Introduction: Old Dogs, New Tricks (OOC)

268 posts / 0 new
Last post
deadDMwalking
deadDMwalking's picture

Are we on Round 1 or Round 2? I was thinking what already happened was Round 0 (but that's probably my D&D speaking).

It sounds like we had a reactive roll already for the prior round. We have another reactive roll that we can use in THIS round. Since the beasties rolled really well for initiative, I expect they go before any of us take a standard action. I'm just wondering if our Squad ability will allow us to continue shooting them before we take a standard action.....

Or are you saying that they've already taken a standard action this round and now we get to do those? Because none of us have taken a standard yet.

drumandfight
drumandfight's picture

You are right that it was Round 0, or the Surprise Round. The way I was playing it in my head was that you did not get reactions BEFORE the surprise round because nothing had presented itself to be attacked. The way the book explains the surprise round, to my understanding is that only attackers and those surprised may attack and be affected by attacks in that round (I could be wrong in my reading, but the combat section makes it seem as so) - so, I had the attackers make their attack and the surprised PCs get affected and then ruled your reaction shots to be pre-round one. Does that make sense?

In other words, Tyranids come down from the sky and I rolled awareness to see who was surprised. That was resolved and so the nids attacked the Surprised PCs. THEN everyone made their Round 1 reaction shots before Round 1 actually started. I ruled that there are no reaction shots prior to the surprise round (In which case, I could be wrong again).

And as of right now we are about to head into Round 1 and no PC has made any action so far. Once we figure out Initiative we can then start posting actions.

mruozu
mruozu's picture

Initiative for Sarlock.

I rolled 1d10+4, the result is 3, 4 = 7.
Crimison
Crimison's picture

Initiative for Aisha
Using a fate point to heal 1d10

I rolled 1d10+3, the result is 8, 3 = 11.
I rolled 1d10, the result is 4 = 4.
drumandfight
drumandfight's picture

DDMW - here is what I am going to rule for this encounter. As you had no enemies present themselves before combat started, you did not get a reaction for the surprise round. The reactions that were taken fire for effect shots against the horde pre-Round 1. In the future I will not be making these rolls because 1) as Matt pointed out to me via text, you guys need to experience knowing what to roll and 2) in the future you could choose to NOT take your reaction shot and instead use a reaction to dodge a horde ranged attack (note that you cannot dodge horde melee attacks).

Also, I fucked up a tad here and should have had all of the players roll initiative immediately upon seeing the enemy. This would have changed things slightly. At the very least, it could have meant non-surprised players gaining an action in the surprise round and maybe thinning out the horde before they did damage (probably not in this encounter given their high initiative score, but perhaps in the future). But as it stands I cannot seem to logically allow a reaction before a surprise round. Unless convinced otherwise, surprise rounds will either happen as I just stated, or no one will be surprised and combat will commence normally.

I hope that helps clear things up a bit.

OK, so onto the big game. For initiatives I currently have Gargoyle Horde 13, Pax 13, Aisha 11, Gunter 8, and Sarlock 7. Waiting on Yngvar. And very curious to see what happens when Sarlock gets to play.

**Edit: If it helps, here is a visual of what you are fighting against. Think a xenomorph from aliens in general look and size, with the wings off of the Demon from Jeepers Creepers.

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

Intiative roll

I rolled 1d10+3, the result is 7, 3 = 10.
drumandfight
drumandfight's picture

Alright, initiative order is:

Gargoyle horde 13
Pax 13
Aisha 11
Yngvar 10
Gunter 8
Sarlock 7 (slow ass)

I left my hard drive at home, otherwise I would be having these fuckers attack the shit out of you while at work. So, until then ready yourselves for greatness. EDIT: Actually, I am going to attempt to wing this at work. Nothing better to do at the moment.

