Deathwatch: Sons of Jericho IC

Game Master Rookseye

For untold centuries the Deathwatch have stood vigil over the Jericho Reach. Now, the disparate Astartes of Kill-team Umbra must vanquish a threat and unravel a mystery which portends to place the entirety of the Achilus Crusade in jeopardy.

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Thanks Eradico, good catch. I was staring at the Magos' bonuses for about ten minutes last night trying to figure out what the heck I was forgetting. The perils of posting combat after a long, hot day outside. Retconning it below as a hit.

With an ear-piercing crack, the large, top-heavy spar of rock struck by the Magos' melta-beam shifts position and begins sliding toward the shrike, a shower of dislodged snow preceding the one ton column of wind-tortured stone as it falls, slamming pinnacle first into the xenos' upper body.

Damage is indirectly from the melta-beam, trading Energy for Impact given the circumstances: 2d10 + 8 ⇒ (10, 1) + 8 = 19, Penetration 13, results in 9 Wounds to Shrike #2.

Brother Quintus wrote:
Are there any that I can shoot with bolt pistol or flamer without hitting anyone else? If not, I will help the magos, since he is one of our objectives.

Welcome back, Lorm.

  • Eligible targets include Shrike #2 (it is on the ground, engaged with Magos Vyakai who is hovering just above its head with his Maglev Transcendence (he will not be hit by the flamer in his present position if you aim low, nor will the guardsmen be harmed, as they are in the fortified hauler).
  • Also in range is Shrike #3 which is flying some ten meters above the ground overhead to the northwest. Hormagaunt Horde #1 is in range, but the flamer would certainly effect Brother Vex.
  • Hormagaunt Horde #2 has LOS blocked by the tracked hauler.
  • Shrike #4 and the two gargoyle hordes are also in range, the shrike on the ground (the flamer would catch your battle-brothers), Gargoyle Horde #2 is presently north of Brother Caledonii (from its move this round), and Gargoyle Horde #1 is hovering just above the marines engaged with Shrike #4.

Tech-Use test is successful, Brother Emeric.

Still under heavy fire from the gargoyle's flesh-borers, Brother Emeric turns to shield the vox-caster from the barrage as he hastily adjusts the band and oscillation rate to better alleviate the hissing static. Dialing back the rate to the 110.7 MHz range sacred to Adeptus Astartes covert fleet actions, he is rewarded with a real-time, tight-beamed burst of data that immediately begins playing audibly over his internal microbead.

<<<...ther Pellas of the Thunder's Word to Kill-Team designate Umbra: Thunderhawk Vengeful Lightning has penetrated Tantalus planetary atmosphere at coordinates 55.721° by 72.333° bearing north, northeast over Sothunder Saggital Massif. Estimated time of arrival for emergency exfiltration at grid coordinate [Ɵ,Ɛ] is seven minutes thirty seconds sidereal time. Please confirm present position and status...Brother Pellas out.>>>

Male Space Marine Devastator Rank 1

I will use my bolt pistol against shrike#2(the magos being an objective). I will use kraken rounds.
BS =55 + 20 =1d100 ⇒ 58
1d10 ⇒ 1,1d10 ⇒ 8, tearing1d10 ⇒ 7 =20 damage. Did I get another hit by making it by 17?

Black Templar Techmarine
The Omega Vault wrote:
<<<...ther Pellas of the Thunder's Word to Kill-Team designate Umbra: Thunderhawk Vengeful Lightning has penetrated Tantalus planetary atmosphere at coordinates 55.721° by 72.333° bearing north, northeast over Sothunder Saggital Massif. Estimated time of arrival for emergency exfiltration at grid coordinate [Ɵ,Ɛ] is seven minutes thirty seconds sidereal time. Please confirm present position and status...Brother Pellas out.>>>

Another Tyranid volley hits a nearby spar of rock, showering me with a combined spray of acid, ice, and fragments of shale. Damn these foul abominations! A quick adjustment to focus my vox-beam north-north-east... In an eye-blink I cogitate and answer using an automated, electronic-voice subroutine housed in my cranial circuitry, thus permitting maintenance of full battle concentration. Transmitting:

<<<Reception of message, Battle-Brother Pellas, Vengeful Lightning inbound status and ETA is confirmed. Brother Techmarine Emeric responding. Location, Kill-Team Umbra, designated extraction zone, Pyroclast-Gamma-9 Southern Expanse, Grid Zone Omicron-Upsilon-7, coordinates (76.24642395766811°, -94.21875°). We stare into the maw of the Great Devourer and know no fear. Brother Emeric out.>>>

To the Kill-Team using my internal voice-operated vox: "Thunderhawk inbound. ETA: 7 minutes, 12 seconds. Abhor the alien. Maintain maximum lethality."

