Banter [OOC]

To be honest, that's what's kept me from posting all that much. The barrage of activity between my log-ins is making it hard to keep up.
Adeptus Custodes
GM, 73 posts
Sat 5 Nov 2016
at 21:59
  • msg #162

Re: Bunker Banter [OOC]

It only LOOKS like they are doing a lot. Mostly it's just flapping gums and smoking cigs in the hot sun.

Edit: Shandra and Sawbones, are you asking each other 'what have we got here?' as in what you're offloading from the shuttles into the base camp, or are you asking 'what have we got here?' as in what's the situation on the planet and in your sector right now?

The first one, I can answer. The second would require an Inquiry check, which is the OW default version of Gossip.

I would also allow a Logic check to figure some things out yourself, as most of you were here during one or more of the waves of tyranids assaulting your position...hence the boost in starting xp.
This message was last edited by the GM at 22:29, Sat 05 Nov 2016.
GSN 1610292411
player, 19 posts
Sat 5 Nov 2016
at 23:29
  • msg #163

Re: Bunker Banter [OOC]

Just an FYI I am still sick. Weak and tired. Just drained all around. Makes it hard to put an idea for a character together.
GSN 1610292302
player, 62 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 5 Nov 2016
at 23:49
  • msg #164

Re: Bunker Banter [OOC]

Adeptus Custodes:
Edit: Shandra and Sawbones, are you asking each other 'what have we got here?' as in what you're offloading from the shuttles into the base camp, or are you asking 'what have we got here?' as in what's the situation on the planet and in your sector right now?

The first one, I can answer.

It was related to the supplies they were offloading, thus Sawbones was reviewing the shipping manifest to see what the cargo contained.

Edit: Might be good for all of us to put up a dossier concept in our descriptions so others can see what specialties, demeanors, and main skills/abilities are.
This message was last edited by the player at 00:24, Sun 06 Nov 2016.
GSN 1610292411
player, 20 posts
Sun 6 Nov 2016
at 02:14
  • msg #165

Re: Bunker Banter [OOC]

Bwana - Found some energy to start putting my first character together and I had a question. The description for the Suppression Shield - which I know I can't get as much I would like to - says that Good and Best Quality versions have a weapon brace that allows the wielder to use a Basic weapon one handed without penalty. Would it be possible for me to get that same thing on a regular shield?

The concept I am working with is a chainsword and shield wielding Weapon Specialist who occasionally fires from behind his shield.

Edit: Do we start with any clips for our Favoured Weapon? Because if not the Plasmagun's ammo is Rare (15 of our 32 points) all by itself.

Edit #2: Answer found in the errata. If a weapon comes as part of your specialist equipment you recieve 3 clips. If it comes as part of your Regiment you receive 2 clips unless otherwise noted.
This message was last edited by the player at 02:57, Sun 06 Nov 2016.
GSN 1610290901
player, 49 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Sun 6 Nov 2016
at 04:01
  • msg #166

Re: Bunker Banter [OOC]

quote:
Would it be possible for me to get that same thing on a regular shield?
Recoil Gloves are Common. Just sayin'.
GSN 1610292411
player, 21 posts
Jace, Weapon Specialist
Sun 6 Nov 2016
at 04:09
  • msg #167

Re: Bunker Banter [OOC]

That was the plan if the first one isn't available. I just like the first one for flavor and imagery.
GSN 1610311843
player, 46 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Sun 6 Nov 2016
at 04:10
  • msg #168

Re: Bunker Banter [OOC]

Well something like that would be good for any of us to help keep us alive.

I know I am not the best shot out there and having a shield to hide behind and lock my shotgun into sounds marvelous.
GSN 1610292411
player, 22 posts
Jace, Weapon Specialist
Sun 6 Nov 2016
at 04:24
  • msg #169

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 168):

Seems practical doesn't it?
GSN 1610300704
player, 23 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Sun 6 Nov 2016
at 04:30
  • msg #170

Re: Bunker Banter [OOC]

Generally? Yes. For Brawler? No, he doesn't want a shield to protect him....
Adeptus Custodes
GM, 74 posts
Sun 6 Nov 2016
at 12:53
  • msg #171

Re: Bunker Banter [OOC]

Some quick responses this morning:

The search of the crate manifests reveals exactly what you'd think to find in a regimental supply cache heading to the front lines: entrenching tools, potable water, ammunition reserves, uniforms, medical supplies, and so forth. None have been opened; they are just been sent around the base camp to their various specific locations at this time.

I spent some time on the suppression shield last night and was unable to find it referenced in the Only war system, only in the Dark Heresy one. Although that's not entirely true; I found a webpage that reportedly lists its functions and stat line as taken from the Shield of Humanity sourcebook, but I own that and have been unable to find it within those pages. Maybe someone can point me in the right direction, but we aren't crossing systems here. This is an Only War game.

quote:
Recoil Gloves are Common.


Yes, and this could also be one of the Workshop Mods that the group asks for.

quote:
Edit #2: Answer found in the errata. If a weapon comes as part of your specialist equipment you receive 3 clips. If it comes as part of your Regiment you receive 2 clips unless otherwise noted.


Yep! I will point out, though, that purchasing a weapon [even a favored one] with your customization points means you only get 2 clips for it.
GSN 1610292302
player, 63 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 6 Nov 2016
at 13:31
  • msg #172

Re: Bunker Banter [OOC]

Suppression Shield on page 118 of Hammer of the Emperor.  Here's the point in question:

quote:
Good and Best Craftsmanship suppression shields have a weapon
lock that lets the wielder brace a rifle against the edge
of the shield. A character wielding a suppression shield
with a weapon lock can wield a single Basic weapon in his
other hand without the normal penalty for using a Basic
weapon one-handed.


As previously mentioned, recoil gloves and upgrading standard equipment to good craft are both worth 5 points of regimental kit and they basically have the same effect.
Adeptus Custodes
GM, 75 posts
Sun 6 Nov 2016
at 13:36
  • msg #173

Re: Bunker Banter [OOC]

Ah, I have that but the online source referenced the wrong book. Thanks!
GSN 1610290901
player, 50 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Sun 6 Nov 2016
at 14:07
  • msg #174

Re: Bunker Banter [OOC]

Any opinions between a hades assault flamer (reliable, clip 10) or an auto grenade launcher (fire bombs, semi-auto 3, clip 6)?

I was going to ask about a backpack ammo supply of fire bombs, but that looks to fall on the wrong side of Flame Weapons vs weapons with the Flame quality.
GSN 1610292302
player, 65 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 6 Nov 2016
at 14:12
  • msg #175

Re: Bunker Banter [OOC]

In reply to GSN 1610290901 (msg # 174):

I would go with the standard grenade launcher and fire bombs for the better range and more economical ammo usage.  With the delta in regiment points, you might be able to get some more gear.
GSN 1610311843
player, 47 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Sun 6 Nov 2016
at 15:30
  • msg #176

Re: Bunker Banter [OOC]

My companions backup weapon is a Hades Flamer for what it's worth.  For when there are those times that an autocannon isn't the right tool for the job...
GSN 1610292411
player, 23 posts
Jace, Weapon Specialist
Sun 6 Nov 2016
at 16:54
  • msg #177

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 173):

So is the shield weapon lock cool then?
Adeptus Custodes
GM, 77 posts
Sun 6 Nov 2016
at 17:02
  • msg #178

Re: Bunker Banter [OOC]

It does not currently exist in that fashion, so it will have to be something that is crafted by your workshop or, between missions, designed and build by your teammates. Until then use the glove idea; I think that is a decent work-around.
GSN 1610292411
player, 24 posts
Jace, Weapon Specialist
Sun 6 Nov 2016
at 17:32
  • msg #179

Re: Bunker Banter [OOC]

I guess I'll reduce something in quality so that I have enough points for recoil gloves. I just like the other better thematically.
GSN 1610292302
player, 66 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 6 Nov 2016
at 17:35
  • msg #180

Re: Bunker Banter [OOC]

GSN 1610292411:
I guess I'll reduce something in quality so that I have enough points for recoil gloves. I just like the other better thematically.

Yes but since lots of us have shields, one of our customized requests will be these special shields.  It can be our regiment signature, but it will be nice to earn it.
GSN 1610292411
player, 25 posts
Jace, Weapon Specialist
Sun 6 Nov 2016
at 17:57
  • msg #181

Re: Bunker Banter [OOC]

Earn something that would take 15 minutes irl to make with the apprproate gear handy?
Adeptus Custodes
GM, 78 posts
Sun 6 Nov 2016
at 18:31
  • msg #182

Re: Bunker Banter [OOC]

I'm not quite sure what I'm missing in this conversation. If you want to craft it yourself, be my guest. But whether it takes 15 minutes or 15 hours, you do not have time to do it before this mission, or even the assembly you've been called to, unless you want to craft the special shield pre-adventure and choose to not perform your duties in preparation and defense of the base camp. Probably not a good idea for a soldier in a war zone.

I'm sure there are a ton of things that we can accomplish once the immediate threat of being ovverrun by things that want to eat us has been passed. :)
GSN 1610292411
player, 26 posts
Jace, Weapon Specialist
Sun 6 Nov 2016
at 19:41
  • msg #183

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 182):

I wasn't questioning your decision. I was commenting on 302's comment about wanting to earn it.
Adeptus Custodes
GM, 79 posts
Sun 6 Nov 2016
at 19:49
  • msg #184

Re: Bunker Banter [OOC]

I get it, I'm just filling in the blanks on your response to him. Yes you can do many things in this intro scene (like crafting and computer use and so forth), they just take you away from other activities that are expected of you. No harm no foul here. :)
Adeptus Custodes
GM, 80 posts
Mon 7 Nov 2016
at 13:23
  • msg #185

Re: Bunker Banter [OOC]

The Wishful Thinking Sawbones:
OOC: Total bonus for being in a med-lab put me near TN 100.</quote

Heh...the medlab is on board the ship(s). This is only a base camp that has been in place for about 30 hours. You are in a semi-sturdy tent, like the tv show MASH. But you still have most of the equipment you need at this time to do the lifesaving procedures you're used to. ;)


<quote The Curious Trenne>
Wiring himself to a terminal connected to the regiment's medical data-stacks, Trenne sought patterns in toxic response and inflicted wounds, expecting to find weaknesses of alien biology and habits of alien minds to exploit.

<orange>OOC: Logic, Lore, Medicae, Other?</range>


If by toxic response you mean any specific toxins the nids were using against you, it's just a reference search of the computer, so Tech Use at +20.

If you mean you want to find/create antitoxins or viable protections against bio-acid or bio-plasma, you can begin with SL: Biology or SL: Chymistry but it's a longer process than just the 57 minutes you've got.

If you mean to find patterns in their wave attacks or use of troop types, then SL: Tactics is the primary [though I'd allow SL: Biology again as it is a hive mind mentality], FL: Xeno will give you more on top of that. Logic is a good fall-back plan for missing skills here.

If I missed anything let me know.
GSN 1610290901
player, 52 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Mon 7 Nov 2016
at 14:00
  • msg #186

Re: Bunker Banter [OOC]

Also whether specific tyranid types have quirks that can be expected and planned for. Like Jurassic Park?

https://youtu.be/z2UQv2JUZoU?t=31
https://youtu.be/JxNhLFJz6iM
This message was last edited by the player at 04:20, Tue 08 Nov 2016.
GSN 1610292302
player, 68 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 7 Nov 2016
at 22:59
  • msg #187

Re: Bunker Banter [OOC]

@AC - So we basically have about 1 hour of in-game before the debrief on our mission?
Adeptus Custodes
GM, 81 posts
Mon 7 Nov 2016
at 23:38
  • msg #188

Re: Bunker Banter [OOC]

It's just an RP number so that time doesn't seem suspended between now and my next post. You have time to do what you're supposed to, or time to do what you want to do. It's a roleplaying game...sort of like free speech...you can say and do anything you want, but there will always be reactions and consequences. ;)
Adeptus Custodes
GM, 82 posts
Tue 8 Nov 2016
at 03:51
  • msg #189

Re: Bunker Banter [OOC]

I think it's important to point out, before we all jump in with both feet, that you guys keep in mind that this is a military game, not a mercenary game. While I understand your desire to outfit your platoon with everything you think you could possibly need, you will quickly become frustrated if you constantly ask [like many others] if you can grab this or take that. It doesn't work that way. This game was designed to be an 'against the odds' situation, and everyone who joined was both aware of that and eager to play in such a scenario. I've been more generous than I originally anticipated with your kits and gear. Let's prepare to move forward.

That being said, however, you CAN make a short list of things to bring up during the phase of the upcoming briefing where Mission Assignment Gear is discussed. After you find out what you are getting, you can try to make a case with your chain of command towards getting things not already slated to be issued.

After your first sortie, you will also be in contact with other regiments in the sector, and can THEN begin making your Commerce and Trade skill checks.

But for now, let's just concentrate on one thing at a time.
GSN 1610292411
player, 27 posts
Jace, Weapon Specialist
Tue 8 Nov 2016
at 08:29
  • msg #190

Re: Bunker Banter [OOC]

Just letting you know that I've had a relapse in my seemingly endless battle with this URI. My head is killing me and I can hardly move.
Adeptus Custodes
GM, 83 posts
Tue 8 Nov 2016
at 17:28
  • msg #191

Re: Bunker Banter [OOC]

Sorry to hear that, but glad you're able to give a heads up.

GSN -2015 is the only one who hasn't completed their character sheet as far as I can tell, and was one of those who felt they wouldn't be able to keep up with the volume of IC & OOC posts being produced by the current group. If they aren't ready by the time I make Thursday night's first action post, they'll be put in reserve until they ask to be dropped. Hopefully they'll come back.

I'm at work so will post something small with responses to things when I get home in 5 hours, and then make the Assembly post briefing right before bed.
Adeptus Custodes
GM, 84 posts
Tue 8 Nov 2016
at 22:24
  • msg #192

Re: Bunker Banter [OOC]

I sent the info as a PM so I don't need to post anything, actually, until my own deadline of later tonight. Yay...I get to go vote now that work is done, and then have an actual dinner. Maybe Chinese tonight.
GSN 1610292302
player, 70 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 9 Nov 2016
at 16:23
  • msg #193

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 192):

Is the Colonel addressing multiple platoons regarding the overall operations?
Adeptus Custodes
GM, 85 posts
Wed 9 Nov 2016
at 17:32
  • msg #194

Re: Bunker Banter [OOC]

Yes. That is why the lovation within the compound was not determined until right before the assembly. Large group = large target.
GSN 1610292302
player, 72 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 9 Nov 2016
at 22:26
  • msg #195

Re: Bunker Banter [OOC]

Can we get a tally of the primary and secondary PCs.   I'm not sure anyone rolled up a Sergeant as their primary.  Who's taking over as squad commander?

2302 - Medic/Guardsmen
0902 - Medic/Heavy
1001 - Heavy/Weapon Spec?
0704 - Guardsmen/Weapon Spec
1873 - Medic/Heavy
2411 - ?/?
1137 - ?/?

We're definitely heavy on the medical side...wondering if I should swap out my primary....
This message was last edited by the player at 23:13, Wed 09 Nov 2016.
GSN 1610291001
player, 15 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Wed 9 Nov 2016
at 22:37
  • msg #196

Re: Bunker Banter [OOC]

Yeah, I thought about going with a Sergeant for my secondary, but having someone in at least a nominal leadership position as a backup seemed weird.
GSN 1610292302
player, 73 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 9 Nov 2016
at 22:38
  • msg #197

Re: Bunker Banter [OOC]

In reply to GSN 1610291001 (msg # 196):

My guardsmen has intimidation and command, but not a very high fellowship.  Maybe our Sarge was killed in the last assault.  Someone is assigned until a replacement (ie new player).
GSN 1610311843
player, 50 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Wed 9 Nov 2016
at 22:48
  • msg #198

Re: Bunker Banter [OOC]

Don't forget me ;-P

1843 - Medic/Heavy, 31st Zakurian
GSN 1610292302
player, 74 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 9 Nov 2016
at 23:12
  • msg #199

Re: Bunker Banter [OOC]

GSN 1610311843:
Don't forget me ;-P

1843 - Medic/Heavy, 31st Zakurian

I miss typed your # but your there. Editing it now
GSN 1610311843
player, 51 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Thu 10 Nov 2016
at 03:17
  • msg #200

Re: Bunker Banter [OOC]

Good to know :)

I'm just as willing to do a switch before we head out and have Everest as my primary.  Everest is a good trooper with a nice spread of weapons but not much else yet.  Still if we think we need him more than Zilch's intel angle of the medic role I'll do it.  I did build both as fun things to play.
GSN 1610292302
player, 75 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 10 Nov 2016
at 03:22
  • msg #201

Re: Bunker Banter [OOC]

Sergeant are pretty great because of the orders for extra +4 damage, inspire for +10, etc.  It's more of a party buffer role that isn't as exciting in combat at times, but it drastically improves the quality of the group as a whole.  I mean, if the game is as deadly as we expect, we might have new characters to roll up to rebalance the party.
GSN 1610290901
player, 53 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Thu 10 Nov 2016
at 03:38
  • msg #202

Re: Bunker Banter [OOC]

Is it more a question of leadership party role or squad bonuses?
Adeptus Custodes
GM, 86 posts
Thu 10 Nov 2016
at 03:41
  • msg #203

Re: Bunker Banter [OOC]

I can totally understand a Sarge being a Comrade...remember the Sgt from Starship Troopers who voluntarily took a demotion [of sorts] so he could go out with the troops and fight the bugs? I imagine it's no different here, really. Or one who was offered a chance for OCS and washed out but can't take command until certain criteria are met. Or one who is newly promoted but hasn't gone to PLDC yet. ;)


On a slightly different topic, I am totally aware that this style of pre-assault briefing is NOT the way things are normally done in the military. But, as this is an RPG and driven by the players' actions, I thought this would be the easiest way for you all to get some input into the scenario, rather than feel like you're being thrown into a boardgame plot, where you can only move certain paths and always face the things preset for you.

Tonight and tomorrow I will finish up the TO&E [company/platoon breakdown] so you'll know where you stand. Basically, though, your platoon is one of three in the 'center' company. As the 'diverse heavies' you are generally the middle of the front lines in any assault. When it's a wedge, you're the point. When it's a line, you're the blockers. When it's a...well, you get the picture. Maximum contact, maximum glory, maximum casualties.
GSN 1610311843
player, 52 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Thu 10 Nov 2016
at 03:43
  • msg #204

Re: Bunker Banter [OOC]

Very true.

I would have made Zilch the intel guy as a sergeant but they have neither tech nor intelligence aptitudes and the Zakurian regiment we made doesn't add any extra aptitudes that could be doubled up to play around with.

Like you said though we might all die so quick that it's a moot point.

Maybe I should roll up two more so I've got three backups instead of one during our downtimes waiting for the next phase of AC's plans to kill us all...

;)
GSN 1610292302
player, 76 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 10 Nov 2016
at 04:29
  • msg #205

Re: Bunker Banter [OOC]

GSN 1610290901:
Is it more a question of leadership party role or squad bonuses?

It's both quite honestly.  Both RP wise and game mechanics wise.  Part of the reason I was trying to engage everyone during the Chargen process was to identify significant overlap, avoid it, and come away with a balanced party.  At least If a medic gets wounded there's 2 others who can heal him.  That' said, that tactic didn't work out every well.  But to ACs concept that we are heavy, I would say our secondary PCs are, but our firsts are basically a support platoon.
GSN 1610311843
player, 53 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Thu 10 Nov 2016
at 04:45
  • msg #206

Re: Bunker Banter [OOC]

Yes and no.  If you aren't a heavy then you are a sergeant/weapon specialist/guardsman/ are all close to the same in combat skill.  Medics, while focused on that can still make fine combat peeps at start they just can't go far in it without it high thresholds.  Since we're dealing with Tyranids chances are those thresholds (high or not) won't be met by many.
Adeptus Custodes
GM, 87 posts
Thu 10 Nov 2016
at 13:23
  • msg #207

Re: Bunker Banter [OOC]

Right...not necessarily "Heavies" as in using heavy weapons, but 'heavies' [lower case] because of the diversity and power of your individual kits and specialties. You're not a rifle platoon with four M60's; you're a close assault platoon with lasguns, plasma rifles, flamers, autocannon, etc. Enough nonstandard firepower that any enemy with defenses or resistance to one thing will likely be vulnerable to something else you're carrying.
Adeptus Custodes
GM, 89 posts
Fri 11 Nov 2016
at 00:27
  • msg #208

Re: Bunker Banter [OOC]

I notice that no mention of the Workshop and your two choices for upgrades or modifications was discussed yet. Knowing that you guys are online all day and night I'll push back my post for tonight and make it in the morning.

Also, if you're a veteran like myself, please enjoy the holiday and I'll raise a glass to you tonight.
GSN 1610292302
player, 77 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 11 Nov 2016
at 03:50
  • msg #209

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 208):

Did you have a post somewhere that outlined what we could order up?
Adeptus Custodes
GM, 90 posts
Fri 11 Nov 2016
at 03:52
  • msg #210

Re: Bunker Banter [OOC]

Yeah...World Building 101.
GSN 1610292302
player, 78 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 11 Nov 2016
at 04:00
  • msg #211

Re: Bunker Banter [OOC]

Ideas that I had, in no particular order:
1) The shield upgrade (aka, give everyone recoil gloves)
2) Use both upgrades to increase flak suit's armor by +1 AP
3) Increase combat shotguns by +1 damage
4) Increase blast radius of charges by +1 blast

Can we use it for crafting of items under a certain availability?
Adeptus Custodes
GM, 91 posts
Fri 11 Nov 2016
at 04:13
  • msg #212

Re: Bunker Banter [OOC]

You take an item you already have in your inventory [which demonstrates the likely availability to the techs while you're gone]. There's no benefit asking them to upgrade something you don't have, or can't get your hands on.

By that standard, anything Scarce or easier would be considered in the inventory of one of the ships, within reason, at GM discretion.

So, when you get the chance, requisition stuff so you can start modding it.
GSN 1610290901
player, 54 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Fri 11 Nov 2016
at 04:40
  • msg #213

Re: Bunker Banter [OOC]

Hmm ...

# man-trap: -20 Strength test to escape
# main weapon mod: exterminator, +1 clip size
# main weapon mod: chain-knife attachment
# shield mod: forearm weapon mounting
GSN 1610292302
player, 79 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 11 Nov 2016
at 05:22
  • msg #214

Re: Bunker Banter [OOC]

1001 - unless I'm mistaken, its group upgrades not individual ones
Adeptus Custodes
GM, 92 posts
Fri 11 Nov 2016
at 14:05
  • msg #216

Re: Bunker Banter [OOC]

Yes, group request, which is why there are only two slots per sortie. Since I may not have made that clear I will move the story forward now and give you all until Sunday night to come up with a group request, which I will write into the Mission post in the other thread. Apologies for the Workshop confusion.
GSN 1610292302
player, 80 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 11 Nov 2016
at 14:06
  • msg #217

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 216):

Sounds good.  It's best to get the ball rolling since the workshop output won't affect us for a few weeks.
GSN 1610311843
player, 54 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Fri 11 Nov 2016
at 14:24
  • msg #218

Re: Bunker Banter [OOC]

I'll raise a glass to you and my brother who is still active duty.  Thank you AC.

Will post more later after chores.
Adeptus Custodes
GM, 94 posts
Sat 12 Nov 2016
at 01:16
  • msg #219

Re: Bunker Banter [OOC]

FYI I updated the Mission statement before I left town so your resources are now listed for this outing.

If I can get to an actual computer tomorrow I'll do some more background, otherwise Sunday, along with the First Contact post. Anyone who hasn't rolled their initiative by then will get the default minimum for their character. No need to post it, as I read the dice roller almost every time I log in.
GSN 1610292302
player, 82 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 12 Nov 2016
at 02:03
  • msg #220

Re: Bunker Banter [OOC]

so who has command trained? That fire support could come in handy!
Adeptus Custodes
GM, 95 posts
Sat 12 Nov 2016
at 03:24
  • msg #221

Re: Bunker Banter [OOC]

So, I've been thinking about the rolling of initiative in this. I'm pretty sure the book says you don't roll separately for the comrade, as they are (basically) merely a 'support item' in your inventory. But I don't have access to my books this weekend so I can't be sure. Could someone please look this up for me? Otherwise I'll just check Sunday when I get home.
GSN 1610300704
player, 25 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Sat 12 Nov 2016
at 03:26
  • msg #222

Re: Bunker Banter [OOC]

To my knowledge that is the case. It says you roll for each character.... As your comrade isn't a character in combat I'm assuming that they just use the main character's initiative.

Edit: There we go, that is a much better answer :).
This message was last edited by the player at 03:28, Sat 12 Nov 2016.
GSN 1610290901
player, 56 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Sat 12 Nov 2016
at 03:27
  • msg #223

Re: Bunker Banter [OOC]

quote:
A Comrade acts during the same Turn as his controlling Player Character each Round, either before or after the character performs his Actions at the player’s discretion.
269, Comrades In Combat.
Adeptus Custodes
GM, 96 posts
Sat 12 Nov 2016
at 03:29
  • msg #224

Re: Bunker Banter [OOC]

So, one roll and the character decides which 'half' goes first. Gotcha.
GSN 1610292302
player, 83 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 12 Nov 2016
at 03:33
  • msg #225

Re: Bunker Banter [OOC]

GSN 1610300704:
To my knowledge that is the case. It says you roll for each character.... As your comrade isn't a character in combat I'm assuming that they just use the main character's initiative.

Edit: There we go, that is a much better answer :).

remeber you roll twice because of the Lightning Reflexes talent.  You just pick the highest roll :)
This message was last updated by the player at 03:35, Sat 12 Nov 2016.
Adeptus Custodes
GM, 97 posts
Mon 14 Nov 2016
at 02:00
  • msg #226

Re: Bunker Banter [OOC]

Just 1137 and 2411 [who has been sick all weekend] to go on the initiatives. I'll drop the post in about two hours, right before I go to bed. Maybe less.
Adeptus Custodes
GM, 99 posts
Mon 14 Nov 2016
at 20:34
  • msg #227

Re: Bunker Banter [OOC]

In case there was any confusion on the OOC comments about initiative order: that's just so everyone knows the order in which things will be resolved. Every player now takes their actions and post in any order as they log in and make their rolls, then I collect their results after 48 hours (less if everyone gets on the bandwagon right away) and roll for the 'nids who can take actions and haven't been killed before their turn comes up.

Obviously the genestealers are faster than anyone else on the battlefield but they are moving 'off camera' and have not shown themselves yet. When they do I will include their actions immediately as part of my own post and the round will proceed normally.
Adeptus Custodes
GM, 100 posts
Tue 15 Nov 2016
at 22:44
  • msg #228

Re: Bunker Banter [OOC]

2411 is going back into the hospital and so will place his character in the Infirmary for now. Apparently those bio-toxins can cause a relapse!

My update in about 5 hours, give or take. I've turned the red dot back on but it won't change who is here or what you're doing. Any new recruits can jump right in as the 'faceless cohort' that are the NPCs of your unit.
GSN 1610300704
player, 26 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Wed 16 Nov 2016
at 01:05
  • msg #229

Re: Bunker Banter [OOC]

Sorry, I won't have a chance to do a  proper post before your next post. Just take it that I kept pace with the hellhound.
Adeptus Custodes
GM, 101 posts
Wed 16 Nov 2016
at 02:09
  • msg #230

Re: Bunker Banter [OOC]

Still 2 more hours, though no one is shooting this round, so you could move/aim instead of defensive crouch if you like.
GSN 1610291001
player, 19 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Wed 16 Nov 2016
at 06:06
  • msg #231

Re: Bunker Banter [OOC]

So, are the circumstances for darkness and cover still affecting the two xenos provided, given the flamethrower attack and heavy bolter assault? Or are we past the initial turns where that was active?
GSN 1610292302
player, 85 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 16 Nov 2016
at 12:37
  • msg #232

Re: Bunker Banter [OOC]

GSN 1610291001:
So, are the circumstances for darkness and cover still affecting the two xenos provided, given the flamethrower attack and heavy bolter assault? Or are we past the initial turns where that was active?

I was going to ask the same, the light of the fire should provide some penalty mitigation.
GSN 1610290901
player, 59 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Wed 16 Nov 2016
at 12:57
  • msg #233

Re: Bunker Banter [OOC]

Searchlights are in Shield Of Humanity, but I would have though rugged forward facing headlights were a basic feature of Imperial vehicles.
Adeptus Custodes
GM, 103 posts
Wed 16 Nov 2016
at 13:24
  • msg #234

Re: Bunker Banter [OOC]

Heh...searchlights in a dawn raid? How silly of my not to announce your presence! :P

Yes, the flame is providing a half-penalty reduction, so only -10 for this round and the next. You will see, and hopefully be pleasantly surprised, the extremely effective tactics your Phlegmatic leader chose to employ for you today. :)
GSN 1610290901
player, 60 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Wed 16 Nov 2016
at 13:26
  • msg #235

Re: Bunker Banter [OOC]

quote:
Heh...searchlights in a dawn raid? How silly of my not to announce your presence! :P
That would be why you turn them on once the yelling and shelling starts.

(fire is good tbh - just liable to keep talking if the comments get sassy)
This message was last edited by the player at 13:40, Wed 16 Nov 2016.
Adeptus Custodes
GM, 104 posts
Wed 16 Nov 2016
at 14:49
  • msg #236

Re: Bunker Banter [OOC]

The operators are short handed, just like your whole regiment. Thus, the two forward mounted guns are firing but no one is in the TC/pintos mounted weapon at the moment. Searchlight is an afterthought, to be honest. And it won't be needed in two more rounds.

Enjoy the atmosphere and ambiance! ;)
GSN 1610311843
player, 57 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Wed 16 Nov 2016
at 15:07
  • msg #237

Re: Bunker Banter [OOC]

Thanks for the 20m move boost after this round AC!  Saves us 7 rounds of half round movement since we all seem to go about 3 meters a round with a half move.

Now most of us will be only 14 meters or so from the wall after this, good times.
Adeptus Custodes
GM, 105 posts
Wed 16 Nov 2016
at 23:09
  • msg #238

Re: Bunker Banter [OOC]

As a side note about targeting the enemy, if you don't declare which unit you are shooting at [or don't care and just want to LIVE], I will have to use your 'to-hit' roll as the determining factor. So, in this instance, you are faced with two options: Termagent group A or B up on the wall, which makes it very easy to decide...if your to-hit roll was odd, it's A, and even is B.

Shortly you will be engaged by more than just those two units, and it will be more interesting [read: difficult] to track, but I'll still post the known enemy units at the end, along with their relative strength [as a fraction], like I did last round. I know it may seem like I'm giving you a meta-gaming opportunity by letting you know which units are close to 50% and which ones might be routable, but when I [eventually] get to reform, reinforce, or combine units, it won't make a real difference.

Still, you're getting XP for every unit you destroy, which also means rout or disperse, so pick your targets and remember to aim low for the crawlers and high for the leapers!
GSN 1610311843
player, 59 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Thu 17 Nov 2016
at 00:19
  • msg #239

Re: Bunker Banter [OOC]

Well we can always make the fluff reason why we know the composition/numbers of enemies in a given group is because my auspex array is telling me everything in a 50 meter radius and I'm passing that data along to everyone...

;)
GSN 1610300704
player, 27 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Thu 17 Nov 2016
at 05:33
  • msg #240

Re: Bunker Banter [OOC]

Did we decide on which of us have the grapnels anywhere? I was planning to full action run at the wall so I could get up to the top in the next(ish) turn.
Adeptus Custodes
GM, 106 posts
Thu 17 Nov 2016
at 09:21
  • msg #241

Re: Bunker Banter [OOC]

Nope, but as there are 4 per platoon and you guys only have six main characters at the moment, it's a fair bet to say you want to have one of them and no one will complain. Well, the NPC fillers in your unit won't. :)
Adeptus Custodes
GM, 107 posts
Fri 18 Nov 2016
at 02:23
  • msg #242

Re: Bunker Banter [OOC]

Ok, so clearly RPoL had some problems tonight...almost 6 hours of downtime! Anyway, I'll wait until morning to see if the last two have posted anything and then probably advance before work.
GSN 1610290901
player, 62 posts
W-9, F1, Med: Trenne
W14, F3, HwG: Hal
Fri 18 Nov 2016
at 03:07
  • msg #243

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 236):
Forward facing headlights? IG tank models don't seem to have them, while others like the Rhino do, so maybe fighting blind in the dark is actually an IG thing. :P
GSN 1610300704
player, 28 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 18 Nov 2016
at 13:21
  • msg #244

Re: Bunker Banter [OOC]

Shit, I knew there was a game where I needed to post. Third round is the charm I guess.

Edit: I'll try to keep on top of it better in future. I had my first exam for this semester today so have been a little distracted as of late. Sorry all.
This message was last edited by the player at 13:34, Fri 18 Nov 2016.
GSN 1610292302
player, 87 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 18 Nov 2016
at 13:44
  • msg #245

Re: Bunker Banter [OOC]

In reply to GSN 1610300704 (msg # 244):

It's all good.  Also, run move generates a -20 BS mod on ranged attacks against you, so that's good.
GSN 1610300704
player, 30 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 18 Nov 2016
at 13:48
  • msg #246

Re: Bunker Banter [OOC]

I'm thinking of throwing a grenade up first then ascending. Should give you guys another chance to shoot if you want before I become a potential target by standing up on the wall.
GSN 1610292302
player, 88 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 18 Nov 2016
at 13:51
  • msg #247

Re: Bunker Banter [OOC]

GSN 1610300704:
I'm thinking of throwing a grenade up first then ascending. Should give you guys another chance to shoot if you want before I become a potential target by standing up on the wall.

Probably a good idea in general to clear a few more out.
Adeptus Custodes
GM, 109 posts
Sun 20 Nov 2016
at 02:52
  • msg #248

Re: Bunker Banter [OOC]

No doubt I am not the only one that has been affected this week by the inability to log into RPoL for several hours at a stretch. I'll extend tonight's deadline to Tomorrow morning so that a true 48 hours will be available. But then the next one will be Monday evening, back on schedule.
GSN 1610311843
player, 60 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Sun 20 Nov 2016
at 03:31
  • msg #249

Re: Bunker Banter [OOC]

jase:
Hardware fault.  Luckily we've got redundancy, but trying to recover from the fault caused massive resource overload.

I've come up with a work-around that has reduced load by about 30-fold, so hopefully that will tie us over until the recovery completes.

Sorry for the interruption.  I'll be contacting the provider regarding this failure.


Yeah...

Hopefully things get back to normal soon but that was what they mentioned late Thursday night.
GSN 1610292302
player, 90 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 20 Nov 2016
at 19:28
  • msg #250

Re: Bunker Banter [OOC]

FYI - If you use the dice setting Only War and plug your TN in, it tells you the DoS.  Easier than rolling d100s and calculating yourself.


@AC - Not sure if you want to set it to Only War since it's more d100 rolls than anything else.
GSN 1610311843
player, 62 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Mon 21 Nov 2016
at 00:56
  • msg #251

Re: Bunker Banter [OOC]

Also just to be sure...

Comrades usually have only three health states: Unharmed, Wounded and Dead

We are nixing it for actual wounds and soak?  Don't get me wrong that'll make Everest a very happy comrade cause he's a lot better at soaking than Zilch is...
Adeptus Custodes
GM, 112 posts
Mon 21 Nov 2016
at 01:24
  • msg #252

Re: Bunker Banter [OOC]

I have thought about this since before I started putting this game together. I don't want to saddle people with controlling two PCs each; this isn't about being close to even with the enemy, it's about drawing the short straw and smiling at it because you know it means you're in your comfort zone.

I also didn't want to put in too many house rules because invariably a GM makes one rule or exception and he [meaning I] gets bombarded with PM's asking for this or that, or to change this rule or modify that paragraph.

However, I am a big fan of the 'Look Out Sir' rule, and have always expected that it would have a great effect in a game like this, where you control both characters but have to decide how to not only manage your resources, but make the tough decision on which character is actually [possibly] expendable, and which can better help complete the mission and keep his other mates alive.

So, to that end, I want to continue to target everyone as I have been, rather than take double the # of direct shots at your primary and only be able to hit the secondary comrade with blast markers. If the comrade is hit, the primary can take the shot, roll dodge/parry as applicable, and either avoid the damage or take the damage. If the comrade is hit, they still use the three status tags to describe their condition, but yes, they also keep track of their wounds, because they become the primary in the event it dies, and we will need to know what their actual Wounds score is at that point.

Sound like a plan? Comments? Questions?
GSN 1610300704
player, 31 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Mon 21 Nov 2016
at 02:18
  • msg #253

Re: Bunker Banter [OOC]

Sounds like a plan.

Just to clarify, am I within charge range of the hormagaunts, standing as I am at the base of the wall? I figure if they are heading towards us I might as well protect the flank instead of trying to deal with the buggers shooting at us... Otherwise I'll move towards them and unload with my shotgun.
This message was last edited by the player at 02:20, Mon 21 Nov 2016.
Adeptus Custodes
GM, 113 posts
Mon 21 Nov 2016
at 02:40
  • msg #254

Re: Bunker Banter [OOC]

They have enhanced/unnatural agility, so they are within their own charge range of you, but you are not close enough to charge them yourself. Sorry I thought the visual of their speed was more helpful. They get no cover bonuses from climbing on/around the hellhound, so take your best shot and prepare for melee on their initiative of 10 next round [remember the list of Init sequence is in the mission thread].
Adeptus Custodes
GM, 114 posts
Mon 21 Nov 2016
at 02:45
  • msg #255

Re: Bunker Banter [OOC]

Also, as you are a cohesive unit and I loathe maps *most* of the time, let us assume you remain in cohesion at all times unless it is obvious you are not. So, in this situation, since no one has scaled the wall yet, everyone is within range of everyone else, for purposes of first aid, trading weapons, seeing the same targets, etc.
GSN 1610300704
player, 32 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Mon 21 Nov 2016
at 04:07
  • msg #256

Re: Bunker Banter [OOC]

Just an FYI to those who got hit and wounded, remember you can try to dodge as a reaction.
Adeptus Custodes
GM, 115 posts
Mon 21 Nov 2016
at 04:40
  • msg #257

Re: Bunker Banter [OOC]

Yes! Please do! That's why I mention it in the comments...I understand how hectic combat can be. ;)
GSN 1610311843
player, 63 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Mon 21 Nov 2016
at 13:39
  • msg #258

Re: Bunker Banter [OOC]

Adeptus Custodes:
So, to that end, I want to continue to target everyone as I have been, rather than take double the # of direct shots at your primary and only be able to hit the secondary comrade with blast markers. If the comrade is hit, the primary can take the shot, roll dodge/parry as applicable, and either avoid the damage or take the damage. If the comrade is hit, they still use the three status tags to describe their condition, but yes, they also keep track of their wounds, because they become the primary in the event it dies, and we will need to know what their actual Wounds score is at that point.


The only quandary with mixing those two rules is at least raw Unharmed, Wounded, Dead is literally just the comrade taking a hit and their status.  It could be a stub revolver that did 1 wound the first time or a Genestealer claw that hit for 18.  Whether he takes 1 wound or 18 wounds it's simply a 'state of being' rather than a numerical count from figuring out soak.  Then when he takes that second hit he's dead regardless if it's another scratch at 1 wound and he'd only taken 2 theoretical wounds or if he took 36 between the two and should have been dead 26 wounds ago.

Don't get me wrong like I said...Everest having actual soak ups his survivability massively, and I'm in favor of tracking the soak/wounds of your comrade cause it's not that much extra tracking.
GSN 1610292302
player, 91 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 21 Nov 2016
at 13:53
  • msg #259

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 258):

PS suppression fire could be useful right now to pin them.  That or grenades.
GSN 1610292302
player, 92 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 21 Nov 2016
at 22:04
  • msg #260

Re: Bunker Banter [OOC]

Range check on the Hormagaunts?  Trying to decide if I should frag now, delay frag when they get closer, suppression fire combat shotgun, or delay single shot the shotgun.  I'm guessing 15-20 meters out if we can't charge them but they can charge us, but just want to confirm.
Adeptus Custodes
GM, 116 posts
Mon 21 Nov 2016
at 22:45
  • msg #261

Re: Bunker Banter [OOC]

The wall is 10m high. I'll assume you approached the center of it, but your unit is spread out along its width fairly well, so you *could* be anywhere along the 40m-long wall if you like.

The Hellhounds made burning lines/sheets of flame about 10m in from each edge, up the entire length of the wall and out about 5m, so you have decent cover if you are at the base or climbing the wall itself - from the melee attackers like the hormagaunts. The termagents will have to expose themselves to lean over the wall and shoot at climbers, which means they lose the -10 cover bonus they've been gaining...and since they have a low init it's possible to send up half the team, blast the exposed 'nids when they try to shoot at the climbers, let the climbers engage, then send the rest up.