BS attack against Gunter (the horde is pissed he reacted first and shot at them); damage rolls if it succeeds - 1d10+5 (tearing so take the better of two) + 1d10 for horde magnitude
I rolled 1d100, the result is 65 = 65.
I rolled 1d10+5, the result is 7, 5 = 12.
I rolled 1d10+5, the result is 5, 5 = 10.
I rolled 1d10, the result is 9 = 9.
drumandfight
drumandfight's picture

The horde needed a 43 to hit Gunter (BS 33 +10 High Ground) and rolled a 65. They missed absolutely terribly. Because they have been reduced below 20, they no longer get that second attack. I believe they have just done fucked up, folks.

Pax, you`re up. Please try and post actions in order. But if you can`t wait and your time zone fucks you up, go ahead and post. Just note in that post where you are in the initiative - ie. `I go after Pax, but I wont have a chance to post tomorrow. So I am going to have my PC rub one out.`

GET SOME, MARINES.

drumandfight
drumandfight's picture

Also, when attacking, please post all modifiers next to the relevant skill.

So, BS 43 (+10 hatred tyranids, +20 full auto burst, +10 size enormous) etc etc

deadDMwalking
deadDMwalking's picture

I think I understand. Round 0 the Gargoyles appeared. After they appeared, we had Reaction Rolls and we shot them. Round 1 commences.

What I'm still confused at is after we take our action in Round 1, we'll all roll initiative for Round 2, correct? Will we be entitled to another reactive attack at the beginning of Round 2 as long as 'Fire for Effect' is still happening?

drumandfight
drumandfight's picture

As long as the gargoyles are still alive, you keep your initiative. In fact, since you are still on your guard you should keep your initiative indefinitely. If another enemy came on you guys, I would roll their initiative and just place them in the order as per the rules.

No rolling for initiative every round.

And you all get ONE reaction when it is not your turn (unless you have a specific talent that grants you more) that you can use to dodge, parry or in this case fire off a single shot at an enemy of your choosing. If no one has specified their reaction before the next round begins, I am going to assume they are using their squad mode ability.

Keep in mind that melee attacks from hordes cannot be dodged, but ranged attacks can.

drumandfight
drumandfight's picture

I think in the future with initiative worked out during the surprise round it'll be easier to determine when reactions take place - which I'm assuming is generally before a PC's turn.

Fixxxer
Fixxxer's picture

Alright, questions time.

Can grenades be used against flying creatures? Essentially, can we attempt to cook them off and throw them so they explode amongst the flyers?

On a related note, how close of a formation are these things packed into? Close enough to make a grenade worth using?

How close are the tyranids to our position, currently (this question gets easier in the future when we have a map)?

drumandfight
drumandfight's picture

Fixxxer wrote:

Alright, questions time.

Can grenades be used against flying creatures? Essentially, can we attempt to cook them off and throw them so they explode amongst the flyers?

On a related note, how close of a formation are these things packed into? Close enough to make a grenade worth using?

How close are the tyranids to our position, currently (this question gets easier in the future when we have a map)?

1. I don't believe they are meant to be. However, I am not opposed to assigning a -30 difficulty test to hit for the prospect of cooking off the time and then hucking it into a flying group of creatures. An Very Hard (-30) test in this case would be taking into account A: Cooking for the appropriate amount of time and B: calculating that against how high to throw against a flock of fast flying creatures. But as of right now, for this exercise I am going to rule that it isn't possible. Among other things, I calculated the Gargoyle's flight speed incorrectly and by all rights and means they should have passed you after their first shot.

It should also be pointed out that unlike a bolter, a grenade must roll damage against a horde as the min amount of damage may not be enough to actually earn 1 damage against a horde and result in a loss of magnitude. I need to read up more on grenade rules, but there is also the chance of missing so badly you essentially drop it at your feet. LOLz.

2. As long as a horde has a magnitude, they will always be susceptible to blast, flame, scatter type weapons. Keep in mind that 1 magnitude doesn't represent 1 enemy. It ranged anywhere from 2-10 enemies depending on their type and what is going on in my head. For the Gargoyles in particular I was using a Mag 1 = 2 Gargoyle ratio. There are roughly 28 creatures left. Furthermore, keep in mind that frag grenades are almost exclusively used for crowd control, anything bigger and tougher almost requires Krak.

