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Hi, all! 

 

I’ll be “ on call” … working over weekend unfortunately, so I suggest you set Ithan to automatic/  kill everyone  mode ;)

No worries! Should I make a roll for his Initiative and pick a place for him to start? Then if you (or other teammates) let me know if you want him to do something in particular each Round, I can roll some dice?

Ok, Round 1 is up with the usual wall of text! :P

 

Hope I've got everybody's placement right?

 

As you'll see, because I'm not familiar with Sisters from other systems, I've worked up my own based on DW system. Hopefully it all makes sense, feel free to ask if you have any questions?

 

 

 

I will be out for a big chunk of today though, at a friend's wedding this afternoon/evening!

I've only put up the first half of my post, with the Bolter Assault to prevent any confusion or duplication regarding turn order.

 

 

Players: Although our Devastators can't use Heavy Bolters during the Bolter Assault, this is a prime opportunity to get a free Krak Grenade at any of the sisters, or even their vehicles. Because there are no hordes here, focusing down individual sisters and trying to strip dodges for the bigger attacks is important!

Edited by Commissar Molotov

@MG: That's true, I suppose you can target her separately... would be a Called Shot to Hit her rather than the tank, and she'd get 8AP Cover from the gun Shield.

 

@Mol: Whoops, sorry, do you mean inside the wall where the pipes are? No problem, assuming you don't move I'll edit your position for the Round 2 pic.

@MG: That's true, I suppose you can target her separately... would be a Called Shot to Hit her rather than the tank, and she'd get 8AP Cover from the gun Shield.

 

@Mol: Whoops, sorry, do you mean inside the wall where the pipes are? No problem, assuming you don't move I'll edit your position for the Round 2 pic.

@L - Noted.

 

Just got to wait for Odysseus to go now.

Remember Mol has called for a Bolter Assault Squad Action.

 

So all of your actions for that occur out of Initiative Order (so anyone can go in any order) Then once anyone who wants to join it has acted, we go back to Mol for his regular Action, and then on through the Initiative Order.

Just bear in mind you will need to enter squad mode in order to participate - and to benefit from the Traveller's Path later. Entering now for free will be easier than doing a Cohesion Challenge later...

So lots of waiting to fire my Heavy Bolter then.

 

I think I get it, just trying to get my head around the combat system (everything is all over the place FFG).

Edited by Machine God

@MG, yeah, welcome to FFG "hunt the rule"  On that note, your BS roll is reversed when determining hit location, so if you rolled 02, that's actually a 20, and therefore not the head. :dry.:  I think it's an arm?

 

@Beren, Flyer (12) replaces your AB, so Half-move = 12 etc.

Sorry, I'm home now!

 

@Beren: So, Svelk is not high enough to suffer any kind of Falling Damage when he drops, so no worries there. Question though, Flyer (12) means his Charge is 36m, right? In which case that gets him 18 squares which is only half way to the Immolator? I may be confused though...

 

@MG: And if you hit the Arm, that's AV7 rather than AV9 (Body only), so you do 8 Wounds rather than 6!

Sorry, I'm home now!

 

@Beren: So, Svelk is not high enough to suffer any kind of Falling Damage when he drops, so no worries there. Question though, Flyer (12) means his Charge is 36m, right? In which case that gets him 18 squares which is only half way to the Immolator? I may be confused though...

 

@MG: And if you hit the Arm, that's AV7 rather than AV9 (Body only), so you do 8 Wounds rather than 6!

Yes you are right, I had editted it to say arm but not the damage, I will change it.

Sorry, I'm home now!

 

@Beren: So, Svelk is not high enough to suffer any kind of Falling Damage when he drops, so no worries there. Question though, Flyer (12) means his Charge is 36m, right? In which case that gets him 18 squares which is only half way to the Immolator? I may be confused though...

 

@MG: And if you hit the Arm, that's AV7 rather than AV9 (Body only), so you do 8 Wounds rather than 6!

 

Ah right, I forgot to halve it again when doing the maths.

Edit @MG: Derp on my part, you also need to take off the Armour Pen for your Bolt Pistol which is 4, so the armour only provides AV3. So you actually do 12 Wounds, which is pretty good going! :D

@Beren, don't know if this helps as it depends on what Special Ability you took, but if you had Wings of Angels at CharGen, you can boost the jump pack for a further 20m on a Challenging (+0) Pilot Test.

Is there a particular reason you want to get above first and drop vertically?

 

If you want, I'm happy to assume his movement is sort of diagonally-down (if that makes any sense?) in which case he might get in on his regular move in Round 1?

I'm assuming that I can't move and set a det-charge at the same time, so I'd rather he stay above it and be slightly harder to hit by the Soritas he's now in the middle of (and be a less pressing target), and then fall on top of it (if I understoood the rules correctly, he falls automatically if he's not making a movement maintaining action) so he can then set it the first turn he's actually on top of it.

 

It's fully possible I'm entirely misunderstanding the rules and overcomplicating things here.

Enter squad mode

 

Bolter shot at Sister A

To hit = 6 = hit

Damage = 7+9, Pen 4, leg

 

@A.T - A to hit roll of 06 would be reversed to 60 which means it hits the Body and not a Leg.

 

Damage: 7 +9 -5 (AP 9 Body -4 Pen) -4 (TGH Bonus) = 7 Damage, assuming no Dodge or Shield of Faith successes.

 

Thanks for the Kine Shield.

 

@Beren: Ah, OK, gotcha. Very cunning! ;)

 

@MG: In game terms, we aren't counting our Basic Ammo, so he can Reload freely. In fluff, I'd guess he's probably got 2-4 stashed about his person?

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