Morvius's Uplifting Primer

Game Master Tourach


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The planet Virbius is almost unknown to the Imperial Guard as, up until two years ago, it was surrounded by a vicious warp storm which lasted for more than 400 years. Now, however, the planet has become accessible again and the Severan Dominate moved faster than the Imperial Guard in setting up entrenched positions. The Imperial Guard cannot be counted out though and they have held their own, waiting for the sure sign of reinforcements from nearby regiments.

The planet itself is actually quite nice with large swaths of grassland similar to the regiment's homeworld. It is dotted with the occasional mountain range and forest though its most unusual feature is the presence of large lightning storms passing through the atmosphere. They are both terrifying and beautiful, coming out of nowhere and wreaking havoc on anything they touch. It is under these conditions that the people of Virbius live, known to be a rather primitive culture using bikes and gunpowder based firearms. They are known to have some sort of tribal culture, but no detailed information has made it into your pre-planetfall briefings.

Your regiment has landed, en masse, at a makeshift starport set just behind the front lines of fighting. There your squad is given orders to grab your gear and trek towards Forward Outpost Epsilon 12, a basic outpost held by the 37th Maccabian Jannissaries who were part of the second wave of Imperial troops to make planetfall. Maps suggest that the trip should only take approximately a day and that the roads, though close to the front lines, are mostly clear aside from the occasional Dominate recon patrol.

It is currently just prior to dawn, your regiment having made their landing under cover of darkness to limit any anti-aircraft fire from Dominate entrenchments and to conceal the number of ships landing. It is clear from the condition of the starport that the conflict is progressing less well than expected, supplies are almost all gone aside from those your regiment has brought with them and nearly all military personnel has been reassigned leaving only a few sentries and the support personnel necessary to maintain the functional spaceport.

You now have the opportunity to RP some, talk to any members of your regiment that you'd like, or otherwise prepare for the trip. You all have your starting gear with you and you are able to take up to two Logistics tests for the squad while at the starport. For those tests (for anyone that does them) your regiment is the only one at the starport (so single regiment availability) and the time spent in the front is less than 3 months (-10) while the front has been active for 1-5 years (+20) and it is a violent impasse (-10) for a total modifier of (+0).

You haven't received mission assignment gear yet, but I will tell you that you will once you get a specific mission at Forward Outpost Epsilon 12.


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Did you see that storm as we were coming in? Pretty. Reminds me of home, Oks. It's a good sign. I think this is going to be a lucky planet. A lucky planet... Bataar kept on talking, but most people had tuned him out by then. The man was always talking. The man next to him however, was silent. He simply nodded in response.

Oktyabar threw his gear over his shoulder and stepped off the landing pad and looked around. He waited for the others to see where they'd be headed first.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

"Ah. The luxury of being forced to deal with atmo-conditions. This would never happen on Scintilla. I would be curled up with a dataslate cozy in my bed. But then I would miss out on all of your spectacular insights, sharpshooter." Obviously weighed down by his ruck, Velmen grunts with every three or so steps, but pushes forward to the rally point.

"You can see from the state of it that intel is going to be wrong again. Auspex misreads and vox ghosts aside, it would be nice to see them get something right for once. I just hope this outpost has a shower."


The starport is bustling and Chimeras for some of the other squads and platoons begin to load up and start rolling out in various directions. Regimental command has set up a makeshift command post in a small bunker outside of the starport proper. Most of the platoon command sections have split off into their command Chimeras and can be heard barking orders and trying to move the troops into some semblance of order. The sound is quickly drowned out however as a lightning storm strikes at the horizon - not near enough to cause damage, but more than close enough to have the thunder silence anything other than the loudest of engines.

As the troops move about, it becomes clear where the quartermaster has chosen to set up shop, large crates of supplies and munitions being unloaded from the landing craft by lifter Sentinels. Soldiers missing critical gear such as their main weapons are clamoring over each other to grab at the rapidly dwindling supply of lasguns. As usual however, far away from the command bunker, there are soldiers trading supplies behind the cover of tanks or under the guys of swapping duffel bags.