3. I thought I said it in the IC, but the Gargoyles are 4 meters directly in front of you. You are all situated roughly in the center of the plateau, near the middle boulder and its strange metal object. The Gargoyles are directly above the rushing water. In one more move they will be on you. I would prepare on relying on my narrative description of where things are. I will keep it as little complicated as possible and make personal maps to keep track, but after downloading photoshop and then having my PC fuck up (which I doubt are related but still has me spooked) I am weary about making maps. I know this is unorthodox for this forum, but I have been following a Deathwatch game on another forum without maps and it works well. For now, maps on the back burner.

Here's What You Know About Your Gear as Astartes
A: You have your bolt weapons, grenades (both frag and krak), and melee gear. Hordes and Powerful single enemies will need to be handled differently, so a variation in weaponry is necessary.

For hordes, you want to inflict the maximum number of HITS possible - not Damage. To damage a horde you know that you want a weapon that will deal maximum magnitude damage (aka hits) to the litany of enemies rushing at you. The weapons that excel at this are those with blast qualities and the explosive/flame types. Rate of Fire is also good to have here. For one, firing on semi-auto or full auto give you +10 or +20 to hit respectively. A large weapon with a ton of damage may seem like a good option, but not if it only hits once. Take a las cannon for example - ton of damage but still only counts as 1 hit and thus 1 magnitude damage against a horde. Now take a heavy bolter for example, less damage inflicted than the las cannon but up to 6 hits off the bat, doubled because of the explosive qualtiy (12 hits) +1 for every 2 degrees of success you roll. That is fucking up a horde correctly.

So, how do you hurt a horde? After rolling against your BS and succeeding, you have to inflict AT LEAST 1 damage to the horde after its armor and toughness modifiers. For bolt weapons against most horde types the minimum damage they inflict is enough, therefore with bolt weapons rolling for damage is almost always unecessary against hordes of weak enemies. With a grenade however (2d10+2; pen 0) the minimum damage may not hurt the horde, so while it may give you more hits if successful, it may also be a flop.

Melee weapons against a horde always represent the marine hacking and slashing through MULTIPLE enemies. If a melee character decides to make an All Out Attack (Full round action) they get +20 to hit. Against a horde with size modifiers in place, add another +30 and now a marine with a WS 52 has to roll under WS 102 to hit. Going into melee against a horde, especially if you have a jump pack is often a good way to thin their asses out big time. Now increase the number of hits by 1 for every Degree of Success you roll against our example of 102 - chances are you are going to do a lot of damage to said horde. Now if that Space Marine is hacking with his right hand and firing his bolt pistol with his left, that is even more potential horde damage.

For Elite and Master enemies remember that the bolter and chainsword may not be the right tool for the job. They are awesome weapons but there are reasons why certain enemies require a combination of tactics and firepower to bring down. If you see Elite and Master enemies mixed into a horde they are almost always going to be using the horde for cover, and will require called shots (-20) to hit. These are the enemies that the single shot las cannon excel at destroying (or other weapons like it).

So, to overview, flame, explosion and blast quality weapons will do a number on a horde if they hit (and cause a minimum of 1 damage after AP and TB). Maximum hits means maximum magnitude damage. Elite and Master enemies are going to need more than a frag grenade at the feet. These are what you save your penetrating krak grenades for and your hardcore squad mode/solo mode abilities.

So, actions?

deadDMwalking
deadDMwalking's picture

Considering that all of the PCs go before the Gargoyles attack again, do you mind if we resolve out of order? I'd really like to see what the Heavy Bolter can do if you don't mind waiting for it.

Also, since you've clarified that we've taken our Reaction for the current round, and we'll get a Reaction at the same time the horde takes their next action, most of us are actually going to get to go twice (effectively) before the Horde goes. Obviously if we annihilate the horde we won't have Reactive attacks against it, but do you object if we go ahead and roll those now (assuming we're not planning on attempting to dodge any incoming attacks).

drumandfight
drumandfight's picture

Yeah, that is fine and makes total sense. Everyone go ahead and post your actions in the format Brett is going to do, showing your rolls at the bottom. I will resolve them as they come in.

deadDMwalking
deadDMwalking's picture

For my Current Round Action, Gunter would like to use 'Full Auto burst' with my Bolter.

