Chapter 1: Not All Those Who Wander Are Lost (OOC)

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mruozu
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He could still have time to dodge. Considering you would be firing after he expended his ammo and had finished his attack. I mean everyone gets a chance to dodge unless otherwise noted. Astartes are just super human like that. In order to dodge all of the shots though, he will need to roll 4 DoS or more and he will have to have not used his reaction, so after I know what Nikello is doing I can figure out stuff.

deadDMwalking
deadDMwalking's picture

Because I forgot the +10 BS for Bolter Mastery, I actually had 5 Degrees of Success. It doesn't change the number of hits, but it will make his Dodge test just a wee bit harder.

I know he gets a Dodge, I just don't know what he needs to roll.

drumandfight
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Fulrik is about to tackle fuck Kal

ygnar_1
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Bolter Mastery is one of the tactical special ability choices, though it only works in solo mode.

As for the smite dodge, I have no idea. A better question is are they aware enough to notice in time, or are they too engrossed in the door?

Bertram
Raven Guard Librarian

mruozu
mruozu's picture

Very true. I think I will have to think that they are not terribly attentive, but that being said they would probably have had enough time to notice the feeling of someone reaching into the Warp and trying to use its' power. Being Chaos and all and even so Astartes and humans feel that too I believe.

So I will roll the Inquisitor's attack roll. She will be using Dark Heresy rules for rolling, but she is quite an ascended psyker, she probably won't have to roll too many dice. Well maybe.

Attempting a Warp Time action.
WP 60 (Unnatural x 2) = 12 + 6 Psy Rating = 18

Edit: And it barely fails to manifest.

Now for Alpha Legionnaire 2. He has his Legion Bolter ready and so he will make an attack with it.

Randomly assigning who he is attacking.
BS 45 + 10 (Semi-Auto) + 10 (Short Range) = <65

Edit: Rolling a 4, that will be Kal'vek that he aims his shot at. He got 4 DoS I believe with our ruling on the first 10s counting, so he got all 3 from his Semi-Auto to hit.

Need a dodge roll from Kal'Vek, DDMW.

Alpha 1 will do the same thing. <65

Edit: That'd be a miss anyway.

Psychic Power Roll
I rolled 3d10, the result is 6, 5, 5 = 16.
Attacking; Attack roll
I rolled 1d6, the result is 4 = 4.
I rolled 1d100, the result is 29 = 29.
A1 Attacking; A1 attack roll
I rolled 1d6, the result is 3 = 3.
I rolled 1d100, the result is 68 = 68.
ygnar_1
ygnar_1's picture

I just like the idea that the door starts bleeding, they look at each other like "what the..." Bam, sizzle sizzle.

On a side note are we considering free action solo abilities as passive? I ask because passive abilities can be used in squad mode without cost, and they stopped the passive/active thing after RoB.

Bertram
Raven Guard Librarian

deadDMwalking
deadDMwalking's picture

Dodge

On my phone. Someone else will need to tell me if it works.

I rolled 1d100, the result is 59 = 59.
mruozu
mruozu's picture

I'd like opinions on ygnar's question from everyone. I am always open to interpretation and what everyone thinks is best.

It worked DDM, but you failed the test. Will roll damage shortly.

All I need to finish up Round 1 and make the IC is a confirmed action from Nikello for Mac and then we are off to Round 2. Remember the IC is closed as of now, but if you wish me to add anything IC put it in your OOC action post.

I will also make all the dodge rolls and what not for my enemies after my next class. Man this week has been long. Time to celebrate its' end this weekend!

mruozu
mruozu's picture

Dodge roll from Alpha 1 on Fulrik's attack.

Ag 40 + 10 (Dodge) = <50

Samael dodge on Kal'vek's attack. Ag 60 + 10 (Dodge) = <70

Alpha 3 and 4 dodge for Half damage against Bertram's attack. (just a quick compromise to speed things along)

Ag 40 + 10 (Dodge) = <50

Edit: Looks like Alpha 1 dodges Fulrik's attack completely, Samael dodges nothing and takes the damage, Alpha 3 will be hurting pretty badly, and Alpha 4 will take half damage due to being able to dodge a little bit of it.