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Oktyabar, or Oks, as Bataar often refered to him, nodded towards the supplies and started walking. Ignoring most of the soldiers, and especially Bataar's questions, he moved around, clearly looking for something.

What are you looking for Oks? Think they got a Omni-tool? We could use one. Maybe some better rations. That last pack was terrible. I tell you Oks, that stuff should be a crime to feed to us. It's not right. Oh, that looks good, why not...

Bataar's annoying chatter was at least easy to ignore with all the other soldiers yelling about missing this piece or that from their gear. Finally, Oks stepped over to Urias and shrugs.

Rope. Which sounded as much like a question as a statement.

At this point it's impossible to know what we'll need, and our logistics is really low. So really, you're probably okay to try for anything you want. I don't think anyone will mind. I think a grapple and line would (may?) be useful, but really anything could be. Maybe try for a couple of helmets? Or extra grenades or demolitions. Or a few extra missiles for our heavy. Anything's good.


WS-25, BS-35, S-25, T-33, Agi-40, Int-50, Per-33, WP-35, Fel-25, W 13/13, Fate 1/1, Insan 0, Corr 0, Armor 6 All Fortress World Human Guardsman - Medic

Yuriy scowled at their surroundings, the other soldiers, the nearby terrain, and generally everything - typical behavior for the cantankerous old medic, so nothing of particular note.

"I am out of suture thread, used the last I had fixing up Carrows after he split his head open on the bulkhead last week. Doubtful that whatever sorry excuses for medicae they have stationed on this planet have any to spare, but sometime He smiles at odd times."


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

"A grapnel sounds like a fine idea. We already have a combi-tool, Bataar. I was just using it last week to remove that jammed charge pack from your carbine. I swear if you spent a little less time talking and a little more seeing to your gear, you might just make it back home one day.

...Wait. Sawbones, did you just say you need more suture thread? I just traded for that aboard the Triumph before we made planetfall. I have to say it though. That little honeypot of a quartermaster they had up there was pretty fine even if she swindled me out of my best stashes over some fine thread. Especially for being a battlefleet spook.

Urias begins to make his way casually towards the guardsmen dealing at the motorpool.

Ah, gentlemen after my own heart. My name is Klagg Bastone and I may have something you are looking for.
I am going to generate two opposed commerce tests for an increase in Logistics. Commerce is trained, Int is 45, +0 Mod
Logistics A: 1d100 ⇒ 69
Logistics A: 1d100 ⇒ 27


WS- 40, BS- 25, S- 30, T- 30, Ag- 35, Int- 35, Per- 31, WP- 30, Fel- 45, Wounds 12/12, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Enjoying the cacophonous sound of the storms, Iovanna makes her way slowly towards the area commandeered by the Quartermaster, trying to figure out what she may need.

"Anyone know anything about the insect life on this planet? I never plan to make the mistake of not taking repellant with me again on a planet that has stinging swarms."

Iovanna looks over what camping gear is offered as well as looking over the selection of melee weapons. Always good to be prepared for an up close encounter. You never know what surprises these backwater worlds hold.

I am currently obsessed with having a chainsword if available. :)


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

You started with with one, Commissar. A good craftsmanship one at that along with a good craftsmanship bolt pistol. It is on page 86 under your specialist equipment.


Urias heads from one small gathering of guardsmen to another, attempting to deal with anyone that isn't in sight of the various groups of command flitting about the starport.

The opposed roll represents an amalgamation of other people that you guys are trading with rather than a single individual. Just in case someone was wondering.

Commerce Test 1: 1d100 + 0 ⇒ (42) + 0 = 42
Commerce Test 2: 1d100 + 0 ⇒ (78) + 0 = 78

Their test 1 fails with one extra degree, test 2 with four. In total you get nothing for Test 1 (both failures) and on Test 2 you get two degrees of success. So in total, a +20 to one Logistics check, +0 on the other.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

Urias continues in one fluid motion as to not arise suspicion over to the nearby Quartermaster.