Brother Quintus:
Assuming this was a Semi-Auto Burst, Lorm, you shorted yourself a +10, so it would end up being two successful hits:

Second hit: 2d10 ⇒ (7, 3) = 10, Tearing die 1d10 ⇒ 3, +5 = 15. Total damage inflicted on the shrike after mitigation (Kraken Rounds bypass all armor, is 15 Wounds.

Stepping forward without hesitation, the fate of the mission hanging in the balance, Brother Quintus fires a burst from his bolt pistol into the staggered shrike's back, the bursting chitin spraying violet ichor across the rusty orange and black hide of the monster.

Brother Syne is next, provided Ellipsis can forgive me for the rather blatant Deux Ex Machina I served on poor Vincent in the Oremor Affliction a couple of days ago.


I can only assure him everything is done for a reason!

Eli shifts his fire to the next target without even thinking, his focus on the battle absolute.

Full Auto Burst targeting Shrike #3. Ballistic skill +10 for Short Range, +20 for Full Auto, +10 for Immovable Warrior, +20 for Shrike Size, and -20 for Shooting into Melee.

BS 51 + 10 + 20 + 10 + 20 - 20 = 91 : 1d100=68

Two degrees of success yielding three hits.

3d10=11: 4 + 4 + 10 = 18
3d10=14: 4 + 7 +10 = 23
3d10=26 1d10=3: 8 + 10 + 10 + 3 = 31

18 (Pen 6) = 6
23 (Pen 6) = 11
31 (Pen 6) = 19

The shrike makes no secret about its choice of prey, folding its leathery wings back as it plunges toward Brother Syne. The Dark Angel shows no apprehension whatsoever, and merely regulates his breathing before squeezing the trigger and releasing another thunderous burst toward his foe.

As Shrike #3 was flying well over Brother Decius and Brother Sepheren's heads, and not in melee your roll yields two more hits, Ellipsis.

1d10 ⇒ 1, 1d10 ⇒ 6, Tearing Die: 1d10 ⇒ 3, +10, = 19 Damage.

1d10 ⇒ 9, 1d10 ⇒ 1, Tearing Die: 1d10 ⇒ 5, +10, = 24 Damage.

The wide bore barrel of the bolter now glows bright red with a heat like that of a Mechanicus forge as it releases its deadly salvo, the rounds tearing into the hardened skin of the shrike with buffeting force.

Total damage dealt is 55 Wounds, enough to eliminate Shrike#3.

As the shrike draws nearer and nearer, the burst tear it to pieces, raining gobbets of shredded chitin, milky white tissue, and spatters of violet ichor down on the combatants below. The bulk of the creature remaining aloft then tumbles from the sky, slamming into the escarpment beneath the Dark Angel with a crunch of ice and snow.

Undeterred by the gory rain dropping around him, the Blood Angel continues to hack and cut with his chainsword through the scattered hormagaunts, living up to his chapter's reputation as furious, almost bloodthirsty combatants when their anger is stoked.

Brother Sepeheren uses an All-Out Attack, WS = 44, +10 (Horde Size), +20 (All-Out Attack), modified WS = 74, 1d100 ⇒ 25, four degrees (1 for every two degrees) of success yields three hits to Magnitude.


1d10 + 3 ⇒ (9) + 3 = 12, Tearing 1d10 ⇒ 1, damage = 12.
1d10 + 3 ⇒ (3) + 3 = 6, Tearing 1d10 ⇒ 5, damage = 8.
1d10 + 3 ⇒ (6) + 3 = 9, Tearing 1d10 ⇒ 6, damage = 9.

With Penetration (4) all rolls are sufficient to damage the Hormagaunts, yielding 3 Magnitude damage to Hormagaunt Horde #2.

Hormagaunt after hormagaunt perishes in a storm of buzzing teeth and spraying ichor as Brother Sepheren pushes through the diminished swarm.

The shrike shrugs off the huge chunk of frozen rock, turning its attention fully toward the Ultramarine and screeches in fury as the Kraken rounds rip through its carapace. It lowers its repugnant head, mandibles clacking angrily and charges Brother Quintus.

