WS | BS | S | T | W | I | A | Ld | Sv | |
Engineseer | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 3+ |
Wargear:
| Special Rules:
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WS | BS | S | T | W | I | A | Ld | Sv | |
Stormtrooper Sgt | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ |
Wargear:
| Special Rules:
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WS | BS | S | T | W | I | A | Ld | Sv | |
Harker | 3 | 4 | 4 | 3 | 1 | 3 | 2 | 8 | 5+ |
Wargear:
| Special Rules:
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WS | BS | S | T | W | I | A | Ld | Sv | |
Bullgryn | 4 | 3 | 5 | 5 | 3 | 2 | 3 | 6 | 4+ |
Wargear:
| Special Rules:
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WS | BS | S | T | W | I | A | Ld | Sv | |
Maria | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ |
Wargear:
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WS | BS | S | T | W | I | A | Ld | Sv | |
Engineseer | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 3+ |
Wargear:
| Special Rules:
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Can I bring a Stormtrooper?Of course. Would you like any special equipment with that?
Soo tempted to try to find the rules for Mkoll again now. Fairly sure he was less than 50 points. :PWas he an old special character, or just a character you made up for your army?
Old special character, 3rd Ed as I recall so may need some updating/neatening to align with current rules. :P Basically the Tanith First had a squad option and about half a dozen characters written up. Mkoll, Corbec, Rawne, Dorden, Milo and Larkin as I recall. With Gaunt leading them of course.Soo tempted to try to find the rules for Mkoll again now. Fairly sure he was less than 50 points. :PWas he an old special character, or just a character you made up for your army?
Oh yeah, I remember those rules now I think of it. I'd prefer not to use them, all things considered. Too many balance issues what with the rules being costed for a much older version of 40k, and I don't really want people playing with existing special characters. Still, if you give me an idea of the kind of rules he had, I could probably work out something similar.Old special character, 3rd Ed as I recall so may need some updating/neatening to align with current rules. :P Basically the Tanith First had a squad option and about half a dozen characters written up. Mkoll, Corbec, Rawne, Dorden, Milo and Larkin as I recall. With Gaunt leading them of course.Soo tempted to try to find the rules for Mkoll again now. Fairly sure he was less than 50 points. :PWas he an old special character, or just a character you made up for your army?
WS | BS | S | T | W | I | A | Ld | Sv | |
Stormtrooper Sgt | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ |
Wargear:
| Special Rules:
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If he still exists, can I be that guy with the metal arm who carried a heavy bolter? Gunnery Sargeant Harker wasn't he?
Fair enough. You would have to choose what stats and rules he gets though, I don't have access to the newer books, or even the one he first showed up in. I can provide some fluff though.Here are your stats, for your viewing pleasure. I reduced your WS by 1 as a penalty.
Sergeant Adam Wexler:
If ever a man was born with Balls of Adamantine, it is Adam Wexler. He rapidly made a name for himself in the Imperial Guard as the guy who had no idea as to the concept of cover, or hiding, or concealment, and simply stood his ground in the hail of gunfire that should have left him a fine red mist.
After his bravado got the better of him once, he lost an arm, and had it replaced with a cybernetic upgrade. This had the positive side effect of being able to allow him to carry and operate a Heavy Bolter all by himself, and the negative side effect of making him think he was even more unkillable, which, sadly for many, seemed to be the case.
Now able to carry "Ol' Painful" while on the move, Wexler has a habit of simply holding down the trigger and advancing on enemy positions, trusting that luck will win out over judgement, common sense and any sense of military tactics.
His units Commissar has expressed deep approval of his actions.
WS | BS | S | T | W | I | A | Ld | Sv | |
Wexler | 3 | 4 | 4 | 3 | 1 | 3 | 2 | 8 | 5+ |
Wargear:
| Special Rules:
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We'll have two sergeants one this transport if both Jayne and Wargamer have a Sergeant character. Unless the transport was on route to some sort of war council, or a strategy meeting of sorts?Actually, my thinking was that it was quite a large transport. As in, capable of carrying multiple platoons of infantry. You were brought down to the planet at the only spaceport under Imperial control, and then got shipped off to somewhere near the front lines. This could mean you're all from the same company/regiment, or that command split the regiments up to provide support where it's needed, or that there was a logistical mixup and you got on the wrong transport.
