Jump to content

0.113

Members
  • Content Count

    77
  • Joined

  • Last visited

    Never

About 0.113

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , västerbotten, Sweden
  1. You fire at someone, they get scared, run for cover and hide. If you fire on full auto it's much higher penalty to resist. All is well there. Lascarbine, S/2/-. Fired on semi auto, can force a full 45 degree killzone to panic and take cover. 2 shots fired. If it's a multilaser or some other badass weapon shooting more at the same time, it seems ok, but even a m36 lasgun only fires 3 rounds. If it's 3 rounds from an autocannon then I can also argue that the armour tearing rounds would be enough to make you go into cover despite no real swarm of bullets, but all in all it seems suppressive fire should either be on every shot taken (simply because you're being fired at, it's scary) or only when the amount of bullets are overwhelming. And yeah, technically you might have a comrade helping you out doubling it to 4 or 6 bullets, but the rules are no different for a stormtrooper with no comrade, or a guardsman with a dead one, than for the one who has a comrade. I think it would've been better with some kind of cohesion system or similar like in deathwatch, in that you could make a (perhaps sweeping orders?) covering fire maneuver when a lot of the people in the group fires in the same area to actually produce that effect. As it is, it just seems like, I'd personally be more afraid of a guy firing 3 rounds AT me, than a guy firing 3 rounds in my general direction (and just MIGHT hit me or someone else randomly). But maybe thats just me
  2. tactics is still there, it's a knowledge skill "Tactica Imperalis". Also demolitions is also still available, though this time it's in the form of Tech use, which just makes it better since it has other uses as well. As for all the classes in here, like someone mentioned, the classes aren't missing, it's just not supposed to be the bad ass overpowered versions you seem to want. That being said, if your group wants this, feel free to use it. The Weapon Specialist is able to become a scout, ranger, melee and/or ranged specialist character. A marksman, melee fighter, survivalist, tracker, stealth specialist and so on. They can, without too much effort, be all of those kinds.
  3. Well, regular space marines don't ally much with xenos, or other bad things like unsanctioned psykers and such, but deathwatch are a bit special. Some of them use xenos weapons if they need to, others would rather die. Some are allied with others, though of course never the likes of chaos space marines, other aren't. It's all in the situation, had things been going better for your group you might have just found him and killed him, or let a black ship take him, but now you need him. My group was trapped on a space hulk and got aided by a nurgle heretic commander of a huge ship, but didn't know until it was too late who he was and how we were helping him. In our defence we were really tired at that point and should've stopped before. On the other hand, we (at least my ultramarine) will hunt him down no matter the cost now, or die trying. To gain back our honour. We put a stop to a tyranid hive fleet, but let a chaos ship go. Sometimes you have to risk your name and status to get the job done. And sometimes you have to deal with the consequenses. Find the psyker, use him, be wary of him and his intentions, keep a clear mind, and complete your mission. Then take responsibility for it.
  4. 0.113

    Hate Ratlings?

