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Iron and Metal
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PostSubject: Re: General OOC   Tue Nov 27, 2018 8:02 am

Taking the hot shot, going to offer the detox to donna.

Going to leave the ungents on her.
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bobarctor1977

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PostSubject: Re: General OOC   Tue Nov 27, 2018 9:18 am

Hey all. I went through everyone's PC sheets and added "Common craftsmanship survival suit" to your gear section (except for Egill, he already had one).

I figured it actually makes more sense that inquisition would have given you those as opposed to just heavy clothing. Fits the scifi setting better.

Just keeping you in the loop, I'm sure it will prove handy at some point in the future.

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PostSubject: Re: General OOC   Tue Nov 27, 2018 1:54 pm

Dig it. Dig it. Dig it.

If I were to ask you about XP for Egil and Felyx for defeating a rabid, sexy heretek nearly single handedly... would you be turned on?
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PostSubject: Re: General OOC   Tue Nov 27, 2018 6:02 pm

Felyx and Egill can take 500 xp since they've been up to more shenanigans and made it through another combat. Everyone else can take 400.

Sent from Topic'it App

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PostSubject: Re: General OOC   Wed Nov 28, 2018 10:56 am

Uhhhhh.....this just in..........astropathic message from Torquemada..........

https://www.reddit.com/r/40krpg/comments/a137bx/mostly_injokes_from_my_dark_heresy_campaign_but_i/

No idea what this is but it belongs here.

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PostSubject: Re: General OOC   Thu Nov 29, 2018 7:13 pm

http://orokos.com/roll/681044

Scrutiny vs Malik, 6 vs 31, 4 DoS.
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PostSubject: Re: General OOC   Sat Dec 01, 2018 9:28 am

Confirmed from out Data thread that there are in fact 2 snow crawlers in the garage. That could easily transport us, Servitor, and the piece of Archeotech that Felyx is definitely not leaving behind to the dig site. Again, I think it is a terrible idea to go there immediately, but my reasons have been put to paper and the group will decide.

I did have this in my notes too, regarding the Shrine to the Omnissiah:
Quote :
Further Communion will be necessary to better understand what the machine knows.

So, I am going to go ahead and attempt that now and assume it takes place sometime before we leave:

Tech Use 44 +10 (Servitor Assist) +10 (combi tool) +10 (interface port) +20 (dealing with Archeotech specifically) <74/94; rolled 28/6 or 8 DoS depending.
http://orokos.com/roll/681338
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PostSubject: Re: General OOC   Sat Dec 01, 2018 12:26 pm

Iron and Metal wrote:
Confirmed from out Data thread that there are in fact 2 snow crawlers in the garage.

2 originally but per my notes one has left the facility. There was only one in the facility when you went in to check on the ancient cogitator.

That said one crawler is still plenty big enough to carry you and all of your gear with room to spare. Just worth noting to track enemy movements, you could follow the tracks in the snow to see where it went.

http://paulv3design.co.uk/wp-content/uploads/2014/09/Snow-Cat-Plastic003.png

Here's what I picture it looks like for reference.

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PostSubject: Re: General OOC   Sat Dec 01, 2018 5:49 pm

Your picture is too serious. Im imagining this:


Some 60's campy cheese, robot included.

"Danger, Danger!"
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PostSubject: Re: General OOC   Sun Dec 02, 2018 6:42 pm

Shotshell Reloading Homebrew: Doing justice to the good ol' boomstick

Reloading shell casings is a relatively easy and straightforward process that exists in modern day; it makes sense that SOMEONE in the far future would see the usefulness in the practice of reloading spent shells, both for the sake of conserving resources and for adding more variety to their arsenal.

Objective: Make the flexibility of the shotgun more true to real life in a way that's fair and balanced; we wouldn't want to make the shotgun the go-to weapon in the grim darkness of the far future - even if the shotgun is a classically brutal and badass weapon.

