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Messages - Waaaghpower

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Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: May 09, 2017, 12:29:19 AM »
(Okay, here's how I'm treating this: You guys heard the noises of the guards down the hall, and are turning to go back and help your allies.)

Roll - Stuff happens

Roll - Tarkus looks for an opening
[Spoiler] Perception Check. Per 34, needs 34 or lower.
RESULT: 48. 1 degrees of failure.

Tarkus hurried down the hall to see what all the commotion was, followed by Lazarus, both of them rounding the corner to see the three guards, all camped out in front of the door.

Before Tarkus could get a good look at them, one of the guards spotted the pair, shouting, "There's two more!", and turning to fire his shotgun at the two escaped prisoners.

Roll - Guard fires on Tarkus
[Spoiler] Ballistic Skill Check. BS 30, +10 for regular shot, +10 for close range, needs 50 or lower.
RESULT: 100. Critical Failure
The guard wheeled his shotgun on Tarkus, pulling the trigger. Rather than a roar of gunfire and a cluster of deadly pellets flying down the hallway, though, a popping noise was heard and the shotgun clicked, its slide locked halfway between firing a round. The guard swore, fumbling the gun.

Roll - Initiative

Tarkus Stone - 13
Salk Icharus - 12
Scythia Harlocke - 11
Guard 1 (Leader) - 11
Wilhelm - 10
Lazarus Wolfe - 8
Guard 2 (Jammed) - 6
Guard 3 (Injured) - 7

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: May 03, 2017, 11:34:43 PM »
The guards scuttled down the hall, footsteps heard in unison. A second passed, and then one pointed his shotgun around the corner, aimed at the first target he saw, and then hesitated.

"Hold your fire!" he shouted, his voice tinny behind his faceplate, as the other two guards moved into position. One dove across the gap of the door to take up a position on the other side, and as he did, Scythia fired.

Roll - Scythia fires on the guard.
[Spoiler] Ballistic Skill Check. Bs 34, +10 for regular attack. Needs 44 or lower.
RESULT: 66. 4 degrees of success.
Fate point. Result: 43. 0 Degrees of success.

Roll to evade: 66. Failure.
Roll for damage (1d10+4 I): 5 + 4 = 9.
Tb3, wearing Flak armor. 2 wounds.[/spoiler]

The shot was close, but narrowly nicked the guard as he scrambled into cover behind the doorway.

"Hold your fire!" The guard shouted, from the other side of the door, hidden behind the wall. "We want to talk!"

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: May 01, 2017, 02:30:33 AM »
Roll - Tarkus opens the vent.
[Spoiler] Strength Check. St 31, +30 for butt of Autogun, needs a 61 or lower.
RESULT: 15. 4 degrees of success.[/spoiler]

Roll - Tarkus slides into vent.
[Spoiler] Acrobatics Check. Agility 52, trained in Acrobatics, needs a 62 or lower.
RESULT:  80. Re-rolled. 50. 1 degree of success.[/spoiler]

Roll - Hahaha, not gonna tell you.

Tarkus raised up the butt of his autogun, smashing it into the grate of the vent. It clattered in the metal duct with a satisfying sound, leaving a gap open that was just large enough for a man to slip in.
And that's exactly what Tarkus did, grabbing the edge of the vent and crawling in. It wasn't exactly graceful, but he moved with speed and efficiency, and didn't get snagged or caught on anything.

"Quick!" One of the guards shouted. "It sounds like they're breaking something!"

News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 25, 2017, 08:51:55 PM »
I'm starting to like this less and less;

Also as a commenter on facebook pointed out, Tactical Dreadnought Armour has a better armour save than actual Dreadnoughts. Which seems weird to me.

Giving all vehicles toughness and wounds completely eliminates any reason to outflank, they're now equally tough/squishy all over.

I might test it, but I'll probably end up sticking with 6th edition.
I'm guessing the idea is that Dreadnought defense comes from high Toughness and number of wounds. Also, if they give it a 2+, then they have nowhere to go for Contemptor/Ironclad dreads.