Bartal said you were looking for a Heretic's Wake deck. I might have acquired one from one of the men over there just for you. Just depends upon how easy it is for you to get me grapnel and a spool of line for it.

Logistics: 1d100 ⇒ 25 (Trying to beat a 40. +10 for Common, +20 for Commerce, base 10 logistics.)

The ol' doc said he could use some refilling on his med stuffs. You wouldn't happen to have a spare medi-kit lying around going un-used, would you?

Logistics: 1d100 ⇒ 55 (must beat 20, 10 base, +10 common)

Could have used that medi-kit and stored it in the Sentinel... It was a starshot anyhow. :/


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

After the hand-off, Urias will make his way back to the rally point.

"No luck on the suture thread, Yuriy. And don't you go complaining either. You know we are not a priority right now. Hey. Sharpshooter. I got you that rope you mentioned, and this snazzy launcher to go with it. Just don't let the brass catch you with it. It kind of "fell off the truck."


The various wheeling and dealing takes about an hour and dawn has come by the time you have finished. Most of the regiment has moved out in various directions, but two platoons have remained to defend the starport including your squad's platoon. Zaren, the platoon commander, orders you to start heading out and to get to Forward Outpost Epsilon 12 as quickly as possible.

Assuming you get going, the road is uneven, but otherwise clear. The terrain is open and the road heads through the grasslands toward the outpost. The travel is easy for most of the day but in the early evening the squad reaches a forest that sits along the path to the outpost. The road is still clear and is easily large enough for a tank column to pass through. Your squad has no difficulty with travel but, about two miles from the location of the outpost, you start to see movement in the trees. It is difficult to hear anything over the sounds of aircraft and tanks at the outpost ahead, but something catches your eyes.

Stealth: 1d100 ⇒ 33

They have succeeded with one degree of success and any Awareness tests to notice them are at -10 due to the noise from the outpost.

For those that succeed at the Opposed Test:

There is a squad of six Severan Dominate troopers in the woods off the road. The squad seems to be trying to avoid you so anyone that succeeds at the test can decide what to do - you are not under immediate threat of attack but the six troopers seem to be heading deeper into Imperial Guard Territory.


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Oktyabar silently takes point along with Bataar. His companion's usual chatter falls quiet as they make their way out of the base and on to the road. At the first signs of movement, Bataar signals a halt. Oktyabar takes a knee where's walking off the road, and peers into the trees.

Awareness TN28: 1d100 ⇒ 59
Failure with 3 Degrees

He shakes his head, indicating that he doesn't see anything, but waits for the call to keep moving.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

Urias pulls his auspex from his belt, giving a quick thumb of the power sigil.

Awareness TN40: 1d100 ⇒ 28

"Looks like some of the Sevs have made it this far. Whether saboteurs or recon, we should report this immediately. Do we engage, ma'am?


WS-25, BS-35, S-25, T-33, Agi-40, Int-50, Per-33, WP-35, Fel-25, W 13/13, Fate 1/1, Insan 0, Corr 0, Armor 6 All Fortress World Human Guardsman - Medic

1d100 ⇒ 76

Yuriy peers around at the surrounding trees suspiciously, aiming his lascarbine at nothing in particular. When nothing breaks cover in panic beneath his gunsights, he shrugs and lowers the weapon slightly.

"Check that hunk of junk to see if it's malfunctioning again. I don't see anything."


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

"Unlike Bataar, I take care of my wargear as the munitorum instructs. They are moving that direction just beyond the tree line there." Urias points with his left, keeping his right on the auspex.

"You are catching this movement, right, Commissar?


WS- 40, BS- 25, S- 30, T- 30, Ag- 35, Int- 35, Per- 31, WP- 30, Fel- 45, Wounds 12/12, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

1d100 ⇒ 26

Biting back a curse at herself for missing what Urias seems to have noticed, Iovanna looks to where Urias indicated. "I seem to have missed it. Which direction do they seem headed towards and did you get an idea of their numbers?"

If the force isn't much bigger than ours we should take them out....


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

"Deeper into our neck of the woods, ma'am. Along that set there." Indicating with his free hand yet again.

