Introduction: Old Dogs, New Tricks (OOC)

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mruozu
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I don't think I get the Fire for Effect due to it being a Heavy weapon that needs a Full Action. I could get Overwatch though.

drumandfight
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deadDMwalking wrote:

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?

Both. FFE is going to be your reaction. Which some more experienced players say needs to be resolved at the beginning of a round before normal initiative. But I think the way we handled it actually makes more sense - each player reacting before their turn. Ideas on that?

So, Fire for Effect would be your reaction to an enemy as they appear (we can treat it as the first shot at an enemy that comes into your field of vision) and Over watch can be used as your actual Full Round Action and can be used in conjunction with full auto or semi auto bursts. If you dont want to do this, obviously that is your guys' prerogative.

Fixxxer you are a bad tech marine. PM sent.

Crim solid rolls! You are now fully healed.

drumandfight
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mruozu wrote:

I don't think I get the Fire for Effect due to it being a Heavy weapon that needs a Full Action. I could get Overwatch though.

That is correct. Are you going to maintain an overwatch in any particular direction? Remember that you also can take advantage of things like suppressing fire to try and pin the enemies.

Or just sit there and keep looking good.

drumandfight
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Aright, bitches.

Forbidden Lore (xenos) checks all around to know what type of 'Nids you are dealing with and what they are capable of. I will allow characters with the Hatred (Tyranids) talent have a +10 modifier to this roll.

You haven't entered combat yet and I am waiting on a response from Fixxxer to figure out how to approach what happens next. Feel free to roleplay, strategize, or do whatever IC. If you wanna make any skill checks or anything let me know.

Right now I have Sarlock taking Overwatch only. Is anyone else readying any actions or just sitting tight?

Edit:The benefit t setting up and Overwatch is that you will get an automatic attack on any enemy that comes into your field of fire regardless of Initiative scores for the first round. The downside is it is at a -20 modifier. For Sarlock, his Heavy Bolter negates this penalty since it always fires at +20 (full auto burst) - with horde size and range this could equal out to all positive modifiers. But please, the final decision is yours alone.

For the big single enemies within hordes, they cannot be hit by attacks against the horde; they are always treated as using the horde for cover and can only be targeted with Called Shots (-20 to hit). The exception is if they close the gap and enter melee with you, then obviously you can target them without a called shot, but friendlies shooting into a melee take a penalty as well (or risk hitting their allies, I need to look into that).

mruozu
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Forbidden Lore (Xenos) Skill Check = 37

I will be covering the Eastern approach and will be set up for an Overwatch (Suppressing Fire) attack. I think this happens at the same time, as in the type of Overwatch I will be preforming is a suppressing fire attack in that 45 degree arc from the Eastern approach.

I think the whole friendly fire wild spray from suppressing fire would be negated in this instance right? Cause I am far enough away from everyone else and the arc wouldn't be anywhere near them.

I rolled 1d100, the result is 100 = 100.
mruozu
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And that is just how ignorant I am about these nids. Hell with that roll, I feel like I don't even know if they are nids anymore.

drumandfight
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mruozu wrote:

Forbidden Lore (Xenos) Skill Check = 37

I will be covering the Eastern approach and will be set up for an Overwatch (Suppressing Fire) attack. I think this happens at the same time, as in the type of Overwatch I will be preforming is a suppressing fire attack in that 45 degree arc from the Eastern approach.

I think the whole friendly fire wild spray from suppressing fire would be negated in this instance right? Cause I am far enough away from everyone else and the arc wouldn't be anywhere near them.

Yeah, the firing into melee only takes place when you have an Ally currently in melee with the horde and you are shooting into their area of action.

Based on that roll, Sarlock knows that he is inside of a simulated combat arena, but he is not 100%. Also, the enemy are probably Tyranids but only because Orks am green.

drumandfight
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ROLL FOR INITIATIVE!

(should have said that right when the enemies came out, sorry everyone)

mruozu
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"I think we are still in the simulation, right guys?"

So I would say that since we have had sufficient time in between these skirmishes, I will roll a new Initiative. Just seems like conditions have changed as have the enemies, and might as well. If people don't like this I can always keep my original 7!

I rolled 1d10+4, the result is 3, 4 = 7.
mruozu
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HAHAHA amazing

drumandfight
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Just some info on the enemies and attacking at long range:

The horde is big enough to constitute a +30 modifier to attacks.

You can shoot at up to double your weapons effective range and take a -10 to shots (long range).