    Our GM ruled that they are dead in our universe, and it's probably because they are portraited kinda like a halfling in space with a sniper rifle. Comic relief.
  5. They are, point wise, but lowering their 2 point cost to 1 would make them able to get something else instead which could make them better than intended. At least that's what I'm guessing is the reason. All things considered, it's not that hard to just upgrade them if you feel like it, so that they have what you think they should have. But there should be a underpowered option, so I don't see why not. Spend some points on Die Hard, chameleoline cloaks and upgrade some weapons and armour and you have a regiment just as awesome as anyone else, or just play them like weak under-armoured troops who are always the underdog. Makes for a pretty good feeling after you succeed with something Edit: Also consider that Line infantry get athletics, which is cheap to raise (one aptitude is 'General') and Rapid Reload which is cheap, tier one, and if you think about how most soldiers should be weapon specialists (on average in groups) and get it for free if they want.. Whereas Sprint is a Tier 3 talent and thus more expensive. The downsides on a general soldier is the lascarbine instead of lasguns but it's easy to upgrade and even if not upgraded, regular soldiers can choose a good quality lasgun. Also the armour of course is a bit of a minus, then again not that hard to upgrade if you feel it will be a problem (10 out of 30 points). So all in all, if the GM is nice or if the players can choose to create the regiment on their own, I'd say a Light infantry might be better actually. If your GM makes the company, and spends 5 points on an additional dressuniform, then Line infantry might be better That being said, Siege infantry get more gear and for most characters more expensive skill and better bonuses.
  6. I'll see if we can get some more reports going by adding my own. First some backstory.. We come from a world called Nabatea, a Forge/fortress world close to Rynn, homeworld (?) of the Crimson Fist space marine chapter. When Rynn was attacked, our legion and many others were sent to aid, how ever this also left our planet unfortunate enough to end up on the wrong end of our own Ork invasion. With little defences left, the world was quickly overrun, though a few cities managed to hold out for a while and all over the planet guerilla warfare was the only way to slightly slow the ork advanced. Because of the heavy influence of the mechanicum on Nabatea, the air outside is too polluted to breathe, which leaves our people with rebreathers as basic equipment, something always kept close just in case. It's gone to the point where most people simply keep them on at all times, because they feel breathing without one feels weird. When the Nabatean legion returned they had lots of work to do, and the Great war began. Eventually our people managed to purge the planet from the greenskins, as much as you can when it comes to their kind. Now and then they pop up again but for now they are kept in check. So, we have good relations with the mechanicum (+10 to get bionics and such), all the fighting with orks has of course given us hatred towards them, in addition our long fighting + bad living conditions has made us tough (Die hard? Grants us the Toughness aptitude). We also have good relations with the Crimson Fist (no bonus or anything, though we will from time to time colaborate with them and play as a space marine kill team if necessary). Now, our battles.. We started out (5 players) as droptroopers. This seemed like fun… We began with a sergeant, medic, tech-priest and two weapon specialists, one melee/ranged hybrid (me) and the other a ranged specialist who focused on heavy weapons as well. In addition, as a first time playing this for some of us, we received a NPC sergeant to show us how things are done more or less. Our first mission was to secure an ork infested planet somewhere with the aid of the Vostroyans and one other known regiment, though I can't recall which one. As it happened, our legion arrived first… As soon as we arrive we are bombared by the greenskins who had full air superiority (not what our intell had said) and so we were ordered to drop down to the planet while the imperial fleet fell back and regrouped. We were boarded by orks shortly after that and had to fight our way to the dropships. I lost an eye in that initial combat (almost both) but we dealt with them and proceeded. As we came closer to the surface we were shot down and had to jump, leaving our heavy weapon specialist inside the crashing dropship. We were days away from our original defensive position and had to find our squadmate. We found him, and the operators, captive by a few greenskins and about to be gunned down so we stopped them while taking a few hits, the medic got hit by a doubledakka or something and lost a fate point and fainted. We carried him for a few days to the closest allied city, only to find it overrun by orks, walked around it to the next which was also overrun… We managed to find a small outpost with a few orks in it and some vehicles, which made us decide we had no choice but to take it. All in all I think there were around 8-10 orks, a runtherd + 20 or so gretchin and a Nob. By surprise we managed to get the first "guards" (half asleep anyways) and with some luck and a