"I am not exactly itching for a fight, but if we can get closer and head them off, I think we could save some of our boys a lot of trouble. It is only six of them, but I know what six of us could do if we had the right equipment."


WS- 40, BS- 25, S- 30, T- 30, Ag- 35, Int- 35, Per- 31, WP- 30, Fel- 45, Wounds 12/12, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

"Yeah, we should go and cut them off. We need to get a couple of them alive and find out exactly what they were doing so close to the outpost. If there were engaging in some sabotage or spying at out outpost, we can't let them get away with it."


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Oktyabar nods and looks for cover, raising his rifle and searching for a target. Bataar steps over a bit as the squad forms a line to enter the treeline.

Stealth TN60: 1d100 ⇒ 17
Success with 4 Degrees
I'm not sure that roll is useful at this point, but just in case. Oktyabar and his Comrade fall in line with the squad to engage the enemy.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

Moving in line with Ok about 15m to his right, Urias stows his auspex and pulls out his las carbine.

*at a high whisper* "once we get within 30m, we should charge them. I am not so good at the cloak and dagger part. You all know that."

Stealth TN41: 1d100 ⇒ 80

The pooch is thoroughly sore in particular areas. Three degrees of failure.

"I've got my cloak caught on this briar."


For those that can see them, the Dominate troopers take positions in cover and wait there. They notice that your squad has stopped, but at first they can't tell that you've noticed them. Once they see the motion, however, they take notice and take up firing positions. You are able to close to approximately 50 meters before they open fire.

The rest of you will only need to roll for stealth if you are going around or otherwise not with Urias. Those with Urias are noticed by the waiting troopers. Everyone can roll Initiative at this point.

For those that failed the Awareness, you can still fire at the Dominate troopers given Urias's direction, but will be at -10 to any tests to hit them until they have revealed themselves clearly by taking an action.

Dominate Initiative: 1d10 + 3 ⇒ (1) + 3 = 4


WS- 40, BS- 25, S- 30, T- 30, Ag- 35, Int- 35, Per- 31, WP- 30, Fel- 45, Wounds 12/12, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

"Spread out and stay on line as we bound up on their position and try to stay behind cover as much as possible. Once we hit 50 meters open fire. No charging them, we don't know if they have trapped the area. Make them charge us instead."

Iovanna begins to move as she directed, pistol in one hand and chainsword in the other.

init: 1d10 + 3 ⇒ (10) + 3 = 13


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

"I'm on it! Prepare to feel the Emperor's mercy, separatist skum!

Initiative: 1d10 + 4 ⇒ (4) + 4 = 8


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Initiative: 1d10 + 4 ⇒ (1) + 4 = 5

Without a word Oktyabar and Bataar bound up in line with the others, stopping in cover around fifty meters out. When the troopers open fire, they take aim.

Steady. Aim. Breathe.

Squeeze.

Free Action: Comrade Command - Ranged Volley. Benefit: +5 BS

Half Action to Aim (+10), Accurate weapon (+10), Range: Short (+10), Half Action: Standard attack +10)
Shooting TN93: 1d100 ⇒ 20
Success with 7 Degrees

Damage: 1d10 + 3 ⇒ (6) + 3 = 9 Type E
Accurate weapon additional damage (max 2d10): 2d10 ⇒ (6, 3) = 9
Replace the 3 with a 7 (for degrees of success). Total damage: 19
Penetration: 1

Hit location: 1d100 ⇒ 15
Right Arm


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Edit: Apparently I did the hit location incorrectly. It should be 02 (Head) because you reverse the die roll to hit. Only on multiple hits do you roll to see where the others hit.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

At 50m, Urias and his comrade, Solar, open semi-auto fire upon the enemy while using a nearby tree for cover.

Semi-Auto Suppressing fire, front arc, TN 10: 1d100 ⇒ 26
Zero hits, but at least we have the (-10) pinning test on them. This turn I would have moved so the Chameleoline won't have an effect.

"Solar and I can hold them down while you close the gap, ma'am! If you want one alive, it's your best bet."