The Hellhounds also wheeled away and moved at tactical speed, which is 18m; the hormagaunts intercepted. Some died, some stopped to claw the tank, and some overran. I would put half of the 9 remaining at 16m and the rest at about 12 right now. Their speed will let them charge this distance easily in one round.
GSN 1610292302
player, 93 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 21 Nov 2016
at 23:43
  • msg #262

Re: Bunker Banter [OOC]

Going with suppression since they are mostly in close range (should have added +10, but fails anyway). I don't think a 95 jams right?  Will post in an hour when I get home but results are there
GSN 1610290901
player, 64 posts
W4/9, F1, Med: Trenne
W14/14, F3, HwG: Hal
Tue 22 Nov 2016
at 00:37
  • msg #263

Re: Bunker Banter [OOC]

Suppressing Fire:
A roll of 94–100 on the Test indicates the weapon has Jammed
Do you have reliable or anything?
GSN 1610292302
player, 94 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 00:40
  • msg #264

Re: Bunker Banter [OOC]

GSN 1610290901:
Suppressing Fire:
A roll of 94–100 on the Test indicates the weapon has Jammed
Do you have reliable or anything?

its 96-100 in both Only War and Black Crusade
Adeptus Custodes
GM, 117 posts
Tue 22 Nov 2016
at 00:47
  • msg #265

Re: Bunker Banter [OOC]

Full auto, semi-auto, and suppressing fire all jam on 94-100. :/
GSN 1610300704
player, 34 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Tue 22 Nov 2016
at 01:22
  • msg #266

Re: Bunker Banter [OOC]

Unless it is reliable or of best quality.
GSN 1610292302
player, 96 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 01:27
  • msg #267

Re: Bunker Banter [OOC]

Ah yep, well the IP reroll was worth it...2 DoS.
GSN 1610292302
player, 97 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 01:47
  • msg #268

Re: Bunker Banter [OOC]

Alright, finally got free to edit the post.  Let's hope those fuckers are pinned and have to run in front of the Hellhound (since they need to get to cover) and are crushed :)
GSN 1610300704
player, 35 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Tue 22 Nov 2016
at 01:52
  • msg #269

Re: Bunker Banter [OOC]

I'm hoping they charge me... I want to curb stomp some hormagaunts.

Edit: And with combat master and whirlwind of death I kind of want to be outnumbered and surrounded.
This message was last edited by the player at 04:05, Tue 22 Nov 2016.
GSN 1610292302
player, 98 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 04:49
  • msg #270

Re: Bunker Banter [OOC]

ah I completely mistakenly posted term when it meant herms, which should be evident by the fluff of the Hellhound in there and the posts in this thread.  You mind adjusting that for me?  I doesn't make sense to pin the ranged enemies when there are melee enemies in charge range.  Also, hopefully one got Blown up so we can get that morsels check or break.  Sorry!

Edit - I won't edit my post until approved. Hopefully, its evident I was intending on suppressing the Horms
This message was last edited by the player at 04:53, Tue 22 Nov 2016.
Adeptus Custodes
GM, 119 posts
Tue 22 Nov 2016
at 05:21
  • msg #271

Re: Bunker Banter [OOC]

If I go back and change the target of your [successful] suppression, it will mean I have to take another ten shots at the group, with varying TN between 3-23. I already got two hits and prefer not to retro anything at this point, for the sake of the players' health.

However, since you go on 13 and the hormagaunts go on 10, you can still switch to fire at them as they clear the flames to engage with your fellow troopers. They will be about 8m from you at that point, give or take, so you could half move closer or shoot and begin the climb.

Going to bed now!
GSN 1610292302
player, 99 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 05:24
  • msg #272

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 271):

Couldn't they still have shot with their half action?  They are already in cover.

Edit - side note, the terms are at long range while the horms are in short range.  I would be in a TN of 15 and would have failed and the combat shotgun loses damage at long range.  For using my sole FP on that roll, it would nice to do what I wanted to do with it.
This message was last edited by the player at 06:19, Tue 22 Nov 2016.
GSN 1610300704
player, 36 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Tue 22 Nov 2016
at 06:52
  • msg #273

Re: Bunker Banter [OOC]

Isn't Armour 4 + Toughness Bonus of 3 enough soak to eat that 7 damage and that is if we are only looking at Mothball, though I'm not sure as to the interaction of him being a comrade and his individual soak if we are tracking wounds? Brawler has 6 armour everywhere but his head + toughness bonus of 4 (6 for his left leg), so I am a little confused as to either really taking damage. If comrades don't factor in soak, that would mean that they become much tougher once become the main character.....
This message was last edited by the player at 06:59, Tue 22 Nov 2016.
GSN 1610291001
player, 23 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Tue 22 Nov 2016
at 12:21
  • msg #274

Re: Bunker Banter [OOC]

Emil/Recaf soaks it fully as well, so it doesn't really make a difference.

Now, due to PBP being what it is, I technically would be offered the chance to have Emil dodge or have Brick take the "bullet" before I knew what the damage was, but now I know it, in the interest of expediency. Which I support, but which causes situations like this.

Either way, in the interest of not having this goofy narrative where Brick pushes Emil down/away every turn, I'll just let Recaf soak it.

EDIT: Also, as someone going -on- 10, I'm going to wait until after the charge. There's just too many variables (are they in melee with me? are there any allies I might hit with suppressing fire? etc.) to try to do some half-assed flowchart/if/then thing.
This message was last edited by the player at 12:24, Tue 22 Nov 2016.
Adeptus Custodes
GM, 120 posts
Tue 22 Nov 2016
at 12:51
  • msg #275

Re: Bunker Banter [OOC]

Quick answers before work: Take the FP back, but the target remains the termagents. They were successfully pacified for one round.

Yes, the armor is 4, and I can only assume my brain thought it was 3 because I was very tired and most of my 40k guys wear flak trenches. :/
GSN 1610292302
player, 100 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 13:14
  • msg #276

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 275):

I'll just move my current post and roll to this turn and rewrite my previous post.


Actually we can't do that becaus I would have jammed and they would shoot anyway. There's really no way around it, the terms get to shoot:/
This message was last edited by the player at 13:18, Tue 22 Nov 2016.
Adeptus Custodes
GM, 121 posts
Tue 22 Nov 2016
at 14:38
  • msg #277

Re: Bunker Banter [OOC]

Like I said, I've already made the rolls for both sides. We will assume you got off the full burst of suppressing fire, made them back up, and *then* jammed, so I don't have to go back and reroll attacks and possible damage. Keep the FP. Move on. Charge!
GSN 1610292302
player, 101 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 14:58
  • msg #278

Re: Bunker Banter [OOC]

Adeptus Custodes:
Like I said, I've already made the rolls for both sides. We will assume you got off the full burst of suppressing fire, made them back up, and *then* jammed, so I don't have to go back and reroll attacks and possible damage. Keep the FP. Move on. Charge!

@AC - Keep the FP...I'd rather not be jammed even if it was a pointless shot.  The tank isn't that far away they can't still be forced to run back in front of it for cover and get crushed.

@Brawler - Whirlwind of Death is melee only.  You can get extra attacks as free actions against different targets.  Assuming your WS bonus is 4, you could get 4 attacks, but they all have to be different targets.  So if you get charged by 2 of them, its only 2 attacks.  Your shotgun can't help you with this though.
GSN 1610311843
player, 65 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Tue 22 Nov 2016
at 15:06
  • msg #279

Re: Bunker Banter [OOC]

Just a question of actions here...

Will using the grapnel and climbing up simply be a full action or will it take a half action to latch it and then we have to ascend...which at 10m would mean either staying below to ascend in one round with a run or climb 3 or 4 meters up with our half action move up and be 'stuck' there till we get to the top?
GSN 1610300704
player, 38 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Tue 22 Nov 2016
at 15:39
  • msg #280

Re: Bunker Banter [OOC]

Which is why Brawler gave it to Mothball.... Brawler is planning to punch some nids to death.
Adeptus Custodes
GM, 122 posts
Tue 22 Nov 2016
at 17:42
  • msg #281

Re: Bunker Banter [OOC]

GSN 1610311843:
Just a question of actions here...

Will using the grapnel and climbing up simply be a full action or will it take a half action to latch it and then we have to ascend...which at 10m would mean either staying below to ascend in one round with a run or climb 3 or 4 meters up with our half action move up and be 'stuck' there till we get to the top?


I anticipate a round of being "caught on the wall", which is why the hellhounds did whatthey did to help you. There's really (almost) no way to make the shot and climb 10m in one full-action move that I can see.
GSN 1610311843
player, 66 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Tue 22 Nov 2016
at 17:56
  • msg #282

Re: Bunker Banter [OOC]

That's kinda what I expected but better to know and then do...than do and then ask.

So will we need to do an Athletics to climb up the wall and start the hilariously bad we can't scale a wall trope or is it more like a batman grapnel that will simply take a full round action to ascend the two troopers?  Which also should be precluded with are we going to have to make BS shots to make the grapnel land correctly and potentially start a completely different trope on that front before we even get to the athletics ;)

Or a half-round in the same that we fired and half in the next so we can actually melee at the top?
This message was last edited by the player at 17:58, Tue 22 Nov 2016.
Adeptus Custodes
GM, 123 posts
Tue 22 Nov 2016
at 19:14
  • msg #283

Re: Bunker Banter [OOC]

I expect that you will fire (make a BS roll as it is a semi-ruined structure), begin your ascent in that round.

Round two: complete ascent and attack while holding the rope at -10, then auto-breach the top next round and normal melee *OR* complete the ascent, make an Athletics check to avoid AoO from termagants while you climb over the lip, then engage normally that round.

Either way is fine, but the first one means only one trooper attacks this round and both avoid AoO's; the second means both attack (with their remaining half action after climbing) with no penalties but a chance for wounding from the defenders.

:)
GSN 1610292302
player, 103 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 19:29
  • msg #284

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 283):

I might recommend a frag or two before you start the climb.
GSN 1610311843
player, 67 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Tue 22 Nov 2016
at 19:37
  • msg #285

Re: Bunker Banter [OOC]

Well if I frag from the bottom of the wall then I get charged by the guys on the ground and have to fight them off before I can go up...

So I'm more thinking grapnel and ascend this round.  Then ascend and grenade for my attack at a -10 next round to clear the area and then auto-breech and melee at the top.
GSN 1610292302
player, 104 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 19:39
  • msg #286

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 285):

The grenade half way up would be wise
GSN 1610311843
player, 69 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Tue 22 Nov 2016
at 19:54
  • msg #287

Re: Bunker Banter [OOC]

I don't know how to get a +1 to your roll 302 but I rolled a 1.  Does that count? :P
GSN 1610292302
player, 105 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 22 Nov 2016
at 19:57
  • msg #288

Re: Bunker Banter [OOC]

GSN 1610311843:
I don't know how to get a +1 to your roll 302 but I rolled a 1.  Does that count? :P

Mayhaps some bonuses to your athletics climb check
Adeptus Custodes
GM, 124 posts
Wed 23 Nov 2016
at 03:21
  • msg #289

Re: Bunker Banter [OOC]

Some quick answers before bed.

Yes, Whirlwind of death will trigger on a readied action, as long as you are facing more than one melee attacker when you activate it. Since there are 9 of them [currently], and there are only the two of you that moved forward to engage, that would definitely be 4 each, plus one hopping past to someone else. Go ahead and make your attacks now, since you also go ahead of the termagents shooting down on the unit.

Sawbones, if the shooter happened to go to one of the pre-battle sermons, and it is written in a player post to show that, I would allow a blessing in the form of a one-time +1 to hit in this instance. He does protect, you know.

A roll of 01 is outstanding success so, I would rule that you either don't need to make the athletics check when you breach the top, or you can pierce a termagent with your shot and pull it from the wall, which uses your whole round, but eliminates another target. Then you have to shoot the grapnel again next round... :)
GSN 1610311843
player, 70 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Wed 23 Nov 2016
at 15:14
  • msg #290

Re: Bunker Banter [OOC]

Adeptus Custodes:
Round two: complete ascent and attack while holding the rope at -10, then auto-breach the top next round and normal melee *OR* complete the ascent, make an Athletics check to avoid AoO from termagants while you climb over the lip, then engage normally that round.


This.

Killing 1 Termagant is nothing compared to getting topside and in position (without taking an AoO automatically thanks to that 1) to roll a grenade under the Termagant's feet to take out a large swath of them (or rout them) and open a hole for the others to come up top.
GSN 1610292302
player, 106 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 24 Nov 2016
at 02:43
  • msg #291

Re: Bunker Banter [OOC]

Here's a little map based on what I could piece together based on our collective posts.



Terms A                     Terms B
--------------------------------------------------------------------
40            T/H   Z/E




30

                B/M

                                                 Horms
20                                               Hellhound




10

               B/F

0          S/O
Adeptus Custodes
GM, 125 posts
Thu 24 Nov 2016
at 04:00
  • msg #292

Re: Bunker Banter [OOC]

Pretty good representation, though remember we had a 'fast forward' that brought everyone 20m closer to the wall, so no one should be more than halfway out right now, less for those that did any movement forward.

I am not quite sure, other than the holiday tomorrow, why everyone who is currently active has logged in one or more times in the last 48 hours but only 3 people posted. I do not want to get in the habit of delaying until the following morning, but I also don't want to screw the rest of the team by posting when only half-ish of the players are posting actions. So, I'll sleep tonight and post in the morning no matter what [cuz I'm off work], and the next due date will be Saturday night, unless everyone posts before then. That should give plenty of time for those who are out or away for the holiday. :)
GSN 1610290901
player, 65 posts
W4/9, F1, Med: Trenne
W14/14, F3, HwG: Hal
Thu 24 Nov 2016
at 04:56
  • msg #293

Re: Bunker Banter [OOC]

quote:
we had a 'fast forward' that brought everyone 20m closer to the wall, so no one should be more than halfway out right now
Before that, a few people moved (3+m), and afterward Trenne & Hal (presumably also Zilch & Emil) ran (18+m) towards the wall. That's 40m covered.

(as I've been reminded it's this time of year; Happy Thanksgiving for everyone in/from America & Canada)
This message was last edited by the player at 05:36, Thu 24 Nov 2016.
GSN 1610300704
player, 39 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Thu 24 Nov 2016
at 07:52
  • msg #294

Re: Bunker Banter [OOC]

I missed the +10 to hit for the knife attacks but I also didn't specify so there we go. All the rolls are done.
Adeptus Custodes
GM, 128 posts
Thu 24 Nov 2016
at 17:47
  • msg #295

Re: Bunker Banter [OOC]

As it is Thanksgiving and I like to give generously on most holidays, I will give everyone double armor value for one hit they fail to dodge/parry for the rest of this mission. Use it wisely! :)

See you all Saturday night, unless you've gotten things done before then. My work day Friday [and part of Saturday] will be super busy so I may log in to check things but don't expect quick responses.
GSN 1610311843
player, 73 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Sat 26 Nov 2016
at 21:18
  • msg #296

Re: Bunker Banter [OOC]

Will be posting when I get done with my honey-do list :)
GSN 1610291001
player, 24 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Sat 26 Nov 2016
at 21:39
  • msg #297

Re: Bunker Banter [OOC]

So, informal OOC poll - while Brick wants to shoot at some termagants because they're right there, do you guys think that taking a shot at the gargoyles might pay off, given that they're about to destroy our air cover?

I'm leaning towards them, personally.
GSN 1610292302
player, 109 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 26 Nov 2016
at 21:43
  • msg #298

Re: Bunker Banter [OOC]

Eh, I'd go for the higher percent chance to hit targets if I were you, especially since there are some immediate threats.
Adeptus Custodes
GM, 129 posts
Sat 26 Nov 2016
at 22:38
  • msg #299

Re: Bunker Banter [OOC]

Rule of thumb: if you can't destroy or break the unit you want to take a shot at, and it isn't attacking you or another PC, don't waste the action, unless you think that by engaging it you will cause it to change targets. Sometimes that's not such a good idea either...

To answer the question posed by Trenne in the game thread: the rule is ambiguous at best, on page 126: "A given individual can only be treated with first aid once every 24 hours..."
- this could mean you can only try once, regardless of whether the treatment is successful or not, or you can only treat the character once successfully.

I am inclined to believe that [using actual realism here] if the medic wants to take the time to continue performing his life-saving techniques on you over multiple actions during a battle, then by all means, continue to make the skill check until successful. Remember it heals an amount of damage equal to the medic's INT bonus plus 1 for each degree of success, so make sure it's worth it when you use it. :)
Adeptus Custodes
GM, 130 posts
Sun 27 Nov 2016
at 01:23
  • msg #300

Re: Bunker Banter [OOC]

Also...don't see any grenades heading into the termagent ranks up on the wall yet. I'll be posting in about 3 or 4 hours, so...try not to let your commissar be the only one up there fighting in melee! lol
GSN 1610300704
player, 40 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Sun 27 Nov 2016
at 06:08
  • msg #301

Re: Bunker Banter [OOC]

Oops yeah busy couple of days. Umm where was I hit? I ask because unless I get hit in the head I have a minimum soak of 10 before armour pen. That being said do the claws have pen?
This message was last edited by the player at 06:09, Sun 27 Nov 2016.
Adeptus Custodes
GM, 132 posts
Sun 27 Nov 2016
at 13:27
  • msg #302

Re: Bunker Banter [OOC]

The to-hit roll for the 10 damage was a 12, so the location is 21: Left Arm. I rolled three exceptionally low rolls, as you can see...3, 12, 11. So even with the -20 from Defensive Stance they still hit! But the benefit of getting two reactions is very nice.
...no, these hormagaunts don't have razor claws; as I said, they were bred on this planet to hunt squishy medieval humans who don't require that biomorph. ;)


Brick:
OOC: Remember, I was still holding at 10 Initiative when the melee nids charged. Should I roll again for what she does this round, as you've moved time forward? (The gargoyles moving out of range)


No, but it might be a good idea to use that held shot to pepper the group of four hormagaunts that are charging Trenne, the wounded medic. I'm sure he'd appreciate it. :)
This message was last edited by the GM at 13:30, Sun 27 Nov 2016.
GSN 1610291001
player, 26 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Sun 27 Nov 2016
at 14:34
  • msg #303

Re: Bunker Banter [OOC]

All right, here's the shot. 5/20 Ammo remaining.

09:33, Today: GSN 1610291001 rolled 27 using 3d10+8.  Damage Pen 6.
09:33, Today: GSN 1610291001 rolled 63 using 1d100.  SemiAuto, TN 70 vs Hormagaunts.
This message was last edited by the player at 14:36, Sun 27 Nov 2016.
GSN 1610300704
player, 42 posts
W-14, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Tue 29 Nov 2016
at 06:50
  • msg #304

Re: Bunker Banter [OOC]

Lol I was wondering when they'd start hitting me :).

So dodging the second lot.... With the leg wounds can you tell me which leg the 13 hits? If it is left I only take 1 wound, right I take 3....

17:47, Today: GSN 1610300704 rolled 24 -- 2 degrees of success using the Only War system with a target number of 37.  Dodging second lot of attacks.
Adeptus Custodes
GM, 134 posts
Tue 29 Nov 2016
at 13:04
  • msg #305

Re: Bunker Banter [OOC]

Left leg. 29 = 92 hit location. Lucky dog! ;)
GSN 1610300704
player, 44 posts
W-13, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Wed 30 Nov 2016
at 07:26
  • msg #306

Re: Bunker Banter [OOC]

Actually, am I still fighting 3 horms and one missed or did one die? I ask because an extra attack is always fun :).
Adeptus Custodes
GM, 135 posts
Wed 30 Nov 2016
at 12:36
  • msg #307

Re: Bunker Banter [OOC]

Still 3! They have toughness 3 and chitin armor 3 everywhere on their body, so doing 7 damage with a knife is something they'd laugh at, if they were genetically allowed to. :P
GSN 1610300704
player, 45 posts
W-13, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Wed 30 Nov 2016
at 12:50
  • msg #308

Re: Bunker Banter [OOC]

Lol, me and the nids just sitting here trading blows.... I'm picturing rocky music and all..,
GSN 1610311843
player, 77 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Wed 30 Nov 2016
at 13:55
  • msg #309

Re: Bunker Banter [OOC]

Yeah well Zilch is going to be doing his best impression of a Starship Troopers red-shirt shortly...
GSN 1610292302
player, 112 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 30 Nov 2016
at 14:30
  • msg #310

Re: Bunker Banter [OOC]

Adeptus Custodes:
Still 3! They have toughness 3 and chitin armor 3 everywhere on their body, so doing 7 damage with a knife is something they'd laugh at, if they were genetically allowed to. :P

Don't forget to add the damage from Streetfighting.  I think it's half WS bonus.

Edit - also,for 1d5 damage weapons, I think you are supposed to roll a d10 and divide by 2, because if you roll a 10, it's a critical hit.
This message was last edited by the player at 14:34, Wed 30 Nov 2016.
GSN 1610311843
player, 78 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Wed 30 Nov 2016
at 14:36
  • msg #311

Re: Bunker Banter [OOC]

Streetfighting only adds 1/2 WS damage to Critical Hits, not regular ones.  Unless they eratta'd it somewhere.
GSN 1610290901
player, 71 posts
W4/9, F1, Med: Trenne
W14/14, F3, HwG: Hal
Wed 30 Nov 2016
at 23:36
  • msg #312

Re: Bunker Banter [OOC]

Crushing Blow is the +1/2 WS to damage Talent.
Adeptus Custodes
GM, 137 posts
Thu 1 Dec 2016
at 12:52
  • msg #313

Re: Bunker Banter [OOC]

On a side note about comrades, ppgs 270-271 list the available actions for your comrades, which includes adding the flank/gang bonus of +10 in melee by "striking out with bayonet, lasgun stock, knife, or E-tool", assisting with a Ranged Volley to add +5 BS, and a few other things. The bottom of the previous page says that there will undoubtedly be Other Circumstances that will arise needing adjudication by the GM.

I think that the comrade is basically a device that adds +5 to [ALMOST] any one test you need to make. If you can justify it with logic or situational positioning, you should be able to gain that +5 to something other than your WS or BS like it says. Try it and I will make a decision on a case-by-case basis. I'm fairly lenient when it comes to creative thinkers who aren't being obvious exploiters or jerks. ;).

Thus, if you are trying to think of something and need a gentle reminder on your INT test, perhaps you could write that the comrade nudges you and says you were sleeping during that particular lesson. If you need +5 to an Athletics check to get across something, they can push, pull, or hand-stirrup you to greater success. If you're being grappled like our poor friends Zilch & Everest by termagents, they can lend +5 to your strength checks to escape that grapple.

It will NOT factor into a bonus to Initiative. It will NOT add a bonus to resist Fear/Terror/Psychic attacks. It MAY help you roll Fellowship to hook up in a bar after a battle.

As more situations arise, we can discuss them.

================================================

Brawler, remember that your comrade will, if possible, move to flank one of your opponents and grant you the +10 Gang Up bonus even if you are outnumbered yourself. You should be adding that +10 to the first of your many attacks each round. :)
GSN 1610292302
player, 113 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 1 Dec 2016
at 13:11
  • msg #314

Re: Bunker Banter [OOC]

@AC - am I benefiting from cover I secured in round 1, or did I lose it in the 20m forward thing?
Adeptus Custodes
GM, 138 posts
Thu 1 Dec 2016
at 14:18
  • msg #315

Re: Bunker Banter [OOC]

In round 1 everyone had cover (if they chose) from the advancing Hellhounds. That cover is now gone. Standing beside the base of the wall does not afford cover from the termagants firing down from above. Is there something else I've missed?
GSN 1610291001
player, 28 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Thu 1 Dec 2016
at 16:15
  • msg #316

Re: Bunker Banter [OOC]

quote:
It MAY help you roll Fellowship to hook up in a bar after a battle.


Ah, and here I thought you needed the Commander class to deploy the Wingman comrade order.
Adeptus Custodes
GM, 139 posts
Thu 1 Dec 2016
at 16:19
  • msg #317

Re: Bunker Banter [OOC]

Ba-dum! *tiss*
GSN 1610291001
player, 29 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Thu 1 Dec 2016
at 16:28
  • msg #318

Re: Bunker Banter [OOC]

Also, real question: if I have two bullets left, can I semi-auto and my max becomes 2 hits instead of three, or do I have to fire two more single shots (or maybe reload)?
Adeptus Custodes
GM, 140 posts
Thu 1 Dec 2016
at 16:38
  • msg #319

Re: Bunker Banter [OOC]

I'm inined to believe that the two bullets still allow you to semi auto fire the weapon with a max of two, since the attack option specifically states you can't get more hits from successes than you have actual shots. But I thought there was a mention somewhere of requiring the full amount to use the attack option. Maybe it's under full auto I'm thinking of. Go ahead and make the shot since it's only one roll of the dice anyway and if it's two hits on semi good. If I find it wasn't allowed I'll add the +10 for single shot and see if that hits when I get home tonight.
GSN 1610292302
player, 114 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 1 Dec 2016
at 17:24
  • msg #320

Re: Bunker Banter [OOC]

Adeptus Custodes:
In round 1 everyone had cover (if they chose) from the advancing Hellhounds. That cover is now gone. Standing beside the base of the wall does not afford cover from the termagants firing down from above. Is there something else I've missed?

I haven't technically moved since round one.  We were advanced 20 of the 40.  Just trying to clarify if that cover would apply (it only adds some extra APs which are relevant.
GSN 1610311843
player, 80 posts
'Zilch' 10/12W 1F Medic
'Everest' Unharmed Heavy
Thu 1 Dec 2016
at 17:30
  • msg #321

Re: Bunker Banter [OOC]

*grins*

+5 still isn't enough to save my arse so it wouldn't have mattered either time...

also 302...

The 'cover' was the tank that has driven off leaving you high and dry 20 meters away from the wall with only your massive comrade as potential AP's worth of cover in being turned into bloody gibbits first...
GSN 1610290901
player, 72 posts
W4/9, F1, Med: Trenne
W14/14, F3, HwG: Hal
Thu 1 Dec 2016
at 17:51
  • msg #322

Re: Bunker Banter [OOC]

I thought we were using shorthand partial cover of BS penalty, instead of deciding which body parts are / are not covered per turn.
Adeptus Custodes
GM, 141 posts
Thu 1 Dec 2016
at 18:02
  • msg #323

Re: Bunker Banter [OOC]

GSN 1610290901:
I thought we were using shorthand partial cover of BS penalty, instead of deciding which body parts are / are not covered per turn.


Yes.
Adeptus Custodes
GM, 142 posts
Fri 2 Dec 2016
at 23:58
  • msg #324

Re: Bunker Banter [OOC]

So I bought my friend two tickets to a concert this summer for his birthday but the concert was canceled. I told him I'd take him out for dinner and a night out and he chose tonight. So I'll be home in 4-5 hours to write my post. I'm driving so I don't have to worry about being too drunk to post coherently. ;)
GSN 1610311843
player, 81 posts
'Zilch' 10/12W 1F Medic
'Everest' Unharmed Heavy
Sat 3 Dec 2016
at 05:02
  • msg #325

Re: Bunker Banter [OOC]

I'm trying to get out of there but I can't roll worth crap anymore.

So another 6 wounds.  Hopefully I'll roll better in the morning...
GSN 1610290901
player, 74 posts
W3/9, F1, Med: Trenne
W14/14, F3, HwG: Hal
Sat 3 Dec 2016
at 08:00
  • msg #326

Re: Bunker Banter [OOC]

quote:
You take 9 to your right leg if you don't dodge it

I've been booped!
GSN 1610300704
player, 47 posts
W-13, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Sat 3 Dec 2016
at 08:16
  • msg #327

Re: Bunker Banter [OOC]

Poor Trenne....
Adeptus Custodes
GM, 144 posts
Sat 3 Dec 2016
at 12:30
  • msg #328

Re: Bunker Banter [OOC]

Heh...I'll just remind you all again that once this splinter hive begins to adapt to your regiment's abilities and weapons, you'll find the booping begins to feel more like bashing. Hopefully you'll keep meeting with successes and can advance as quickly as they adapt!
Adeptus Custodes
GM, 145 posts
Sat 3 Dec 2016
at 22:41
  • msg #329

Re: Bunker Banter [OOC]

2302:
OOC: I'll let you decide if I can pop 2 for 1 bullet on this...I rolled double 10s on my damage :)


If the first one dodges I'll make the second one require a dodge as well...otherwise we'll see!
Adeptus Custodes
GM, 146 posts
Sun 4 Dec 2016
at 22:15
  • msg #330

Re: Bunker Banter [OOC]

I'll be home in 4 or 5 hours to post.
GSN 1610311843
player, 83 posts
'Zilch' 5/12W 1F Medic
'Everest' Unharmed Heavy
Sun 4 Dec 2016
at 23:14
  • msg #331

Re: Bunker Banter [OOC]

Cool...not that it will help me and my 80+ rolls since that 1 I got on the ascension.  Just hope they keep on rolling as bad as I am...
Adeptus Custodes
GM, 148 posts
Mon 5 Dec 2016
at 11:58
  • msg #332

Re: Bunker Banter [OOC]

Quick response on combat actions: Brawler has just killed the heavily wounded hormagaunt and the moderately wounded hormagaunt attacking him, so he only has the one moderately wounded one left on him, if no one else kills it by the end of the round. Yay!
GSN 1610292302
player, 118 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 7 Dec 2016
at 04:33
  • msg #333

Re: Bunker Banter [OOC]

A smaller crew can't handle as big of challenges, but it tends to keep the game moving.  As we all know from RPOL, it's hard to get 4 solid posters, and we have that.  So I'm happy with the pace of play and the content.
GSN 1610311843
player, 85 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Wed 7 Dec 2016
at 04:36
  • msg #334

Re: Bunker Banter [OOC]

10 wounds, 1 Pen means Zilch takes 4 after soak.  3 are eaten by his remaining wounds and I'm guessing the cracked rib was your Crit of 1 on his chest yes?
Adeptus Custodes
GM, 150 posts
Wed 7 Dec 2016
at 11:44
  • msg #335

Re: Bunker Banter [OOC]

GSN 1610311843:
10 wounds, 1 Pen means Zilch takes 4 after soak.  3 are eaten by his remaining wounds and I'm guessing the cracked rib was your Crit of 1 on his chest yes?


Yes, it's a flavor-text crit, since you're wearing armor the result of 1 on the Rending (chest) table says there's no real effect.

I'm sure you'll be out from under the little buggers this round. Jansen will no doubt use his round to either Inspire you or assist you. For the Emprah! ;)
GSN 1610300704
player, 49 posts
W-10, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Wed 7 Dec 2016
at 12:10
  • msg #336

Re: Bunker Banter [OOC]

Okay so I have lost track of who I am closest to. So once I am done with the lone Horm, who am I best placed to help? Brawler is much better in melee (not by that much from stats alone really but his talents are built that way) so I don't trust shooting at a group that is currently engaged in melee with an ally.

Edit: Yes I did just effectively rewrite this entire post. Mainly because I realised that my understanding was completely wrong.
This message was last edited by the player at 12:20, Wed 07 Dec 2016.
Adeptus Custodes
GM, 151 posts
Wed 7 Dec 2016
at 12:30
  • msg #337

Re: Bunker Banter [OOC]

Heh....I've rewritten things a zillion times in most of my games, as a player and a GM. Invigorating, isn't it? :P

There are only two hormagaunts left: one on Brawler and one on Trenne. I assume from Brick's post she took her swing at Trenne's, getting the 4-1 odds for her favor. You are perhaps 5-10m further from her, and 3-6m further from Sawbones, who is at the base of the wall right now.
GSN 1610292302
player, 119 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 7 Dec 2016
at 13:55
  • msg #338

Re: Bunker Banter [OOC]

What's the athletics roll and action usage required to climb with the rope?
Adeptus Custodes
GM, 152 posts
Wed 7 Dec 2016
at 14:16
  • msg #339

Re: Bunker Banter [OOC]

If you want to ascend the wall in one round you require an athletics roll to crest the top safely, but have no actions left. If you use a half-action move this round, you can complete the ascent with a half-action move net round and no athletics check is required.
Adeptus Custodes
GM, 153 posts
Wed 7 Dec 2016
at 22:20
  • msg #340

Re: Bunker Banter [OOC]

Also, two...possibly three new members of the platoon are joining today. They will [hopefully] step in as you consolidate on the wall and prepare for the INEVITABLE counterattack by the tyranids. :D
GSN1612071718
player, 1 post
Wed 7 Dec 2016
at 22:35
  • msg #341

Re: Bunker Banter [OOC]

Howdy y'all.
GSN 1610311843
player, 86 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Wed 7 Dec 2016
at 22:54
  • msg #342

Re: Bunker Banter [OOC]

Good to have you with us 1718.

Of course it was inevitable.  Nothing like facing their counterattack with N wounds available ;P
GSN 1610292302
player, 120 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 8 Dec 2016
at 00:33
  • msg #343

Re: Bunker Banter [OOC]

GSN1612071718:
Howdy y'all.

Welcome.  We are currently a little heavy on medics as our primary PC and lacking in the Sarge and ranged weapon departments.
GSN1612071718
player, 2 posts
Thu 8 Dec 2016
at 00:47
  • msg #344

Re: Bunker Banter [OOC]

After receiving that info I am thinking on a Sergeant and a Guardsman (because I think it's a cool idea).
GSN 1610292302
player, 121 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 8 Dec 2016
at 02:35
  • msg #345

Re: Bunker Banter [OOC]

GSN1612071718:
After receiving that info I am thinking on a Sergeant and a Guardsman (because I think it's a cool idea).

I think all of us have a guardmens as our secondary.  It is very cool!
GSN 1610300704
player, 51 posts
W-10, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Thu 8 Dec 2016
at 02:37
  • msg #346

Re: Bunker Banter [OOC]

Yeah I have a guardsman as my primary... Weapon Specialist as my secondary.
Adeptus Custodes
GM, 154 posts
Thu 8 Dec 2016
at 02:41
  • msg #347

Re: Bunker Banter [OOC]

GSN 1610292302:
GSN1612071718:
Howdy y'all.

Welcome.  We are currently a little heavy on medics as our primary PC and lacking in the Sarge and ranged weapon departments.


Remember, Trenne is one of the ones who left...so you're down one medic.
GSN 1610292302
player, 123 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 8 Dec 2016
at 02:44
  • msg #348

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 347):

Well we're 2 medics, a heavy, and a guardsmen.  Still pretty heavy medic.  But yes, only 50%, not 60%.
GSN1612071545
player, 1 post
Thu 8 Dec 2016
at 02:54
  • msg #349

Re: Bunker Banter [OOC]

Hey there, guardsman 1545 reporting in. Thinking of having my main guy go as a weapons specialist but not not too sure what to have my comrade go as. Any other weaknesses or holes that need plugging up in the squad other than the obvious?
This message was last edited by the player at 02:56, Thu 08 Dec 2016.
Adeptus Custodes
GM, 155 posts
Thu 8 Dec 2016
at 03:02
  • msg #350

Re: Bunker Banter [OOC]

Zilch...I do believe he just made fun of all the holes in your body. lol
GSN 1610292302
player, 124 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 8 Dec 2016
at 03:07
  • msg #351

Re: Bunker Banter [OOC]

GSN1612071545:
Hey there, guardsman 1545 reporting in. Thinking of having my main guy go as a weapons specialist but not not too sure what to have my comrade go as. Any other weaknesses or holes that need plugging up in the squad other than the obvious?

A weapon spec would be a very good addition to the squad.  We've got long-long range with my medic rolling with a sniper rifle and our heavy using an autocannon.  Then we're pretty good up close.  We're kind of missing mid-range weaponry and someone who kind of takes point laying down suppression fire to pin the zerglings from closing the distance.  For instance, my sniper was having to bust out his combat shotgun to lay down suppression which was horribly inefficient.
GSN1612071545
player, 2 posts
Thu 8 Dec 2016
at 03:22
  • msg #352

Re: Bunker Banter [OOC]

In reply to GSN 1610292302 (msg # 351):

Perhaps a flamer for me then as that should help in keeping a good bit of the nids at bay. Heck, maybe have my comrade go as a weapons specialist as well and just have him grab a lasgun to help put out more shots at range.
GSN 1610292302
player, 125 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 8 Dec 2016
at 03:30
  • msg #353

Re: Bunker Banter [OOC]

In reply to GSN1612071545 (msg # 352):

Flamers aren't bad.  But I was specifically taking about the action called Suppression fire.  AFAIK, Flamers can't suppress.
quote:

Suppressing Fire

Type: Full Action
Subtype: Attack, Ranged
The active character unleashes a devastating hail of firepower to force his opponents to take cover. This Action requires a weapon capable of semi-automatic or fully automatic fire (see Rate of Fire, page 168). When Suppressing Fire is declared, the active character establishes a kill zone, which is any general area, such as a corridor or tree line, that encompasses a 45-degree arc in the direction the active character is facing. Then, as part of the Action the character fires a Full Auto or Semi-Auto Burst (as per the Full Auto and Semi-Auto Burst Actions) and expends the appropriate ammo. All targets within the kill zone must make a Difficult (–10) Pinning  Test or become Pinned (see page 254). If the attacker fired a Full Auto burst, the Pinning Test is Hard (–20) instead.  The character does not roll to hit following the usual penalties or bonuses of the Full Auto and Semi-Auto Burst Actions. Instead the character makes a Hard (–20) Ballistic Skill Test to see if his gunfire has hit anything. A roll of 94–100 on the Test indicates the weapon has Jammed (see Weapon Jams, page 255). If the Ballistic Skill Test succeeds, the GM assigns the hit to a random target within the kill zone. Furthermore, every two Degrees of Success scores an extra hit against another random victim. Use of the Suppressing Fire Action does not affect the defensive benefits of Armour or cover. The number of hits scored may not exceed the weapon’s semi-automatic or fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to determine Hit Locations against the same target. The active character cannot choose to fail this Ballistic Skill Test.

GSN1612071545
player, 3 posts
Thu 8 Dec 2016
at 03:51
  • msg #354

Re: Bunker Banter [OOC]

In reply to GSN 1610292302 (msg # 353):

Hmm, was planning to go as a Catachan and they get las-carbines as standard issue which thankfully can fire Semi-Auto in addition to still having a respectable range. The carbine for pinning mid-ranged targets and keeping them at bay and then the flamethrower for the gribbles that get too close for comfort?
GSN1612071718
player, 3 posts
Thu 8 Dec 2016
at 17:20
  • msg #355

Re: Bunker Banter [OOC]

I heard you guys have a character sheet your using. If someone could reshare that I would really appreciate it.
GSN 1610311843
player, 88 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Thu 8 Dec 2016
at 18:01
  • msg #356

Re: Bunker Banter [OOC]

Yeah, yeah I was the Tyranid pincushion of this leg of the mission, lol.

Welcome to all the fresh meat skilled and valued members of the Guard coming to help us.
Adeptus Custodes
GM, 157 posts
Thu 8 Dec 2016
at 19:39
  • msg #357

Re: Bunker Banter [OOC]

GSN1612071718:
I heard you guys have a character sheet your using. If someone could reshare that I would really appreciate it.