The Nids are roughly 200m away, so as of right now only Bolters and Heavy Bolters can hit it at a Long Range (-10) penalty as detailed above.

Grenades are effective against hordes and have a range of SBx3. To use a grenade a BS test is required with all the modifiers the horde gives. On a miss, the grenade still flies out of your hand (I forgot what constitutes you dropping it, maybe a natural 100) and I roll on a chart to see which direction it heads. I am not sure how this works on a horde... I will have to ask on the FFG forums. My concern being that a "miss" is still falling into the horde somewhere, so I am not sure how to handle that.

mruozu
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Ok so as my action I am going to Full-Auto Burst into the horde.

So BS 45 + 30 (Horde Mag.) + 20 (Full Auto) + 30 (Surprised) - 10 (Range) = 115 Check.

Here goes nothing.

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

Sarlock and his lucky number "7." Damn. 10 DoS. 6 hits +4 for DoS +1 Explosive = 11 hits on the horde.

When we get everyone's initiative and Forbidden Lore rolls and a response from Pax via PM, we will get this ball rolling. But well done.

deadDMwalking
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That's about the first time I've had a marine under my command that didn't come up with a jam on the heavy bolter. But I've only had marines in the tabletop game where the jam dice are a d6 and you roll three of them...

Initiative, Knowledge Xenos (43)

I personally think having the reaction rolls BEFORE initiative sequence makes the most sense.

Initiative
I rolled 1d10+3, the result is 4, 3 = 7.
I rolled 1d100, the result is 71 = 71.
Fixxxer
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Just got off of work. PM sent.

drumandfight
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Fixxxer - Initiative and Forbidden Lore Xenos (Int, +5 Deathwatch Training), should you choose to look up and see the imminent danger.

Everyone please remember to test your Forbidden Lore at an extra +5 due to your Deathwatch Hypno Indoctrination. So far, Sarlock and Gunter were asleep during it.

deadDMwalking
deadDMwalking's picture

I'm using a Bolter with Fire for Effect, so my reaction roll:

BS 40 -10 (Long Range) +30 (Horde Size) +30 (surprised) 90.

edit: GM edit so I have the result on the same post - 1 hit + 2 for 5Dos +1 explosive = 4 hits, FFE.

Fire for Effect
I rolled 1d100, the result is 33 = 33.
drumandfight
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Since no one else gets a reaction besides Gunter (He is the only one currently equipped with a weapon that can reach out to the range of 200m, besides Sarlock who cannot use FFE) I am going to go ahead and post the reaction round.

For those behind cover, are you kneeling behind it or standing tall? Standing allows cover to your legs, LOL@AISHA, and kneeling provides it to your body as well. Head will be poking out as normal.

mruozu
mruozu's picture

Sarlock will be kneeling in cover, while leaning his weapon out of the cover. Since his helmet is linked to the gun's sights, it shouldn't affect the skill test. Also I lose 3 DoS due to the loss of surprise after the reaction shot, but Gunter makes up for it with his 4 hits, so no biggie.

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

Initiative; Knowledge of Xenos (INT=40+5=45)

I rolled 1d10+3, the result is 5, 3 = 8.
I rolled 1d100, the result is 8 = 8.
drumandfight
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PM sent, Xerb. Good rolls.

EDIT: Players, don't be shy with your tactics skill either. Depending on what tactic you specialize in, I am willing to be liberal with the rewards I hand out for degrees of success in your area of expertise. Just throwing that out there.

Fixxxer
Fixxxer's picture

Die Rolls

Initiative; Forbidden Lore (xenos) <40
I rolled 1d10+3, the result is 8, 3 = 11.
I rolled 1d100, the result is 9 = 9.
Fixxxer
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And here's the extra roll you asked for via PM.

Forbidden Lore (xenos) <40
I rolled 1d100, the result is 91 = 91.
Fixxxer
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Yeeeeah... I'm gonna use a fate point to reroll that last one.

Forbidden Lore (xenos) <40
I rolled 1d100, the result is 55 = 55.
Crimison
Crimison's picture

Initiative 1d10+3(agility)
Forbidden Lore
Int 50+
Hatred 10
Deathwatch 5 =
<65

I rolled 1d10+3, the result is 6, 3 = 9.
I rolled 1d100, the result is 2 = 2.
Crimison
Crimison's picture

For this combat I'm sheathing my pistol and knife and pulling out my Bolter.

drumandfight
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using a Fate Point to re-roll a failed Tech Use.