WS- 40, BS- 25, S- 30, T- 30, Ag- 35, Int- 35, Per- 31, WP- 30, Fel- 45, Wounds 12/12, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Half Action to Aim (+10), Half Action: Semi-auto attack (+0)
Shooting TN35: 1d100 ⇒ 9

Success with 2 degrees

Rolling twice due to Tearing special quality
Damage: 1d10 + 5 ⇒ (8) + 5 = 13
Damage: 1d10 + 5 ⇒ (1) + 5 = 6

Damage: 1d10 + 5 ⇒ (2) + 5 = 7
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Location: 1d100 ⇒ 30

Doing 13 damage to left leg and 10 damage to left arm. Penetration 4, type x

Iovanna takes a deep breath to steady her aim and calmly fires off two shots from her bolt pistol.

"I'm fine with taking wounded prisoners. If they are smart, they will throw down their arms to us. If not, we will see who is still living when we are done."


Pinning 1: 1d100 ⇒ 70
Pinning 2: 1d100 ⇒ 13
Pinning 3: 1d100 ⇒ 88
Pinning 4: 1d100 ⇒ 60
Pinning 5: 1d100 ⇒ 63
Pinning 6: 1d100 ⇒ 86

Five of the six are pinned.

When you attack, the troopers are already in cover, though readied to return fire. The Commissar's first bolt round strikes a tree that the nearest trooper is hiding behind, dealing minimal damage to the trooper's leg. The second, however, finds its mark and rips into the man's arm. It takes a final shot to the head from Oktyabar to put the man down however and his head catches fire before exploding and setting his body alight. The headless corpse stumbles toward your squad, setting some of the dry underbrush alight.

Waiting for the medic before taking the Dominate turn. There is now a fire forming between you and the Dominate forces and, as such, the -10 BS penalty due to not seeing them is now gone.


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Do we have a sense of how fast that fire is spreading? For example, does it look like it will be a danger? Or is it still too early to tell?


It is too early to tell. At the moment the fire isn't a danger to you (or the Dominate troopers) and the forest is alive so not overly flammable. It is, however, aided by the munitions and belongings on the dead trooper. In short, it is a fire you'll probably need to deal with, but not in the scope of combat rounds.


WS-25, BS-35, S-25, T-33, Agi-40, Int-50, Per-33, WP-35, Fel-25, W 13/13, Fate 1/1, Insan 0, Corr 0, Armor 6 All Fortress World Human Guardsman - Medic

Yuriy sighs, dropping into a crouch and spraying las-fire in the general direction of the one member of the enemy squad still upright. "I hope you don't plan on asking me to fix that one up for interrogation afterwards. Ivan, with me. Help keep that last stragrat's head down, maybe we'll be blessed and not suffer any fatal casualties one day out of base."

(Issuing a Ranged Volley order to my Comrade, and engaging in Suppressive Fire. TN 20: 1d100 ⇒ 31)


Trooper 2 Pinning Test: 1d100 ⇒ 17

Just barely a failure.

The remaining Dominate troopers duck and cover, firing back at the first suppressor.

Trooper 2 Standard Attack: 1d100 ⇒ 58
Trooper 3 Standard Attack: 1d100 ⇒ 36
Trooper 4 Standard Attack: 1d100 ⇒ 46
Trooper 5 Standard Attack: 1d100 ⇒ 42
Trooper 6 Standard Attack: 1d100 ⇒ 71

All of the gunfire goes wide, though there are a few near misses. The Dominate troops duck back into cover, hunkering down from all of the wild firing.

Trooper 2 Willpower Test: 1d100 ⇒ 36
Trooper 3 Willpower Test: 1d100 ⇒ 1
Trooper 4 Willpower Test: 1d100 ⇒ 84
Trooper 5 Willpower Test: 1d100 ⇒ 11
Trooper 6 Willpower Test: 1d100 ⇒ 70

Troopers 3 and 5 shake off the pinning. Feel free to post next round actions.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

Half action to aim, semi-auto fire. Hitting number 3.
"Tell me, does it look like my auspex is messing up again or are the trees letting loose on us?"