Even though you are correct DDM with the damage dealt, Samael was currently sitting at 9 wounds (he had taken 14 in the previous engagement). I will allow him to have been healed, but not back to full health. He could have been healed by some of the Legion, who knows. I will say he is at 20 wounds. That means that Samael is taken down to 3 wounds remaining with the attack.

Alpha 3 is taking 1824 damage after AP and TB, so he is hurting pretty badlyhe takes 2 critical energy damage to his body.

Effect: The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him.

Alpha 4 takes no damage 6 wounds because he was able to get out of the way of most of it.

Alpha 1; Samael; Alpha 3; Alpha 4
I rolled 1d100, the result is 11 = 11.
I rolled 1d100, the result is 87 = 87.
I rolled 1d100, the result is 86 = 86.
I rolled 1d100, the result is 6 = 6.
mruozu
mruozu's picture

Rolling damage from Alpha Legionnaire 2's attack on Kal'vek.

1d10+9 X; Pen 4

Leg; Leg; Body

Edit: Looks like no3 wounds to Kal'vek's left leg.

Alrighty, just waiting for Nikello to figure out what he will do then we will move forward.

Leg; Leg; Body
I rolled 1d10+9, the result is 2, 9 = 11.
I rolled 1d10+9, the result is 7, 9 = 16.
I rolled 1d10+9, the result is 2, 9 = 11.
ygnar_1
ygnar_1's picture

I say free action=passive, since it seems to fit fluff wise, or at least in the RG's case. They are supposed to be the ninjas of the space marines, being sneaky is like breathing to them.

Also, Space Ninjas would be an awesome chapter name.

Bertram
Raven Guard Librarian

mruozu
mruozu's picture

The mo' fuckin Space Ninjas Chapter. Let's make it.

And thanks Greeth, I wasn't sure about that. I will update when I get a chance. Hectic day today.

mruozu
mruozu's picture

Definitely large enough. You could make your move towards them, but I don't think you could charge them this turn. You could move into position going downward and attract attention from them probably, and then charge. But it wouldn't be til round 3 that you could attack them I would think. Them being 50 meters away and all.

deadDMwalking
deadDMwalking's picture

mruozu wrote:
Even though you are correct DDM with the damage dealt, Samael was currently sitting at 9 wounds (he had taken 14 in the previous engagement). I will allow him to have been healed, but not back to full health. He could have been healed by some of the Legion, who knows. I will say he is at 20 wounds. That means that Samael is taken down to 3 wounds remaining with the attack.

If we all die, I'm blaming Darius for not hurting Samael even just a little bit more.

For myself, I think I'll need to see Samael's next action before I can post my response. Considering he didn't hit anyone with his Heavy Bolter fire, maybe he's not really helping the Alphas. I mean, it sure looks like he's trying, but he's better than that!

@The Team - We're going to have to learn to focus fire if we want to survive future engagements. If we put damage on 5 of the 5, but they're all standing at the end of the round, we're getting attacked 5 times. If we put damage on 1 of the 5 and he goes down, we're only getting attacked 4 times. There are times when it isn't possible (like melee/ranged divisions), but it's something to shoot for.

Light 'em up!

drumandfight
drumandfight's picture

In Hiroshima. Will respond when I get home.

Sorry bitch asses.

DDMW, texting you mirror selfies from the A Bomb drop site.

deadDMwalking
deadDMwalking's picture

@mrouzo

It's been bothering me, so I figured I'd put it out there. I didn't know Samael was wounded, but I do know other people on the team who are/were. If you don't know how Samael got healed, it's important to me that it's possible. I mean, is one of the Alphas an Apothecary? If so, how much healing could they do?

I don't know much about the healing, but I do know there are rules about it. It's important to me that you follow those rules or explain why you're not using them. Especially considering how members of our team are also wounded, it's important that PCs and NPCs be using the 'same rules'.

mruozu
mruozu's picture

Well in my mind one of them is an Apothecary. But since most of you haven't seen all of them you guys wouldn't know that. The two near the door are pretty well hidden from view. The rules would be followed in that their apothecary was able to heal him a significant amount since he was not heavily damaged or critically damaged from the get-go. Healing is a lot harder to do in this game and if you fail you won't heal the person at all and the wound can't be looked at again for a while. This apothecary successfully healed Samael.