Certainly is going to be interesting, whatever the initial story is going to be adjusted to :3
Ok, so in the newest codex he would be a tempestor (a silly name that I won't be using again, don't worry). This means the following things for you:can I veto that to be him having a Hellgun with access to hotshot mags? Far more characterful and less insulting to people who liked the background ;-)
1) He has a hot-shot lasgun (another stupid name that we won't be using), not a hellgun. The difference here is that he is Ap3.
2) He doesn't have infiltrate, but then again that would have been useless in Covert Ops, as will deepstrike.Not too bad then. :-P
3) He has Move Through Cover.
4) I work him out as 42 points. For anyone interested, that's 22 for the model, 15 for the power weapon and 5 for the melta bombs.
Sure, lets go with that. Although I'm pretty sure that fluffwise they are both the same thing but with different names, and I believe they usually have a large power pack worn as a backpack rather than mags.Ok, so in the newest codex he would be a tempestor (a silly name that I won't be using again, don't worry). This means the following things for you:Can I veto that to be him having a Hellgun with access to hotshot mags? Far more characterful and less insulting to people who liked the background ;-)
1) He has a hot-shot lasgun (another stupid name that we won't be using), not a hellgun. The difference here is that he is Ap3.
I think a Bullgryn could be fun :DBone 'ead is over budget, but the rest is fine :)
Maybe a bone'ead if possible.
Grenadier gauntlet and slabshield as weapon choice of course :D
Did Harker get access to those special blast rounds the Heavy Bolter could fire? Can't remember. But still, that should work out well enough.No, no one in the IG codex has those.
I think a Bullgryn could be fun :DBone 'ead is over budget, but the rest is fine :)
Maybe a bone'ead if possible.
Grenadier gauntlet and slabshield as weapon choice of course :D
Besides, I'm looking forward to the interplay of members of three "allied" organisations who all consider themselves the most important :-PThree? Do you mean the two Sergeants and the Engineseer? I doubt the Ogryn is really going to be thinking much XD (no offence intended to Vyper)
Well Stormtroopers aren't part of the Imperial Guard, technically. They're either Inquisition troops or Schola Progenia forces. Either way, command would default to the highest ranking regular Guard officer, or failing that our local sergeant.I'm taking note of this :P
WS | BS | S | T | W | I | A | Ld | Sv | |
Maria | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ |
Wargear:
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Or say he forgot his own name, and keep coming up with new ones as the RP progresses.
Well he did kinda go through a transport ship crashing :P
We will be using standard 40k rules, with the Covert Operations expansion I wrote (forum thread here (http://secondsphere.org/index.php?topic=874.0), full document is on deviantart here (http://mabbz.deviantart.com/art/Warhammer-40-000-Covert-Operations-343676495)).Well, for your viewing pleasure, here is a quote from the first post of this thread ;)
Time to make a bluff / intimidation roll. :-PTo try and make things appear as if they're happening at the same time, I will respond to your threats in the same post as I deal with Narric's attack on the Devilfish.
Can I specifically aim to disable the Burst Cannon, or is it just the same randomized Vehicle damage table? :PI'm going to say yes, with a little bit of fine print. Specifically:
I had just fixed up this heretical contraption, I do not approve of you lot allowing it to have holes shot through it!!None of the Tau forces are in sight yet, so you have a few minutes prep time. You haven't been shot down, so I don't have a clue what you mean by that.
Important note, what weapons are the Piranhas toting?
Burst Cannons are more likely to give us grief due to their range, whilst Fusion Blaster increases our risk of being shot but allows us to shot back more efficiently.
Same goes for the crisis suits.
I'm assuming that as we were shot down so effectively, that its mainly High AP weaponry they're fielding currently?
So my first suggestion is we fly backwards - best armour toward the enemy!I'm imposing a rule. You can only fly 6" per turn if you're going backwards.
If the Piranhas get close we can try to board maybe?
So our options are?Yep, that sounds right. Bear in mind that if you go in reverse while you fight the Pirhana, they'll have a lot of difficulty taking down a devilfish (only the fusion blaster can harm the front armour). And you'll have 4 turns of reversing to disable them before anyone else arrives, and Wexler's heavy bolter has rending (meaning he can penetrate their front armour).
- Floor it whilst Wexler makes noise that may not even hit anything.