Ballistics TN40: 1d100 ⇒ 20

Two hits unless there is a penalty.

Damage, headshot: 1d10 + 3 ⇒ (6) + 3 = 9

Second hit location: 1d100 ⇒ 51
Damage, body: 1d10 + 3 ⇒ (8) + 3 = 11


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Initiative 5

Without a word exchanged, Oktyabar and Bataar continue to target one enemy after the other.

Free Action: Comrade Command - Ranged Volley. Benefit: +5 BS

Targeting whichever unpinned enemy is available, starting with Number 3. If he's down by Init 5, then targeting Number 5.
Half Action to Aim (+10), Accurate weapon (+10), Range: Short (+10), Half Action: Standard attack +10)
Shooting TN93:: 1d100 ⇒ 50
Success with 4 degrees, Hit Location: Head (05)

Damage:: 1d10 + 3 ⇒ (4) + 3 = 7 Type E
Accurate weapon additional damage (max 2d10):: 2d10 ⇒ (9, 3) = 12
Replace the 3 with a 4 (for degrees of success). Total damage: 20, Penetration: 1


WS- 40, BS- 25, S- 30, T- 30, Ag- 35, Int- 35, Per- 31, WP- 30, Fel- 45, Wounds 12/12, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Half Action to Aim (+10), Half Action: Semi-auto attack (+0)
Shooting TN35: 1d100 ⇒ 83

Iovanna curses aloud as her next two shots go wide of their mark.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

I had forgotten about the blaze. Since my shots take a -10 penalty, my second shot will have missed.


Urias Velmen wrote:
I had forgotten about the blaze. Since my shots take a -10 penalty, my second shot will have missed.

The fire doesn't give you a penalty to hit. It was just removing the -10 that those that couldn't see the troopers were given. Also, please do include things like Pen and damage type when hitting and Initiative always. Saves me from looking up what weapon you are using.

While the Commissar is unable to connect, but Urias and Oktyabar are able to find their marks. Urias's first carbine shot does minimal damage to a trooper's head, but the second connects only with the tree the man is taking cover behind. Oktyabar's follow up burns the hair from the man's head and sends him screaming in agony to his knees, though he is still mobile.


WS-25, BS-35, S-25, T-33, Agi-40, Int-50, Per-33, WP-35, Fel-25, W 13/13, Fate 1/1, Insan 0, Corr 0, Armor 6 All Fortress World Human Guardsman - Medic

With the enemies pinned, Yuriy takes a moment to settle his aim more carefully, then sprays another volley of lasgun fire at the healthiest-looking un-pinned enemy in tandem with his orderly.


Half-Action Aim, Half-Action Semi-Auto Burst.
Comrade uses Volley Fire.

TN50: 1d100 ⇒ 49

49 is a hit with 0 degrees of success. 94 is the Left Leg, and the shot deals 1d10 + 3 ⇒ (5) + 3 = 8 energy damage, Pen 0.

"Hold still, why don't you. It'll just hurt longer this way."

Belated Initiative for future rounds: 1d10 + 4 ⇒ (9) + 4 = 13


Yuriy's shot burns into the tree, but does no damage to the troopers.

Trooper 2 Standard Attack: 1d100 ⇒ 23
Trooper 4 Standard Attack: 1d100 ⇒ 37
Trooper 6 Standard Attack: 1d100 ⇒ 60

The pinned soldiers fire wide, but aren't able to find their marks.

The one soldier remaining who shook off his pinning attempts to suppress your squad in return.

Trooper 5 Suppressing Fire: 1d100 ⇒ 30

No damage but you all need to take a Willpower test at -10 to avoid being pinned.

The final soldier with the burned face seems to shake out of his disorientation, blinking as he wildly waves his gun from side to side.

Trooper 2 Willpower Test: 1d100 ⇒ 94
Trooper 4 Willpower Test: 1d100 ⇒ 8
Trooper 6 Willpower Test: 1d100 ⇒ 34

Trooper 4 shakes off the pinning effect.