Consideration 1: Shotshell reloading
It's fairly easy to reload a shotgun shell; with the right tools, basically anyone with two brain-cells to rub together could do it. It helps to know what all goes into your basic shotshell though:

Hull (or case): The casing (plastic) and base (metal).
Primer: The compound that detonates when the base is struck by the firing pin, igniting the powder.
Powder: The flammable substance that burns, creating a gas that explands and ejects the wad - which contains the ammunition - down the bore and out of the barrel.
Wad: Protects the shot and/or barrel and provides a seal for the expanding gas created by the powder. Has 3 parts: the powder wad (holds the powder), cushion (shock absorber to minimize deformation of the shot), and shot cup (holds the shot/slug).
Shot: The pellets or slug that are intended to strike the target.

Loaders can either be multi-stage or single-stage. As might be obvious, the multi-stage loaders allow for more precision and can ensure the Hull lasts longer, even if it takes a bit longer to load each shell.

Consideration 2: Recoil
Anyone who has fired a gun knows that the weapon tends to "kick" thanks to Newton's 3rd law: for every action, there is an equal and opposite reaction. How hard a weapon kicks depends on a variety of factors:

The mass of the gun: The heavier the gun, the more force it takes for the shot to move it. Thus: heavier gun = softer recoil.
The mass of the projectile: The heavier the ammunition, the more force it takes to fire it at an effective velocity. Heavier shot = more recoil.
The speed of the projectile: The faster you want your shot to travel, the more you have to accelerate it, requiring more force. This makes the recoil greater but, also, "sharper" due to the speed at which the recoil happens.

How do we compensate so a powerful shot doesn't break your shoulder or wrist?

Lighter bullet, faster speed: Within reason, a lighter shot at higher speeds will have the same kinetic force of a heavier bullet with less recoil. Obviously, shot that is too light lacks any sort of penetration, so this principle can't be applied too liberally.
Heavier gun: While a heavier gun can be a bitch to lug around, it makes the actual shooting less difficult due to reduced recoil.
Muzzle venting: A ported barrel can allow some of the gas from the powder to escape without affecting the performance of the shot.
Recoil padding: A shock-absorbant material at the butt of the gun can mitigate some of the recoil without reducing the effectiveness of the shot in the slightest. It does make smacking someone with the butt of the gun far less effective, however.

Consideration 3: Stopping power vs. Lethality
Contrary to popular belief, "death" is not the most efficient means of crowd control. While we often want to kill targets in 40k, rendering them incapcitated is often good enough. The incapacitated target is just as unthreatening as the dead one - provided they're dealt with after the fact - and more capable of providing information and/or admitting to heresy.

Wounding Effects (i.e. how do a incapcitate a target)
Physical Damage
Obviously, the physical trauma caused by bullets is a large source of the gun's stopping power/lethality. The trick in maximizing trauma is to make sure the bullet expends as much kinetic energy on the target's vitals as possible without overpenetrating; too powerful of a slug will pass right through a target and waste a lot of it's deadly force in the wall behind it.
Neurological
While headshots are the clearest exmaple of how neurological damage can incapcitate a target, significant damage to vital organs or cardiovascular function can incapcitate a target quicklly.  A "ballistic pressure wave" can shock the nervous system even if the injury is located in an extremity.
Psychological
Emotional shock and pain can incapacitate a target even if the shot is far from lethal. This is usually the result of various sensory overloads, whether it be auditory, visual, tactile, etc. Which is, by the way, why flashbangs are so effective.

So what does this tell us about shotgun ammunition?
Shot vs. Slug
In terms of lethality, the slug is hands down the winner. A large-bore slug transmits ever greater force than a rifle at shorter ranges and does way more physical damage to it's location of entry than any single shot will. It's also more likely to create the sort of "system shock" due to the physical trauma it inflicts.

In terms of stopping power, however, shot is probably just as effective if not MORE effective at close range. The impact of multiple projectiles will inflict far more physical trauma than a slug will (unless the slug hits a bone), and inflict significantly more psychological trauma due to the multiple locations of injury.