- Slow down and let Wexler shred some armour, but have more on our shortening tail.
- slow even more, dismounted, and try and dispatch the Piranhas quickly before the Crisis suits and Hammerhead get into weapons range.
Does that sound about right?
Personally I'd choose the option to floor it.
We could always try to Ram or Tank Shock the Tau?If you reverse, then the burst cannons will need to get in your side arc, making ramming them easier.
"Get low!" McTavish yelled suddenly. "Kick up some dirt! Seer, I need your augments! And grenades! Get every grenade we've Got!"
As he began lashing explosives together he added, "we use dust kicked up to cover us dropping bombs, and if we can time the fuses we can blow the blue bastards apart! If all else fails it might persuade them to stay back, and we've got a range advantage!"
He paused, gripping a bundle of grenades held together with Bakka issue bonding tape. "If anyone has a problem with this, nows the time to speak up."
Is the anything in the rules to allow me/Hertius to figure out the best way to time the 'nades so they're more likely to damage the piranhas? Would that be some sort of Leadership test, or Initiative?Assuming you're including at least one melta bomb, I imagine melta bombs can be set to anywhere up to 2 minutes, and they should be able to detonate the rest of the cluster. Hitting will be based on the Bs of whoever sets the timer and throws them. I'll have to figure out what kind of rules to give this bomb at some point, but I'll most likely give some form of bonus since you have a techpriest helping to construct the device.
Though aside from opening the rear hatch, or trying to throw them out the side hatches, how else are we going to get the 'nades at the piranha?You could stick them on the roof and have Wexler throw them :-\
My plan was to roll them out of a hatch like a mine.Considering the maneuvrability of the Piranhas, I think it unlikely they wouldn't try to avoid the explosives :( If we could have Wexler distract them with some bolter fire so they're looking up they might miss what we're doing at the rear hatch, but that may only work once, possible a second time if the Dice Gods are in our favour.(praise D'Sixius, D'Twelith, and D'Too'Hwenty)
Give them a coded warning, just in case it works, then we better set course to intervene. If we can get into a stealthy position we might be able to ambush the rear of the attack group. And if we get very lucky, we might be able to get some big guns on the back of the Hammerhead.You'll have to be pretty lucky to get the drop on them. They know where you are and they'll see the 'fish coming long before you're in range. You'd have leave the 'fish some way back, and advance on foot.
If we do have to engage these guys properly, can I use a narrative point to try and make a shot to the engine pods on the tanks? Maybe disable them that way?
Even without the tracker, the devilfish will stand out. And if you try to go around then you'll be delayed getting there, and you'll probably be too late to make much difference.Disable the tracker and sneak behind the Hammerhead and shoot it up the jacksee :P
I'd say try and approach the Guard position from a different angle, maybe from the north?
Apologies for the delay, I've been caught up in real life event such as sore throats, bunnies and job interviews. I don't feel up to a proper post right now, but I shall attempt to give you something tomorrow.Hope the Interviews went well, and the bunnies were delicious.
Actually, I'm going to metagame for a moment, just to make something clear. The RP is called "Behind Enemy Lines" and is based off a set of rules designed for night-time infiltration missions. If you try and attack the Tau cadre directly then there is a good chance of a TPK. Guard forward staging points are going to be pretty tough to attack, so there is zero chance that these are the only Tau involved in the attack; you could be looking at least another cadre (probably two or three) with air support.So press onward to the city, and continue the more sensible storyline? :P
You are five soldiers and a badly damaged devilfish, and you want to infiltrate an apocolypse game. I guarantee that your message will have an effect on the battle (you may find out what at a later date), but trying to join the battle is unlikely to end well, and I don't want to end this RP so soon. Pick your battles; you can probably do more good if you stick to the stealthy aspect. I'm not saying you can't follow this course of action (I have a few ideas of where to go with the story if you do decide to try to help the guard directly), just that it's not really the point of this RP.
Hope the Interviews went well, and the bunnies were delicious.I didn't get the job (I was close though, apparantly) and it turns out bunnies aren't that tasty.