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Oktyabar frowns as las fire starts to come their way, but otherwise stays calm.

Willpower to avoid Pinning TN25: 1d100 ⇒ 2
Success


WS-25, BS-35, S-25, T-33, Agi-40, Int-50, Per-33, WP-35, Fel-25, W 13/13, Fate 1/1, Insan 0, Corr 0, Armor 6 All Fortress World Human Guardsman - Medic

Pinning TN25: 1d100 ⇒ 98

Swearing, Yuriy buries himself in the dirt behind the biggest tree he can find. Without exposing himself more than he can avoid, he tries to draw a bead through the foliage on the enemy trooper.


Pinning test failed. Taking a Half-Action to Aim. Unclear if I should roll to break the Pin now, or at the start of my next post (since it gives +30 if no one has shot at me since I was pinned).


You have to roll on your turn, and you have been shot at since your last turn, so you won't get the bonus.


WS- 40, BS- 25, S- 30, T- 30, Ag- 35, Int- 35, Per- 31, WP- 30, Fel- 45, Wounds 12/12, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Willpower: 1d100 ⇒ 56
Willpower reroll: 1d100 ⇒ 42

Iovanna finds herself pinned by the return fire. Pissed off now, Iovanna shoots back them.

TN35 for Standard Attack: 1d100 ⇒ 13
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Hitting the body with a 31.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

Willpower: 1d100 ⇒ 96
Hunkering down even further, Urias lets out a tirade of insults referring to the Guard's obvious hole in defenses and the burning forest and.. etc.


WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

Initiative 5

Oktyabar narrows his eyes and flicks a lever on his Longlas, taking aim at his next target.

Free Action: Comrade Command - Ranged Volley. Benefit: +5 BS

Targeting Trooper 5. Switching Longlas to Overload.
Half Action to Aim (+10), Accurate weapon (+10), Range: Short (+10), Half Action: Called Shot - Head (Deadeye Shot) (-10)
Shooting TN73:: 1d100 ⇒ 58
Success with 2 degrees

Damage:: 1d10 + 5 ⇒ (6) + 5 = 11
Accuracy Damage:: 1d10 ⇒ 2
Total damage: 13, Penetration: 3, Type E. Hit Location: Head


Urias, you do still get to take a Half Action even while pinned.


Ws: 30, BS: 30, S 23, T 30, Agi 41, Int: 45, Per: 30, WP: 35, Fel: 37, Wounds 7/7, Fate 1/1 Hive Worlder, Operator

My character is not a fan of being shot at. I would have actually made him take cover after the first salvo that comes at him anyways. However, for the sake of being a fighting soldier, I will...

Urias and Solar use the brief reprieves in the las volleys to move up an additional 4 meters, using cover.


I'm assuming that you all have cover and did from the moment you started the engagement. So don't worry about saying you are moving into cover unless you want to move closer or farther or specifically want to not be in cover (in this combat at least).

Oktyabar hits the soldier, causing solid damage with his Longlas. Iovanna however is only able to bury her bolt round in another tree trunk.

Trooper 4 Suppressing Fire: 1d100 ⇒ 44

No damage, but anyone that shook off pinning or wasn't pinned has to take another Willpower test at -10 to avoid being pinned.

Don't forget, for those that didn't take it, you do get your free Willpower Test (+0) at the end of your turn to shake off pinning.

The newly steadied soldier fires to pin your squad down as the others try to take shots at the sniper firing on them.

Trooper 5 takes a Half Action to Aim.

Trooper 5 Standard Attack: 1d100 ⇒ 99

Trooper 2 Standard Attack: 1d100 ⇒ 87
Trooper 6 Standard Attack: 1d100 ⇒ 50

All of the shots go wide, the soldiers missing due to combat stress and distraction from the still burning corpse of their comrade. The soldier with the burned face continues waving his gun wildly, seeming unable to focus his eyes to target.

Trooper 2 Willpower Test: 1d100 ⇒ 2
Trooper 6 Willpower Test: 1d100 ⇒ 71

Trooper 2 shakes off his pinning.

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