Sanity is for the weak

Discussion in 'THE TEST CHAMBERS' started by Grothnor, Mar 14, 2016.

  1. Imma test some dice throws, see how the dice system werks
     
    Grothnor threw 10-faced die for: pants Total: 67 $dice $dice $dice $dice $dice $dice $dice $dice $dice $dice $dice $dice
  2. ROLL FOR INITIATIVE

    Edit: DAMN 20 strength?
     
    Grothnor threw 10-faced die for: WS, BS, S, T, Total: 50 $dice $dice $dice $dice $dice $dice $dice $dice
  3. Testing stuff is fuuuuuuuuuunnnnnununun.
     
    Grothnor threw 6-faced die for: Pants are nice Total: 3 $dice
    Grothnor threw 6-faced die for: AdMech4lyfe Total: 1 $dice

  4. Action

    Type

    Subtype(s)

    Description (May only make 1 attack and 1 concentration action per turn)

    Aim

    Half/Full

    Concentration

    +10/20 WS or BS to next attack, max +20, reactions remove bonus.

    All Out Attack

    Full

    Attack, Melee

    Lose reaction for +20 WS

    Brace Heavy Weapon

    Half

    Misc.

    Ready heavy weapon to fire.

    Called Shot

    Full

    Attack, Concentration, Ranged/Melee

    Attack a specific location with a -20 penalty to WS/BS.

    Charge

    Full

    Attack, Melee, Movement

    Move charge distance (3 times Ag bonus). Must move last 4 meters in a straight line, +10 WS.

    Defensive Stance

    Full

    Concentration, Melee

    Gain an additional reaction, enemies suffer -20 WS to attacks.

    Delay

    Half

    Misc.

    May take any half action before next turn.

    Disengage

    Full

    Movement

    Breaks out of melee and makes a half move without taking opportunity attack.

    Dodge

    Reaction

    Movement

    Use Dodge Skill to avoid enemy attacks.

    Feint

    Half

    Melee

    Opposed WS test, if won, next attack cannot be dodged or parried.

    Focus Power

    Varies

    Varies

    Use psychic power.

    Full Auto Burst

    Half

    Attack, Ranged

    +20 BS, plus one hit per degree of success.

    Grapple

    Full

    Attack, Melee

    See Grapple options.

    Guarded Action

    Half

    Concentration, Melee/Ranged

    -10 to WS or BS, +10 to Evasion Tests until next turn.

    Jump/Leap

    Full

    Movement

    Jump vertically or leap horizontally.

    Knock Down

    Half

    Attack, Melee

    Opposed S test, knocks enemy prone if successful. 2 degrees of success, deals 1d5-3+SB damage and 1 fatigue. 2 degrees of failure, attacker knocked prone. +10 if attacker moved.

    Lightning Attack

    Half

    Attack, Melee

    -10 WS, one hit per degree of success. Requires Lightning Attack talent.

    Maneuver

    Half

    Melee, Movement

    Opposed WS test, if success, move enemy 1 meter.

    Move

    Half/Full

    Movement

    Move Ag Bonus per half action used.

    Overwatch

    Full

    Attack, Concentration, Ranged

    Set up a killzone and use Suppressing Fire on enemies who enter killzone.

    Parry

    Reaction

    Defence, Melee

    Test WS to avoid attacks (in melee only).

    Ready

    Half

    Misc.

    Ready a weapon or item.

    Reload

    Varies

    Misc.

    Reload a ranged weapon.

    Run

    Full

    Movement

    Move six times Ag Bonus, enemies get -20 BS and +20 WS to hit.

    Semi-Auto Burst

    Half

    Attack, Ranged

    +10 BS, additional hit for every two degrees of success.

    Stand/(Dis)Mount

    Half

    Movement

    Stand up from prone or get into/out of vehicle or onto/off of mounted creature.

    Standard Attack

    Half

    Attack, Melee/Ranged

    +0 BS/WS, one hit.

    Stun

    Full

    Attack, Melee

    Called Melee Shot to head, 1d10+SB vs head, target stunned if success.

    Suppressing Fire

    Full

    Attack, Ranged

    Make Full Auto Burst at -20, declare killzone, all targets take -20 test for pinning, Use Semi-Auto Burst for hits.

    Swift Attack

    Half

    Attack, Melee

    +0 WS, additional hit for every two degrees of success. Requires Swift Attack talent.

    Tactical Advance

    Full

    Concentration, Movement

    Make a full move action and benefit from last cover until next turn.

    Use Skill

    Varies

    Concentration, Misc.

    Use a skill.
     

    • {slide=Hobo faith|center}hobos believe in the hobo pope. it's pretty kewl{/slide}

      {slide=hobo artichokes}archipelago. nound. itemb.{/slide}

      {slide=Hobo pants}hobohobohobohobo{/slide}
     

    • {slide=aaaaaass}qwerty{/slide}
     
  5. Article: hobos are hopos
    your mutha
     

  6. Cows are the natural enemies of therapods. Therapods are stupid. Relevance is relative. Pants.
     
  7. Yo mutheeer
    addafsdcsdsfwef wefwef w wef we fw gefgwe fwef wef f
     

    • {slide=tab|center}assassippi{/slide}

      {slide=shnitzel}the favorite treat{/slide}

      {slide=4}leetle geerls and boyz teer eet.{/slide}

    WHY U NO WERK?
     
  8. « »
    wat am i doin?
    wwwwwwwwwerewelf
    fek ifIkno
    kekekekkekekekkeekekek
     
    1. Title: I am a strength.
      • Poop.
      • Argus
      • <ec
     
  9. Gibbering slime I am
     
  10. #14 Grothnor, Apr 22, 2016
    Last edited: Apr 22, 2016
  11. Giant monkey hands pants artichokes and lemongrab inquisitors
     
  12. monkey fart
    dsvdvsd
    vfvfsvfsvfsvfvsfsvfvssddsvsdvvdsvdvdvddvvvdsvsvvsd

    ffffffffffffffffffffffffffigs
     
  13. SwegSwegsweg
    Im gud i swer
    luddie the kurzeed
    dat boss can suck my ass
     
  14. How deep can it go? (open)
    Let's see....We need to go deeper....
    Spoiler
    REFERENCES
     
  15. Spoiler
    Different combos (open)
    Hi