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[DW] Blackthorn and Swordhand: OOC Thread


Commissar Molotov

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Entirely understandable, brother! The Ordo Chronos Kill-Team dispatched to your dwelling have had their kill-authorisations revoked!

 

Super awesome to see you back, Reyner. I think we have managed to gather almost all our players back together! Onward to slay the beast!

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Thanks Nine. Been watching some (D&D-based) videos on encounter design in the hopes of making something challenging that you guys can't just one-shot in a single round...

 

Hmm...somewhere a small voice is saying "challenge accepted"

 

Does it have stats?  We can kill it if it has stats...

 

MR.

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So based on the end of the last combat, the Kill-Team's status is:

 

AKKAD | SOLO | AG45 (4+X=X) | WOUNDS 22/22 | FATE 3/4

ATRATUS | SOLO | AG70 (7+X=X) | WOUNDS 23/23 | FATE 3/3

GHENT | SOLO | AG60 (6+X=X) | WOUNDS 21/21 | FATE 2/2

GREYSIGHT | SOLO | AG43 (4+X=X) | WOUNDS 22/22 | FATE 5/5

MONTESA | SOLO | AG49 (4+X=X) | WOUNDS 23/23 | FATE 2(+1)/2

SABAAN | SOLO | AG43 (4+X =X) | WOUNDS 22/22 | FATE 3/3

SOLASTION | SOLO | AG33 (6+X=X) | WOUNDS 19/23 | FATE 4/4

TERALIL | SOLO | AG40 (4+X=X) | WOUNDS 21/21 | FATE 4/4

TYBER | SOLO | AG48 (8+X=X) | WOUNDS 20(+1)/20 | FATE 5/5

VARVOST | SOLO | AG59 (5+X=X) | WOUNDS 9/24 | FATE 0/3

VORR | SOLO | AG50 (5+X=X) | WOUNDS 21/21 | FATE 4/4

YENG | SOLO | AG40 (4+X=X) | WOUNDS 22/22 | FATE 3/3

 

NOTES:

Varvost is missing an eye (-10BS, 41 to 31) with a -20 to tests involving sight

 

++++

 

The intention is to have a boss fight that sorely challenges the Deathwatch - you'll need to consider whether you want to spend a Fate Point to guarantee a high initiative score!

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I'll hang on to that fate point, for now, chances are really high that Tyber will be near the top of the list for actions as it is thanks to having +8 to it.

 

Besides I already know what's going to happen, once we spot a master level foe, Tyber is going to be hard-charging at it.

 

That being said, perhaps we can bring down those pillars? We do have ordinance in the form of the rocket launcher and krak grenades...

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The gang appears to be operating again. :)

 

Perhaps we should rig the outside pillars with krak grenades and a frag, then occupy the central pillar.  This would put us all back to back with something sturdy, put us in a combat formation wheel and then we blow the pillars as the enemy gets near them, like claymores.

 

Just a thought.

 

Mol, no fate point for my Init. :)

 

MR.

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My assumption, currently (unless I am contradicted) is:

 

LEFT DEMI-SQUAD

Yeng

Teralil

Vorr

Atratus

Tyber

 

CENTRAL PILLAR

Montesa

Ghent

 

RIGHT DEMI-SQUAD

Solastion

Varvost

Akkad

Greysight

Sabaan

 

If you let me know, I can begin creating maps and laying out the combat encounter.

 

In the midst of writing a longer post but I will post a more truncated version to allow for OOC strategising (which I am a BIG fan of.)

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High ground is something I've not been able to replicate on my maps - which are quite basic. If we were an RPG group in real life, I'm sure we could do a lot more intricacy. At the moment, I've had to do something relatively simple. Though the floor of the chamber may undulate - so in theory there may be some semblance of cover - it is effectively relatively flat.

 

The pillars do allow for some cover, at least, so there is that going for you!

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