But...but...but...Apocalypse...We might be able to make off with some Vortex weapons. I am sure McTavish would be delighted with that haul. Maybe not about having to stay 500 yards from the rest of us at all times,but still :PYou will never ever ever get a vortex weapon :P
Going by the Warhammer 40k Wikia, Earth caste would use Drones for Buildings. Artwork I can find of Earth Caste show them with heavy looking guantlets, which I'd assume is their entire tool kit.That's more or less what I thought. Well, I'm happy to bend narrative over thisSo we just need to find you some vaguely Tau looking clothes and maybe paint your face greyish-blue.
Neither the 4th or 6th edition codexi touch on it either :-\
We could just bend narrative for this RP ;)
Also, roll credits, I name dropped :P
Sorry about the wait, I was busy procrastinating and doing other important things. Have a bit more story. Narric, you obviously don't have the kind of identification they are after, but with a decent lie you can get out of this without having to kill everyone. Wargamer and Jayne, if you want to start a bar fight, be my guest.
Hertius' lie was a moderate success, but perhaps saying your workshop was nearby was a poor decision. Still, two shouldn't be as hard to deal with. Oh, and anyone can feel free to borrow Maria for their RPing, if it helps them.Sorry about the wait, I was busy procrastinating and doing other important things. Have a bit more story. Narric, you obviously don't have the kind of identification they are after, but with a decent lie you can get out of this without having to kill everyone. Wargamer and Jayne, if you want to start a bar fight, be my guest.
I'd say Hertius is about to lie through his teeth, but considering the respirator clamped onto his face, the analogy loses something :P
[edit]
I borrowed Maria for a spell XD
I am in favour of doing this Hitman style and dragging the bodies out of sight. We both have knives after all, and 3 Tau aren't going to be a match up close.
Well, if someone starts a fight I'll help, but I'm happy to let you three go to ground. I'm sure I can do something foolish to get away from the Tau.All I will say is that both options are possible (and I'd say roughly as easy as each other), although there will probably be repercussions to your actions whichever way you choose, so you should probably consider the possible consequences before you decide.
Time to get all Catachan-y then and save the day!Does "get all Catachan-y" mean blatantly cheat? Because you appear to have managed to do some impressive things:
I will use any and all narrative points to not, ya know, die. I think that would be a good move for my character.Firstly, I don't like to use your NPs without your permission first, with re-rolling saves being the only exception so far. I have decided to implement a new rule by the way: if I use a Narrative Point to re-roll a save, the point is only lost if the re-roll succeeds (no re-rolling a re-roll). Also it might be a good idea if people give me some idea of when I can use their points without needing to check first, for future reference.
Couldn't resist. :PNeither could I :P
Are Maria/Mabbz and I gonna have to turn this into a Great Escape parody to get you out of trouble? :PYes, probably. It is possible that Wexler and McTavish could escape without us, but it'll be a lot easier with us.
"I have been trying to learn Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker (https://www.youtube.com/watch?v=GV07YSuKNk4)," spake the angel. "If you have a deck, we could do that? If I can get good enough, I might be able to join The Emperor and Tzeentch in their games."
Think of it as the Tau helping you to infiltrate their base. ;)The warp is looking very Xenos today. I miss when it was Heretic and chaos themed.
If only one of them dies in the attempt the other could pull a count of monte cristo to escape solo :PAre Maria/Mabbz and I gonna have to turn this into a Great Escape parody to get you out of trouble? :PYes, probably. It is possible that Wexler and McTavish could escape without us, but it'll be a lot easier with us.
I'm assuming that you stashed Ol' Painful somewhere before trying to sneak attack the Tau, so hopefully it'll be there when you get back. As for Tau rifles... I imagine they'd be kept in the base. How convenient that you're being taken right to them ;)Question, wouldn't the Tau include biometrics onto pretty much any wargear to ensure enemy's and resistance fighters can't use the weapons?
Yes, they would. However, with enough time, a Techpriest could easily override this.I'm assuming that you stashed Ol' Painful somewhere before trying to sneak attack the Tau, so hopefully it'll be there when you get back. As for Tau rifles... I imagine they'd be kept in the base. How convenient that you're being taken right to them ;)Question, wouldn't the Tau include biometrics onto pretty much any wargear to ensure enemy's and resistance fighters can't use the weapons?
I think I'm thinking along the lines of MGS1 where weapons and gear on enemies couldn't be taken due to some sort of ID system. Something to do with Nano-machines iirc.