Yes several of them have very similar styles for their sheets. If one of them doesn't post a template for you in the next 4-5 hours I'll put one in your character sheet area when I get home.
GSN1612071718
player, 4 posts
Thu 8 Dec 2016
at 20:00
  • msg #358

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 357):

Cool.
GSN 1610300704
player, 52 posts
W-10, F-1, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 9 Dec 2016
at 01:50
  • msg #359

Re: Bunker Banter [OOC]

Here is mine:

--*General information*-----------------------------------------------------------
Name      : Marcus Edwards           Max Wounds     : 14       Gender: Male
Player    : MrBojab                  Current Wounds : 10       Height: 6'3
World     : Arcetri                  Fate           : 1/1      Weight: 98 kg
Career    : Guardsman                Insanity       : 3        Age   : 26
Rank      :                          Corruption     :          Eyes  : Hazel
Demeanour : Death Wish                                         Hair  : Brown Short
                                                               Skin  : Pale
                                                               Hand  : Right
--*Characteristics*---------------------------------------------------------------
Weapon Skill  Ballistic Skill
+----------+   +----------+
|    43    |   |    37    |      *x = attained - o = not attained
+----------+   +----------+
 oooo Adv       oooo Adv

Strength   Toughness   Agility   Intelligence  Perception  Will Power  Fellowship
+--------+ +--------+ +--------+  +--------+   +--------+  +--------+  +--------+
|   33   | |   40   | |   37   |  |   29   |   |   35   |  |   30   |  |    29  |
+--------+ +--------+ +--------+  +--------+   +--------+  +--------+  +--------+
 oooo Adv   oooo Adv   xooo Adv    oooo Adv     oooo Adv    oooo Adv    oooo Adv

--*Skills*------------------------------------------------------------------------
+-Basic skills-------------------------++-Advanced skills------------------------+
Name        Char  train +10 +20 Bonus Name          Char  train +10 +20 Bonus
Survival    (Per)   x    o   o           Low Gothic    (Int)   x    o   o
Awareness   (Per)   x    o   o           CL IG         (Int)   x    o   o
Dodge       (Agi)   x    o   o           CL War        (Int)   x    o   o
Intimidate  (Str)   x    o   o           T Technomat   (Int)   x    o   o
Tech Use    (Int)   x    o   o
Security    (Int)   x    o   o
+--------------------------------------++----------------------------------------+
 *CL = Common Lore - x = attained - o = not attained - T = Trade - O = Operate

--*Talents & Traits*--------------------------------------------------------------
Lightning Reflexes
Resistance (Fear)
Technical Knock
Street Fighting
Enemy (Inquisition)
Paranoia
Unarmed Warrior
Combat Master
Whirlwind of Death
Sprint

--*Weapons*-----------------------------------------------------------------------
  Melee Weapons                             Missile Weapons
+--------------------------------------+  +--------------------------------------+
Name: Mono Knife                           Name: Stub Auto        Class: Pistol
Class:       Damage:  Type:   Pen:    Damage:  Type:  Pen:  Reload:   ROF:
Melee        1d5+1      R      2           1d10+3     I      0     Full    S/3/-

Special rules:                    Range:
Best Quality                            PB:<2/S:<30/M:>30/L:>60/E:>90 /Clip:9
+--------------------------------------+  |Special rules:                        |
+--------------------------------------+  |                             Ammo:    |
Name:                                   +--------------------------------------+
Class:       Damage:  Type:   Pen:   +--------------------------------------+
                            Name: Combat Shotgun     Class: Basic
                            Damage:  Type:  Pen:  Reload:   ROF:
Special rules:                           1d10+5     I      0     Full    S/3/-

+--------------------------------------+  |Range:                                |
+--------------------------------------+  |PB:<2/S:<30/M:>30/L:>60/E:>90 /Clip:18|
Name:                           |Special rules: Scatter, Best Quality
Class:    Damage:    Type:    Pen:                         Ammo:
                                    +--------------------------------------+

Special rules:

+--------------------------------------+

--*Gear*--------------------------------------------------------------------------
Name:             Weight:                 Hit Location & Armous
Good Bionic Leg(Left)
Subskin Armour                              +--------------+
Best Combat Shotgun   6.5                   |     Head     |
Respirator            0.5                   |    (1-10)    |
Stub Auto             1.5                   |              |
Best Quality Mono Knife 1                   |Type: Flak    |
2 Clips Stub Auto          +--------------+ |     4        | +--------------+
2 Reloads Combat Shotgun   |  Right Arm   | +--------------+ |   Left Arm   |
2 Weeks Rations            |   (11-20)    |                  |    (21-30)   |
3 Frag Grenades       1.5  |              |                  |              |
2 Krak Grenades         1  |Type: Flak    |                  |Type: Flak    |
                           |      6       | +--------------+ |     6        |
                           +--------------+ |     Body     | +--------------+
                                            |    (31-70)   |
                                            |              |
                                            |Type: Flak    |
                                            |      6       |
                                            +--------------+
  +-------------------+          +--------------+      +--------------+
   Wealth                    Right Leg          Left Leg
                       (71-85)          (86-100)
   Monthly income:       
                      Type: Flak         Type: Flak
   Throne Gelt:           6                    6
  +-------------------+          +--------------+      +--------------+

                                                         Total Armor Weight
                                                                11  kg

--*XP*----------------------------------------------------------------------------

               +---------------------+       +---------------------+
               |     XP to spend     |       |       XP spend      |
               |                     |       |                     |
               |      350            |       |        1250         |
               +---------------------+       +---------------------+

+-XP Advancements------------------------+---------------------------------------+
Name:                       XP Cost: Name:                      XP Cost:
Simple Agility                  500
Combat Master                   300
Whirlwind of Death              450




+----------------------------------------+---------------------------------------+
Adeptus Custodes
GM, 158 posts
Fri 9 Dec 2016
at 02:03
  • msg #360

Re: Bunker Banter [OOC]

Yours is actually the one I put in his character sheet spot, after I cleaned it up a bit. It definitely looks much better in the width and space made available in the specific spot for it there. Thanks!
GSN 1610300704
player, 54 posts
W-10, F-0, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 9 Dec 2016
at 02:21
  • msg #361

Re: Bunker Banter [OOC]

Lols yeah the formatting went to complete crap....
GSN1612071718
player, 5 posts
Fri 9 Dec 2016
at 02:34
  • msg #362

Re: Bunker Banter [OOC]

And thanks again.
GSN 1610292302
player, 127 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 9 Dec 2016
at 08:22
  • msg #363

Re: Bunker Banter [OOC]

@AC - any penalty to shoot at the unemgaged terms? I assume there are things in the way?  Only a -10 for cover?
Adeptus Custodes
GM, 160 posts
Fri 9 Dec 2016
at 12:36
  • msg #364

Re: Bunker Banter [OOC]

You can choose to have come up between Zilch and Jansen or on Zilch's right, between him and the shooting termagents. They get no cover from other people on the wall - it is a straight, flat walkway behind the cover they get from down below.
Adeptus Custodes
GM, 161 posts
Fri 9 Dec 2016
at 22:54
  • msg #365

Re: Bunker Banter [OOC]

Alright, we've got some new faces that will join as soon as the wall is secured, but before the INEVITABLE counterattack by the tyranid forces.

On a side note, XP for this mission will be given AFTER the counterattack, which will give you all a chance to gain a little more XP by beating a couple more units. Maybe. ;)
GSN1612091751
player, 1 post
Sat 10 Dec 2016
at 02:25
  • msg #366

Re: Bunker Banter [OOC]

Hey guys! I'm very very new to only War but I'll be getting into I think as quickly as I can!
Adeptus Custodes
GM, 162 posts
Sat 10 Dec 2016
at 14:14
  • msg #367

Re: Bunker Banter [OOC]

Ok we are back up to 8 guardsmen again! I'll post my turn tonight and then bring in any who are ready with their character sheets on Sunday or Monday night. The rest of the newcomers will filter in as they complete their sheets.
Adeptus Custodes
GM, 163 posts
Sat 10 Dec 2016
at 23:42
  • msg #368

Re: Bunker Banter [OOC]

Correction: we have a full roster of 10 now. Nothing changes on my end; just waiting on Marcus to either switch targets like Brick did or run to the base of the wall this round. No rush...the deadline isn't til tomorrow night. If you get done earlier, so will I.
GSN1612101809
player, 1 post
Sat 10 Dec 2016
at 23:46
  • msg #369

Re: Bunker Banter [OOC]

Hey all! I hope to bring a useful servant of the Emperor to the crew. I will likely make a continuation of one of my older characters since his notable weapon was a Plasma Gun. If we need something else I can definitely do that though.
GSN1612071718
player, 6 posts
Sat 10 Dec 2016
at 23:59
  • msg #370

Re: Bunker Banter [OOC]

I have settled on a Sergeant and a Heavy Gunner.
GSN 1610311843
player, 91 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Sun 11 Dec 2016
at 01:53
  • msg #371

Re: Bunker Banter [OOC]

Sounds like a plan 1809.  Long as you don't roll as bad as I have been doing lately it'll certainly help out.

Sergeant will help out for sure 1718.  Taking any good orders to rile up our troops or picking them up later?
GSN1612100612
player, 1 post
Sun 11 Dec 2016
at 02:40
  • msg #372

Re: Bunker Banter [OOC]

Hello there everyone, one of the new guys here. Is there anything skill wise we really need that we don't have?
Adeptus Custodes
GM, 164 posts
Sun 11 Dec 2016
at 03:14
  • msg #373

Re: Bunker Banter [OOC]

To the new folks who have just joined...I know it's not normal for people to go back over the previous game posts and read up on the story to date, so I'll help you here with a synopsis, but the very first post I made in the game thread will fill in most of the gaps.

The regiment was brought to a colonized planet that is currently in the medieval age of technology. There is a splinter hive fleet that seems to have erupted or landed in an isolated region of one continent. The local PDF engaged them after calling for reinforcements and, coincidentally, your fleet happened to be in the neighborhood. Note the way 'Rescue' has been written in the chapter title. ;)

This isn't Rogue Trader or Dark Heresy, but it's probably the closest you'll get within the Only War universe. You are soldiers pulling a TDY assignment with the Adeptus Mechanicus and so have some leeway in how missions are accomplished and the direction your regiment advances and develops.
GSN 1610311843
player, 92 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Sun 11 Dec 2016
at 03:20
  • msg #374

Re: Bunker Banter [OOC]

It partially feels like Dawn of War II to me.  Of course each one of us are playing our own peeps but there is the greater whole battle going on and we get input on direction and action to some aspect.
GSN1612071545
player, 4 posts
Roland W:15/15 FP:2 WpnS
Tristan W:13/13 FP:2 WpnS
Sun 11 Dec 2016
at 03:33
  • msg #375

Re: Bunker Banter [OOC]

Oh man, color me excited! Can't wait to see how the entire campaign unfolds once we get further into it.
This message was last edited by the player at 03:34, Sun 11 Dec 2016.
GSN1612071718
player, 7 posts
Sun 11 Dec 2016
at 06:06
  • msg #376

Re: Bunker Banter [OOC]

GSN 1610311843:
Sounds like a plan 1809.  Long as you don't roll as bad as I have been doing lately it'll certainly help out.

Sergeant will help out for sure 1718.  Taking any good orders to rile up our troops or picking them up later?


I'm curious to know how effective they are. Any suggestions?
GSN 1610311843
player, 93 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Sun 11 Dec 2016
at 06:14
  • msg #377

Re: Bunker Banter [OOC]

What makes Plasmaguns so nice is the penetration.  Virtually all of the Tyranids have chitinous armour that soaks well the damage tossed out by Laguna, shotguns and shotguns.  Not impossible to hurt just harder.  The pen on the Plasmaguns though eats right through that leaving only the toughness to soak.

The fact that they can semi-auto allows a number of extra options and the fact that you can go maximal and pump more juice in for a heavier hitting and more penetrating shot means you have the ability to dent the larger units that heavies normally take on.

If I hadn't wanted to play Zilch as an Intel sort of guy... I would have been a Weapon Specialist with a Best Craftsmanship Plasmagun.
GSN 1610300704
player, 55 posts
W-10, F-0, Guard: Brawler
W-10, F-3, WpnS: Mothball
Sun 11 Dec 2016
at 12:59
  • msg #378

Re: Bunker Banter [OOC]

Thanks for the AC, I just didn't quite get around to it and I would have basically done the same thing anyway.
GSN1612101654
player, 1 post
Sun 11 Dec 2016
at 13:11
  • msg #379

Re: Bunker Banter [OOC]

Sup guys, getting around to building my characters today. Anything we desperately need from a skill set stand point, as I understand it 18ish characters has probably given us a little bit of everything really.
GSN 1610292302
player, 129 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 11 Dec 2016
at 13:43
  • msg #380

Re: Bunker Banter [OOC]

In reply to GSN1612101654 (msg # 379):

We have two medic primary's,  one hardcore medic the other more of a skill monkey.  We have a melee specialist and a heavy w/ and auto cannon.  We need a sarge, but I think that's being covered (look above).  Otherwisse, we really need at least one person to roll as a nearly always dedicated suppression fire guy with a full auto weapon with fairly good range.  I posted the suppression rules above.  It's basically crowd control anyone can use.  It's critical to our survival to keep the melee xenos away from us.
GSN 1610311843
player, 94 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Sun 11 Dec 2016
at 20:32
  • msg #381

Re: Bunker Banter [OOC]

Well usually the xeno roll takes up actions as any skill use does AC...and since its a forbidden lore only peeps with the skill can even try.  Being a specialist skill and all.

Mind once I was freed up and doing nicely I was going to combine that with my Auspex sensor sweep to get a better handle on things...
GSN1612100612
player, 2 posts
Sun 11 Dec 2016
at 22:17
  • msg #382

Re: Bunker Banter [OOC]

In reply to GSN 1610292302 (msg # 380):

I was thinking of doing a dedicated demo specialist or just a dedicated rifleman, what do you think?
Adeptus Custodes
GM, 166 posts
Mon 12 Dec 2016
at 00:59
  • msg #383

Re: Bunker Banter [OOC]

In my opinion, shooters are always a good thing. It's the main reason people take shooty squads against 'nids in tabletop: whittle them down while you can, because they will usually own you in melee. This game is no different - you have the advantage of a genius tactician commander who has a very good prescient advisor. He will [almost] always try to place you in the most advantageous position for dealing with whatever threat you're facing. It's just up to you to bring that firepower [or explosions, or brawn, or whatever] to bear.

Demo skill is, as I may have mentioned somewhere, based on the skill Tech Use, which everyone in this regiment has, if they choose the custom regiment build and not the 'basic three' [Cadian, Catachan, Mordian]. So, every one of you has some skill, based on your INT score. If you wanted to make someone who is more of a craftsman/artist with explosives, feel free to pump XP into higher levels of skill with it, along with some skill in Chymistry, Logic, Scrutiny, and anything else you might think would help.
GSN 1610292302
player, 130 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 12 Dec 2016
at 01:06
  • msg #384

Re: Bunker Banter [OOC]

GSN1612100612:
In reply to GSN 1610292302 (msg # 380):

I was thinking of doing a dedicated demo specialist or just a dedicated rifleman, what do you think?

My main medic is pretty handy with a demo charge/pipe, but he's not specialized in it.  Demo's are situational though, you aren't usually doing it in combat.  With time, we can assist one another for pretty heavy bonuses.  The Breacher specialty is quite cool though.
GSN1612091751
player, 2 posts
Mon 12 Dec 2016
at 01:15
  • msg #385

Re: Bunker Banter [OOC]

To add a non sequitur, the collection of short stories entitled "Love and Krieg" is worth checking out.
GSN1612101809
player, 2 posts
'Pious Gaius'
Mon 12 Dec 2016
at 01:55
  • msg #386

Re: Bunker Banter [OOC]

Alright, then I'll be going with my old main and comrade pair. Emperor save us if my main dies...
GSN 1610311843
player, 95 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Mon 12 Dec 2016
at 02:36
  • msg #387

Re: Bunker Banter [OOC]

Well remember here in this game you make your comrade the same way you make your main.  While they can't tap into all their cool toys and gear while your comrade should you die then the 'comrade' becomes your main to speed up the transition from trooper to trooper.  Then you make a new comrade at that same base as we all do in the beginning and it happens the same way again.

Mind the comrade doesn't gain XP like the main so there will always be a gap between the death and the newb but things we've 'unlocked' like better facilities to upkeep and augment the machine spirits of our existing gear stick around helping get your new peep better equipment even if you don't get the XP.

Case in point...

Zilch is a medic and not terribly good in combat just about average.  His comrade is a mountain of a man who is a heavy gunner with autocannon and Flamer and all but when it comes to combat he's the same as a default lasgun toting nameless meatballs I hate autocorrect...m.e.a.t.b.a.g.
This message was last edited by the player at 02:39, Mon 12 Dec 2016.
GSN1612100612
player, 3 posts
Mon 12 Dec 2016
at 04:05
  • msg #388

Re: Bunker Banter [OOC]

So we don't really have someone akin to a commando? Good with rifle like weapons and decent in melee and explosives? I am trying to figure out something that maybe doesn't have someone filling the roll.
GSN1612091751
player, 3 posts
Mon 12 Dec 2016
at 04:53
  • msg #389

Re: Bunker Banter [OOC]

I'm very new to the game, so I'm likely going to need some help making the mechanics of the characters. I know the lore of 40k pretty well; the concepts I had in mind were the typical Guardsman (a la Cadian 91st), as well as (if possible) something similar to a Krieger.
GSN 1610311843
player, 97 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Mon 12 Dec 2016
at 05:52
  • msg #390

Re: Bunker Banter [OOC]

GSN1612100612:
So we don't really have someone akin to a commando? Good with rifle like weapons and decent in melee and explosives? I am trying to figure out something that maybe doesn't have someone filling the roll.


We've got one that is a specialized melee, and as AC pointed out if you are part of the custom regiment you have demo training.  But all around good weapons guy...no.  We can use a good weapons guy...aka anything that isn't medic or heavy.  Mind a heavy can also tote the more regular basic weapons while also having heavy available but then you start getting into more detailed stuff.

GSN1612091751:
I'm very new to the game, so I'm likely going to need some help making the mechanics of the characters. I know the lore of 40k pretty well; the concepts I had in mind were the typical Guardsman (a la Cadian 91st), as well as (if possible) something similar to a Krieger.


Mechanics is easy.  As for type of guardsman this particular regiment is comprised of a number of remnants of a few types.  Cadian, Catachan, Mordian are the standard regiment remnants to play with.  The custom one is called Zakurian Siege Breakers and the details of them is in another thread.  So if you like Cadian you certainly can make one as they are available.
GSN1612091751
player, 4 posts
Mon 12 Dec 2016
at 12:58
  • msg #391

Re: Bunker Banter [OOC]

Cadians, Catachan, and Mordians, eh? Shame I can't roll a Krieger but I'm not too blown by it.
GSN1612071718
player, 8 posts
Mon 12 Dec 2016
at 14:32
  • msg #392

Re: Bunker Banter [OOC]

The Zakurians are pretty badass. I made both of my guys from that regiment.
Adeptus Custodes
GM, 167 posts
Mon 12 Dec 2016
at 14:39
  • msg #393

Re: Bunker Banter [OOC]

GSN1612071718:
The Zakurians are pretty badass. I made both of my guys from that regiment.


That was the appeal of building a custom regiment. You get what you want. And I've left the Regiment Creation thread open so you can see how the conversation went between your fellow players.
GSN1612071718
player, 9 posts
Mon 12 Dec 2016
at 17:20
  • msg #394

Re: Bunker Banter [OOC]

Choosing between the orders "Get Them!" and "Snap Out of It!".

Any preferences?
GSN 1610311843
player, 98 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Mon 12 Dec 2016
at 17:27
  • msg #395

Re: Bunker Banter [OOC]

Well...

Get them is nice for the extra damage but snap out of it is good cause of the getting out of pinning and ending and fear going on.  Fear being a more dire consequence of going up against many of the larger and/or more dangerous Tyranids.

Zilch doesn't care cause as a Medic he got Jaded which makes him immune to xenos fear or any mundane fear inducing things (only Warp spawn can shake him) and Sawbones might have it as well.  The rest of the group might be lacking though.

So I'd say Snap out of it!
GSN 1610292302
player, 131 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 12 Dec 2016
at 18:31
  • msg #396

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 395):

My backup has snap out of it.  Very good to break out of enemy CC abilities.  Failing a fear check could mean death.

Sawbones is Jaded :)
GSN1612101809
player, 3 posts
'Pious Gaius'
'Bloody Mary'
Tue 13 Dec 2016
at 01:39
  • msg #397

Re: Bunker Banter [OOC]

I was wondering, how did some of you get the extra or increased craftsmanship equipment that you have? It's been a while since I played a 40k roleplay so I may be missing something.

Also, main is nearly done, comrade is a bit harder to get built.
Adeptus Custodes
GM, 168 posts
Tue 13 Dec 2016
at 02:28
  • msg #398

Re: Bunker Banter [OOC]

GSN1612101809:
I was wondering, how did some of you get the extra or increased craftsmanship equipment that you have? It's been a while since I played a 40k roleplay so I may be missing something.


No biggie. The "Additional Kit Items" chart on pg 69 of the core rulebook is being used to upgrade the weapons you want. Near the bottom it gives the costs for this. Standard kit for the Zakurians is a shotgun, but some of the guys bought up to individual specialty items, like the flamer or the sniper rifle, then bought up the quality of it. I think there were actually 32 or 34 points available for these customizations, based on the regimental creation costs.

Also, Remember that for the Zakurian regiment, the plasma gun and autocannon are the regimental favored weapons. That can't be changed individually, so if you want something else, you'll have to go with one of the other three.
GSN 1610311843
player, 99 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Tue 13 Dec 2016
at 02:53
  • msg #399

Re: Bunker Banter [OOC]

And that bonus is only available with the Zakurian creation as the Cadian/Catachan/Mordian troopers already have their points spent accordingly.

That point allowance gives you a wide range of equipment and quality/craftsmanship's of your gear.  One I used for both of my Zakurian's was to take two cybernetics at normal and then spend 5 points on each to upgrade them to good craftsmanship versus taking one at good and potentially upgrading it to best for 10 or trying to get the same piece of cybertech using the lower options on the equipment guide as they would take 15 or 20 points just to get it before upgrading the craftsmanship.
Adeptus Custodes
GM, 169 posts
Tue 13 Dec 2016
at 03:08
  • msg #400

Re: Bunker Banter [OOC]

As we only have 1 of 4 posting to the deadline tonight, and I have to go to bed early for work, I will, reluctantly, postpone my post until tomorrow night. The added bonus here is that perhaps more than one new person can join then, with more as the week progresses.
GSN 1610292302
player, 132 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 13 Dec 2016
at 03:31
  • msg #401

Re: Bunker Banter [OOC]

Adeptus Custodes:
As we only have 1 of 4 posting to the deadline tonight, and I have to go to bed early for work, I will, reluctantly, postpone my post until tomorrow night. The added bonus here is that perhaps more than one new person can join then, with more as the week progresses.

long day at work, working through my games now for my posts.
GSN 1610292302
player, 134 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 13 Dec 2016
at 03:45
  • msg #402

Re: Bunker Banter [OOC]

@Zilch - If you're point balance, it's +30, not +10 (that's for close range).  Your roll was actually a hit, since your TN should have been 74.  That should be two DoS, which means your scatter will trigger for an extra hit.

21:57, Yesterday: GSN 1610311843 rolled 58 -- 1 degree of failure using the Only War system with a target number of 54.  Dauntless duo termie Base 29 + Point Blank 10 + Single Shot 10 +  Comrade 5.
GSN1612091751
player, 5 posts
Tue 13 Dec 2016
at 04:07
  • msg #403

Re: Bunker Banter [OOC]

So, for my rifleman primary, I was thinking of a Characteristic spread as follows:

WS - 30
BS - 40
S - 30
T - 40
Ag - 30
Int - 25
Per - 30
WP - 30
Fel - 25

This is before Regiment modifiers and using the 100pt buy outlined in the book. I'd likely choose the Guardsman specialty and put the +5 floating bonus into Weapon Skill. For starting skill replacing Command, I'd probably go with Survival. As far as the rest, I'm not sure. What I want to build is the "Exemplary Guardsman", someone who lives by the Imperial Infantryman's Handbook to the letter. Do y'all have any suggestions?
GSN1612101809
player, 4 posts
'Pious Gaius'
'Bloody Mary'
Tue 13 Dec 2016
at 04:08
  • msg #404

Re: Bunker Banter [OOC]

Okay so each of my characters has roughly 30 points to spend on extra equipment?
GSN 1610311843
player, 100 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Tue 13 Dec 2016
at 04:28
  • msg #405

Re: Bunker Banter [OOC]

Sawbones... I forgot to adjust that descriptive cause I was on my crappy phone.  To get point blank I would have had to stand and move and that would use both of my actions.  So standing and shooting at short was all I could do.

1751...unless AC told you otherwise we aren't using the point but option in the book.
Adepts Custodes:
Roll 2d10 for each of your 9 characteristics and put them in whatever order you want, or use the point buy system, for yourself and your Comrade. You may choose to roll for one and point-buy for the other, or use the same method twice for both. Do not reroll 1's. You may choose to reroll your lowest score but must keep the reroll result.
   - You can, after rolling for Wounds and Fate, choose to lower your Fate by 1 [to a minimum of 1] to give yourself Maximum Wounds. Alternately, you can choose to lower your starting wounds by 3 to give yourself an additional Fate Point [to a maximum of 3].


1809...as long as your troopers are Zakurian Siege Breakers you will have  a total of 32 points to customize your kit using the table on page 70 of the core book.
GSN1612101809
player, 5 posts
'Pious Gaius'
'Bloody Mary'
Tue 13 Dec 2016
at 04:40
  • msg #406

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 405):

Thank you!

Also as for point buy it says in what you quoted you can use poiny-buy for stats.
GSN1612071718
player, 10 posts
Tue 13 Dec 2016
at 05:19
  • msg #407

Re: Bunker Banter [OOC]

Dang, thought I was done but I haven't done the extra gear yet.

Point buy is definitely allowed in the chargen thread. Built both my guys with it.
GSN1612100612
player, 4 posts
Tue 13 Dec 2016
at 05:28
  • msg #408

Re: Bunker Banter [OOC]

I'm still trying to think of an idea for two characters. I feel like winnie the pooh right now. *think,think,think*
GSN 1610311843
player, 101 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Tue 13 Dec 2016
at 05:52
  • msg #409

Re: Bunker Banter [OOC]

GSN1612101809:
In reply to GSN 1610311843 (msg # 405):

Thank you!

Also as for point buy it says in what you quoted you can use poiny-buy for stats.


*Laughs* Tells you how bad my migraines have been lately that I miss something so easily seen.
Adeptus Custodes
GM, 170 posts
Tue 13 Dec 2016
at 12:41
  • msg #410

Re: Bunker Banter [OOC]

Heh...some good chuckles in this reading before I head to work.

Anyone who is done with their character sheets when I post tonight [ or all day tomorrow] can jump right into the game. I do not need to 'look over' the sheets, per se, except to make sure you've completed it. I periodically unclick the 'user editable' box on them anyway so I can see who's doing what and make sure the points add up, but we're all adults here so I expect there's only clerical errors to find, not cheating. :)

For the new guys, Monday and Friday are my super heavy days at work, but most of the rest of Tues-Sat I can log in from my phone every couple hours to check on questions or issues, so there's usually quick responses.
GSN1612071718
player, 11 posts
Tue 13 Dec 2016
at 18:10
  • msg #411

Re: Bunker Banter [OOC]

I believe I am ready to go.

Sergeant for primary with the "Snap out of it!" order and a Heavy with a Hvy Stubber to take his place when he dies heroically.
GSN 1610311843
player, 102 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Tue 13 Dec 2016
at 18:25
  • msg #412

Re: Bunker Banter [OOC]

Heavy Stubber...great for soft targets with the high automatic bullet count. Cool.
GSN1612071718
player, 12 posts
Tue 13 Dec 2016
at 18:33
  • msg #413

Re: Bunker Banter [OOC]

I was thinking of the suppression fire that was being discussed earlier.
GSN 1610311843
player, 103 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Tue 13 Dec 2016
at 18:44
  • msg #414

Re: Bunker Banter [OOC]

Also very good for that too...
Adeptus Custodes
GM, 171 posts
Tue 13 Dec 2016
at 19:42
  • msg #415

Re: Bunker Banter [OOC]

Plus I know there's a small blurb in the section about comrade actions that talks about how easy it is for them to hand over any weapon they're carrying to their primary for actual use.
GSN1612071718
player, 13 posts
Tue 13 Dec 2016
at 19:45
  • msg #416

Re: Bunker Banter [OOC]

Adeptus Custodes:
Plus I know there's a small blurb in the section about comrade actions that talks about how easy it is for them to hand over any weapon they're carrying to their primary for actual use.


Sadly, I don't think the Sarge can shoot a Hvy Stubber worth a sh**.
GSN 1610311843
player, 104 posts
'Zilch' 3/12W 1F Medic
'Everest' Unharmed Heavy
Tue 13 Dec 2016
at 20:01
  • msg #417

Re: Bunker Banter [OOC]

GSN1612071718:
Adeptus Custodes:
Plus I know there's a small blurb in the section about comrade actions that talks about how easy it is for them to hand over any weapon they're carrying to their primary for actual use.


Sadly, I don't think the Sarge can shoot a Hvy Stubber worth a sh**.


Yeah Zilch doesn't seem to be able to either so he wouldn't even try to ask for any of Everest's weaponry...

Totally see a weapons specialist though doing it.  Hell they even have the Comrade advance called Armsman that lets the weapons specialist swap weapons as a free action...but it references the weapons specialist's weapons not the comrades but you know what I mean.

Plus your normal comrade is toting a lasgun or other low-tier weapon but if you allow it AC...I can totally see Zilch asking for Everst's flamer cause he doesn't have to roll for that as he just points and sprays and the onus is all on your tyranids and others to avoid the gouts of flame.
GSN1612091751
player, 6 posts
Wed 14 Dec 2016
at 04:13
  • msg #418

Re: Bunker Banter [OOC]

Sorry it's taken so long to make a character. I tried looking up builds online for a Weapon Specialist but found surprisingly little. Work has kept me super fried so I haven't had much time to be able to read the Only Way book and retain it.
Adeptus Custodes
GM, 173 posts
Wed 14 Dec 2016
at 12:32
  • msg #419

Re: Bunker Banter [OOC]

Then you will make a dramatic entrance later in the week, or this weekend, when the INEVITABLE counter-attack comes from the tyranids. ;)
GSN1612091751
player, 7 posts
Wed 14 Dec 2016
at 15:52
  • msg #420

Re: Bunker Banter [OOC]

AC, what's the likelihood of getting BLAM!med by the commissar for cowardice should we fail a WP save against fear?
Adeptus Custodes
GM, 174 posts
Wed 14 Dec 2016
at 16:30
  • msg #421

Re: Bunker Banter [OOC]

Everyone gets a second chance! Just don't roll a 00 or flee when he gets a crit success (01). Or cause others to panick and flee. Or get the insanity result that makes you randomly shoot your own mates. Hehehe
This message was last edited by the GM at 16:45, Wed 14 Dec 2016.
GSN 1610292302
player, 135 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 14 Dec 2016
at 17:16
  • msg #422

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 421):

Who needs first aid?  With Zilch's help I'm auto successing with TN > 100.  Lightly wounded heals 7, critically wounded heals 3.
GSN 1610311843
player, 105 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 14 Dec 2016
at 17:26
  • msg #423

Re: Bunker Banter [OOC]

Zilch needs first aid :P

He's at 5 wounds of 12, but still also has 1 Critical Damage.  Since Fate Points spent to heal on the spot only let you recover wounds not help absolve critical damage he's still toting that torso crit.  So healing would remove his 1 crit damage and then he'd be heavily wounded.
GSN 1610292302
player, 136 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 14 Dec 2016
at 21:32
  • msg #424

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 423):

Does master churgigeon impact your recovery?
GSN 1610311843
player, 106 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 14 Dec 2016
at 21:55
  • msg #425

Re: Bunker Banter [OOC]

No.

It allows you to minimize the damage you inflict on a extended care failure and if a critical hit may end up with a limb amputation you give the person a bonus to their test to keep the limb.

Still removing the critical wound and giving Zilch a few more plain wounds is not a bad thing because if he takes no more damage after that he's lightly wounded and with extended care will heal a lot faster.
GSN 1610292302
player, 138 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 15 Dec 2016
at 02:09
  • msg #426

Re: Bunker Banter [OOC]

The unwounded should use their trade: technomat / tech use to build some cover.
GSN1612091751
player, 8 posts
Fri 16 Dec 2016
at 19:23
  • msg #427

Re: Bunker Banter [OOC]

Is there anyone online and has some time to get in touch with me over some form of Instant Messenger (Skype, Gchat, FB chat, Discord, YOU NAME IT) to help me build a character? I just left the job that was working me to the bone so I have nothing but time now.
GSN 1610311843
player, 109 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 16 Dec 2016
at 19:37
  • msg #428

Re: Bunker Banter [OOC]

I don't have access to an IM right now but I'm on and can try to help.  Hit me up with a PM and I'll do what I can :)
GSN 1610292302
player, 140 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 17 Dec 2016
at 01:41
  • msg #429

Re: Bunker Banter [OOC]

Someone with Command should try and call in an artillery strike right about now on the bogies that are inbound.  Not sure if Zilch's targeting acquisition abilities help at all though.
quote:
Resources Available: Each of these can be utilized once during the battle.
- Basilisk barrage: a Challenging (+0) Command test can be made [full action] to call in a barrage, targeting 1-3 enemy units on the battlefield. The caller or any other PC [not comrade] can make an Ordinary (+10) Navigate check [half action] to give coordinates, and a +20 on the Command check. This has a cooldown of four rounds, until successful.
- Demolisher assault: a Difficult (-10) Command test [half action] can be made to direct fire from a nearby tank into a monstrous creature, commander, or fortified position. This can be attempted each round until successful.
- Hellhound assault: A Challenging (+0) Command test [half action] can be made to burn 1-2 enemy units not already engaged in melee. This can be attempted every round until successful.

GSN 1610311843
player, 110 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 17 Dec 2016
at 04:27
  • msg #430

Re: Bunker Banter [OOC]

I'm getting the feeling the Basilisk's are busy with Gargoyles since no one engaged them but someone could try.  I'm no good at Command though.

Well my targeting is based on the Auger Array in my head.  If I also had the locator in my head then I could give them accurate targeting withing 50m of me...but I'm not sure I want to trust the Gunners to land those very killing rounds on point so close to my position.
GSN1612071545
player, 7 posts
Roland W:13/15 FP:2 WpnS
Tristan W:13/13 FP:2 WpnS
Sat 17 Dec 2016
at 05:59
  • msg #431

Re: Bunker Banter [OOC]

I got some good navigate, can get a +20 on the test. Unfortunately my command is also really crap so not sure about the odds of success. And with how close the guns will be hitting close to us like 1843 said it's a dangerous prospect.
GSN1612100612
player, 5 posts
Sat 17 Dec 2016
at 09:54
  • msg #432

Re: Bunker Banter [OOC]

I am still trying to think about what to bring to the table.
Adeptus Custodes
GM, 176 posts
Sat 17 Dec 2016
at 13:38
  • msg #433

Re: Bunker Banter [OOC]

GSN1612100612:
I am still trying to think about what to bring to the table.


That's ok; there will be plenty of bad guys to go around. Remember, you're guardsmen facing 'nids. No power armor. No storm bolters or assault cannons or librarians. Just comrades and tactics and the grace of the Emprah! ;)

As things progress, new soldiers will appear 'at the base of the wall', and climb the rappel ropes that are still dangling - using 1 full action with an athletics check at the top, or 3 half actions with no check required.

quote:
I got some good navigate, can get a +20 on the test. Unfortunately my command is also really crap so not sure about the odds of success. And with how close the guns will be hitting close to us like 1843 said it's a dangerous prospect.


Yes indeed; it would be bad form to call in a strike on your own position at this point. I'll have to check and see how they fared against those Gargoyles and then decide if they're even available. But the Demolisher is still available to soften up any big target(s) that may show themselves.
Adeptus Custodes
GM, 178 posts
Sat 17 Dec 2016
at 17:47
  • msg #434

Re: Bunker Banter [OOC]

Note that if you choose to auto-hit with a grenade you should still make a BS test to see if you can replace a low damage die.
GSN1612071718
player, 14 posts
Sat 17 Dec 2016
at 19:06
  • msg #435

Re: Bunker Banter [OOC]

I reckon my character (aka Sarge) is ready to enter the game with your approval AC.
GSN1612101809
player, 6 posts
'Pious Gaius'
'Bloody Mary'
Sat 17 Dec 2016
at 22:45
  • msg #436

Re: Bunker Banter [OOC]

Sorry for seeming to have disappeared this week, I had a couple trainings in the middle of my sleep schedule and that just messed me up. I ended up sleeping through all of my free time each day. I'll be getting into game today, and come January I will have a great deal more time every day, so try to bear with me until then.

EDIT: Oh Emperor no.... it seems I hadn't saved my sheet when my computer auto-updated(which I've had turned off for years but Microsoft thinks it's a critical update). So I need to redo the whole dang thing.
This message was last edited by the player at 22:51, Sat 17 Dec 2016.
Adeptus Custodes
GM, 179 posts
Sun 18 Dec 2016
at 03:01
  • msg #437

Re: Bunker Banter [OOC]

GSN1612071718:
I reckon my character (aka Sarge) is ready to enter the game with your approval AC.


Right on, Sarge. Head into the thick of it!
GSN 1610300704
player, 57 posts
W-10, F-0, Guard: Brawler
W-10, F-3, WpnS: Mothball
Sun 18 Dec 2016
at 07:25
  • msg #438

Re: Bunker Banter [OOC]

This'll be interesting.... I'm going to struggle taking on genestealers. Especially when I am only engaged with one at a time.
Adeptus Custodes
GM, 180 posts
Sun 18 Dec 2016
at 12:28
  • msg #439

Re: Bunker Banter [OOC]

1718 is a Sergeant with a chainsword...I'm sure he will step up and help you hold the line on that end!

New Players, make sure your bio lines reflect the names of your PC and Comrade, at the very least, like everyone else. Thanks!
Adeptus Custodes
GM, 181 posts
Sun 18 Dec 2016
at 20:48
  • msg #440

Re: Bunker Banter [OOC]

GSN 1610292302:
OOC: Waiting for someone to soak up a dodge before I take my shot.


Don't bother waiting. You have an initiative order, written in the Mission thread. Any of the new guys who don't add their roll will simply go at their minimum possible roll, unfortunately.
GSN 1610292302
player, 143 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 18 Dec 2016
at 21:03
  • msg #441

Re: Bunker Banter [OOC]

Adeptus Custodes:
GSN 1610292302:
OOC: Waiting for someone to soak up a dodge before I take my shot.


Don't bother waiting. You have an initiative order, written in the Mission thread. Any of the new guys who don't add their roll will simply go at their minimum possible roll, unfortunately.


The point of "shooting last" is that the enemy only gets 1 dodge.  That's why I'd be "holding my shot" so they a shitty las gun can soak up the dodge so the high pen sniper round can inflict the real damage.
GSN1612071545
player, 9 posts
Roland W:13/15 FP:2 WpnS
Tristan W:13/13 FP:2 WpnS
Sun 18 Dec 2016
at 21:45
  • msg #442

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 440):

Ah crap, knew I forgot something. :(
GSN 1610311843
player, 111 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Sun 18 Dec 2016
at 22:49
  • msg #443

Re: Bunker Banter [OOC]

Will make my post as soon as I get home from the rents.
Adeptus Custodes
GM, 182 posts
Sun 18 Dec 2016
at 22:56
  • msg #444

Re: Bunker Banter [OOC]

GSN 1610292302:
The point of "shooting last" is that the enemy only gets 1 dodge.  That's why I'd be "holding my shot" so they a shitty las gun can soak up the dodge so the high pen sniper round can inflict the real damage.


Heh...yes, I know, but it isn't required to attempt to dodge the first attack made against it, particularly if that attack comes from a weak weapon. Just like if you have two termagents and a carnifex engaging you - you are probably not going to waste your dodge/parry on the little guys when the big one can one-shot you. Same principle here, as long as the synapse creature is within range. There is a marked difference in several stats when the synapse creature leaves the area of control.

Now, what it *does* have to do, like your characters, is dodge multiple attacks resulting from one roll in the order they are rolled. Swift attack that hits three times and does 6,12,6 you must start at the first and hope you get enough successes to cancel the 12 in the middle. But no, I don't subscribe to the idea that first attacks made against an intelligent opponent *must* be dodged. Your PCs have the same ability to choose what you want to dodge.

If you want to hold your action, or ready an action, to fire after you've seen it dodge [or attempt to dodge] incoming fire, I'm ok with that. But that pushes you further down the initiative ladder and you don't come back up to your old spot 'automatically'. Otherwise people with a good init could delay until the end of the round and take two sets of actions back-to-back. Nope.
GSN1612091751
player, 9 posts
Mon 19 Dec 2016
at 00:07
  • msg #445

Re: Bunker Banter [OOC]

Is everyone from the Zakurian regiment or did anyone go with a Cadian or a Catachan?

EDIT: Also, is there any reason my Comrade can't be my twin brother/sister? I still don't know a lot about the game and if I eat it because of bad luck, I'm not want to try out something new until I have some more experience with the system under my belt.

EDIT 2: This sheet is really intimidating...
This message was last edited by the player at 00:28, Mon 19 Dec 2016.
Adeptus Custodes
GM, 183 posts
Mon 19 Dec 2016
at 00:42
  • msg #446

Re: Bunker Banter [OOC]

No, not everyone is Zakurian custom regiment. We've had someone from each built, though the majority chose the custom reg for whatever reason.

The sheet is just the one most commonly used in this group, by the players. Feel free to create your own, or I can cut-n-paste one of the less detailed ones from someone else if you like.
GSN1612091751
player, 10 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 02:11
  • msg #447

Re: Bunker Banter [OOC]

Alright, I think I got my sheet finished!

EDIT: Wait... Is there any part of a Tyranid that isn't armored?
This message was last edited by the player at 02:51, Mon 19 Dec 2016.
GSN1612100612
player, 6 posts
Mon 19 Dec 2016
at 02:53
  • msg #448

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 446):

Wait we can pick other regiments?! I take it there is no way for me to be a driver though right?
Adeptus Custodes
GM, 184 posts
Mon 19 Dec 2016
at 03:01
  • msg #449

Re: Bunker Banter [OOC]

Correct. Everyone here is a grunt.
GSN1612091751
player, 11 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 03:02
  • msg #450

Re: Bunker Banter [OOC]

Welp, gimme a second. Retinkering sheet to get a grenade launcher instead of a flamer.
GSN1612100612
player, 7 posts
Mon 19 Dec 2016
at 03:48
  • msg #451

Re: Bunker Banter [OOC]

We have a sarge right? Do we need another? Because I have an idea for a Maccabian Janissaries character that would be interesting if he was the on giving orders.
GSN1612091751
player, 12 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 04:39
  • msg #452

Re: Bunker Banter [OOC]

A Krieger Sargeant with "Gas Mask Mumble" as a language group.
GSN1612100612
player, 8 posts
Mon 19 Dec 2016
at 04:45
  • msg #453

Re: Bunker Banter [OOC]

In reply to GSN1612091751 (msg # 452):

Really tempted to make this sergeant then, just imagining yours being very cold and calculating and a Maccabian Janissaries being more akin to a Chaplin instilling righteous vigor and 'heroic' sacrifices in the men.
GSN1612091751
player, 13 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 04:46
  • msg #454

Re: Bunker Banter [OOC]

GSN1612100612:
In reply to GSN1612091751 (msg # 452):

Really tempted to make this sergeant then, just imagining yours being very cold and calculating and a Maccabian Janissaries being more akin to a Chaplin instilling righteous vigor and 'heroic' sacrifices in the men.


It's a shame, then, that we can only use Cadian, Catachan, and Mordian regiments apart from the custom.
GSN1612100612
player, 9 posts
Mon 19 Dec 2016
at 04:48
  • msg #455

Re: Bunker Banter [OOC]

Really? Then how is there a Krieger? Last time I checked they weren't any of those.
GSN1612091751
player, 14 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 04:59
  • msg #456

Re: Bunker Banter [OOC]

There isn't. Maybe I should have been a little more clear with that post. I was simply presenting a humorous concept for a future character. Should Kriegers ever be allowed, that is.
GSN1612100612
player, 10 posts
Mon 19 Dec 2016
at 05:03
  • msg #457

Re: Bunker Banter [OOC]

In reply to GSN1612091751 (msg # 456):

oh *Looks at his hopes and dreams that were raised up then thrown to the ground and shattered* that was a funny joke. *sniff*
GSN 1610311843
player, 113 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Mon 19 Dec 2016
at 05:18
  • msg #458

Re: Bunker Banter [OOC]

While you can't make an operator par say that doesn't mean you can't make someone who doesn't have the skill and background them as one without having a vehicle anymore...use a heavy and they were the main gunner on a Leman Russ.  Use a guardsman or sergeant and they could have been a former commander demoted instead of killed.  Weapons Specialists make good drivers.