My BS is 40, and this allows me to attack with a +20 bonus. I have a further +10 because they are within 15 meters (half the bolter range). In order to hit, I need to roll under 70. For every degree of success, I get +1 Hits.

BS
I rolled 1d100, the result is 74 = 74.
deadDMwalking
deadDMwalking's picture

And that, folks, is how you miss a horde of enemies. Do as I say, not as I do.

Edit - And for those of you following at home, I should have used 'Semi-Auto Burst'. That's only a +10 to BS, and one extra hit for every two degrees of success, but since I missed anyways, it's moot.

For my Reaction (using our special Squad mode ability Fire for Effect as chosen by our glorious leader), it'll just be a normal Bolter Attack (BS 40 + 10 for close range)

Need a 50 or lower to hit.
I rolled 1d100, the result is 9 = 9.
drumandfight
drumandfight's picture

Just a couple things so everyone can notice - Bolters can only fire on single shot (no bonus to hit, half action) or Semi-Auto (+10 to hit; full round action).

This would be represented as: BS 40 +10 for semi auto +10 for Short Range = 60. Reaction: whatever - I am assuming Fire for Effect.

Which doesn't matter because it is a miss, but at least it isn't a jam.

For clarification, DDMW's reaction wont happen until just before his turn as a response to the attack by the gargoyles. Reactions reset every round and depending on the reaction may happen before or after a PCs turn. But his reaction shot was epic. Success = 1 hit + 1 hit for Explosive type + 2 hits for 4 DoS = 4 hits total. GET SOME.

Fixxxer
Fixxxer's picture

Alright, let me know if I fuck this roll up somehow. You've probably told us this already, but what is the size modifier for what we're facing? I assume it's +10 for it being enormous? Further, because the bolt pistol has the tearing special ability, I believe I get to roll 2d10 for damage and drop the lowest one, is that correct?

Pax is going to spend a half action to aim and then another to squeeze off a shot at the biggest, meanest looking member of the bunch he can.

Attack Test 74 (44 BS, +10 aim, +10 short range, +10 size)

I'm gonna try using 2d10+9.takeHighest(1) for damage and see if it gives us the result that we're looking for. If not, I'll just roll old fashioned style in the next post.

Attack (<=64); Damage
I rolled 1d100, the result is 67 = 67.
Fixxxer
Fixxxer's picture

Yep, the roller threw an error. No biggie, I'll just roll 1d10 two times and we can add 9 to the larger one.

Not that it matters, since I've already flubbed what should have been an easy attack.

+9 to highest
I rolled 1d10, the result is 4 = 4.
I rolled 1d10, the result is 5 = 5.
drumandfight
drumandfight's picture

Fixxxer wrote:

Alright, let me know if I fuck this roll up somehow. You've probably told us this already, but what is the size modifier for what we're facing? I assume it's +10 for it being enormous? Further, because the bolt pistol has the tearing special ability, I believe I get to roll 2d10 for damage and drop the lowest one, is that correct?

Pax is going to spend a half action to aim and then another to squeeze off a shot at the biggest, meanest looking member of the bunch he can.

Attack Test 74 (44 BS, +10 aim, +10 short range, +10 size)

I'm gonna try using 2d10+9.takeHighest(1) for damage and see if it gives us the result that we're looking for. If not, I'll just roll old fashioned style in the next post.

1. Mag 30 horde is considered Enormous and grants +30 to hit. Anything under that grants no bonuses. This goes up for every 30 mag/+10. This horde does not rate for a bonus to hit. So, you are rolling agains 64. BS 44 +10 aim, +10 short range).

2. Tearing quality is correct, big boy. But like I said in that incredibly long winded previous post, a bolter round will always do the minimum damage to this horde, so rolling damage isn't necessary; you just need to hit the damn things.

3. That roll format is way too complicated for me. Also, please list what you want to use for a reaction - I assume it is Fire for Effect.

