Gunhearts: Invasion OOC Thread

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Okay, here it is:

Vox Intercept One-
+*Static*+
+....watch......door.....coming in+
+Hear that?......that singing?+
+Lock and load........the chatter+
+*Static*+

Goes to

+Keep watch on that door they’ll be coming in+
+Hear that? Is that singing?+
+Lock and load! Cut the chatter+

Most of this is just obvious guesswork and knowledge of how people speak.


Vox Intercept Two-
+*Static*+
+Whos Leyro...Incoming!+
+Door te..... Fire!+
+Door team....ack on my mar.....et the ..........lter han....em+
+*Static*+

Goes to

+Whose Leroy Je- Incoming!+
+Door team! Fire!+
+Door team! Fall back on my mark! Let the heavy bolter handle them+

The first bit is obvious if you read the actual passage.
The second bit isn't too hard.
The third bit was the tricky bit. I guessed that 'Door team!' would turn up again, and I know the phrase 'Fall back on my mark." I was nearly hoodwinked into thinking .....et was 'target', but with no heavy bolter on our team I realised that it must be theirs.

If I am wrong this is going to be very embarressing now...
 
The Archivist said:
If I am wrong this is going to be very embarressing now...

But if you're right, you have earned quite a lot of respect. I think we have a very capable vox-specialist in our team. xD
 
Another thing, would someone clarify me what the shotgun does exactly? I'm really not that familiar with the rules so now I have just some stuff and I have no idea on how to use them.

This leads to me making bad decisions and ending up dead Deadmeat. o_o

What advantages does the Brawler ability give? Meaning what are the mechanics for counter-attack and Furious Charge? I can't find out what they do.

Also, what does the "Assault 2" mean on the shotgun?

Thanks to anyone answering these in advance, :redface:
 
Assault 2 means that it fires twice at its max range whether you moved or didn't move.
Talking to people, in person, over the vox or otherwise does not use APs.
I will allow a 1 square move as part of any action (Except movement actions, and any actions that requires you not to move)
Ill go through and sort everything out in a few mins.

Edit: Counter-attack/furious charge are used in the close combat phase, which happens after the action phase (which ends when everyone on both sides have used all of their available action points or at least all of the action points they want to use)
 
Do you play 40k, Raizi? If not, that bit'd be pretty confusing. In any case, the counter-attack rule gives you the ability to take a leadership test when assaulted, and if you pass, you count as though you initiated the assault as well (normally just giving you +1 attack). It works well in combination with Furious Charge, which gives you +1 Strength and +1 Initiative when you assault.
 
As we're on the topic of things non-40k players don't get - Can I ask what the deal is with the AP values (i.e. I see my rifle has AP6?) & how it affects armour saves?
 
Bravo_10 said:
Do you play 40k, Raizi? If not, that bit'd be pretty confusing. In any case, the counter-attack rule gives you the ability to take a leadership test when assaulted, and if you pass, you count as though you initiated the assault as well (normally just giving you +1 attack). It works well in combination with Furious Charge, which gives you +1 Strength and +1 Initiative when you assault.

Thanks a lot. I have played a few tutorial games of 40k with my friend but I'm not even nearly familiar with all the rules.
 
Marius said:
As we're on the topic of things non-40k players don't get - Can I ask what the deal is with the AP values (i.e. I see my rifle has AP6?) & how it affects armour saves?

Armor penetration works a bit differently in 40k than it does in Fantasy. The strength value of your attack does nothing to your opponent's armor save. Instead, every weapon has an 'AP value,' which signifies the level of armor it will penetrate. AP 5, for instance, will completely negate all armor saves of 5+ or worse. AP4 is 4+, 3 is 3+, and so forth. Also, keep in mind that all close combat attacks are effectively AP-, as only a select few types of weapons are capable of penetrating armor.

/edit: Another thing of note with your rifle is that it has the Rending special rule. This means that, on any roll of 6 to wound, it automatically wounds regardless of toughness AND counts as AP2. So rending attacks (both ranged and in close combat) are a good way of dealing with heavily armored foes.
 
Bravo_10 said:
Do you play 40k, Raizi? If not, that bit'd be pretty confusing. In any case, the counter-attack rule gives you the ability to take a leadership test when assaulted, and if you pass, you count as though you initiated the assault as well (normally just giving you +1 attack). It works well in combination with Furious Charge, which gives you +1 Strength and +1 Initiative when you assault.

One thing to note: It was originally errata-ed that Counter-Attack could trigger Furious Charge, but then the errata was errata-ed so that now it doesn't trigger Furious Charge.
 
Oh really? Man, nerf city. I suppose I would have still picked the upgrade for my character because it fits with his concept, but that makes me a much less effective defensive fighter...
 
OK, I'm throwing the flashbang grenade now. Using my last AP for it, and then stepping back in cover. I aim to the square in front of G4 and G2.

Using the rollgeneraments...
 
Harland said:
You misfired on a flash bang! presumably it blew up in your face.

Nice, if I misfire every 6th grenade I throw, there won't be too much grenade tossing around...
 
Sorry guys I'm back now, hen Sanai posts a map update I'll pos my remaining two action points, I'll probably move one and order..
 
Raizi said:
Harland said:
You misfired on a flash bang! presumably it blew up in your face.

Nice, if I misfire every 6th grenade I throw, there won't be too much grenade tossing around...

Blast weapons do not misfire in 40k. However, Sanai has tweaked the rules a bit. If you look on the first page of this thread where the rules are laid out, you'll see that the rules for grenades say that it automatically hits D6 + BS enemies when you roll a hit. However, I have no idea what happens when it scatters. Presumably, it'll scatter D6 spaces in the direction rolled. You'll have to ask Sanai.
 
We could decide case by case if the guys are near enough to be hit, after all this is a rp and not a competative game.

Edit:looking back at the weapon descriptions, i think it means that many hits in that 'group' of guys
 

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