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

I don't want to immediately post again so I'm going to wait but I think we should have the Rhino breach the gate and have the soldiers use it as cover to shoot at the emplacements. Meanwhile the party, gigachads that we are, can rush into melee while the enemy attention is split.

EDIT - And if anyone likes the idea feel free to steal it for your IC post. I don't need Talshi to say as such, I'm happy to let others have their say in game.
 
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So the Scions will provide support and fight for you, but there a few special actions you can request from them. It's a full round action and costs a number of Glory dice to activate, and can obviously only work while there are Scions still alive.

CALLING FOR SUPPORT
Battlefield Medic: A medic administers battlefield care. They have a Medicae pool of 6 dice and arrive in D3 turns. Cost 1

For the Emperor: A loyal servant of the Emperor throws themselves towards the foe, intercepting a blow meant for you. Ignore damage from a single attack. Cost 3

Captain Reeves: Appears at your side and engages your target once with either his Plasma Pistol (15 +3 ED / AP −3) or Chainsword (10 +4 ED / Brutal). He fights with a pool of 8 dice. Cost 2

Scion Support: A special weapons team armed with either Meltagun or Grenade Launcher and a Hot￾Shot Lasgun support the Strike Team. They will help destroy a single target, fighting with a pool of 7 dice. Cost 2

Suppressing Fire: The Scion squad turns its weapons on a target picked out by the Agents. The target has a DN penalty of 2 when attacking the Strike Team. Cost 1
 
The medic is the worst option anyway since they don't show up for 1d3 turns. But hey, if we can't get to you or Anna dies then yeah we might need it.
 
So checking to be sure everyone is content to move on with the plan:

Load the Rhino up with half the scions and push forward. Rest of the scions follow behind and your group comes in behind them?
 
My thought was a bit different. The rest of the scions hang by the gate, firing from afar, while the three melee players walk behind the rhino as it moves to use it as mobile cover; ready to charge out into melee against the nearest threats.

The scions shooting from the gate could, in theory, move forward as some of the emplacements are cleared but their job is ranged supression mostly.
 
Hmm that does seem like a better idea. Khanzhar is all melee all day so letting her get into melee is the goal for her.
 
Though to be clear I'm still in favor of loading the rhino with some scions to help us clear the place. I just don't want to ride inside since I want the flexibility to engage targets along the way.
 
Map will come a little later today, have it made on my computer but my screenshot I took of it didn't save for this part of the fight.

But before all that can everyone give me a DN 3 Awareness to see what you all see beyond your immobilized vehicle. Then we can figure out which of you wish to go first for Initiative
 
Awareness: [_4d6s4]=(6, 2, 1, 2)=1=1

2 successes isn't good enough.

I get a bonus die if the test utilizes scent but didn't think that was the case here.

I'll allow scent to give you a bonus here.


3 succeses so just passes. Though a reminder you'll probably want to roll it as [_xd6] for your rolls since when you start rolling melee it'll be too many dice for the separate dice method.
 
Map 1.png

Behold, one crudely made map based on the somewhat vague information the book gave me for this encounter.

More information is coming but Khanzhar and Talshi are 6 meters from that mob of men in the first trench and 12 meters from the closest bunkers
 
Okay information given for the awareness test.

How initiative works in this system is the players simply get to pick which of their number gets to go first. Then after their turn I get to select one of my units to go, then so on and so forth until everybody has taken a turn and the next round begins. This flow can be interrupted, where the players can spend a glory point to interrupt one of my turns and seize the initiative(I can also do this by spending Ruin Points).

Optionally: If you'd all rather have a roll on things to determine order, there is an optional rule that has everyone roll their Initiative stat and go based off that result. That could work better if we find it's a little too cumbersome to determine turn order via ooc chat.

For this initial set up feel free to object to my placement of you all, I just assumed Khanzhar would want to be up front for murder and Talshi sort of takes up so much room that this made the most sense for arrangement(Flagg is going last because she doesn't want to get into melee range of anyone).

So with all that in mind, who wishes to go first? I'll never volunteer Flagg going first due to her being a dmpc, so she'll act last in the group unless you guys specifically want her to go earlier on a given round.

Glory Points: 3
Ruin Points: 6
 
I would personally vote for the optional rule of rolling initiative to make things easier to manage. That does potentially allow the enemies to go before the players but I don't think it's that much of a bother. Plus it adds a bit more incentive to increase the Initiative attribute.
 
Ill go for optional rule of rolling initiative as well. Think we'll be discussing alot more instead of just acting otherwise.
 
For my part i thought the player chosen initiative was pretty neat so id kinda like to actually try it. Especially since rolling makes the whole interrupt mechanic less impactful.

Maybe we could meet half way? Like rather than deciding it every time we could just set a standard order we use for every fight, barring unusual circumstances. Or set a fixed order based on our stats?

That said you two prefer to roll i dont mind using that method, its not like im not used to doing it. :p
 
I mean, personally I think Seize the Initiative will see just as much use with a rolled turn order than otherwise. It's limited to 1/round regardless and with a rolled order it becomes a catchup mechanic to help a player that rolled poorly. Otherwise with the normal delegation setup it's just a way to get 2 players at the start of the round which feels about the same.

In regards to Interrupting Initiative, you have to hold your combat action to be able to do that anyway so I don't imagine it's a common thing to do. Psykers might want that more often for Deny the Witch but that can be used after you've taken your turn anyway.

I still favor rolled initiative because it's variable from fight to fight rather than something more static, which is also why I don't really like the idea of just setting a player turn order for each fight since that's bound to feel like favoritism to some degree to whoever is first or second rather than third or fourth (even though Flagg as a DMNPC would otherwise be set to last). I will go with whatever the group consensus is though if I'm outvoted.
 
It looks like that's 2 votes for rolling and 1 vote for discussion. So guess we will go for rolling Initiative, at least for now. So everyone go ahead and roll initiative.

Flagg: [_4d6]=(5+4+5+4)=18 4 icons
Scions: Sort of work specially and will just go on Flagg's turn

Cultist Mob 1: [_3d6]=(1+6+4)=11 3 icons
Cultists Mob 2: [_3d6]=(6+5+6)=17 5 icons
Enforcer Mob 1: [_3d6]=(2+4+4)=10 2 icons
Enforcers Mob 2: [_3d6]=(5+4+3)=12 2 icons
Royal Guard Mob 1: [_3d6]=(5+4+3)=12 2 icons
Royal Guard Mob 2: [_3d6]=(6+5+6)=17 5 icons
Royal Guard Mob 3: [_3d6]=(5+1+6)=12 3 icons
Royal Guard Mob 4: [_3d6]=(5+2+5)=12 2 icons
Deacon Magnus Sacerdos: [_2d6]=(4+3)=7 1 icon
 
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