Looks like that Fate Point was well worth it. :) PM sent.

Tech Use to determine what metallic object does/is. INT 35 +10 (Tech use+10) >45
I rolled 1d100, the result is 7 = 7.
drumandfight
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PMs sent to everyone who needed one.

Pax has 1/3 FP left; Aisha has 4/5 FP left.

Initiative is: Enemy horde 11; Pax 11; Aisha 9; Yngvar 8; Sarlock 7; Gunter 7.

Fixxxer
Fixxxer's picture

Pax looks up from his work to see the horde approaching. "We will want to kill the big warrior first," he says, his Vox hopefully carrying the mechanical sound of his autotuned voice to his comrades. "He controls the rest. And don't touch this thing unless you value being used as a tyranid fem-breeder."

Pax will wait, not firing until his short-range weapons can be effective.

Crimison
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*I realize I'm out of order but I tend to be busy so I figured I'd put this out when Jeff gets around to it.
Depending on how much time I have between healing and prepping for combat if any, I'd like to put away my combat sword and pistol and pull out my Bolter. If I need to spend half/ALL of my action getting that done so be it.
I'd like to roll Tactics (Int) [Defensive doctrine] <50 to see if I can get a buff to me/team.

I did not find in book if rolling for tactics used an action but if not, and if the Tyrainds are within firing distance when it comes to my turn I'd like to take a shot at them. (if I have any action to spare at this point)

Aisha hears Pax identifying the leader and nods in agreement. She adds, "Take him out before he gets close enough to bleed on us."

I rolled 1d100, the result is 52 = 52.
mruozu
mruozu's picture

If I break squad mode, I can single him out and gain bonuses to attack and damage with Suffer No Weakness, one of my chapter solo mode abilities. I could roll my action again and focus fire on him instead of the horde? Just food for thought. Otherwise I can take my big hit on the horde and reduce the numbers a bit.

drumandfight
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Crimison wrote:

*I realize I'm out of order but I tend to be busy so I figured I'd put this out when Jeff gets around to it.
Depending on how much time I have between healing and prepping for combat if any, I'd like to put away my combat sword and pistol and pull out my Bolter. If I need to spend half/ALL of my action getting that done so be it.
I'd like to roll Tactics (Int) [Defensive doctrine] <50 to see if I can get a buff to me/team.

I did not find in book if rolling for tactics used an action but if not, and if the Tyrainds are within firing distance when it comes to my turn I'd like to take a shot at them. (if I have any action to spare at this point)

Aisha hears Pax identifying the leader and nods in agreement. She adds, "Take him out before he gets close enough to bleed on us."

Putting away your weapons will cost you a half action, but drawing your Bolter is a free action due to the Quickdraw talent that all Astartes have. Therefore, you will have one half action left on your turn. You can make a standard attack against the horde (one shot) at Long Distance (-10). The horde currently has a (+30) size modifier to hit.

It looks like you failed your Tactics roll, but rolling a passive skill check is a free action. Essentially Aisha is just racking her brain to see if she has any tactical advantages defense wise with the current situation. But sadly she can`t currently see anything. I will allow these tactics rolls once per combat, with perhaps allowing another roll should the combat somehow change drastically (a new enemy is introduced, the landscape alters, etc). Some skill rolls do require time to perform, but Tactics is not one of them.

So, I have Pax chilling back giving his sexually-laced wisdom to the group, Aisha doing the same but taking a standard attack at the horde at Long Range (-10). Unless you wanna target the `big one` at a further (-20) - this option would lose the +30 horde size since you arent firing randomly at the myriad of creatures coming at you, bro. So it would be BS -30. I am going to assume for the moment that you are targeting the horde until you get a better shot.

Sarlock is about to open up on the horde and chunk them up a bit. I need Round 1 actions from Yngvar and Gunter.

Also, Pax and Aisha are currently the only two Marines not in cover. They are both standing near the center boulder. Aisha is directly to the East of it, in the open space between Gunter and Sarlock (the only position with line of sight to the enemy). Am I missing anything?

drumandfight
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Aisha`s Bolter attack.