Also...

I'm hopping on a plane to head down to the Caribbean very early Tuesday morning so my posting might be a bit sporadic till the new year ;-)
GSN1612091751
player, 15 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 05:24
  • msg #459

Re: Bunker Banter [OOC]

Before I make any jump IC, I'm still torn on weaponry. A flamer seems like a damn good idea, but being a Weapon Specialist got me all these krak grenades... I know tyranids love (read: hate) such lovely party poppers. Any input, fellow gamers?
GSN1612101809
player, 8 posts
'Pious Gaius' W: 8/10 F1
'Bloody Mary' Alive
Mon 19 Dec 2016
at 05:57
  • msg #460

Re: Bunker Banter [OOC]

Just keep in mind that krak grenades are single target pretty much, so you pop one off with a launcher and take down a Tyranid Warrior, but it will do squat all against rippers or gaunts. Flamer is always a nice option, and no attack roll is needed.
GSN 1610292302
player, 144 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 19 Dec 2016
at 14:15
  • msg #461

Re: Bunker Banter [OOC]

GSN1612091751:
Before I make any jump IC, I'm still torn on weaponry. A flamer seems like a damn good idea, but being a Weapon Specialist got me all these krak grenades... I know tyranids love (read: hate) such lovely party poppers. Any input, fellow gamers?

Take a clip of krak and a clip of frag.
GSN1612091751
player, 16 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 15:27
  • msg #462

Re: Bunker Banter [OOC]

I didn't know how to get more gear that what I started with in character creation, so I have 2 frags and 6 Krak grenades. Blessed be the Munitorum, who leaves me with such an odd number of ammunition for my launcher. Better than a Flamer without promethium tanks, eh?
GSN1612071718
player, 15 posts
Sarge W:13 F:2
Bullets W:15 F:1
Mon 19 Dec 2016
at 16:38
  • msg #463

Re: Bunker Banter [OOC]

We do have a sergeant and I will be entering the game today. Just have to read enough so that my entry makes sense.
Adeptus Custodes
GM, 186 posts
Mon 19 Dec 2016
at 18:26
  • msg #464

Re: Bunker Banter [OOC]

quote:
13:07, Today: GSN1612071718 rolled 10 using 2d10+3, dropping the lowest dice only.  Initiative.


Just a quick note: if you're one of those Zakurians, I think they all have Paranoid as a trait? I'll check when I get home if no one else does.
GSN1612071718
player, 17 posts
Sarge W:11/13 F:2/2
Bullets W:13/15 F:1/1
Mon 19 Dec 2016
at 18:29
  • msg #465

Re: Bunker Banter [OOC]

I am and I do. I'll edit that immediately.
Adeptus Custodes
GM, 187 posts
Mon 19 Dec 2016
at 18:32
  • msg #466

Re: Bunker Banter [OOC]

Heh. Every point counts when fighting tyranids!
GSN1612071718
player, 18 posts
Sarge W:11/13 F:2/2
Bullets W:13/15 F:1/1
Mon 19 Dec 2016
at 18:40
  • msg #467

Re: Bunker Banter [OOC]

I still remember the first time my Rough Riders charged into a brood of Genestealers.

Lances and all the 'stealers still go first and every single rider dies before he can attack.

My Ogryns got even but it was still a crappy day for the horsies.
GSN1612091751
player, 18 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Mon 19 Dec 2016
at 18:48
  • msg #468

Re: Bunker Banter [OOC]

In reply to GSN1612071718 (msg # 467):

It probably would have been cheaper to order the genestealers a bunch of japanese raw dishes than order a Rough Rider charge.
GSN1612071718
player, 19 posts
Sarge W:11/13 F:2/2
Bullets W:13/15 F:1/1
Mon 19 Dec 2016
at 19:05
  • msg #469

Re: Bunker Banter [OOC]

GSN1612091751:
In reply to GSN1612071718 (msg # 467):

It probably would have been cheaper to order the genestealers a bunch of japanese raw dishes than order a Rough Rider charge.


100% truth.
GSN 1610311843
player, 114 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 20 Dec 2016
at 02:47
  • msg #470

Re: Bunker Banter [OOC]

Just got word that the undersea cable that provides the internet on island I'm going to for the next two weeks was damaged.  I may be totally incommunicado till next thursday night/friday.  So if I'm not on at all you know what's up.
GSN1612071545
player, 11 posts
Roland W:13/15 FP:2 WpnS
Tristan W:13/13 FP:2 WpnS
Tue 20 Dec 2016
at 05:58
  • msg #471

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 470):

Well that's unfortunate. On a brighter note try to enjoy and have fun on your trip!
This message was last edited by the player at 06:06, Tue 20 Dec 2016.
GSN1612100612
player, 11 posts
Tue 20 Dec 2016
at 10:49
  • msg #472

Re: Bunker Banter [OOC]

Alright I have an idea for one character, do we have a vox operator/artillery spotter?
Adeptus Custodes
GM, 188 posts
Tue 20 Dec 2016
at 12:09
  • msg #473

Re: Bunker Banter [OOC]

I would say no, because despite his pious nature, no one seems to want to stand too close to Jansen. Heck, no one even offered to patch up his wounds during the downtime! Good thing he has incredible luck...
GSN1612100612
player, 12 posts
Wed 21 Dec 2016
at 01:10
  • msg #474

Re: Bunker Banter [OOC]

So is there an answer for my question? Really want to get in the fight.
GSN 1610292302
player, 145 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 21 Dec 2016
at 02:04
  • msg #475

Re: Bunker Banter [OOC]

Adeptus Custodes:
I would say no, because despite his pious nature, no one seems to want to stand too close to Jansen. Heck, no one even offered to patch up his wounds during the downtime! Good thing he has incredible luck...

In all fairness, I did.
GSN 1610292302
player, 146 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 21 Dec 2016
at 02:04
  • msg #476

Re: Bunker Banter [OOC]

GSN1612100612:
Alright I have an idea for one character, do we have a vox operator/artillery spotter?

If you could find a way to make a heavy and get a mortar, that would be pretty awesome.Even better if you can get a hand targeter.
This message was last edited by the player at 02:05, Wed 21 Dec 2016.
GSN1612100612
player, 13 posts
Wed 21 Dec 2016
at 02:08
  • msg #477

Re: Bunker Banter [OOC]

Well I was thinking more to get those 3 Bassilisks we have firing for effect, besides I don't know if the GM would basically let me have a comrade that is mainly outside the battle.
GSN 1610292302
player, 148 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 21 Dec 2016
at 02:15
  • msg #478

Re: Bunker Banter [OOC]

GSN1612100612:
Well I was thinking more to get those 3 Bassilisks we have firing for effect, besides I don't know if the GM would basically let me have a comrade that is mainly outside the battle.

Check out Master of Ordinance @ Only War: Hammer of the Emperor (RPG), pp. 70-73

http://warhammer40k.wikia.com/...d_Master_of_Ordnance
GSN1612100612
player, 14 posts
Wed 21 Dec 2016
at 02:16
  • msg #479

Re: Bunker Banter [OOC]

In reply to GSN 1610292302 (msg # 478):

I have, thats what kind of inspired it.
GSN 1610292302
player, 149 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 21 Dec 2016
at 02:22
  • msg #480

Re: Bunker Banter [OOC]

GSN1612100612:
In reply to GSN 1610292302 (msg # 478):

I have, thats what kind of inspired it.

The best route is to go Heavy or Guardsmen and switch classes when you get the experience.  It will kind of suck, since you won't be able to spec into things you want right away, but nonetheless, it will be cool once you get there.

With the way we can make characters, you can easily fit a mortar (15 points) and/or a targeter (10 points) in there I would imagine.
GSN1612100612
player, 15 posts
Wed 21 Dec 2016
at 02:24
  • msg #481

Re: Bunker Banter [OOC]

Well yeah but with a Mortar toting comrade they wouldn't be anywhere near the combat, and thats what I am wondering if the GM will allow. If not I can go guardsman and make him the vox jockey of the group and go Master of ordinance and have the other guy just be a rifleman.
GSN 1610292302
player, 150 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 21 Dec 2016
at 04:28
  • msg #482

Re: Bunker Banter [OOC]

1809 - roll scatter on that failed grenade
Adeptus Custodes
GM, 189 posts
Wed 21 Dec 2016
at 04:36
  • msg #483

Re: Bunker Banter [OOC]

2302:
In all fairness, I did.


Saying you've got 7 points of healing available and not making the actual roll after a full-round action is not healing; it's saying you have it available. No Commissar worth his salt will ever display weakness in the face of the enemy, or in front of their troops. You have to specify your targets and your actions, and since no one said they assisted with the medicae skill, that leaves you at a target number that still has a chance to fail.

0612:
So is there an answer for my question? Really want to get in the fight.


I did; I said no, there isn't in the very next post. I'm looking over the Master of Ordinance right now...it is indeed a cool little Advanced Specialty. But as the description implies, it is also one that usually precludes survival past the 31st minute of combat with intelligent foes. This is one of the reasons why you have a limited number and diversity of specialties available to you. As I've mentioned in the creation thread, as the game progresses you will have access to new specialties and new non-human comrades. Initially, though, you are the battle-weary remnants of the unit you once were. Now that you're on a planet with other regiments and divisions of the IG, things should start to look up.

Also, I know there are rules for what to do when your comrade is and isn't in cohesion, but I have never heard of a pairing that specifically splits you from your comrade on a semi-permanent basis like a mortar team. I'll look into it, but don't expect a yes for your first character.
GSN1612100612
player, 16 posts
Wed 21 Dec 2016
at 08:55
  • msg #484

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 483):

Thats understandable, and I never really planned on going Master of ordinance as I see it more of a position filled by a non-grunt. I was mostly thinking about using it as a template for ideas and such.
Adeptus Custodes
GM, 191 posts
Wed 21 Dec 2016
at 12:13
  • msg #485

Re: Bunker Banter [OOC]

Nothing wrong with that! As I've mentioned to several of the new players during character creation, the 'Guardsman' profile I created lets you customize the usual generic dude a bit more than others, moving the +5 and gaining other potentially useful skills and talents.

Also nothing wrong with having another Sergeant [or any character with Command skill], as this campaign follows the activities of a single platoon of one of three companies of a single regiment. The platoon would normally have four squads of ten men, so having four [or more] sergeants won't break the game. ;)

And that should also give you a small idea of how "understrength" you'll generally be: a platoon that normally has 40 at its peak has ten PCs with ten comrades, so only operating at 50%, at best, not counting NPCs. That's why I was happy when the first group made the custom regiment that was so resilient. Cyber implants are all the rage, don't you know.
GSN1612100612
player, 17 posts
Wed 21 Dec 2016
at 13:28
  • msg #486

Re: Bunker Banter [OOC]

Alright so I am going to make a vox operator, go guardsmen and focus on command stuff that doesn't involve orders so he can maybe one day call in support strikes. So have you decided on the comrade GM?
Adeptus Custodes
GM, 192 posts
Wed 21 Dec 2016
at 13:34
  • msg #487

Re: Bunker Banter [OOC]

Haha no fool! I'm at work! Maybe tonight if there's time between dinner and a three hour meeting. But the concept of cohesion seems more valuable RP-wise than the concept of adding more fluff to this game, for me.
GSN1612100612
player, 18 posts
Wed 21 Dec 2016
at 13:42
  • msg #488

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 487):

Thats fine, worst case scenario I can make the comrade a basic rifleman and do a whole windspeaker kind of thing.
Adeptus Custodes
GM, 193 posts
Wed 21 Dec 2016
at 13:58
  • msg #489

Re: Bunker Banter [OOC]

I'm kind of a fan of Nick Cage. There might be some sort of bonus for that concept. ;)
GSN1612100612
player, 19 posts
Wed 21 Dec 2016
at 14:07
  • msg #490

Re: Bunker Banter [OOC]

Well I'll get to work on it, though the concept is a little iffy since nids don't care about vox messages or codes. Though if we start fighting chaos or anyone else that would want to cypher could be interesting.
GSN 1610292302
player, 151 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 21 Dec 2016
at 15:37
  • msg #491

Re: Bunker Banter [OOC]

Adeptus Custodes:
2302:
In all fairness, I did.


Saying you've got 7 points of healing available and not making the actual roll after a full-round action is not healing; it's saying you have it available. No Commissar worth his salt will ever display weakness in the face of the enemy, or in front of their troops. You have to specify your targets and your actions, and since no one said they assisted with the medicae skill, that leaves you at a target number that still has a chance to fail.


The reason I took that approach is that I didn't want to spend a week for everyone to report in if they needed a heal and then make a bunch of rolls.  My base TN on Medicae is 102, and for a lightly wounded trooper, that's an auto pass.

However, it's good you made me look, because medicae is 10000% better in Only War vs Black Crusade.  You can actually heal more based on DoS. That said, it's really 7+DoS (or 3+DoS if critical).

Since using First Aid is a full action, in narrative time that's like 12 full actions per narrative turn.  With 3.5 narrative turns, that's around 40 checks.

Now, the only person who might require a roll is Zilch, who was critically wounded.  I can make the roll for him, probably would be good since with his own aid, we'd be at 112-10 for one critical wound, and we could heal him up even higher than is was.

Up to you how you want to handle it.  I just assumed less unnecessary dice is better to keep the game flowing.  But now that I know Only War's medicae checks can allow me basically fully heal people because of my super high Medicae score we can roll all day long!
Adeptus Custodes
GM, 194 posts
Wed 21 Dec 2016
at 17:16
  • msg #492

Re: Bunker Banter [OOC]

Oh I agree; medicae rocks for players in OW. And it's generally needed *all* the time. ;)

There are no auto-successes. A roll of 00 will always fail and in some cases a 99 will fail but with special results or circumstances. On the other end, 01-02 work the same way. If this seems strange or unusual to you, I'm open to discussion but it won't change in any case.

Yes you have designed yourself as a very good medic. INT 52, +20 for skill ranks, +10 for Master C, and (usually) +20 for medikit. Don't forget there may be negative variables. Poor weather, under fire, unusual weapon damage, or, as in the case of fighting tyranids, spores in the air and alien poison and guts in the wound. Any or all of these might contribute -5, -10, or even -20 to the roll. So a roll is always needed.

We can discuss narrative time vs combat time...some other time. :)  This wasn't narrative time; I said you have three rounds of activities before they arrive. But it didnt really hurt anyone that I can see. At least no one has complained yet!
GSN 1610311843
player, 116 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 22 Dec 2016
at 01:09
  • msg #493

Re: Bunker Banter [OOC]

Well at least Zilch has less to worry about from anything airborne with his GQ Respiratory cybernetic...internalized life support is good.

Also looks like I've got some linkage here...just only during certain times of day when less people are on.
GSN1612101809
player, 11 posts
'Pious Gaius' W: 8/10 F1
'Bloody Mary' Alive
Thu 22 Dec 2016
at 03:29
  • msg #494

Re: Bunker Banter [OOC]

After being at odds with the dice roller for years, it finally gave me my first Righteous Fury. Just to talk over my rundown of shooting the Genestealer on Roland, I assume it charged up the wall to get to him, so a -10, I have Selective Targeting so shooting into melee is the same as any other shooting so just the +10 from single shot and +10 from aiming, then +5 from my comrade. I actually just realized I forgot the +10 from short range, so if I missed a -10 anywhere it'll even out.

After all that though, I'm going to assume the stealer will dodge my shot haha.
GSN1612071545
player, 13 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Thu 22 Dec 2016
at 03:34
  • msg #495

Re: Bunker Banter [OOC]

Many thanks! I'll gladly take any help I can get, especially if the dice roller is in a good mood.
Adeptus Custodes
GM, 195 posts
Thu 22 Dec 2016
at 04:04
  • msg #496

Re: Bunker Banter [OOC]

GSN1612101809:
After all that though, I'm going to assume the stealer will dodge my shot haha.


That totally depends on your weapon and initiative. If you're first it will def try to dodge plasma. If you're second it will have to decide sword vs shotgun, after seeing Jansen doing well with his own sword. But, the former inhabitants of this castle also used swords, and they're all dead now...so...probably dodging the shooter. ;)
Adeptus Custodes
GM, 196 posts
Thu 22 Dec 2016
at 16:32
  • msg #497

Re: Bunker Banter [OOC]

A reminder (since Brick's post reminded me) that if you aren't particular about your target, I take your roll "to hit" and determine randomly: an odd number targets enemies on 'the left' (or group A), while an even number targets those on the right (or B or other).

Brick can still edit her post right up until I start making rolls for my turn tonight, unless she's happy with the random result. She can hit the lone GS on the right or the furthest two on the left, as she has already chosen to avoid shooting into melee.

I do, however, want to avoid the terrible habit of folks making a roll and THEN deciding who their target was, so in the future, if it isn't posted at the time of the roll in the dice roller I will simy revert to my randomized system of allocation.
GSN 1610291001
player, 42 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Thu 22 Dec 2016
at 16:47
  • msg #498

Re: Bunker Banter [OOC]

The group of two.

Sorry, I had the target in my post (referring to the multiple creatures her comrade's assistance is clustering together), but I suppose the only way to undeniably verify my target would be to tuck it into the roller or maybe re-editing the post after the roll, rather than to paste it into the post and then post it.

That being said, I'm not saying that we need a map with everything very clearly delineated, but one of the things that comes with not having to go down to that exact level of detail is having to just sort of roll with it in terms of things like targeting, because sometimes the tactical information either isn't there or is somewhat obfuscated. (genestealers A and B are X meters away, X meters between them, so I should shoot at that group compared to lone non-melee genestealer C, at Y meters away because of the possibility of multiple shots, etc.)
This message was last edited by the player at 16:50, Thu 22 Dec 2016.
Adeptus Custodes
GM, 197 posts
Thu 22 Dec 2016
at 18:50
  • msg #499

Re: Bunker Banter [OOC]

Yes, but then you'd lose your visualization skills, and I don't want to be responsible for the fall of civilization or scientific progress in such a way. ;)

Besides, I've been better than decent with my descriptions, I think, and since you're usually going to be behind the power curve with respect to your unit vs the enemy, I generally err on the side of the humans. Mostly.
Adeptus Custodes
GM, 198 posts
Fri 23 Dec 2016
at 03:41
  • msg #500

Re: Bunker Banter [OOC]

Hmm...only 5 out of 10 posted...I'll give a break and post tomorrow, to let a few more drop the hammer if they want. I'm off all day so I'll check in every couple hours until we're at 7 or 8.

It's possible we're back down to 9 already, as one hasn't logged in for about two weeks. Sent him a note to see what's up, but after re-reading our PM convo, I'm pretty sure I see the problem.
GSN 1610292302
player, 153 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 23 Dec 2016
at 04:15
  • msg #501

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 500):

Yeah, it's that time of year.  Despite not being at work, lot's of other things going on that push RPOL games to the backseat.
GSN1612091751
player, 20 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Fri 23 Dec 2016
at 06:02
  • msg #502

Re: Bunker Banter [OOC]

2 away from the shittiest first roll I could have in the game :/

I'm glad my Lasgun is Reliable so at least it didn't jam.
GSN 1610300704
player, 60 posts
W-10, F-0, Guard: Brawler
W-10, F-3, WpnS: Mothball
Fri 23 Dec 2016
at 06:07
  • msg #503

Re: Bunker Banter [OOC]

The good old sneeze and shoot trick xD!!!
GSN1612100612
player, 20 posts
Fri 23 Dec 2016
at 21:20
  • msg #504

Re: Bunker Banter [OOC]

OK I have finally decided what to do. Doing a catachan vox operater with a custom regiment chaperone.
Adeptus Custodes
GM, 201 posts
Fri 23 Dec 2016
at 23:19
  • msg #505

Re: Bunker Banter [OOC]

So, as it says at the bottom of the game post, I won't expect anything until Monday night, so as not to interfere with the holiday festivities around the globe. Please enjoy a safe and happy Christmas weekend, everyone.

In all of my games, I give out gifts that coincide with events during the year. Always Christmas. Sometimes New Year's or another holiday. Sometimes They are awesome, sometimes they are silly.

This year you have a choice of gifts. Choose one of the following.

A. Stat Boost: gain +5 to your lowest stat. If there is a tie for lowest, choose one.

B. Stat boost: gain +2 to any other stat.

C. Emperor's Favor: at any time between now and 7-4-17, instantly heal 5 wounds and refresh all your Fate, once.


Please note at the bottom of your character sheet what you've chosen for a gift. Merry Christmas. :)
GSN1612071718
player, 21 posts
Sarge W:11/13 F:2/2
Bullets W:13/15 F:1/1
Fri 23 Dec 2016
at 23:45
  • msg #506

Re: Bunker Banter [OOC]

Thank you sir and Merry Christmas!
GSN 1610291001
player, 43 posts
Shandra (Brick) W13 F1
Emil' (Recaf)
Fri 23 Dec 2016
at 23:47
  • msg #507

Re: Bunker Banter [OOC]

Happy Holidays and such!

quote:
Also note that Jaded has a prerequisite of 40 WP...I think I will have to do some research to see why/how some of you got it on your character sheets.


We have a lot of Medics, and they start with it, iirc.
Adeptus Custodes
GM, 202 posts
Fri 23 Dec 2016
at 23:58
  • msg #508

Re: Bunker Banter [OOC]

Ah, I knew I had seen it in a career description, yes. Thanks.
GSN 1610292302
player, 154 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 24 Dec 2016
at 03:54
  • msg #509

Re: Bunker Banter [OOC]

Two questions:

1) Do we pick the x-mas gift for one or both of our characters?

2) Does Jaded protect us from Xeno fear?
Adeptus Custodes
GM, 203 posts
Sat 24 Dec 2016
at 04:02
  • msg #510

Re: Bunker Banter [OOC]

You pick the gift for your character and your comrade.

Jaded says in the description that 'mundane events, from death's horrific visage to xenos abominations, do not force the character to gain insanity points or make fear tests." I have always read that word 'mundane' to mean normal, non-warp xenos creatures like everything on Catachan or other death worlds, including tyranids. It doesn't specify whether Fear(3) is considered non-mundane, or if Jaded will reduce all numbers in parenthesis by 1. I'm sure there's a FAQ for it somewhere but I don't have the drive to go looking. So, for this first set of missions in the campaign, Jaded does indeed make you immune to xenos Fear tests until I say otherwise.

'Death's horrific visage' comes into play when someone in the group is killed by critical hits or dropped by something other than a nice, clean shot. So being eaten alive, being eviscerated by a barbed strangler pod, or being melted by bio-acid are all pretty horrific, in my opinion. Let's try to be heroes, not martyrs! :)
Adeptus Custodes
GM, 204 posts
Sat 24 Dec 2016
at 13:43
  • msg #511

Re: Bunker Banter [OOC]

In other news, GSN-1654 is being taken over by someone more loyal to the Emperor. Hopefully they will have a character done and ready in the next week to assist with the warrior that just appeared!

Also, the Xmas gift (above) is good for the taking the whole week leading up to New Year's Eve, so don't forget to add it to the bottom of your sheet(s)! This includes the new guy if he gets everything done by then. :)
GSN1612101809
player, 12 posts
'Pious Gaius' W: 8/10 F1
'Bloody Mary' Alive
Sat 24 Dec 2016
at 16:15
  • msg #512

Re: Bunker Banter [OOC]

Pg 278 of the Black Crusade core book has some examples of what might cause different fear ratings. Fear (4) is seeing a Grey Knight or Bloodsthirster apparently.
Adeptus Custodes
GM, 205 posts
Sat 24 Dec 2016
at 16:36
  • msg #513

Re: Bunker Banter [OOC]

Well from my interpretation the Bloodthirster would be a warp entity so that's not nullified by Jaded. The Grey Knight...probably because of the combination obvious deadly Psyker and zero remorse or compassion slayer of everything they see. Kind of like a Bloodthirster. Lol
GSN 1610292302
player, 155 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 24 Dec 2016
at 19:38
  • msg #514

Re: Bunker Banter [OOC]

Someone with a high command roll should call in arty/demo support.
GSN 1610311843
player, 118 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 24 Dec 2016
at 19:52
  • msg #515

Re: Bunker Banter [OOC]

You mean the Commissar should call in the Demolisher tank to fire on the Warrior, lol.

I'm betting the Gargoyles screwed up the Earthshakers pretty good.  Still better to call for either sooner since even the Demolisher cannon has a blast of 10m and the Earthshaker has a blast of 10+1d10 meters.  Much closrr and it will envelop us too...
GSN 1610300704
player, 61 posts
W-10, F-0, Guard: Brawler
W-10, F-3, WpnS: Mothball
Sat 24 Dec 2016
at 22:50
  • msg #516

Re: Bunker Banter [OOC]

Merry christmas all, enjoy for you guys tomorrow :).
GSN1612101654
player, 2 posts
Sat 24 Dec 2016
at 23:43
  • msg #517

Re: Bunker Banter [OOC]

hi im the replacement person who should hopefully be joining soon (pending sheet approval :X)

Merry xmas all! [Assuming you celebrate Christmas other wise have a great 25th of December}
GSN1612091751
player, 21 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Sun 25 Dec 2016
at 00:15
  • msg #518

Re: Bunker Banter [OOC]

I got krak grenades and a launcher. Lemme at that warrior!
Adeptus Custodes
GM, 206 posts
Mon 26 Dec 2016
at 17:34
  • msg #519

Re: Bunker Banter [OOC]


GSN-1654:
hi I'm the replacement person who should hopefully be joining soon (pending sheet approval :X)


Righto! I'm always curious about the background choices people make, even if it doesn't show in their RP. Your primary is a Hvy Gunner and the secondary is a Sgt. Was there a demotion or is it a fresh buck sergeant that's still learning the ropes? Or perhaps something else going on here, like the Training Sgt from Starship Troopers who had to punch an officer to get sent to the front lines. ;)


GSN1612091751:
I got krak grenades and a launcher. Lemme at that warrior!



Right then. Both of you roll initiative so I can slip you into the mix, then spend this round climbing the wall and next round you're in the thick of it...after the obligatory Fear(3) test, of course. Can't have you looking at something 12 feet tall and bulletproof and not get the shakes in the old knees!
GSN1612101654
player, 3 posts
Mon 26 Dec 2016
at 17:44
  • msg #520

Re: Bunker Banter [OOC]

Hvy gunner is an old veteran that had no aptitude or desire for ledership, the sergeant is fairly young and freshly promoted, he also has a habit of going beserk in battle so they placed him with the rock steady veteran to try and cool him down a bit so he can actually lead rather than just charge in and attack.
Adeptus Custodes
GM, 207 posts
Tue 27 Dec 2016
at 00:11
  • msg #521

Re: Bunker Banter [OOC]

Only 4 so far. I'll be posting in about 4.5 hours, give or take. Just sayin'. ;)
Adeptus Custodes
GM, 208 posts
Tue 27 Dec 2016
at 00:35
  • msg #522

Re: Bunker Banter [OOC]

GSN-1654:
In case you want a shock roll: 00:29, Today: GSN1612101654 rolled 67 using 1d100+60 with rolls of 7.  shock +60 (6 degrees of failure). Frozen by terror lol.


Remember your character has Resistance (Fear) and the Commissar has Radiant Presence so that's +20 on your result, so only 4 degrees of failure. I presume 47 will be much better for you than 67. :)
GSN1612101654
player, 5 posts
Tue 27 Dec 2016
at 00:37
  • msg #523

Re: Bunker Banter [OOC]

completely forgot i had resistance fear lol and didnt realize we had a commissar nearby, best get up that wall quicker :)
GSN 1610311843
player, 119 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 27 Dec 2016
at 05:35
  • msg #524

Re: Bunker Banter [OOC]

AC so with the ripper swarms making it topside we are all in melee or are they only in melee with Sawbones, Ramirez and Gaius?

And that dodge roll was just a thumb in the eye rolling so low but still failing...Le sigh.

Which also gets to...How much closer did the large creature get to us?  It is large right?  Giving us essentially a +10 to hit it cause it's so big right?  Or to be more accurate is it Hulking like an Orc Job or Enormous like a Krootox?  Hulking giving us a +10 and Enormous giving us a +20 to hit it that is.
This message was last edited by the player at 05:47, Tue 27 Dec 2016.
GSN1612091751
player, 22 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Tue 27 Dec 2016
at 08:22
  • msg #525

Re: Bunker Banter [OOC]

What do I roll for fear? Also, what actions do I need to take to draw the launcherthen fire off a krak grenade at the warrior? Also, are there any modifiers I should know about?


Spoiler text: (Highlight or hover over the text to view)
Yes, I'm still THAT new

GSN1612101654
player, 6 posts
Tue 27 Dec 2016
at 10:43
  • msg #526

Re: Bunker Banter [OOC]

Willpower test, if you have resistance fear then its +10 to the test. If you fail roll d100 + ( X) and find result on shock table 9-5 in core rulebook.  X is 10 x number of degrees test failed by. Might be half action to drW laun her?  Not certain on that one though and dont have rule ook to hand right now. Hope that helps somewhat :s
Adeptus Custodes
GM, 210 posts
Tue 27 Dec 2016
at 12:26
  • msg #527

Re: Bunker Banter [OOC]

GSN 1610311843:
AC so with the ripper swarms making it topside we are all in melee or are they only in melee with Sawbones, Ramirez and Gaius?

And that dodge roll was just a thumb in the eye rolling so low but still failing...Le sigh.

Which also gets to...How much closer did the large creature get to us?  It is large right?  Giving us essentially a +10 to hit it cause it's so big right?  Or to be more accurate is it Hulking like an Orc Job or Enormous like a Krootox?  Hulking giving us a +10 and Enormous giving us a +20 to hit it that is.


Marcus/Brawler is in melee with a GS, you three are in melee with Rippers, Roland is not engaged but probably won't fire his flamer at the rippers. ;)  Jansen is not engaged and I'll have to decide if he rappels down to fight the warrior or turns and assists with the swarms. End of this round all people on the wall will be in melee unless you manage to kill one of the swarms [each can occupy three soldiers with their mass].

The warrior is 30m away, I didn't post that, sorry. Its movement took it out of the smoke from crashing through the wall, and the smoke below which was dissipating is renewed from the flamer and grenades, so it's still -10 for partial concealment, but yes +10 for size bonus, then whatever penalty your fear check result gives you [if any].

GSN-1751, remember you get an additional +10 for proximity to the Commissar once you're on the wall and in combat.
GSN1612091751
player, 24 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Tue 27 Dec 2016
at 14:48
  • msg #528

Re: Bunker Banter [OOC]

I hit it! Right in the arm with a krak grenade! I rolled pretty low, too, so I switched out the lower of the two damage dice with my degrees of success like the book said. Hopefully, 21 damage is a lot.
Adeptus Custodes
GM, 211 posts
Tue 27 Dec 2016
at 14:53
  • msg #529

Re: Bunker Banter [OOC]

Yes...and no. Remember one of the ripper swarms is engaging you in melee, so A: you should try to dodge the damage and B: if there's a deduction or penalty for firing while you're being attacked in hand-to-hand I will have to apply that and reduce your DoS and damage swap accordingly.

But yes, very well done, trooper!
GSN 1610311843
player, 120 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 27 Dec 2016
at 15:14
  • msg #530

Re: Bunker Banter [OOC]

Ahhh, gotcha...

Think I understand then.  Sawbones, Ramirez and Gaius are engaged now in melee with the rippers...the fourth ripper swarm hasn't made it to the top yet but will be engaging Zilch when it does.  Hence why you said I was engaged but not one of the three damaged by the topside ones right?
Adeptus Custodes
GM, 212 posts
Tue 27 Dec 2016
at 15:22
  • msg #531

Re: Bunker Banter [OOC]

Yup!
GSN 1610311843
player, 121 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 27 Dec 2016
at 15:38
  • msg #532

Re: Bunker Banter [OOC]

So...

I have time to aim my shotgun at the swarm about to crest the top with a half action, delay my attack with the other half action, and pause just long enough for them to get into point blank before I fire the shotgun at them in hopes of wiping them out before they actually get me in melee right?

Of course considering the Tyranid Warrior's gun will have brought me down to 1 wound left makes every action life and death as with pen I only have my toughness to save my hide...
GSN1612071718
player, 22 posts
Sarge W:11/13 F:2/2
Bullets W:13/15 F:1/1
Tue 27 Dec 2016
at 16:01
  • msg #533

Re: Bunker Banter [OOC]

What exactly is my comrade allowed to do? Does he have the full range of actions as my main character?
GSN1612091751
player, 25 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Tue 27 Dec 2016
at 16:04
  • msg #534

Re: Bunker Banter [OOC]

Adeptus Custodes:
Yes...and no. Remember one of the ripper swarms is engaging you in melee, so A: you should try to dodge the damage and B: if there's a deduction or penalty for firing while you're being attacked in hand-to-hand I will have to apply that and reduce your DoS and damage swap accordingly.

But yes, very well done, trooper!


How do I dodge? I don't have Dodge on my sheet.
GSN1612071545
player, 15 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Tue 27 Dec 2016
at 16:24
  • msg #535

Re: Bunker Banter [OOC]

1718 - The actual rules are on pages 270-271 but basically you can order them to boost your attacks. Check the pages for more in depth descriptions but this is the general gist of them.

Ranged Volley which gives you a +5 to your ballistic skill tests for the round.

Close Quarters order grants you the benefits of ganging up even if the enemy outnumber you. So with two people it would give you a +10 to your weapons skill tests.

Both of those are half actions for your comrade so you can order them to move and do them if you need to. Your comrade can perform most of the same move actions as you such as disengaging or running.

Take Cover order which lets your comrade get some protection from being hurt if he's shot at but it is a full action.

These are the orders they list in the book but if you think of an action you want your comrade do to that is different send it by AC and they'll decide. And if your a Sergeant you are able to get orders which not only effect your comrade but other players comrades to boost up the entire squad. However you have to purchase these with experience instead of getting them right away.


1751 - Unfortunately that means you'll take a -20 to the test if you don't have it. You are still able to do it though so a slim chance is still better than nothing.
This message was last edited by the player at 16:53, Tue 27 Dec 2016.
GSN 1610292302
player, 157 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 27 Dec 2016
at 16:41
  • msg #536

Re: Bunker Banter [OOC]

Are we doing hit allocations in melee too or just with ranged attacks?
GSN1612091751
player, 26 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Tue 27 Dec 2016
at 18:17
  • msg #537

Re: Bunker Banter [OOC]

Update my post with my failed dodge roll.
Adeptus Custodes
GM, 213 posts
Tue 27 Dec 2016
at 18:18
  • msg #538

Re: Bunker Banter [OOC]

Ripper swarms only deal with wound totals, as killing any or crippling any or giving any single one a debilitating effect from a called shot doesn't affect the rest of the swarm. Against the Warrior you definitely do the hit allocations...I hope this answer is the right one for how I interpret your question.

Thank you to the others for your assistance in responding to the others. As I've said, Mondays are my hellacious workload and today is my Monday since yesterday my office was closed.

Zilch: yes you can live on the edge and wait for a point blank shot or you can move behind someone else and be in the back rank. Up on the wall there can only be two ranks facing the warrior due to its confined space/width.

Brick I'll get back to you in a bit.
GSN 1610311843
player, 122 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 27 Dec 2016
at 18:34
  • msg #539

Re: Bunker Banter [OOC]

Ah brilliant.  I didn't realize there was a potential back rank to the wall.  Thanks for that imagery to help...

I've got an idea to deal with the ripper swarm but it's complicated in thought even if the execution of it is potentially very simple.  You want me to illuminate you here or in a pm?
Adeptus Custodes
GM, 214 posts
Tue 27 Dec 2016
at 18:38
  • msg #540

Re: Bunker Banter [OOC]

I will not be responding again for another 5 hours so either seems fine. Here is best if you want to coordinate with allies.
GSN 1610292302
player, 158 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 27 Dec 2016
at 22:29
  • msg #541

Re: Bunker Banter [OOC]

For hit allocations I meant can Oggie take the hit instead of Sawbones like we were doing with the ranged attacks?
Adeptus Custodes
GM, 215 posts
Tue 27 Dec 2016
at 22:39
  • msg #542

Re: Bunker Banter [OOC]

Yes but comrades don't get a Dodge reaction so you just reduce their wounds by the appropriate amount. "Look out sir!" only goes so far. ;)
GSN 1610311843
player, 123 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 28 Dec 2016
at 02:05
  • msg #543

Re: Bunker Banter [OOC]

We are sappers by trade.  With us being on a wall, a very high wall, would I be able to take that training and apply it to a Krak grenade placed on the floor of the wall to fracture the section on the edge and make it collapse down on the rippers taking them to the ground and likely killing them?

It backs me off and removes the threat.
Adeptus Custodes
GM, 216 posts
Wed 28 Dec 2016
at 02:46
  • msg #544

Re: Bunker Banter [OOC]

Primary Objective: Assault the ruins occupied by the Tyranids that attacked your base camp. Hold the high ground until the entire site is secured.


So, it stands to reason that if you destroy the site which is providing you that high ground, not only will you fail the mission but you may alter the follow-up mission(s) available to you. :)
GSN1612091751
player, 27 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Wed 28 Dec 2016
at 03:48
  • msg #545

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 543):

We got someone with a flamer. Let's just roast the little bastards til they pop.
GSN 1610311843
player, 124 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 28 Dec 2016
at 05:28
  • msg #546

Re: Bunker Banter [OOC]

If a single Krak grenade placed by a sapper to only rain down rock right above and that they are climbing on instead brings down the entire wall it's not much of a high ground worth holding. Hell the collateral from our weapons fire and grenades have likely done far more than what I'm talking about...just saying.  I was thinking a precision explosion for minimal collateral but if you see it as a potential failure of a primary mission goal then who am I to argue ;-)

Will do a simple adjust in thought then and post tomorrow before my flight.
GSN 1610292302
player, 160 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 28 Dec 2016
at 14:38
  • msg #547

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 546):

Hoping the guy with a flamed can roast our ripper swarms now that they've been diengaged from
Adeptus Custodes
GM, 218 posts
Wed 28 Dec 2016
at 14:44
  • msg #548

Re: Bunker Banter [OOC]

GSN 1610311843:
If a single Krak grenade placed by a sapper to only rain down rock right above and that they are climbing on instead brings down the entire wall it's not much of a high ground worth holding. Hell the collateral from our weapons fire and grenades have likely done far more than what I'm talking about...just saying.  I was thinking a precision explosion for minimal collateral but if you see it as a potential failure of a primary mission goal then who am I to argue ;-)

Will do a simple adjust in thought then and post tomorrow before my flight.


I thought you were waiting for them to be at Point Blank range so you could get the +30 and smoke them more easily?
GSN 1610311843
player, 126 posts
'Zilch' 5/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 28 Dec 2016
at 14:53
  • msg #549

Re: Bunker Banter [OOC]

Even if I had the higher bonus I still would have missed.

That said I had Zilch back off because getting off the proverbial front line was a good idea.  3 meters might not be much but if there was any cover to help it could be the difference between life and death for him come your roundup.
GSN 1610292302
player, 161 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 28 Dec 2016
at 17:46
  • msg #550

Re: Bunker Banter [OOC]

GSN 1610311843:
Even if I had the higher bonus I still would have missed.

That said I had Zilch back off because getting off the proverbial front line was a good idea.  3 meters might not be much but if there was any cover to help it could be the difference between life and death for him come your roundup.


3 meters is enough on a crowded wall to put some other bodies between you and the enemy :)

Plus the grunts should realized they need to protect the medics!
Adeptus Custodes
GM, 219 posts
Thu 29 Dec 2016
at 00:00
  • msg #551

Re: Bunker Banter [OOC]

Roland, you can do half damage to all three of the ripper swarms engaging the rest of the platoon this round [two are wounded, one is not], or you can do full damage to the single ripper swarm that is about to engage Zilch [and that swarm is also wounded].

I'll be posting in about 4 hours.
GSN1612071545
player, 17 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Thu 29 Dec 2016
at 00:12
  • msg #552

Re: Bunker Banter [OOC]

I'll go for all three then and take the half damage. Sorry Zilch, hopefully some of us will be freed up to help next round. Hang in there.
GSN1612091751
player, 28 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Thu 29 Dec 2016
at 02:00
  • msg #553

Re: Bunker Banter [OOC]

Feel free to get me with a bit of flame if it means killing a ripper swarm and my grenades NOT exploding. I probably won't die, right?
Adeptus Custodes
GM, 221 posts
Fri 30 Dec 2016
at 22:16
  • msg #554

Re: Bunker Banter [OOC]

An FYI to the players: I originally set tonight as the deadline for the next posting because I will be gone most of the next three days, and have zero intentions of posting an entire turn from my cellphone.

If we don't have the required 7 people putting up a turn in the next 6 hours, I will have to let things slide until Monday or Tuesday night, depending on the weather and my return trip, and the holidays and all.

