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20 minutes ago, Trokair said:

....anybody want to take a train with Bardas?

 

Or a dune buggy, or a shuttle, or a valkyrie gunship, or even share the same administrative postal region?

 

Considering you also rolled 100 twice in a row, which is a statistical marvel, and the sheer glee with which your dice tried to kill you at every opportunity...

 

Short answer: No.

 

Long answer: No, thank you.

8 minutes ago, Mazer Rackham said:

GM, who's engaged in melee now?

 

Am I right in thinking the enemy ran into hand-to-hand instead of charging (so don't get the attack)?

 

Cheers

 

There is one injured ur-ghul in combat with Ialandranth. Another is 4m away from him (the one that charged and then assasins striekd out).

 

The remainder all run to get closer but did not enter combat, they want to charge next turn. So you can safley asume that there are several in charge range if you want, but as the group aproched in a vague line like maner the oens furest out might not quite be in range even after the most recent move.   

 

Without updating themap I would say that three healty (2 of wich run, one of which had charged Ialandranth) and the other uninjured are 4m to 8m away from any one player character, while the ones from the far left (2) and right (1) are 12 to 18m away (ish) each. 

 

dose that help?

 

if not i can try and do a map update when i am home later

 

 

Spoiler

image.thumb.png.c3bec363ea944bdb08a4efc90eb2d921.png

 

I assume those are the three you meant. The 3m was more like 2.7ish, but I rounded to the nearest whole for simplicity.

As you are leaving melee without a Disengage action, RAW the Ur-ghul will get to make an attack. However this seems unfluffy for a teleport as you are not turning your back on the opponent to run.
So I am going to say that the Ur-Ghul gets to make an attack but at a Difficult (-10) modifier to represent the smaller chance of being hit (cmapred to running away) as you teleport out.

 

2 hours ago, Mazer Rackham said:

Don't know if it helps, but you can do an Acrobatics Test to make Disengage as a Half-Action.

 

I do have acrobatics trained so that's not a bad shout. If it fails I can still get a move as part of the other half action and take my chances with the the opportunity hit.

30 minutes ago, Akylas said:

First rapid fire with a high DOS on my roll. Rate of fire for the gun is 6 so I think five hits doesn't hit the limit.

 

That is correct. 

The injured (dark grey) Ur-ghul to the north is in combat with Saoirse phantom, so would be harder to hit, also it only has three wounds left, so I assume the pahntom will kill it...
So I think it best if your primary target is the one to your north east. 

 

That said your high number of hits isent going to take down any additional hostiles, as they are too far apart.

5 minutes ago, Trokair said:

 

That is correct. 

The injured (dark grey) Ur-ghul to the north is in combat with Saoirse phantom, so would be harder to hit, also it only has three wounds left, so I assume the pahntom will kill it...
So I think it best if your primary target is the one to your north east. 

 

That said your high number of hits isent going to take down any additional hostiles, as they are too far apart.

 I was thinking the two bright red guys just north and northeast of Kelman and mistaking the light grey one further out past them for injured rather than dead. Are those two too far apart? If so can we assume the one guy I hit at least exploded spectacularly?

2 minutes ago, Akylas said:

 I was thinking the two bright red guys just north and northeast of Kelman and mistaking the light grey one further out past them for injured rather than dead. Are those two too far apart? If so can we assume the one guy I hit at least exploded spectacularly?

Very. He is well and truly cooked.
 

 

If the light grey for dead from previous round is confusing I can stop doing that, I just thought it might help with player understanding of what was happening, and where things were in relaion to each other.  

10 hours ago, Akylas said:

First rapid fire with a high DOS on my roll. Rate of fire for the gun is 6 so I think five hits doesn't hit the limit.

 

Good shooting!

 

For someone who professes to be a beginner, I think you've got the mechanics licked.

 

I reckon we're being hoodwinked. :teehee:

 

Edited by Mazer Rackham
2 hours ago, Mazer Rackham said:

 

Good shooting!

 

For someone who professes to be a beginner, I think you've got the mechanics licked.

 

I reckon we're being hoodwinked. :teehee:

 

Ha. Just trying to read as much as I can before asking my dumb questions.

I was in a Rogue Trader game a decade ago but it didn't get very far (we'll have made it longer after finishing this fight).

On 7/12/2025 at 1:00 PM, Trokair said:

Ask your questions

 

^ Absolutely this.

 

We might not be able to do all the legwork for you, but don't hesitate to ask for the start line, and no-one will look down on you. Besides, we have a cannon, and if anyone is unruly, they are required to do a bore inspection...

 

large.Stuckinagun.jpg.2247e5d8641c980cb5634be2d3b23574.jpg

 

Edited by Mazer Rackham
Posted (edited)
25 minutes ago, Akylas said:

Does targets being pinned have any effect on how hard it is to hit them?

That is a good question, and one I do not know the answer to.

 

As far as I can tell from a quick look at the core rulles there is no modifer either way to hitting pinned target, thought a pinned target that is engaged in melee atomaticly becomes unpinned. 

 

I'll have a more proper look after some sleep.

Edited by Trokair

Having had a further look I still can’t see anything that affects the to hit roll (+ or -) when targeting pinned targets.

 

If there was cover around (so any other environment) then the pinned hostiles would be trying to reach it and once behind it would benefit from the extra armour points that terrain provides. So there would be that.

 

 

Fluff wise I guess you could say that pinned targets would be trying to crouch, go to ground or otherwise avoid being hit, so would be harder to hit. On the flip side they might not be moving as much (and therefore negating run bonuses or some such) and be easier to hit.

 

On balance, as I can’t find anything RAW, I am inclined to say that they are just as easy (or hard) to hit as they were before they were pinned.

 

14 hours ago, Akylas said:

Does targets being pinned have any effect on how hard it is to hit them?

 

In addition to Tro's comments above - essentially, it depends on when the Pinning takes place. This gets technical, so please bear with me.

 

On thier last turn, some of the Dark Red Goolies had to fall back, due to being Pinned and on Half-Actions. These are the grey group within the Dark Red mob. The Grey ones will be a lot easier to Hit, as they could not Run or Charge, so Hard Target shouldn't apply, and you will not suffer the -40 to BAS if you target any of them.

 

If they have gone Prone, (none have, AFAIK) then they inflict -10 to Hit BAS, but +10 to Hit WS.

 

Alternatively, there are a couple of guys right behind you (A Red and a Grey).

 

You could (if LoS permits):

  • Shoot at the Red one only. You will have the benefits of your Full Auto Burst (+20), and Point Blank (+30) against their Run (-20) and Hard target (-20), leaving you with +10 overall to Hit.
  • Shoot at the Grey one, who is outside Point Blank, so it would be FAB +20 Range +10, Run -20 Hard Target - 20 = -10 BAS overall, but;
    • If you shoot at the Grey one and hit more than once, you can then allocate any bonus hits to the Red one nearest to you, as he is within 2m of his buddy.
    • The reason you cannot reverse this, is because you can only allocate bonus hits to targets that 'would not be harder to hit' as per the Core Rulebook, in order to prevent cheesing.

 

Thoughts?

 

Edited by Mazer Rackham

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