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.
Ground floor
Spoiler
Ventilation level
Spoiler
The ventilation ducts are ~8m above the floor. 'H' is for the Heavy with the heavy stubber.
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.
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.
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.
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.
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]
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.
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?
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]
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.
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.
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.
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.
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 )
__________________ Currently Playing:
Nova Odessa, Mind-Cleansed Assassin in 'Thy Fearful Symmetry' (OOC|IC) (Dark Heresy)
Narshak 'Edsploda, Deffskullz Tankbusta, and his runtz Francis the ammo grot and Teeg the lootin' squig in 'For Gork, Mork, and Lootin'!" (OOC|IC) (Rogue Trader, slightly modified)
Nova avatar courtesy of the ever awesome LCP (who also happens to be GMing the campaign that she comes from).
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.
__________________ Currently Playing:
Nova Odessa, Mind-Cleansed Assassin in 'Thy Fearful Symmetry' (OOC|IC) (Dark Heresy)
Narshak 'Edsploda, Deffskullz Tankbusta, and his runtz Francis the ammo grot and Teeg the lootin' squig in 'For Gork, Mork, and Lootin'!" (OOC|IC) (Rogue Trader, slightly modified)
Nova avatar courtesy of the ever awesome LCP (who also happens to be GMing the campaign that she comes from).
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.
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?
Quote:
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.