BS 35 -10(range) +30(size) = 55

Standard attack, Bolter, >55
I rolled 1d100, the result is 57 = 57.
deadDMwalking
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Gunter - Semi-Auto Burst

BS 40 +30 (Horde Size) +10 (Semi-Auto Burst) -10 (Distance) [70]

Edit - That works out to 1 hit (normal) +1 hit (exploding), +2 hits (for 5 degrees of success) [total of 4 hits]

Bolter - Semi-Auto Burst
I rolled 1d100, the result is 17 = 17.
Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

Yngvar will move parallel with the northern flank of the horde at a full run, searching for cover along the way. Lest he is impaled by some nasty toxic splooge.

He has readied his krak grenade and chainsword.

drumandfight
drumandfight's picture

mruozu wrote:

Sarlock will be kneeling in cover, while leaning his weapon out of the cover. Since his helmet is linked to the gun's sights, it shouldn't affect the skill test. Also I lose 3 DoS due to the loss of surprise after the reaction shot, but Gunter makes up for it with his 4 hits, so no biggie.

This is true, however, since you posted the horde has covered 60m and is no longer considered long rang for your heavy bolter. Thus, there is no longer a -10 penalty for Sarlock to hit them. So you just gained 1 degree of success. That should be a total of 9 hits.

mruozu
mruozu's picture

Sarlock places the weapon in the optimal position sticking out from behind the rock. The sights lock on and he can see everything through his helmet. He takes a breath, feeling the excitement rush through him. He has waited for this moment ever since he left for the Deathwatch. He excels in these situations. And he is about to prove it to his teammates. His new brethren.

He exhales and lets his finger squeeze the trigger, the horde approaching in his sights. The heavy bolter whirs into action, an explosive sound of gunfire rings out around them all.

He whispers into the vox, "Every foe I slay, makes my hatred purer."

The bullets fly towards the horde.

Crimison
Crimison's picture

Aisha moves to cover and aims at the warrior.
Bolter bs 35
Warriors cover -30
Hated enemy +10
= 15

I rolled 1d100, the result is 66 = 66.
Crimison
Crimison's picture

Aisha moves to cover and aims at the warrior.
Bolter bs 35
Warriors cover -30
Hated enemy +10
= 15

I rolled 1d100, the result is 91 = 91.
Fixxxer
Fixxxer's picture

Pax moves to whatever cover he can find. Can he begin Improve Cover this round and finish it on the next? It's a full action and he should have a half action remaining this round, assuming finding cover isn't too difficult.

So what I'm asking is for us to establish early on whether full actions can be started on one round and finished on another. My argument for this being allowed would be that the trade off is that if I use my reaction for the round, I'd essentially hose myself by interrupting my own action before it's finished.

Also, while I've got you, is there a guideline for how far we ought to be able to throw things? Like, say, a grenade?

deadDMwalking
deadDMwalking's picture

The range is SB x 3. I think that means Strength Bonus x 3, and Pax has a Bonus of 10 per the character sheet, so I think that is a range of 30 meters.

If I decide to engage the Big MoFo in melee, can I charge through the horde to do it? I am aware that I don't have a Jump Pack.

deadDMwalking
deadDMwalking's picture

Reaction Round 2
Fire for Effect
BS 40 +30 (Size) 70

Edit - With a 3, that is 6 degrees of success. I'm away from my books, but I believe that you cap at the Rate of Fire for your weapon. With the Bolter I'm using, it has a RoF of 4, so I believe that would be 4 hits +1 for explosive, for a total of 5 hits.

I'm not sure if I should have given myself a bonus for close range... But I don't think that would change anything. Please feel free to educate me - I think I'm getting close to full understanding.

Fire for Effect
I rolled 1d100, the result is 3 = 3.
deadDMwalking
deadDMwalking's picture

Round 2 Action

Gunter - Semi-Auto Burst

BS 40 +30 (Horde Size) +10 (Semi-Auto Burst) [80]

Edit - Since the difference between what I rolled and what I need is 68, I think that means 6 degrees of success. That works out to 4 hits (1 hit for a success, +1 hit for every 2 degrees of success). The Bolter adds +1 hit, for a total of 5 hits. Again - correct me if I'm wrong.

Semi-Auto Burst
I rolled 1d100, the result is 12 = 12.
Fixxxer
Fixxxer's picture

Ah, that makes sense. I saw SBx3, but I'm not used to reading that as an ability, so I kinda assumed that had to do with its blast radius.

drumandfight
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Quote:
Aisha moves to cover and aims at the warrior.
Bolter bs 35
Warriors cover -30
Hated enemy +10
= 15

This is your reaction I am assuming and the following roll your actual action? For future reference, to hit the Warrior all that is required is a Called Shot (-20) to hit, not -30. Aisha is off her game!