Consideration 4: The Choke and Bore (rhyme somewhat intended)
The bore determines the spread of the shot; the choke is (oversimplified) a mecnahism to change the bore and change the spread of the shot. This only really applies for shot; if the choke sets the bore to something other than the gauge of the slug it'll have significant effect on the effectiveness of the weapon by both damaging the barrel and negatively affecting the slug and it's trajectory.

Consideration 5: Balancing the boomstick in-game
I'll be up-front about this: I love shotguns aesthetically. They often rank high on the list of satisfying weapons to use. But I don't want this love of shotguns to lead to the creation of an in-game powerhouse that outshines all other solid projectile weapons that one might use when purging heretics.
As it stands, your regular ol' DH2 Shotgun has the following stats:
Shotgun
Class: Basic
Range: 30m
RoF: Single only
Damage: 1d10+4 Impact
Pen: 0
Clip: 8
Reload: 2 Full
Special: Scatter (Point Blank: +10 to hit, +3 damage. Short Range: +10 to hit. Longer than Short Range: -3 damage)
Weight: 5Kg
Availability: Average

Since the baseline shotgun is probably rocking a higher gauge shot, we can assume that it's firing the 40k equivilant of buckshot. So let's assume that the bog-standard Shotgun is a pump or lever action gun loaded with the equivilant of Buckshot. So how could we take the prior considerations and use them to add more options? While the exact numbers will need some work, here are some things that might be worth adding to the game to more accurately reflect the versatility of the shotgun:

#1: Solid Slug Ammunition
Slugs are as easy to produce and load as shot and, as such, should be just as common as an ammunition option. Looking at some rough statistics regarding effective range, we have the following:
Buckshot: 35 Yards
Birdshot: 40 Yards
Slug: 75 Yards

Solid slugs have more range and penetration than shot but don't really ramp up at closer ranges. It seems like the description of the hand-cannon aligns with the intention of solid slugs. We can keep things fair by making the range much shorter than your traditional autogun.
Solid Slug (Ammo): Range: 60m, +2 Pen, loses Scatter.

#2: Variable Shot Gauges
While the standard buckshot is all fine and dandy, changing the gauge of the shot or the choke of the bore could be helpful depending on one's circumstance. Including this would mean creating a new weapon attachment: Variable Choke. It seems reasonable to assume that there would be a "standard" setting that works for solid slugs, and then the option for "full choke" or "smooth bore":
Smooth Bore: Range: 20m, Scatter "+10 to hit" becomes "+20 to hit"
Full Choke: Range: 40m, Scatter at Short Range also adds +3 damage.

Small changes that reflect the effect that choke has on the shot pattern. As an easy switch to flick, it can be a free action. Allows for more effective close-range shooting depending on the situation, emphasizing the strength of the shotgun in close-quarters firefights.

#3: Custom Ammunition
While the custom ammunition usable by shotguns is somewhat limited by the assumption that their shells are all filled with shot, the addition of solid slugs means that other forms of custom ammunition can be used by the shotgun. These rounds use the modified profile created by solid slugs and allows shotguns to add the following forms of custom ammunition:
Bleeder Rounds (Inflicts blood loss for 1d5 rounds)
Dumdum Bullets (+2 damage, armor counts as double)
Expander Rounds (+1 damage and +1 penetration)
Man-Stopper Bullets (Slugs) (+3 penetration)
Barbed Rounds (BC, adds Crippling [1])

Summary
These are pretty basic modifications; nothing too extreme. There's room for more but I think these are a safe start to adding versatility to the shotgun. Here are some further things I'd be interested in exploring if there's enough interest:

-Custom Shotshells: Toying with the primer or powder may allow for increased muzzle velocity, which could add range or damage.
-Homebrew Shot: There is a huge variety of things you can load in place of traditional steel shot; modern day examples are as follows:
Flechette: aerodynamic darts that provide improved range and light-armor penetration but the light weight of the flechette make it useless against heavier armor.
Rubber slugs/shot: used for non-lethal riot control
Rock Salt: unlikely to cause serious injury but lets you rub salt in the wound directly. More dangerous materials could cause various effects.
Gas: sprays a cone of gas, usually tear gas.
Flare: does what it says on the tin.
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PostSubject: Re: General OOC   Mon Dec 03, 2018 9:29 am

First of all, outstanding job. This is very well thought out and written.

