Abandon Hope, Embrace Faith: An IG RP

Which Regiment do you want to play?

  • Bolwerc Shock

    Votes: 8 53.3%
  • Duke's Own Fusiliers

    Votes: 3 20.0%
  • Churchmen

    Votes: 4 26.7%

  • Total voters
    15
  • Poll closed .
Fortification Rules:
Fortifications:


Defensive structures, though no substitute for bravery, are a vital part of the Imperial Guardsman's tactical Arsenal.

The following is a set of rules for building fortifications:​
DoS Requirement: The total DoS required from all character's participating
Test: The required skill and attribute to contribute.
Time Requirements: The total time required to make this Fortification
Required Equipment: Any required to build this fortification.
Effects: What it can do, primarily capacity, cover or concealment bonuses.
Addons: Any additional bonuses that can be added with additional DoS.

Foxhole:
DoS Requirement: 2
Test; Athletics with Strength
Time Requirements; 2 Hours. Test can be repeated
Required Equipment: Any digging tool or bare hands (-20)
Effects: Grants single occupant Cover 8
Addons:
Increase Capacity to 2: +1 DoS
Add Ablative Trait: +1 DoS
Add Concealment -10: +2 DoS
Decrease Time by Half: +2 DoS

Trench:
DoS Requirement: 10
Test: Athletics with Strength
Time Requirements: 8 Hours
Required Equipment: Shovels
Effects: Grants 5 Occupants Cover 12
Addons:
Add Sandbags: +1 DoS Per Sandbag (Requires 2 Sandbags per 5 people)
Concealment -10: +4 DoS
Reduce Time in Half: +4 DoS
Add Firing Step (Allows one to gain Concealment -20 and +4 cover by stepping into the bottom of the trench-in this state you cannot direct fire or spot enemies. Switching is a half action (Or free, with Leap Up))
+4 DoS
Double Capacity: +5 DoS
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS


Fortified House:
DoS Requirement: 8
Test: Lore (Tactica, Int)+10, Lore (War), Technomat (Int), or Athletics (Strength)-10
Time Requirements: 4 Hours
Required Equipment: A building to fortify
Effect:
Select any of the following:
Your building now has firing holes which grant shooters Concealment -20 in addition to the cover their building normally does and cannot be entered from all directions. These holes may face in all directions, including though floors and ceilings.
Windows and Doors now require Athletics+0 and a full action or Demolition to breach as you have placed heavy objects infront of them or otherwise removed their ability to be opened. You may leave open an escape route if you wish, though depending on positioning enemies may be able to cut it off.
Stairs between floors removed-you may move between floors using rope ladders that can be removed as a free action, preventing enemy egress.
You may cut an observation position in the attic if the building has one-this gives +20 to all Awareness tests to notice enemies approaching, but the observer only gets Concealment -10 and half the building's cover value.

Addons:
Sandbag Reinforcements; +1 DoS per Sandbag (Requires 2 Sandbags per 5 occupants)
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Traps (-10 Awareness to notice or suffer grenade at point placed): +1 DoS per two traps (Requires a grenade per trap)
Reduce Time in Half: +2 DoS
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS
 
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Total requisition: 15 points
Heavy Bolter (traded in): +15
Heavy Flamer (priority): -10
Heat Resistant armor upgrade: -10
4 x Sandbags (priority): -6
8 x Recaf: -4
 
OOC: Throw smoke around the bottleneck where most of Alpha squad is to cover our retreat. Then follow them through Henrik's hole.
 
OOC

First Turn
> Prone
> Semi-Auto Burst, Called Shot to Head
> BS 35 + Free Aim 10 + Prone 10 + Semi-Auto Burst 10 + Close Range 10 + Las 10 - Called Shot (Head) 20 = TN 65

Second Turn
> Half Aim
> Semi-Auto Burst, Called Shot to Head
> BS 35 + Half Aim 20 + Prone 10 + Semi-Auto Burst 10 + Close Range 10 + Las 10 - Called Shot (Head) 20 = TN 75

First Turn
> Run to the last debris pile

Second Turn
> Charge into Melee
> Try to use Double Team
> WS 45 + Charge 20 = TN 65 (TN 75 or 85 with Double Team)

or

> Semi-Auto Burst, Called Shot (Head) from Position
> BS 35 + Half Aim 20 + Prone 10 + Semi-Auto Burst 10 + Close Range 10 + Las 10 - Called Shot (Head) 20 = TN 75
 
Rules Update: Overwatch
Rules Update: Overwatch

So, two problems have come to my attention recently:

1: Overwatch is kinda underpowered in comparison to suppressing fire
2: It's a bit too easy to charge down a character without that character getting to do anything except maybe dodge or parry.