Quote:
So what I'm asking is for us to establish early on whether full actions can be started on one round and finished on another. My argument for this being allowed would be that the trade off is that if I use my reaction for the round, I'd essentially hose myself by interrupting my own action before it's finished.

Also, while I've got you, is there a guideline for how far we ought to be able to throw things? Like, say, a grenade?


I see no reason why not. You can move half-action and begin to improve cover which will allow you a half action in round three only. Any reaction before that, like you said, will effectively end the Improve Cover ability. As for cover, there are two boulders large enough to cover you and Aisha respectively. They are both 5 meters in front of Gunter and Sarlock`s position and cover the Northern and Southern lip of the slope. I have Pax going to the North and Aisha going to the South. So we are clear, Gunter and Sarlock are occupying cover at the edge of the plateau where the slope starts to descend (Gunter in the middle and Sarlock on the South); Yngvar is behind cover toward the bottom of the slope on the North side; Pax is now in cover, attempting to improve cover 5 meters West of Gunter and Sarlock on the North side of the slope; Aisha is 5 meters West of Gunter and Sarlock taking cover on the Southern side of the slope. This places Aisha and Pax approximately 34 meters East of Yngvar.


DDMW is spot on about grenade throw distance. With double distance being a Long Range (-10) check, and anything triple or over that distance being Extreme Range (-30) check to hit. Pax can throw a grenade 30m without penalty, 60m at -10 and <90m at -30.


Quote:
Edit - With a 3, that is 6 degrees of success. I'm away from my books, but I believe that you cap at the Rate of Fire for your weapon. With the Bolter I'm using, it has a RoF of 4, so I believe that would be 4 hits +1 for explosive, for a total of 5 hits.

I'm not sure if I should have given myself a bonus for close range... But I don't think that would change anything. Please feel free to educate me - I think I'm getting close to full understanding.


You normally cap off extra hits with rate of fire for your weapon, BUT since your shells are explosive, they gain extra hits against HORDE enemies. So for every 2DoS AFTER RoF, you are still scoring extra hits. Think of it as your bolt shells exploding and cutting through multiple enemies. This rule does not apply against single enemies. Short range is anything under half your weapon`s distance. The horde has closed to 80m away from YOU (being closer to Yngvar obviously) and are not yet within Short Range.


PS. I fucking hate full HTML editor.

drumandfight
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Fixxx, Did Pax delay last round? Because if he did, I am pretty sure he gets a free half action this round... and if that is the case, moving to cover can be free essentially and he will get to finish Improving Cover at the beginning of Round 3.

mruozu
mruozu's picture

Sarlock is going to break squad mode as a Free Action and then go into Solo Mode, which activates my passive ability Suffer No Weakness. I chose the monstrosity silently making his way towards us. This gives me Hated against him and also a +1/2 Unmodified Int. to Damage (so right now +2).

Sarlock has his sites set on the giant in front of them. "...the flesh is weak, isn't it?" he screeches out in his mechanical voice.

Attack Check (BS 45 + 20 (Full-Auto) + 10 (Hatred) - 20 Called Shot) = Attack Check 55

Here goes nothing.

I rolled 1d100, the result is 6 = 6.
deadDMwalking
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That looks like something to me!

drumandfight
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deadDMwalking wrote:

That looks like something to me!

...It`s a penis, isn`t it?

mruozu
mruozu's picture

...I think I like that roll.

So, that's a hit + 4 DoS = 5 hits total on big mofo. Locations would be: body, body, arm, head, arm.

Heavy Bolter is Pen 5.

Damage is 1d10+14+2 (+2 from Mighty Shot, and +2 from Suffer No Weakness)

So here goes the 5 rolls, which i take the highest value from the 2 1d10 rolls.

I rolled 1d10+16, the result is 8, 16 = 24.
I rolled 1d10+16, the result is 7, 16 = 23.
I rolled 1d10+16, the result is 4, 16 = 20.
I rolled 1d10+16, the result is 1, 16 = 17.
I rolled 1d10+16, the result is 5, 16 = 21.
I rolled 1d10+16, the result is 9, 16 = 25.
I rolled 1d10+16, the result is 9, 16 = 25.
I rolled 1d10+16, the result is 9, 16 = 25.
I rolled 1d10+16, the result is 3, 16 = 19.
I rolled 1d10+16, the result is 10, 16 = 26.

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