Is this the part where I reveal that I'm secretly an Alpha infiltrator, too?
Just kidding, guys!
I'm not going to take an immediate action without orders or guidance. Kal'vek has a massive Hate-Bonor for the Traitor Legions, but he knows how to serve revenge cold.
Yeah it would all be up to Mac to direct his team and I suppose the Inquisitor. She will wait to see what the Eagle Knight does.
Krak rounds loaded in the pistol, while we talk I would like to take a full action +20 to aim on the Alpha Legionnaire to the right of Sam, readying a called shot to his head -20. So, if (when) it pops off, his head won't be making it out.
Alrighty got it. It's a bit of a Mexican stand off anyway at the moment. Which is nice.
Sorry, basically passed out before I could get back to this. Reading.
Having read what's happened so far, I am totally down for drumandfight's plan.
However, Mac wants them taken alive. Because reasons.
Activating Squad Mode and Strongpoint.
Sadly, I have only played stealth characters in Deathwatch prior to Mac, so I'm not to clear on the Squad Mode rules.
Wait, mrouzo, what kind of backpacks do they have? Are they the ones you see on most loyalists, or the ones with the big exhaust vents that stick way out, like you see on most CSM?
In my mind Sam has his Corvus armor on and the Alpha Legion would have the old school ones.
Those oldschool ones with the big, arched exhausts are actually cheap replacements, because those powerpacks have a tendency to get destroyed. They're probably not as well armored as the traditional backpacks in addition to not being able to power the armor anywhere near as long.
And even if we aren't working with those rules, they're bigger targets. Even if we don't hit the power cores proper, if we blast off the exhausts, it could either stop the exhaust altogether, causing waste buildup in the systems, or it could release all of the pressure of the exhaust, which may actually be driving turbines to power the armor. With no tight pressure, the turbines' power output will drop significantly. Either way, it cuts the power to the armor, drastically reducing their ability to fight back. With the rest of our big, beefy, and functional Astartes, bringing them to their knees shouldn't be too difficult.
OR... We could shoot their dicks too.
Now guys, let's not be juvenile. We're better than that!
We'll just poop on them.
Language! We call those poo-poos.
Let's get this party started.
Yeah everybody roll Initiative!
Fury like Lightning (+1)
Raven Guard Librarian
Fury Like Lightning
Inquisitor Initiative: 1d10+5
Samael Initiative: 1d10+6
Alpha Marines: 1d10+4
Well, that is fitting.
Damn. DIBS TO DRAW A BEAD ON THE SLOWER FUCKER.
Use the hand-flamer to lay down a wall of burning promethium to hem them in. I don't even have to roll for that.
Gotta dodge, though, if things get rough.
How far is the range on the hand flamer? Just wondering how far I put them away from you guys (I think I said 50 meters), but if 50 meters sounds too far I can always move them closer.
Also, good thing you aimed Syl ;)
The only problem I would have with them being 50m out is one that could be argued either way, I guess. That is, I would think we would have closed a much more considerable distance before they were able to become aware of our presence, simple given the level of noise that was described.
I guess it could also be argued that since we are on a downward one-way slope, they just had to watch the approach - since no cover was really described.
Not to mention, that Krak grenade throw is now bunk because 50m is almost double the max distance.
Either way, I am good.
Damn, it's range is 30m. I guess we're going to have to find a way to get closer while still being in support range.
I will allow you obviously to change actions based on the updated information. I was thinking it was like you described. You guys walked down without much cover, staying alert, but they were hard to be seen or heard over the clanking made by the other 2. Also, the platform obscured them from view. Then you guys made it on the platform and that's when Bertram noticed them and Samael spoke out to you all. That was my reasoning behind the range.
Everyone feel free to talk it out and post your actions. Then once I get that done and all the enemy ones, I will update the IC.
Fulrik is delaying until Sam responds.
Edit: However, if it pops off before Sam responds, Fulrik is shooting at the head he had already previously targetted.