As this happens, the other shrike raises both of its huge talons overhead, like a furious mantid, and lunges toward Brother Emeric.

I'll hold off on the shrike attacks for a time to leave the option open for anyone who wishes to use their Reaction from Fire For Effect to preempt their blows.

Male Space Marine Devastator Rank 1

I will use fire for effect to fire on shrike #2. Using kraken rounds and semi-auto, BS 55 +20(size) +10(SA) = 1d100 ⇒ 13 for 3 hits. The damage will be:
2d10 ⇒ (7, 9) = 16 tearing: 1d10 ⇒ 3 + 5 = 21
2d10 ⇒ (9, 8) = 17 tearing: 1d10 ⇒ 9 + 5 = 23
2d10 ⇒ (1, 6) = 7 tearing: 1d10 ⇒ 10 + 5 = 26
Rightous Fury die = 1d10 ⇒ 5

Brother Quintus wrote:
I will use fire for effect to fire on shrike #2. Using kraken rounds and semi-auto.

It is just single shot for the Reaction, Lorm, but I will use your first damage roll provided the shrike doesn't Dodge.

Taking careful aim, the Ultramarine squeezes off a quick round at the mortally wounded shrike.

Dodge = 44/2, 1d100 ⇒ 44 failed.

Damage inflicted is 9 Wounds after bypassing AP and TB (12).

The armor-piercing projectile blows a sizable hole in the shrike's barbed torso, but the beast continues its headlong charge toward the Ultramarine just the same.

Male Space Marine Devastator Rank 1

Omega Vault:

Sorry about that, still working on the rules.

Black Templar Techmarine
The Omega Vault wrote:
I'll hold off on the shrike attacks for a time to leave the option open for anyone who wishes to use their Reaction from Fire For Effect to preempt their blows.

Thanks, Rook, I will do exactly that.

The unholy beast unleashes an odious screech and raises its massive talons, hoping to deliver a killing strike. Never! You have met your doom! A weapons rune blinks in my visual array as Ferocitas locks onto a large gap in Tyranid's chitinous armor covering its thoracic ganglion. I step towards the beast, fire-select a Kraken round, raise my bolter and fire.

Fire for Effect Reaction Attack on Shrike #4

BS = 41, +30 (point-blank), +20 (enormous target), modified BS = 91, rolling, 1d100 ⇒ 80, hit.


1d10 ⇒ 3, 1d10 ⇒ 5, Tearing Die: 1d10 ⇒ 4, +8, = 17 Damage.

Shrike #4, Dodge attempt, Agility 44/2 = 22, 1d100 ⇒ 98, failed.

Before the shrike can impale him on its descending talons, the Black Templar raises his arm and fires a single round into the center of the shrike's exposed thorax, the kraken round blowing a gaping hole in the xenos entity, killing it instantly. Wiping the foul ichor from his left pauldron escutcheon, he turns his attention to the circling gargoyles.

Shrike #4 was killed.

Brother Quintus:
No problem at all, Lorm, I'm still getting a hang of all the number crunching and modifiers in the more combat-heavy DW game as opposed to the more investigatory DH. That's why I've been asking you guys to point out what I miss.

Still charging headlong toward the Ultramarine, the mortally wounded shrike rakes its massive claws across Brother Quintus' armor.

WS = 55, +10 (Charging), modified WS = 65, 1d100 ⇒ 69, a miss.

Waiting until the last possible moment, Brother Quintus crouches and rolls as the rending claws of the hulking shrike sweep over his helmet, just missing a decapitating blow.

Decius and Hrothgar are next.

Male Storm warden Tactical Marine

Seeing that I am currently in a calm spot of the storm I will take a shot at the shrike again. Hopefully I will go dow before it gets to Brother Quintus.

*Typical Bolter Fire, Single Shot:*

BS =36, +10 (Short range), +20 (size), -20 (into melee), modified BS =46 , rolling 1d100 ⇒ 90, miss. Not sure if the into melee will come into account, not like it mattered.

*Typical Bolter Damage, Single Shot, Best two of three damage rolls:*

Hellfire rounds selected again.The weapon ignores Natural Armour and may inflict Righteous Fury on any damage die results of a 9 or 10.

Hrothgar renews his attack on the Shrike. Both bolt pistols screaming death.

Semi-Auto Burst Attack with Hell Fire Rounds (BS 71)

1d100 ⇒ 36 Hit with 3 degrees of success; 1 additional Hit!