In the case of Mac, he was only able to be healed 1 because he is critical and needs medical attention at a facility. If Fulrik had asked for assistance from Greeth, he would have been healed probably to full health due to him only having taken 5 wounds. Mac took 25 ish wounds, so no it is literally impossible to heal him in one go.

In the case of Samael, he took 14 wounds I believe, which is close to double his toughness, but not quite (double toughness meaning he would be heavily damaged). So an apothecary with a good Narthecium and tools would be technically able to heal him quite a bit due to him being lightly damaged. That's why he was back up to 20 wounds instead of full health. Because it would take time after the fact and natural healing (or a healing bay on a ship) to fix a wound that was already looked at.

Just look at how Crim was able to heal me so well in the Deathwatch game and it illustrates how someone could heal Samael back up to near full health.

deadDMwalking
deadDMwalking's picture

Yeah, but she rolled for it. If you don't see the difference, we may have issues down the road. I'm not going to demand an accounting, but I get the very real sense you 'picked some numbers that sounded good'.

I didn't even know he was wounded, so I'm not objecting because I think I should have killed him outright. But if that's what the dice say, we should go with it. The whole point of rolling is so we DON'T know what's going to happen. If you've already decided what will happen, there isn't much point to player action.

Let the dice fall where they may.

mruozu
mruozu's picture

Alright here you go.

So the Intelligence Bonus of said Apothecary is 4.

Edit: Narthecium doubles the amount of healing done. So that's technically 18 wounds healed. Samael is now at full health instead.

Medicae Test
I rolled 1d100, the result is 5 = 5.
Enhanced healing for being an apothecary
I rolled 1d5, the result is 5 = 5.
mruozu
mruozu's picture

He is then put down to 6 by your attack instead of 3.

mruozu
mruozu's picture

I was just putting total wounds taken so far in the mission.

I forgot your total wounds taken cause it wasn't out on your character sheet from the previous combat. Didn't you heal 2 with Autosanguine? In the previous combat, you took 6 wounds total and then I think with the rest from the previous night, you healed 2. So 4 wounds taken total.

deadDMwalking
deadDMwalking's picture

Much better. It wasn't about how many wounds he has, but how we figure it. Consistent universe and all that.

ygnar_1
ygnar_1's picture

Nothing is consistent with chaos.

Do not try to fathom the workings of the enemy, lest you fall to heresey.

Bertram
Raven Guard Librarian

drumandfight
drumandfight's picture

sylphilis wrote:

Let me know how the okinomyaki is. Ive always wanted to know and its supposed to be hiroshimas specialty.

Dude, it is both mine and my wife's favorite Okonomiyaki. Fucking delicious, and I stand by the fact that I have lived with and eaten the goddamn Katsuobushi to not offend anyone by asking not to have it added to an otherwise amazing dish.

As of right now, I have eaten Hiroshima style, Kobe style (Osaka style), Tokyo style and Toyama style (my current prefecture) Okonomiyaki. Hiroshima is without a doubt my favorite of them all.

I am still not big on Takoyaki even though since being here I have started getting a taste for raw Octopus.

ygnar_1
ygnar_1's picture

Didn't you say dodge for half DMG?

Bertram
Raven Guard Librarian

mruozu
mruozu's picture

Yeah my bad I forgot the pen. It would be 36 damage from you, Pen 3. Half damage would be 18, pen 36. Legionnaire has 10 AP for his body (which was where the hit was scored) and TB 8. So he would take 3 wounds total. My bad.

mruozu
mruozu's picture

Alright so Round 1 is over. I am a bit busy today, but I will post Samael and the Inquisitor's actions later on today as well as the Alpha 2 one. Feel free to post tentative actions for what you plan to do. One of the Alpha Legionnaires is still working on the door, the other is getting back up from the harrowing blast he took, Samael is hurting a bit, but the two Legionnaires at his flanks are just fine.

