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  1. - Top - End - #181
    Firbolg in the Playground
     
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    He's dropped it pretty soundly already, going off like that when the man he's allegedly supposed to be protecting hasn't moved.
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  2. - Top - End - #182
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Bah. He still has his favoured mistress/bodyguard wearing 13 kilos of mono-edged deadliness sittingright next to him. He'll be fine.

    Oh, and he is no slouch in a fight, himself.

    Meanwhile, a sniper disappearing from the room spells bad news for everyone.
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  3. - Top - End - #183
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Alright chumps, let's do this.

    INITIATIVE

    Vyres - (1d10+3)[6]
    Crew - (1d10+3)[10]

    Millie - (1d10+4)[13]
    Heavy - (1d10+3)[9]
    Gangers - (1d10+3)[7]

    Eustacia - (1d10+3)[11]
    Phipps - (1d10+6)[11]

    Norton - (1d10+3)[5]
    Rabilas - (1d10+3)[7]
    Thrax - (1d10+2)[8]

    Simeon - (1d10+5)[7]

    Constantine Representative - (1d10+3)[6]

    The Auctioneer - (1d10+4)[11]
    Grum - (1d10+2)[6]
    Handlers - (1d10+3)[4]
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  4. - Top - End - #184
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    I would forget the PCs

    Tychon - (1d10+9)[15]
    Nova - (1d10+8)[10]
    Jericus - (1d10+3)[11]
    Tauron - (1d10+3)[10]

    And Tychon gets his Rapid Reaction test to negate the incoming Surprise Round from the guys coming out of the roof:

    (1d100)[40]

    Passed.

    So, for the first round, everyone but Tychon is Surprised by the guys coming out the ventilation ducts. Tychon, having Mad Initiatives, gets to go first. Then the new arrivals get their turn. Then, the first full turn will commence, with the following initiative order (unless anyone wants to spend some daily Fate):

    Tychon
    Millie
    Phipps
    The Auctioneer
    Eustacia
    Jericus
    Nova
    Tauron

    Vyres' crew members
    Heavy
    Thrax
    Simeon
    Gangers
    Rabilas

    Vyres
    The Constantine Representative
    Grum
    Norton
    Beast House Handlers


    As always, this is just to identify how I will sort the actions; once the non-surprise round starts, you post in whatever order you like and I'll sort things out. I have used colour coding to identify the 'teams', with lone agents in black. I will produce an updated map in just a tick, to show you where the guys in the ventilation are.

    EDIT:

    Here are the maps.

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    The ventilation ducts are ~8m above the floor. 'H' is for the Heavy with the heavy stubber.
    Last edited by LCP; 2012-05-13 at 07:21 AM.
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  5. - Top - End - #185
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Regarding the situation with Red and Octavian - I don't know what these 'ready action' shenanigans are supposed to be, but you want to try anything like that then you're gonna have to roll initiative when it happens. I take your Readied Action to mean "if he does any of these things, then roll initiative and this is what I'll try to do".

    We are hosting a friend at my house today; update may be slow coming.
    Last edited by LCP; 2012-05-13 at 10:14 AM.
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  6. - Top - End - #186
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Quote Originally Posted by LCP View Post
    Regarding the situation with Red and Octavian - I don't know what these 'ready action' shenanigans are supposed to be, but you want to try anything like that then you're gonna have to roll initiative when it happens. I take your Readied Action to mean "if he does any of these things, then roll initiative and this is what I'll try to do".

    We are hosting a friend at my house today; update may be slow coming.
    Yeah. Makes sense. It's a hold-over from a different game - though I'm not sure which one it is because I can't remember which allows a combat-action to be held in reserve and wait for any one of a number of triggers to set it off.
    IE: "I spend my Move action to go *here* then, I'm going to use a Ready Action so I can use an Attack Action on the first enemy to enter my threatened area.

    As I was writing it up, I realized DH doesn't have rules to do that, anyway.