1d100 ⇒ 85 Miss

Damage with HellFire Rounds

1d10 ⇒ 8 1d10 ⇒ 3 Tearing Dice 1d10 ⇒ 9

Righteous Fury for Rolling a 9

1d10 ⇒ 5 +5=27

Damage with HellFire Rounds

1d10 ⇒ 2 1d10 ⇒ 7 Tearing Dice 1d10 ⇒ 3 +5=15

Fire for Effect

1d100 ⇒ 70 Hit I think.

Damage with HellFire Rounds

1d10 ⇒ 1 1d10 ⇒ 1 Tearing Dice 1d10 ⇒ 1 +5=7

Grand Total of 49 points of damage inflicted.

Black Templar Techmarine

Having dispensed the Shrike, I turn and face the mass of slavering Gargoyles spiraling towards my position. With only three Kraken rounds remaining, I shift to regular bolt-rounds and cut loose. Round after round finds purchase, each causing a Tyranid to plummet onto the icy plain below.

Full-auto fire on Gargoyle Horde #1

BS = 41, +20 (Full-Auto Burst), +30 (4 meters away, Point-blank), +10 (Horde size??), modified BS = 101, rolling 1d100 ⇒ 70, hit with four degrees success. (um, I think...)

Damage (Feel free to adjust, Rook, if my above calculations are wrong):

1d10 ⇒ 5, 1d10 ⇒ 6, Tearing Die: 1d10 ⇒ 3, +5, = 16 Damage.

1d10 ⇒ 3, 1d10 ⇒ 2, Tearing Die: 1d10 ⇒ 5, +5, = 13 Damage.

1d10 ⇒ 10, 1d10 ⇒ 4, Tearing Die: 1d10 ⇒ 3, +5, = 38 Damage.*

1d10 ⇒ 8, 1d10 ⇒ 7, Tearing Die: 1d10 ⇒ 9, +5, = 22 Damage.

*denotes Righteous Fury: 1d10 ⇒ 10**

**second Righteous Fury: 1d10 ⇒ 9

Seeing his foe vanquished by the techmarine, Brother Caledonii sights down the barrel of his bolter and fires a single round at distance, aiming at the final shrike menacing the Kill-Team leader. The shot goes just wide, taking a sizable chunk from one of the wind-tortured spurs of rock jutting from the plateau.

Brother Hrothgar:
Brother Hrothgar, I show your modifiers as +10 (Higher Ground), +10 (Semi-Auto Burst), +20 (Shrike Size), -10 (Two-Weapon Ranged), -20 (Firing Into Melee), ending up with a total modifier of +10, modified BS (41) = 51. This negates one hit from the bolt pistol that hit, but with the Hellfire rounds, the damage with the one Righteous Fury aided hit is enough to kill the shrike anyway.

The shot however, does draw the attention of Brother Hrothgar, who turns and kneels, raising both bolt pistols at once to chest height, unleashing a furious storm of fire on the creature as it engages with Brother Quintus. Most of the shots miss their mark, given that the Space Wolf focuses his fire on the creature's back and legs for fear of hitting the Ultramarine, but one finds the target, blowing through the side of the screeching xenos' head with a hollow whump of vaporized chitin and tissue.

The last of the shrikes has fallen.

Satisfied that Brother Quintus is no longer in immediate danger, Brother Emeric turns his augmetic eyes to the sky, toggles his bolter's fire selector, and returns the punishment rained down on him by the gargoyles.

Emeric, the calculations are almost perfect but the gargolyes were actually 10 meters up, this still falls into Short Range (+10) for the bolter, however. Modified BS = 81, yielding two hits total. Damage is enough to inflict 2 points of Magnitude, +1 for the Explosive Quality, results in 3 Magnitude damage to Gargoyle Horde #1.

The shrieking spawn of the Devourer fall from the sky in bunches as the Black Templar swivels in place to rake across their hovering ranks, each death assuaging the pain of the techmarine's wounds and placating the hunger of Ferocitas' targeting reticule.

GM controlling Brother Decius for now.

The Iron Snake continues his march toward the apothecary, stabbing at the hormagaunts whenever they draw too near.

WS = 46, +20 (All-Out Attack), 1d100 ⇒ 99. Miss.

The foul xenos nimbly elude the Iron Snake, their diminished numbers making them harder and harder to skewer on the end of his sea lance.