News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 24, 2017, 11:23:20 PM »
I wouldn't mind the discouraging of allies, except... I play Sisters of Battle. I play Inqusition. I have about fifteen Grey Knights. I play Deathwatch. I play Custodes, and Sisters of Silence, and I have less than Mechanicus models (including Belisarius Cawl.)
All of these were sold to me (and bought BY me) under the idea that I could use them all together, and that most of them were *designed* to be used together. Deathwatch are not a legit army on their own. Inquisition on their own would be laughable. Being penalized for an army comp that was previously encouraged is annoying.

I wouldn't mind losing Armor values either, except with it goes a whole host of other things - Dedicated anti-tank fire becomes, at best, another variation of 'Shred against specific enemies'. Flanking the target for a better firing solution is gone. Special weapons that only work against one target or another (haywire/poisoned) become less special.
If they ditched Walkers I'd be fine, but all tanks is too much.

Templates will be missed just because I like 'em. Carefully placing models so that you don't get destroyed by a grenade is fun. Hitting multiple enemy squads that are tightly packed together is fun. Launching a 7" or 10" blast into a big squadron of enemy tanks is really fun. (Plus, it offered a way for inaccurate armies (like my Orks) to still have threatening single-shot weapons.)

As for the rules... I'm mostly annoyed because I'll have to re-buy everything, with no spacing out. The rulebook, three army books, and probably five or six codices. Grrr.

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 24, 2017, 07:49:52 PM »
Roll - Randomize... Things and secret... Checks.
 [Spoiler] You don't get to see this![/spoiler]

Roll - Randomize lockers.
[Spoiler] You don't get to see this either![/spoiler]

Roll - Lockpicking
[Spoiler] +30 Security Check. Int. 33. Needs 67 or lower.
Roll 1 - 75
Roll 2 - 38
Roll 3 - 69

As the others resorted to more brutish measures, Scythia knelt by a lock, working to open it smoothly and without force. The first resisted, but after some gentle ministrations with her multi-tool, she opened it to find an unloaded autopistol, several packets of an unidentified powder, and a stack of hand-written log books.

As she moved to the next locker, though, she hesitated, hearing a voice echoing down the hall from deeper in the prison.

"Down this way. Watch it, I saw one of 'em in the break room. Scary fella, about the size of a hab block."

"No more rubber rounds, then. Got it."

(18 lockers are still shut. You have opened 7, collectively.)

News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 24, 2017, 07:28:37 PM »
I watched their Q&A today, and am now... Less optimistic.
Armor value is gone.
Templates are gone.
Lasguns can now hurt Land Raiders.
Formations are gone, though more complicated/specific detachments are now available.
Allies are now heavily discouraged, at least based off of what they're saying.
They're actually going with 'Whoever charges first, hits first'.

Oh, and the rules aren't going to be free, or even any cheaper to get universal access. Unit rules will be split into a number of books (for 'Space Marines,' 'Imperium', 'Xenos', and 'Chaos', or so it sounds,) at a 'lower pricepoint' than codices, but if you want detachment rules or other special options you need to buy that army's codex as well.

Angry reacts only.

News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 23, 2017, 04:17:42 AM »
I think I'm a little against-the-grain in that I actually quite like the 7th edition rules, they're perhaps my favorite ruleset (I've played in 5th and 6th,) so I'm a little hesitant about the update - If they change it, it's definitely not going to be the thing I like, but it MIGHT not be as good as what currently exists.

That being said, movement values and save modifiers both *seem* like good ideas. Making there be an actual reason to take Terminator Armor over Artificer Armor, adding more value to armor saves over invulns, and reducing the number of rerollable saves and the time taken rolling defensive dice could all be good things. I don't want the Psychic Phase to change much, though the method of choosing powers could be tweaked so that there's less of a gap between good and bad powers. I like the way assault currently works. I like the way shooting works.

