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Briefing - Case IV: No Rest For The Wicked

OOC Chat About The Game.

Re: Briefing - Case IV: No Rest For The Wicked

Postby Claw » Mon Jun 19, 2017 4:59 pm

Let me be clear; you already know the two ways you can close the rift. What we're talking about now is simply ways to make achieving those methods easier, or, at the very least to slow the worsening of the situation.

Posting might be slightly disrupted because its hot as balls, and running my PC turns this room into a furnace.
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Claw » Mon Jun 19, 2017 8:31 pm

Talon, I'm not really sure what you want to do next. At this point you're going to end up playing second fiddle to the messenger, which is not very exciting gameplay wise.
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Talon of Anathrax » Mon Jun 19, 2017 9:14 pm

I was hoping to let him cool down for a minute, and then ask him a few questions in the next vehicle we get.

Does anyone have anything they want me to ask him? I was going to ask him about his hopes and plans for when we get to the next column, but if anyone might need intel from a Captain of the local forces, this is the moment to step forwards.
Spring ― Shrine World ― Mutant ― Assassin (Equipment)
WS: 45 BS: 25 Str: 35 T: 35 Ag: 50 Int: 25 Per: 20 WP: 50 Fel: 30 Ifl: 34 IsP: 0 CP: 10
Wounds: 12/12 Fate Points: 3/4
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Claw » Wed Jun 21, 2017 1:44 pm

Talon of Anathrax wrote:I was hoping to let him cool down for a minute, and then ask him a few questions in the next vehicle we get.

Does anyone have anything they want me to ask him? I was going to ask him about his hopes and plans for when we get to the next column, but if anyone might need intel from a Captain of the local forces, this is the moment to step forwards.


Alright we'll start with that. After that, start thinking about what you want to do in very general terms. You don't need a specific idea, just anything and I'll see what I've got in the bag.
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Librarian Astelan » Wed Jun 21, 2017 7:24 pm

Apart from more manpower, what can the privateers bring to the search exactly? At this point I'm thinking of them as traditional PDF troopers: same amount of resolve, but even less organisation (and if possibly, even more corrupt).

I get that it would stop the "jumping through hoops"-routine that I've been doing since coupled up with Raest, Moory and then Andrews, as the privateers ought to follow Lars' orders (as long as the orders aren't suicidal), but apart from that, I'm not seeing many advantages. Unless these guys have special talents (rogue techpriest, demolition experts, I don't know, ...).

Oakhurst might just as well detach another squad from the Household forces and put those at Lars' disposal. And this time without the order to scrutinize every single move of the arbite :p
WS: 25 | BS: 42 | S: 25 | T: 40 | Ag: 35 | Int: 35 | Per: 38 | WP: 30 | Fel: 40 | Ifl: 43

Wounds 13/13 | Fate 0/4
Goodwyn Boltgun 12/12 & Scrambler 12/12
Garm Boltpistol 8/8
Pugnatis Autopistol 18/18
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Claw » Wed Jun 21, 2017 7:51 pm

They aren't likely to follow orders at all unless you keep them in line. But they will do things the Yeomanry won't, such as yes, blow shit up. They also have their own small ships and specialists.

But you can't go off the grid and expect the same level of support you'd enjoy on it. The SPD aren't Oakhurst's soldiers; they are the governor's and they'll follow their own directives even if they are ordered to obey Lars. They will also report on whatever Lars did later, which might become problematic depending on what you do. That's their job, and try to remember that most of them were literally born into it, so it does tend to override common sense.

If you want Yeomanry, you might as well join up with Keene, because rather than five or ten men you can probably convince him to send a hundred or more and a few recovery vehicles if you think it's that important.

Think about the methods you want to employ, not the exact execution.
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Librarian Astelan » Thu Jun 22, 2017 6:53 am

I would like to use a small team of specialists to break through the rubble and get to the command level of the bunker.

At this point I'm thinking that'll either happen by finding a back door to the facility (counting on some sort of verispex like scan type) or that due to the limited number of people involved get a snake man to find a way through the rubble and lead the rest through.

Does that sound logical/possible?
WS: 25 | BS: 42 | S: 25 | T: 40 | Ag: 35 | Int: 35 | Per: 38 | WP: 30 | Fel: 40 | Ifl: 43

Wounds 13/13 | Fate 0/4
Goodwyn Boltgun 12/12 & Scrambler 12/12
Garm Boltpistol 8/8
Pugnatis Autopistol 18/18
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Claw » Thu Jun 22, 2017 1:04 pm

I'd go with the pirates then, otherwise you're still looking at having to use potentially troublesome enginseers at some point.
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Photep » Fri Jun 23, 2017 2:22 pm

ROFL, I don't know what I did to piss off the dice gods... but they be mad yo.

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Drago ― Hive World ― Imperial Guard ― Assassin
WS: 25 BS: 50 Str: 25 T: 30 Ag: 50 Int: 35 Per: 50 WP: 30 Fel: 25 Ifl: 46
Wounds: 13/13 Fate Points: 0/3 Insanity: 11 Corruption: 3
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Re: Briefing - Case IV: No Rest For The Wicked

Postby Photep » Fri Jun 23, 2017 2:36 pm

Question about clearing a weapon jam.
After a successful clearing of a jam, should you then perform a Reload Action?
Or does it just mean that you will lose the round that caused the jamming? Or both?

Because this is stated in the rulebook on page 224:

"Clearing a jam is a Full Action that requires a Ballistic Skill test. If the character attempting to clear the jam succeeds on the test, then the jam has been cleared, though the weapon needs to be reloaded and any ammo in it is lost."
Drago ― Hive World ― Imperial Guard ― Assassin
WS: 25 BS: 50 Str: 25 T: 30 Ag: 50 Int: 35 Per: 50 WP: 30 Fel: 25 Ifl: 46
Wounds: 13/13 Fate Points: 0/3 Insanity: 11 Corruption: 3
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