Mazer Rackham Posted July 6 Share Posted July 6 (edited) 16 minutes ago, Trokair said: In fact my post above setting out the calculation was also cought, I had posted it before your turn 2 action but it did not apear until after. I Ithink it might be the apreviation of Ballisitic Skill that is being seen as something else, as i think that is the consitant element betwen the posts I have had be cought. That's exactly what it is. I didn't know about your post, Tro, so that threw me, but yes, it's Ballistic Skill. I'll do an experiment to see if we have an appropriate workaround: BS40. EDIT: Ok, post was auto approved, as normal, no problem. My suggestion then, is to run tests like some of our other players already do, and run the attribute into the number without the gap. Edited July 6 by Mazer Rackham Trokair 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119839 Share on other sites More sharing options...
Trokair Posted July 6 Author Share Posted July 6 On a different tangent, anybody have any OOC guesses as to what you are facing? Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119840 Share on other sites More sharing options...
Mazer Rackham Posted July 6 Share Posted July 6 (edited) At this rate, by the time Soairse wakes up, it will be corpses... Evil Pointy-heads, possibly, or Pirate (Also January Sales Belligerent) Pointy-heads would be my guess. If Psyniscience can't spot them, the former. There's no size modifier, so they aren't smaller than humanoid, or hulking like Orks, and with Hard Target fitted as standard, plus dispersed formation... Edited July 6 by Mazer Rackham Trokair 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119850 Share on other sites More sharing options...
Trokair Posted July 6 Author Share Posted July 6 2 hours ago, Mazer Rackham said: At this rate, by the time Soairse wakes up, it will be corpses... Or you will be just in time to save the day... Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119866 Share on other sites More sharing options...
Mazer Rackham Posted July 6 Share Posted July 6 Nah man, whoever these clowns (Harlequins) are, once they get close enough, they'll realise all they've done is knock down and shake up a can of whoopass. Once our Aspect Warriors get cranking, ain't nothing going to be left to scrape up for a meat pie. Trokair 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119878 Share on other sites More sharing options...
Lysimachus Posted July 6 Share Posted July 6 Pale, hunched, eyeless, no ranged attacks, hunting by scent in a pack - got be Ur-Ghuls, surely? Mazer Rackham and Trokair 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119885 Share on other sites More sharing options...
Akylas Posted July 6 Share Posted July 6 (edited) The way they were acting and too much Space Marine 2 had me thinking gaunts but I'm guessing that's pretty unlikely. I think I got my attack right but if I missed anything in my noobness let me know. Edited July 6 by Akylas Mazer Rackham and Trokair 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119905 Share on other sites More sharing options...
Trokair Posted July 6 Author Share Posted July 6 3 hours ago, Lysimachus said: Pale, hunched, eyeless, no ranged attacks, hunting by scent in a pack - got be Ur-Ghuls, surely? Yes, Indeed. Unless something drastic happens the red group will cross the 50m mark on their next activation, which is when their identity would have been revealed if it had not been by any of the lore tests. 1 hour ago, Akylas said: The way they were acting and too much Space Marine 2 had me thinking gaunts but I'm guessing that's pretty unlikely. While a good call indeed very unlikly, for one if the Nids had gotten itno the Webway then that is so much doom potential. 1 hour ago, Akylas said: I think I got my attack right but if I missed anything in my noobness let me know. Looks all in order, no worries there. Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6119919 Share on other sites More sharing options...
Trokair Posted July 7 Author Share Posted July 7 7 hours ago, Mazer Rackham said: Soairse: OOC: Spend FP to recover from Stunning, and will take my turn when it comes around. Been a long time since I checked FP in Dark Heresy, and forgot I could do this. To be honest I also forgot, and as such I will refund you that Fate Point. I should have let you and Black Cohort know that you had the option at the start of combat. @Black Cohort, so as to be fair, if you want Ven to snap out of the stunned and act this round feel free, and your action be next, or you can wait until you naturally come out of it and act normally from next round. 20 hours ago, A.T. said: Aim and fire vs red Roll 41 vs target 43+10 aim, -10 range, -10 hard target = miss - blast 1m (?scatter 2m straight back?) It makes no difference here, but for future reference the -10 for long range only applies if you are more than twice your range. The closest red hostile was 56m(ish) away which was less than twice the 30m range of the Death Spinner. However even with the extra 10 points you would have missed as run and hard target together are -40 for ranged attacks hitting. Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120097 Share on other sites More sharing options...
Mazer Rackham Posted July 7 Share Posted July 7 Appreciated, GM. Going to need all those FP's for Psychic Power Re-rolls.... Trokair 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120102 Share on other sites More sharing options...
Black Cohort Posted July 7 Share Posted July 7 I will wait until I snap out of it next turn Mazer Rackham and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120105 Share on other sites More sharing options...
Mike Zulu Posted July 8 Share Posted July 8 My reply was flagged for Mod review (again…). Just to move things along as I have first initiative… I FAB’d at 2nd right Red Ur-ghul doing: #1: 13 Dam, 6 Pen, Head #2: 11 Dam, 6 Pen, Head #3: 14 Dam, 6 Pen, Arm Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120169 Share on other sites More sharing options...