So don't post just to get it in and not miss your turn. You're in a tight spot but ultimately we can all relax a bit if we have to and take a long weekend. I'll be online most of the next few hours, if there are questions.
GSN1612091751
player, 29 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Sat 31 Dec 2016
at 14:37
  • msg #555

Re: Bunker Banter [OOC]

I'm in the middle of moving so it may be until tomorrow (after the hangover) until I can post. I have no issues with moving things along on monday or tuesday
GSN 1610292302
player, 163 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 31 Dec 2016
at 15:47
  • msg #556

Re: Bunker Banter [OOC]

GSN1612091751:
I'm in the middle of moving so it may be until tomorrow (after the hangover) until I can post. I have no issues with moving things along on monday or tuesday

Moving during New Years?  I can't tell if that is good or bad planning.  I guess it depends if you're in a northern area or a southern.
GSN1612091751
player, 30 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Sat 31 Dec 2016
at 18:36
  • msg #557

Re: Bunker Banter [OOC]

It was more a necessity than anything else. Long story filled with sighs and frustrating roommates.
GSN 1610292302
player, 164 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 31 Dec 2016
at 18:53
  • msg #558

Re: Bunker Banter [OOC]

GSN1612091751:
It was more a necessity than anything else. Long story filled with sighs and frustrating roommates.

Fair enough.  Well, I hope it goes well.
GSN 1610292302
player, 165 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 31 Dec 2016
at 23:55
  • msg #559

Re: Bunker Banter [OOC]

Happy New Years everyone!  Adeptus Custodes, thanks for running the game.  I hope I speak for us all, in that it's been fun so far.  Looking forward to more xeno cleansings.
Adeptus Custodes
GM, 222 posts
Sun 1 Jan 2017
at 02:39
  • msg #560

Re: Bunker Banter [OOC]

A rather quiet night of Talisman with some old gaming buddies. Glad to hear at least one person is enjoying his life on the edge of a razor!

Hoping my own characters in other games survive and thrive as well. ;)
GSN1612071545
player, 19 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Sun 1 Jan 2017
at 02:47
  • msg #561

Re: Bunker Banter [OOC]

Happy new years as well and definitely enjoying myself thus far even as a new arrival. Keep up the great work AC!
GSN1612101654
player, 8 posts
Serge
York
Sun 1 Jan 2017
at 12:04
  • msg #562

Re: Bunker Banter [OOC]

Havent got a rulebook to hand, firing 3 shots on semi auto gives a -10 to each roll per extra shot?
GSN1612091751
player, 31 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Sun 1 Jan 2017
at 12:56
  • msg #563

Re: Bunker Banter [OOC]

GSN1612101654:
Havent got a rulebook to hand, firing 3 shots on semi auto gives a -10 to each roll per extra shot?


That's Full-Auto you're thinking of. Semi-Auto is a +0 BS attack option.


Also, happy new year. I'll be posting once the hangover is gone.
GSN 1610292302
player, 166 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 1 Jan 2017
at 13:10
  • msg #564

Re: Bunker Banter [OOC]

GSN1612101654:
Havent got a rulebook to hand, firing 3 shots on semi auto gives a -10 to each roll per extra shot?


The attack rules are # of hits based on DoS they are not guaranteed.  Shotgun in close range also has scatter which can add some extra hits based on DoS.
GSN1612101654
player, 9 posts
Serge
York
Sun 1 Jan 2017
at 14:36
  • msg #565

Re: Bunker Banter [OOC]

Made some promising shooting rolls but will wait till im ar computer post properly, rolled a 10 on one odf the damage rolls, chance to righteuous fury? Or is the mechanic different in only war?
GSN 1610292302
player, 167 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 1 Jan 2017
at 14:53
  • msg #566

Re: Bunker Banter [OOC]

GSN1612101654:
Made some promising shooting rolls but will wait till im ar computer post properly, rolled a 10 on one odf the damage rolls, chance to righteuous fury? Or is the mechanic different in only war?

Yeah, you get a RF.  It's only a 1d5 for the crit result.  If you don't penetrate the armor+TB, you auto deal 1 damage.
GSN 1610292302
player, 168 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 1 Jan 2017
at 18:37
  • msg #567

Re: Bunker Banter [OOC]

GSN1612101654:
Made some promising shooting rolls but will wait till im ar computer post properly, rolled a 10 on one odf the damage rolls, chance to righteuous fury? Or is the mechanic different in only war?

Nice Rolls indeed.  Only things worth mentioning.

First is when you fire on semi auto with the autocannon, you consume 3 shots, regardless of how many hit.  So you'd actually be at 17/20 remaining on the clip.

Second, there's Table 8-2: Multiple Hits that helps you handle multiple hits.

quote:
13:55, Today: GSN1612101654 rolled 31 -- 2 degrees of success using the Only War system with a target number of 46 with rolls of 31.  Semi auto autocannon at warrior. ( Base 46, -10 fear +10 aim).


With this roll you actually would have hit on 13, so Head and Head for both hits.
GSN 1610311843
player, 128 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sun 1 Jan 2017
at 18:38
  • msg #568

Re: Bunker Banter [OOC]

GSN 1610292302:
GSN1612101654:
Made some promising shooting rolls but will wait till im ar computer post properly, rolled a 10 on one odf the damage rolls, chance to righteuous fury? Or is the mechanic different in only war?

Yeah, you get a RF.  It's only a 1d5 for the crit result.  If you don't penetrate the armor+TB, you auto deal 1 damage.


His RF came from a 37 damage hit with their autocannon.  If it didn't beat AF+T we are really in the slog...
GSN 1610292302
player, 169 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 1 Jan 2017
at 18:40
  • msg #569

Re: Bunker Banter [OOC]

GSN 1610311843:
GSN 1610292302:
GSN1612101654:
Made some promising shooting rolls but will wait till im ar computer post properly, rolled a 10 on one odf the damage rolls, chance to righteuous fury? Or is the mechanic different in only war?

Yeah, you get a RF.  It's only a 1d5 for the crit result.  If you don't penetrate the armor+TB, you auto deal 1 damage.


His RF came from a 37 damage hit with their autocannon.  If it didn't beat AF+T we are really in the slog...

Yeah, I posted that before I knew he was toting around an AC
GSN1612101654
player, 11 posts
Serge
York
Sun 1 Jan 2017
at 19:25
  • msg #570

Re: Bunker Banter [OOC]

why wouldn't a heavy gunner use an autocannon haha
GSN 1610292302
player, 170 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 1 Jan 2017
at 20:06
  • msg #571

Re: Bunker Banter [OOC]

GSN1612101654:
why wouldn't a heavy gunner use an autocannon haha

because your bio doesn't specify and its impossible to keep track of everyone given the naming conventions and the influx of new recruit?  That's fairly ample rationale for providing an answer with some supplemental information don't you think?
GSN1612101654
player, 12 posts
Serge
York
Sun 1 Jan 2017
at 21:07
  • msg #572

Re: Bunker Banter [OOC]

well didnt realize there were benefits to bracing a non-heavy weapon ;)
GSN 1610292302
player, 171 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 1 Jan 2017
at 21:38
  • msg #573

Re: Bunker Banter [OOC]

In reply to GSN1612101654 (msg # 572):

I'll let you end it with that one...no good deed it seems.
GSN1612101654
player, 13 posts
Serge
York
Sun 1 Jan 2017
at 21:55
  • msg #574

Re: Bunker Banter [OOC]

you seem to have gotten rather upset or annoyed from a light hearted and joking comment and i apologize for that yet i don't understand why you are taking it as a personal attack when that was clearly not the intention :D. Perhaps you should ride a slighter shorter horse to better ease yourself from its saddle.
Adeptus Custodes
GM, 223 posts
Sun 1 Jan 2017
at 23:08
  • msg #575

Re: Bunker Banter [OOC]

He's being helpful and just pointing out that everyone has quick reference stats and names in their Bio lines. Helps them chat with each other and helps me pick targets. You should bring yours up to speed at first opportunity.

Other than that, let's keep the barrels pointed downrange at the enemy and the OOC comments lighthearted. :)

I still don't know if I'll be posting tomorrow or Tuesday. Sorry to keep you all hanging!
GSN 1610292302
player, 172 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 2 Jan 2017
at 02:31
  • msg #576

Re: Bunker Banter [OOC]

GSN1612101654:
you seem to have gotten rather upset or annoyed from a light hearted and joking comment and i apologize for that yet i don't understand why you are taking it as a personal attack when that was clearly not the intention :D. Perhaps you should ride a slighter shorter horse to better ease yourself from its saddle.

Really? Apology and insult in the same paragraph.  Luckily, I am good-natured and can take a joke.  I would suggest attempting to make humorous jokes though :)
Adeptus Custodes
GM, 224 posts
Tue 3 Jan 2017
at 00:24
  • msg #577

Re: Bunker Banter [OOC]

Ok I'm back but I guess popular demand has me posting tomorrow night, as only four people are active as of now. Remember we will be going back to the 48-hour posting rate beginning this week, unless there's a majority vote to make it 72 hours...but that is far too slow [in my opinion] for a game that is mostly combat, and the nature of your enemy is such that posting two rounds in a row would get someone killed because they'd be unable to anticipate the changes in the battlefield.

See you all late tomorrow night!
GSN1612091751
player, 32 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Wed 4 Jan 2017
at 13:31
  • msg #578

Re: Bunker Banter [OOC]

Brick, do you have Double Team?
GSN 1610291001
player, 47 posts
Shandra (Brick)W6/13 F0/1
Emil' (Recaf)
Wed 4 Jan 2017
at 14:32
  • msg #579

Re: Bunker Banter [OOC]

Unfortunately, no.
GSN1612091751
player, 33 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Wed 4 Jan 2017
at 14:42
  • msg #580

Re: Bunker Banter [OOC]

AC, would Brick and I be considered Ganging Up on the Ripper bastard that tried to take my leg?
Adeptus Custodes
GM, 226 posts
Wed 4 Jan 2017
at 16:56
  • msg #581

Re: Bunker Banter [OOC]

There's no ganging up against a swarm in melee, as they will always outnumber you, even if you want to 'target' a specific little bastard within the swarm. They have group wounds, not individual, and continue to operate at full efficiency til the end.
GSN 1610291001
player, 48 posts
Shandra (Brick)W6/13 F0/1
Emil' (Recaf)
Wed 4 Jan 2017
at 17:36
  • msg #582

Re: Bunker Banter [OOC]

If you use your comrade, you always count as Ganging Up, even if there's more of them than you.
GSN 1610311843
player, 129 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 4 Jan 2017
at 17:41
  • msg #583

Re: Bunker Banter [OOC]

With the one exception of a comrade action of course...

Only War pg.271:
Close Quarters (Comrade Half Action)

The Comrade joins the Player Character in close combat,
striking out with bayonet, lasgun stock, knife, or his M9
Entrenching Tool. The Comrade moves to flank one of the
opponents the Player Character is engaged with, granting the
Player Character the benefit of Ganging Up (see page 253),
even if the two of them do not outnumber their opponents.


Beat me to it Brick. ;)
Adeptus Custodes
GM, 227 posts
Wed 4 Jan 2017
at 18:29
  • msg #584

Re: Bunker Banter [OOC]

Yes but that assumes all of the opponents are single entities. There are separate rules for swarms which I will copy for you when I get the chance. I'm pretty sure I read them the way I said in my last post but will double check tonight to be sure.
Adeptus Custodes
GM, 228 posts
Wed 4 Jan 2017
at 19:38
  • msg #585

Re: Bunker Banter [OOC]

In a brief moment of self-doubt, I just wondered if I was thinking of the rules for Hordes and not Swarms. Haha I will definitely take the time to make sure we all know which of us is correct. :)
GSN 1610311843
player, 130 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 4 Jan 2017
at 21:06
  • msg #586

Re: Bunker Banter [OOC]

Here's a question for down the line AC...

There are customizations that take a pistol and turn it into a basic (Carbine customization) but none that turn a basic into a pistol explicitly.  If we were to say...take extra grip aka 'pistol grip' (Weapon Upgrade) that makes it usable in a single hand and did the customization Sawn-Off would that make it suitably small enough to be considered a pistol and usable in melee using BS instead of WS?

My other option is taking the Chain Attachment (Weapon Upgrade) and turn the thing into something that looks like it's from Gears of War for our melee actions...
Adeptus Custodes
GM, 229 posts
Thu 5 Jan 2017
at 03:54
  • msg #587

Re: Bunker Banter [OOC]

Well, my online link to a pdf of the Deathwatch rulebooks is no longer working, so without the rules for ripper swarms at my disposal I have to go by what it says for Hordes, which is that you *DO* get the gang-up bonus for your comrade, regardless of how many there are in the horde you face.

When/if I get my shizzle together and figure out what's wrong, I may [or may not] change this later. But for now, take the bonus and make the Emperor proud. ;)

quote:
There are customizations that take a pistol and turn it into a basic (Carbine customization) but none that turn a basic into a pistol explicitly.  If we were to say...take extra grip aka 'pistol grip' (Weapon Upgrade) that makes it usable in a single hand and did the customization Sawn-Off would that make it suitably small enough to be considered a pistol and usable in melee using BS instead of WS?


I don't see this as a problem, on paper. We can discuss the parameters of what you're trying to miniaturize and make sure it doesn't fall under the concept of the Adeptus weapons mod workshop you've got at your disposal.
GSN 1701041631
player, 1 post
Thu 5 Jan 2017
at 15:17
  • msg #588

Re: Bunker Banter [OOC]

Hi all!  New year, new player here, looking forward to dyinggaming with you all!
GSN 1612091751
player, 35 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Fri 6 Jan 2017
at 04:14
  • msg #589

Re: Bunker Banter [OOC]

I updated with my (failed) Dodge roll. I have no idea how much damage I've taken or how much I can take.
GSN 1610292302
player, 174 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 6 Jan 2017
at 04:30
  • msg #590

Re: Bunker Banter [OOC]

@AC - I just cancelled the smoke and size out, to a net of +0.  What is he at 1 wound left?
quote:
The -10 for partial concealment isn't gone so that's only 7 degrees of success, Doc. But still a solid hit, and it missed the dodge by 5%. You get one final round to shoot at it before the adrenal glands take it out of your line of sight.

Adeptus Custodes
GM, 231 posts
Fri 6 Jan 2017
at 04:36
  • msg #591

Re: Bunker Banter [OOC]

GSN 1612091751:
I updated with my (failed) Dodge roll. I have no idea how much damage I've taken or how much I can take.


Guardsman flak armor is 4 points of protection but the attack is Pen 3 so it ignores [penetrates] the first three points of armor. So your 9 dmg goes down to 8. Then subtract your Toughness bonus of 4, so you take 4 wounds to the leg. Or you can let your comrade take the damage [the Look Out Sir rule applies] but they cannot attempt to dodge; they just take the hit.


Nosy Ned:
@AC - I just cancelled the smoke and size out, to a net of +0.  What is he at 1 wound left?


He's at none of your business wounds left. Lol you know you can't ask those types of questions and expect a straight answer. The one DoS made no difference. I was illustrating a point; you are so meticulous with keeping track of your modifiers but you left two out. No big deal. ;)
GSN 1612091751
player, 36 posts
Primary: 'Ramirez'
Comrade: 'Emilia'
Fri 6 Jan 2017
at 04:42
  • msg #592

Re: Bunker Banter [OOC]

4 damage isn't that bad. How much have I taken already?
Adeptus Custodes
GM, 232 posts
Fri 6 Jan 2017
at 12:13
  • msg #593

Re: Bunker Banter [OOC]

Eh...that's something that would be nice to see you keep track of in your Bio lines, like the others. :)

I'm heading to work at the moment so I'm afraid I don't have time to scroll back and see what the other hit did to you.
GSN 1612091751
player, 37 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Fri 6 Jan 2017
at 15:02
  • msg #594

Re: Bunker Banter [OOC]

This a bit better? I got hit in the leg again for 6 pen3 but after the rest of the armor and toughness, thats only 1 damage? So, 5 total?
Adeptus Custodes
GM, 233 posts
Fri 6 Jan 2017
at 16:40
  • msg #595

Re: Bunker Banter [OOC]

Yes and yes!
GSN 1612091751
player, 38 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Fri 6 Jan 2017
at 16:52
  • msg #596

Re: Bunker Banter [OOC]

Okay, cool. I don't know what my Comrade's health levels are, so I just assumed you'd tell me if Ramirez's sister ate it big time.
Adeptus Custodes
GM, 234 posts
Fri 6 Jan 2017
at 16:58
  • msg #597

Re: Bunker Banter [OOC]

Whoops! I just noticed that you have an actual Comrade on your sheet. Keep in mind that your comrade is your backup character, if/when this primary should die. You'll need to roll up a set of stats and spend XP just like you did for Ramirez and take equipment, skills, etc.
GSN 1612091751
player, 39 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Fri 6 Jan 2017
at 17:03
  • msg #598

Re: Bunker Banter [OOC]

Oh, so I need to make another character, then?
GSN 1610311843
player, 132 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 6 Jan 2017
at 17:46
  • msg #599

Re: Bunker Banter [OOC]

Yup.

Even though it will be a fully fleshed out character it will still act mostly like a regular comrade does...aka you giving them the comrade orders to act and using your fear/pinning/etc rolls for themselves.  One of the biggest differences is that instead of them only having the Healthy/Wounded/Dead health states they have their 'full' armour/toughness/wounds of a standard character that you have to keep track of.  This gives them a mix between being able to better handle lesser attacks but more vulnerable to big damage ones.
GSN 1612091751
player, 40 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Sat 7 Jan 2017
at 01:58
  • msg #600

Re: Bunker Banter [OOC]

Can I just cookie-cutter my Comrade's sheet with my own until I learn the system more?
GSN 1610292302
player, 175 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 7 Jan 2017
at 15:22
  • msg #601

Re: Bunker Banter [OOC]

@AC - What's the range of the Warrior now?  Need to know for range modifiers.  Id assume he's still within 75 meters, since moving 50+ meters in a turn is pretty hard to do, but I'll defer to your judgment.
Adeptus Custodes
GM, 235 posts
Sat 7 Jan 2017
at 16:46
  • msg #602

Re: Bunker Banter [OOC]

GSN 1612091751:
Can I just cookie-cutter my Comrade's sheet with my own until I learn the system more?


Sure but if this guy bites it you'll be sitting on the sidelines for an as-yet undetermined length of time. Fair warning. Also, if you don't personalize your comrade, youcan only go by the 'health status' of them instead of actually knowing their wound total and more easily decide if they should Look Out Sir a hit or not.

The warrior is currently at the breach in the wall he (it) made but moves before you in the round, so will go from 40m away to about 5m away as it uses a burst of speed to do what the Genestealers did and scale the wall at a run. Then the following round it will be in melee with Jansen, Roland, and perhaps someone else close by.
...it is -20 to hit while moving, exclusive of other mods like size and distance.
GSN 1610292302
player, 177 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 8 Jan 2017
at 01:21
  • msg #603

Re: Bunker Banter [OOC]

Where are those autocannon and grenade launcher rounds? Let's finish this bastard off!
GSN 1610291001
player, 50 posts
Shandra (Brick)W6/13 F0/1
Emil' (Recaf)
Sun 8 Jan 2017
at 01:49
  • msg #604

Re: Bunker Banter [OOC]

GSN 1610292302:
Where are those autocannon and grenade launcher rounds? Let's finish this bastard off!


Can't fire with rippers in melee and a dice roller that appears to have a vendetta against me, sir! =D
GSN 1612071545
player, 22 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Sun 8 Jan 2017
at 02:02
  • msg #605

Re: Bunker Banter [OOC]

Here's hoping next round we will finally be rid of most of these swarms.
Adeptus Custodes
GM, 237 posts
Tue 10 Jan 2017
at 00:35
  • msg #606

Re: Bunker Banter [OOC]

GSN 1610291001:
Brick remained mired in the swarm, unable to make any headway.

16:24, Today: GSN 1610291001 rolled 77 using 1d100.  Aimed Swing, TN 63 (Same as Last Time).



A reminder that all of the ripper swarms are defeated...so this is either a move-and-attack at the genestealer fighting Marcus [to the east], or a move-and-swing at the warrior as it rushes into melee with your unit [to the west].

Also, I was initially worried about the 'missile' being launched into melee by Ramirez...because he will go after the warrior and Jansen have engaged each other toe-to-toe...but as it is a krak, not a frag or plasma or melta, it might be ok. Though I will no doubt be attempting to dodge that [it comes at the warrior well before Sawbones shoots with his sniper rifle]. Plus the whole 3:1 aspect ratio of size difference between Jansen and the warrior. ;)
GSN 1610292302
player, 178 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 10 Jan 2017
at 03:39
  • msg #607

Re: Bunker Banter [OOC]

Sad that Ramirez was MIA last turn...the warrior would already be dead.  Let's hope it dies this turn.
GSN 1610311843
player, 135 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 10 Jan 2017
at 15:45
  • msg #608

Re: Bunker Banter [OOC]

Well I tried.  I'd hoped for a better roll to pepper him with so many bits of buckshot that one of them would roll a 10 and give me a RF that could stun him or stagger him since it is only me and Jansen that go before him.  Shotguns with buckshot just don't do enough damage to get past armour plus unnatural toughness without that odd RF kick off.
GSN 1612091751
player, 42 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Tue 10 Jan 2017
at 16:23
  • msg #609

Re: Bunker Banter [OOC]

GSN 1610292302:
Sad that Ramirez was MIA last turn...the warrior would already be dead.  Let's hope it dies this turn.


Sorry about that. Got a little swamped with a new game I opened up.

AC, did I take too many liberties with my attack roll? I was just using modifiers I remembered were relevant.
This message was last edited by the player at 16:24, Tue 10 Jan 2017.
Adeptus Custodes
GM, 238 posts
Tue 10 Jan 2017
at 16:59
  • msg #610

Re: Bunker Banter [OOC]

Everything will resolve itself tonight I'm sure. Be glad it didn't get to attack during the adrenaline boost or it would get extra attacks and the Step Aside ability to make two dodges against your shooting. Luck of the Emperor I guess.
Adeptus Custodes
GM, 239 posts
Tue 10 Jan 2017
at 23:54
  • msg #611

Re: Bunker Banter [OOC]

For Roland and Brick: you're fighting 6-to-1 [technically you can only have the three PCs engaged in the cramped space of the walkway; the comrades are outside but assisting], so you both get +20 rather than +10 for the Gang Up bonus. I don't think that helps Brick unless she can squeak out another +4 somewhere, but it adds a point of damage to Roland's attack if it isn't dodged.

I expect I'll be posting in about 4 hours or so, give or take.
GSN 1612071545
player, 24 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Wed 11 Jan 2017
at 00:10
  • msg #612

Re: Bunker Banter [OOC]

Ah alright, thanks for the heads up! Fingers crossed the xenos get bad rolls and we finally push them off this wall.
GSN 1612091751
player, 43 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Wed 11 Jan 2017
at 00:19
  • msg #613

Re: Bunker Banter [OOC]

Pushed off the wall?! I hope we blow the xeno-scum to smithereens!
Adeptus Custodes
GM, 241 posts
Wed 11 Jan 2017
at 20:58
  • msg #614

Re: Bunker Banter [OOC]

A quick reminder on two things:

Please remember to put your Xmas gift on the bottom of your sheet so I know what you chose.

Also please remember that these XP awards for mission success all go to your primary character only. There will be things you can give to your comrades as the game develops, and I know they are sharing in all of the action and danger, but for now the primary is the one taking charge and giving orders, so the XP and development goes to them.
GSN 1610292302
player, 181 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 12 Jan 2017
at 02:44
  • msg #615

Re: Bunker Banter [OOC]

Rocked my medicae roll!  Now its time to research options for that exp!
GSN 1610311843
player, 137 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 12 Jan 2017
at 15:39
  • msg #616

Re: Bunker Banter [OOC]

Yeah you and me both Sawbones...

Don't forget to take into account if you're going to stick as a Medicae or hop to another spec and your aptitudes change.  That'll change your future xp costs too as well as lock out the medicae specific comrade enhancements.
GSN 1610292302
player, 182 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 12 Jan 2017
at 21:46
  • msg #617

Re: Bunker Banter [OOC]

GSN 1610311843:
Yeah you and me both Sawbones...

Don't forget to take into account if you're going to stick as a Medicae or hop to another spec and your aptitudes change.  That'll change your future xp costs too as well as lock out the medicae specific comrade enhancements.

Very good point!  Toying with specializing in sniper or breacher, so I should grab what i need now!
GSN 1610311843
player, 138 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 12 Jan 2017
at 22:51
  • msg #618

Re: Bunker Banter [OOC]

All depends on what options we have for me.  Really for me its just deciding if the Comrade enhancements are worth it before leaving the Medicae specialty.
Adeptus Custodes
GM, 242 posts
Fri 13 Jan 2017
at 17:46
  • msg #619

Re: Bunker Banter [OOC]

My update tonight will also include a post to the Mission thread. You've achieved success on the first one, so now the first branching in tactics will be offered...a pair of objectives and you'll choose one, leaving the other to be attempted by a different platoon or company in your regiment.

As this is a holiday weekend, you'll have four (or five) days to discuss things before I move forward again next Tuesday or Wednesday.
GSN 1610292302
player, 185 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 13 Jan 2017
at 23:47
  • msg #620

Re: Bunker Banter [OOC]

Probably going with Medicae Auxilia for 250xp and FL:Xeno for 100xp.  The comrade boost is clutch with the amount of healing that might be necessary, the overall passive boosts to eliminate potential negative modifiers is basically a free +10 or more to my medicae rolls.  Overall, a worthwhile investment in 90% of situations we will find ourselves in.
Adeptus Custodes
GM, 244 posts
Fri 13 Jan 2017
at 23:50
  • msg #621

Re: Bunker Banter [OOC]

I am also fine with folks who want to wait to spend these xp until after the Missions are listed, but in any case the XP must be spent before next Friday night or they will be automatically 'banked' until after the mission is completed.

My post in probably 3-4 hours.
GSN 1610311843
player, 143 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 14 Jan 2017
at 01:25
  • msg #622

Re: Bunker Banter [OOC]

Also AC...Let me and Sawbones know how many Medicae rolls we can make for first aid to help any other wounded so we can find out how many wounds they get back in the time we have...

Cause I know we will work on getting as many people as tip top as we can.  Zilch especially wants everyone else all healed up cause he has to wait 24 hours before another first aid can be used on him...

Till then he's at 1 wound and no Fate points.  Bad place to be for a guardsman.
This message was last edited by the player at 01:39, Sat 14 Jan 2017.
GSN 1610292302
player, 186 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 14 Jan 2017
at 02:26
  • msg #623

Re: Bunker Banter [OOC]

GSN 1610311843:
Also AC...Let me and Sawbones know how many Medicae rolls we can make for first aid to help any other wounded so we can find out how many wounds they get back in the time we have...

Cause I know we will work on getting as many people as tip top as we can.  Zilch especially wants everyone else all healed up cause he has to wait 24 hours before another first aid can be used on him...

Till then he's at 1 wound and no Fate points.  Bad place to be for a guardsman.

Ha, I was literally going to post the same thing.  All wounded Guardsmen, report in for healing once AC posts he's update tonight.  Zilch and I will get you patched up!
GSN 1612071545
player, 26 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Sat 14 Jan 2017
at 02:33
  • msg #624

Re: Bunker Banter [OOC]

In reply to GSN 1610292302 (msg # 623):

Gladly! First round of amasec goes to the medics if we make it through this.
GSN 1610311843
player, 144 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 14 Jan 2017
at 02:37
  • msg #625

Re: Bunker Banter [OOC]

And if there are too many wounded for Sawbones to do the treating and Zilch the assisting then heavier wounded go to Sawbones and lighter ones to Zilch.  Sawbones is a more dedicated medicae and far more likely to get you healed all the way.  Zilch is competent but far more likely to only succeed without extra successes and thus heal you less cause he's Intel primary and healer secondary.
GSN 1701041631
player, 8 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Sat 14 Jan 2017
at 09:47
  • msg #626

Re: Bunker Banter [OOC]

I vote we demo the place, you guys put in all the effort to create a sapper regiment so may as well make use of its strengths!
Adeptus Custodes
GM, 246 posts
Sat 14 Jan 2017
at 12:27
  • msg #627

Re: Bunker Banter [OOC]

True...and you already have the demo charges you need. Waiting an hour would give you an opportunity to call up additional equipment from base or orbit; otherwise you go with what you've got immediately [after the medics are done with everyone].
GSN 1612091751
player, 47 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Sat 14 Jan 2017
at 13:00
  • msg #628

Re: Bunker Banter [OOC]

I'll say this now: I'd feel a lot more comfortable going down there with a lot more grenades. Krak and Fire Bomb nades are what I had in mind.

EDIT: I have 450xp and the following attributes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Willpower. Any recommendations on talents?

EDIT 2: Nevermind, I'm taking Target Selection. That way, I don't accidentally Krak 'nade the commissar when he decides he wants to fight a 'nid warrior with a sword.

EDIT 3: I just forgot I had Deadeye Shot and Sharpshooter as well. I'm not always sure where the best part to hit a 'nid with a krak grenade is (maybe always the head?), so if I could get advice on where to blast the buggers, I'd be very appreciative.

EDIT 4: AC, I finished my Comrade's sheet.
This message was last edited by the player at 14:53, Sat 14 Jan 2017.
Adeptus Custodes
GM, 247 posts
Sat 14 Jan 2017
at 15:00
  • msg #629

Re: Bunker Banter [OOC]

Not that I need to point out the obvious here...but while waiting will certainly allow you to resupply and gather weapons/gear you'll want for mission-specific goals...it also gives the hive a chance to shore up their defenses. :)
GSN 1610292302
player, 187 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 14 Jan 2017
at 16:10
  • msg #630

Re: Bunker Banter [OOC]

Going with the toxin means we have to get closer, but we just need to get there.

If we go demo charges, that's a fair amount of rolls to pass on tech-use to get them set up properly.  Still going to be at least 25% of failure to setup the demo charges.  If the mission requires a certain # of charges to go off, we might not be able to pull it off.

That said, my standard kit for both Sawbones and Oggie has demo charges or pipe charges.  So we've got 2 for sure that are available.  Not sure if anyone else is packing any.
Adeptus Custodes
GM, 248 posts
Sat 14 Jan 2017
at 16:17
  • msg #631

Re: Bunker Banter [OOC]

The platoon was given four extra charges when they got their loading for this last mission (which included the grapple guns). It's in the briefing post by the Colonel, way back near the start of the thread.
GSN 1610292302
player, 188 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 14 Jan 2017
at 17:03
  • msg #632

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 631):

So that's 6 charges that we know of.  Enough to do the job the mission described?
GSN 1610311843
player, 145 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 14 Jan 2017
at 17:21
  • msg #633

Re: Bunker Banter [OOC]

Well let's map a tiny fraction of it out since Zilch is an Intel guy...

Both options lead to the same spot.  Call the pool underground whatever you want this mission is to deny the enemy of troops and supplies to wage it's war against us.  So what is better long term?

Boom takes it out and blocks the way so we don't get attacked from underground at our new forward base.  We return to the FOB and then likely be sent to one of the other two hubs to eliminate the enemy.

Toxin takes it out leaving the tunnels intact meaning we can be attacked but we can also attack the other two hubs as well from multiple fronts.  Also likely gives us better ground penetrating radar maps of the underground to possibly do things more circumspect rather than in your face fighting.  Or if we want set charges afterwards and blow it anyways.  Again barring new intelligence our job here is pretty much whack-a-mole.  But...use a toxin now and they will also likely evolve ways to ignore that attack a second time and that could be very useful in an end game sort of manner in wrapping up this planets xeno problem.

---

I am at 1 wound and extra defense means more likely to have more enemies and more chances of dying...tactically going in hot would be safer.

Intel guy in me says we need to blow it without blowing our underground options which might tell us exactly what is going on here...Aka we may find some of the Genestealer brood/half-breeds that can be properly interrogated.
GSN 1612091751
player, 48 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sat 14 Jan 2017
at 17:55
  • msg #634

Re: Bunker Banter [OOC]

What if we drop the toxin and THEN blow up everything?
Adeptus Custodes
GM, 249 posts
Sat 14 Jan 2017
at 18:45
  • msg #635

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 633):


Haha...so you clearly cannot choose the wine that is in front of me! ;)
GSN 1701041631
player, 9 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Sat 14 Jan 2017
at 19:16
  • msg #636

Re: Bunker Banter [OOC]

What about the fallen ex-PCs, did any of them have demos?
Adeptus Custodes
GM, 250 posts
Sat 14 Jan 2017
at 19:55
  • msg #637

Re: Bunker Banter [OOC]

Just grenades and ammo, which is why you can bring yourself back to starting quotas. Their other gear is distributed to other platoons within the regiment. This isn't SSI's computer version of AD&D, you know! :P
GSN 1610311843
player, 146 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 14 Jan 2017
at 19:59
  • msg #638

Re: Bunker Banter [OOC]

None of the ex-pcs fell.  They were simply relegated off screen helping other units.  Besides if we want to blow it up they will have the explosives for us easily and we won't have to wait.

---

And you must have known I was not a great fool; you would have counted on it, so I can clearly not choose the wine in front of me. ;)

Damn you AC!  Damn you!

---
*Sigh*

I say wait.  Toxin and if toxin doesn't work blow it.  We get good scans of our way in and out and know of likely ambush spots and places we can ambush in a pinch as well as avoid easily flanked passages.  Besides I'm still fairly certain there is something else down there.
Adeptus Custodes
GM, 251 posts
Mon 16 Jan 2017
at 15:16
  • msg #639

Re: Bunker Banter [OOC]

Just a couple things for you folks to work on before I post tonight:

1. Please ensure that everyone who can be healed, has been, and let them know.

2. It looks like a close split between waiting an hour or going ahead right now, so let's get that figured out. Roland is the only Sergeant right now so if there is no majority decision then his vote will carry the weight and that's likely what the commissar will decide to go with.

3. The tech requests should be completed by Thursday night, before you head out on the mission.


(4) I think we need to revisit the concept of Fate points in this game, given the nature of the way it was designed, and the nature of people's general attachment to their primary characters. Fate rules normally allow you to 'burn' a point in order to guarantee that your character survives almost certain death, miraculously [or by the Emperor's Will]. This game was designed to be a meat grinder, with that option disabled for your characters...but I am not in the habit of drastically changing rules in games, particularly one that is so central to the core idea of heroic soldiers on a battlefield.
....so we should decide, as a group, if we want to eliminate the ability to use Fate to save our primary character's life, or keep it. Eliminating it will prompt me to add other uses for burning Fate that will enhance your ability to be heroic without drastically altering the focus of the game [that of being an understrength regiment trying to accomplish extreme goals against a stronger enemy].
...keeping Fate use the way it is in the books will simply mean that we will have to come up with an alternate way to get you new comrades - short of the death of one of them through normal means. Obviously, it is always the option of the PC if they want to burn Fate to keep the primary from dying, or allow them to pass on [or retire/transfer] and move to the comrade as a PC, then take on a new comrade.

Remember that as the game progresses, new Specialties and options will become available, so you may just want to let things move forward anyway, but that's entirely up to you. Losing/rotating/retiring a primary character also means the replacement reverts to the normal starting XP/build, so there's always that to think about, as well.
GSN 1612091751
player, 50 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 16 Jan 2017
at 15:26
  • msg #640

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 639):

What if we can use remaining Fate points on a dying PC as a way to let the Comrade take control by doing something Exceptionally Badass™ in the face of their friend/comrade's death?
Adeptus Custodes
GM, 252 posts
Mon 16 Jan 2017
at 15:29
  • msg #641

Re: Bunker Banter [OOC]

That is one of the options I am considering.
GSN 1610311843
player, 147 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Mon 16 Jan 2017
at 17:23
  • msg #642

Re: Bunker Banter [OOC]

Adeptus Custodes:
Just a couple things for you folks to work on before I post tonight:

1. Please ensure that everyone who can be healed, has been, and let them know.


Right everyone that is wounded...speak up now so we can get Sawbones to make his roll and find out how many wounds are returned to you.  That number is variable based on his DoS and that is modified by how wounded you are.

Adeptus Custodes:
3. The tech requests should be completed by Thursday night, before you head out on the mission.

These tech requests are for acquisition after the upcoming mission correct?

Then only other question is do we get to pick the ones that you allowed for showing up with the initial mission we just completed and have those mods for the new one?
Adeptus Custodes
GM, 253 posts
Mon 16 Jan 2017
at 17:30
  • msg #643

Re: Bunker Banter [OOC]

Adeptus Custodes:
3. The tech requests should be completed by Thursday night, before you head out on the mission.

These tech requests are for acquisition after the upcoming mission correct?

Yep.

quote:
Then only other question is do we get to pick the ones that you allowed for showing up with the initial mission we just completed and have those mods for the new one?


Er...no. There were several months of time to choose the ones you would get as rewards for the first mission, and I don't believe the initial group ever really came to a consensus. If you want to do the legwork and prove me wrong, though, I'm ok with giving retro rewards in this case. :)
GSN 1612071545
player, 27 posts
Roland W:8/15 FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Mon 16 Jan 2017
at 17:42
  • msg #644

Re: Bunker Banter [OOC]

quote:
Right everyone that is wounded...speak up now so we can get Sawbones to make his roll and find out how many wounds are returned to you. That number is variable based on his DoS and that is modified by how wounded you are.


Roland's currently lightly wounded, on the brink of going over into heavily.

quote:
2. It looks like a close split between waiting an hour or going ahead right now, so let's get that figured out. Roland is the only Sergeant right now so if there is no majority decision then his vote will carry the weight and that's likely what the commissar will decide to go with.


If it comes down to a split Roland is gonna go with Toxin. Even though we'll be giving them time to prepare at the very least we will have a general idea of what we're getting into instead of going in completely blind.

quote:
(4) I think we need to revisit the concept of Fate points in this game, given the nature of the way it was designed


As for what to do with Fate, I'm fine with changing up how burning it up works. I'm sure it'll help in the long run anyway by enhancing that feeling of desperate fighting against great odds when death begins to loom even more.
GSN 1612091751
player, 51 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 16 Jan 2017
at 21:29
  • msg #645

Re: Bunker Banter [OOC]

I'm at 8/13 wounds. Wouldn't mind getting topped off if possible.

If I'm to understand things correctly, we don't have time for a resupply if we wait for the toxin? Like I mentioned before, I could really, really use a good deal more Krak grenades, as well as some fire bomb grenades.
GSN 1701041631
player, 10 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Mon 16 Jan 2017
at 21:47
  • msg #646

Re: Bunker Banter [OOC]

From a tactical standpoint, doing a toxin run means we'll be assaulting the most valuable (and therefore heavily defended) spots in the 'Nid "base", whereas doing the sapper thing will probably be a number of smaller skirmishes around each of the demolition points.  Of course, we may have to split up for the latter option.  The brass assured us that both options have an equal likelihood of success, so for me the question is, do I want to do one big battle or a series of smaller ones?

I'm still leaning towards the latter option (like 55-45), but if the gene-toxin comes with Purity of Essence scripted on the side I'm changing my vote :D (OK, that should be the last Dr. Strangelove reference for now)

Re Fate points: I'm OK with changing the burning of fate points, as I came into this knowing (and looking forward to) cycling out my mains.  All I ask is for the opportunity to die copiouslygloriously in the Emperor's name.
GSN 1610311843
player, 148 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 17 Jan 2017
at 05:24
  • msg #647

Re: Bunker Banter [OOC]

I...

Thought I remembered somewhere you telling us our Logistics score AC but the find feature finds me nothing.  Cause if you didn't it starts at a 10 making an average item start at a zero with that -10 mod.

Am I wrong?

Also...

No.  Only three people spoke up so I doubt that fits your idea of majority.  Though two of those three are still here and playing ;)
Of those the closest that fit our workshop allowances was +1 damage for combat shotguns and +1 to blast for the frags.

Though at the moment we only have four speaking up for the next round.  Of that we were all in agreement for frags getting +1 blast and kraks getting +1 concussive.
Adeptus Custodes
GM, 255 posts
Tue 17 Jan 2017
at 12:18
  • msg #648

Re: Bunker Banter [OOC]

Oops..sorry...I use Trade [relevant like Armorer or Weaponsmith or Explorator], Charm, or a straight Fellowship test for player characters. The actual commander of the unit will almost always get what he requests, but the individuals trying to sweet-talk the supply sergeants are a different thing entirely!

So, you can make reasonable requests through Jansen and expect them to be granted [aka Common or below], or try to squeeze out some top shelf items and gear and do the legwork yourself. :)


And like I said, in the absence of a majority [or even a quorum], Roland is the deciding vote. If there's a unanimous decision between now and Thursday to reverse that choice, I'll do that, otherwise we're heading up this path!
GSN 1612091751
player, 52 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 17 Jan 2017
at 13:43
  • msg #649

Re: Bunker Banter [OOC]

AC, were there no grenades to be found among the already dead?
Adeptus Custodes
GM, 256 posts
Tue 17 Jan 2017
at 13:53
  • msg #650

Re: Bunker Banter [OOC]

Yes, I addressed that in a single hidden sentence. There were enough here to bring everyone back up to their starting quotas. The rest are being distributed to other (NPC) units.
GSN 1612091751
player, 53 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 17 Jan 2017
at 13:58
  • msg #651

Re: Bunker Banter [OOC]

Ah, I didn't see that line. By "starting quotas", you mean what we started with after Specialization/Regiment gearing at Character Creation?
Adeptus Custodes
GM, 257 posts
Tue 17 Jan 2017
at 15:16
  • msg #652

Re: Bunker Banter [OOC]

Yes. And by hidden I mean buried in the post, not a private line to someone. ;)
GSN 1610311843
player, 149 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 17 Jan 2017
at 15:23
  • msg #653

Re: Bunker Banter [OOC]

Adeptus Custodes:
Er...no. There were several months of time to choose the ones you would get as rewards for the first mission, and I don't believe the initial group ever really came to a consensus. If you want to do the legwork and prove me wrong, though, I'm ok with giving retro rewards in this case. :)


So I was just looking back to get a better idea of peoples callsigns and names to their numbers so I could keep track easier even with the short bio lines and I came to this interesting reveal...

