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Just now, Necronaut said:

@Mazer Rackham is it 2.5G both within and without the asteroid or just on the surface?

 

Surface only, within is 1G provided by the gravity generators.

17 minutes ago, Mazer Rackham said:

Just worry about what's in front of you, for now. :wink:

 

Tarh can worry about the hostile in front of him, I as a player am worried on his behalf both about the GSC implication and the hungry hungry asteroid imploding caterpillar below.  

3 minutes ago, Trokair said:

...the hungry hungry asteroid imploding caterpillar below.  

 

I'm sorry bud, I laughed a little too much at this.

 

If it helps, there is no imploding intended.

@Mazer Rackham sorry -- are you waiting on action(s) from the astartes half of the warband? I wasn't sure if one of us actually needed to test the door or if that was just assumed from the direction of things.

Not exactly, no. I was waiting to see what the Mortals were going to commit to, with the intention of moving you all on afterwards, but I am also cognisant that a lot of recent posts in the IC are mine.

 

I'll move the Marines narrative on shortly.

Could Kraggan use Ferric Summons on the contents of the Crate? Repel / Attract / Repel / Attract etc...

 

Kraggan can manipulate 6 KG.

 

Use the Ferric Summons to move the crate by moving the parts in the crate to knock out the Carrier?

 

 

 

 

2 hours ago, Mazer Rackham said:

I was waiting to see what the Mortals were going to commit to

 

Waiting to see if Crux'as will attempt to style it out before those of us with lower fellowship scores shoot and/or axe the poor fellow.

52 minutes ago, Machine God said:

Could Kraggan use Ferric Summons on the contents of the Crate? Repel / Attract / Repel / Attract etc...

 

Kraggan can manipulate 6 KG.

 

Use the Ferric Summons to move the crate by moving the parts in the crate to knock out the Carrier?

 

Don't see why not. You'd have to hit him bloody hard with it, enough to wind (stun).

 

52 minutes ago, A.T. said:

Waiting to see if Crux'as will attempt to style it out before those of us with lower fellowship scores shoot and/or axe the poor fellow.

 

Axe him nicely, then.

The rules are pretty sparse/non-existent about launching anything held in your ferric lure (read: zero-point energy field) a la the Half-Life 2 gravity gun, much less whacking anyone with enough force from a distance to cause bodily harm. That said, however, were one to suspend a, say, 6 kg mass a sufficient height above an unsuspecting enemy (3+ meters ought to do the trick), one could use simple potential into kinetic energy and just drop the thing onto someone's head for some equivalent amount of falling damage per however that is captured and calculated in the rules. I can never remember how falling damage is calculated. That would be my recommendation. Plus added points for potential physical comedy in a tense situation. The dropped wrench and/or paint bucket gag never gets old.

Edited by Necronaut

Wouldn't be hard to get it off him, since in this case he's just supporting the weight and doesn't know you're there, so it's an Easy +20 Tech Use? Then obviously you'd roll BS to hit him, it's a crate, maybe 5kg, Improvised Weapon. 1D5+3 + Int Bonus (since you're using Ferric Lure, since I don't think it has a Strength value for hurled gubbins?)

 

EDIT: As Necro mentioned, if you lift it above his head, I'm going to rule he's not stupid, thinks it's a gravity thing, and may be eligible for a Dodge. (Depending on how dumbfounded he is. Are you going to stand under a floating box?) :fakenopic:

 

Ferric Lure: Half Action, Ferric Throw: Half Action.

 

I'll forgo the BS Test if you just pull and push, as essentially you're rolling to see how hard you hit him, since it will automatically plant him one. Then he gets a TB Test or Stunned.

 

Any use?

Edited by Mazer Rackham

Ok, I've not done zero-g stuff before... all Movement is halved for Difficult Terrain, correct? And we need to stay next to a wall or box or whatever to push off of next turn?

 

Positions of the enemy guns - stubber is at Level 1 door C (to our right?)

Autocannon nest is under the lintel on 3, but I don't think you said which door it's under?

 

 

5 minutes ago, Lysimachus said:

Ok, I've not done zero-g stuff before... all Movement is halved for Difficult Terrain, correct? And we need to stay next to a wall or box or whatever to push off of next turn?

 

AFAIK.

 

Like I say, as long as your narrative begins or ends with pushing off from, or coming to rest on a suitable object, it will count. There's simply too much crud and guts to hard rule it. If you're shot at, the object may provide cover to D3 Locations at AP 2D3.

 

5 minutes ago, Lysimachus said:

Positions of the enemy guns - stubber is at Level 1 door C (to our right?)

 

Spot on. It's surrounded by crates and stuff, roped together for cover.

 

5 minutes ago, Lysimachus said:

Autocannon nest is under the lintel on 3, but I don't think you said which door it's under?

 

Sorry, it's the closed one.

25 minutes ago, Necronaut said:

This will be fun with a mostly-functional jump pack. :devil:


While it’s not quite on the same level,  I’d think a bit of Telekinesis might come in handy here:whistling:

Especially since we also might also use it to move things to enhance our cover or clear a path as our GM so vividly put here :cool:

 

21 minutes ago, Mazer Rackham said:

 

  Reveal hidden contents

 

 

 

So, we go after the big guns first I guess? Take the high(est) ground first? 

