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Forsaken Bounty
Game Master Nevynxxx


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Nathan runs back to the door and attempts to open it.

So, should I use that 98 I rolled without thinking about what I was actually going to do last round, or should I roll again?


Brother Malakai looks around to see if there's anything that can be toppled onto the seated Psyker

did the force field seem to be tied into the ships power?

"What's powering the field?"

Cheliax (Wintergreen's CE PA)

Nathan Tsanthos wrote:

Nathan runs back to the door and attempts to open it.

So, should I use that 98 I rolled without thinking about what I was actually going to do last round, or should I roll again?

Low is good, 98 is BAD. Roll again.

Brother Malakai wrote:

Brother Malakai looks around to see if there's anything that can be toppled onto the seated Psyker

did the force field seem to be tied into the ships power?

"What's powering the field?"

The Bridge doesn't appear to contain any element that would easily topple.

The rest would require a difficult Logic/Tech Use check...


Nevynxxx wrote:
Low is good, 98 is BAD. Roll again.

Tell me something I don't know. Techuse, to open the door and to know if the chair's power is linked to the ship's: 1d100=87, 1d100=39 Well, maybe they won't kill us too painfully?

Cheliax (Wintergreen's CE PA)

Nathan Tsanthos wrote:
Nevynxxx wrote:
Low is good, 98 is BAD. Roll again.
Tell me something I don't know. Techuse, to open the door and to know if the chair's power is linked to the ship's: 1d100=87, 1d100=39 Well, maybe they won't kill us too painfully?

The doors are obviously in fail-safe mode. There is no way they will be opened except by force. The Psycer is not taking power from the ship, that shield is, not tech.


Brother Malakai attempts to lop the head off the nearest "zombie"

Initiative: 1d10+4=9
Attack WS [4]5 1d100=31
DMG: WOW!1d10+6=16, 1d10+6=16 so uh, 16.

Malakai wracks his brain thinking of how to deactivate the Psyker's shield
Scholar (occult): 1d100=10 (nice)

IC seems to really love Rogue Trader when it comes to my character


Damage (Pen 6) 1d10+8=10, 1d10+8=15

Sarvus uses his sword to slice the door. Twice.


You said there were some wires ripped out from the throne, right? Is there any power running through them that we can tell? Do the throne's lights seem to be running?

Without anyway to harm the psyker, Dominik will back up to the door and protect Sarvus as he hacks away at it with his power sword, blasting any of the corpses that approach with his shotgun. "Hurry up with the door, Captain, before this guy decides to get angry!"

Move to the door and protect Sarvus, shooting the nearest corpse. BS 41 1d100=90%, miss. Man, IC hates me these days!


I think I already destroyed the door with the sword's power field.


BUMP!

Cheliax (Wintergreen's CE PA)

Sorry folks, bit hectic the last few days. Will be back with you in a couple of hours or so....

Cheliax (Wintergreen's CE PA)

Sarvus Trask wrote:
I think I already destroyed the door with the sword's power field.

Ah, no. This is a blast door protecting the bridge, at your current rate of penetration, it would take you another 8 or so rounds, possibly less if more people help....

As Brother Malakai takes out the first corpse, leaving a decapitated heap on the floor, Dominik concentrates more on tech, than aiming. Unfortunately, nothing comes to him, the low levels of power coming fromt he cables still attached to the throne would do nothing, even if you could get them into contact with the psyker.

The other corpses still keep coming (I think there are another couple of people to act, and the corpses got really low init...)


Sarvus continues hacking away at the blast door.


Nathan once again tries to override the locking mechanism.

MOTHER-


"Nathan, quit screwing around! Malakai, help Nathan and Sarvus get that door open! Use your chainsword on it if you have to! Lorayne and I will cover you."


Dominik Van Goren wrote:
"Nathan, quit screwing around! Malakai, help Nathan and Sarvus get that door open! Use your chainsword on it if you have to! Lorayne and I will cover you."

"What do you think I'm trying to do!", Nathan yells back. "What kind of idiot made this lock?"


