Beyond the Damocles gulf (Inactive)

Game Master Browman

The year is 800.M41. A killteam of deathwatch initiates is being sent to the fringes of the imperium beyond the Damocles gulf.

Map


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Male Human Rank 1 Techmarine

I assume that since me and Loghir moved up for a few rounds that we might be within short range now? For another +10?

"Argh! If only they'd die like the insects they are!"

Semi-Auto Fire at the Fleeing Tau:
BS: 48 + 10 (S-A) + 10 (Range?) - 10 (suit) = 58

BS: 1d100 ⇒ 73

Nope.


Single shot

1d100 ⇒ 76

AUGKEICIUQG!


Tarkus lines up another shot, hopping that this time he will actually connect.

1d100 ⇒ 8 1d10 + 11 ⇒ (9) + 11 = 201d10 + 11 ⇒ (9) + 11 = 20

And catches the fleeing xenos in the back and leaving it a bleeding mess on the snow. It is still alive, but without medical attention the harsh environment will soon claim another victim.

The alarm continues to sound at the compound and you can here the sound of a pair of vehicles firing up inside the walls.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

"this xenos must have been under the protection of the dark gods. But the Emperor prevailed in the end."

The Son of Antaeus starts his jump pack and fly 72 meters toward the airport.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

"Time to leg it brothers, brother Averruncus, once we know the situation in the comms station I'll patch you up before we the bigger battle"
Loghir starts running towards the base with the camo cloak oer himself


I fly towards the airport


Male Human Rank 1 Techmarine

Scorpelio takes the time to load a Krak Missile into his Launcher before stowing it and taking his Plasma Gun back out and advancing alongside his Brothers.

Tarkus has been using My Bolter that I gave him, right? When he was worried about only being equipped with a Missile Launcher and Bolt Pistol? Just to make sure since it wasnt all that clear to me if I still had it on me.

"Remember, we see any VIPs trying to flee, they become priority #1. We must not let any of them escape."


are all of you heading to the airport or splitting people off to the comms building?


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Jump packers should be heading for the comms building, the foot sloggers with the missile launchers to the airport. The plan was now to quickly enter the comms station with jump packs and kill/interrogate the comms people and foot sloggers shoot down any aircraft


dont we need to stop them from fleeing first?


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

we have a 200m range with the missile launchers, we footsloggers can deal with that no problem. Once we shoot one down however we can be certain they will radio to space, so it would be best if that was disabled


Male Human Rank 1 Techmarine

Yeah, we should hopefully have the range to deal with the airport vehicles as necessary but we dont all have the required speed necessary to get a jump on the comms station.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

Unless ordered otherwise by the team leader, the Librarian sticks to the plan and keeps flying toward the airpord. He plans to kill the escaping VIP and butcher the pilots in the seat.


As they advance the kill team splits into two groups while rushing towards their objectives.

The two with jump packs can see that soldiers are starting to spill out of the barracks, a mix of fire warriors and other soldiers that seem to be wearing some kind of light power armour about 5 of each are outside so far. They can also see a pair of ground vehicles idling in front of the main building with several more guards nearby on alert.

As the others head towards the airport they can see that pre-flight checks are being done by a large crew on a pair of aircraft each looks capable of holding at least a dozen inside plus the pilots.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Range from airport to us footsloggers? Might be time to start aiming soon


Male Human Rank 1 Techmarine

Yeah, if we're ~300m out we can take an aim action and shoot the next turn without too much of a penalty. Additionally, I'd be getting a +20 since its a ground target.


Basically up to you guys


Male Human Rank 1 Techmarine

I'll start aiming once we're 300m Out from the aircraft in question; otherwise its run/sprinting to the target.


Jump packs to the comms station, we'll blow it from the inside


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

On a private line to Rollo: "I think the aircrafts should be our sole priority now. But as you command."

The Archivist adjusts its course toward the comms station.


When the missile team gets into position, the assault team is still one turn away from reaching the comms building which enemy soldiers are just starting to get on the roof of.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Once the missile team sets up and starts aiming Loghir readies his Bolter and pulls the camo cloak over himself and stays absolutely still


Male Human Rank 1 Techmarine

I guess I'll take the shot once me and Tarkus Sync and line up our shots.

Modified BS: 48 + 20 (aim) + 20 (ground target vs ML) - 10 (long range?) - 20 (called shot; Cockpit; if not possible, rear armor) = 58

Krak Missile Shot: 1d100 ⇒ 20 3 Degrees of success.

Damage: 3d10 + 10 ⇒ (8, 5, 5) + 10 = 28 Per the Errata at Pen 8.