So, first thing: Overwatch no longer has the -20 penalty to hit.

Second Thing, new rule

Reaction Fire (Special Action):
When you are charged from the front 90 degrees, and are aware of the attack, you may open fire on the attacker as the Overwatch action. This attack is at a -20 penalty, and for the purposes of range this attack always count as occurring at the midway point of the attacker's charge. This does not count as a reaction, but further reaction fires past the first in a turn suffer a -10 penalty per extra attack as per reactions
 
@greendoor

Klem will move up to the sandbags on the south side and flame the sandbag positions across the gap (provided we don't have friendlies there), moving up with the unit to hit stuff with fire ahead of our lads and lassies.
 
@greendoor

Since I'm at Pax, won't be posting IC. Just have Valentin stab the guy in front of him/anyone else if necessary. Once that's done, have him move (in the direction of the platoon) and shoot at the guys in the tower, keeping to cover where possible.
 
Just in case I don't make the cut.

1st Turn: Reload Missile Launcher (Free Reload Action) + Stow Missile Launcher (Ready) + Pick-up lascarbine (Ready).

2nd Turn: Run to catch up.

3rd Turn: Continue forward, Semi-Auto Burst-ing who he can.

BS 35 + Free Aim 10 + Semi-Auto Burst 10 + Las 10 = TN 65 without Range modifiers
 
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Again as a just in case.

1st Turn: Run along with Alpha.

All turns: Keep up with Alpha. Only fire back if Gerard or Klem are fired upon.

BS 35 + Free Aim 10 + Semi-Auto Burst 10 + Las 10 = TN 65 without Range modifiers (TN 75 Close Range)
 
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Actions: Move into a bunker, half aim semi-auto fire upon the southern enemy group. Try not to die.
 
Move up with the squad, firing on any large congregations of the enemy in the way until they're well done or running.
 
1st Turn:

If no friendly is within blast radius, Half Aim and Throw a Grenade at the front line of defenders, the most unarmored and exposed.

If a friendly is within blast radius, Semi-Auto Called shot (Joints) to the Republican Guard officer in the frontline. Fate +20. Overcharge.

2nd Turn: Charge

BS 35 + Half Aim 20 + Close Range 10 = TN 65 to throw a grenade

BS 35 + Semi-Auto 10 + Las 10 + Close Range 10 + Fate 20 - Called Shot (Joints) 20 = TN 65 to shoot at the Officer

Lascarbine: 1d10+4E 2 Pen

WS 40 + Charge 20 + Double Team 20 + Hatred 10 = TN 90
 
Lucille Alban
@SirLagginton

Plasma Gunner Lucille Alben
Personality: Disciplined, Devoted to weapon spirits, Cautious
Appearance: Thin, short red hair, single augmetic eye (Red lens)

Bolwerc Plasmagunner

40 Bs

35 Ws

35 Ag

30 Strength

35 Toughness

40 Int

35 Willpower

30 Perception

30 Fellowship

Fate: 1 (Can't be burned)

Wounds: 13

Skills: Dodge, Athletics+20, Resolve, Endurance+10. Command, Technomat+20, Lore (War+10, Tech), Awareness

Talents: Hatred (Tau and Traitors), Double Team, Rapid Reload, Deadeye Shot, Plasma Weapon Expertise, Tradesman

Armor: Light Carapace Armor with Heat Resistance

Weapons: Plasmagun with 4 Fuel Flasks, 2 Frag Grenades, 1 Smoke Grenade, Laspistol, Mono Combat Knife, Mono Cutlass (1d10+SB+1, Pen 2)

Misc Gear: Gas Mask, Medkit

Cybernetics: Occular Sight
 
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Buying Plasma Weapon Expertise and a +5 Int advancement for Lucille.
 
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Just in case I won't be able to write a post.

OOC: Gerard is going to drop his missile launcher and missiles before going into the tunnel.
 
OOC until I can write IC:

I prefer to move silently, avoiding possible traps, and to open the door silently. Gerard will ready his weapons while Henrik leads and opens the door.

If there are enemies behind the door then:

1. If the metal door is mechanically counted as cover, Aim + Throw a frag grenade behind the metal door.
2. If the metal door is not mechanically counted as cover, Aim + Called Shot (Exposed/Weak Area) + Standard Melee Attack.

BS 35 + Point Blank 30 + Aim 20 = TN 85
WS 40 + Hatred 10 + Aim 20 + Double Team x2 20 - Called Shot (Exposed/Weak Area) 20 = TN 70
 
OOC since busy with some college stuff:

Make a round around the compound to check if there are any other gaps or weaknesses that need to be taken care off, if not then station at least two members of the squad near the breach before going to the tunnel and checking up on everyone.
 
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