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General player note, as I haven’t spotted any vehicle combat rules in Dark Hersey (I may just be being blind) I am using the rules from Deathwatch: Rite of Battle (P164 onward) as a general starting point and fudging it if needed from there.     

So ask if you have questions.    

Okay about how fast would the David make it to the seen bandits if Kazimir gunned it? Also, strategy time, Varn ruined the possibility of playing possum so that one is out. I see either get out and fight or try to outrun a rocket in the fog with a cliff not too far away. (I don't suggest running.) But we may be able to use the vehicle to cover from one side and use it as a strong point. And I doubt most small fire can make it through Kazimir's sword as that is half its purpose for being as big as it is. I say a short rush to cover Varn and then fight is the best option but I would like ideas and opinions before I move Kazimir. He would take a tactical approach the situation. 

Running is most likely a bad idea- it would be difficult to pick up Varn (if the crazy savage even figured out that's what we're doing :biggrin: ) and I'm curious on who would be attacking an Expedition team in any case. I like the idea of using the Goliath as cover- that would probably work out best. We have a mix of ranged and melee users, so we need to have the ranged cover the melee guys until they can charge in. 

Edited by Lord_Ikka

Ok quick rundown of the modified vehicular combat rules.

 

  • The Tactical Speed (i.e. during structured time like combat) for David is 12m.
  • Tactical Maneuvering is either a half action or a full action. As a half action you can move up to the tactical speed (so 12m) as a full action you can move up to 2x tactical speed (so 24m). However you must move directly forward or backwards for at least 6m before you can make one turn up to 90°. You can turn multiple times (distance permitted) up 90° but must move at least 6m in a straight line each time. Provided you have moved at least 6m since the last turn you can turn at the end of the move. Going backwards is half speed (so 6m and 12m for half and full respectively).
  • Evasive Maneuvering is a full action. You can move one Tactical Speed as described in Tactical Maneuvering (so 12m forward/6m backward) It requires a Challenging (+0) Drive Test, if passed each DoS imposes a -10 penalty to hit against the vehicle until next turn (ie you are driving erratically, swerving etc). If Test is failed by 3 or more DoF you may crash (GM discretion), if failed by 5 or more DoF you will crash!
  • Floor It is a full action. May move up to 2 tactical speed, but may only make one turn up to 90° everything else is in a straight line. Requires a Difficult (-10) Drive Test. A Pass and for each DoS ad 4m to the total distance (example a Pass with 1 DoS going straight ahead moves 24 +4+4 =32m). If Test is failed by 3 or more DoF you may crash (GM discretion), if failed by 5 or more DoF you will crash.
  • Ram! Full Action. Move minimum 1 Tactical speed, maximum 2 tactical speed in a straight line, no turning at any point.  It requires a Challenging (+0) Drive Test. If passed you hit target (provided geometry allows) and do 1D10 + AV of the facing that hit (David is 22 Front and side, 20 Rear) damage, no pen. If you moved max distance forwards at time of impact it does an additional 2d10. Ramming things may cause damage back at GM discretion (ie a tree will do more than a person). If the Drive test is failed, you guessd it, 3 or more DoF you may crash (GM discretion), 5 or more DoF = crash.
  • Dodge is a Reaction, vehicle needs to have at least 1 Tactical Speed in previous turn to use.  Requires Drive Test with a penalty based on size (inverse of to hit pones based on size). David is Enormous so a -20 to the drive test when Dodging. Pass and DoS act like normal Dodge, Fail ad 3/5 DoF may/will crash (in addition to the hit).  

Additionally, if the vehicle moved during the previous turn:

  • Shooting it is -10 to hit if vehicle moved 1 Tactical Speed, -20 if 2 Tactical speed. It is dificult to aim steady while in motion.
  • Embarking/disembarking from a moving vehicle is a Difficult (-10) Agility Test if it moved no more than 1 Tactical Speed, if it was faster you cannot embark, you may still disembark but GM discretion as to how difficult the test and what damage might occur (i.e. I will decide on a case by case basis should you want to get of a fast moving vehicle).

For the Purposes of the start of this combat David was moving at 1 Tactical Speed the previous turn.

Edited by Trokair
9 hours ago, Lord_Ikka said:

Running is most likely a bad idea- it would be difficult to pick up Varn (if the crazy savage even figured out that's what we're doing :biggrin: ) and I'm curious on who would be attacking an Expedition team in any case. I like the idea of using the Goliath as cover- that would probably work out best. We have a mix of ranged and melee users, so we need to have the ranged cover the melee guys until they can charge in. 

Varn attacked the Bandits so that you could run. Smash through the roadblock with David and Varn could clamber aboard as you dashed past. 

 

These are just bandits in the lawless outback of the continent attacking people using the road. The fact that we're from the Expedition has nothing to do with anything. 

3 minutes ago, Machine God said:

These are just bandits in the lawless outback of the continent attacking people using the road. The fact that we're from the Expedition has nothing to do with anything. 