Fixxxer
Fixxxer's picture

Yes, Fire For Effect, if you please.

drumandfight
drumandfight's picture

Just so we have it on the board, Fixxxer can you roll that Fire for Effect shot? You are rolling against a BS 44 +10 for short range.

EDIT: Remember your fate points, those of you that missed. While it may be premature, you can use a fate point to re-roll any failed roll, or you can announce to use a fate point prior to rolling and give yourself an added +10 to said roll. Remember the difference between using fate points and burning fate points. Using them is no big deal. They are regenerated once the mission is over, or sooner if you do some heroic shit (at my discretion). But Burning fate points is reserved for especially difficult situations, such as preventing yourself from dying. Burned fate points regenerate much slower and act as an effective permanent loss until the GM decides you have earned it back.

deadDMwalking
deadDMwalking's picture

*wipes mouth* How many did I earn back?

drumandfight
drumandfight's picture

EIGHTY.

...dirty slut.

mruozu
mruozu's picture

Sarlock is going to attempt a Full-Auto Burst at the Horde with his Heavy Bolter. BS 45 (+20 for full auto, +10 for short range) = Attack Test 75

Since I am holding a heavy bolter, I think I receive no reaction shot with the squad mode ability.

I rolled 1d100, the result is 7 = 7.
mruozu
mruozu's picture

BOOM! (assuming I get to shoot)

drumandfight
drumandfight's picture

mruozu wrote:

BOOM! (assuming I get to shoot)

I sincerely hope you do. No offense other team members. But I want you all to miss so that Sarlock`s glorious roll can be fulfilled IC.

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

Being the minimum 4 meters necessary from the Horde, for my current round action, Yngvar, will attempt a Charge with his Jump Pack at the center of the putrid, lingering mass with his chainsword.

Attack Test: 50 (WS is 40, +10 for use of Charge)

Wrathful Descent 1d10 roll for Magnitude Damage.

Need to roll 50 or lower to hit.
I rolled 1d100, the result is 9 = 9.
I rolled 1d10, the result is 9 = 9.
drumandfight
drumandfight's picture

Xerb. The Wolfman. wrote:

Being the minimum 4 meters necessary from the Horde, for my current round action, Yngvar, will attempt a Charge with his Jump Pack at the center of the putrid, lingering mass with his chainsword.

Attack Test: 50 (WS is 40, +10 for use of Charge)

Wrathful Descent 1d10 roll for Magnitude Damage.

1 hit for success +2 hits for 4DoS +9 hits for WD = 12 hits.

Jesus.

Fixxxer
Fixxxer's picture

BS 44 +10 short range

Fire For Effect
I rolled 1d100, the result is 41 = 41.
Crimison
Crimison's picture

Aisha ignores her leg and manages to get two shots off with her pistol.
Attack test: 55(bs 35 hated enemy +10 short range +10)

<55
I rolled 1d100, the result is 73 = 73.
I rolled 1d100, the result is 1 = 1.
Crimison
Crimison's picture

5 Degrees of success with my pistol? Or 4? I don't think I need to roll damage?

drumandfight
drumandfight's picture

Wait, two shots? Are you using a semi-auto "burst?"

If so, that is a +10 modifier. It should read, BS 35 +10 hated enemy +10 semi auto +10 range = 65. Reaction: ?? I assume Fire for Effect?

drumandfight
drumandfight's picture

Or was one of those your reaction and the other a half-action single shot attack?

drumandfight
drumandfight's picture

Semi auto burst fro Aisha for 6DoS. 1 hit for success +1 explosive +3 DoS = 5 hits.

deadDMwalking
deadDMwalking's picture

Semi Auto is +1 hit for every 2 degrees of success, compared to full auto burst, which is +1 hit for every degree of success.

I think.

In any case, looks like we won...

drumandfight
drumandfight's picture

Yes. And she succeeded by 6 DoS so earned 3 extra shots based off of that.

So, where are you taking cover? From the direction that the gargoyles attacked from? Also, are you just standing there granting cover to your legs or are you kneeling down granting cover to your body?

drumandfight
drumandfight's picture

CONGRATULATIONS KILL TEAM

I want to congrulate you all on your very first victory in Deathwatch.