    So, yeah. Burn Rhodes if he tries anything is what I'm saying.
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  7. - Top - End - #187
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    I'm pretty sure Dark Heresy does have such a rule - it's called a Delay action, and is on page 192 of the rulebook, unless I'm interpreting that wrong.
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  8. - Top - End - #188
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Absolutely - Ready Action, Delay Action, I understand what's meant rules-wise. All I'm saying is that, when combat time has not been called, you don't get to set one up because you posted first. A stand-off like this requires you to win initiative in order to be fastest on the trigger.
    Last edited by LCP; 2012-05-13 at 12:37 PM.
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  9. - Top - End - #189
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    That's fair.
    So: full-aim bonuses instead of half-aim ones?
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  10. - Top - End - #190
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Just letting you know ahead of time, I'm going to be in Glasgow from Thursday to Sunday, and I probably won't get a chance to post while I'm there.
    GMing The Dying of the Light (WFRP)

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    Blood Will Out (DH) as Llewelyn Drusian, Officer Cadet of the Guard
    The Troubles in Altdorf (WFRP) as Dieter Wergner, disciple of Sigmar on Earth

  11. - Top - End - #191
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    So: full-aim bonuses instead of half-aim ones?
    Seems about right.

    Anyway, time for a post with lots of rolls. And then some more, most likely.

    Surprise Round for the gangers in the roof:

    Ganger at the far back opens up on full auto, putting Suppressing Fire on Nova, Tauron and Jericus.

    Hard (-20) BS test, +30 for Surprise, +10 for short range: (1d100)[76] - he doesn't hit anybody.

    Hard (-20) Pinning checks for the three of you guys.

    Ganger in the left duct also uses Suppressing Fire, this time on Grum and the two handlers around him.

    Hard (-20) BS test, +30 for Surprise, +10 for short range: (1d100)[43] - scores two hits. Random allocation and damage rolls coming up.

    Pinning checks for the handlers: (1d100)[46], (1d100)[93] - both pinned.

    Grum is Fearless and couldn’t care less.

    Ganger in the right duct fires on the rightmost handler, on full auto.

    (1d100)[81] (+30 (Surprise), +10 (range), +20 (full auto)) - one hit.
    Potential damage rolls: (1d10+3)[12], (1d10+3)[10], (1d10+3)[13], (1d10+3)[9]
    Handler suffers 8 wounds to the right arm.

    The Heavy lets rip with his Volg VI Heavy Stubber, targeting Grum on full auto.

    (1d100)[90] (+30, +10, +20) - total miss. This isn't starting well for them.
    Potential damage rolls: (1d10+5)[13], (1d10+5)[7], (1d10+5)[14], (1d10+5)[13]
    Last edited by LCP; 2012-05-13 at 07:04 PM.
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  12. - Top - End - #192
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Random allocation for the one guy who scored hits: 1 = Grum, 2 = uppermost handler, 3 = other handler.

    (1d3)[2], Damage - (1d10+3)[12]
    (1d3)[2], Damage - (1d10+3)[8]

    Handler suffers two hits to the body for a total of 12 wounds. That's a +2 critical - 1 level of fatigue.

    EDIT: Just realised the Auctioneer has Rapid Reaction too. Oh well.
    Last edited by LCP; 2012-05-13 at 07:10 PM.
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  13. - Top - End - #193
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Tauron's Pinning test, rerollable thanks to Nerves of Steel:
    Effective WP 21 (1d100)[82] (1d100)[53]

    Looks like he's pinned. Can he still make for the exit? I'm not too clear on how this rule works.
    Last edited by Thragka; 2012-05-13 at 07:32 PM.
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    Blood Will Out (DH) as Llewelyn Drusian, Officer Cadet of the Guard
    The Troubles in Altdorf (WFRP) as Dieter Wergner, disciple of Sigmar on Earth

  14. - Top - End - #194
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    The text of the rule is on p.196 of the core book.

    • While Pinned, you can only take Half Actions. You are also at a -20% penalty to all BS tests.
    • You must use this turn to reach cover if you can (the chairs do not count, these guys have too good an angle)
    • If you can't reach cover, you must move directly away from the guy Pinning you.
    • At the end of each of your turns, you can attempt to snap out of it with a WP check, which is Easy (+30) if you are no longer under fire.


    Making for one of the exits would probably count as making for cover, if you can reach it with two Half Moves.
    Last edited by LCP; 2012-05-13 at 07:37 PM.
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  15. - Top - End - #195
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Wow. Literally the worst possible Init roll.
    I'm going to FP that, because this guy is also a scary-good Rifleman.
    Init2 - (1d10+4)[6]

    Oh, also. Fire damage. Because Fire Pretty.

    Firefirefire - (1d10+3)[5]

    ...
    Last edited by Thanatos 51-50; 2012-05-13 at 09:01 PM.
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  16. - Top - End - #196
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Than, if you Fate Point initiative, you don't reroll it. You just count as having rolled a 10.
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  17. - Top - End - #197
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Oh. I just simplify the Fate Point rules in my head to "These are your daily re-rolls/avoid Death points."
    I really should give them a through re-read to refresh my memory.