No prob, Rook. Flavor-text is very satisfying read. Makes Hrothgar look very blessed by the Emperor. :-)

Posting from work today, so I don't have my files handy for updating the battlemap, so it will probably have to wait until later tonight before the tactical situation is updated. All that remain for immediate adversaries now are Hormagaunt Horde #1 and #2, and Gargoyle Horde #1 and #2. The massed Tyranid vanguard Hordes are still coming and are three rounds away following the end of this round.

I will make the attacks for the hordes in Round #4 now, as they come next.

The much diminished hormagaunt hordes continue their implacable assault on Brothers Vex, Sepheren, and Decius, raking with razor sharp talons in hopes of penetrating their armor.

Hormagaunt Horde #1, attacking Brother Vex, WS = 45, 1d100 ⇒ 30, a hit. Rolling damage, 2d10 + 5 ⇒ (6, 2) + 5 = 13, even with Penetration not enough to bypass the Dark Angel's AP and TB.

Brother Vex continues to hold off the swarming 'Nids from atop the spar of ice he has chosen to make his stand, slashing and riposting whenever they draw near.

Hormagaunt Horde #2, attacking Brother Sepheren, WS = 45, 1d100 ⇒ 91, miss.

The voracious Tyranid pack that remains dart in again and again on the Blood Angel, but each time he cuts another in half with his chainsword, forcing them out of the makeshift trenches and wading through their ranks.

Hormagaunt Horde #1, attacking Brother Decius, WS = 45, 1d100 ⇒ 17, a hit. Rolling damage, 2d10 + 5 ⇒ (10, 10) + 5 = 25, Penetration = 3, after AP (5) and TB (8), this inflicts 12 Wounds to Brother Decius, reducing his remaining Wounds to 7.

Sensing, as if by the hive mind's volition, that their divided attacks on the two foes are not working, the remaining hormgaunts swarm as one, rushing past the surprised apothecary to leap through the Iron Snake's overwhelmed defenses, tearing into and through the legs of his power armor.

Still circling like carrion birds, the gargoyles unleash another barrage with their flesh-boring cannons.

Gargoyle Horde #2 attacks Brother Emeric, BS = 33, +10 (Higher Ground), modified BS = 43, 1d100 ⇒ 79, miss.

Another rain of the plasm-drenched beetles erupt from the sky above the the techmarine, but he holds his ground, the creatures landing in wet spatters around him harmlessly.

Gargoyle Horde #1 attacks Brother Hrothgar, BS = 33, +10 (Higher Ground), modified BS = 43, 1d100 ⇒ 30, a hit.

Damage reduced by horde size reduction, 1d10 + 3 ⇒ (10) + 3 = 13, Pen = 3, (no need for Tearing, as maximum damage is sustained) after mitigation by AP and TB this inflicts no damage, AP (5), TB (8).

Although Brother Hrothgar isn't as lucky, he quickly manages to shed the foul living ammunition, shaking his body like a wet wolf to remove the scuttling insect-things from his helm before they can inflict lasting damage.

Male Storm warden Tactical Marine

If I can hit both gargoyle units with the flamer:
I will draw the flamer and fire on both Gargoyle units. 1d5 + 5 ⇒ (2) + 5 = 7hits

If not then I'll bolter the larger unit:
Flipping the selector back the the metal storm round I fire upon the larger of the two Gargoyle units with a spray of shells. *Typical Bolter Fire Full-Auto Burst, 1 extra hit per 1 degree of success:*

BS =36 , +20 (Full-Auto Burst), +10 (size), +10 (short range), modified BS =76 , rolling 1d100 ⇒ 8, hit.