Lysimachus Posted July 8 Share Posted July 8 I've approved the post. Just a thought, but maybe we can work out an alternative abbreviation for Ballistic Skill to avoid triggering the filter? Perhaps add a lower case 'a' or 'l' in the middle? BaS? BlS? Mike Zulu, Mazer Rackham and Trokair 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120174 Share on other sites More sharing options...
Mazer Rackham Posted July 8 Share Posted July 8 (edited) The filter seems proper wonky. Good call - BaS gets my vote, but BAS is a touch easier, you've got Shift/CAPS pressed already, and the A is right there next to S, so it should be fast and convenient, even for phones. Thoughts? Edited July 8 by Mazer Rackham Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120182 Share on other sites More sharing options...
Trokair Posted July 8 Author Share Posted July 8 (edited) 2 hours ago, Lysimachus said: I've approved the post. Just a thought, but maybe we can work out an alternative abbreviation for Ballistic Skill to avoid triggering the filter? Perhaps add a lower case 'a' or 'l' in the middle? BaS? BlS? Will try to do so in future, or just not abbreviate. I think Mazer in a post above tested and found that adding the number imminently after the B and the S did not trigger the filter, but not sure how reliable that is. 6 minutes ago, Mazer Rackham said: The filter seems proper wonky. Good call - BaS gets my vote, but BAS is a touch easier, you've got Shift pressed already, and the A is right there next to S, so it's fast and convenient, even for phones. I like BSK* too, so I might mix it up and confuse everyone. BAS is a good call for ease of use 2 hours ago, Mike Zulu said: My reply was flagged for Mod review (again…). Just to move things along as I have first initiative… I FAB’d at 2nd right Red Ur-ghul doing: #1: 13 Dam, 6 Pen, Head #2: 11 Dam, 6 Pen, Head #3: 14 Dam, 6 Pen, Arm I haven't got my dice to hand, but barring exceptional dodges this ur-ghul should be dead, will update properly when I am home tonight. Edited July 8 by Trokair Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120183 Share on other sites More sharing options...
Mazer Rackham Posted July 8 Share Posted July 8 (edited) 4 minutes ago, Trokair said: ....but not sure how reliable that is. This was my thinking exactly. I didn't want to go ham and test every permutation and drive the Mods up the wall, so Lysi's shout is the better one, as it kills the problem (hopefully) altogether. Edited July 8 by Mazer Rackham Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120184 Share on other sites More sharing options...
Trokair Posted July 8 Author Share Posted July 8 Sorry AT, tiered brain isn't quite following all of your most recent action. 32 minutes ago, A.T. said: Half move plus push 12-16m (roll for max distance 8+3+7) - to get within point blank range of several targets in the red group This seems fine, though I don’t think you have to push the wrap jump reactor for the additional 2d10 meters of movement as just using the jump generator normally doubles your base move, so a half action move gives you 16m, which is enough to get into point blank of at least one (maybe two) Ur-Ghuls. I guess the push just gives you better positioning. 32 minutes ago, A.T. said: Half action burst and move 16m back onto the wreck to impede any counter charge. This is where I am getting a little lost. I presume you are doing a semi auto burst as a half action (auto-stabilise turning what would be a full into a half). This is fine, but where is the second move coming from? 32 minutes ago, A.T. said: Ballistic skill 43, +30 point blank, -20 running/hard target, no bonus from burst due to movementTarget 54, roll 28 = two hits, split between two targets Run and hard target are -20 to hit by ranged attack each so -40 total unless I am missing something in the rulebook. You say no bonus from burst due to movement, but I don’t see anything in the semi auto burst that says you don’t get the +10. Either way you defiantly still get one hit for sure. The second hit I am not sure of, even if you had 2Dos for an extra hit from semi auto (and I don’t think you do after factoring in the -40, even with the +10) I don’t think you can allocate it to another Ur-Ghul as none of them are within 2m of each other. Nor does the 1m blast catch any of the others. By my reckoning the closest between two members of the red group is 5m(ish) (between one of the injured (the left most) and one of the uninjured (to the front and right of it)*) and a few more are about 6m(ish) apart. I know the map at the scale is not the easiest to see, so I am willing to fudge things slightly in the players favour, so if I can see that you do have a second hit on the first target, and it dies to the first hit I would allocate the second hit to the injured Ur-ghul. *This pair of injured and uninjured I also think is the most likely group for you to have gotten with 3 of each of them from your starting point. Now both of the above two points hinge on my assumption of a semi automatic burst as your attack action, if there is another relevant ‘burst’ action that clears my confusion up please point me at it. 32 minutes ago, A.T. said: Hit 1 = (4+9) +10 = 23 damage, pen 0 (18 wounds)Hit 2 = (10+1) +10 = 21 damage, pen 0 (16 wounds - failed roll for extra damage) Asuming failed doges this is dead Ur-Ghuls, I'll go and roll for hit one (and for the ones Mikes attack) and update IC acordingly and hold on hit two until I understand what I have missed. Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120268 Share on other sites More sharing options...