BS 55 +20 (full aim) +10 (semi) -20(called) -10(range) <55
Damage: 1d10+11, pen 8.
Second Edit: Two shots hit. Rolling second damage.
"Get to cover" Bertram voxed to the Inquisitor, moving for a better angle on the two traitor marines at the door. He tried to keep as much cover between him and the three above them, not wanting to taste the kiss of a heavy bolter. Pulling Ophne out he channeled his hatred into it, the sword glowing brighter then before, though still muted as the light was absorbed as soon as it was released. A beam of sickly black lightning shot forth, seeking the twisted soul of the closest traitor.
Half-move to a better vantage point- up to 14 meters
Half- push smite at a marine at the door: modified as if a ranged attack, if successful the other will be affected as well if they're within 6 meters
Phenomena- Bloody Tears
Smite dmg: 36 E pen 6 to body
Reaction dodge-just made
Don't know why the last bit is bold, only wanted Orphne like that
Ygnar1 wrote: Don't know why the last bit is bold, only wanted Orphne like that
Fixed that for you. Separate your html with brackets [ ] and use a back slash to end them [ /... ]
I need to know what order you are all in, lined up or scrunched together, cause it's not a very big platform leading down, especially with all of you on it.
Jeff tells me that Greeth is definitely next to Fulrik, so there is one.
And this action will take precedence over everything else, since Samael got the drop on you all in Initiative.
Mac is with the Inquisitor.
He's going to go for cover (if available) and lob a frag grenade to behind the Legionnaires, in order to do some damage to their power packs (aim action if not moving to cover).
It might be best to save the frag. I am not sure what Uozu is going to rule for their power packs AP, but if it is anything close to Power Armor a frag won't do a damn thing (unless you get some insane damage rolls).
Now... a frag missile on the other hand...
I had originally planned to be last, but got moved in front of Mac and the Inquisitor.
I'll be close to (in front of) the Inquisitor. Can someone summarize our initiative order?
Well, there's the question, also, of wether or not the power packs share the CSM's toughness. Seeing as I am trying to sunder an armor component rather than wound the CSM, the toughness is liable to be lower, increasing my chances of actually doing damage.
Even still, I think the frag grenade is the wrong tool for the job having 0 pen and all.
The plan shouldn't be to try and wound them until we know for a fact they are in critical range.
Even the beautiful head shot I have on one of the CSMs isn't going to get it to crit damage yet. So, let's fuck them up as much as possible and THEN start aiming for their legs and arms once they are taking crit.
So I suppose that would make the 45 degree arc something like Fulrik, Kal'vek and Greeth within it. I think. Not 100% since we didn't really discuss it.
Alpha 2 14
Alpha 1 6
Samael is going to create a kill zone using suppressing fire with Fulrik in the center and Greeth and Kal'Vek within it as well, assuming no one else would be.
This requires that the 3 of you make a Hard (-20) Pinning Test, which is a Willpower test. If you fail, you are pinned, meaning you can only take half-actions and -20 to BS tests. If you are in cover, you will remain in cover and be able to take a half action, if you are not in cover you must make a move on your next turn to try and reach cover. This is in effect until you become unpinned, which requires a test at the end of your successive turns. (It is at a +30 if no one is firing at you)
So need Hard (-20) Pinning Tests from Fulrik, Kal'Vek, and Greeth.
I think we need to see if Sam jams first (or hits any of us -20BS).
Fulrik WP 43-20 <23
... I cannot be contained; I also re-edited my attack action to include the second shot that scored a hit.
Woops forgot to roll and see if he hits anyone. Also, the gun might jam and then pinning wouldn't matter.
BS 54 + 10 (Short Range) - 20 (Suppressing Fire) = <44
Edit: Well he didn't hit any of you, but he did get the suppressing fire off without jamming...barely.
He has a heavy bolter.
If someone fires at you on your turn Syl, then you will fail both of those pinning tests, but we will see if they do so or if they choose to fire somewhere else.
