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Your sword has more damage potential than a bolter, so it's most likely going to destroy whatever it hits unless you're up against power armor. 

 

This older 40k system is also not super-intuitive, so don't worry about making mistakes- we'll help out.

Edited by Lord_Ikka
Just now, Lord_Ikka said:

Your sword has more damage potential than a bolter, so it's most likely going to destroy whatever it hits unless you're up against power armor. 

That was kind of the point and with the Mono upgrade whenever we get that on. It will lose the Primitive feature and become a 'modern' sword able to pierce even harder. I need to figure out what else I can do to it later. 

21 minutes ago, TechCaptain said:

I need to figure out what else I can do to it later. 

Well, there's really not much in-book that can be done, maybe aside from making it Holy and thus damaging daemons more. However, upgrading it to be Powered, Tearing, or along those lines is probably going to be something that you'll have to discuss with @Trokair . I'm guessing that its not going to be easy, timely, or cheap.

 

Another option is to focus on your defense, as the offensive output is pretty impressive at the moment. More advanced or even implanted armor could be possible, especially since you're already partially augmented already. 

After Mono there is not much that can be done to your sword within the scope of this game,  powered and or tearing will require major rework by a skilled professional back in the hive and a lot of money. If the game goes long enough for you to be back in the hive, with a fortune then we can talk. Same goes for advanced / implanted armour, you are out in the wilds now. 

 

Skills upgrade might also be something to look into, or straight up stats upgrades  where allowed, so WS for example.

Or Talents- Swift Attack once you get to  Guardsman Rank 3 allows for a second attack when you use a Full Action to attack, which could lead to the possibility of being able to attack two enemies at one time (as long as they are both in range). 

 

 

Sorry, @Machine God, if I screw up Varn's shooting at the Wolfquad bandit. I just really don't want him to possibly act before Varn and launch a rocket into the Goliath and potentially take out three-quarters of the team.

Edited by Lord_Ikka

Its a gamble either way, though I supose with the just hope you hit in the right place stratagey you will also do the ocasional damage to the quad, I better read up what happens to dead vechils. :teehee:

Edited by Trokair

@Lord_Ikka - Don't worry about it. Weight of fire will keep his head down.

 

 

Also we have to hope for a Miss or low Damage Rolls for an RPG firing Krak Grenades.

 

2D10+4 Pen 6 Vs AV22. Pen reduces AV to 16.

 

 

 

Edited by Machine God
RPG with Krak
40 minutes ago, Trokair said:

 

You know my dice, how bad can it be?

 

@Trokair - Ha, Ha! You're the GM now though and I PM'ed Mazer yesterday saying that your dice have been on fire.

 

 

 

Edited by Machine God
tidy up
10 minutes ago, Petragor said:

Wait, is it my turn next?

Not quite, Ariel has an autopilot turn and there is Hunting Rifle Bandit. And Kazimirs attack of opportunity (though as that is likely to not affect anybody else it can happen whenever before the next turn).

 

The obvious action for Ariel from my point of view would be some driving, but no one from the team has expressed any preference yet.  

 

That said I am not sure either Ariel or HR Bandit's action are going to affect Helene where she is, so i guess you can prepare your post, it's effect will just slide in turn wise when we get to it. 

6 minutes ago, Machine God said:

Was Ariel Hu updated to DH?

 

Yes, but character sheet isen't quite finished. Hopfuly @BadgersinHills will be less bussy soon, there is some unspent XP still, and some of the equipment is my best attempt at translating her from Archeotech1, so might not be the final loadout. 

@TechCaptain - Nice attempt.

 

WS35: + 20(Improper Disengage) =55

D100: 47, Hit, 0 DoS Location 74, Right Leg?

Damage 1d5 (5!) - 3 + Str (5) +RF 1d5 (5!) +RF 1d5 (3) = 15?

 

You rolled a D10 and got 10 which you halved as you were rolling a D5. This gives you a Righteous Fury Chance

 

Its not automatic. You have to roll versus the original attack target which is 55% then on a success you roll the Righteous Fury damage.

 

 

On Tuesday, Varn shot at the RPG Wielder and the Wolfquad Rider:

 

Free Action: Shout Ambush

Full Action - FAB Vs RPG Wielder and Wolfquad Rider

BS 40 +20 (FAB) +10 (Range) -10 (Fog) = 60. Result: 17, Pass 4DoS (5 Hits)

17 = 71 which is Right Leg.

RPG Wielder: Right Leg. 1 + 3 = 4 Damage.

RPG Wielder: Left Leg. 1 + 3 = 4 Damage.

RPG Wielder: Body. 9 + 3 = 12 Damage.

Rider: Right Arm. 10 (RF check = 79, Fail) + 3 = 13 Damage.

Rider: Head. 10 (RF check = 93, Fail) + 3 = 13 Damage.

 

 

I got two Righteous Fury chances. I rolled a 79 and a 93 Versus my target of 60 and failed.

 

 

 

 

Edited by Machine God
Righteous Fury example

Was just about to say this, So one WS tess please to see if the 5 and 3 Damage exist. Interestingly after the first one is confirmed the next one will just happen on a 10 to give a third roll, but it can’t go on from there.

 

Otherwise looks correct for an unarmed attack, don’t forget to mark 1 level of fatigue.

10 minutes ago, Trokair said:

Was just about to say this, So one WS tess please to see if the 5 and 3 Damage exist. Interestingly after the first one is confirmed the next one will just happen on a 10 to give a third roll, but it can’t go on from there.

 

I think that it's supposed to another D5 but FFG didn't write the example correctly, as per usual.

 

You keep getting Righteous Fury chances until you stop rolling 10's.

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