Only four people were posting for the the first mission, well the beginning part up till after we got up top on the wall.  Trenne, Brick, Sawbones and Zilch.

So with three people putting in their two cents at the beginning that would have been a majority.  At least with those that actually played versus how many you may had brought in and never posted in the IC.  I admit it's a stretch in interpretation to your majority rule to get the +1 to combat shotgun damage and +1 to blast for Frags but every little bit helps keep us alive a little bit longer when we're dealing with Only War...

;)
This message was last edited by the player at 15:24, Tue 17 Jan 2017.
Adeptus Custodes
GM, 258 posts
Tue 17 Jan 2017
at 16:16
  • msg #654

Re: Bunker Banter [OOC]

Stop giving away my plot lines, dude! Lol

I have every confidence that you will find Thursday's post clears up what you're talking about. ;)
GSN 1701041631
player, 11 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 17 Jan 2017
at 16:33
  • msg #655

Re: Bunker Banter [OOC]

Out of curiosity, has anyone ever used hallucinogenic grenades on Tyranids before? :D

Other ideas:
fire bommz (as suggested by 1751): Plentiful (perhaps get 2x of them as a Common resource?)
more demo charges: Scarce
backpack ammo pack: Rare
inferno rounds for those of us with shotguns: Rare
tox dispensers for when we get into melee: Rare
tube charge: Scarce
and of course, the MKII CALIXIAN INFANTRYMAN’S EMERGENCY SIGNALLING DEVICE (for the LOLhammer): Common

Very Rare ideas:
(a single) melta bomb
heavy bolter if we have anyone with the proficiencies
Needle Rifle, same deal
Mauler autocannon
lascannon
multilas

Do we have a stummer and auspex?  And since we're going underground, can everyone see in the dark?
This message was last edited by the player at 16:44, Tue 17 Jan 2017.
GSN 1610311843
player, 150 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 17 Jan 2017
at 16:53
  • msg #656

Re: Bunker Banter [OOC]

*grins* Can't say that I have before.

Photo-visors to see in the dark were high on my list of things to try for with a backup of Recoil gloves so that I could have the combat shotgun in one hand and his shield in the other.

That said...

There are next to no weapons, grenades, missiles, ammo, tools, drugs or clothing that would be worth everyone trading in all their requisitions to acquire for a singular person.  The only thing that might be of particular use to us in this would be if we had access to one of the Hades Breaching Drills.  That would allow us to not use the existing tunnels and come in from an unexpected position as it would not only make it's own tunnel but also at the end be able to use it's mole mortar launchers as support while we engaged at the end.

That though is a vehicle and not on the requisition possible list ;)

So...
GSN 1701041631
player, 12 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 17 Jan 2017
at 17:47
  • msg #657

Re: Bunker Banter [OOC]

One time (not at band camp) we friendly-fired a hallucinogen grenade on our psyker....

I was thinking about the Hades too, but I figured that was out of bounds.  It would be *such* a lovely addition to our arsenal, though...

Re: the expensive weapons, it seems like the squad did decently well in clearing out the lesser organisms with your standard loadouts, so a weapon that could one- or two-shot a warrior organism *should* drag the fight back down to a manageable level.  I fully expect to encounter something(s) bigger and nastier than the warrior  by the genepool.
GSN 1610292302
player, 190 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 17 Jan 2017
at 18:01
  • msg #658

Re: Bunker Banter [OOC]

PhotoVisors for sure.  Not that our chance to get them is very high.
GSN 1701041631
player, 13 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 17 Jan 2017
at 18:17
  • msg #659

Re: Bunker Banter [OOC]

We all have a "rechargeable lamp pack" as part of the standard kit, I guess we'll have to make use of those.

Two-bit has a set of photocontacts as part of his personal kit, which he *could* be persuaded to trade for the current mission if someone has a compelling argument.  Please be sure to wash them before and after use.
GSN 1610311843
player, 151 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 17 Jan 2017
at 18:37
  • msg #660

Re: Bunker Banter [OOC]

Until I get some good craftsmanship cybernetic eyes (Very Rare) that incorporate a commensurate photovisor that gives darksight and protects from flash and a mag-lens that doubles for a telescopic sight...a small chance of getting photo-contacts isn't bad considering if I fail I can take the Common Recoil Goves, or a Sword or 4 mags of solid slug ammo for the shotgun.
GSN 1612091751
player, 55 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 17 Jan 2017
at 18:42
  • msg #661

Re: Bunker Banter [OOC]

I got pretty tight in the pants when I read up on Triplex-pattern lasguns. I sure wouldn't mind getting one of those in the future.
GSN 1610311843
player, 152 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Tue 17 Jan 2017
at 19:06
  • msg #662

Re: Bunker Banter [OOC]

Also Sawbones...

Only War Core pg.126:
To perform first aid, a character must make a Challenging (+0) Medicae Test, with a –10 penalty if his patient is Heavily Damaged or a –10 penalty for every point of Critical Damage that his patient is currently suffering from if he is Critically Damaged. If he succeeds, he removes an amount of Damage from his patient equal to his Intelligence Bonus plus one additional point of Damage per Degree of Success the healer scores on the Test (removing Critical Damage before normal Damage).


So since you rolled 5 degrees of success it would be 5 wounds plus your Int Bonus.
GSN 1610292302
player, 191 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 18 Jan 2017
at 01:32
  • msg #663

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 662):

Oh, thanks.  That's 10 wounds healed then.
GSN 1610292302
player, 192 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 18 Jan 2017
at 01:35
  • msg #664

Re: Bunker Banter [OOC]

What's our squad's base logicistics rating?  Has that been posted anywhere.  That's our starting point for adding these modifiers.
quote:
So, you have an opportunity to make some Requisition requests, one per person. In this case 'item' refers to a single weapon, 4 grenades, 2 missiles, 4 reloads of ammo of one type, or one tool/drug/clothing.

Any Common or below item can be had for free. This counts as your individual request.
Any Average item can be had with a standard Logistics test at -10. Failure means you can only request a free item of Common or below.
Any Scarce item can be had with a roll at -20. Failure again means you can only take a free item, as before.
Any Rare item can be had with a roll at -30. Failure prohibits you from taking anything.
The entire platoon can, instead, combine all of their requests and choose one item of Rare or Very Rare availability with no roll required [and no free common items or below].

GSN 1701041631
player, 14 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 18 Jan 2017
at 02:20
  • msg #665

Re: Bunker Banter [OOC]

Looks like we're using a different system for this type of logistics:

quote:
I use Trade [relevant like Armorer or Weaponsmith or Explorator], Charm, or a straight Fellowship test for player characters.


I imagine that Commerce might be useful too if we had stuff to trade
This message was last edited by the player at 02:20, Wed 18 Jan 2017.
GSN 1610292302
player, 193 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 18 Jan 2017
at 02:29
  • msg #666

Re: Bunker Banter [OOC]

In reply to GSN 1701041631 (msg # 665):

Well commerce gives you bonuses on your logistics rolls per RAW, +10 per DoS.  But I'll happily take the photo visor with my commerce roll of of 11 on TN 32 (commerce 52 -20 for scarce item).

19:33, Today: GSN 1610292302 rolled 11 -- 5 degrees of success using the Only War system with a target number of 52.  commerce 52.
GSN 1610311843
player, 154 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 18 Jan 2017
at 03:26
  • msg #667

Re: Bunker Banter [OOC]

I get the feeling instead of an always sliding Logistics value that really isn't much different from a Rogue Traders Profit Score or an Inquisitor's Influence they will be giving us bonuses or negatives towards certain things as we go.

And really...

This way if we want bonuses we simply spend XP on giving the relevant skill a +10, +20 or the like.  And who knows maybe AC will let us get bonuses for having stuff like Commerce later on if we are at a larger industrial hub.
Adeptus Custodes
GM, 259 posts
Wed 18 Jan 2017
at 03:44
  • msg #668

Re: Bunker Banter [OOC]

The table on pg 162 is what I think I will be using to add to your base score in some cases, while the chart on pg 163/165 gives a good accounting of some standard modifiers to the check.

Remember that as you begin to cleanse the planet [or at least meet your objectives] there will be more interaction with the other regiments on the surface. You'll have more stuff available and a wider array of choices. Hopefully. ;)

Yes...the Inquisition has a special dislike for your regiment, as I recall...
GSN 1610311843
player, 155 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 18 Jan 2017
at 03:49
  • msg #669

Re: Bunker Banter [OOC]

Yeah....Well...

When we fail yeah they could be pretty interested in us.  If we succeed they don't tend to cause we help morale and the Mechanics contingent kinda helps protect us due to those treaties between Terra and Mars.

You also going to use the stuff on 166/167 as well?
This message was last edited by the player at 03:51, Wed 18 Jan 2017.
GSN 1701041631
player, 15 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 18 Jan 2017
at 04:22
  • msg #670

Re: Bunker Banter [OOC]

Can we use Trade (technomat) for the check?
GSN 1610292302
player, 194 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 18 Jan 2017
at 13:57
  • msg #671

Re: Bunker Banter [OOC]

GSN 1701041631:
Can we use Trade (technomat) for the check?

I'm thinking that the Trade skills would be for items relevant to that request.  So if you wanted an entrenching tool, a spool of accordian wire, or some demo charges.  Just like armorer would be for for armor and armor upgrades.  So on and so forth.
GSN 1610311843
player, 156 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 18 Jan 2017
at 14:05
  • msg #672

Re: Bunker Banter [OOC]

Um...

Trade (Armourer) is for outfitting everything from yourself to voidships for death and destruction ala the maker, supplier or repairer of weapons or armour.  Not literally armour.
Adeptus Custodes
GM, 260 posts
Wed 18 Jan 2017
at 14:07
  • msg #673

Re: Bunker Banter [OOC]

GSN 1701041631:
Can we use Trade (technomat) for the check?


For non-weapon gear, I don't see why not. Your two friends are correct in their assessment.
GSN 1701041631
player, 16 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 18 Jan 2017
at 15:35
  • msg #674

Re: Bunker Banter [OOC]

Cool, I thought that might be the case.  Too bad my request is for hallucinogen grenades, out of (morbid) curiosity.  Time to see my 27 Fel at work!

As for the backup...thinking either fire bombs or stun grenades.  Concussive (2) might not be too bad.

That being said...does anyone have an auspex?  My main and comrade don't, and I don't fancy our chances underground without one.  I'd be willing to use my req for it.
GSN 1610311843
player, 157 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 18 Jan 2017
at 15:45
  • msg #675

Re: Bunker Banter [OOC]

I've got an auspex...in my head that is good craftsmanship.  So good for me even though I didn't make my roll for photocontacts.
GSN 1701041631
player, 17 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 18 Jan 2017
at 16:01
  • msg #676

Re: Bunker Banter [OOC]

Awesome.  I will use my grenades to keep you from being decapitated, in that case.
GSN 1610311843
player, 158 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 18 Jan 2017
at 16:02
  • msg #677

Re: Bunker Banter [OOC]

Careful a miss and a scatter in my direction will kill me. :P

I ended the last fight with 1 Wound left and that's what I have going into this next mission.
GSN 1612091751
player, 56 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 18 Jan 2017
at 17:10
  • msg #678

Re: Bunker Banter [OOC]

Sawbones, I don't mean to be a stickler, but there's a discrepancy in your last post. You had written 'Adeptus Munitorum' when no such organization exists in 40k. I was a confused at first because I thought you had meant the Adeptus Ministorum, but then couldn't figure out why the Ecclesiarchy was getting involved. The organization you're looking for is the Departmento Munitorum.
Adeptus Custodes
GM, 261 posts
Wed 18 Jan 2017
at 17:25
  • msg #679

Re: Bunker Banter [OOC]

Haha...Sawbones is about 10^4 more knowledgeable about the 40k universe and its iterations than I am...perhaps you are mistaken and he's right? :P

But, since you already knew what he was talking about, there's no need to split hairs on this subject, I think. Let's focus on killing bad guys and not poking the guy with the band-aids. ;)

A note about the supply guy: he's taking requests, beaming the short list to the fleet, and bringing the things down with him when the nano-toxin is brought to you for the mission. He's not opening his robe and selling them to you like watches on a street corner...!
GSN 1701041631
player, 18 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 18 Jan 2017
at 17:26
  • msg #680

Re: Bunker Banter [OOC]

Sneaky gits, the Adeptus Munitorum, taking credit for the Departmento's good work!
GSN 1612091751
player, 57 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 18 Jan 2017
at 17:33
  • msg #681

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 679):

Sorry if that came across as anal; I was trying to point out a mistake in a friendly way is all.
GSN 1610311843
player, 159 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 18 Jan 2017
at 17:35
  • msg #682

Re: Bunker Banter [OOC]

Which is why I did Zilch's post like I did.  I failed my roll to get what I wanted so I portrayed Zilch as trying the less official route of calling in a marker and if not having his Comrade help with the dead reclamation and 'borrow' some recoil gloves from those that don't need them anymore.

*chuckles*

Yeah Ramirez sometimes it's hard to get the right tone ;)
Adeptus Custodes
GM, 262 posts
Wed 18 Jan 2017
at 17:43
  • msg #683

Re: Bunker Banter [OOC]

GSN 1612091751:
In reply to Adeptus Custodes (msg # 679):

Sorry if that came across as anal; I was trying to point out a mistake in a friendly way is all.


Nah, no problem or apology necessary. I know this is a military-style game and after about a decade in the service myself, I know how we talk to each other. But that's in-game where we do the big burns...I'm just trying to make sure the OOC thread remains civil, and in today's world there's a lot of misreadings when it comes to text vs voice. I have two ex-gf to prove it. lol
GSN 1610292302
player, 196 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 18 Jan 2017
at 20:01
  • msg #684

Re: Bunker Banter [OOC]

Ha, I had to research it myself because I thought you right.  Apparently it goes by both names per warhammer40k wiki which I'm sure is a reputable source (maybe).  But I think it's more commonly referred to as the Departmento.
GSN 1701041631
player, 20 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 18 Jan 2017
at 22:31
  • msg #685

Re: Bunker Banter [OOC]

Do we have to worry about DoF on our requisition requests?  I'm not sure I want to give up the extra underwear I added to my kit.

14:20, Today: GSN 1701041631 rolled 64 -- 5 degrees of failure using the Warhammer Test system with a target number of 7.  Requisition hallucinogenic grenades - Fel.
Adeptus Custodes
GM, 263 posts
Wed 18 Jan 2017
at 22:39
  • msg #686

Re: Bunker Banter [OOC]

If you roll more than twice your target number then yes, the DoF will kick in and the chart on pg 170 will be used. A person with almost no skill or talent in bargaining should not be wiggling their eyebrows and trying to make deals for rare items. ;)

Also, regardless of target number, a roll of 96-00 will also be considered at least one DoF. Nothing is guaranteed, even in the far future!

However, for this particular requisition, since the Technocrat came to you, there will be no penalties for failure in the attempt. I'll add this 'house rule' to the same thread as the one for our modified uses of Fate points when I get to it [hopefully this weekend]. :)
GSN 1610311843
player, 160 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Wed 18 Jan 2017
at 22:51
  • msg #687

Re: Bunker Banter [OOC]

So if the fail chart is in are you adding the success one as well for those critical successes denoting a glib tongue?
Adeptus Custodes
GM, 264 posts
Wed 18 Jan 2017
at 23:16
  • msg #688

Re: Bunker Banter [OOC]

Future rolls - most of them - yes. I'll make sure to note each time it comes up what's available and what isn't, and the parameters of the success roll.
GSN 1610311843
player, 161 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 19 Jan 2017
at 02:14
  • msg #689

Re: Bunker Banter [OOC]

Awesomesauce...

Here's to surviving to see them :D
GSN 1612071545
player, 29 posts
Roland W:15/15FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Thu 19 Jan 2017
at 03:29
  • msg #690

Re: Bunker Banter [OOC]

Thank the Emperor(AC) that the chart doesn't kick in on this one. Looks like Roland isn't very fond of talking to techpriests, all the poor guy wanted was a gas-mask.
GSN 1701041631
player, 21 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Thu 19 Jan 2017
at 20:25
  • msg #691

Re: Bunker Banter [OOC]

++You can take that request and shove it up your...[ERROR:EQUIVALENT ORIFICE DOES NOT EXIST IN THIS UNIT]...nose?++
GSN 1612091751
player, 59 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 19 Jan 2017
at 20:48
  • msg #692

Re: Bunker Banter [OOC]

quote:
Basic Kit Includes:
  Combat Shotgun 4 clips
  3 Frag grenades
  2 Krak grenades
  Flak armor


AC, that's not the WHOLE regimental kit for Zakurians, is it? For comparison, here's the Cadian 99th Regimental Kit from the book:

quote:
Standard Regimental Kit: 1 Good Craftsmanship M36 lasgun and 4 charge packs, autopistol and 2 clips, knife, flak armour, 2 frag grenades, 2 krak grenades, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations, gas mask, micro-bead, and a single Chimera Armoured Transport per squad.

GSN 1610292302
player, 197 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 19 Jan 2017
at 20:59
  • msg #693

Re: Bunker Banter [OOC]

That's the custom part of the regiment kit.  The other stuff you listed is standard for all regisments (with minor exceptions).  See page 68 for what you get regardless of regiment selections.
GSN 1610311843
player, 162 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 19 Jan 2017
at 21:08
  • msg #694

Re: Bunker Banter [OOC]

No the whole kit for the Zakurians includes:

From Hardened Fighters--
Standard Regimental Kit: The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.

From Close Assault--
Standard Regimental Kit: One combat shotgun and four reloads (Main Weapon replaces the 'standard' laspistol), one suit of Imperial Guard flak armour per Player Character, three frag grenades and two krak grenades per Player Character.

From Sappers--
Standard Regimental Kit: One lascutter per Player Character.

From what every IG regiment has in core--
One uniform, One set of poor weather gear, One knife, One flak vest, One rucksack or sling bag, One set of basic tools, One mess kit and one water canteen, One blanket and one sleep bag, One rechargeable lamp pack, One grooming kit, One set of cognomen tags or equivalent identification, One primer, Two weeks supply combat sustenance rations

Plus (32) points from Table 2–6: Additional Standard Kit Items.  That allows the Zakurian regiment characters the most variety since each person gets to pick those points rather than how they do it in book made regiments where it's all already figured into their kit.
GSN 1612091751
player, 60 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 19 Jan 2017
at 21:18
  • msg #695

Re: Bunker Banter [OOC]

Oh, okay then. I was hella concerned for the Zakurians for a moment and didn't know about the standard kit loadouts.
GSN 1610311843
player, 163 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 19 Jan 2017
at 21:39
  • msg #696

Re: Bunker Banter [OOC]

It's the reason why Sawbones the medic is toting around a sniper rifle and why Zilch has more cybernetics in him than a starting Tech-Priest.

Don't get me wrong...Cadians, Catachan and Mordians are awesome.  Cadians and Mordians though loose out on some of their points because since there isn't a majority of the PC's as them we don't get the usual Chimera's or Leman Russ tank per squad that they normally get.
GSN 1612091751
player, 61 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 19 Jan 2017
at 21:54
  • msg #697

Re: Bunker Banter [OOC]

I'll admit, I was really hoping to be able to play a Krieger when I first joined up.
GSN 1610311843
player, 164 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 19 Jan 2017
at 21:58
  • msg #698

Re: Bunker Banter [OOC]

Well you never know.

Right now we are an ad-hoc regiment made up of troopers from Cadia, Catachan, Mordian and Arcetri the post-cataclysmic world that birthed the Zakurian regiments.  Later on as we succeed or fail in missions and larger planetary engagements we might absorb elements of other units that were effectively decimated enough that they shunt them into our unit opening up that option down the line in the same way AC is going to open up the support troops as options for future comrade positions (which would lead to us playing those on the death of our primary).
GSN 1612091751
player, 62 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 19 Jan 2017
at 22:01
  • msg #699

Re: Bunker Banter [OOC]

While I'm enjoying playing a Cadian Weapon Specialist with a 'nade launcher, I'm drooling at the thought of the Krieg Weapon Specialist with a melta gun completely disregarding any and all tyranid natural armor.
GSN 1610311843
player, 165 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Thu 19 Jan 2017
at 22:06
  • msg #700

Re: Bunker Banter [OOC]

You can do that with a Zakurian too.  While their favored weapons are plasmagun and autocannon a meltagun is very rare and thus you can blow 20 of your 32 points of additional kit on making a meltagun as part of your personal kit assigned to you...on top of what you get as a heavy/medic/guardsman/sergeant/weapon specialist or other.
GSN 1610291001
player, 54 posts
Shandra (Brick)W6/13 F0/1
Emil' (Recaf)
Fri 20 Jan 2017
at 04:34
  • msg #701

Re: Bunker Banter [OOC]

Was about to post about my ask just being normal ammo, but apparently we're not getting our stuff in, so the problem has solved itself.

That being said, I've burned through all but 2 bullets in two clips, so I think I'm just about out of ammo? A quick look at the book doesn't say how much (except the laspistol every regiment starts with), but two clips is usually the standard.
GSN 1701041631
player, 22 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Fri 20 Jan 2017
at 04:38
  • msg #702

Re: Bunker Banter [OOC]

We're all back up to starting ammo and grenades, as we had some time to scrounge for ammo prior to starting the new mission.
Adeptus Custodes
GM, 267 posts
Fri 20 Jan 2017
at 04:39
  • msg #703

Re: Bunker Banter [OOC]

Yes, you can recover enough ammo to bring you back to what you began the game with. I think there are two of you with an AC in the unit so if one switches to their secondary weapon you can of course exchange clips to keep one of you always topped off, if necessary.
GSN 1610311843
player, 166 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 20 Jan 2017
at 06:15
  • msg #704

Re: Bunker Banter [OOC]

Well my secondary, Everest, is a heavy with an autocannon.  He's got a flamer in addition to the combat shotgun and his grenades and melee kit.
GSN 1610292302
player, 199 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 20 Jan 2017
at 14:45
  • msg #705

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 704):

How about we demo charge the 2nd opening, cutting off their retreat path?  By then the toxin comes and then we pop down and deliver the goods?
GSN 1612091751
player, 63 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 20 Jan 2017
at 17:31
  • msg #706

Re: Bunker Banter [OOC]

Wait a minute... Teleportarium? That sounds like it's definitely something made with Necron technology.
GSN 1610311843
player, 168 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 20 Jan 2017
at 17:36
  • msg #707

Re: Bunker Banter [OOC]

Hush! :P

Ignore the fact that there was/is one of the Necron 'gods' sleeping underneath Mars' surface slowly giving the Mechanicus ideas all these years...

That said Teleportariums have been used by the Imperium for a long, long time.  Guard don't use them much anymore except for special units whose associated Naval ships/escorts are from back during the Great Crusade when the tech was more widespread.  These days it's mostly Space Marine/Mechanicus/Terra conencted orgs like the Assassin Temples that use them with any regular frequency...
GSN 1612091751
player, 64 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 20 Jan 2017
at 17:51
  • msg #708

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 707):

Yeah, I forgot for a second that Terminators (especially ones from Imperial Fists) love to zap in and make a mess of enemy troops.
Adeptus Custodes
GM, 268 posts
Fri 20 Jan 2017
at 18:00
  • msg #709

Re: Bunker Banter [OOC]

GSN 1612091751:
Wait a minute... Teleportarium? That sounds like it's definitely something made with Necron technology.


I've said it before and no doubt will say it again: stop giving away my plot lines! ;)
GSN 1610311843
player, 169 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 20 Jan 2017
at 19:40
  • msg #710

Re: Bunker Banter [OOC]

Sorry Boss forgot I wasn't supposed to tell them that I was a Necron in disguise...
Adeptus Custodes
GM, 269 posts
Fri 20 Jan 2017
at 20:12
  • msg #711

Re: Bunker Banter [OOC]

GSN 1610311843:
Sorry Boss forgot I wasn't supposed to tell them that I was a Necron in disguise...


It's ok. Everyone knows that Fellowship is the dump stat for Flayed Ones.
GSN 1612091751
player, 65 posts
'Ramirez' W: 8/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 20 Jan 2017
at 20:24
  • msg #712

Re: Bunker Banter [OOC]

... That puts me in the running as a Flayed One as well. My Agility is too high to be a Necron Warrior.
GSN 1701041631
player, 23 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Fri 20 Jan 2017
at 21:04
  • msg #713

Re: Bunker Banter [OOC]

GSN 1610292302:
In reply to GSN 1610311843 (msg # 704):

How about we demo charge the 2nd opening, cutting off their retreat path?  By then the toxin comes and then we pop down and deliver the goods?


Trying to visualize what we're supposed to accomplish right now...the opening below us is one of three that lead to a central node, and the central node is the location of the gene-vat?
Adeptus Custodes
GM, 270 posts
Fri 20 Jan 2017
at 21:08
  • msg #714

Re: Bunker Banter [OOC]

Correct. Picture a uterus with three tubes instead of two running relatively equidistant up to the surface. They put the gene vat in the middle and feed their troops up through each tunnel to assault the surface, as well as use them to bring back biomass for additional creations. This particular vat has been identified as one that can create mutations/adaptation from fallen enemies, not just more troops, and so has been identified as a primary threat to be eliminated.
GSN 1612091751
player, 67 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 20 Jan 2017
at 21:24
  • msg #715

Re: Bunker Banter [OOC]

We could always try to smuggle a barrel of promethium in and light that motherfucker UP
GSN 1701041631
player, 25 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Fri 20 Jan 2017
at 22:08
  • msg #716

Re: Bunker Banter [OOC]

FYI all, I've added my chars' gear to their descriptions in case it will help with planning tactics.  It'd be nice to have a squad gear thread to keep it all in one place for when we do win big on the req table and get a 200L drum of the aforementioned promethium.

quote:
That being said, I've burned through all but 2 bullets in two clips, so I think I'm just about out of ammo? A quick look at the book doesn't say how much (except the laspistol every regiment starts with), but two clips is usually the standard.


Something else I read today while perusing the errata, Specialist weapons actually come with 3 clips of ammo.
This message was last edited by the player at 22:12, Fri 20 Jan 2017.
Adeptus Custodes
GM, 271 posts
Sat 21 Jan 2017
at 01:31
  • msg #717

Re: Bunker Banter [OOC]

I've sent out PM's to the three who stopped posting during the last fight; one has politely declined to continue. The other two - Gaius and Marcus - are valuable additions so I want to give them the weekend to make the decision.

I have to work tomorrow and post to two of my other games tonight so I will pick this up again tomorrow night after dinner.

If anyone has additional questions, I'll be able to check the OOC thread most of tomorrow just like today.
GSN 1610292302
player, 200 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 21 Jan 2017
at 02:12
  • msg #718

Re: Bunker Banter [OOC]

I mean, the game moves pretty quick despite a posting requirement of like 3 days per week.  I don't know any other games that are doing that.  That's pretty minimal investment on their behalf for a pretty fun game.
GSN 1610311843
player, 170 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 21 Jan 2017
at 02:56
  • msg #719

Re: Bunker Banter [OOC]

As a total aside...

I just saw a pic of a Saiga-12 shotgun converted for a movie that I've never watched (Showtime  starring Robert DiNero and Eddie Murphy) that looks almost identical to a Bolt Pistol.  It was also re-used in Firefly and totally forgot that fact.
GSN 1612071545
player, 31 posts
Roland W:15/15FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Sat 21 Jan 2017
at 03:18
  • msg #720

Re: Bunker Banter [OOC]

Wow, never noticed the comparison on Firefly but when the thing's folded up the resemblance is uncanny. I had no idea the prop was even made before the show came around, nice find!


GSN 1610311843
player, 171 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 21 Jan 2017
at 03:24
  • msg #721

Re: Bunker Banter [OOC]

I was actually looking for a weapon for my Technocracy agent in the Mage game I'm in and 12ga shotguns are always nice weapons for 'the man' and being that they are also 20mm they can take all sorts of specialty loads to minimize my vulgar magic.  Poked around for semi-auto shotguns and bam!

Then when I saw the mods to it I realized it was also the core of Jayne Cobb's rifle 'Vera' from Firefly.
Adeptus Custodes
GM, 272 posts
Sat 21 Jan 2017
at 14:30
  • msg #722

Re: Bunker Banter [OOC]

Adeptus Custodes:
Please include your initiative in your next post, so I can edit it into the new Mission post I'll be making shortly.


!!!


Also, does the group want me to turn the red light on again? I'm good with up to ten, but if you're comfortable with this I'll tailor the enemy tlyour current numbers.

Also, also...what are your thoughts on letting someone back in, if it should come to pass that an RTJ comes from a former player? Some were quite cordial in saying they thought they'd have more time but didn't, though without a clear explanation I'm not so sure it wouldn't happen again a second time... I'm a big fan of second chances but on RPoL far less so. I'm interested in hearing your personal opinions as players or GM's.
GSN 1612091751
player, 68 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sat 21 Jan 2017
at 15:45
  • msg #723

Re: Bunker Banter [OOC]

GSN 1701041631:
Something else I read today while perusing the errata, Specialist weapons actually come with 3 clips of ammo.


So you mean to say that my grenade launcher comes with three "clips" of grenades?

Adeptus Custodes:
Also, also...what are your thoughts on letting someone back in...?


I say let them in. New players in an RPOL game are never a bad thing, unless the GM gets overloaded.
This message was last edited by the player at 15:46, Sat 21 Jan 2017.
GSN 1701041631
player, 26 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Sat 21 Jan 2017
at 19:54
  • msg #724

Re: Bunker Banter [OOC]

I vote for letting them back in, particularly if parting was cordial.  People's schedules change all the time and it'd be a shame to lose someone just because they moved or got sick.  Maybe make it a one-time offer if you're concerned about players flaking out repeatedly.

Re ammo: this is ultimately up to the GM's discretion but if we're fine adopting the errata ammo rules that will make me much happier about using Overload on my plasma :D
GSN 1610311843
player, 172 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Sat 21 Jan 2017
at 20:10
  • msg #725

Re: Bunker Banter [OOC]

Agreed.

Simple disappearance I would require a whole lot more info before letting back in as well as noting how they were in the game prior.  Cordial apologies of not enough time I'd let back in far easier.  Something in thier RTJ caught your eye as a good potential match for the game, even if it was a gut feeling or random choice.

Of course reminding either type of the posting need especially due to an almost always constant combat situation and that you give second chances but thirds don't really happen since you're not running a baseball game should shore up any qualms.  And of course should they flake again for no good reason or explanation you can then have the pleasure in having a particularly grousome death to thier trooper (that otherwise would be random or even technically impossible by normal game mechanics in it being more story fun) and then wipe your hands of them in not letting the player back in a third time.

As for ammo...Just make sure your shots count.  Never know when our unit will more closely resemble the Russian army in WWII with not enough guns or ammo for all the troops...
GSN 1701041631
player, 28 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Sat 21 Jan 2017
at 21:34
  • msg #726

Re: Bunker Banter [OOC]

I was under the impression we didn't have the option to choose a different plan, it was more of a "damn the torpedoesvicious gnashing teeth, full speed ahead!" sort of command from the commissar?

So we should be planning how to last as long as possible in a frontal assault, not alternatives that let us sit on our kiesters until the Adeptus Mechanicus saves the day.
This message was last edited by the player at 21:35, Sat 21 Jan 2017.
Adeptus Custodes
GM, 273 posts
Sat 21 Jan 2017
at 23:02
  • msg #727

Re: Bunker Banter [OOC]

Eh...yes and no on the planning phase.

I want this to be as much a player-driven campaign as possible, which is why I plan on giving you guys the 'vote', rather than spoon-feed you things from the NPC commissar. However, I also want this to be realistic enough that those who know how cumbersome the military apparatus is with regards to logistics and the command structure, that even in the best of times you will feel frustrated and under-appreciated by the higher-ups.

However, as it is also a success-driven campaign, I want to make sure that good ideas and good outcomes are also rewarded. To that end, I have some wrenches to throw into your plans, and am holding some good spare parts to help you fix things as you encounter obstacles along the way.

So basically, you are screwed no matter what you choose or which direction you travel, but the journey should at least be interesting. ;)
GSN 1701041631
player, 29 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Sat 21 Jan 2017
at 23:38
  • msg #728

Re: Bunker Banter [OOC]

But we are going down our "emergence hole", correct?  Or do we have the option of trying to reinforce the units that weren't able to secure theirs?
Adeptus Custodes
GM, 274 posts
Sun 22 Jan 2017
at 00:03
  • msg #729

Re: Bunker Banter [OOC]

Correct. I am posting the next phase right now.
GSN 1701041631
player, 30 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Sun 22 Jan 2017
at 16:24
  • msg #730

Re: Bunker Banter [OOC]

How wide are the caverns?  If it's narrow we should work out a marching order--I would suggest flamers in the front, melee-er's right behind that and then the ranged folks (and the heavily wounded) bringing up the rear.

I'm marginally competent at melee so I can take second rank.
Adeptus Custodes
GM, 276 posts
Sun 22 Jan 2017
at 16:37
  • msg #731

Re: Bunker Banter [OOC]

You can if you like...I suppose it could be helpful to know who is 'near the front' with Jansen and who is at the rear of the column, noting how far you're spaced apart [give or take]. I'll have to look over sheets again to see who [besides Zilch] has advantages in dealing with undetected foes.

The best thing about this tunnel is there's really only one - it's a highway, basically, for the nids to shuttle troops to the surface. No catacombs, no real branches or caverns like a fantasy realm setting.

The bad news is they've already been through here a zillion times, so they know their own scent, tremors, sounds, etc. You should expect resistance at every turn.

Gaius logged in last Thursday to read my message about continuing play and chose not to respond, so he is out.

Markus logged in to let me know he is unable to continue due to time constraints in the real world. I accept that and will hold his character in reserve if he wants to rejoin after the mission, though to be fair I'm also one of those DICKHEAD GMs who will take it poorly if I see him playing in other games every day and he can't be bothered to post twice a week here, so...I hope he was being honest with me. :)

Heading out for some tabletop gaming now. I'll check back every hour or so throughout the day.
GSN 1610311843
player, 174 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Sun 22 Jan 2017
at 19:50
  • msg #732

Re: Bunker Banter [OOC]

Adeptus Custodes:
The best thing about this tunnel is there's really only one - it's a highway, basically, for the nids to shuttle troops to the surface. No catacombs, no real branches or caverns like a fantasy realm setting.


That's unexpectedly nice kinda.  When you mentioned natural limestone caverns beneath the castle I had figured they had a 'direct' way (obvious due to Tyranid detrius even if it was twisting and/or strange in design) as well as a number of natural branches like water does with that sort of stone creating indirect ways and dead ends.

On the plus side it means sneaking up behind us is less of a worry unless the tunnel is very tall and facilitates Lictors or Genestealers crawling silently on the ceiling and dropping down on us or behind us...
GSN 1612091751
player, 70 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 23 Jan 2017
at 19:16
  • msg #733

Re: Bunker Banter [OOC]

Methinks the Commissar 'bout to get eaten by a Trygon. I don't trust this comm static one bit.
Adeptus Custodes
GM, 277 posts
Mon 23 Jan 2017
at 19:23
  • msg #734

Re: Bunker Banter [OOC]

Well now that you've got a sergeant in the group I don't need to work so hard to keep Jansen alive. I mean he does have a lot of good melee life saving talents but he's still a mortal non-necron warrior. Mostly. ;)
GSN 1612091751
player, 71 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 23 Jan 2017
at 19:33
  • msg #735

Re: Bunker Banter [OOC]

Welp, the winky-face confirms the Trygon. Gird your bungholes, comrades.

EDIT: The static makes me think its a bioshock brood as opposed to just a single Trygon. We 'bout to get into some real shit.
This message was last edited by the player at 19:34, Mon 23 Jan 2017.
GSN 1610311843
player, 175 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 23 Jan 2017
at 19:52
  • msg #736

Re: Bunker Banter [OOC]

Commissar's are tough cookies to begin with.  Give them cybernetics and they can be downright scary.

Still.

Praying for survival for Zilch.  Wanna see if I can get him as mechanical as Adam Jensen or more...
GSN 1701041631
player, 32 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Mon 23 Jan 2017
at 21:49
  • msg #737

Re: Bunker Banter [OOC]

GSN 1612091751:
I don't trust this comm static one bit.


It's like we're walking down this hill...and it's silent....
GSN 1612091751
player, 72 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 23 Jan 2017
at 23:09
  • msg #738

Re: Bunker Banter [OOC]

In reply to GSN 1701041631 (msg # 737):

I'm tellin' you, it's a bioshock brood.
GSN 1610311843
player, 177 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Tue 24 Jan 2017
at 03:01
  • msg #739

Re: Bunker Banter [OOC]

I will happily give up half an action to grant everyone a round of non-combat actions and a round of combat actions before the scrum gets to us.
Adeptus Custodes
GM, 279 posts
Tue 24 Jan 2017
at 03:10
  • msg #740

Re: Bunker Banter [OOC]

Just to clarify: If you don't give the half action yourself, then everyone only gets a half-action to prepare and a full round of combat. You're warning them of the approach with your 1st half, to give them a full + full. You will still get 1/2 + full. :)
GSN 1612091751
player, 73 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 24 Jan 2017
at 03:43
  • msg #741

Re: Bunker Banter [OOC]

Are 'nids able to be pinned? Because I can use a half-action for a Comrade order and then my Semi-Auto Attack forces things to make pinning checks. I just read Salvaging Solace's entry on 'nids and nope they can't be pinned. Damnit.

EDIT: Also, will my Deadeye Shot, Sharpshooter, and Target Selection talents help me out with targeting the Genestealers?
This message was last edited by the player at 04:01, Tue 24 Jan 2017.
Adeptus Custodes
GM, 280 posts
Tue 24 Jan 2017
at 04:08
  • msg #742

Re: Bunker Banter [OOC]

In the first engagement, GS were not able to be pinned, Hormagaunts were not [they leaped through sustained flame attacks] and Termagents were initially until the synapse Warrior came back in range. So, you don't know, but can try.

With a GS having such a high dodge, I'm not sure I would 'waste' a called shot [which uses the Deadeye and Sharpshooter and takes a full action], but if you want to take the Aim and single shot, that eliminates any chance of hitting other targets. I know it isn't melee you're firing into, but in this case the same principle applies.
   ...if you don't aim, your Target Selection will reduce the chance of miss by 2  in 6.
This message was last edited by the GM at 04:17, Tue 24 Jan 2017.
GSN 1612091751
player, 74 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 24 Jan 2017
at 04:23
  • msg #743

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 742):

So it's just with Standard Attack actions that I eliminate the risk of hitting one of the smaller ones? Doesn't work with Semi-Auto?

I could try pinning some of the Terms... but there's just so many of them. So many.
GSN 1610311843
player, 178 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Tue 24 Jan 2017
at 04:54
  • msg #744

Re: Bunker Banter [OOC]

That was how I was interpreting it AC, but thanks for the clarification.

Still gonna do it cause giving up half so everyone else gets an extra half of prep is totally worth it.

Pinning is pinning.  When you do suppressing fire everyone in that 45 degree arc tests at -10 for semi auto or -20 for full auto.  All of them that can be affected in that arc could fail.  Doesn't matter if you toss a semi-auto 3 round burst or full auto 10 round spree.  Up to about half of them...Maybe.  If there isn't a synapse creature around the corner that is...
This message was last edited by the player at 04:55, Tue 24 Jan 2017.
GSN 1612091751
player, 75 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 24 Jan 2017
at 05:06
  • msg #745

Re: Bunker Banter [OOC]

I totally forgot about the Suppressing Fire action. That's totally what I'm going to be using.

Still wish we could have flooded the tunnels with promethium and lit the motherfucker up, though...
GSN 1701041631
player, 33 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 24 Jan 2017
at 06:09
  • msg #746

Re: Bunker Banter [OOC]

Two questions on weapon performance:
1) Can I semi-auto maximal shots?
2) Can I use my comrade's weapons?
Adeptus Custodes
GM, 281 posts
Tue 24 Jan 2017
at 12:49
  • msg #747

Re: Bunker Banter [OOC]

In reverse order, yes, you can use your comrade weapon if you are skilled in its use...which is usually the case...so they're like your golf caddy, basically.

I do not believe that the design of plasma weapons allows for what you want. It says in the description of Maximal: '...or make single powerful blasts that require the weapon to recharge between shots." So, nope.

A note to the new guys and reminder to the old: if you have your grenade(s) listed on your sheet as carried by 'pocket clip' or 'bandolier' it is a free action to draw/prime it for throwing. Just saying. :)
Adeptus Custodes
GM, 282 posts
Tue 24 Jan 2017
at 13:24
  • msg #748

Re: Bunker Banter [OOC]

It occurs to me that Zilch's warning and translation of his internal auspex's data should be good enough to grant the unit two full rounds of actions, period. Not one of non-combat and one of combat. Otherwise it's foolish to tell you the starting range if you have to wait for them to move half that distance before you can fire. Plus, Jansen has already started firing, so why can't you as well?  Duh.

So, I'll edit my post later from computer but let's go with two rounds of any actions you want, combat or otherwise, then we'll hop into initiative.

Please use this time wisely. :)
This message was last edited by the GM at 13:25, Tue 24 Jan 2017.
GSN 1701041631
player, 34 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 24 Jan 2017
at 15:50
  • msg #749

Re: Bunker Banter [OOC]

quote:
So, nope.


Bah, so much for my dream of sending 4d10+18 damage of sizzling plasma into a genestealer's face right before it rips mine off...

On-topic, how fast are the swarms moving?  They should be moving ~8-10m/round, correct?  The reason I ask is that they may be crossing into my short range on the second round.
Adeptus Custodes
GM, 283 posts
Tue 24 Jan 2017
at 17:25
  • msg #750

Re: Bunker Banter [OOC]

Without my notes in front of me I believe they will be moving 12m per round the first two rounds of your actions, then the much faster GS and Horm will break away for their charge attacks. Don't quote me on this but it's a general guess from memory.