Pinning Test (rolling twice because of Nerves of Steel)
36-20 = 16
And only one was necessary. Kal'Vek is not afraid of the wildly flying Bolter shells.
I have Bolter Mastery, I know I have the increased damage, but I need some help on other details.
My BS is 46; the Bolter has Exceptional Craftsmanship. Is that +5? I have Bolter Mastery. Is that +20?
I should have brought my book to work...
I've opted to hold off on the grenade throwing. For some reason I thought it was resolved via Weapon Skill.
Has squad mode been initiated yet? It doesn't look like it has. Strongpoint.
I must be going crazy because I can't find the Strongpoint rules.
Cool cool, I have very little experience with Squad Mode and what not as well as which abilities are where. Is it free to enter Squad Mode right now? Or will it require a half action? I will need to start studying up on that once again. Lemme know when you find it.
I believe that starting today, drum is gonna be out of the area until the 21st. Vacation time for him.
Got a question for you guys. Would the Inquisitor, using psychic powers, use the Deathwatch rules or the Dark Heresy rules? I would imagine it would be Dark Heresy due to the fact that the powers have Threshold. Yeah probably. Just making sure.
Can Psychic Powers be dodged? Sorry guys haven't ever really dealt with them as a GM before.
So Samael put down some suppressing fire, but Fulrik and Kal'vek were all FUCK YOU and passed their pinning tests. Greeth ran for cover due to it and so long as no one fires at him, he will pass the WP test and become unpinned at the end of the turn. I still need to roll the Inquisitor's attack, Nikello you are opting out of the grenade action, but I would imagine you still have a half action at least (depending on squad mode) to do something else. Fulrik made his attack.
Bertram made his (which was sick, so long as it isn't dodged...or can it be?) and by the way where was the roll for the Psychic Phenom? I know you mentioned what happened, but I see no roll made for it. Just lemme know.
I've got Greeth running for cover due to pinning. Which leaves Kal'vek, who I assume is shooting.
So once everything is taken care of I will act accordingly and update the IC.
Rite of sanctioning, no roll needed unless I get Perils :)
Kal'Vek doesn't have the bond of friendship with Samael that the others has - and Samael is firing a Heavy Bolter at the squad of marines that he's travelling with. He won't mind making him a prisoner, but he sees it as his clear and present duty to terminate the immediate threat. Kal'Vek targets Samael with his Bolter on Semi-Auto
BS 46, +10 Semi-Auto, +5 None Shall Escape the Emperor's Wrath, +10 Short Range, +5 Exceptional = 76 Test
Edit - Fate Point for re-roll
Edit = Hit w/ 4 Degrees of Success; = 3 hits
First Hit Right Arm, 27 Damage
Second Hit Right Arm, 14 Damage
Third Hit Body, 19 Damage
Edit - I forgot the +10 BS for Bolter Mastery, but I still would have used the Fate Point. I'm notating my character sheet.
And since I've got some time and I'm trying to learn Damage, I'm going to do some figuring. Assuming no dodge:
27 Damage to the Right Arm, +4 for Penetration = 31 Damage before applying Armor/Toughness.
Mark VI Corvus = Armor 8 on Right Arm, = 23 Damage before Toughness
Toughness = 4 (x2 for Unnatural Toughness =8, = 15 Damage Applied to Right Arm
Samael has 23 Wounds, so he is down to 8 after the first hit.
The Second Hit needs to do 16+ damage to affect him, so he ignores the damage from the second hit completely.
The Third Hit strikes the body, with Armor 9, so he reduces the damage by 17 (Armor + Toughness), meaning he takes 2 damage to the Body. He is down to 6 Wounds.
Once we deal more than 6 Wounds of additional damage to him, he will begin taking Critical Damage and be way easier to capture.
At least, that's how I think it works - feel free to correct me if I'm wrong. And of course, our erstwhile Devestator is allowed to make a Dodge test (though I imagine it's difficult while wielding a heavy weapon and using suppressing fire).
Anyways, Cower Not Before the Enemy.