*Typical Bolter Damage, Full-Auto Burst, Best two of three damage rolls::*


1d10 ⇒ 7, 1d10 ⇒ 4, Tearing Die: 1d10 ⇒ 6, +3, = 16 Damage.Pen 3 Blast 2

1d10 ⇒ 1, 1d10 ⇒ 1, Tearing Die: 1d10 ⇒ 6, +3, = 10 Damage.Pen 3 Blast 2

1d10 ⇒ 1, 1d10 ⇒ 8, Tearing Die: 1d10 ⇒ 3, +3, = 14 Damage.Pen 3 Blast 2

1d10 ⇒ 3, 1d10 ⇒ 7, Tearing Die: 1d10 ⇒ 9, +3, = 19 Damage.Pen 3 Blast 2

Last Stand on Tantalus
Round #4


  • Scale: Each square = 2 meters.
  • Fortified Plateau: Kill-team Umbra has had time to prepare the Southern Plateau with earthworks, trenches, and foxholes, transforming this patch of arctic waste into a redoubt against the Tyranid assault. Any space marine participating in this combat may use the Tactical Advance action as either a Half Action or a Full Action, so long as they remain in the immediate vicinity of the plateau.
  • Icy Bolt-Holes: Battle-brothers remaining in the darkened trench areas gain the benefit of Cover equivalent to thick ice (AP = 8). Even those battle-brothers roaming the plateau can gain the benefit of lesser wind-blown ice outcroppings (AP = 4). The tracked hauler provides an AP = 8 for anyone inside.
  • Mole Mortar!: Karlack 2nd BS = 35, Rof: S/-/-, Damage: 2d10+2 X, Pen: 2, Clip: 1, Rld: Full, Special: Inaccurate, Shocking, Blast (4).
    Once per round (the crew has an experienced loader and spotter, allowing reloads each round) Brother Quintus can designate a target for the Mole Mortar set up inside the tracked hauler. As the mortar has a minimum range of 50m, the target must be part of the encroaching horde (excluding enemy forces on the plateau). The mortar applies its damage to either of the two Vanguard Hordes, each possessing a Magnitude of 60.
  • Vanguard Hordes:Two Immense (+40 to hit), Magnitude 60 Tyranid Vanguard Hordes comprised of termagants and hormagaunts begin the battle 6 rounds away from contact with the Kill-team. These Tyranid are the probing, feral tip of the swarm's southern spearhead, and thus are not bio-modified to possess ranged weaponry. They may be fired upon normally. For rounds 1-3 they are considered at Extreme Range (-30 to hit), 4-6 Long Range (-10 to hit).

Initiative Order:
15-Hormagaunt Hordes
13-Gargoyle Hordes
12-Brother Caledonii
12-Brother Vex
12-Commissar Sander and the Karlack 2nd
12-Magos Vyakai
11-Brother Quintus
10-Brother Syne
10-Brother Sepheren
08-Brother Decius
07-Brother Hrothgar
05-Brother Emeric


Karlack 2nd, Magnitude = 18
Magos Vyakai, Wounds: 11

Ravener #1, Eliminated
Ravener #2, Eliminated
Ravener #3, ELiminated

Hormagaunt Horde #1, Magnitude = 11
Hormagaunt Horde #2, Magnitude = 03
Hormagaunt Horde #3, Eliminated

Gargoyle Horde #1, Magnitude = 05
Gargoyle Horde #2, Magnitude = 15

Shrike #1, Eliminated
Shrike #2, Eliminated
Shrike #3, Eliminated
Shrike #4, Eliminated

Tyranid Vanguard Horde #1, Magnitude = 50
Tyranid Vanguard Horde #1, Magnitude = 60

Brother Caledonii:
Since there is no way to hit all of the gargoyles with one shot of the flamer, Caledonii, I will use the bolter results.

Brother Caledonii toggles the fire selector again, and rakes across the gargoyle flight circling above Emeric and Hrothgar.

All four hits yielded sufficient damage to cause Magnitude damage, reducing Gargoyle Horde #2 by 9 to 6 remaining Magnitude with the blast effect of the Metal-Storm rounds.

'Nid after 'nid tumbles from the sky, the shrapnel ripping the xenos to pieces as they airburst throughout the horrid flock.

Dark Angel Librarian

Using the Gaunts aggressive nature against them. I feign loosing my balance further. Instead planting my foot, and whirling my force sword into the mass of them.

Weapon Skill (1d100=13)

Force Weapon Damage (1d10+11=20)

Knowing the longer I have to deal with these lesser creatures I am failing in my duty to protect the Guardsmen. I channel my psychic rage into my sword to shatter the xenos minds and body.

Focus Power Test (1d100=2)

Need an opposed Willpower Test from the Gaunts to see how levels of success I have to do additional damage.

Black Templar Techmarine

These smaller xenos groups are a mere annoyance. They distract us from the hammer that is about to fall.

Taking advantage of Fire for Effect, reaction shot at Gargoyle Horde #1

BS = 41, + 10 (short range), +10 (horde size), modified BS = 61, rolling 1d100 ⇒ 23, hit.


1d10 ⇒ 5, 1d10 ⇒ 5, Tearing Die: 1d10 ⇒ 5, +5, = 15 Damage.