few fire grenades which we got through a lucky mission assignment gear roll, we managed to win. We only lost our NPC sergeant and a comrade, though the tech-priest lost his fate and we were all injured. We drove through another outpost, some PDF troops who reluctantly helped us a bit.. We would be back though. We continued on and finally made it back and received some medical attention, a few days later the actual campaign could start. The PDF troops we encountered earlier had failed to follow orders and join with the rest of the troops, a scout troop had been sent to investigate and never reported back. We were sent in to eliminate any threats. We learned that day that even though not bad at stealth, the chance for 5 people to all succeed isn't too good. Sooner or later someone fails We did beat them though, it was in the middle of the night and we had some good tactical maneuvers and bunkered down in good positions.The tech-priest, run out of fate points, didn't make it though. Afterwards we found the civilians trapped in a room with strange symbols, reported it in and were told to seal them back in and stay back. A few minutes later the building was burned down napalm style. A valkyrie came to pick us up and as the hatch opened we saw a man inside. A man with the 'I' of the Inquisition. To be continued… (off to work)
  7. As his or her Battle Reports thread kinda went into a discussion about the Final Testament mission, I figure it's only fair that we continue these reports in a new thread with less discussion (it was a good idea Robomummy, hat's of to you!) Robomummy said: "So i figured we should have a thread where people can post what is currently going on in their Only War games, any interesting things that have happened to maybe give other people Ideas for missions or funny moments in a campaign or maybe just update people on you progress though a campaign. In my campaign so far the group played a small campaign I wrote for the Tanith 1st. So far during the campaign the players have been sent out as flank scouts for a convoy of tanith troops marching to the capitol city of the planet. The players had to brave trecherous mountain terrain and thick jungles in order to protect the convoy from blood pact. Notable actions so far is the elimination of a Blood pact ambush and an enemy convoy. Also the players accidently called in an artillary bombardment on a camp of refugees that were fleeing the blood pact (awarded medals for braveyr because they told their commanding officers that it was a large enemy camp). Next they will be headed into the city. so what has been going on in your Only War groups." Whoseyes said: "We started with the Against the Savages adventure and are still playing a campaign in the jungle world of Skyrinne. Main enemies are Orks, although the PCs had an encounter with some misterious combined human forces (autochtons and deserters from their own regiment). They suspect that these human forces are allied with the Orks, but High Command told them to dismiss those ideas. They've also encountered an old subterranean astartes command post (with a land speeder!). In that base they found the coordinates of the tomb of one Space Marine captain that's emplaced in Ork territory… the PCs are eager to find that tomb and its treasures… Because of this discoveries and the fact that none of the squad members have died in 3 months of activity, they are starting to be seen as heroes by some other soldiers and hated by their Liutenant. A Comissar has been sent to accompany them from now on… Future plans are to attack the main Ork base (if the PCs want to, try to find the SM tomb also) and then move forward to another planet/campaign." AtoMaki said: "Currently we play a special "High Threat Tactical Assault Team" (codename: Zulu Squad) what means that everyone in the Squad has carapace armour instead of flak and ripper guns instead of lasguns. All characters have Bulging Biceps and various "durability" Talents (like Iron Jaw). The Squad has 1 Operator (squad leader/tech specialist), 1 Medic (me), 1 Heavy Gunner (with a Lascannon) and 2 Storm Troopers. We started with the Final Testament campaign, but we had to abandon the adventure, because we broke it (we did a perfect crash landing and managed to capture the Ordinatus at the very beginning - and no, the campaign cannot handle unusual Squads, so if you want to start it with one, then your GM will have some hard times with it!). So for now, we are on the Fortress World of Mrish, trying to purge an all-female Nurgle cult. But stuff is getting weird around there. Originally, Mrish was big with "fertility enhancing" methods to maintain a steady population, and the cult sprung from the victims (roughly 90% of the women on the planet), but lately we've encountered some pretty interesting stuff, like weird superhumans fighting alongside the cultists and some sort of greater daemon who looks exactly like a human woman in the late stages of pregnancy with the compulsory Nurgle-y horns. And we also miss the usual Nurgle things, like diseases and rot - but every women in our regiment became pregnant as soon as we made planetfall. To make things worse, we also have a Radical Ordo Hereticus Inquisitor who - guess what - a woman ." The relevant battle report posts actually on topic in the original thread. (copy paste quotes didn't work :S ) Keep the reports comming!
  8. 0.113