Quote :
As an easy switch to flick, it can be a free action. Allows for more effective close-range shooting depending on the situation, emphasizing the strength of the shotgun in close-quarters firefights.

Changing a choke requires more than this though. Unless we have a weapon with multiple barrels that can switch with the a flick of a button, it should be more than a free action to change out a choke - something that happens before combat or a Full round action at least in combat.

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PostSubject: Re: General OOC   Mon Dec 03, 2018 10:40 am

Iron and Metal wrote:
First of all, outstanding job. This is very well thought out and written.

Quote :
As an easy switch to flick, it can be a free action. Allows for more effective close-range shooting depending on the situation, emphasizing the strength of the shotgun in close-quarters firefights.

Changing a choke requires more than this though. Unless we have a  weapon with multiple barrels that can switch with the a flick of a button, it should be more than a free action to change out a choke - something that happens before combat or a Full round action at least in combat.


Fair point. It'd be easy enough to have an over-under double barrel with multiple chokes. If we already require a requisition to get the mod, my thought was to make that cost for the benefit rather than impede on the action economy. But I think that's right; it's still good enough to be worth using a full-round action to change it in the middle of the action. Possibly with a "best quality" version cutting that down to a half action?
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PostSubject: Re: General OOC   Thu Dec 06, 2018 6:32 pm

All right, guys. Here is the skinny: Felyx communed the fuck out of the Shrine - 8 DoS or something. He then had some dialogue with it and, fueled by its anger, convinced it (Fellowship test - 43 vs 44 lol) to let him essentially have control of all the automated security on the base. Hence, the updated map.

So, I will get an update in tomorrow. But the plan is to come over the comms and - using Malik as an example, convince the slaves to revolt against their masters. I also plan on letting everyone know where these bitches are located too.
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PostSubject: Re: General OOC   Fri Dec 07, 2018 1:30 pm

Sorr if it has felt like "The Felyx Show" for anyone; I wanted to try something out-of-the-box and Bob let me run with it.

But what we do have is access to all of the comms and security systems of this base. I figure if Malik was willing to defect, other slaves will also. Exploit the masters and take away their power by showing the slaves that the fucking base has literally turned against them, and the slaves should follow. But we have the means to take them out room by room now.

I figure once we clear the garage, we can begin moving down the line. I won't give away my control of the other servitors in the base until it best suits our needs. So, while the ones outside of the shrine moved to show the slave we are in control, the ones outside of that little room should still be pretending to do their jobs.

That's basically what is going down on my end. How're the rest of you doing?
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PostSubject: Re: General OOC   Fri Dec 07, 2018 8:05 pm

Doin' well. Ready to convert lost souls back to Big E's glorious light... or whatever it is we do when we aren't being shits.
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PostSubject: Re: General OOC   Tue Dec 11, 2018 4:24 am

http://orokos.com/roll/684294

Imitative roll of 8.
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PostSubject: Re: General OOC   Tue Dec 11, 2018 8:32 am

Felyx initiative 5.
http://orokos.com/roll/684316

As a reminder, the roll for the grapple was a 13 vs repair servitor WS 25 +30 all out attack. 6 DoS

Repair servitor will ready las cutter for reasons. Set up overwatch essentially.
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PostSubject: Re: General OOC   Tue Dec 11, 2018 9:41 am

https://orokos.com/roll/684340
Marius has initiative 3. Someone earned themselves a flashback to explain this nonsense.
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PostSubject: Re: General OOC   Tue Dec 11, 2018 9:43 am

Legit love that you're using a shit-roll as a chance to flashback. God damn that is some solid role over roll shit right there.
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PostSubject: Re: General OOC   Tue Dec 11, 2018 9:49 am

Why thank you <3

I like using high or low rolls and an excuse to show off character strengths or weaknesses. Plus it gives me something to do since my fuckin' character isn't doing anything Rolling Eyes
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PostSubject: Re: General OOC   Tue Dec 11, 2018 10:26 am