Since I did a Called Shot to the Cockpit to try and take out the Pilots (if possible), if this vehicle has 28 Front Armor, I'd deal 8 Actual Damage to if after all the reductions if I'm not mistaken.
If it has 25 Structural integrity, its now down to 17. If we can average 2 more hits at ~9 Damage, we can kill it on my next shot.
However, that still leaves a second one that we'd need to take down ASAP.

"Tarkus! Hit it where its armor is the weakest! I'll try and take down the Pilots so they are unable to depart!"


"Kill them all then enter? Or rush in, push them out, and kill them when they try to return?"


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

"Tau are remarkable gunmen in exterior. Interiors might prevent them from putting the full extent of their firepower on us."

The Librarian directs his flight in direction of the comm-station main gate. How does it look like? Are soldiers still coming out of the comm-building through the gate? Is there any glass or plexiglass or anything transparent for the comm-center?


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

"Averruncus makes a good point, storm the inside if possible"
Loghir sits patiently hidden, ready to defend Tarkus and Scorpelio while they fire the missile launchers


Then we storm.


Tarkus fires his shot at the same target.

1d100 ⇒ 54

damage 3d10 + 10 ⇒ (7, 8, 6) + 10 = 31 pen 8

As you are both called shoting a weak point there is less armour.

Between the missiles fired by Tarkus and Scorpelio they gut the the cockpit of one of the two craft, leaving the vehicle a flaming wreck. Ground crew scatter in all directions[/ooc]

A few troopers let shots off at the two with jump packs who will reach the comms building next turn.

1d100 ⇒ 601d100 ⇒ 63

but in there rush to get into position their shots are not on target.

Everyone can act again.


Male Human Rank 1 Techmarine

That Second Aircraft is going down!

"Good shooting, Tarkus. Fire for effect on the second."

For this turn, I'll reload my missile launcher which should be a full thanks to my Servo-Arm

Turn after, unless something catastrophic happens, I'll be shooting at the remaining aircraft which I'll roll now to possibly save some time.

BS: 48 + 20 (ML) - 20 (called shot cockpit) -10 (range?) = 38

Krak Shot: 1d100 ⇒ 30 1 Degrees of success. So close to 2 :(

Krak Damage: 3d10 + 10 ⇒ (1, 6, 5) + 10 = 22 Pen 8.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

Can you tell us more about the comm-station? How is its main gate? How does it look like? Are soldiers still coming out of the comm-building through the gate? Is there any glass or plexiglass or anything transparent for the comm-center? How many soldiers do we see and what type? Are they fire warriors like?


Brother Averruncus, Librarian wrote:
Can you tell us more about the comm-station? How is its main gate? How does it look like? Are soldiers still coming out of the comm-building through the gate? Is there any glass or plexiglass or anything transparent for the comm-center? How many soldiers do we see and what type? Are they fire warriors like?

2 story building, no windows on the first floor. Door is a solid metal one. The roof has a roughly waist high wall and a bunch of comms equipment.

The soldiers are mostly still coming out of their barracks, but 3 of them are on the roof of the comms building.

Soldiers are a mix of fire warriors and what you assume are xyclorian warriors in light power armour.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

From the roof, is there an open direct access to the inside of the comm-stations? Or is it closed?


Brother Averruncus, Librarian wrote:
From the roof, is there an open direct access to the inside of the comm-stations? Or is it closed?

Currently the access hatch is open as more soldiers are inside heading to the roof. But it would be difficult to go through at speed, being about 1 meter by 1 meter.


Male Human Rank 1 Techmarine

How thick is the Ceiling? We are still ~1Ton Astartes so if you fly up and come crashing down with your jump pack....


Scorpelio wrote:
How thick is the Ceiling? We are still ~1Ton Astartes so if you fly up and come crashing down with your jump pack....

Hard to tell, that might work amazingly well or terribly.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

Averruncus dives toward the roof and land by violently hitting one of the soldiers near the hatch by the full weight of its body and armor.

Melee Attack: 1d100 ⇒ 68 Well, probably it's difficult to improvise a living rocket...
The librarian is now on the roof of the comm-station, just beside the hatch.


Rollo will do the same thing

1d100 ⇒ 92


I really gotta start doing a better job about hitting preview before I hit post. Anyhow, I missed my target too. Would that count as a move allowing me to make a close combat attack?


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

"Do you see any more vehicles brothers?"
If not the missile team advances, still alert for any aircraft


Male Human Rank 1 Techmarine
Brother Loghir Apothecary wrote:

"Do you see any more vehicles brothers?"

If not the missile team advances, still alert for any aircraft

There were two aircraft so theres still one to go.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Then get shootin'!

