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Deathwatch: Murderers in Black (OOC Thread)


Lysimachus

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Posted (edited)
29 minutes ago, Machine God said:

(Although if Gerhardt stays with the same action then some other character will have to Challenge Cohesion to initiate a new Squad Mode).

 

Nah, you should all be good, Amaras should be just within 30m of you in combat with Grubgob and still within 30m of the others.

 

Even if he wasn't, as I understand it you would stay in Squad (only with Gerhardt) and the rest would stay in Squad (with everyone except the 2 of you)

 

Just a thought, but if Vafri wanted to join Squad, he would need a Cohesion Challenge (or spend a FP to auto-pass it, I think is an allowed option?) but it would mean he could call a Squad Action before Grots 4 get to act, which might be useful?

 

 

Edit: Summary posts edited to show Regroup not used.

 

 

 

Edited by Lysimachus
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3 hours ago, Lysimachus said:

I'll roll for Opportunity Attack and Grubgob's Dodge or Parry in a bit, but can I make a small suggestion?

 

You both had sufficient Charge distance to just leave combat and go after Grubgob? Using the Regroup Squad Action didn't do anything, except use up 2 Cohesion and the 1 Squad Action you were allowed for Round 2, which seems a bit unfair to the others?

 

If you like, I will let you take that bit back, so the others can possibly do a bit more damage to the Hordes (with Bolter Assault + Frags, would be my suggestion, but that's up to you!). Though I wouldn't advise Kraks at Grubgob, not now he's in CC with two of the team... :facepalm::laugh:

 

 

Edit: and should we assume Gerhardt sent the call to Alda to do a strafing run next Round?

 

 

 

Yeah I was scratching my head a bit at the regroup too, but then I said nothing. Shame on me. And yes let's rope Trokair in on this; I think I had such verbage in my original draft but dropped it for some reason.

 

Edit: added in an order for air support. Honestly not sure why I dropped it!

Edited by Necronaut
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35 minutes ago, A.T. said:

It's times like this that Imperial Fists and their chapter ability to scrimshaw his battle brothers into magical amulets ossific relics is tempting :p

 

Brzzzrt, szzzeeew, zrrt, zrrt.

 

'Er, brother, what are you doing?'

 

'I was about to write 'Sigismund woz 'ere' on your kneecap in teeny letters. I honour you, brother.'

 

'Er. Can you wait til I'm dead first?'

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Posted (edited)

@A.T. Um, I think MG/Necro have now taken back the Regroup Action? So, if you don't mind, for tidiness I'll hide your last post? (If you want to move, the Bolter Assault will give you more distance anyway?)

 

Edit:

 

@Urauloth If you want to join Squad as part of your turn, then you need to Roll 5 or under on a d10 (or spend a FP to auto-join) Then you can call Bolter Assault if you wish?

 

 

Edited by Lysimachus
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@Lysimachus I had kind of wanted for Gerhardt to order the riflemen and heavy support specialists to call a bolter assault, or at least to leave the option well open for them which is why I left his orders a little vague in that regard. Sorry for not stepping up -- I'm having some difficulty keeping my head above water at work lately.

Edited by Necronaut
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No problem at all, mate, Gerhardt is Squad Leader but that doesn't make it your job to sort out issues like this. (It's mine, as GM. So if anyone needs pulling up over it, it's me!)

 

And if the majority want to go Regroup or FC over BA, that's fine too - it's you guys' decision what Actions you want to make.

 

It was just that I could see that Regroup wasn't really doing anything, and it was making it harder for the team to accomplish the mission, so I thought I'd offer a backsies.

 

 

 

 

Maybe in future it would be appropriate to have the 'house rule' that Squad Modes should be discussed in the OOC before declaring them so that it can be a team decision as to which ones you use? After all, the CP belong to the team as a whole!

 

 

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@Mazer Rackham Oh right, yeah! Gotta toggle off those Dark Heresy switches in my brain.

 

@Lysimachus Ok, I'll go for it. I've rolled 5 exactly. If I'm reading it right, I get a free standard attack from BA, then a regular turn? Should be fine to quickdraw the sword and still fire a SAB one-handed, since the core book says power armour negates the penalty for wielding a basic weapon in one hand? If that all checks out, I'll make the rolls and post it up.

 

I'm still absorbing just how much Astartes characters get to do every round!

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22 minutes ago, Urauloth said:

I get a free standard attack from BA, then a regular turn?

 

Yep, a free Move of up to your Charge distance, followed by a Standard (single shot) Attack with either a Bolter, Bolt Pistol, or throw a Grenade.

 

Anyone else who joins gets to do the same.

 

Then we come back to Vafri for his normal Turn Actions.

 

 

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3 hours ago, Lysimachus said:

@A.T. Um, I think MG/Necro have now taken back the Regroup Action? So, if you don't mind, for tidiness I'll hide your last post? (If you want to move, the Bolter Assault will give you more distance anyway?)

 

I think you can just unhide it again now - Omoc cannot fire his heavy bolter as part of the action and traded in his other weapon for a flamer, so he will move as he did before.

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11 minutes ago, A.T. said:

 

I think you can just unhide it again now - Omoc cannot fire his heavy bolter as part of the action and traded in his other weapon for a flamer, so he will move as he did before.

 

I think he can still throw a frag or krak grenade if he has one handy and/or is in range?

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@Urauloth a small thing: I think Váfri would lose his bolter mastery bonus upon entering squad mode. It won't affect the outcome of your attack roll in this case, just another detail to remember on top of the reams of rules and whatnot already piled upon the immense shoulders of an astartes character. 

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Just trying to help. The granularity of the rules in the FFG rpgs are a bit of a double-edged sword: with great depth of control comes great complexity. This is certainly not helped by the manner in which the rules are presented and the rulebooks are structured, as the designers at FFG seemed to insist upon making their books as baffling and byzantine as humanly possible.

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31 minutes ago, Lord_Ikka said:

BA action used. Don't remember if I can specifically target the Flash Git in the middle of the horde of boyz 1. If so, the shot goes there, if not it will hit a random greenskin.

 

It does go into the Horde. But on the plus side, a Bolter round is Explosive so you get an extra Hit! No need to roll Damage for that extra one though, 1d10+9 Pen4 will auto-wound TB8 AV3 :thumbsup:

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NARRATOR:

 

"And lo did it came to pass that despite the best efforts of the Deathwatch, that Alucar IV became infested with the Greenskin Menace. All because of a lowly Grot Rigger!"

 

 

[x] Rigger c: After seeing its master cut down by an unknown assailant and finding itself suddenly alone, the little xenos decides discretion is the better part of valour and flees! It will play no further part in this battle.

 

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With regards to the grot attack - you can dodge ranged attacks from hordes, it's the melee attacks that cannot be dodged or parried (unless you have a tyrannic war vet) as it replaces their ganging up bonus.

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