GIVE THIS MAN ADDITIONAL XP
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PostSubject: Re: General OOC   Tue Dec 11, 2018 4:23 pm

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PostSubject: Re: General OOC   Wed Dec 12, 2018 12:37 am

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PostSubject: Re: General OOC   Wed Dec 12, 2018 7:30 am

Servitor (facility wide) initiative: 2 +AG Bonus
http://orokos.com/roll/684561
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PostSubject: Re: General OOC   Thu Dec 13, 2018 6:44 am

K. So Jeff rolled a 13 (in LINE) against 75 to charge and grapple the grenadier with a servitor drone.

Grapple is only an opposed test when I can try to escape.

Gonna treat all slaves/tech adepts (picturing very low level adepts, minor augmentations, just wearing dirty robes and carrying basic weaponry) at the same initiative level for simplicity's sake.

initiative roll: 1d10+3 10


initiative roll for damiel: 1d10+3 9



Initiative Order


13: Egill
10: Grenadier
9: Damiel
8: Alistair
7: Donna
5: Felyx
4: Servitors
3: Marius

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PostSubject: Re: General OOC   Thu Dec 13, 2018 6:56 am

opposed strength test to escape grapple: 1d100 38

1 DoF on my opposed strength test to escape the grapple. on you Jeff to roll in opposition for the servitor drone

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PostSubject: Re: General OOC   Thu Dec 13, 2018 7:11 am

Opposed Strength: 37 vs 35/2 DoF based on DH2 degree-count, but also has unnatural strength (2) which grants 2 DoS. Sooo.... I win?


http://orokos.com/roll/684821
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PostSubject: Re: General OOC   Fri Dec 14, 2018 6:18 am

Grenadier is still grappled then. Meanwhile, Felyx has opened the doors betwen 16 and 15.

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PostSubject: Re: General OOC   Sat Dec 15, 2018 2:02 pm

OOC - half move to grappled Grenadier, then a standard attack (+10) and (+20) for grappled

Attacl/Damage https://orokos.com/roll/685839 = 48 vs 73 = hit, 13 dmg 2 pen

IC
The time for action had come, rejoice in the Emperor! It looked like the metal man had things under control, they could do this in their time, at least for now.

Egill eyes the slave, its servitude was not an excuse for heresy. This brought some zeal to Egill as he strides over to the grappled heretic, once close enough Egill thrust his claymore forwards trying to impale his foe.


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PostSubject: Re: General OOC   Sat Dec 15, 2018 2:13 pm

For Damiel...

He'll walk up with Egill an try and put a las bolt in its head

Att/dam https://orokos.com/roll/685862 = 8 vs = hit, 6 damage (ffs)

IC
Damiel was concerned about Egill, the psyker was clearly affected by what was happening here. He'd better stay close in case he needed to step in. Following his 'charge' Damiel blasts the grappled servitor for good measure.
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PostSubject: Re: General OOC   Mon Dec 17, 2018 8:17 am

Yeah Egill absolutely skewers the slave on his own lol. Damiel makes sure hes dead though.

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PostSubject: Re: General OOC   Mon Dec 17, 2018 8:19 am

The servitor will continue to hold his hands tight. I am assuming the pin on the grenade wasn't pulled/weapon wasn't primed.

Can you confirm?
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PostSubject: Re: General OOC   Mon Dec 17, 2018 8:28 am

Iron and Metal wrote:
The servitor will continue to hold his hands tight. I am assuming the pin on the grenade wasn't pulled/weapon wasn't primed.

Can you confirm?

You are correct, the pin has not been pulled. It's not going to explode.

Lord knows I wanted to have him do that, but I played this one by the book and according to the rules...

P.S., is there any need to create another OOC thread since this one is so long? It's not particularly confusing to me, but uncertain if anyone else would prefer that.

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PostSubject: Re: General OOC   Mon Dec 17, 2018 8:35 am

This is the norm for PbP - especially during combat since that thread shuts down and we have to bitch/moan/ask you stupid questions here.