So... cautious, but optimistic that they fix the problems without breaking the stuff I like.

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 18, 2017, 03:35:43 AM »
Roll - Randomize lockers. [Spoiler] You don't get to see this![/spoiler]
Roll - Shotgun Stock Attacks
[Spoiler] Weapon Skill Check. Needs 78 or lower.
Roll 1 - 52
   Damage roll - 1
Roll 2 - 31
   Damage roll - 6
Roll 3 - 46
   Damage roll - 9

It takes two heavy blows to smash the first lock, but the second comes off easily, and Salk stops to examine their contents.

The first contains one broken Chrono, one unused prophylactic, one black suit jacket, one pair black suit pants, one hat - black, one pair of sunglasses, and twenty three throne gelt.

The second contains one half bar of chocolate, one bunch of keys on a white metal ring, one packet of lho sticks, two plastic ball-point pens - one black, one red - one pocket tome, one address book - imitation red leather - and one white metal chrono.

The second contains

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 15, 2017, 06:34:42 PM »
Roll - Randomize lockers. [Spoiler] You don't get to see this![/spoiler]
Roll - Baleful Eye attacks
[Spoiler] Ballistic Skill Check. All but Critical Fail.
Roll 1 - 24
   Damage roll - 6
Roll 2 - 27
   Damage roll - 7
Roll 3 - 49
   Damage roll - 9
In quick succession, Whilhelm blasts three locks into molten slag. His third attempt proves fruitful, and he locates the correct locker on the third try, finding and reclaiming his appropriated gear in half a minute.

I'm legit uncertain what my character could or should be doing right now.

Hobby / Re: Army Showcase: Tau Hunter Cadre
« on: April 14, 2017, 02:38:03 PM »
Spoiler tags are still broken...
That scheme is looking really good, though!

I have not tried it out yet, mostly because I like my 40k games to be as big and dramatic as possible. If I want to play a more focused, small-scale game, I'll play X-wing or Space Hulk. It's really cool in theory, but I already have too many wargaming things going on, and playing 40k Lite just isn't my bag.

The terrain in that box looks hella cool, though!

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 11, 2017, 11:29:24 PM »
Roll - Scythia checks for cameras.
[Spoiler] Awareness Check. Per 33, needs a 33 or lower.
RESULT: 2.[/spoiler]
Scythia glances around, almost giving the all clear, when the she catches a glimpse of a tiny reflection of light down the hall, opposite from where they had come from. It is almost invisible, veiled in shadow as it is, but the camera watching them is very real and very much watching them.

Roll - Scythia attempts to pick the lock.
[Spoiler] +10 Security Check. Int 33, +5 for Servo-Skull, needs a 48 or lower.
RESULT: 11. 3 degrees of success.[/spoiler]
Taking the time to work on the door, Scythia moves with as much speed as she can without risking failure. After a moment of jostling - Or thirty seconds, to be precise, the door pops open with a 'Click'. "We're in," she says.

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 11, 2017, 10:49:54 PM »
Roll - Scythia plots out the route to the equipment locker.
[Spoiler] +40 Intelligence Check. Int 31, needs a 61 or lower.
RESULT: 33. 3 degrees of success.[/spoiler]

"It's off to the left," Sythia says, as they exit, scanning the hallway for threats. Without waiting any longer, she departed into the shadows. Salk followed behind, as did Wilhelm - After a brief hesitation, at least - but the rest of the group followed after Tarkus - Most of them wanting the quick escape, but Arlo simply staying with the largest fighting force, his instincts still in control of his actions.

It took only thirty seconds for Scythia's group to get to the impound, but the door - A thin piece with a glasteel window inside - Was locked, and they couldn't enter.

Tarkus's group reached the exit at roughly the same time. The door was not apparently locked, but a large red warning sign was on the door handle reading 'EMERGENCY EXIT - ALARM WILL SOUND'.

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