 

@Xin Ceithan I love the out-of-the-box thinking!

 

@Mazer Rackham is there a sheet of plasteel lying about that we could use an ablative shield to fly behind to the end that our sorcerer-in-chief suggested?

Oh! The Autocannon is under the lintel of the big external door...?

 

To be honest, I'm not sure there is much point in us going after that one...?

 

Sorry to do maths again, but if its on Level 3 (100m above us) and at the opposite end of the Landing Bay (400m away) then trigonometry tells us that it is approx 412m away. That's out of bolter range (more than Range x4), and it will be Long Range for them to shoot back at us too . It's also far enough that even if Ukalegon Jump Pack 'Runs' 72m every Round, it would take 6 Rounds to get there (with a -20 Ag test every Round to avoid bouncing off stuff!)

 

Edit: And I haven't halved his Move for Difficult Terrain! So that's 12 Rounds!!!

 

Maybe the stubber is worth attacking? That's a bit closer (100m down and 200m to our right) ...although it can't shoot us anyway, as the underside of the 2nd level gantry must be blocking its LoS to our position?

 

 

 

Edited by Lysimachus
Autocannon Range is 300m, Long over 600m

@Lysimachus heh, there are a, uh, couple of caveats, provisos, clauses attached to Ukalegon's replacement jump pack:

 

1. Flight speed is half that of a normal jump pack

2. There is a movement speed bonus, but it (I think?) only applies to a charge action, and then is only +2 to the base movement speed when calculating the total movement rate.

 

I think I captured that correctly @Mazer Rackham?

 

Edit: attacking the closer gun emplacement and perhaps turning it to our own ends (for some free and suitably long range dakka) is a good course of action?

Edited by Necronaut

Ah, fair enough. I'm not sure how that affects his Move rate in zero-g, but I don't think it will make him any faster overall? (and might make him slower...?)

Oh my, you boys have been busy.

 

*Cracks knuckles*

 

1 hour ago, Xin Ceithan said:

While it’s not quite on the same level,  I’d think a bit of Telekinesis might come in handy here:whistling:

Especially since we also might also use it to move things to enhance our cover or clear a path as our GM so vividly put here :cool:

 

I'll take a look at Telekinesis, but essentially, I can see it being used as a grappling hook - but (and Big But - BIG BUTTÉ!) it might depend on mass, you could end up catapulting yourself towards a crate that has a Newtonian attraction to your psychic aftershave... 

 

47 minutes ago, Necronaut said:

@Mazer Rackham is there a sheet of plasteel lying about that we could use an ablative shield to fly behind to the end that our sorcerer-in-chief suggested?

 

I can do you 3 x 3 feet of bubble wrap, and a ferret skin codpiece? :pirate:

 

Have a look at my other post - any cover is D3 Locations covered, and AP 2D3. There's literally too much out there to regulate individually.

 

39 minutes ago, Lysimachus said:

Oh! The Autocannon is under the lintel of the big external door...?

 

Yep.

 

39 minutes ago, Lysimachus said:

Sorry to do maths again, but if its on Level 3 (100m above us)

 

200m above you. Then Level 3 is 100m from the top of the cavern. As a defensive fortification, there's a reason it's up there. Just as an FYI, remember that Extreme Range doesn't mean your bullets stop where the range band runs out - rounds keep going - and in Zero G, it's forever.

 

Sir Isaac Newton is the DEADLIEST son-of-a-bitch in space!

 

20 minutes ago, Necronaut said:

I think I captured that correctly @Mazer Rackham?

 

All correct.

 

7 minutes ago, Necronaut said:

Yeah I'm unsure exactly how that will all work out. Perhaps a quick clarification/confirmation from our intrepid GM might help?

 

Since you are under your own power, in the Zero G environment, you may move normally - and you do not suffer the -10 to Evasion (you still suffer -10 to WS as Zero G makes everything except guns a wiffle bat).

 

Further, I will rule that if anyone wants to just push off Ender Wiggin Stylee, you can 'Run' at full move rate, but you're essentially a fire-and-forget missile. Sure, it's -20 BS to Hit you, but you can't Evade.

Ok, sorry 200m up and 400m across = approx 447m away.

 

So, Ukalegon can push off and 'Run' at his full rate of 72m. So that's 7 full Rounds of just Running (well, 6 Rounds of Run and then the last Round where he can Charge) to reach the Autocannon pit? And he can't Dodge if he gets shot at...

 

And Hagga and Cyrandras could shoot at the AC with their bolters, but they will have a -30 for Extreme Range, so very poor chances of hitting.

 

I'm not convinced it's the best move. I'd say we're better off staying on Level 2 and Charging into the friends of whoever was operating the AC (the purple scarves, was it?) so that they get the 'Shooting into Melee' penalty? Like I said, as long as the gantry floor is between us and the stubber, we don't have to worry about that one anyway?

 

 

 

 

Edited by Lysimachus

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