    Battle Reports

    But breaking out is the point, and going through the upper hull of the dropship isn't something any regular group could do, at least not in just a few seconds or even minutes. You're supposed to be overwhelmed. The original idea is that the regiment is Light infantry, but it says it should work for most other types of infantry though you should change the necessary parts to present the proper challenges (this includes a solution for tank squads who would have an easy time dealing with the initial threat unmodified). Of course you have to make a few modifications to things if you don't take the intended role, just like if I decide to send a group of space marines or even a group of primarchs newly resurrected on this mission. Still, I don't think there should be much needed for even your group. It doesn't mention the dropship leaving a big gaping hole for you to climb out of, and even if it did, does your group bring ladders, jetpacks or grapnels? Even if they do, the caverns are sometimes mentioned to be able to have titans walk in them, how did you plan to use your grapnel to climb out? The whole point of the start of the mission IS to flee, regroup or something, then take the ordinatus back, or perhaps just survive. The first part remains the same. If your group thinks it ruins the fun to have to flee, or even die at times, then perhaps playing a game of Imperial Guard isn't such a good idea. Guardsmen die a lot. As for the ripper guns part, the book mentions that the place you sit when you crash barely has enough space for normal standard regimental gear, if the kit is changed somehow, especially with something bulky, it's gonna be a problem. Ripper guns are heavy weapons, heavy weapons are stored in the designated areas of the ship. There's no official way of changing your lasguns into ripper guns as main weapons, though there are possibilities to ADD a ripper gun to your standard gear. This is how I figured you had done. However this means your ripperguns are in the other designated areas and your lasgun is next to your seat in the dropship. The book then mentions having enough lasguns to be happy and enough for a single heavy and basic favored weapon/squad + ammo. By following simply what is written, none of you would have a rippergun considering it's not a favored weapon, but that seems a bit rash to be honest still, limiting the amount of still working ripper guns your squad and the others have access to after the crash isn't unreasonable. Also the need to move towards another part of the dropship to get them should make the ork threat bigger (As the more time you take, the more gather). Still it would have been possible for the rest of the squad to pick one up from a fallen soldier in the initial attack without any big fuss so it doesn't matter too much. Then again, fighting the orks, even if just initially 20 of them (or 21) is supposed to feel like a bad idea as more and more of the endless orks DO gather. Even if you somehow quickly made your way to the ordinatus immediatly, you wouldn't be able to blow it up, can't use it yourself and the orks would gather by the hundreds until you eventually ran out of ammo, food or other supplies and simply died before aid could reach you. As for the ordinatus, it is mentioned later in the book that you CAN blow it up, but doing it isn't just clicking a self destruct button. You need to gather enough explosives from the surrounding areas and such that you have enough to blow it up, if you just break it a bit you can survive but blowing it up completely is described as basically suicide for many reasons. So, sorry, but not even your group would succeed if going by the books.
  9. You're right. A medic in a regiment scenario might get extra action by helping several npc guardsmen and similar, to help keep up the total fighting force. Which is actually pretty cool. I like medics again, thanks!
  10. I'll make sure to make good use of that
  11. 0.113

    Battle Reports

    Also note that it in the crash section mentions that it doesn't have to crash through the surface and end up with a big hole for the PC's to run out of, it can crash just partially through the surface down into the caverns. Which would leave you with quite a few hours of lascutting to get out of the hull of the dropship.
  12. 0.113