It sounds to you all as if they might break into the door fairly soon, so just keep that in mind IC.

Nikello
Nikello's picture

Sorry I wasn't active this weekend. Easter and the family and all that. Will post my next action when I get back from class.

mruozu
mruozu's picture

No worries. I have had a rough beginning to this week, so it might be a little while before I post. Getting back into the swing of things is easier said than done.

drumandfight
drumandfight's picture

Yeah, it has been crazy for all of us, I would imagine. Uozu and I had a huge lull for the past couple months at work and now it is finally starting to feel like work again.

That being said, I am ready to get back into the swing of it and destroy some Alpha Legion traitor fucks. Speaking of which, per the updated RoF, Fulrik should have expended 3 rounds of Kraken instead of the 2 listed. Also, I don't believe he ever reloaded (for the purposes of being true to his previous engagements; however, if you wanna start him with a full mag this battle, I am not going to argue, Marky Mark). Also, Gchat, pussy.

IC: Fulrik rages audibly as the Alpha Legionairre moves out of the way of his perfect shot. He screams out even more so when the Salamander engages Sam.

"Salamander!" He screams over the sound of gunfire. "Not him. Samael is mine. I won't say it again!" Those who have served with Fulrik know that his threats against his brother are extreme and in no way idle, but with good reason. If the Raptor was indeed a traitor, then Fulrik was bound by honor to right the wrong that had been done to him and by relation his Chapter.

OOC: If anyone takes out Sam (not bump him into crit, but actually kills him) other than Fulrik, then the team-rivalry thing is going to be huge for the foreseeable future; Which, I don't really mind, but I also hate playing the typical asshole of the team, so work with me a little.

Fulrik is going to full action run toward the enemy (30m), seeking out cover of any kind at the end of his movement. I believe running will make him a harder target to hit and it should also take him out of the suppression zone (which he already succeeded in mind fucking); it might also take him out of squad mode range, I am not sure.

mruozu
mruozu's picture

Alrighty sounds good to me, I didn't know what he was at so I had just assumed a reload, but I will modify that as well as expended rounds.

Would that make you have to reload then? You have expended 11 rounds and the mag size is 14, so I would assume you would need to slam back in another mag before firing again. Correct me if I am wrong, it's been a while, just going off your character sheet.

I would gchat if they didn't put up this massive firewall that no blocks my proxy sites as well. =(

I will include the action into Fulrik's post once I get everything from everyone else.

mruozu
mruozu's picture

Samael will take a shot at Kal'vek, mainly due to him having suffered 17 fucking wounds from him.

BS 54 + 20 (Full-Auto) + 10 (Short Range) = <84

Edit: That's 5 DoS. I need a dodge roll from Kal'vek to see what happens. (Remember that would be 6 hits at Pen 9 (he has special raptor equipment for this), just letting you know in case you want to use a FP to re-roll)

Attack roll
I rolled 1d100, the result is 39 = 39.
drumandfight
drumandfight's picture

I updated my ammo expenditure before making my post, so I should be at 17/28.

Before I updated it, it was at 20/28 kraken, meaning last combat I had only used 8 rounds. I should have had 6 in the weapon at the start of this combat and three more currently in it.

mruozu
mruozu's picture

Ah okay! Gotcha. Wasn't sure when the ammo was updated as you do it so quickly...I like that.

A lot.

mruozu
mruozu's picture

You are good to go Syl, he has the only weapon at the moment that can cause pinning.

deadDMwalking
deadDMwalking's picture

Dodge (Agility 50)

Kal'Vek locks eyes as the traitor lines up his Heavy Bolter. On some level, he can't believe that Fulrik could be so wrong. If Samael is a traitor, he would be given his chance to prove it. As bolter shells exploded toward him, Kal'vek stood unflinching.

