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

Okay so order is:

Palace Guard 2
Cultist 2
Flagg
Scions
Khanzhar
Palace Guard 3
Cultist 1
Anna
Palace Guard 1 and 4
Enforcers
Talshi
Deacon Magnus

I'll get on that when I get the chance tomorrow
 
Map 2.png

The wider map hasn't changed really so a more zoomed in shot of your position, with Khanzhar highlighted for ease. The grid is accurate so 1 square=1 meter but I can tell you ranges as needed.

Edit: The trenches will give +2 Cover while inside them(+1 for Talshi due to his size). Getting into a trench doesn't cost any extra movement, but getting out will cost 2.
 
In 40k tabletop boltguns have no AP. That might have changed in the new edition but yeah, boltguns just explode so deal more damage.

Hotshot is hyper focused with shorter range and higher power draw, not that wrath really deals with ammo very well, so it makes sense to me. Though I'd argue bolters should have at least 1 AP due to their caliber but yeah, only the stupid primaris bolters do in wrath.
 
Your Bolter would indeed hit. Since you're doing a multi attack go ahead and roll a second attack, you're right they're 2 Defense each.
 
Determination roll against 8 damage: [_5d6s4]=(4, 3, 6, 3, 3)=2=2
3 icons.

Spending 1 Wrath to reroll the failures: [_3d6s4]=(6, 3, 5)=2=2
3 additional icons for 6 total icons.

--

I would like to spend a Glory to add to my Determination roll. After talking with KalTammy and adjusting the wording on my archetype ability to be more in-line with Flagg's archetype ability, when I spend a Glory on determination I get to ignore saved damage instead of converting it to shock. In this case that would guarantee my 6 icons to just disappear instead of going to Shock and giving me 6/7 shock. Not counting for the potential of the extra die to negate 1 or 2 more wounds if I'm lucky.
 
In case you aren't aware @Zazutobi & @ChaoticSky, when a player wants to use Glory they have to get the approval of the rest of the group since it is a communal pool. So my above request was directed to you both.

There is an optional rule where players can spend glory even if their party members deny them but at the cost of gaining a point of corruption. Not sure if that's something KalTammy wants to include but it's worth mentioning all the same.
 
Not a problem. Figured I'd tag you both in case you either didn't know you had a say or just didn't see the message. In any case, thank you for allowing me to not get locked into being unable to roll determination for the rest of this fight. I have a feeling I'm going to need it if KalTammy keeps rolling crits on my poor snek.
 
You can indeed shift that wrath critical without losing the effects of the crit. So yes, you'll spend 1 Glory for your determination and then get back 2 Glory from your second flamer attack.
 
Ignore the white lines, those would be me erasing some of the razor wire when I realized with some help that I'd misread a section which described the defenses. Map 5.png
 
Q: What sort of obstacle are those wires? Can metal-armoured characters like me and khan run right through them without issue? Are they actually open on the near corner? Do these bunkers have doors or are they just open top?
 
Funnily enough despite mentioning the wire in this book, they never give them stats. Dreamcrusher however did help me figure out some rules based on the FFG stuff. So:

Traversing the Wire requires a DN 5 Athletics(With a +2 Bonus die if you go at half speed). Failure is 10 damage, with a complication Restraining you.

There is not an actual gap at the corner there, those spaces still count as wired. There are doors to each bunker, Northward facing side center of each one.
 
Slight adjustment made after some discussion and flicking through the core book again. Settling on:

Traversing the Wire requires a DN 3 Athletics(With a +2 to the DN if you move more than half your movement). Failure is 10 damage, with a complication Restraining you.
 
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