    Also: I forgot how terrifyingly high Red's BS could get. Considering Rhodes is probably *at least* as good as Red, this isn't comforting.
    Last edited by Thanatos 51-50; 2012-05-14 at 08:02 AM.
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  18. - Top - End - #198
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    I don't believe that Tauron can reach the exit in two half moves - looks like it's just over six metres in a straight line, which would involve crossing the chairs as well. So what now?
    GMing The Dying of the Light (WFRP)

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    Blood Will Out (DH) as Llewelyn Drusian, Officer Cadet of the Guard
    The Troubles in Altdorf (WFRP) as Dieter Wergner, disciple of Sigmar on Earth

  19. - Top - End - #199
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    By the text of the pinning rules, I'd say you have to move directly away from the guy in the roof who did the shooting. If you want to leave it to me, I'll write it into the update when it comes around.

    Still no response from Rizhail or Etcetera, but that's OK - I'll resolve all the stuff that's going down before they come up in the initiative order.

    First, Red & Octavian in the corridor.

    Octavian tries an untrained dodge: (1d100)[93]

    Then, if that's failed, he takes a raw Ag test to avoid catching fire: (1d100)[58]
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  20. - Top - End - #200
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Both failed, so now he needs a WP test not to run away on fire.

    (1d100)[62]

    Oh, come on, Octavian. He was right there. Right there!
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  21. - Top - End - #201
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    WAIT

    waitwaitwaitwait

    Following the tortuous path the rulebook leads me through regarding fire, it turns out you actually have to do damage to trigger a catch-on-fire test. That shot hit Octavian in the arm, and with his greatcoat on 5 damage is less than his soak.

    That means it's Nomad time after all!

    Initiative - (1d10+3)[12] (wot I forgot to roll in the posts above, but with a 10 from an FP Red was always going first)

    Octavian takes a half-action aim at Red and shoots.

    BS 45, +10 for aiming, +10 for aiming while using an Accurate weapon, +10 for short range = 75
    (1d100)[28] - hit, +2d10 damage for Accurate
    Dodge - (1d100)[55]
    Damage - (1d10+5)[8]
    Potential extra damage dice: (1d10)[3], (1d10)[5]

    The Nomad hits for 16 damage, at Pen 3. Accounting for Red's armour and TB, that's 12 wounds to the right leg, taking Red down to 5 wounds remaining. Red can, of course, attempt to re-roll the dodge if he wants to spend another daily fate point.

    I'll update the combat map to join up these two battles once I'm done with the rolls for the auction room; we'll stick Red and Rhodes' initiatives straight into the main initiative order.
    Last edited by LCP; 2012-05-14 at 05:20 PM.
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  22. - Top - End - #202
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    In the auction room, Tychon's shot hits Ceiling Ganger in the body, for a total of 7 wounds after soak.

    Millie takes her hand cannon in both hands, takes a half-action Aim and fires on the Auctioneer.
    (1d100)[50] vs. effective BS 57 - hit
    Dodge - (1d100)[76] - failed!
    (1d10+4)[14] - ouch

    Phipps motions for Eustacia to run for the door Tychon is taking cover in (free action), takes a half move along the aisle of chairs to follow her, and snaps off a single shot from his Hecuter autopistol at Ceiling Ganger (the same one Tychon was firing at - the one who has a good angle on the door).

    (1d100)[65] vs. effective BS 50 - miss
    (1d10+3)[13] (Ceiling Ganger can't dodge when he's hanging from the ceiling)

    Assuming he is still on his feet, the Auctioneer drops off the front of the stage (Half Move), draws a hand cannon of his own (free action with Quick Draw) and returns fire on Millie.

    (1d100)[38] vs. effective BS 58 38, with the penalties acquired from Millie's hit above. An exact hit.
    Dodge - (1d100)[19] - dodged.
    (1d10+4)[12]

    Eustacia follows Phipps' sound suggestion and makes for the door, stopping when she encounters Tychon. Destro, it's up to you whether you let her pass.
    Last edited by LCP; 2012-05-14 at 05:44 PM.
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  23. - Top - End - #203
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Does Millie score Righteous Fury?
    (1d100)[23] - she does!
    (1d10)[5](1d10)[3](1d10)[6]

    And this is made even worse for Fox now that I remember that Millie's hand cannon is not a core hand cannon, it's a .54 Tranter - damage is +5, not +4.