Personally, I am OK with it, but someone else may have a preference.
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Theoretical

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PostSubject: Re: General OOC   Mon Dec 17, 2018 10:48 am

Alistair will half action move to grenade held by dead slave, half action ready that grenade, and take cover in doors from 16->15, if possible.

Watching as his two teammates skewered the grappled slave, Alistair followed shortly, one hand reaching for the grenade.

"Good work. Felyx, which door will open next?"
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Iron and Metal
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PostSubject: Re: General OOC   Mon Dec 17, 2018 11:02 am

If breaking initiative order for dialogue:

"Any can being to open - advise securing to garages firsts"
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MmmTasteIt

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PostSubject: Re: General OOC   Tue Dec 18, 2018 10:52 am

Seeing the room is secure, Marius will take cover to the right side of the doors leading into the garage and ready his shotgun to blast the nearest bogey once the doors open.

"Affirmative, Felyx: garages first. We'll give you the all clear when everyone is in position."
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Sylphilis
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PostSubject: Re: General OOC   Wed Dec 19, 2018 1:25 am

Per Line I am unable to get to combat this round. Not sure where I am on the map, but Ill move into a position to move through the nearest door with obvious enemies behind it and wait for someone to open it.

IC
Donna picks the closest door where some victims were most likely to be hiding.

She moves up to it, chainsword and autopistol occupying her hands. Her hadns grip tight on each, With the slaught enhancing her abilities, she awaiting combat a little too eagerly.
"Open thawt door" she instructs anyone who would listen.
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PostSubject: Re: General OOC   Wed Dec 19, 2018 7:52 am

OOC: Assuming the team is in position at the doors by the garage, Felyx will open them. Repair servitor will act as soon as the doors are open to send a sheet of lascutter at this dipshit heretek - assuming he hasn't moved (I don't believe he has).

Repair servitor attack - BS 20 +50 (aim/standard attack/point blank) <70; rolled 57/3 DoS
Damage: 26, pen 10. lol.

IC: "Garage - 2 Enemy. One immediately right door. Another 3 meters back left." When the team moved into place, Felyx screamed into the intercomms in the garage room.

+++You should have fled, deniers of the Omnissiah. Now the ground will run slick with the oils of your life.+++

He opened the door and a stream of white-hot las spurted forth from the closest servitor, lighting the path for his allies.
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bobarctor1977

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PostSubject: Re: General OOC   Wed Dec 19, 2018 1:40 pm

Jeff, I'm assuming you're shooting at the closest one but as there is multiple bogeys in the room I need you to be a little more specific.

EDIT: confirmed via LINE, jeff is nuking first slave

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Last edited by bobarctor1977 on Thu Dec 20, 2018 6:16 am; edited 1 time in total
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PostSubject: Re: General OOC   Wed Dec 19, 2018 3:01 pm

Damiel will move to cover the door, behind Egill and Donna, whip in one hand and blaster on the other. I believe 1/2 action move, 1/2 action draw weapon will take my full turn.

IC:
Acknowledging a clean kill, Damiel gives a nod to Egill, following behind the psyker as they move to cover the door to the garage. Damiel hoped they could finish this quickly, he wanted to get to the dig site as soon as possible, worried about what the hereteks would do given enough time.
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PostSubject: Re: General OOC   Thu Dec 20, 2018 10:32 am

So, Marius' action was dependent on the door being shut, but that isn't the case. Does that change things at all or should we just press on and be more mindful of other PC's actions going into the next round?

Tentative Round 2 Action(s): I can say confidently that if this last heretek doesn't get wrecked by Felyx's next initiative, he is going to send the repair servitor forward to tangle it up in melee. If it does die, he is going to report enemy locations in the next room and open the door so you guys can go wreck their shit.
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bobarctor1977

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PostSubject: Re: General OOC   Thu Dec 20, 2018 10:53 am

If zeke would like to retcon this action that's fine (Nathan as well).

But moving forward I'd like to stick very closely to initiative order, I'm trying really hard to avoid this complicated combat from devolving into a big ole mess that everyone has trouble following.

