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Deathwatch: Murderers in Black (OOC Thread)


Lysimachus

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55 minutes ago, Lysimachus said:

@Lord_Ikka I can't quite remember how FAB and Scatter interact, but I think maybe you get a few more Hits? (Scatter I'm sure is not limited by the RoF maximum, so you could get up to 5 Hits on the FAB, plus whatever Scatter gives you?) Also, Point Blank is +30 so that is at least another 2DoS to include?

FAB is one hit extra per DoS, while Scatter is one extra hit per 2 DoS at point blank. Hmm. must have missed that Point Blanks is more, I'll update that one so it will be 5 DoS, so it should be FAB 5 extra hit and Scatter 2 extra hits for 8 total- if you can go over 100 for your target roll? I don't see anything that says you can't go over 100, so I just think that in that case you are rolling to basically see how many DoS you get...

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Ugh, sometimes I really wish I was good at pdf editing so that I could edit both FFG RPGs and Necromunda rules- both have crap scattered here and there. At least with FFG it's usually in one book...I've gone down Necro rabbit-holes and have had like seven pdfs open to find a specific rule....

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8 minutes ago, Lord_Ikka said:

Ugh, sometimes I really wish I was good at pdf editing so that I could edit both FFG RPGs and Necromunda rules- both have crap scattered here and there. At least with FFG it's usually in one book...I've gone down Necro rabbit-holes and have had like seven pdfs open to find a specific rule....

 

Like they did over at Yaktribe with the Living Edition of 1st gen Necromunda rules?

 

That would be amazing to have all the rules for DW rpg all in one place and laid out in a logical fashion... maybe a long-term community project of some sort?

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5 minutes ago, Lysimachus said:

 

Like they did over at Yaktribe with the Living Edition of 1st gen Necromunda rules?

 

That would be amazing to have all the rules for DW rpg all in one place and laid out in a logical fashion... maybe a long-term community project of some sort?

Yeah, it would be nice. I think it would even be ok to probably quote/publish all the rules since the FFG games are defunct, but I'm not a business/IP legal analyst so I'm uncertain of what the legality of that really is.


Yaktribe is good, and I use it a lot, but unfortunately the only guy who can update it is on some sort of hiatus and there hasn't been any real updates for about half a year. It really needs to get some sort of Wikipedia-like validation process to allow other trusted people to make changes. Then again, it is his personal project so I can understand not wanting to have others mess with it.

 

If only GW had competent people who were able to create good rules layouts for Specialist games and/or knew how to design helpful websites...

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2 hours ago, Lysimachus said:

 

@Machine God btw, do be careful, mate. If the Orks still think Asterius is any kind of threat, Boyz 2 (who haven't acted in Round 2 yet) will probably put the boot in as they go past, and they only need 1 point of Damage more and then he is dead-dead rather than nearly-dead?

@Lysimachus - GM, as for Boyz 2. I believe that I posted this on Monday:

 

Cast the dice where they fall.

 

 

 

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3 hours ago, Lord_Ikka said:

If only GW had competent people who were able to create good rules layouts for Specialist games and/or knew how to design helpful websites...

 

I tried three times.

 

They are obviously blind to my magnificence.

 

Although to be honest, they may not have appreciated it when I applied for the position of Specialist Games Lead Writer as 'Lugft Huron' as a joke.

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

Impact Critical Effects- Leg: 9?

 

Rending Leg 9. Ork Choppa's are definitely bladed weapons.

 

It does seem a bit odd as the attack Hit has switched from Right to Left. We won't have it being both legs gone... I'll let you decide OOC which one is cut off, whatever you prefer aesthetically?

Edited by Lysimachus
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@Mazer Rackham + @Necronaut I was thinking about the Armourbane into Melee situation, and I thought that if Azadth wants to ready and fire it, it would still take two or three seconds for the missile to travel to where Grubgob is? In that time Gerhardt could take his Turn, so if he wants to use any kind of movement action or just to duck or whatever, we can assume he is outside of the 1m Blast when the Krak explodes?