Hit is a success by four degrees after modifiers. Hormagaunt Horde Willpower (30) test, 1d100 ⇒ 17, a success, but still beaten by the Librarian by one degree. combined with the extra two hits from the WS test against the horde, this yields 3 total damage to Magnitude.

Taking full advantage of his feint, the Dark Angel presses his counterattack, carving a wide swath of death into the horde of Tyranids, his force blade crackling with the uncolors of channeled Warpfire.

Hit, Brother Emeric, 1 more Magnitude damage inflicted to Gargoyle Horde #1.

The techmarine pivots, aims, and fires, his shot blasting another gargoyle out of the sky in a grisly cloud of ichor. The xenos that remain wheel about chaotically, their formation broken by the recent fire.

The guardsmen open fire again, their morale clearly bolstered by the Kill-team's success against the Tyranid host. Las bursts stab out from the hauler, raking across the Tyranid surrounding Brother Vex.

BS = 35, +10 (Semi-Auto Burst), +10 (size) +30 (Point Blank Range), modified BS = 75, rolling, 1d100 ⇒ 6, a hit, with six degrees of success, yielding three hits.

Rolling damage, 2d10 + 3 ⇒ (2, 2) + 3 = 7, .
Rolling damage, 2d10 + 3 ⇒ (2, 1) + 3 = 6, .
Rolling damage, 2d10 + 3 ⇒ (1, 4) + 3 = 8, .

All three, combined with Penetration, exceed the Hormagaunt horde's AP/TB, yielding 3 damage to Magnitude.

Commissar Sander and the sharpshooters among the Karlack 2nd pick off several of the 'Nids scuttling around behind the Librarian, ending them before they can creep up on the marine's blind side.

The Magos slowly rotates in the air, hovering forward until he rests in the air just above Brother's Decius, Sepheren, and the remnants of the Hormagaunt swarm they fight against, a specter of black metal clad in tattered red robes.

Once in position, an ocular targeting lens slides into place before his augmetic eye and he raises his infernus pistol to unleash its devastation upon the enemies of the Omnissiah.

BS = 20, +10 (Higher Ground), +10 (Short Range), modified BS = 40, rolling, 1d100 ⇒ 23, a hit.

Damage, 2d10 + 8 ⇒ (9, 1) + 8 = 18, Penetration = 13, more than enough to damage the horde, inflicting 1 to its Magnitude.

The flash of heat incinerates both hormagaunts and much of the surface ice, raising a great cloud of scalding steam into the air around the combatants.

Brother Quintus and Brother Syne are next.

Male Space Marine Devastator Rank 1

What are my clear targets?

Brother Quintus:
Clear targets for Brother Quintus are Hormagaunt Horde #1, engaged with Brother Vex in melee (flamer is likely out with the Librarian engaged), or either of the Gargoyle Hordes (Quintus' flamer can only hit Gargoyle Horde #1, which is at the edge of its range.). All of the hordes are down to single digit Magnitude.

Male Space Marine Devastator Rank 1

I will use my flamer against gargoyle horde #1 for (2d5+8)*2 = 2d5 + 8 ⇒ (1, 3) + 8 = 12*2 = 24

The great monstrosities felled, Eli unclips the feed chute from his heavy bolter and snaps it securely to his chest. Then, he extracts the belt of Hellfire rounds from his bandoleer and loads his weapon with grim satisfaction. He is prepared for this occasion.

Full Action reloading his heavy bolter with Hellfire rounds.

Sorry I got a work overflow and just got caught up in some weird mess, seems I might get laid off for giving the right advice which is the worst part... on the bright side I might have lots of time starting next week

The shrike no more, Brother Quintus hoists his heavy flamer and strides several paces to the east before pointing the flickering pilot at the end of the weapon's nozzle to the sky. Great sheets of burning promethium engulf the hovering gargoyles, rendering them unto cinders so great is the heat. In one sustained flash of white-hot flame, the winged harriers troubling Brother Emeric and Brother Hrothgar are gone, replaced by a shower of ash and blistered chitin.

Gargoyle Horde #1 is eliminated.

No problem Deiros, it happens to all of us from time to time, I've currently been staggering through a ton of overtime myself, and am very grateful a week's vacation finally begins today. Sorry to hear you're looking at layoff, hopefully everything turns out OK for you.

Brother Sepheren continues his savage assault against the remaining hormagaunts, slashing and rending them in his efforts to close the distance and assist the Iron Snake.

WS = 44, +20 (All Out Attack), modified WS = 64, 1d100 ⇒ 41, success, by two degrees, yields two hits.

