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11 minutes ago, Necronaut said:

I was wondering about the stealth penalty in power armour in BC as well. There is *technically* nothing explicitly stated with regards to a stealth penalty in the core rules

 

I think all the old armour stuff has gone missing in BC, leaving just the -10 'hulking' penalty.

I am reviewing the situation now. I can find only some light inference and contradiction in the BC Core, so will have to make a House Ruling for the sake of consistency and simplicity.

 

Using precedent from other games systems we are all familiar with, I will rule thusly (I will add this to the Campaign Rules Section too):

 

As per Deathwatch Core, and Rogue Trader Core, any Armour which is naturally (ie starts play, or is created as) AP7+ inflicts a Very Hard (-30) Penalty to all Concealment or Silent Move Tests. All Legion, Astartes, or Marine-sized Power Armour suits will confer this penalty, thereby making the Character Size (Hulking) and providing all Movement benefits as normal. Any Human, Mortal or Light Power Armour suits will confer a Hard (-20) Penalty to all Concealment, or Silent Move Tests.

 

Further, Stealth Tests in Terminator Armour of any sort automatically fail, and may only be attempted when in-game circumstances permit.

 

In addition, where interacting with the Marine Implant (Black Carapace), BC guidance on armour is confusing. Going forward, we shall be using the default position provided by BC Core p49, Black Carapace, which states : "Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.'

 

Does this make sense?

 

Edited by Mazer Rackham

I would think successfully opening the door without losing the Surprise Round for everyone is going to be a bit of a key roll...

 

I suppose Ukalegon has a better stat, but if necessary Tarh has a InfP available for a reroll which (maths again!) is technically a better chance...

 

Edit: ninja'd! Yep, definitely Tarh in that case! :biggrin:

 

Question: whoever does it, can the other provide an assist? (By narratively pointing out good hiding spots, or deck plates that will move or make a noise, etc, etc)

 

 

Edited by Lysimachus
5 minutes ago, Lysimachus said:

Question: whoever does it, can the other provide an assist? (By narratively pointing out good hiding spots, or deck plates that will move or make a noise, etc, etc)

 

Assistance may be given - obviously requires the Skill in question, and LoS.

Consider it done, my liege!

 

Edit: we should try to find an air duct for Tarh to do some Solid Snakery and open up an additional firing line upon the GSC inside of the command bunker, mainly so he doesn't have to take auto-cannon rounds in the teeth.

Edited by Necronaut
28 minutes ago, Necronaut said:

Edit: we should try to find an air duct for Tarh to do some Solid Snakery and open up an additional firing line upon the GSC inside of the command bunker, mainly so he doesn't have to take auto-cannon rounds in the teeth.

 

Hmm, good query. The Command Centre is generally self-contained and self-sufficient as can be expected for an Imperial base not designed or build by morons, but perhaps there is a sub-deck somewhere.

 

I can offer you a sewer/coolant pipe. As long as Tarh is in SCBA/NBC/Void protection, he should be fine.

 

EDIT: That reminds me, All Mortal Players should consider their air reserves inside the suits to now be almost extinguished. Once this combat is resolved, you will need to strip them off, or change the bottles.

 

Edited by Mazer Rackham

@Mazer Rackham to be fair there's probably not time for him to run off and find said pipe and crawl in and be able to participate in the combat, after sneaking up and opening the front door. It was just a thought that popped into my head as an alternative strategy.

Maybe his best bet, once he's opened the door, is staying in cover in/behind the door frame? Then the Astartes can rush in and do what they do? I do like the idea of Xerxes taking control of the sentry gun, though. Aim it at the security door to the middle floor, just in case we get enemy reinforcements coming down the stairs?

Edited by Lysimachus

Smart thinking. What would make for a real coup would be to lock down the exits to prevent any of those inside from escaping so as to cut down on our later mop-up work. On the other hand, in the books that follow the Blood Gorgons, if memory serves, they maintain a population of genestealers somewhere in their space hulk base to allow for suitable "live fire training," so perhaps we don't actually have to kill all of them.

 

Just some food for thought. :cool:

 

Spoiler

 

 

 

Edited by Necronaut

Hmm, I've put Ukalegon first in my order of battle because he's faster and an assault trooper... but I just thought - is he still pretty low on Wounds? Should Hagga go first himself?

 

Edit: (Though I guess if we can get inside with our Surprise actions, maybe the order doesn't matter that much...)

 

 

 

 

Edited by Lysimachus
11 minutes ago, Machine God said:

 

I take it that's just a bit of a narrative reminder without mechanical effect? After all, the new suits you picked up would certainly have bottles which were partially filled, since they weren't routinely maintained.

1 hour ago, Lysimachus said:

Hmm, I've put Ukalegon first in my order of battle because he's faster and an assault trooper... but I just thought - is he still pretty low on Wounds? Should Hagga go first himself?

 

Edit: (Though I guess if we can get inside with our Surprise actions, maybe the order doesn't matter that much...)

 

Live fast, die young. He's back up to 12 wounds; >0 wounds means he's good to go. Ukalegon should go first on the off-chance our supplied door code is bunk and we need to cut our way in. That or if the code does work, we'll want to get him stuck into melee asap to keep him semi-protected, or, I guess, we could be dull and practical and fire into the doorway from cover with our bolters like actual Space Marines probably would.

Edited by Necronaut
1 minute ago, Trokair said:

I see I have been volunteered for some heroics... 

 

Will read and catch up after dinner and then roll some dice.

 

You can refuse if you want, Tro, no worries.

Ukalegon has lightning reflexes and an Ag bonus of 5, so he has pretty decent shot of going first (within our group) outright. Also the rest of the squad could just hold their actions to follow him or have a readied action to charge in right after him, something like that.

 

 

Just now, Mazer Rackham said:

 

You can refuse if you want, Tro, no worries.

 

Your mission, should you choose to accept it, and you will...

Edited by Necronaut

By-the-by, I think we snagged/pilfered an autogun from the wreckage of our chariot following our dynamic entry at the start, did we not? We should pass that on to young Tarh so he can have the option to lay down some suppressing fire and/or go fishing for Zealous Hatred rolls with the time honoured spray-and-pray attack pattern. With a ROF of S/3/10, you're all but guaranteed to get at least one ZH roll when firing on full-auto. Just my tuppence.

 

Edt: also this is likely the vessel for his eventual daemon weapon, right? Right, guys? Guys? <Door slams in my face>

Edited by Necronaut
19 minutes ago, Necronaut said:

Edt: also this is likely the vessel for his eventual daemon weapon, right? Right, guys? Guys? <Door slams in my face>

 

Binding a daemon, you say...hmmm.

 

*Happy Delly noises*

Still need to read IC but I understand the gist is Tarh stealths up to bottom floor door and tries the pass code, yes?

 

 

2 hours ago, Necronaut said:

Edt: also this is likely the vessel for his eventual daemon weapon, right? Right, guys? Guys? <Door slams in my face>

becouse that went so well last time?

4 minutes ago, Trokair said:

Still need to read IC but I understand the gist is Tarh stealths up to bottom floor door and tries the pass code, yes?

 

Only if you want to. If you want to try the coolant pipe or hit me with another suggestion, I'm all ears.

Edit: ninja'd again!

 

If you're willing, that is. It's your call.

 

I think Mazer said the door should open anyway and entering the code is a free action.

 

It's the Stealth test that is key (which is why we need Tarh!) as if we fail it we don't get a Surprise Round, which I think we really need!

Edited by Lysimachus

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