Be sure to reflect on your character sheets how much ammo you expended, how much you have left, and how much damage you have taken, etc. etc. etc.

While I will do my best to keep track of this, it would be an awesome help if you could do the same.

Current weather conditions are chilly. Go ahead and roleplay IC for right now and anticipate what is coming next with sweaty palms.

Edit: To clarify your positions - you are all on a plateau. It is 15 meters (roughly 45 feet) above the training ground floor. Picture a compass, the Gargoyles flew at you from the West, the direction you are all facing. Across the river to the West is a large forested area. This goes up and down to the North and South respectively for as far as you can see. How much of this is actual forest or just an illusory digital trick is unknown. The plateau itself is about 10 meters in diameter with the big boulder in the center being roughly 1-1/2 meters in diameter. The boulders along the perimeter are spaced out at odd intervals.

Gunter is currently taking cover behind the Westernmost boulder (edge of the plateau). If he looks down he has a clear view of the river and beyond into the forest for about 4 meters before it gets too thick to see anything.

I have Sarlock taking postion at a boulder just South-East of Gunter (edge of the plateau). Sarlock can look down and see some of the river. He can cover any approach from the South or the South-West.

Yngvar is currently standing 1 meter North of Gunter, on the edge of the plateau in an open space (no boulder for cover).

Pax is standing 1 meter West of the center boulder (center of the plateau), effectively East of Gunter`s position.

Aisha is standing 1 meter South of the center boulder (center of the plateau), effectively East of Sarlock`s position. She is not taking cover.

No one is covering the Northern approach or the Eastern approach. The Eastern approach has a few boulders for cover, but is the only direction without a sharp drop off as it is the slope from which the team ascended. If any foot enemies attack, they will either have to climb up the sheer face of the Northern, Western, or Southern approaches, or they will have to circle around and run up the Eastern slope much in the same way the team did.

drumandfight
drumandfight's picture

PS. If I wake up and you fuckers haven't IC roleplayed your fucking faces off I am sending a mag 500 horde of Kanye Wests at you.

Fixxxer
Fixxxer's picture

Could be worse. Could be Lil Jons. They're both pussies, but at least the Kanyes don't keep screeching "nigga!" over and over like the seagulls from Finding Nemo.

Alright, Pax wants to know what this metal thing is and what it does. He'll start with a close visual inspection and move on to laying on hands to see if that triggers and effect. If not, he'll see if it moves, bends, swivels, etc. What do I need to roll?

drumandfight
drumandfight's picture

Tech use.

From a visual inspection he can't discern too much more than he already has.

drumandfight
drumandfight's picture

Awareness checks hearing made all around. PMs sent to those who passed.

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

Yngvar is going to use Wolf Senses to sniff about in general, since he was reliving the days of a really cold, risky youth and took off his fucking helmet.

Re-rolling with Per 44 + 10(heightened senses).

Re-Rolling failed Awareness Test using Wolf Senses.
I rolled 1d100, the result is 32 = 32.
drumandfight
drumandfight's picture

Well done. PM sent.

drumandfight
drumandfight's picture

As of right now, I am going to assume that those of you taking cover on the perimeter of the plateau are setting up Overwatch (-20 to hit, but gains an automatic attack against any enemy entering your 45 degree field of fire). If you wanna ready any actions or anything like that be sure to let me know. Check out the CRB for the various attack types you are capable of as well - suppressive fire, overwatch, etc.

I didn't get to update tonight, but I will tomorrow morning.

Fixxxer
Fixxxer's picture

Assuming there are no mitigating factors, I'm looking for a roll of 45 or less on Tech Use.

Tech Use
I rolled 1d100, the result is 58 = 58.
deadDMwalking
deadDMwalking's picture

Isn't Fire for Effect better than Overwatch? It allows us to fire without penalty? I would think that the Heavy Bolter might benefit from it, since otherwise there is no attack. Or do we get both?

Crimison
Crimison's picture

Successful Medicae on Aisha

I rolled 2d5+5, the result is 1, 2, 5 = 8.

Pages