Damage = 1d10 ⇒ 1, Tearing 1d10 ⇒ 6 +3 = 9, with a Penetration of 4 this is enough to harm Hormagaunt Horde #2, yielding two damage to Magnitude, eliminating it.

By the time the berserking son of Sanguinius is finished, the hormagaunts are nothing more than purple stains upon his armor and the cracked ice underfoot. Chainsword still chattering, he masters himself again, coming to an almost reluctant halt in front of Brother Decius.

Brother Decius is next, and is no longer limited by the melee threat of the hormagaunts, as they have been eliminated. To the southwest he sees the Librarian, Brother Vex still engaged with his own swarm of the scuttling creatures, and in the sky several meters above Brother Caledonii, the remnants of the gargoyles circle to strike again.

Given that the round is more or less mopping up, Brother Emeric and Brother Hrothgar, feel free to take your turns at any time.

Hrothgar fires at the nearest gargoyle horde.

Semi-Auto Burst Attack with Hell Fire Rounds

1d100 ⇒ 40

1d100 ⇒ 67

Fire for Effect

1d100 ⇒ 55

Just one hit

Damage with Hellfire Rounds

1d10 ⇒ 10 1d10 ⇒ 8 Tearing Dice 1d10 ⇒ 2 +5

Re-roll 10 for Righteous Fury

1d10 ⇒ 8

Total 10+8+8+5= 31 points of damage

"Emeric, you think we have time to rig a bomb on that refinery?"

The mole mortar secreted in the hauler fires again, delayed by a dud round loaded into it that the Karlack 2nd quickly discard.

BS = 35, -10 (Long Range), +40 (Horde Size), modified BS = 65, 1d100 ⇒ 94, a miss.

The proximity fuse on the subterranean munition detonates prematurely, scattering chunks of permafrost and a shower of powdery snow across the ice plain well short of the vanguard hosts advance. The guardsmen's curses echo tinnily from within the hauler, the coming doom of the horrid xenos now visible as a massive wall of thorny shadow on the southern horizon.

The Space Wolf's bolt pistols thunder again, dropping a few more of the winged horrors from the sky, the specially formulated mutagenic acid in the core of each round sending the xenos to their death in screeching seizures of agony.

Magnitude of Gargoyle Horde #2 reduced by two.

Male Storm warden Tactical Marine

With the fire selector still primed with the metal storm bolts I turn and fire upon the remaining gargoyles.

BS =36, +10 (short range), +10 (size)modified BS =56 , rolling 1d100 ⇒ 64, miss.

I mutter to myself as the battle fatigue and wound are catching up with me as the shot goes wide.

Black Templar Techmarine
Brother Hrothgar wrote:
"Emeric, you think we have time to rig a bomb on that refinery?"

"Negative, Brother. Geographic and temporal factors preclude this option."

Incinerated xenos fall all around me, thanks to the flamer of our Brother-Leader. I recalibrate and add my fire to that of the Space Wolf.

Full-auto fire on Gargoyle Horde #2

BS = 41, +20 (Full-Auto Burst), +10 (Horde), +10 (Short-range), modified BS = 81, rolling 1d100 ⇒ 26, hit w/at least four degrees success.


1d10 ⇒ 9, 1d10 ⇒ 3, Tearing Die: 1d10 ⇒ 5, +5, = 19 Damage.

1d10 ⇒ 6, 1d10 ⇒ 6, Tearing Die: 1d10 ⇒ 3, +5, = 17 Damage.

1d10 ⇒ 5, 1d10 ⇒ 10, Tearing Die: 1d10 ⇒ 1, +5, = 24 Damage.*

1d10 ⇒ 5, 1d10 ⇒ 4, Tearing Die: 1d10 ⇒ 7, +5, = 17 Damage.

Righteous Fury 1d10 ⇒ 4

The Storm Warden curses and ducks down as the metal storm rounds misfire, fragmenting well short of their intended target and creating a rain of hot shrapnel that hisses as it impacts the dirty snow.

His auto-senses compensating for the nearby explosion with their flare filters, Brother Emeric takes aim and rakes fire across the remaining gargoyles as they flap away from the concussive blasts. Their flight takes them directly into his line of fire, and the rest of the screeching xenos die, one by one, crashing to the snowy hillside below.

Brother Emeric deals 4 Magnitude damage, 4 Magnitude had remained, Gargoyle Horde #2 has been eliminated.

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