    She hits him in the head for 20 damage before soak. The mask offers only Primitive protection, and the Tranter's penetration value goes straight through it, meaning the Auctioneer takes 17 wounds. That's a +2 critical to the head: he takes a level of fatigue and is at -10 to WS and BS for one round.

    This takes us up to the other PCs' position in the initiative order. I could make the pinning rolls for Jericus and Nova, but then I'd have to ride straight over the possibility of a fate re-roll.

    Map and IC post on their way. Etcetera, Rizhail (and Thragka if you want to write Tauron being pinned), your turn. Thanatos, we will consider Red and Rhodes' duel to have taken place in this turn, so if you'd wait until after the next update for the slower NPCs in the auction room, that'll make everything sync up nicely.

    EDIT: Here's the map.

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    Last edited by LCP; 2012-05-14 at 06:03 PM.
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  24. - Top - End - #204
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Pinning check vs 13 (d100)[67]
    Nope.
    Last edited by Etcetera; 2012-05-14 at 06:28 PM.

  25. - Top - End - #205
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Okay so, at the end of my turn, I test to see if Tauron escapes pinning - I take it that this is not Easy, since he hasn't spent a whole round not being fired at. Might still have this wrong, though.

    WP 41 (1d100)[22]

    So it looks like he snaps out of it unless he's targeted by more suppressing fire between now and his next turn.
    Last edited by Thragka; 2012-05-14 at 06:52 PM.
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  26. - Top - End - #206
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    Rizhail's Avatar

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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Nova's pinning test: (1d100)[60] vs. 20 (40 base, -20 hard test) (wish my mind cleansed bonus worked on more than just fear/domination tests )
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  27. - Top - End - #207
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Double posting for a fate point re-roll, because honestly, Nova wants to walk over and make 'Stubbs' less a surname and more an accurate description.

    (1d100)[66]

    EDIT: Well, crap. Running toward the door in terror, then.
    Last edited by Rizhail; 2012-05-14 at 07:43 PM.
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  28. - Top - End - #208
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    Thanatos 51-50's Avatar

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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Didn't we decide that the "Add a degree of success" functionality of Fate Points could tweak a failed roll within 10 into success?

    Red's Dodge is 48.
    Pop that fate point, and Red's Return Fire, if you don't mind:
    Semi-automatic + Short Range = BS +20

    BS71 - (1d100)[20]
    Damage - (1d10+5)[11]
    Damage - (1d10+5)[12]
    Damage - (1d10+5)[11]

    Woo. Two lasbolts to the face.
    Just double-checked my maths. That's three hits.

    EDIT:
    Just read your "wait, for ease of combat round transcription." Oops. At least I dropped these rolls in the OOC.
    Last edited by Thanatos 51-50; 2012-05-14 at 09:56 PM.
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  29. - Top - End - #209
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    Destro_Yersul's Avatar

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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Quote Originally Posted by LCP View Post
    WAIT

    waitwaitwaitwait

    Following the tortuous path the rulebook leads me through regarding fire, it turns out you actually have to do damage to trigger a catch-on-fire test. That shot hit Octavian in the arm, and with his greatcoat on 5 damage is less than his soak.

    That means it's Nomad time after all!
    Question. Does that account for the AP on a Firebomb grenade being 6? Armour shouldn't do much.

    Also, the rule for catching on fire from a firebomb is slightly different, and apparently just requires that it hit you. Check the Firebomb entry as opposed to the Flame weapon entry, which is a quality that Firebombs don't actually have.
    Last edited by Destro_Yersul; 2012-05-14 at 10:58 PM.
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  30. - Top - End - #210
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    Default Re: Thy Fearful Symmetry - Dark Heresy (OOC)

    Does that account for the AP on a Firebomb grenade being 6?
    Oh, bugger. I missed that. Looks like an edit's in order. EDIT: And it's made. What is it with the Rhodes family and catching on fire?

    Also, the rule for catching on fire from a firebomb is slightly different, and apparently just requires that it hit you. Check the Firebomb entry as opposed to the Flame weapon entry
    I did, and I disagree (for future reference). The Firebomb entry says "a target struck by a fire bomb must take an Ag test or catch on fire (see [..] p210)". Page 210 refers you to p128, which is the Flame weapon property.

    There's room for interpretation, but I saw no reason to think that a firebomb would set you on fire any easier than a flamethrower, so I went with that. Academic as it turns out, though, at least in this instance.
    Last edited by LCP; 2012-05-15 at 06:43 AM.
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