Brother Malakai looks at Dominus likes he's insane, nothing the corpses between himself and the door...

Malakai moves to lop another head off a zombie as he makes his way back to the door. But stumbles as another grab s at his ankle, fouling Malakai's attack!

1d100=92

Cheliax (Wintergreen's CE PA)

Could you each make a "challenging (+0) awareness test please?"


1d100=8! Woot! Finally, a good roll!




Cheliax (Wintergreen's CE PA)

Those of you who make the awareness check, notice some floor level air vents, they would be big enough to get a man out of, and probably less well sealed than the doors.

The things are getting closer, slowly, two of the group finally getting to Brother Malaki and Lorayne, they attack with all vigour of new recruits, hitting both opponents. (Damage 3 and 7 respectivly, with a Pen of 2).


Flak armor has Armor 4, how does the penetration work?


After penetrating armor, the damage is then soaked up by your TB at which point the leftover is then deducted from your wounds.

"Hey look!" Sarvus points at the panel, "A way out!"


"On it!" Dominik rushes over to the air vent and starts trying to pry the cover off with his mono knife.


Sarvus Trask wrote:

After penetrating armor, the damage is then soaked up by your TB at which point the leftover is then deducted from your wounds.

"Hey look!" Sarvus points at the panel, "A way out!"

OK so I took 3 dmg, what does the armor stop? all of it? none of it?


Brother Malakai wrote:
Sarvus Trask wrote:

After penetrating armor, the damage is then soaked up by your TB at which point the leftover is then deducted from your wounds.

"Hey look!" Sarvus points at the panel, "A way out!"

OK so I took 3 dmg, what does the armor stop? all of it? none of it?

After considering your armor, penetration and your TB, You didn't take any damage.

Cheliax (Wintergreen's CE PA)

Brother Malakai wrote:
Sarvus Trask wrote:

After penetrating armor, the damage is then soaked up by your TB at which point the leftover is then deducted from your wounds.

"Hey look!" Sarvus points at the panel, "A way out!"

OK so I took 3 dmg, what does the armor stop? all of it? none of it?

It goes like this... The "PEN" reduces your armour value, so if you have Armour 2, and the weapon has armour 2, your armour counts as 0 for this shot.

Then, you take the damage, and take your remaining armour value away from it, then take the 10's component of your toughness away from that, and anything left over, is the wounds taken....

Quite the complicated system....


Nevynxxx wrote:
Brother Malakai wrote:
Sarvus Trask wrote:

After penetrating armor, the damage is then soaked up by your TB at which point the leftover is then deducted from your wounds.

"Hey look!" Sarvus points at the panel, "A way out!"

OK so I took 3 dmg, what does the armor stop? all of it? none of it?

It goes like this... The "PEN" reduces your armour value, so if you have Armour 2, and the weapon has armour 2, your armour counts as 0 for this shot.

Then, you take the damage, and take your remaining armour value away from it, then take the 10's component of your toughness away from that, and anything left over, is the wounds taken....

Quite the complicated system....

So Pen 2 isn't that great, but Pen 6 is the armor shredder...

Cheliax (Wintergreen's CE PA)

Brother Malakai wrote:
So Pen 2 isn't that great, but Pen 6 is the armor shredder...

Indeed!

Just to make clear, I'm done with the NPC actions, so we are on another round....I wasn't too obvious with that in my post...


Dominik will continue to work on the grating. Assuming he gets it worked off, he'll start yelling for the others to go through while he covers them with his shotgun.


Malakai will also work the grate with his chainsword


Sarvus shifts his attention to the grate. "Stand back!" he shouts as he slices with his power sword.


Brother Malakai follows orders and moves out of Sarvus' way...ready to attack any of the zombies that attempt to attack Captain Trask

Cheliax (Wintergreen's CE PA)

A few seconds looking and listening finds a vent that doesn't appear to have a spinning fan at the bottom, and another few seconds opens the hatch.

As your group moves to drop down the shaf into black oblivion, the things attacking are incapable of keeping up, their only weakness that you have seen.