    Battle Reports

    It's not broken, even for your type of squad, I'd say your GM just misinterpreted a few things (I made a long post at first about which parts but then again, doesn't matter really as long as you had fun). Let's just say it can handle unusual squads as well as regular ones.
  13. Hmm, yes I'll have to take it up with our GM, it makes sense and to be honest it was getting a bit annoying. Still my current sergeant has tech-use anyways so wouldn't matter much. At least now I'll be able to detect radiation and stuff.
  14. Flail-Bot said: Righteous Fury crits are temporary, are they not? You should have regained the use of both eyes if you passed the Toughness Test vs. the "real" crit damage. Edit: Just looked over Righteous Fury rules and it doesn't mention they're temporary at all. I wonder where I got that idea… hmm Actually I thought it was something like that too at first and have heard it mentioned before but can't find anything on it anywhere either. It was kinda funny as I was being a bit arrogant and when he says he hits, I can't remember if I already dodged or just failed but I was just like "Ah well whatever bring it", he says it a head hit, same reaction and he says OOOOOH Righteous Fury and I do the same reaction cause I thought it couldn't be anything too serious, Then he says "roll thoughness or lose your eye" and I'm more like "WHAAAAT???" , then looks at my 31 Toughness… Roll a 98 or similar… Bye bye eye. Of course the next attack, head hit again, and I count the damage and see it comes to 4… (same result)… Say WAIT it COULD be the same eye! and he rolls random, and it isn't… Got a bit nervous Sent on scouting missions with so much penalties wasn't too fun either Anyways to get back onto the medic thingy, I'm pretty sure that the 24 hour limit is for First aid, which is the actual healing part. Stoping someone from bleeding to death is just a medicae roll. As for Diagnosis, I'm pretty sure you can see the guy is bleeding because he was shot by an Ork other than that, I think it would, at least in theory, grant some bonus on treatment for any kinds of diseases or similar. Keep in mind, big group or not, the Medic has the ability to heal with his comrade at range, and in addition START with the medikit. So unless you, as players, are allowed to buy things with the 30 points for regiment creation, and make sure you have one in each group, you will need a medic to start with a medikit. No matter how good you are at medicae with your other type of character, I'm sure it'll be severe penalties for having no equipment to use at all. That being said, I'm pretty sure the best medic ever would have to be a tech-priest with one of those arms and a megabrainthingy (cerebral implants or something)..
  15. Yeah, I agree a party should have a person trained in medicae without a doubt. As for our regiment, our GM gave us the Die Hard thingy which grants us Toughness as an Aptitude. For a Sergeant and Heavy weapons guy at least, this means 1 "free" aptitude that can be put in Intelligence for quite an easier time getting that medicae to the max. But even without it, it's not that expensive for just one skill so all in all I think anyone can do it. I might add that our previous group was also Drop troopers, which might be why I have this view of the newer healing system. We didn't end up in one fight a day, rather we had several battles each time we went on a mission. We also came from a fortress world giving us a harder time to back down from fights with our favored enemies (orks) and since that campaign was an all out ork invasion… things didn't get easier for us. Add in the fact that orks are really hard to kill with their True grit ability… In the first combat, before we even landed on the planet, I lost my eye to a righteous fury rolled from the 3rd ork I engaged in melee. On his next strike I landed on the same critical (rending 4, head) by "natural means" and had to roll another toughness or loose my other eye. I make it, keeping my only eye left. After we finish up the combat, get some improvised medical attention we need to take a valkyrie down to the planet. In mid air we get shot down and have to jump out, loosing one of our weapon specialists (me being the other) in the valkyrie going down. We land in the middle of the jungle and need to get to him and see if hes still alive. The other members being a sergeant, medic and tech-priest leaves me (one eye, no awareness skill yet) as the scout. Long story short, we find him, go through the jungle for days to get back to the city we were supposed to aid so we can start the real campaign. Our droptrooper style left us behind enemy lines a lot, and usually inside hostile and completely overrun orkinfested cities. A battle a day was impossible. So, we lost a few guys during the campaign (only once to friendly fire.. guess we can't blame that on the orks). We went with untreated and treated wounds that could be treated again in the next 24 hours, but would regularily need new medical attention and by the end of the campaign the 3 out of 5 characters from the original group had all been running around with 0 fate for a while. Our new group should play as line infantry and here I can imagine that the 24 hour regular healing might work better. During the long hours and days of waiting for battle, we should be able to heal up in time for the next battle. But yeah, doesn't need to be a medic, aside for the fact they start with a medkit. If we go with another specialisation and don't manage to requisition one in time, things might be bad. So we'll go with a medic still
×
×
  • Create New...