If you'd like, you can hold your second round action to trigger on the GS when they are no longer in the protective swarm, but then you've got to deal with their -20 to BS from speed and their high dodge. The downside is you've "lost" a round of action, but the benefit is you move to the top of the Initiative order (just like Sawbones moved to the end in the last engagement). It's like the D&D concept of Refocus and I like it.

Speaking from experience, if you don't use blast/auto weapons and your name isn't Brick, you're probably not going to hit them much. ;)
GSN 1701041631
player, 35 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 24 Jan 2017
at 17:52
  • msg #751

Re: Bunker Banter [OOC]

Cool, moving at ~12m/round means they should get into sling range by the end of the second
GSN 1610311843
player, 179 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Tue 24 Jan 2017
at 17:55
  • msg #752

Re: Bunker Banter [OOC]

I'll have to wait till he beginning of the third to use my paddle ball on the Genestealers.  That small pink ball might not look like much when it bounces off the wooden paddle to extend away on the looks like it's almost going to snap elastic band but in the right hands it is death incarnate...
GSN 1612091751
player, 76 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 24 Jan 2017
at 17:56
  • msg #753

Re: Bunker Banter [OOC]

Just curious, but where's the Ordos Xenos and Deathwatch in all this? Are they off fighting bigger battles or did the Warp Shadow prevent them from showing up?
Adeptus Custodes
GM, 284 posts
Tue 24 Jan 2017
at 18:00
  • msg #754

Re: Bunker Banter [OOC]

GSN 1612091751:
Just curious, but where's the Ordos Xenos and Deathwatch in all this? Are they off fighting bigger battles or did the Warp Shadow prevent them from showing up?



This is such a small splinter fleet (a single large transport ship and a few escorts)...and this relatively primitive world didn't even have a functional PDF until it was discovered. The hive has been here for a month and not even managed to overrun this first continent. Very strange...

;)
GSN 1610311843
player, 180 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Tue 24 Jan 2017
at 18:03
  • msg #755

Re: Bunker Banter [OOC]

They are busy in the Jericho Reach dealing with the much larger splinter of the Hive.  That takes precedence over a piddly bit of them that is just a footnote on a scribe's dataslate waiting to be reviewed by a newly minted Inquisitor who doesn't think they need the full might of the Deathwatch to handle it.  They have millions of guardsman to use...why not use them?
GSN 1612091751
player, 78 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 24 Jan 2017
at 18:08
  • msg #756

Re: Bunker Banter [OOC]

Well, I got some potshots in. Hopefully ALL the Terms fail their WP rolls...

Then again, we're Guardsmen. When would we ever be that lucky?
GSN 1701041631
player, 36 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 24 Jan 2017
at 18:09
  • msg #757

Re: Bunker Banter [OOC]

quote:
Very strange...


I'm pretty sure there are vicious bunny rabbits loose around here.  There's clearly nothing else that would be amiss, no sir.

Mechanics question, if we target a GS with multiple shots, do we roll the d6 for each one or just the attack?
This message was last edited by the player at 18:13, Tue 24 Jan 2017.
Adeptus Custodes
GM, 285 posts
Tue 24 Jan 2017
at 19:06
  • msg #758

Re: Bunker Banter [OOC]

I believe it is in your best interest to roll separately for each shot where they go, given the miss % on the GS. I hadn't thought about it to be honest and am not concerned as long as the dice roller reflects your intent. If you say "first hit" with the first d6 roll I'll expect separate rolls for each. If you simply put "target GS or ?" and roll and it hits a gaunt, then you've just committed them all to that target. Got it?
GSN 1701041631
player, 37 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Tue 24 Jan 2017
at 19:17
  • msg #759

Re: Bunker Banter [OOC]

Yup, thanks for clarifying (ug, I write that way too many times on a daily basis).  I'll probably just be telling the roller to separate dice for as many hits as I get.
GSN 1701041631
player, 39 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 25 Jan 2017
at 17:06
  • msg #760

Re: Bunker Banter [OOC]

Those are some nice hits there, Brick
GSN 1610292302
player, 203 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 25 Jan 2017
at 17:40
  • msg #761

Re: Bunker Banter [OOC]

GSN 1701041631:
Those are some nice hits there, Brick

Yes!  By why not use Only War dice option to calc the DoS/DoF?  It's as fast or faster to swap the dice out as it is to calc the result on your own.  Unless you're posting on your phone, but yeah you probably aren't rolling dice then.
GSN 1610292302
player, 205 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 25 Jan 2017
at 19:01
  • msg #762

Re: Bunker Banter [OOC]

Tube charge set for some boom boom.
GSN 1610311843
player, 181 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Wed 25 Jan 2017
at 19:05
  • msg #763

Re: Bunker Banter [OOC]

We really need to gin up some proper claymores to make it less a Blast (4) and more like a Flamer's pouring on burny death in a nice wide arc.
GSN 1610292302
player, 206 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 25 Jan 2017
at 19:07
  • msg #764

Re: Bunker Banter [OOC]

GSN 1610311843:
We really need to gin up some proper claymores to make it less a Blast (4) and more like a Flamer's pouring on burny death in a nice wide arc.

Yeah, but with 5 DoS, I should have it set to hit for the full blast effect, which is 8m diameter.  That's going to be a fuck ton of them.
GSN 1610311843
player, 182 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Wed 25 Jan 2017
at 19:09
  • msg #765

Re: Bunker Banter [OOC]

This is true.  Hopefully they don't have enough maneuver room and avoid it.
GSN 1701041631
player, 40 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Wed 25 Jan 2017
at 19:26
  • msg #766

Re: Bunker Banter [OOC]

My one fire bomb comes out next round, hopefully it will have some effect on the horms.  I don't fancy its chances for setting the GS on fire.
Adeptus Custodes
GM, 286 posts
Wed 25 Jan 2017
at 22:48
  • msg #767

Re: Bunker Banter [OOC]

Should be home in about 5 hours to drop some action.
GSN 1610311843
player, 183 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Wed 25 Jan 2017
at 22:53
  • msg #768

Re: Bunker Banter [OOC]

I'm about to head home and get my post in before I loose out on some xenos death.
GSN 1610292302
player, 207 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 25 Jan 2017
at 23:00
  • msg #769

Re: Bunker Banter [OOC]

GSN 1610311843:
I'm about to head home and get my post in before I loose out on some xenos death.

Remember you only get a half action in pre-round one, since most of us are taking advantage of your auspex-based warning.
GSN 1610311843
player, 184 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Wed 25 Jan 2017
at 23:04
  • msg #770

Re: Bunker Banter [OOC]

Totally know it.

:)
GSN 1701041631
player, 41 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 00:04
  • msg #771

Re: Bunker Banter [OOC]

Are we doing three rounds of actions or just two?  I thought it was the latter.
GSN 1610292302
player, 208 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 26 Jan 2017
at 00:06
  • msg #772

Re: Bunker Banter [OOC]

In reply to GSN 1701041631 (msg # 771):
Can't shoot turn 1 of 3
GSN 1701041631
player, 42 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 00:08
  • msg #773

Re: Bunker Banter [OOC]

Adeptus Custodes:
So, I'll edit my post later from computer but let's go with two rounds of any actions you want, combat or otherwise, then we'll hop into initiative.


I read it as we just get two free rounds, instead of one non-combat and one combat.  If we get a free non-combat round and then two consecutive combat rounds, then I would have hit with two shots on round 1 (for my semi-auto) due to aiming prior to firing.
This message was last edited by the player at 00:11, Thu 26 Jan 2017.
GSN 1610311843
player, 185 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 00:21
  • msg #774

Re: Bunker Banter [OOC]

Adeptus Custodes:
It occurs to me that Zilch's warning and translation of his internal auspex's data should be good enough to grant the unit two full rounds of actions, period. Not one of non-combat and one of combat. Otherwise it's foolish to tell you the starting range if you have to wait for them to move half that distance before you can fire. Plus, Jansen has already started firing, so why can't you as well?  Duh.

So, I'll edit my post later from computer but let's go with two rounds of any actions you want, combat or otherwise, then we'll hop into initiative.

Please use this time wisely. :)


Beat me to it Two-bit.

Also figure the horde starts at 54 meters, then runs forward to 42 meters, then runs forward to 30 meters which then brings us to the top of the third round and when the Genestealers charge forward...
This message was last edited by the player at 00:27, Thu 26 Jan 2017.
Adeptus Custodes
GM, 287 posts
Thu 26 Jan 2017
at 01:01
  • msg #775

Re: Bunker Banter [OOC]

Correct! Third round I'll collate the shooting and attack with the GS and then we'll be in full swing.
GSN 1610292302
player, 209 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 26 Jan 2017
at 02:41
  • msg #776

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 775):

Well I'm dead then
Adeptus Custodes
GM, 288 posts
Thu 26 Jan 2017
at 03:19
  • msg #777

Re: Bunker Banter [OOC]

Sawbones, if you'd prefer to throw the charge after you prime it instead of setting it and being caught out in front, go ahead and make a generic throw with an improvised weapon. Your DoS on priming it are high enough I can grant a simultaneous move-prime the first round and then throw-retreat the second; it'll just be closer to your position than you may have initially wanted.

Please don't flub the throw. ;)

Edit: I'm off tomorrow so if I happen to fall asleep during my post, I'll just finish it first thing in the morning.
This message was last edited by the GM at 03:19, Thu 26 Jan 2017.
GSN 1610292302
player, 210 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 26 Jan 2017
at 03:21
  • msg #778

Re: Bunker Banter [OOC]

Adeptus Custodes:
Sawbones, if you'd prefer to throw the charge after you prime it instead of setting it and being caught out in front, go ahead and make a generic throw with an improvised weapon. Your DoS on priming it are high enough I can grant a simultaneous move-prime the first round and then throw-retreat the second; it'll just be closer to your position than you may have initially wanted.

Please don't flub the throw. ;)

Edit: I'm off tomorrow so if I happen to fall asleep during my post, I'll just finish it first thing in the morning.

Can't get to a PC tonight.  You can play it how you want.
GSN 1612091751
player, 79 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 26 Jan 2017
at 05:31
  • msg #779

Re: Bunker Banter [OOC]

What's the easiest way to get hopped up on a Frenzon/Slaught/Stimm cocktail and go ham with a chainsword?
GSN 1701041631
player, 43 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 15:38
  • msg #780

Re: Bunker Banter [OOC]

My comrade's got an injector and stimms, I think we might be lacking in the Frenzon/Slaught part of that.
GSN 1610311843
player, 187 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 15:54
  • msg #781

Re: Bunker Banter [OOC]

A Tech-Priest with a Medicae Mechadendrite and a Narthecium.
GSN 1612091751
player, 81 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 26 Jan 2017
at 16:04
  • msg #782

Re: Bunker Banter [OOC]

Neither Ramirez nor Emilia are built for melee combat, but if both of them bite the dust and I can't roll up a Krieger, I might make a melee specialist with a chainsword in a 40k take on D&D's Barbarian class. The drugs would help a hell of a lot.
GSN 1610311843
player, 189 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 16:11
  • msg #783

Re: Bunker Banter [OOC]

Well if you are Zakurian you could tailor in the drugs as part of your standard kit.  You'd still need to get them injected but then at least you'd be supplied with them regularly.

Also...

Figured since I can't hit crap using suppressing fire with the combat shotgun isn't a bad idea.
Adeptus Custodes
GM, 290 posts
Thu 26 Jan 2017
at 16:14
  • msg #784

Re: Bunker Banter [OOC]

quote:
Neither Ramirez nor Emilia are built for melee combat, but if both of them bite the dust and I can't roll up a Krieger, I might make a melee specialist with a chainsword in a 40k take on D&D's Barbarian class. The drugs would help a hell of a lot.


That's ok; Jansen was designed to be able to step in front of a shooter [like Markus was doing on the wall] and hold off one or two enemies while they kept dumping rounds into the opposition. I'm glad the PCs didn't specifically design their characters for use against the tyranids; it makes for a much more diverse and realistic 'special platoon'. Your variety of skills and talents is what makes you effective, just like a fantasy adventuring party.

Welcome to the 40k Underdark. ;)
GSN 1612091751
player, 82 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 26 Jan 2017
at 16:55
  • msg #785

Re: Bunker Banter [OOC]

Well, the concept is inspired by the death-scene of a character in a publicized Dark Heresy game ( http://www.theallguardsmenparty.com/teach.html ) who was their melee specialist. Severely wounded (along with other NPC Guardsmen), the team had to plan an ambush to take down two Chaos Space Marines and a Heretek. Doc, their medic, realized he had a Big Fuck-Off Crate™ of military-grade medical supplies and shot up the wounded with Stimm/Slaught/Frenzon, gave 'em all chainswords, and said "Get 'em!". Sure, they all died, but it was pretty badass and I'd be curious to see how effective a CQC specialist on 40k-PCP would be.
GSN 1610311843
player, 190 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 17:00
  • msg #786

Re: Bunker Banter [OOC]

If you get creative within the system...

Very.

With the caveat that they have to be in CQC otherwise they are useless for anything else than social banter.  Really, really useless till you get more xp and you decide to spend it on other things.
GSN 1612091751
player, 83 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 26 Jan 2017
at 17:08
  • msg #787

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 786):

Yeah, Cutter was pretty useless at ranged combat and didn't have a solid grasp on what a good plan was. He'd just charge in and hack at stuff with a chainsword.
GSN 1701041631
player, 45 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 18:55
  • msg #788

Re: Bunker Banter [OOC]

OK, assuming the GS doesn't evade (yeah right) the grapple the next person to step in to hit it should be at a +40.
GSN 1612091751
player, 84 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 26 Jan 2017
at 19:04
  • msg #789

Re: Bunker Banter [OOC]

On another note, Ramirez and Emilia are my soldiers' actual names. I was going to let the extant squad come up with nicknames ICly, if y'all are game for that.
GSN 1701041631
player, 46 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 22:01
  • msg #790

Re: Bunker Banter [OOC]

Fine by me, I guess the only question is if you want them *before* we all get slaughtered mercilessly triumph victoriously over the xeno scum.
GSN 1610311843
player, 191 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 22:07
  • msg #791

Re: Bunker Banter [OOC]

There is a good chance that by the end of this mission you'll have a nik if you survive or don't...

Also played with the existing numbers and put together a peep using the fixed numbers option.  You can have a pretty damn dangerous CQC guy.
GSN 1701041631
player, 47 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 22:13
  • msg #792

Re: Bunker Banter [OOC]

Two-weapon fighting or one big one?
GSN 1610311843
player, 192 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 22:18
  • msg #793

Re: Bunker Banter [OOC]

One at the start.  Two can develop as xp is gained and additional requisitions become available.
GSN 1701041631
player, 48 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 22:33
  • msg #794

Re: Bunker Banter [OOC]

With 30 points for the kit, I think you can just barely afford a Best quality eviscerator, and all the hilarity it brings with it.
GSN 1610311843
player, 193 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 22:39
  • msg #795

Re: Bunker Banter [OOC]

I actually dealt with some of the weaknesses inherent in such a design.

 8 pts. Acquire Chainsword as part of kit
10 pts. Upgrade to best Craftsmanship
10 pts. Acquire Voss automatic grenade launcher as part of kit
 3 pts. Acquire Fire Bomb Grenades as part of kit


Explosives like Frags don't care that you missed your attack roll.  They scatter a few meters from the target spot and blow up anyways possibly hitting the target anyhow.  The Voss also is S/3/- so think about that when it comes to collateral when the target doesn't want to fight you in melee...

That said an Evicerator is a two handed weapon that you cannot parry with nor make as many attacks with.  It'll run you 20 pts.  Another 10 pt.s to make it Best.  So yeah it'll work.
GSN 1701041631
player, 49 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Thu 26 Jan 2017
at 22:45
  • msg #796

Re: Bunker Banter [OOC]

The Voss is awesome, we really need to get one for our little group.  I think 3 points for firebombs only gives you a single one, though.  That's all good though, one flame attack at Blast (3) should be more than enough.  The Pen on those things is ridiculous...
GSN 1610311843
player, 194 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 26 Jan 2017
at 22:51
  • msg #797

Re: Bunker Banter [OOC]

Well the key is making him a Weapons Master.

The Voss will come with (3) reloads which will be standard Frag.  Plus as a Zakurian you've got 4 more Frags.  Then between a Zakurian and being a Weapons Master you have 6 Krak's to fill up another reload.  Then you have the firebomb and yeah the pen is good but the damage is low.  Great for dealing with armoured Humans or Tau.  Less so on anything else.  Plenty of ammo for most normal things.
GSN 1612091751
player, 85 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 27 Jan 2017
at 00:25
  • msg #798

Re: Bunker Banter [OOC]

Why not roll a seargeant that gets a chanswird as part of their kit?
GSN 1701041631
player, 50 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Fri 27 Jan 2017
at 00:33
  • msg #799

Re: Bunker Banter [OOC]

Under normal circumstances yes, but since we can customize our kit a little better in this game taking sergeant or commissar is less necessary for good gear.  The weapon specialist has (arguably) better aptitudes, which means more efficient XPenditures for getting the ded-killy talents you need to be a CQC beast.
GSN 1610311843
player, 195 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Fri 27 Jan 2017
at 01:29
  • msg #800

Re: Bunker Banter [OOC]

Also...

The various specialist roles (heavy, sergeant etc) gear is not considered part of your standard kit but specialist gear and you can't use the additional kit points to augment that equipment.  Mainly cause you can change specialist roles every 2500xp if you wanted and when you do that gear is given back to the quartermaster and they issue you your new specialist gear.

So yeah a Sergeant gets the chainsword but his +5 isn't in Weapons Skill nor can I upgrade the weapon to Best giving a +10 to my WS when I use it and grants an additional +1 damage.
This message was last edited by the player at 13:14, Fri 27 Jan 2017.
GSN 1612091751
player, 86 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 27 Jan 2017
at 01:42
  • msg #801

Re: Bunker Banter [OOC]

Ah, that makes senso.
Adeptus Custodes
GM, 291 posts
Sat 28 Jan 2017
at 20:27
  • msg #802

Re: Bunker Banter [OOC]


So, imagine my surprise when I wake up and read that one of my guardsmen (who is NOT afflicted with insanity or a death wish) is grappling a genestealer. After I finished laughing I figured it was important to point out a few things.

1. I have been 'handwaiving' the fear these genestealers possess when you begin the round within the aura of the Commissar. He's a great buffer and I didn't want the game (still an RPG) to deteriorate early because of a TPK.

2. That being said, trying to grapple a creature that causes fear is an amazing feat. Even if you lose you'll still go down in history as 'That guy who charged a genestealer barehanded and almost won'. I'd normally make you take a WP test here but it's so outlandish you probably caught the GS off guard with the move.

3.While it is true that the rules are clear about grappling, they assume a normal, humanoid, bipedal (and bi-armed) opponent. I have no intention of letting the rules be exploited to require a monster with four arms to be required to accept that 'the only action a grappled creature can perform is a grapple'. This is clearly a case of an unexpected use of the action, and so the rules are a guideline, not a rule written in stone.

4. With that being cleared up, the rules for grappling also don't include the obvious addition of the comrade for a situation such as this. You already get the Gang Up bonus but the possibility that the comrade is just as crazy as the character means that, technically, they could *both* be riding this GS like a bronco and have all four arms locked down.

5. Clearly I can make a Dodge roll when attacked and then make my opposed test to beat them in the grapple. Or just have the Termagents fire a squad at the three of them recklessly since they'll all be biomass for rebuilding the hive forces anyway. Or pile on with a group of Hormagaunts.


Point is I will consider this carefully between now and tonight and will see how I want to resolve this. Opinions are welcome.
GSN 1701041631
player, 51 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Sat 28 Jan 2017
at 22:18
  • msg #803

Re: Bunker Banter [OOC]

On #5, the entire point of the grapple was to negate the GS's ability to dodge, if that's not going to happen then I'm pretty boned. The idea is to give those with a higher damage potential (Brick, Sawbones, etc) a much higher chance of seriously damaging it before it eviscerates me, which is the likely outcome regardless of how I chose to go melee.

That being said, the LOLhammer is why I'm here, so I can safely say I was inspired by this this:

Adeptus Custodes
GM, 292 posts
Sat 28 Jan 2017
at 22:39
  • msg #804

Re: Bunker Banter [OOC]

No, it would only get the Dodge reaction when you first attempt to initiate the grapple as an attack option. Once the grapple is successful because you [may] beat it on the opposed test, then it has to try to break free as it's own action, or control YOU in its grapple and let the other minions eviscerate you. ;)

I'm confident that this is a terrifying and overwhelming scene of chaos anyway, so that would certainly add to the dramatic effect of a guardsman saying "F*** it!" and square dancing with the beast. :P

I expect to make my post in a few hours...maybe 4 or so, to give the last two slugs a chance to get their actions in.
GSN 1610292302
player, 212 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 28 Jan 2017
at 23:01
  • msg #805

Re: Bunker Banter [OOC]

Just got my post in.  Was out and about all day.
GSN 1701041631
player, 52 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Sat 28 Jan 2017
at 23:41
  • msg #806

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 804):

I was of the understanding the grapple starts as soon as the target gets hit, there's no opposing test (outside of the Dodge) until the grapple-ee decides to take control?
Adeptus Custodes
GM, 293 posts
Sun 29 Jan 2017
at 00:12
  • msg #807

Re: Bunker Banter [OOC]

Yes, I get to dodge and if I succeed I get to chop you into hamburger. If I fail my dodge then my action on my turn is a(n) opposed test...perhaps that makes it sound like I'm immediately rolling against you, but I only mean I have to generate more successes than you did to gain control of the grapple condition. So yes you are reading it right.
GSN 1701041631
player, 53 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Sun 29 Jan 2017
at 00:18
  • msg #808

Re: Bunker Banter [OOC]

OK, cool.  Had hamburger for lunch though, so no need for more :)
GSN 1612091751
player, 88 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sun 29 Jan 2017
at 04:21
  • msg #809

Re: Bunker Banter [OOC]

Is there any real reason I shouldn't be on Overwatch every turn with the trigger of "A Genestealer making an attack"? They can't Dodge Overwatch attacks, if I'm reading things correctly.
Adeptus Custodes
GM, 295 posts
Sun 29 Jan 2017
at 04:33
  • msg #810

Re: Bunker Banter [OOC]

After reading 121 [dodge skill] and 247 [overwatch action] I am not sure where you're seeing that they can't dodge the attack.  Can you tell me what you read or what page it's on?
GSN 1612091751
player, 89 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sun 29 Jan 2017
at 05:28
  • msg #811

Re: Bunker Banter [OOC]

I misread the Evasion action on 244. The text is as follows:

quote:
Keep in mind that Reactions cannot be used during the character’s own Turn, so a character cannot Dodge/Parry attacks made via Overwatch, when they flee from combat during their own Turn, and so on.

Adeptus Custodes
GM, 296 posts
Sun 29 Jan 2017
at 13:27
  • msg #812

Re: Bunker Banter [OOC]

Interesting that it specifically says 'character' and not 'target'. I wonder if they meant for this to be slanted against players, and yet allow the ork/cultist/xeno to retain the evasion ability in those situations?

Personally I've always hated that sentence. It seems unnecessarily harsh and stupid...not to mention unrealistic. D&D 5e says the same thing in their rules: you can only use reactions when it isn't your turn, so you can't cast reaction spells to protect yourself from people who readied an attack or spell against you, even if you are standing face-to-face in a duel with no outside interference. It's maddeningly frustrating on both sides of the table.

If the group wants, we can eliminate that particular sentence about evasion from our ruleset and I'll add it to the thread I'm making for in-house changes to Fate points and so forth.
GSN 1701041631
player, 54 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Sun 29 Jan 2017
at 17:35
  • msg #813

Re: Bunker Banter [OOC]

I don't have my books in front of me, does the ganging up bonus apply for Parry attempts?

Edit: I support removing that sentence for evasion, as I might need to take advantage of it myself I in a second :D
This message was last edited by the player at 18:20, Sun 29 Jan 2017.
GSN 1612071545
player, 35 posts
Roland W:15/15FP:2/2 WpnS
Tristan W:13/13 FP:2 WpnS
Mon 30 Jan 2017
at 02:59
  • msg #814

Re: Bunker Banter [OOC]

If an opponent is grappled can my character leave melee without incurring the free attack against him? I was planning on toasting some of the gaunts closing in with the flamethrower and would be able to do so this turn if I don't have to use up the disengage action.

Also, I am totally for changing the up evasion/reaction rule and add it to our list of in-house modifications.

Also also, in reference to ganging up all it talks about is that the group of character's gain the bonus to weapon skill tests but unfortunately doesn't go into any more detail. What's your input AC?

quote:
GANGING UP
A character has an advantage when he and his allies engage the same foe in melee combat. If a group of characters outnumber their opponent two to one, their Weapon Skill Tests are Ordinary (+10). If a group of characters outnumber their opponent by three to one or more, their Weapon Skill Tests are Routine (+20).

Adeptus Custodes
GM, 297 posts
Mon 30 Jan 2017
at 03:45
  • msg #815

Re: Bunker Banter [OOC]

Once the enemy is successfully grappled, it has no reactions until it makes the test to control the grapple and chooses to end it. If the enemy makes the test [beats the other person's DoS] and chooses to maintain the grapple for some reason, then they still have no reactions. So...yes, you can safely leave the threatened area. Note what I said earlier about what I think the concept for the rule is: it involves two humanoid bipedal/biarmed creatures. So if someone were to grapple a lichtor...heh...they have a lot of extra attack options so being grappled would not eliminate *all* of their potential reactions/attacks. ;)

Eh...what more detail do you want for the gang-up bonus? Grappling is a standard attack so it uses your WS [plus bonuses] to determine success. Outnumbering your opponent is a good thing then. I know only two characters can be involved in a grapple, but again, see the above reminder about the intent of the rule.

See also: Fat Albert and their game of Buck-Buck.

I firmly believe, from watching and being involved in fights/wrestling that the +20 to hit a grappled opponent is a tough call. Some games say they're rolling around in melee and you could hit either one; others say the grapple means the controller can hold the opponent still and allow their pals to beat it mercilessly. I guess it depends on the situation, but I'm always in favor of good stories and heroic actions over a simple dice roll. That's why I try to make myself available at regular intervals to answer questions.
GSN 1701041631
player, 55 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Mon 30 Jan 2017
at 04:02
  • msg #816

Re: Bunker Banter [OOC]

If we are using the modified evasion rule, you could leave the area, provoke the AOO and use your reaction to dodge.  It would suck, but probably suck less than using up an entire action only to be in melee again the following round.
GSN 1610292302
player, 213 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 30 Jan 2017
at 14:42
  • msg #817

Re: Bunker Banter [OOC]

GSN 1701041631:
If we are using the modified evasion rule, you could leave the area, provoke the AOO and use your reaction to dodge.  It would suck, but probably suck less than using up an entire action only to be in melee again the following round.

As long as it sucks up 1 of your evasions going forward on the turn it wouldn't be awful.
GSN 1701041631
player, 56 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Mon 30 Jan 2017
at 18:14
  • msg #818

Re: Bunker Banter [OOC]

One thing to consider--for the Concussive effect from Ramirez's krak, is the Prone effect applied separately from the Toughness test?
Adeptus Custodes
GM, 298 posts
Mon 30 Jan 2017
at 18:26
  • msg #819

Re: Bunker Banter [OOC]

He hasn't even rolled to hit yet. I think I'll wait and see what happens first. :)
GSN 1610311843
player, 196 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 30 Jan 2017
at 18:28
  • msg #820

Re: Bunker Banter [OOC]

23:10, Today: GSN 1612091751 rolled 7 -- 8 degrees of success using the Only War system with a target number of 83.  Attack (Standard, Aim, Close Range).

Actually he has...
GSN 1701041631
player, 57 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Mon 30 Jan 2017
at 18:30
  • msg #821

Re: Bunker Banter [OOC]

We need to make sure the GS doesn't have any dodges left, is Zilch up for it?

Edit: Ramirez, you can add in the DoS of your attacks to replace a single damage die (which looks like might be an improvement on damage here).  If you select "Record each die" when you roll it's easier to tell which one you should swap out.
This message was last edited by the player at 18:34, Mon 30 Jan 2017.
Adeptus Custodes
GM, 299 posts
Mon 30 Jan 2017
at 18:32
  • msg #822

Re: Bunker Banter [OOC]

Oh well then let me say something else to stave off an actual response...um...there aren't enough other people who've posted yet so I might not even be giving an update until tomorrow anyway. :P
GSN 1610311843
player, 197 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 30 Jan 2017
at 18:37
  • msg #823

Re: Bunker Banter [OOC]

Zilch is using a Combat Shotgun.

I doubt that I could fire it with any degree of accuracy where *only* the 'stealer would get hit with the buckshot.

That said you are right AC I totally haven't posted *duh*
GSN 1612091751
player, 90 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 30 Jan 2017
at 18:42
  • msg #824

Re: Bunker Banter [OOC]

In reply to GSN 1701041631 (msg # 821):

I already do that. That's what the strikethroughs are for.
GSN 1610311843
player, 199 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 30 Jan 2017
at 18:53
  • msg #825

Re: Bunker Banter [OOC]

Well rolled a 100 on my suppression fire so no more suppression fire from me...

*salutes*

It was good to know you all...
GSN 1610292302
player, 214 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 30 Jan 2017
at 18:54
  • msg #826

Re: Bunker Banter [OOC]

GSN 1701041631:
We need to make sure the GS doesn't have any dodges left, is Zilch up for it?

Edit: Ramirez, you can add in the DoS of your attacks to replace a single damage die (which looks like might be an improvement on damage here).  If you select "Record each die" when you roll it's easier to tell which one you should swap out.

Which reminds me, AC please set this option on the dice roller. No clue why the site doesn't have it pre configured as the default.
GSN 1701041631
player, 58 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Mon 30 Jan 2017
at 18:57
  • msg #827

Re: Bunker Banter [OOC]

In reply to GSN 1612091751 (msg # 824):

Sorry, I was just looking at the dice roller when I read that.  My bad.

Alright, let's try something higher risk...*bad decisions incoming*

Edit...and the risk might marginally pay off, doesn't hit worth crap BUT at least we might not be in melee with it anymore (if it doesn't win the opposed maneuver test)

AC: under normal circumstances the opposed test would be made on my turn, since I took the maneuver check as my first action how do you want to handle adjudicating whether I can take my second?
This message was last edited by the player at 19:08, Mon 30 Jan 2017.
Adeptus Custodes
GM, 300 posts
Mon 30 Jan 2017
at 19:47
  • msg #828

Re: Bunker Banter [OOC]

These questions will have to wait til I get home from work in about 4 hours. Thanks. :)
GSN 1701041631
player, 60 posts
Two-bit (WS) W 9/9 FP 1/2
Sleepy (G) W 14/14 FP 2/2
Mon 30 Jan 2017
at 21:02
  • msg #829

Re: Bunker Banter [OOC]

If this works, as soon as we get back to base I'm painting my arm black.  You know, to make it perfect.
GSN 1612071545
player, 37 posts
Roland W:15/15FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Mon 30 Jan 2017
at 21:15
  • msg #830

Re: Bunker Banter [OOC]

In reply to GSN 1701041631 (msg # 829):

You got this, just keep those fingers crossed and hope they don't get lopped off.
GSN 1610311843
player, 200 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 30 Jan 2017
at 21:15
  • msg #831

Re: Bunker Banter [OOC]

Just a FYI for you...


GSN 1701041631:
11:29, Today: GSN 1701041631 rolled 51 -- 4 degrees of success using the Only War system with a target number of 86.  reroll shotgun semi-auto on GS.


Core pg.173:
If fired at a foe within Point Blank range, every two Degrees of Success the firer scores indicates another hit (use Table 8–2: Multiple Hits on page 246).


Shotgun scatter means at Point Blank ranges you get additional hits on top of the semi-auto multiple hits.  Not an additional +10 to hit at PB...unless I'm missing something from the Core and is in an errata.

So Combat Shotgun has S/3/- and you rolled 4 degrees of success.  Semi-auto gives you one extra hit for each 2 degrees of success.  Great you would hit with all 3.

1st one is at 4 degrees.
2nd one is at 2 degrees.
3rd one is a simple success.

So with Scatter in effect...

1st one hits, then hits again, then hits again...three clusters of shot.
2nd one hits and then hits again...two clusters of shot.
3rd one simply hits.

Ultimately you'd hit him (6) times with that.

Of course if he goes to dodge that attack any degrees of success will remove a lot of those hits.  1 degree knocks out that 3rd hit and the third cluster from the 1st. 2 degrees knocks out that extra one on the second.  So on and so forth.  Really they are messy things at point blank versus things that don't have armour or unnatural toughness.

AC can verify it or slap me silly but running down the way it's written that's how it should roll out.
This message was last edited by the player at 21:16, Mon 30 Jan 2017.
GSN 1701041631
player, 61 posts
Two-bit (WS) W 0/9 FP 0/2
Sleepy (G) W 14/14 FP 2/2
Mon 30 Jan 2017
at 21:17
  • msg #832

Re: Bunker Banter [OOC]

I'm using the errata for Scatter, it's much simpler (IRL my group decided this was superior than the original version):
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.”

Source: https://images-cdn.fantasyflig...a%20v1_0%20WQFIN.pdf; see page 1

Always happy to follow AC's interpretation on this, though.  On a parallel note, I have always interpreted semi-auto as additional hits on each two additional degrees of success past the first, so they occur on 3, 5, etc DoS
This message was last edited by the player at 21:22, Mon 30 Jan 2017.
GSN 1610311843
player, 201 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 30 Jan 2017
at 21:26
  • msg #833

Re: Bunker Banter [OOC]

Hmm...

I agree with you on the semi-auto I just thought that the Only War roller took that into account already when it told you extra degrees of success but clearly it didn't as you would have had to roll a 46 to get that.

Ahh the elusive errata that I mentioned...

Yeah with it having no pen the extra damage is superior in most every situation.
GSN 1701041631
player, 62 posts
Two-bit (WS) W 0/9 FP 0/2
Sleepy (G) W 14/14 FP 2/2
Mon 30 Jan 2017
at 21:30
  • msg #834

Re: Bunker Banter [OOC]

Too true, although at 6 hits the probably of popping an RF is reasonably good.
GSN 1610311843
player, 202 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 30 Jan 2017
at 21:33
  • msg #835

Re: Bunker Banter [OOC]

It increases certainly but you have to roll excessively well or have a massive TN in the first place to get lots of hits like that.
Adeptus Custodes
GM, 301 posts
Mon 30 Jan 2017
at 23:35
  • msg #836

Re: Bunker Banter [OOC]

GSN 1701041631:
One thing to consider--for the Concussive effect from Ramirez's krak, is the Prone effect applied separately from the Toughness test?


The prone effect is determined by the amount of damage done vs the target's Strength bonus, and is separate from the Toughness test for stunning, yes. And it *does* say "if the target TAKES damage greater than its STR bonus", so that is after modifications for armor and Toughness and fields and anything else they have for defenses.

Similar to the way Brick was rolling for her target amongst the swarm, and then the suppressing fire took effect and actually negated the need for it, I won't be rolling for the Toughness test vs the Concussive(0) of the Krak hit until I do the entire round. If you think you want to plan for it to fail, then make your action thusly and I will adjust based on the situation in your favor. If you want to plan on it passing, post accordingly and if it doesn't I will again adjust your actions within the scope of the situation - again, favorably if possible.

I don't need to be a killer GM when the dice roller hates us all equally. ;)

Two-bit:
AC: under normal circumstances the opposed test would be made on my turn, since I took the maneuver check as my first action how do you want to handle adjudicating whether I can take my second?


See above. I am sure with the amount of firepower coming its way there will be little doubt you can avoid its terrible swift claws of death again...which reminds me that you took a Dmg 9 Pen 5 hit to the leg. Your guardsman flak + subskin armor is listed as 5 on your sheet...Toughness bonus 3...you should still have 3 wounds, not zero, am I correct? :)
GSN 1610292302
player, 215 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 31 Jan 2017
at 00:37
  • msg #837

Re: Bunker Banter [OOC]

Need about 2 hours to get my post in (put kid to bed and make dinner).  If you're in a rush, I just want to shoot a genestealer.
GSN 1701041631
player, 63 posts
Two-bit (WS) W 0/9 FP 0/2
Sleepy (G) W 14/14 FP 2/2
Tue 31 Jan 2017
at 00:40
  • msg #838

Re: Bunker Banter [OOC]

Adeptus Custodes:
Your guardsman flak + subskin armor is listed as 5 on your sheet...Toughness bonus 3...you should still have 3 wounds, not zero, am I correct? :)


Totally forgot about my skin armor, this will help keep me from dying horribly next round and instead go to just regular dying :)
Adeptus Custodes
GM, 302 posts
Tue 31 Jan 2017
at 04:00
  • msg #839

Re: Bunker Banter [OOC]

Sent Brick a message asking why the logins but no posts the past week. I think, given the value of that character and the current combat, I will allow for this week's schedule to be the Tuesday-Friday I had optioned earlier.

Hope the suspense doesn't kill anyone. ;)
GSN 1701041631
player, 64 posts
Two-bit (WS) W 3/9 FP 0/2
Sleepy (G) W 14/14 FP 2/2
Tue 31 Jan 2017
at 17:38
  • msg #840

Re: Bunker Banter [OOC]

We miss Brick greatly, crossing my fingers she comes back!

Adeptus Custodes:
Hope the suspense doesn't kill anyone. ;)

W-Why would you say it like that?
Adeptus Custodes
GM, 303 posts
Tue 31 Jan 2017
at 22:42
  • msg #841

Re: Bunker Banter [OOC]

Brick is exiting the game. Unhappy with shoot, reload, shoot gaming I guess. Wanted more RP than what (s)he's seen, and doesn't want to wait til after this mission to reach a downtime point in between missions to flesh out the character. *shrug*

I'll NPC that character like I did Marcus and Gaius through this mission and if we don't get new recruits in the next month I'll tailor the second half of this mission to your current strengths then.

Posting later tonight. No worries.
GSN 1612091751
player, 91 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 31 Jan 2017
at 23:44
  • msg #842

Re: Bunker Banter [OOC]

I'll admit I was hoping for a bit more RP as well, but having jumped into the middle of a firefight and then getting rushed off to another mission, I'm alright with waiting for either death or downtime.
Adeptus Custodes
GM, 304 posts
Tue 31 Jan 2017
at 23:52
  • msg #843

Re: Bunker Banter [OOC]

How you respond to situations, who you aid, who you ignore...weapon choices, comrade banter, descriptive posts...reactions to enemies, reactions to poor rolls or tactical changes...all of these things can help you build the image of your character as we move forward. Yes, sometimes the good guys bite it [see also Magnificent Seven and M7Samurai] before they have a chance to live a long and fulfilling life. Sometimes you're the skeleton that gets discovered by the *next* set of adventurers in the dungeon.

Point is, you can RP in almost any situation, and it is my opinion that if you want to flesh out your character, there's no time like the present. :)
GSN 1612091751
player, 92 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 1 Feb 2017
at 04:28
  • msg #844

Re: Bunker Banter [OOC]

I do believe that's my first confirmed kill! Thanks for the set-up, Two-Bit!

AC, how far out is the horde of the terms and horms again?
Adeptus Custodes
GM, 306 posts
Wed 1 Feb 2017
at 04:38
  • msg #845

Re: Bunker Banter [OOC]

Each group has the distance in meters in (parenthesis) between its name and how many are left, at the end of my post. Genestealer (0) [1/6]...one remaining GS at a range of 0 [melee], and so forth.
GSN 1612091751
player, 93 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 1 Feb 2017
at 04:56
  • msg #846

Re: Bunker Banter [OOC]

Are the Hormagaunts so grouped up that a dodged krak might hit another one, as it was in the beginning of the combat?
Adeptus Custodes
GM, 307 posts
Wed 1 Feb 2017
at 05:20
  • msg #847

Re: Bunker Banter [OOC]

Possibly. A frag would definitely hit multiples. :)
GSN 1701041631
player, 65 posts
Two-bit (WS) W 3/9 FP 0/2
Sleepy (G) W 14/14 FP 2/2
Wed 1 Feb 2017
at 06:27
  • msg #848

Re: Bunker Banter [OOC]

GSN 1612091751:
I do believe that's my first confirmed kill! Thanks for the set-up, Two-Bit!


*high fives*
Adeptus Custodes
GM, 308 posts
Wed 1 Feb 2017
at 13:16
  • msg #849

Re: Bunker Banter [OOC]

If I have time between rushing home from work and rushing out to the next town I will reconfigure the dice roller later tonight. Tell me what needs to be adjusted and I will see about it.
GSN 1701041631
player, 66 posts
Two-bit (WS) W 3/9 FP 0/2
Sleepy (G) W 14/14 FP 2/2
Wed 1 Feb 2017
at 16:02
  • msg #850

Re: Bunker Banter [OOC]

I would suggest setting Only War as the default dice system, and turning on the Record Each Die option.

Nice job fluffing the combat round AC, I really enjoy the way you've been running this.  Just thought you should know, after a couple of players have dropped :)
Adeptus Custodes
GM, 309 posts
Wed 1 Feb 2017
at 16:20
  • msg #851

Re: Bunker Banter [OOC]

Thanks! I was fortunate enough in college to take both Technical Writing and Creative Writing as electives and have not been disappointed with (most of) the results. Plus my brother is an English major so he has no problem correcting me. :P
Adeptus Custodes
GM, 310 posts
Wed 1 Feb 2017
at 18:39
  • msg #852

Re: Bunker Banter [OOC]

Also, a friendly reminder to that gang that your Xmas gift was the ability to double your armor bonus one time in the next mission. Roland may not need it on this piddly 7 point hit but since Two-bit joined on Jan 4th and I gave you folks two weeks to add these holiday treats to your sheets, I'm inclined to grant him this gift as well, if he'd like it. That would totally negate the Dmg from this particular swipe and keep him in the positives a bit longer.