That's a possibility, but the group is in a fairly non-descript Goliath that doesn't have any cargo containers or indicators of wealth. There are also the other two Expeditionary teams that stopped reporting- one team down might be an accident, two bandits, three seems like some sort of potential enemy action.

 

8 minutes ago, Machine God said:

Varn attacked the Bandits so that you could run. Smash through the roadblock with David and Varn could clamber aboard as you dashed past. 

Given the rules presented, that may be difficult- getting past the Wolfquad may require a Ram or Floor It! action, and Varn can't embark if we Floor It! or Ram at Speed 2 (which is likely needed to get past). 

21 minutes ago, Lord_Ikka said:

That's a possibility, but the group is in a fairly non-descript Goliath that doesn't have any cargo containers or indicators of wealth.

 

While you may not have any cargo containers you do have a lot of supplies in the back, including some expensive tech (scanning and analysis gear for the site investigation). Plus the Goliath itself. A good all terrain vechile could be worth something to bandits.

 

Quote

There are also the other two Expeditionary teams that stopped reporting- one team down might be an accident, two bandits, three seems like some sort of potential enemy action.

 

A fair assessment, especially considering how long it took to put the expedition together and the many different parties that have a vest interest (Nobles, the Planetary Governor, the Ecclesiarchy, the Arch Magos etc) and any of their enemies might be happy to see it fail, or go forth assumed prise themselves...

 

Quote

Given the rules presented, that may be difficult- getting past the Wolfquad may require a Ram or Floor It! action, and Varn can't embark if we Floor It! or Ram at Speed 2 (which is likely needed to get past). 

Yea, this turn might be a tad difficult, but you could try and set up for attempting to escape next turn...  

 

I'm fine with whatever really- if Varn thinks he can get back on and we can scarper then great, and we can plan around that. My natural leaning is to immediately neutralize the threat, as long as it isn't overwhelming, and Ravia would go that route as well due to her Reductor training. 

8 minutes ago, TechCaptain said:

So majority wants combat I see. I am not so confident in my rolls and Kazimir's driving for combat driving so what do people think of disembarking here? or should he move a little first?

 

Depends on how confident people are at making the -10 agility tests to disembark after it moved vs stopping the vehicle and running into combat (assuming we are even within run range).

 

Aria does have a rifle so she'll be able to take a pot shot at the RPG this round from the roof hatch.

1 hour ago, TechCaptain said:

Kazimir:

 

Half Action - Tactical Move David
 
Free Action - Signals the rest of the crew to exit and spread out.
 
Half Action - Hops out shooting a pot shot at the Wolfquad

BS 32 -10 (Fog) = 22. Result: 21, Pass 

um I don't know how to do the rest of this

 

Ok Lets break this down.

 

Half Action, Tactical Maneuvering David. David moves up to 12m, you can turn up to 90° after 6m and if you moved the full 12 again at the end. Do you want to make any turns or just go straight ahead?

 

Free Actions – narration

 

Half Action, move out of David, this is a normal move, so as half action and your agility that’s 2m. As David has moved you also need a Difficult (-10) Agility Test to successfully disembark.  Your Agility is 23, so good luck. If you fail the test I’ll work out what happens (DoF dependent)

 

You are now out of actions for this round.  

 

For completeness sake the hypothetical shooting would go as follows.

BS 32 -10 (Fog) = 22. Result: 21, Pass 

Hit location, inverse hit score, so 12, the look at chart on character sheet, 11-20 is right arm

Fury dose 1d10+2 damage.  Let’s say we rolled a 5 for this example, that would be 7 damage

Wolfquad has already dodged this round so cant dodge.

We subtract the wolfquad riders toughnes bonus, 3,  and armour, 3, from the damage result leaving 1 damage dealt.  

 

3 minutes ago, Trokair said:

Half Action, move out of David, this is a normal move, so as half action and your agility that’s 2m. As David has moved you also need a Difficult (-10) Agility Test to successfully disembark.  Your Agility is 23, so good luck. If you fail the test I’ll work out what happens (DoF dependent)

 

 

I think he just wanted to lean out rather than disembark, is that still a half action or..?

I interpret his narration as moving out, if Kazimir is just leaning out while still in David then his second Half Action could indeed be a Single shot with his laspistol. There would be a -10 to hit as David is/has moved and -10 due to fog. He could then move out as a half action next turn, or stay there if Varn hops on.

 

 

 

On a Side note I just spotted that the rule books says -20 for fog, I’ll leave it as -10 for now, this is going to be hard enough already.

Edited by Trokair
57 minutes ago, Trokair said:

 

On a Side note I just spotted that the rule books says -20 for fog, I’ll leave it as -10 for now, this is going to be hard enough already.

 

I saw that sidebar also, but went with what the GM said as the modifier. We could rule it as Light Mist due to distance or we could be in the vision zone of fog where you can see things.

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