The first shell exploded into his left leg, followed by another. The blow sends Kal'Vek staggering back a full meter! Samael adjusts his aim, and the next hits sqaure in Kal'vek's chest. Kal'Vek jerks back from the force of the attack, throwing back his head and spewing out a jet of blood. He flies backward from the attack, but Samael keeps pounding the corpse with shell after brutal shell. Another hits his arm, causing it to explode in a rain of meat, blood and gore. The next shell explodes Kal'vek's head like an overripe melon. Finally the last shell passes through what once passed for a body. The Aquila explodes the same way Kal'vek did, leaving nothing but a fine mist.

Kal'vek, like many Salamanderse before him, has given the traitors a chance to prove their intent. His last thought is grim satisfaction that the Space Wolf will avenge him.

Damage (after Toughness), 11 Left Leg, 10 Leg, 10 Body, 10 Arm, 29 Head, 29 Body

Dodge
I rolled 1d100, the result is 100 = 100.
Tearing
I rolled 1d10+12, the result is 4, 12 = 16.
I rolled 1d10+12, the result is 9, 12 = 21.
I rolled 1d10+12, the result is 8, 12 = 20.
I rolled 1d10+12, the result is 7, 12 = 19.
I rolled 1d10+12, the result is 4, 12 = 16.
I rolled 1d10+12, the result is 8, 12 = 20.
I rolled 1d10+12, the result is 4, 12 = 16.
I rolled 1d10+12, the result is 8, 12 = 20.
I rolled 1d10+12, the result is 4, 12 = 16.
I rolled 1d10+12, the result is 10, 12 = 22.
I rolled 1d10+12, the result is 10, 12 = 22.
I rolled 1d10+12, the result is 7, 12 = 19.
Righteous Fury (Last two hits)
I rolled 1d10, the result is 10 = 10.
I rolled 1d10, the result is 10 = 10.
Additional Righteous Fury, BOTH hits
I rolled 1d10, the result is 7 = 7.
I rolled 1d10, the result is 7 = 7.
deadDMwalking
deadDMwalking's picture

Let this be a lesson to the survivors. Always shoot the guy with a Heavy Bolter first.

drumandfight
drumandfight's picture

I was going to start engaging sam, I just wanted Fulrik to get the actual kill.

Fuck, that sucks. I don't think it matters at this point but I thought we changed the RF rules regarding enemies for both games.

Luckily, you can burn a fate point and prevent that death. So, get back in this bitch.

deadDMwalking
deadDMwalking's picture

Ah. I forgot about that.

I'll burn a fate point to be 'down but not dead'.

deadDMwalking
deadDMwalking's picture

Updated to reflect Fate Point

Kal'Vek locks eyes as the traitor lines up his Heavy Bolter. On some level, he can't believe that Fulrik could be so wrong. If Samael is a traitor, he would be given his chance to prove it. As bolter shells exploded toward him, Kal'vek stood unflinching.

The first shell exploded into his left leg, followed by another. The blow sends Kal'Vek staggering back and he falls over, unconscious. Samael's burst continues through the space that Kal'vek occupied moments before. The tightly clustered shots would have destroyed a Carnifax or a Terminator - the only reason Kal'vek hasn't been reduced to a fine mist is that the power of the bolter shells knocked him away from the arcing lead.

Kal'vek, like many Salamanderse before him, has given the traitors a chance to prove their intent. His last thought as he falls unconscious is grim satisfaction that he has wiped any last lingering doubts from the minds of his companions.

deadDMwalking
deadDMwalking's picture

sylphilis wrote:

You dont know what damage Sam has inflicted yet. You may get lucky and not ned to use fp. Also you can spend fp to re roll that horrible dodge before you burn one. RB says you can burn spent FP so mght as well make the most of it.

I rolled Damage for Samael. Since I had to roll the Dodge test (and rolled a Natural 100, which is as bad as I could do), I needed to know what the damage would be to determine what action I would take. I didn't want to hold up the game.

There's no point in rolling a new Dodge test. The Heavy Bolter is very deadly, and in fact, I think I miscalculated damage slightly. I applied the Penetration to my Armor Value, but did not apply it to Toughness - I forgot that it applied to both. Since AV on my arms/legs is only 7, and the penetration is 9, effectively they would have done +2 damage on those hits. I think. Damage is still new to me. In any case, since the hit included +5 degrees of success, I wouldn't be able to negate enough damage to remain conscious even if I rolled a Nat 1. Or maybe just barely...