Of course, you can always take one for the team or Look Out Sir a bad hit and apply it without a dodge/parry to your comrade. Sleepy could use the wake up call. ;)
GSN 1701041631
player, 68 posts
Two-bit (WS) W-2/9 FP 0/2
Sleepy (G) W 14/14 FP 2/2
Wed 1 Feb 2017
at 19:08
  • msg #853

Re: Bunker Banter [OOC]

Aww, but this was such an awesome scene in my head, totally flashing back to the end of the Klendathu drop in Starship Troopers.

However, you do make an excellent point...and while I was perusing the char sheets, I realized I had written down the wrong total AP value--it should be 6 instead of 5 (which has value against the GS!), so I think I would actually have 2 more wounds.  With Sleepy taking the last hit it would leave Two-bit at 4 wounds and Sleepy at 10.
Adeptus Custodes
GM, 311 posts
Wed 1 Feb 2017
at 19:29
  • msg #854

Re: Bunker Banter [OOC]

Oh I encourage players to write as gruesome or grisly a scene as they want. After all, 10 wounds to one person might feel like 2 to another.

To quote a great warrior: "I ain't got time to bleed."

So keep the descriptive narrative of the leg wound if you want but adjust your wounds total to something more respectable. Heh.
Adeptus Custodes
GM, 312 posts
Thu 2 Feb 2017
at 13:29
  • msg #855

Re: Bunker Banter [OOC]

Error setting defaults:
You must supply a target/fumble/step/dice/card number.


I clicked on both Record Each Die and Only War as the default system and this is the error message it gave me. What else am I missing?
GSN 1701041631
player, 69 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 14:18
  • msg #856

Re: Bunker Banter [OOC]

Put 100 in the target number slot.  You can trust your PCs that it's the only way to make it work ;)
GSN 1610311843
player, 204 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 2 Feb 2017
at 15:17
  • msg #857

Re: Bunker Banter [OOC]

I dunno about that Two-bit.  I kinda like having a TN of 1.  You can get some truly hilarious results...

For more detail it asks for one as the 'baseline' for the rolls.  There is no baseline in the FFG games as it always changes.  So putting a 1 or 100 makes it dramatically obvious if someone rolls and forgets to change that number to what they really need to target for.
GSN 1701041631
player, 70 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 15:57
  • msg #858

Re: Bunker Banter [OOC]

FYI Sawbones, no actual need for the medic, I just wanted to keep some of my previous text around.  Feel free to have Sawbones slap Two-bit upside the head for freaking out too early :)

Also, don't forget the +10 to hit for using a Scatter weapon at short range, which we discussed around post #832-ish.
GSN 1610311843
player, 205 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 2 Feb 2017
at 16:04
  • msg #859

Re: Bunker Banter [OOC]

Well he still can use first aid on you to give you back even more wounds...
GSN 1701041631
player, 71 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 16:09
  • msg #860

Re: Bunker Banter [OOC]

We're not down that far to justify it--as it is right now, Two-bit is down 5, Sleepy 4.  Two-bit's just a little light on the wounds end since I wanted an extra FP, but I think he can decently suck up one more hit.

*famous last words*
Adeptus Custodes
GM, 313 posts
Thu 2 Feb 2017
at 17:04
  • msg #861

Re: Bunker Banter [OOC]

In the dice roller part I did select 1d100 as the default die. I'm not sure what you mean by target number.
GSN 1610311843
player, 206 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 2 Feb 2017
at 17:06
  • msg #862

Re: Bunker Banter [OOC]

When you get the "Error" message it's cause the dice roller wants you to assign a value aka target number to roll against instead of leaving it blank.  So by putting any number in that box it will accept your choice of type of roller.

We as the players will have to change that number since each one of us have different TN's to hit when we use skills or do combat.
Adeptus Custodes
GM, 314 posts
Thu 2 Feb 2017
at 17:12
  • msg #863

Re: Bunker Banter [OOC]

Oh you mean the box above the system where I input Only War? I wondered what the heck that was for outside of Earthdawn and Shadowrun. but that seems unnecessarily exhausting for you folks to have to remember to change the TN all the time.
GSN 1701041631
player, 72 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 17:15
  • msg #864

Re: Bunker Banter [OOC]

We have to change it anyway if we select Only War (or any other system, actually) as the system, and still easier than remembering how to calculate DoS/DoF.
GSN 1610311843
player, 207 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 2 Feb 2017
at 17:17
  • msg #865

Re: Bunker Banter [OOC]

Not more exhausting than trying to figure out successes or failures based on an ever moving target number when it can do that for you.

Exactly.  DoS/DoF can be a pain in the ass at times.
GSN 1701041631
player, 73 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 17:25
  • msg #866

Re: Bunker Banter [OOC]

Especially after they changed how DoS and DoF worked in OW compared to the other WH stuff...

There was an interesting thread on the FFG fora discussing how to make the percentile system easier to handle (this was the big sticking point for my IRL group), I think it was something like looking to the 1s dice to determine DoS after checking to make sure it passed.  Kind of like how Zweihander works (if any of you have used that system).
GSN 1610311843
player, 208 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 2 Feb 2017
at 17:31
  • msg #867

Re: Bunker Banter [OOC]

I remember the easiest way to figure it out was by always trying to have a stat with a 1 in the single catagory.  Cause if you rolled a 1 it was a success.  Every factor of ten above it added another...11 would be an extra degree of success, 21 would be 2, 31 would be 3 so on and so forth.

That's how I normally figured out the calculation for multiple hits with semi-auto and full auto...if you rolled between 1 and 10 it was only a success, an 11 would be one DoS rather than a simple success and gives an extra hit on full auto, a 21 or higher that's 2 degrees of success that allows a second hit with semi-auto...etc...
Adeptus Custodes
GM, 315 posts
Thu 2 Feb 2017
at 17:31
  • msg #868

Re: Bunker Banter [OOC]

Ok try it now and see how it goes. I'm done with lunch so ttyl tonight.
GSN 1701041631
player, 74 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 19:14
  • msg #869

Re: Bunker Banter [OOC]

Looks like it worked, there's a TN of 50 in there now and the Record Each Dice option is checked.

Here's the forum thread I mentioned above: https://community.fantasyfligh...success-and-failure/

It basically turns the system into a "roll under, but just barely" system like Infinity, which is conceptually a bit trickier but mechanically easier to handle for our poor humie brains.  I need to try this with my IRL group but they've decided they don't particularly like d% systems.
GSN 1612091751
player, 95 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 2 Feb 2017
at 22:15
  • msg #870

Re: Bunker Banter [OOC]

I think I like shooting out of a launcher a lot more than I like throwing grenades.
GSN 1701041631
player, 75 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 22:18
  • msg #871

Re: Bunker Banter [OOC]

Get a sling, they have a range of 15 meters so you don't take penalties until you're past 30m
GSN 1610311843
player, 209 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 2 Feb 2017
at 22:20
  • msg #872

Re: Bunker Banter [OOC]

I think it builds character ;)

Cause if you're close enough to hurl a grenade they are almost close enough to charge you if your grenade is a dud...
GSN 1612091751
player, 96 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 2 Feb 2017
at 22:24
  • msg #873

Re: Bunker Banter [OOC]

This would be so much better with a Hot-shot lasgun. I'll have to try to get one next mission, if we survive.
GSN 1701041631
player, 76 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 22:34
  • msg #874

Re: Bunker Banter [OOC]

What sort of weapons is your comrade carrying?
GSN 1612091751
player, 97 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 2 Feb 2017
at 22:38
  • msg #875

Re: Bunker Banter [OOC]

I didn't know the system too well and I felt crunched for time, so I just copypasta'd Ramirez's sheet.
GSN 1701041631
player, 77 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 23:23
  • msg #876

Re: Bunker Banter [OOC]

That's actually good, if she has a grenade launcher too you can say it's loaded with frag instead of krak.  Switch weapons with her and let it rip!
GSN 1612091751
player, 98 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 2 Feb 2017
at 23:24
  • msg #877

Re: Bunker Banter [OOC]

Copypasta'd right down to the point that she has 2 frag grenades and 6 krak grenades, just like Ramirez started off with.

Now, I read somewhere in the OOC thread that Regiment-issue weapons come with three 'clips' of ammo. Where in the books is this? I haven't been able to find it.
GSN 1701041631
player, 78 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 2 Feb 2017
at 23:30
  • msg #878

Re: Bunker Banter [OOC]

It's in the errata (https://images-cdn.fantasyflig...a%20v1_0%20WQFIN.pdf; see page 1).  Specialist weapons (those that come from your class, not your regiment) if not otherwise specified come with 3 clips of ammo--for grenade launchers, I imagine that would usually be frag unless the DM signs off on something else (like if you were a tank-bustin' unit).

To wit:
Weapons included as part of the Specialist Equipment of a Specialisation come with 3 clips of ammunition unless another specific value is listed.
GSN 1612091751
player, 99 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 2 Feb 2017
at 23:42
  • msg #879

Re: Bunker Banter [OOC]

Sheeit, time to adjust my sheet accordingly.
GSN 1612091751
player, 100 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 3 Feb 2017
at 03:56
  • msg #880

Re: Bunker Banter [OOC]

AC, considering Fire Bomb grenades have a better Availability, would it be possible to get those 3 Specialty ammo clips be fire bomb 'nades? It makes sense, seeing as Ramirez and Emilia got deployed into a Tyranid-heavy warzone.

EDIT: Also, are you using the Horde rules for the Terms and Horms?
This message was last edited by the player at 03:57, Fri 03 Feb 2017.
GSN 1610311843
player, 210 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Fri 3 Feb 2017
at 04:00
  • msg #881

Re: Bunker Banter [OOC]

He wasn't using Horde rules previously...
GSN 1612091751
player, 101 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 3 Feb 2017
at 04:18
  • msg #882

Re: Bunker Banter [OOC]

That's some wishful thinking on my part. I just joined up with a Deathwatch game and familiarized myself with Horde rules. Which, if we were using them, is reason enough for me to switch back to my Lasgun. Every hit that does damage (making me need to roll lucky as hell) would decrease the Magnitude by 1 each. Considering my high BS, low rolls to-hit would help me chew through the horde faster.
GSN 1610311843
player, 211 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Fri 3 Feb 2017
at 04:20
  • msg #883

Re: Bunker Banter [OOC]

While AC hasn't used Horde yet it doesn't mean that in the future they won't.  That said they have used Swarm rules for the Rippers we dealt with so...
GSN 1610292302
player, 218 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 3 Feb 2017
at 12:33
  • msg #884

Re: Bunker Banter [OOC]

GSN 1612091751:
AC, considering Fire Bomb grenades have a better Availability, would it be possible to get those 3 Specialty ammo clips be fire bomb 'nades? It makes sense, seeing as Ramirez and Emilia got deployed into a Tyranid-heavy warzone.

EDIT: Also, are you using the Horde rules for the Terms and Horms?

Why wouldn't you got  one of each fire, frag and krak?
GSN 1612091751
player, 102 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 3 Feb 2017
at 12:58
  • msg #885

Re: Bunker Banter [OOC]

In reply to GSN 1610292302 (msg # 884):

Because y'all gave me all your krak grenades to use. Now, for Emilia, a Frag, Fire Bomb, and Krak grenade clip each might be a bit better. Right now, though, I need a lot of fire.
Adeptus Custodes
GM, 316 posts
Fri 3 Feb 2017
at 14:23
  • msg #886

Re: Bunker Banter [OOC]

GSN 1612091751:
AC, considering Fire Bomb grenades have a better Availability, would it be possible to get those 3 Specialty ammo clips be fire bomb 'nades? It makes sense, seeing as Ramirez and Emilia got deployed into a Tyranid-heavy warzone.

EDIT: Also, are you using the Horde rules for the Terms and Horms?


No, not using the Horde rules here yet. Maybe when you get closer to the main objective for the planet, though. :)

Eh...I'm generally not a fan of changing equipment mid-stream, but I see your point about the firebomb. Go ahead and roll d3 and that's what I'll let you change, as a (relative) newcomer.


Ok, I'm doing some work around the house for a bit, then posting your turn, then lunch, then heading out so will be offline from then til after dinner again.
GSN 1612091751
player, 103 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Fri 3 Feb 2017
at 17:33
  • msg #887

Re: Bunker Banter [OOC]

Rolled a 3. Did you intend to have the die roll to determine how many of the clips are fire bombs?
GSN 1610311843
player, 212 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Sat 4 Feb 2017
at 04:25
  • msg #888

Re: Bunker Banter [OOC]

Quick question for anyone in the know...

Grenades and other thrown objects.

Do they have the same range bands as 'normal' weapons?  Aka point blank, short, medium, long, extreme.  Or do they not have an extreme range since technically that notation isn't in the thrown weapons area but is in the other weapons area.  Leaving them with only a point blank, short, medium and long.
GSN 1612091751
player, 104 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sat 4 Feb 2017
at 04:58
  • msg #889

Re: Bunker Banter [OOC]

I've been assuming the same range rules as other weapons when throwing them.
Adeptus Custodes
GM, 318 posts
Sat 4 Feb 2017
at 14:13
  • msg #890

Re: Bunker Banter [OOC]

GSN 1612091751:
Rolled a 3. Did you intend to have the die roll to determine how many of the clips are fire bombs?


Yes.
Adeptus Custodes
GM, 319 posts
Sat 4 Feb 2017
at 17:51
  • msg #891

Re: Bunker Banter [OOC]

GSN 1610311843:
Quick question for anyone in the know...

Grenades and other thrown objects.

Do they have the same range bands as 'normal' weapons?  Aka point blank, short, medium, long, extreme.  Or do they not have an extreme range since technically that notation isn't in the thrown weapons area but is in the other weapons area.  Leaving them with only a point blank, short, medium and long.


I think, after reading the *several* different pages of charts and specific paragraphs, the intent of the game designers was, in fact, to include grenades in all distance categories that apply to the ranged weapons. For example, Page 254 has the Combat Difficulty Summary and does not differentiate between thrown and fired weapons for purposes of ranged attacks and distance.

So, I will move Zilch back to the top of the initiative order (20), since he didn't need to wait for the enemy to get within 18m after all. Whew!

Carry on! :)
GSN 1612091751
player, 105 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sun 5 Feb 2017
at 01:19
  • msg #892

Re: Bunker Banter [OOC]

AC, is removing a clip a free action?
Adeptus Custodes
GM, 320 posts
Sun 5 Feb 2017
at 01:33
  • msg #893

Re: Bunker Banter [OOC]

The act of reloading is what it is for each particular weapon, in terms of how many actions it takes to complete. I'm sure someone can make an argument for 'pushing the eject button and letting the clip drop' being a free action, since dropping an item [rather than stowing it] is a free action...but I'm not sure why you would want an unloaded weapon, since putting in the new clip constitutes reloading, so no actual time is being saved, even if you hand the empty weapon to someone else...which costs time.

Unless you have some diabolical plan that I'm not seeing that involves making a wall of spent ammo clips to hide behind.
GSN 1701041631
player, 79 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Sun 5 Feb 2017
at 01:53
  • msg #894

Re: Bunker Banter [OOC]

Adeptus Custodes:
Unless you have some diabolical plan that I'm not seeing that involves making a wall of spent ammo clips to hide behind.


Spoiler alert!
GSN 1612091751
player, 106 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sun 5 Feb 2017
at 01:56
  • msg #895

Re: Bunker Banter [OOC]

my plan's to load in a clip of those fire bomb grenades, which I wish I had taken care of before this all started because then we'd have some crispy AF tyranids
GSN 1610311843
player, 214 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Sun 5 Feb 2017
at 02:26
  • msg #896

Re: Bunker Banter [OOC]

If all you are doing is swapping from one clip to the next its the reload time, nothing special about it.  Even if popping the clip/mag is free it still takes 2 Full rounds to load in the next.

The talent Rapid Reload would drop the time to a Full round action.  Find yourself someone with Trade (Armourer) that can make modifications to your kit and you can have them make one of the possible four on it to be Quick Release.  With that you remove Half an action of time it takes.

So if you had both of those you could reload your grenade launcher in a half action and fire in the other half action....
GSN 1701041631
player, 80 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Sun 5 Feb 2017
at 03:36
  • msg #897

Re: Bunker Banter [OOC]

Let's not forget about the benefits of having a comrade with an identical weapon...

It's probably best to just keep at 'em with the frag you have and change out mags once we have a breather.  Wishes, horses, etc.
GSN 1612091751
player, 108 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sun 5 Feb 2017
at 17:21
  • msg #898

Re: Bunker Banter [OOC]

I had a loose frag. I forgot to mention that in the last post. Ramirez was loaded for bear, not pheasant. Now he's loading up for some Real Fun™. AC, is it a move action to ready a gas mask?
Adeptus Custodes
GM, 321 posts
Sun 5 Feb 2017
at 17:30
  • msg #899

Re: Bunker Banter [OOC]

Sorry I'm out of the house for about 7 more hours. Someone else will have to field that question!
GSN 1701041631
player, 82 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Sun 5 Feb 2017
at 17:55
  • msg #900

Re: Bunker Banter [OOC]

Since it's easier to ask for forgiveness instead of permission, and because AC seems to favor the Rule of Cool...

My advice is to retroactively declare that Emelia had loaded one of your 3 clips of firebombs into her grenade launcher.  Spend a half action to switch to her GL (or free if you've taken Armsman) then flame on!

Re: the gas mask: I believe it's usually a half action to ready an item that's stowed externally (which I imagine your gas mask would be).  If it's in a pack it'd probably take a wee bit more time.
This message was last edited by the player at 17:58, Sun 05 Feb 2017.
GSN 1612091751
player, 109 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Sun 5 Feb 2017
at 19:04
  • msg #901

Re: Bunker Banter [OOC]

thanks for the advice! I've probably been severely under-utilizing my Comrade.
Adeptus Custodes
GM, 322 posts
Mon 6 Feb 2017
at 01:01
  • msg #902

Re: Bunker Banter [OOC]

GSN 1701041631:
Since it's easier to ask for forgiveness instead of permission, and because AC seems to favor the Rule of Cool...

My advice is to retroactively declare that Emelia had loaded one of your 3 clips of firebombs into her grenade launcher.  Spend a half action to switch to her GL (or free if you've taken Armsman) then flame on!

Re: the gas mask: I believe it's usually a half action to ready an item that's stowed externally (which I imagine your gas mask would be).  If it's in a pack it'd probably take a wee bit more time.



Super Yes, yes [good advice though let's try to keep retconning to a minimum], and yes.
GSN 1701041631
player, 83 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Mon 6 Feb 2017
at 17:53
  • msg #903

Re: Bunker Banter [OOC]

Frickin A, missed it by 1
GSN 1610292302
player, 220 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Mon 6 Feb 2017
at 22:28
  • msg #904

Re: Bunker Banter [OOC]

GSN 1701041631:
Frickin A, missed it by 1

Is your melee weapon good or best craft?
GSN 1701041631
player, 85 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Mon 6 Feb 2017
at 22:31
  • msg #905

Re: Bunker Banter [OOC]

Nope, but my comrade's is.  Too bad he just has a piddly knife and I have a mono sword.  Maybe I should have waited for someone to move up to melee with me, so I could get a +20 Ganging Up bonus.  Maybe if Jansen finishes of his opponent he could move to help, although telling a commissar you "need help" is probably a bad idea.
This message was last edited by the player at 23:19, Mon 06 Feb 2017.
Adeptus Custodes
GM, 324 posts
Mon 6 Feb 2017
at 23:21
  • msg #906

Re: Bunker Banter [OOC]

Detecting a trace of heresy here...
GSN 1612091751
player, 110 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 7 Feb 2017
at 06:12
  • msg #907

Re: Bunker Banter [OOC]

I'd help, but my WS is about as good as an Assault Marine's BS and I'm a little focused on burning the xenos scum away.
This message was last updated by the player at 06:21, Tue 07 Feb 2017.
GSN 1701041631
player, 86 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Tue 7 Feb 2017
at 06:31
  • msg #908

Re: Bunker Banter [OOC]

Freoo, nice hit there. This is one of those times I wish that you could swap in 10 DoS for an auto-RF...
GSN 1612091751
player, 112 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 7 Feb 2017
at 07:26
  • msg #909

Re: Bunker Banter [OOC]

Yeah, I know. Still, I'll take maximum damage. I'd be lying if I said I didn't whoop for joy out loud when I saw that roll. I guess all that IC prayer paid off ;)

EDIT: Here's some fun art I found.

https://s-media-cache-ak0.pini...20fff797e7c20340.jpg
This message was last edited by the player at 12:53, Tue 07 Feb 2017.
Adeptus Custodes
GM, 325 posts
Tue 7 Feb 2017
at 13:15
  • msg #910

Re: Bunker Banter [OOC]

I'm following several of the 40k pages on Facebook...most of these heresy memes never get old for me.
GSN 1701041631
player, 87 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Tue 7 Feb 2017
at 17:05
  • msg #911

Re: Bunker Banter [OOC]

Found this one the other day which tickled my funny bones:


Let's keep this in mind once we start failingPASSING WITH MUCH VIGOR Fear tests, eh? :D

Edit: fixed it :)
This message was last edited by the player at 19:08, Tue 07 Feb 2017.
GSN 1612091751
player, 113 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 7 Feb 2017
at 17:31
  • msg #912

Re: Bunker Banter [OOC]

In reply to GSN 1701041631 (msg # 911):

DON'T YOU SAY THAT

DON'T YOU DARE SAY THAT

ALL IT TAKES IS ONE JACKASS TO JINX EVERYTHING AND BEFORE YOU KNOW IT WE'RE RUNNING FASTER THAN ELDAR
GSN 1610311843
player, 216 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Tue 7 Feb 2017
at 19:10
  • msg #913

Re: Bunker Banter [OOC]

Well I don't know about you but I'm not going to run away in fear from anything we've got going right now.

Either I stand and survive or die and become biomass for the Hive...

Which...

I think Jansen would likely shoot the pile of biomass and order me to resist being a biomass. ;)
GSN 1612071545
player, 41 posts
Roland W:12/15FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Tue 7 Feb 2017
at 19:13
  • msg #914

Re: Bunker Banter [OOC]

This one always made me chuckle the hardest:


Adeptus Custodes
GM, 326 posts
Tue 7 Feb 2017
at 20:06
  • msg #915

Re: Bunker Banter [OOC]

True on both of your posts. I'm also a fan of the ones that mention being surrounded. ;)

I'll be home from work briefly in about 2.5 hours so if Sawbones gets his post up I can probably do my turn. Otherwise we will wait til I'm available again around 11 pm.
GSN 1610292302
player, 222 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Tue 7 Feb 2017
at 20:07
  • msg #916

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 915):

Done, and it wasn't even worth waiting for!
GSN 1610311843
player, 217 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Tue 7 Feb 2017
at 20:08
  • msg #917

Re: Bunker Banter [OOC]

I'm doing little better...only advantage is I'm using grenades with a blast radius so even when I miss I hit...a little.
GSN 1612071545
player, 42 posts
Roland W:12/15FP:1/2 WpnS
Tristan W:13/13 FP:2 WpnS
Wed 8 Feb 2017
at 00:34
  • msg #918

Re: Bunker Banter [OOC]

I'll have Tristan take the hit and just flame the hormagaunts then. Less close combat guys we have to deal with the better.
GSN 1612091751
player, 114 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 8 Feb 2017
at 00:43
  • msg #919

Re: Bunker Banter [OOC]

Am I engaged in memes melee now?
This message was last edited by the player at 00:44, Wed 08 Feb 2017.
Adeptus Custodes
GM, 328 posts
Wed 8 Feb 2017
at 00:45
  • msg #920

Re: Bunker Banter [OOC]

Updated!
GSN 1702071903
player, 1 post
Wed 8 Feb 2017
at 01:13
  • msg #921

Re: Bunker Banter [OOC]

Evenin' peeps. Couple of new cannon fodder guardsmen here, ready to serve. And by ready to serve, I mean the sheets will be ready by Saturday, Sunday at the latest.
This message was last edited by the player at 01:14, Wed 08 Feb 2017.
GSN 1610292302
player, 223 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Wed 8 Feb 2017
at 01:24
  • msg #922

Re: Bunker Banter [OOC]

GSN 1702071903:
Evenin' peeps. Couple of new cannon fodder guardsmen here, ready to serve. And by ready to serve, I mean the sheets will be ready by Saturday, Sunday at the latest.

Not bad.  It takes a while to make two characters.  Not sure, but I think we are lacking in the Sergeant department.  We have 2 primary medics, so a third would really be overkill.  Other than that, heavy weapons support is always appreciated!
GSN 1612071545
player, 43 posts
Roland W:12/15FP:1/2 WpnS
Tristan W:9/13 FP:2 WpnS
Wed 8 Feb 2017
at 01:44
  • msg #923

Re: Bunker Banter [OOC]

In reply to GSN 1702071903 (msg # 921):

Welcome! And totally agree that we need a sergeant or heavy weapons as those are the roles we don't have anyone in I think.
GSN 1612091751
player, 115 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 8 Feb 2017
at 01:57
  • msg #924

Re: Bunker Banter [OOC]

I'll third a Heavy or Sargeant. I've got Weapon Specialist doubled down. Also, welcome! So far, none of us have died yet, but that stands to change at a moment's notice.
GSN 1702071903
player, 2 posts
Wed 8 Feb 2017
at 01:58
  • msg #925

Re: Bunker Banter [OOC]

Sarge it is, then.
GSN 1702071903
player, 3 posts
Wed 8 Feb 2017
at 02:06
  • msg #926

Re: Bunker Banter [OOC]

Where do I put my character sheet? I actually forgot I had the books on my Google Drive, so I can get at least one character done tonight. Just gotta figure out where to put it.
GSN 1612091751
player, 117 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 8 Feb 2017
at 02:09
  • msg #927

Re: Bunker Banter [OOC]

Some people put it in their description, some people use the Character Sheet in the Character Details area.
GSN 1702071903
player, 4 posts
Wed 8 Feb 2017
at 02:10
  • msg #928

Re: Bunker Banter [OOC]

The thing is, there's nothing to edit in my character details section. I wouldn't have asked if it was there.
GSN 1612091751
player, 118 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Wed 8 Feb 2017
at 02:12
  • msg #929

Re: Bunker Banter [OOC]

Hold onto it for now, then, until AC opens up a sheet for you. Also, 1337 get~
GSN 1702071903
player, 5 posts
Wed 8 Feb 2017
at 02:55
  • msg #930

Re: Bunker Banter [OOC]

Well, it's not a particularly well built Sergeant, but he is one. A very up close and personal type of guy. Now I gotta do his comrade. Maybe later.
GSN 1610311843
player, 218 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Wed 8 Feb 2017
at 03:10
  • msg #931

Re: Bunker Banter [OOC]

Welcome to the scrum :)
Adeptus Custodes
GM, 329 posts
Wed 8 Feb 2017
at 03:12
  • msg #932

Re: Bunker Banter [OOC]

Oops sorry. Character sheet available now! :)
GSN 1701041631
player, 88 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Wed 8 Feb 2017
at 06:32
  • msg #933

Re: Bunker Banter [OOC]

Yay, not the xeno kibblenewbie anymore!  Welcome, looking forward to dying honorably beside you!
GSN 1702071903
player, 6 posts
Wed 8 Feb 2017
at 16:38
  • msg #934

Re: Bunker Banter [OOC]

In reply to GSN 1701041631 (msg # 933):

Oh no, mein Freund. I'm a sergeant. It's your duty to be xeno kibble so that I don't have to.
GSN 1701041631
player, 90 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Wed 8 Feb 2017
at 19:00
  • msg #935

Re: Bunker Banter [OOC]

GSN 1702071903:
Oh no, mein Freund. I'm a sergeant. It's your duty to be xeno kibble so that I don't have to.

Sez the melee guy in a squad that's apparently allergic to melee :P (save for our illustrious commissar)
Adeptus Custodes
GM, 330 posts
Wed 8 Feb 2017
at 21:04
  • msg #936

Re: Bunker Banter [OOC]

You mean Illuminati Commissar.

It's the only thing that explains how the Inquisition hates you but you're still around. ;)
GSN 1610311843
player, 219 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Wed 8 Feb 2017
at 21:06
  • msg #937

Re: Bunker Banter [OOC]

Well it doesn't have to be the entire Inquisition.  All it takes is one irate archivist to file the paperwork internally to point an overzealous Inquisitor in our direction looking for reasons to purge us.

:P
GSN 1702071903
player, 7 posts
Thu 9 Feb 2017
at 17:24
  • msg #938

Re: Bunker Banter [OOC]

Hey Zilch, you realize shotguns are designed for that kind of fighting right? Point the barrel at the thing and fire and the thing dies.
GSN 1610311843
player, 221 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 17:26
  • msg #939

Re: Bunker Banter [OOC]

Well sure...

If it was pistol sized I would...anything larger you can only use the shotgun like a club.  Also if my shotgun wasn't jammed and take half an action to un-jam followed by two full rounds of trying to get a new mag in...
This message was last edited by the player at 17:30, Thu 09 Feb 2017.
GSN 1702071903
player, 8 posts
Thu 9 Feb 2017
at 17:30
  • msg #940

Re: Bunker Banter [OOC]

Oh shit. I haven't read back that far. Weeeeeell, sucks to be you right now, I guess.
GSN 1610311843
player, 222 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 17:33
  • msg #941

Re: Bunker Banter [OOC]

*chuckles*

Yeah.  That's why I've been hurling grenades like candy the last few rounds.  I was doing suppression fire and the weapon jammed when I rolled a 100.
Adeptus Custodes
GM, 331 posts
Thu 9 Feb 2017
at 17:34
  • msg #942

Re: Bunker Banter [OOC]

Personally I am very proud of the first few posts of RP and interaction that the group and I had. Very interesting and a bit of insight into your employers and their goals. More after this mission is complete. :)
GSN 1610311843
player, 223 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 17:37
  • msg #943

Re: Bunker Banter [OOC]

I just hope that Jansen doesn't choose to execute me for suggesting I use a rending and tearing Genestealer talon as the basis for a sword just like the Catachan do for some of their daggers ;)
GSN 1612091751
player, 119 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 9 Feb 2017
at 17:41
  • msg #944

Re: Bunker Banter [OOC]

On an out-of-character level, does anyone mind me getting a little Danger Close with some fire bomb grenades if the 'nids close in too fast? I Could switch back to the krak launcher, but I wanted to save those for any bigger game we come across when we get to the gene pool.
GSN 1610311843
player, 224 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 17:43
  • msg #945

Re: Bunker Banter [OOC]

Well I am at 3 wounds left.  Zilch would protest, I would be sad if I died due to friendly fire...literally fire.  My beefier version of Try-Again would be able to come to the fore though and I'd get to make another comrade.

Call me mixed :P
GSN 1702071903
player, 9 posts
Thu 9 Feb 2017
at 17:47
  • msg #946

Re: Bunker Banter [OOC]

GSN 1610311843:
My beefier version of Try-Again

As in Try-Again Bragg? You can't be beefier than Bragg. It's just not possible.
GSN 1701041631
player, 91 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Thu 9 Feb 2017
at 17:50
  • msg #947

Re: Bunker Banter [OOC]

I was going to say, "what about your sidearm?" before I realized that the Zakurians apparently don't believe in such things...

Wouldn't a piddly knife still be better than swinging an improvised weapon?
GSN 1610311843
player, 225 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 17:58
  • msg #948

Re: Bunker Banter [OOC]

I swapped my knife for another low-tech weapon from the list...

In this case I took a shield with the defensive quality so I could parry incoming attacks better.  Of course I also forgot that left me with no melee weapon but I was thinking defense first and offense second with a medic...

GSN 1702071903:
As in Try-Again Bragg? You can't be beefier than Bragg. It's just not possible.


I know, but it's a great thing to aspire too and Everest does a good job of it.
GSN 1612091751
player, 120 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Thu 9 Feb 2017
at 18:01
  • msg #949

Re: Bunker Banter [OOC]

Faith is a warrior's best armor and his strongest weapon.

You could always punch the Hormagaunts to death. The Emperor Protects.
GSN 1610311843
player, 226 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Thu 9 Feb 2017
at 18:07
  • msg #950

Re: Bunker Banter [OOC]

I could.

Of course my punch won't get past their AF + TB unless I roll a 10 for damage on top of hitting (which is hard enough) to do a single point of damage for that RF.

I'll take feeble shotgun swings or crafting a sword from a Genestealer/Hormagaunt/Termagant claw/talon to use against them over a punch any day.  Hell I'd make gauntlets with a bunch of tiny Ripper heads pried open so their teeth were bared to use as weapons...
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.
GSN 1610311843
player, 233 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Sun 12 Feb 2017
at 20:43
  • msg #976

Re: Bunker Banter [OOC]

A good plan other than disengaging is a full action that only allows a half move.  Suppressing will have to come from another
Adeptus Custodes
GM, 338 posts
Sun 12 Feb 2017
at 20:53
  • msg #977

Re: Bunker Banter [OOC]

Well like I said, he's already factored in the -20 for melee shooting. There's really nothing wrong with making your opponent take a WP test or lose a half action so that better melee fighters can gang up. I totally envision that. But it is a tough call on when to do it because of the whole cone AoE and the fact you can't choose to voluntarily fail the roll, so you might hit allies if you're not careful.
GSN 1610292302
player, 228 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sun 12 Feb 2017
at 21:36
  • msg #978

Re: Bunker Banter [OOC]

In reply to Adeptus Custodes (msg # 977):

Yeah, like i said was rushing to get a post in and didn't realise the others had tossed enough dakka to kill the other mobs. It mostly immaterial so I'm worried about the result.  But if I aimed between the two, they would be in the 45 degree arc I would imagine.  It just has to graze to affect right?
Adeptus Custodes
GM, 339 posts
Sun 12 Feb 2017
at 21:41
  • msg #979

Re: Bunker Banter [OOC]

Any successes beyond the first would be randomly allocated between the second hormagaunt and your comrade. :/
Adeptus Custodes
GM, 340 posts
Mon 13 Feb 2017
at 04:03
  • msg #980

Re: Bunker Banter [OOC]

Going to bed after long drives in these snowy conditions. Didn't slide through any intersections but saw some people having trouble, and one car on the news upside down after I passed that side road. Off tomorrow so will be up [relatively] early to post for you guys.
GSN 1701041631
player, 96 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Mon 13 Feb 2017
at 15:56
  • msg #981

Re: Bunker Banter [OOC]

Adeptus Custodes:
Going to bed after long drives in these snowy conditions. Didn't slide through any intersections but saw some people having trouble, and one car on the news upside down after I passed that side road. Off tomorrow so will be up [relatively] early to post for you guys.

Glad you're safe
GSN 1612091751
player, 128 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 13 Feb 2017
at 16:22
  • msg #982

Re: Bunker Banter [OOC]

Alright, who wants one of their Horms shot at for a Pinning test and probably some decent softening?
Adeptus Custodes
GM, 342 posts
Mon 13 Feb 2017
at 17:46
  • msg #983

Re: Bunker Banter [OOC]

GSN 1701041631:
Adeptus Custodes:
Going to bed after long drives in these snowy conditions. Didn't slide through any intersections but saw some people having trouble, and one car on the news upside down after I passed that side road. Off tomorrow so will be up [relatively] early to post for you guys.

Glad you're safe


Yes, thanks. It's the western new York area around buffalo, but I was north of Syracuse for the day and had to beat the lake storms back home. Always a bit of a nail-biter in the winter. ;)
Adeptus Custodes
GM, 343 posts
Mon 13 Feb 2017
at 17:52
  • msg #984

Re: Bunker Banter [OOC]

GSN 1612091751:
Alright, who wants one of their Horms shot at for a Pinning test and probably some decent softening?


Remember that if you're firing into melee with the Target Selection talent you can use your other half action to completely avoid any chance of hitting your allies by taking the Aim [half]action.

However, Suppressing Fire is a full-round action itself, so if you want to do more than hit the enemy you have to use the 45 degree cone AoE and randomly allocate the hits within the cone. :/
GSN 1612091751
player, 129 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 13 Feb 2017
at 17:59
  • msg #985

Re: Bunker Banter [OOC]

Not with my Hail of Fire Comrade action. Everything I fire at when Semi-Auto period makes a Pinning test.

EDIT: Oh boy, I'm loving that I can fully utilize Ramirez as he was meant to be used. The dank rolls help ;) Having a lot of fun, AC!
This message was last edited by the player at 19:18, Mon 13 Feb 2017.
GSN 1701041631
player, 98 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Mon 13 Feb 2017
at 20:42
  • msg #986

Re: Bunker Banter [OOC]

Niice.  I would recommend upping the power on your lasgun to overload, which gives it an effective +4 dam (+2 dam and +2 Pen), which helps A LOT vs everything.  With your to-hit numbers as good as they are, going Unreliable isn't going to hurt that much.
GSN 1612091751
player, 131 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 13 Feb 2017
at 21:42
  • msg #987

Re: Bunker Banter [OOC]

Noted and edited. If the stats for Hormagaunts from Deathwatch are being used, that's Critical Damage on the Left Arm for both of Zilch's Horms.
GSN 1610311843
player, 234 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 13 Feb 2017
at 21:49
  • msg #988

Re: Bunker Banter [OOC]

Just don't forget the extra energy drain...lotsa power going out and we only have so many clips, packs and mags to get to the core sp to speak.
GSN 1701041631
player, 99 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Mon 13 Feb 2017
at 21:53
  • msg #989

Re: Bunker Banter [OOC]

Bah, what's more heretical than completing a mission with unspent ammo?
GSN 1610311843
player, 235 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 13 Feb 2017
at 21:54
  • msg #990

Re: Bunker Banter [OOC]

Failing the mission because you didn't have fire discipline.
GSN 1701041631
player, 100 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Mon 13 Feb 2017
at 22:16
  • msg #991

Re: Bunker Banter [OOC]

From a tactical standpoint, we're burning wounds every round we're sitting here, a bit of overkill might be just the thing to get us moving again.  Otherwise I agree, fire discipline is a great thing to have.




Theological question: is it still heresy if we're dead?  I mean, our immortal souls would have already been claimed by that point (I think; the fluff on souls has been inconsistent, at best) and the mission failure technically doesn't occur until after, so....
GSN 1610311843
player, 236 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 13 Feb 2017
at 22:59
  • msg #992

Re: Bunker Banter [OOC]

Yup because our genetic material will be used in the next generation of the Hive which makes it aiding the enemy and heresy after the fact, as well as failure to follow the precepts of the uplifting primer and manual making it a heresy beforehand.

No way to argue it away Two-bit.  ;-)
GSN 1612091751
player, 132 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Mon 13 Feb 2017
at 23:10
  • msg #993

Re: Bunker Banter [OOC]

I'm still only on my first clip and I still have 3 more. So does Emilia. Then there's the metric asston of grenades we have. I think I'll be armed to the teeth until Ramirez's death.
GSN 1701041631
player, 101 posts
Two-bit (WS) W 4/9 FP 0/2
Sleepy (G) W 10/14 FP 2/2
Mon 13 Feb 2017
at 23:19
  • msg #994

Re: Bunker Banter [OOC]

GSN 1610311843:
Yup because our genetic material will be used in the next generation of the Hive which makes it aiding the enemy and heresy after the fact, as well as failure to follow the precepts of the uplifting primer and manual making it a heresy beforehand.

No way to argue it away Two-bit.  ;-)

Good thing we're not Kriegsmen, then :)
GSN 1610311843
player, 237 posts
'Zilch' 3/12W 1F Medic
'Everest' 11W 1F Heavy
Mon 13 Feb 2017
at 23:49
  • msg #995

Re: Bunker Banter [OOC]

Good thing Jansen isn't a more strict Commissar ;)
GSN 1612091751
player, 133 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 14 Feb 2017
at 00:13
  • msg #996

Re: Bunker Banter [OOC]

GSN 1701041631:
Good thing we're not Kriegsmen, then :)


Don't remind me. :(
GSN 1612091751
player, 134 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 14 Feb 2017
at 20:25
  • msg #997

Re: Bunker Banter [OOC]

Looking at Roland's rolls, I think Ramirez might be a Psyker a la: http://www.theallguardsmenparty.com/spy.html
GSN 1612071545
player, 48 posts
Roland W:6/15FP:0/2 WpnS
Tristan W:8/13 FP:2 WpnS
Tue 14 Feb 2017
at 20:30
  • msg #998

Re: Bunker Banter [OOC]

It was certainly the first time I've ever rolled that poorly. But I think Two-bit has been having serious trouble with the dice roller for the past three turns or so.

Also, All Guardsmen Party is great and awesome!
GSN 1612091751
player, 135 posts
'Ramirez' W: 13/13 F: 1/1
'Emilia' W: 11/11 F: 1/1
Tue 14 Feb 2017
at 20:43
  • msg #999

Re: Bunker Banter [OOC]

I mean, if you think about it... Ramirez hasn't been touched in melee at all this combat and nobody has been shooting at him but he's been shitting out grenades and lasfire like he ate an extra spicy Ministorum Warehouse burrito.
Adeptus Custodes
GM, 345 posts
Tue 14 Feb 2017
at 20:47
  • msg #1000

Re: Bunker Banter [OOC]

I like to live on the edge!

New OOC thread is up. This one is closing. :)
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