Poll

period race

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Author Topic: ABS FIESTA REDUX  (Read 1541765 times)

are we being infiltrated or what

"I'm going to take a break and check in with command to see if anything is up - might have been something simple like a gun jam."

Walt then as he said heads over to the main office/command whatever correct terminology



A worry wells up in Walt, he feels the need to run and that something is wrong other than just a shell getting through. "we are fairly close to the front line..." he reminds himself

he fights the feeling and remains at a normal pace
« Last Edit: July 31, 2015, 02:45:01 PM by Badger »

Jaakko looks at his hands. He's got some minor cuts from brushing glass off of himself without much though. He feels his face. There's some minor lacerations here and there. There's one rather long cut on his face. Jaakko finds the offending piece of glass. It cut deep, but it's still in his cheek.

Jaakko picks the glass from his face, inspects it, and throws it away. His head pounds to the best of his heart, which is just no me slowing down.

"I may as well be having an aneurysm," Jaakko says, holding his head.

No, it's just a side project. Me and xk are going to attempt to play 40k using vassal with abs fiesta factions and see if its balanced. We're also considering (once its balanced and ironed out) using said games to represent battles actually taking place in-universe that may have minor influence on the story. If anyone else is willing to learn how to play they could join in too but this thread is still going to be about planes and pilots.

Anyway how bout dem broken glass wounds
How long are the weapon ranges going to be because I absolutely hate the fact that in Warhammer people apparently can only shoot at most 72 meters in front of their face.

How long are the weapon ranges going to be because I absolutely hate the fact that in Warhammer people apparently can only shoot at most 72 meters in front of their face.
Having played warhams before, the max ranges look arbitrary and stuff on paper but are fine in practice. That being said, I'm considering letting units fire snap shots if a target is only a few inches away from their max range, so a squad of kintharians with 30" rifles aren't completely helpless going against a 36" imperial MG nest.

"I'm going to take a break and check in with command to see if anything is up - might have been something simple like a gun jam."

Walt then as he said heads over to the main office/command whatever correct terminology
You arrive at the main office.
« Last Edit: July 31, 2015, 03:31:12 PM by Qwepir »

Walt looks for a nearby worker or secretary upon finding one he questions them

"I guess you guys already know about the shell that landed in the base - is there anything going on right now near the base?"

I can sorta skim this from the units and stuff but I assume close combat is going to take a backseat to ranged combat (as it should), right?

Faw travels to office in order to better understand the situation.
Faw asks Walt if he's okay, and inquires as to the extent of Yui's injuries.
« Last Edit: July 31, 2015, 03:55:29 PM by ZombiLoin »

how did you teleport from the gym to the office



(at work now - I'll be back in about 5-6 hours)

Walt looks for a nearby worker or secretary upon finding one he questions them

"I guess you guys already know about the shell that landed in the base - is there anything going on right now near the base?"
"Some of the CRAMs went offline, we're trying to determine why."

I can sorta skim this from the units and stuff but I assume close combat is going to take a backseat to ranged combat (as it should), right?
Huit Freeborns and Commandos, Malantan Auxiliaries, and potentially NAUC infantry are the only ones that can make melee viable, so yes. Close-combat isn't as big of a focus but it's also not to be ignored. If you're an EP faction and you find yourself within charging distance of the Kintharians you might as well go for it because you'll be safer in melee than downrange. Plus, when vehicles get added, power armor will be able to peel them open if they get into melee.
« Last Edit: July 31, 2015, 04:24:43 PM by Qwepir »


Yui collapses and passes out.

Yui collapses and passes out.
Yui is taken to the medical center, and the medics attempt to persuade Gus to come along as well.

inb4actual trashcans
3 power armor with machine guns and power claws assaulting 12 NAUC soldiers in medium ballistic vests.

Power armor fires their MGs before assaulting.
Imperium rolls to hit. 4, 2, 1, 2, 3, 3, 6, 6, 2. 5 hits.
Imperium rolls to wound. 4, 6, 2, 4, 1. 3 wounds.
NAUC rolls armor saves. 6, 3, 4. 2 unsaved wounds, 2 deaths.

This happens.