But yeah, I'll burn the Spent Fate Point. Then maybe the Apothecary can help me out after Chaos is dead.

drumandfight
drumandfight's picture

Penetration is never applied to toughness, only AP.

Nikello
Nikello's picture

Sorry again, got a dump of class readings. Acting now.

Nikello
Nikello's picture

Asking mrouzo a question about invoking Demeanours.

mruozu
mruozu's picture

Well fuck. Samael got mad and I suppose to move the story along I will take the damage rolls presented. I figured you wanted to see if you would live or be unconscious and even if I rolled terribly, I would probably still put you unconscious. Syl is right, you could try to re-roll the dodge, but like you said it would be tough.

That being said: SORRY DDM! I didn't mean to put you down in your first combat for me. (Definitely people need to put down Heavy Bolters quickly, which to be fair, you almost did). But no worries, you guys will be fine. Space Marines are tough. (please see Nathaniel Garro in Flight of the Eisenstein after the battle on Istvaan Extremis. Tough mo' fucka).

I would also suggest that someone try to contact the ship that is in orbit around the planet. I know you had a vox caster, just not sure who has it. If it was left with the dead Raven, then perhaps the Inquisitor could come to your aid and try to go make contact. Up to you guys, just putting in my two cents.

I have responded to Nikello. And I will make the Inquisitor's action soon. I am hoping it works this time.

WP 60 x 2 (Unnatural WP) = 12 + Psy Rating 6 = 18

Edit: Well it worked, but she now has to roll on Psychic Phenom. Thankfully she is favored. We shall see if that helps. But the action passes.

Hasten Time: The psyker selects a number of targets(including himself, if he wishes) within range of the power equal to his Willpower Bonus. Each target (including the psyker) must make a Challenging (+0) Willpower Test at the beginning of their next turn. If they fail, nothing happens. If they succeed, however, they gain an additional full action during their turn. All the normal limits to taking actions during a turn apply, with the exception that they may make an additional attack action with this extra full action. Both of these powers end at the beginning of the psyker’s next turn. If the psyker manifests Psychic Phenomina and then rolls Perils of the Warp, in addition to suffering all effects of the roll, the psyker may not take any actions for the following 2d5 turns, as reality takes back the time he stole with interest.

Overbleed: For every 4 points by which the psyker exceeds the threshold, he may extend the power’s range by 5 metres. For every 8 points by which the psyker exceeds the threshold, he may affect one additional target.

Edit: This will affect everyone since she does it before anyone else takes actions.

Rolling on Psychic Phenom now.

Edit: Damn...she don't let the Warp bother her at all. Effect:
Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.

Inquisitor Warp Time Action
I rolled 4d10, the result is 10, 7, 9, 2 = 28.
Psychic Phenom roll (take lower)
I rolled 1d100, the result is 5 = 5.
I rolled 1d100, the result is 10 = 10.
drumandfight
drumandfight's picture

Does this mean that if Fulrik passes a WP test he can make another Full Action? Because I am all over that shit if so.

My IC will change now since Sam goes before me and he just lit up Kal Vek. For one, I won't be admonishing him for firing on Sam.

deadDMwalking
deadDMwalking's picture

Thems the breaks. No worries. It'll be a good bonding experience. Fulrik could have prevented it by believing the evidence of his eyes. So at least he'll feel bad.

And taking a full auto burst is literally 'taking one for the team'. That'll be a character defining moment.

mruozu
mruozu's picture

Yeah, if you pass a challenging WP, you get to take two actions on your turn. Pretty neat huh?

That it will be, DDM. Definitely gonna be some goof RP and character building from this experience.

drumandfight
drumandfight's picture

WP test

I rolled 1d100, the result is 28 = 28.
drumandfight
drumandfight's picture

My second action after slamming into cover will be a Full Round +20 aim so that next round I can blast away at this piece of shit.

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