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Carnelian
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PostSubject: Re: General OOC   Thu Dec 20, 2018 2:30 pm

If its a new round then I'm first. Moving up behind Donna sounds like a plan though so thats my action.

IC
Egill nods back at Damiel, he was glad to have the null with him in case something went 'south' with his powers. It was a definite concern with the barrier so weak. His warp powers were a double edged sword. They marked him as a mutant but also as an approved servant of the Emperor. Egills sanctioning brand obvious to all tattooed onto his forehead.

Shouldering the dead heretek to possibly use as cover Egill moves up behind Donna.
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PostSubject: Re: General OOC   Sun Dec 23, 2018 11:50 am

If that door was already open and enemies would have sight of that move, I can just use a tactical advance to maintain the benefit of cover. Even if they're in overwatch and get a shot at me I should be fine. I can return fire once I reach that position.
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bobarctor1977

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PostSubject: Re: General OOC   Mon Dec 24, 2018 11:05 am

300 xp for everyone as a Christmas gift. Wishing a very merry Christmas to my absolute favorite band of degenerates.

Please don't purchase any combat-related advancements until the combat is over. Anything else is fair game, just don't want anyone cheesing the encounter

Sent from Topic'it App

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PostSubject: Re: General OOC   Fri Dec 28, 2018 4:45 pm

Since Egill's holding the dead slave as a meat shield, Damiel will set up behind him. I'm going to delay action to shoot miss anyone who comes into sight.

BS 25 rolled 81 http://orokos.com/roll/688989

IC:

Damiel sat behind the psyker, recognizing the meat shield for what it was. He kept his weapons ready, poised to fire a shot at anyone who came into view.
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PostSubject: Re: General OOC   Tue Jan 01, 2019 5:21 pm

Sorry for the long delay on an update. The holidays are always busy but this year has been especially bad - the only time I have had more than a spare hour or so at the house since the week before christmas, I was so burnt out from socializing and running around that I just had to chill and take a bubble bath haha. And the next update will take me longer as I'm going to try to re-draw the map in Google draw or whatever that app is called.

I'm playing RL DND tomorrow night, but Thursday night I should be open so I'll try to get the update in then. Should be able to get it up Friday or Saturday at the latest though (finger crossed). Moving on out my schedule is slowly returning to normal so I should be able to pick up my usual pace.

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PostSubject: Re: General OOC   Wed Jan 02, 2019 10:52 pm

We understand bro. Typically the holiday lull is longer and less active. Im impressed that weve kept goign what has been going.
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PostSubject: Re: General OOC   Sat Jan 05, 2019 7:52 am

Thanks dude. I appreciate your patience.

Okay, didn't have time to get a full update in, but I DID make a map. This was the big timesink for this update so I should be able to get the actual update up later tonight or tomorrow no problem.

https://app.roll20.net/join/4077161/foLyrA

Feel free to make an account on roll20 and familiarize yourself with the layout and how it works. To use the map effectively I zoomed in a lot using the scroller in the top right area. From there you can just click on your character and drag them around where you want them to be, so we should be able to just have everyone move their PCs exactly where they'd like to be positioned.

Map is updated to round 1 - I didn't include Egill and Damiel's latest actions as I don't know where exactly everyone, servitors included, would like to be inside the room. As you can see its a little crammed in room 15. With this detailed map up I figure you can carefully plan your marching order and formation - so you can just shift around the servitors and PCs as you see fit.

I know some of you were uncertain about using an external site for a map; I figured it seemed fairly straightforward to use and might streamline combat and help keep everyone on the same page (since y'all basically only need to use 1 function of the interface - moving "models"). I think it's worth trying, let's give it a go for a round or two and see how we feel about it afterwards - if people are struggling still or think its an unnecessary hassle we can try out MS paint again or I can draft it by hand

(though I like the idea of you positioning your own PCs, as it eliminates the back and forth of "no i meant THAT square, no THIS square" "why'd you put me there? I want to be HERE" etc. etc.)

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