 

Anyway, I need to rejig the map for Round 3, so it might be a while before I add the next post. :thumbsup:

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Question: RoB page 167, Ram, I am not entirely clear how far I can move with this action. It says at least one tactical speed. It then says if you moved twice its TS then extra damage. So does that mean I can move between 1 and 2 TS (ie up to 2TS at most) or do I go in a straight line until I hit (or miss depending on pilot roll) but could potentially go more than 2TS...?

 

Follow up, ramming a horde and the pushback/forced move from Ram.

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@Lysimachus so the way I see it I have essentially three options available to me that seem better than the rest: 

 

1. Make heroic stand over Asterius's shattered body and assume a defensive stance.

2. Grab Asterius and attempt to escape (presumably combine grabbing him with a half move), dropping him off somewhere safe and returning to combat next turn.

3. Disengage and give the others room to pour some dakka into the freeboota kaptin and essentially abandon Asterius where he lies. 

 

Option 1 is clearly the most metal thing to do, if tactically not the most sound (though the extra parry opportunity vs lightning attack would grant a second chance to destroy Grubgob's power klaw). Otherwise, I'm unsure if option 2 can be practically done. 

 

Also I'm going to dump 1 FP into the cohesion pool so the riflemen can do another bolter assault (someone else will need to contribute 1 FP as well) and possibly get back into combat with Grubgob this turn. Clearly Gerhardt needs some bionics as well. :cool:

 

 

Thoughts?

Edited by Necronaut
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Well, here's hoping it hits. I mean technically, it's a rocket, yeah? But - I am still Concealed...although no modifiers for the big ork, but:

 

EDIT: Ooh, GM, I am now to one FP, just for housekeeping.

 

Spoiler

 

 

Edited by Mazer Rackham
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Posted (edited)

@Trokair Yep, it's a bit complex...

 

LS Tactical Speed is 30m, so for a Ram you must do at least that. If you do 60m or more, then you get the extra Damage. 'Floor It' shows it is possible to do more than 2xTS, but it isn't a huge amount more. You also can't turn at all, it has to be in a straight line?

 

I'm assuming you are thinking about ramming Grubgob, so hitting him will do Damage back to your ride? (Not much point in ramming the Hordes, as it will only do 1 Hit and 1 Mag Dam regardless of how much Damage is rolled!)

 

Edited by Lysimachus
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Posted (edited)

@Necronaut it's up to you. I will say at this point Asterius is down in (and partially under) the water, so the Orks won't go after him any further and he is down low enough to be protected from a missile strike. So from a mechanical perspective you don't need to worry about saving him from any further damage?

 

 

Edit: Actually, with Azadth's hit and Grubgob being decidedly distracted by the rocket suddenly going boom in his face, I am going to say that if you choose to move away you won't suffer an Opportunity Attack. If you want to drag Asterius away, it will halve your movement - so with the Jump Pack, back to what it would normally be. Fair enough?

 

 

 

Edited by Lysimachus
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Okay it looks like @Mazer Rackham has made my mind up for me. Gerhardt will disengage and push 1 FP into the cohesion pool. I am going to strongly advise (both in here and an in-game order) that whoever is next in line for initiative to also spend 1 FP for cohesion and call another bolter assault so we can keep the heat on Grubgob and his goons, and allow Gerhardt to charge back in to melee range to keep the brute tied up.

 

@Lysimachus wellll per your previous posts, there *is* technically a second or two of travel time, and Gerhardt would need to move out of the way of the blast before it makes contact lest he be subjected to unplanned wound cauterization and surgery via krak missile. Now, considering Grubgob is roughly the size of a dreadnought, a blow to his head would probably be nearly a meter away from Gerhardt anyways (just placing a spare space marine mini next to the Death Company dread that sits on my desk at home for scale reference), but I'm happy to at least adhere to the spirit of the sequence of events. 

 

Does anyone have any objections to this course of action?

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