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W&G: The Inquisitor's Speartip (OOC)

I was giving Anna a chance to talk before Khanzhar spit back some venom since she's just kinda sitting back and watching them handle bombs at the moment.
 
Whoops forgot about that my bad. I'll delete and repost Flaggs turn after yours when I get the chance.

Go ahead and make your attack roll with the flamer, this thing has no defence. Unlike a thrown weapon which can scatter you're just rolling in a line and can't miss. Go ahead and roll Balistic Skill test anyway, see if you can shift or get a crit/complication
 
Arsonist Talent is weird.

On Fire condition deals 1d3 mortal wounds at the start of the creature's turns. (The creature that's actually on fire)

Arsonist talent deals +Rank mortal wounds at the start of each of your turns. (The character who lit something else on fire)

It also increases the Athletics DN by +Rank but I'm not sure the gate is capable of making Athletics tests? *shrugs*
 
Technically, with how this thing is stated if you all wanted to sit there and listen to it scream and writhe it's tongue in agony. You could just let it burn to death

It'll be taking 2-4 mortal wounds every round. But will still need use of a bomb or cutters to make a hole.
 
Watching a corrupted daemonic construct scream and burn in agony?

*Drukhari and Sister of Battle approved Strategy
 
Talshi will not oppose Anna throwing a melta bomb, however he's going to hold off on his own. It's not every day one gets to savor the screams of a living gate after all.

So consider this a pass from my perspective, though the gate will take 1 more mortal wound for my 'turn' such as it is.
 
Not really, since you've all kept out of its range haven't brought you all into a solid initiative order, but it's still getting 1 turn every 'round' which will be after whoever goes 'first' which is just there to mark whenever it takes on fire damage right now

For now, feel free to go and make a DN 3 Ballistic Skill test to throw the bomb.
 
[_6d6]=(1+3+1+1+4+3)=13
Trying to fucking kill me. @_@ 1sux, so a fail, and a complication.

Spending a wrath to reroll the fails (five fails but you cant reroll the wrath die right? so four dice.) Which brings me down to one left :<
[_4d6]=(2+4+5+6)=17
fucking thank you!

Thats 5 sux in total, which i dont need im shifting one into a point of glory because god emperor knows we are going to need it. XD

So 4 sux vs dn3 means i hit (does the extra sux do anything on that sort of test?)

melta bomb is dam:16 ED:4 AP:-4
[_4d6]=(5+5+2+3)=15
So thats 18 damage -4ap?

Did i get all that right? Should i post from here? Or do you want to decide the complication? I have a idea thats a bit funny.
 
You can only shift Exalted successes (a 6 on the die) so technically shifting into glory would drop you down from 5 successes to 3. Which still works but is worth noting so you aren't confused later.

Extra successes does not do anything on a test. Just gives you wiggle room to shift 6's down for things like glory, extra damage, etc.

Other than that, I think that's all done correctly by my understanding though of course KalTammy will need to confirm since they know the system better.
 
[_6d6]=(1+3+1+1+4+3)=13
Trying to fucking kill me. @_@ 1sux, so a fail, and a complication.

Spending a wrath to reroll the fails (five fails but you cant reroll the wrath die right? so four dice.) Which brings me down to one left :<
[_4d6]=(2+4+5+6)=17
fucking thank you!

Thats 5 sux in total, which i dont need im shifting one into a point of glory because god emperor knows we are going to need it. XD

So 4 sux vs dn3 means i hit (does the extra sux do anything on that sort of test?)

melta bomb is dam:16 ED:4 AP:-4
[_4d6]=(5+5+2+3)=15
So thats 18 damage -4ap?

Did i get all that right? Should i post from here? Or do you want to decide the complication? I have a idea thats a bit funny.


Yes this looks all correct. DreamCrusher is right in what he said, extra successes just gives you extra wiggle room to shift exalts(6's) into Glory/Damage. So that will indeed be 18 damage with ap -4, which after the damage and burning Talshi did will kill this monstrous daemon gate. Since this complication isn't involving your sword we won't use that so just going to roll generic combat complications

[_2d6]=(2+2)=4 out of ammo, non applicable to bombs
[_2d6]=(1+2)=3... same....
[_2d6]=(5+4)=9 You fall prone.

So go ahead and describe your throw in your post with you falling prone as you throw it.
 
Yes this looks all correct. DreamCrusher is right in what he said, extra successes just gives you extra wiggle room to shift exalts(6's) into Glory/Damage. So that will indeed be 18 damage with ap -4, which after the damage and burning Talshi did will kill this monstrous daemon gate. Since this complication isn't involving your sword we won't use that so just going to roll generic combat complications

[_2d6]=(2+2)=4 out of ammo, non applicable to bombs
[_2d6]=(1+2)=3... same....
[_2d6]=(5+4)=9 You fall prone.

So go ahead and describe your throw in your post with you falling prone as you throw it.
Lol, we can do that if you want, i sorta had something else in mind though? From what i understand you only roll on the table if you cant agree on something more interesting. Dont get me wrong a pratfall is certainly... a thing she could do, but i think I can do better :3.

The player and GM should work together to devise a Combat Complication, with the intent of creating an outcome that is narratively appropriate and exciting. If neither player nor GM can come up with a Complication, then roll on the Combat Complications table.
 
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