The vents are not too long, and the drop is shallow, and after a short time you drop out into, well, something, whatever this room is, it's pitch black, with not so much as a rune panel in sight.


Nathan comes into the vent last. "So, anyone have a light?"


"Anyone have an auspex?"


"No sir, I do not..."

"Is there any way we could flood the bridge with flammablee gases and light it off?"

Cheliax (Wintergreen's CE PA)

That'll be a tech use, or lore check Brother Malakai....

Any other ideas?


I was asking the others the question...Brother Malakai knows not of these things...

Cheliax (Wintergreen's CE PA)

Brother Malakai wrote:
I was asking the others the question...Brother Malakai knows not of these things...

I thought that may be the case, they know what type of check to make though now, don't they ;)


"Yeah, or maybe vent something something in from the engine core... Let me think for a second." Dominik will rustle around in his pack for his pict recorder, hoping it has a light on it. "Malakai, is it possible for you start the pilot light on your flamer without feeding it any juice? That should give us enough light to see by, I would rather not just sit here in the dark while those things wander the ship looking for us..."

Scholastic Lore: Astromancy1d100=78
I'll use a fate point to reroll that: 1d100=2

I'm not sure if this is the most appropriate skill, but its the only one I have that might work other than Common Lore: War

Cheliax (Wintergreen's CE PA)

Dominik Van Goren wrote:
"Yeah, or maybe vent something something in from the engine core... Let me think for a second." Dominik will rustle around in his pack for his pict recorder, hoping it has a light on it.

It does indeed, a small one, think like you get on a camera phone...but enough to flash around and see another fairly technical room, cables and conduits everywhere. This room seems to have escaped damage.

Dominik Van Goren wrote:


I'll use a fate point to reroll that: 1d100=2[/ooc]

I'm not sure if this is the most appropriate skill, but its the only one I have that might work other than Common Lore: War

You know enough to know that there would be no way to funnel harmful fumes into the bridge from any of the normal systems, the fail-safes are just too well designed to work around in anything less than days or weeks....

As you sit with your small lights though, the ship shudders, possibly under the impact of another asteroid, or possibly as some reaction in the ships dying engines kick though the ship.


"Guys, what say we trick the enemy into an airlock and blow it out to space?"

Hey, it worked in Aliens.

"We can't fight this thing through attrition. We'll lose."

"God-Emperor forgive that admission of weakness."


"It is not weakness to understand that we need to use the intelligence that the Emperor granted us to defeat this foul xeno device and its pawns. It would be heresy to let it survive, however. If we cannot flush it out the airlock, a last resort would be to overload the reactor core of this ship. Hopefully the Omnisiah would forgive such a crime against the machine spirit, to prevent the ship from being used by the enemies of man. Regardless, the first thing we need to do is warn the Sovereign Venture and anyone left on the guncutter, so that nothing escapes this ship."


"Overloading the reactor is absolutely last resort, else this venture has been for naught."

"Suggestions as to bait and anyone know where the nearest airlock."


Sarvus Trask wrote:

"Overloading the reactor is absolutely last resort, else this venture has been for naught."

"Suggestions as to bait and anyone know where the nearest airlock."

"Sir, there's one main flaw with that plan. The one we need to be rid of the most is that Navigator, who's still sitting back up there! We'd need to blow a hole in the hull, probably need to reroute power away from the bridge too..."

Wait, there were windows in the bridge, right? The kind that break if you put a few bolter shells in them?


"Well, regardless of what we decide to do, we should find a way out of this room first and back to the main deck. Those frozen corpses do not seem to wander the halls, so if we can get back to the main access corridors, maybe we can get back to the guncutter and get some det charges or something to *ahem* explosively decompress the bridge while the psyker thing is still there. Then we could still salvage the ship, we would just be slower about it because we would have to wear our void suits while on the bridge."

Sorry, I just realized my last post I forgot to use my alias. Oops!

Cheliax (Wintergreen's CE PA)

Sorry for the disapearence folks, it seems my Feed reader, did a bunk over the weekend, and didn't update this feed, and just this feed....grrr

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