A.T. Posted July 8 Share Posted July 8 1 hour ago, Trokair said: ...using the jump generator normally doubles your base move, so a half action move gives you 16m, which is enough to get into point blank of at least one (maybe two) Ur-Ghuls. Unnatural agility doesn't double your movement (Rogue Trader, page 368) - so my base movement is still only 4. I've already doubled it for the warp jump in my movement stats. Had to get within 3m for point blank, plus it seemed like a good idea to test out the hit and run while I had fate points :p 1 hour ago, Trokair said: This is where I am getting a little lost. I presume you are doing a semi auto burst as a half action (auto-stabilise turning what would be a full into a half). This is fine, but where is the second move coming from? Semi-auto burst (Rogue Trader, page 242) -you can give up the +10 bonus when firing with pistols and basic weapons to move up to your Agility in metres (doubled by the warp pack again). I ran into the rule while playing a Space Hulk style game years back, it really makes a difference to terminator mobility :p 1 hour ago, Trokair said: Run and hard target are -20 to hit by ranged attack each so -40 total unless I am missing something in the rulebook. Yes you are right, it's -20 each. So just the one hit. Mazer Rackham and Trokair 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120289 Share on other sites More sharing options...
Trokair Posted July 8 Author Share Posted July 8 (edited) Ah, I see, different books are the cause of my confusion. Thank you for explaining. First of all movement, I think I see where I got confused. I had looked at your character sheet and seen half move 8 but had not account for the fact that you had already adjusted this for the warp jump generator. My mistake, so yes a push was needed to get you where you wanted to go. Semi auto burst. As I was basing the game on Dark Heresy rules (aside from what I had borrowed from RT for the Elder character/gear (and the elder psychic because RT psychic seemed incompatible with DH psychic to my small brain) I had not looked there and only the Dark Heresy Combat actions. While I want to keep the game as rooted in Dark Heresy as possible for simplicity, I do like the idea of giving up the bonus to hit for some extra movement, especially as elder are agile on their feet. So I think I’ll include this bit of RT in this mongrel of a game. Mark however that this is for Semi auto burst only and not Full auto burst. So all of you can do this with you shuriken pistol (might give some interesting choices/utility) and Mike Zulu can also do it with his Avenger Shuriken Catapult, but no dancing fusion guns or reaper launchers. This dose however only give you 4m (well 8m with the wrap jump generator) and would not take you all the way back to your starting position. Unless I guess you push the generator again, which would require another 2d10 roll (and the chance of a double 1 and lost in wrap potential). Edited July 8 by Trokair Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120296 Share on other sites More sharing options...
A.T. Posted July 8 Share Posted July 8 38 minutes ago, Trokair said: This dose however only give you 4m It's a bit of a weird one as it's based on agility rather than movement... but that could also be an unintentional oversight. I don't think it matters in this case as I doubt either movement escapes charge range. Mazer Rackham and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120305 Share on other sites More sharing options...
Akylas Posted July 8 Share Posted July 8 Before I roll can I check that I have the math right.? Shooting at the red guys (14m). Half action to aim. Does this still give me the accurate bonus? Ballistic Skill 44 + 10(half action Aim) +10(Accurate +Aim) +10 (short range) +20 (Full Auto Burst) -20 (Run) - 20 (Hard Target) = 54 Mazer Rackham and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120307 Share on other sites More sharing options...
Trokair Posted July 8 Author Share Posted July 8 (edited) 21 minutes ago, A.T. said: It's a bit of a weird one as it's based on agility rather than movement... So it is, Need to tripple read everything... 21 minutes ago, A.T. said: but that could also be an unintentional oversight. I don't think it matters in this case as I doubt either movement escapes charge range. Since it is meters based on AG bonus I don't think the jump generator would double it as it specificly call on base movment (and thus also no pushing it as that is when using base moment, definatly some wiered interactions). So yes, no matter how we cut it, I agree that that you do end up in position where you could be charged by some at least. Edited July 8 by Trokair Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120308 Share on other sites More sharing options...
Trokair Posted July 8 Author Share Posted July 8 Just now, Akylas said: Before I roll can I check that I have the math right.? Shooting at the red guys (14m). Half action to aim. Does this still give me the accurate bonus? Ballistic Skill 44 + 10(half action Aim) +10(Accurate +Aim) +10 (short range) +20 (Full Auto Burst) -20 (Run) - 20 (Hard Target) = 54 You get the Acurate bonus as long as you have aimed, so yes that math looks good to me. Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120309 Share on other sites More sharing options...
Akylas Posted July 8 Share Posted July 8 Glad I'm getting a little more comfortable with the numbers, even if that +10 didn't help me much. Trokair and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120312 Share on other sites More sharing options...
Trokair Posted July 8 Author Share Posted July 8 That is the way of the dice, they give and they take (mostly take I suspect, anybody want to take a train with Bardas?). Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/385923-a-knocking-afar/page/5/#findComment-6120315 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now