On the off hand, isn't it technically against meta for McTavish to suddenly know about the Twin Waaaghs at this point, as it hasn't been mentioned before? (iirc)Oh, he doesn't know yet, but once we rescue him and fill him in on all the details, he can suddenly have an amazing idea.
TAU'VA EUNT DOMUS?Eh?
I'd like to say I am still in this :PThe other benefit to you PMing it to me is that I went through and fixed most of the spelling errors :P
I'm glad I ent the PM with all that in. I feel bad that I couldn't figure out anything better :(
I'm going to keep fighting for now. Not much else I can do within the 40k mechanics :-PFair enough. Bear in mind you won't get any more re-rolls unless you spend Narrative Points though. I'll post the rest of the fight tomorrow.
I'll post the rest of the fight tomorrow.One day I'm going to stop trying to give time estimates on my posts. I never stick to them :P
I give you your map:
[spoiler=Tau Base](http://orig13.deviantart.net/6171/f/2016/144/d/d/tau_base_by_mabbz-da3lus4.png)[/spoiler]
You will have to enter from the left. Technically you could enter from a different point on the perimeter of the base, but this is the nearest edge to your target. The base is just too big to reasonably fit into one map.
The building on the far right is the prison (plus interrogation room)
The building on the bottom right is the medbay (plus medical storage)
The building at the end of the road is a garage/repair bay. The fuel tank outside is a medium explosive (see covert operations rulebook, but to summarise it could be a useful distraction)
The round thing at the top is the fusion generator powering the base. They have backups for some critical systems, but mostly everything is powered from there (including the laser fence).
The building near the laser fence is a barracks. Some Tau reinforcements will come from there is the alarm is raised
The other two buildings are mostly storage.
The Laser fences are impassable terrain (except for jump infantry and skimmers), but the fence posts can be destroyed (Toughness 7, Wounds 2, Armour Save 3+) which will deactivate the lasers coming from it.
Expect enemy reinforcements from all the board edges inside the base.
Didn't think it would work tbh. But hopefully once I'm sprung I can "acquire" some new toys and join the fun.If nothing else, Hertius has your gear and will give it to you on escaping.
From this distance, what are the chances of throwing a grenade and blowing the Fireblade and his retinue up? :P If they're further than 8", could I still try to hit them with the scatter roll?Well, you could try. A frag grenade could kill some of the retinue, but you'd have to be very luck to kill them all and the best you could do is injure the fireblade. Or you could try for a precision shot on the fireblade with a krak grenade for instant death, but then the retinue would be unharmed and angry.
Sorry, got distracted by a skype-based RP XDAnd I wasn't invited? Rocks fall everyone dies :P
How secure is McTavish's cell? Could Hertius see a window to it? Would it be possible for him to use his servo-arm to tear the wall/window apart for McTavish to escape?By our real life standards, its a very solid wall of reinforced concrete. By the standards of a Techpriest, it's shoddy workmanship that you could probably pull apart in a few minutes tops. AV10, one penetrating hit will open a hole wide enough for McTavish. That said, I will then roll a D6; on a 1-3, the Fireblade and company hear you. Narrative points can be used to re-roll that though.
Keep the two Rebels shooting anything Tau.I'd imagine that if anyone's short range comms are secure, Hertius does. You can contact Maria easily.
Would Hertius have some sort of Flare to use to signal the rebels to retreat?
How convienient, we just killed everyone for a reset :PSorry, got distracted by a skype-based RP XDAnd I wasn't invited? Rocks fall everyone dies :P
AV7, so Sniper Dave could start disabling the fence towers....Uh... Toughness 7, not AV7. Basically the same as gun emplacements as described in the 6th edition rules at least. I can't remember if they were in the 7th. That might actually make them easier for David to destroy.
Devilfish can also Ram, but against Hammerhead AV, that would be a seriously bad idea :-\In theory you could also tank shock the fence posts. Since they can move out the way, RAW says they would be auto destroyed. I'd make you take a dangerous terrain check though (with NP re-rolls)
Could the Devilfish hop the fence, and escape, while Sniper Dave shoots out the Fence Pylons whilst Hertius and McTavish attempt to escape? Wexler could also shoot at some Pylons on exit aswell?Certainly an option. My question is, how will you keep Hertius and McTavish being noticed and gunned down as they escape? You may wish to consider a diversion strategy, to be safe.