Loghir stays hidden and unmoving under he camo-cloak aiming his bolter forward, ready to shoot anyone that comes in range. Overwatch.


Male Human Rank 1 Techmarine
Brother Loghir Apothecary wrote:

Then get shootin'!

Loghir stays hidden and unmoving under he camo-cloak aiming his bolter forward, ready to shoot anyone that comes in range. Overwatch.

Reloading for me is 1 Full Action, thanks to my Servo-Arm, AKA a whole turn so my shot which I rolled above, if cool with Browman, will only get shot on the next turn we can act :P

Dont know about Tarkus since he'd have the Reloading Arm but its probably the same time.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Scorpelio wrote:


Dont know about Tarkus since he'd have the Reloading Arm but its probably the same time.

He's got the backpack ammo so he can ignore reloading, plus the soundstrike (I think that's what the 'regular' launcher is called) has something like 6-8 shots in a magazine. I'm mostly concerned we've completely Fu$ked this op up.


Male Human Rank 1 Techmarine

If we're going down we're going down in a glorious blaze. And even if we dont get the mission objective of "Dont let them know we did it." done, we'll at least have killed a bunch of Xenos.


Tarkus fires another shot from his missile launcher.

1d100 ⇒ 15 dealing 3d10 + 10 ⇒ (6, 2, 7) + 10 = 25 Pen 8

Which leaves the craft functional but damaged.

The two with jump packs crash onto the roof of the comms building and are met with a hail of fire.

Spoiler:

1d100 ⇒ 821d100 ⇒ 371d100 ⇒ 431d100 ⇒ 121d100 ⇒ 91d100 ⇒ 41

One fire warrior scores a hit on the librarian dealing 1d10 + 12 ⇒ (7) + 12 = 19 with 4 pen to the right leg.

Two Xyclorian warriors in their light power armour each score a pair of hits with their dart rifles. The librarian takes two hits for 14 Pen 5 Felling (1) to left arm, while the team leader takes 17 and 18 Pen 5 Felling to the left leg. As always you can try to dodge

Spoiler:
1d10 + 8 ⇒ (2) + 8 = 101d10 + 8 ⇒ (6) + 8 = 14Tearing Pen 5
1d10 + 8 ⇒ (6) + 8 = 141d10 + 8 ⇒ (5) + 8 = 13Tearing Pen 5
1d10 + 8 ⇒ (9) + 8 = 171d10 + 8 ⇒ (4) + 8 = 12Tearing Pen 5
1d10 + 8 ⇒ (2) + 8 = 101d10 + 8 ⇒ (10) + 8 = 18Tearing Pen 5


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

S@$~, glorious blaze it is >.<


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

Averruncus stoïcally soaks the tau fire (he takes 3 wounds to the right leg. His current wounds number is therefore 6).

He then tries to dodge the darts.
Dodge: 1d100 ⇒ 12 That should be enough to dodge both darts.

Gathering his powers, animated by a righteous wrath, Averruncus suddenly unleash a massive torrent of warp energy that smites the foolish xenos on the top of the comm-station.
I use the "Smite" power. I target my bolt so that it doesn't hurt Rollo but smite as much enemies as possible. I cast at the "Push" level.

Focus Power Test: 1d100 ⇒ 64 The target value is 50 (Willpower) + 30 (adjusted Psy Rating) + 10 (Psy Focus). So that is a success. The area of effect is roughly 6m radius.

Smite Damage: 6d10 ⇒ (5, 6, 4, 6, 8, 5) = 34 Penetration 6. Die, xenos scum!

Peril of the Warp: 1d100 ⇒ 19 Memory Worm: All people within line of sight of the psyker forget something trivial. Sorry Rollo, i'm afraid you just forgot what you had for breakfast... :)

Assuming there is no significative threat left on the roof, Averruncus, his hand still smoking after the rush of lethal psychic fire, turns to Rollo: "Brother Rollo, I suggest you throw some grenades into this hatch".


Male Human Rank 1 Techmarine

Guess I'm reloading this turn..

"Brother Averruncus, Brother Rollo, we're almost done dealing with the Aircraft Attempting to Flee. How goes your progress?"


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

"Eliminating the xenos. Should access the Comm-Station operation center within 30 seconds. Process to purge."


NOOOOO! You said it would be trivial. Breakfast was not trivial... It was... It was... Damn.

I have no idea how much damage I take. Toughness three but I'm not sure what my power armor provides.

Do a barrel roll 1d100 ⇒ 95
Use a hero point for a reroll! 1d100 ⇒ 65

I don't know if I have any more reroll a (I rolled an 8 for fate points, and used one
Earlier for shooting people)

But my armor is mk6 and I have a +3 for toughness. I think I might be dead though.

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