Power Armor assaults. NAUC fires BS1 overwatch.
NAUC rolls to hit. 1, 6, 5, 5, 2, 1, 6, 5, 6, 5. 3 hits.
NAUC rolls to wound. 1, 3, 4. 2 wounds.
Imperium rolls armor saves. 6, 5. 0 wounds.

And then this happens.

NAUC gets to hit first, due to higher initiative.
NAUC rolls to hit. 3, 6, 1, 4, 2, 5, 3, 4, 5, 2. 4 hits.
NAUC rolls to wound. 6, 6, 5, 1. 3 wounds.
Imperium rolls armor saves. 1, 3, 4. 1 unsaved wound, 0 deaths.

Private Jansen jams a combat knife in one of the power armor's armpits, but fails to bring it down.

Imperium strikes back. Charging provides +1 attack per model
Imperium rolls to hit. 5, 1, 4, 5, 1, 5. 4 hits.
Imperium rolls to wound. 3, 3, 6, 5. 4 wounds.
Power Claw ignores armor. 4 deaths.

Jansen and a few of his mates then promptly have their helmeted heads caved in, ribs crushed, lungs punctured, knocked to the ground and stomped on, etc.

NAUC loses assault by 3 wounds and must take a morale test. Having lost by 3 wounds their leadership is effectively reduced to 5
NAUC rolls morale. 2, 4. Final result is 6.
NAUC falls back. Power Armor, being Slow and Purposeful, cannot attempt a sweeping advance.

The remaining six members of the squad turn tail and leg it. Fortunately for them, the Power Armor isn't quick enough to give much of a chase, and they escape cleanly. And that is how three trashcans killed 6 people and sent another 6 running for their lives. Granted, this was done in a vacuum, so its not fully representative of how a fight would actually go down, but it gives you a good idea of what happens if you're slow/stubborn enough to let the Imperials charge you.
« Last Edit: July 31, 2015, 05:33:01 PM by Qwepir »

Gus goes with them, silent.

Actual trash cans

forget I want one.

The inb4 was referring to a base raid thing.
« Last Edit: July 31, 2015, 06:32:21 PM by Mr. Hurricane »

inb4actual trashcans

3 Power Armor units against 3 Kintharian Nanosuit Commandos, both out in the open without cover saves at a distance of 24"
Kintharian Commandos go first, engage armor mode, giving them a 4+/6++, and +1 toughness.
Kintharian Commandos fire three Light Railgun shots
Kintharians roll to hit: 3, 2, 6, 2 hits.
Kintharians roll to wound: 4, 1. 1 wound. Light railgun ignores 3+ saves and has enough strength to instantly kill a power armored unit.


Imperial turn. Remaining two trashcans open up with their Rotorguns.
Imperials roll to hit: 2, 5, 2, 4, 4, 3, 6, 4. 6 hits.
Imperials roll to wound: 2, 1, 6, 2, 5, 1. 4 wounds.
Kintharians roll invulns: 6, 4, 3, 2. 1 save.


Imperials allocate three wounds to two models, both nanosuits die.

On the other hand, at higher ranges:

Three Kintharian Commandos engaging Three Imperial Power Armors at 36". Power armor has one not-Markerlight token on it.

Kintharian turn: Kintharians burn a token on the Power Armor squad, giving them one extra BS against the squad. In addition, they engage Armor. Kintharians fire their Light Railguns.
Kintharians roll to hit: 4, 6, 2. At BS 5, they're rolling for 2 and up to hit. 3 hits.
Kintharians roll to wound: 3, 3, 1. 2 wounds.

Two Power Armored soldiers go down instantly.

Imperial turn: Remaining Power Armor fires with his machine gun.
Imperials roll to hit: 1, 4, 2. 1 hit.
Imperial rolls to wound: 3. 1 wound.
Kintharians roll armor saves. 3. Kintharians take the wound and lose a Commando.


Kintharian turn: Remaining Kintharian Commandos fire their Railguns.
Kintharians roll to hit: 5, 6. Two hits, even with BS4.
Kintharians roll to wound: 3, 5. Two wounds, trashcan dies.


Commandos are loving scary. Don't even get me started on a full squad of 10 Huitz Commandos.