Morvius's Uplifting Primer

Game Master Tourach


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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 takes steady breathes as the lasgun fire keeps coming, but continues shooting.

Willpower TN25: 1d100 ⇒ 54
Willpower Reroll TN25: 1d100 ⇒ 9

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

Targeting Trooper 5 again. 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 ⇒ 60
Success with 2 degrees

Damage: 1d10 + 5 ⇒ (7) + 5 = 12
Accuracy Damage: 1d10 ⇒ 7
Total damage: 19, Penetration: 3, Type E. Hit Location: Head, Ammo: 30/40


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)

Round 5

Willpower TN25: 1d100 ⇒ 69

Willpower TN25: 1d100 ⇒ 53

Taking half action to aim

Still pinned down, Iovanna takes a deep breath to calm herself and tries to steady her aim.

"Come on ladies, someone had better be about to lay down some suppressive fire of their own!


Oktyabar's shot leaves another head a smoking crater and the corpse slumps, burning, into the tree that the soldier was taking cover from.

We have Urias and Yuriy left to act this round.


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

Recover from Pin:1d100 ⇒ 10

"If you think it'll help..."

Yuriy sighs, levels his carbine again, and hoses the cluster of surviving troopers with more indiscriminate lasfire.


Comrade Volley Fires for +5.
Aim bonus from last round gives +10 to Suppressive Fire:

TN30: 1d100 ⇒ 56


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

Recover from Pinning TN35: 1d100 ⇒ 26

"No way these sepps are going to keep me down! Come on, Solar. Let's give them a taste."

Half action aiming, half action firing semi auto. Free command for volley.
Firing Semi-auto TN45: 1d100 ⇒ 71


I know we're all getting used to the rules so I'm not stressing over it, but remember that you test to shake off Pinning at the END of your turn. So you test for pinning when you get suppressed and then after your Half Action turn take a Willpower test to shake off the effects.

Trooper 2 Pinning Test: 1d100 ⇒ 75
Trooper 4 Pinning Test: 1d100 ⇒ 84
Trooper 6 Pinning Test: 1d100 ⇒ 86

The soldiers once again duck down deeper into their cover, firing back wildly at the medic keeping them pinned.

Trooper 2 Standard Attack: 1d100 ⇒ 32
Trooper 4 Standard Attack: 1d100 ⇒ 72
Trooper 6 Standard Attack: 1d100 ⇒ 80

Given the pressure of the fires and the incoming gunfire, they are unable to connect with anything of import.

Trooper 2 Willpower Test: 1d100 ⇒ 44
Trooper 4 Willpower Test: 1d100 ⇒ 52
Trooper 6 Willpower Test: 1d100 ⇒ 11

Trooper 6 shakes off the pinning.


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

On my initiative (8,) I am going to Double move towards them while taking cover among the trees. 8 meter advance puts me at 38 meters away after the previous 4 meter movement.


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

Calmly Oktyabar moves on to his next target.

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

Targeting Trooper 6.
Half Action to Aim (+10), Accurate weapon (+10), Range: Short (+10), Half Action: Called Shot - Head (Deadeye Shot) (-10)
Shooting TN73: 1d100 ⇒ 47
Success with 3 degrees

Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Accuracy Damage: 1d10 ⇒ 3
Total damage: 18, Penetration: 3, Type E. Hit Location: Head, Ammo: 26/40


Oktyabar strikes the soldier in the head and the helmet as well as most of the flesh are burned from the man's head. He drops his weapon and claws at the exposed muscle on his skull, screaming bloody murder.

The two remaining soldiers that are fully functional cut and attempt to flee deeper into the forest.

At this point you guys can make a decision. The two fires are burning and there are two blinded soldiers still present. You can take the blinded soldiers into custody without trouble, but you'll need to work at it if you want to run down the two fleeing soldiers.


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)

How far can they get in a turn (i.e, how many turns until they're out of range or line of sight because of the trees)?


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

With my agility of 40 and being the closest, I may be able to run them down or at least lock them up until the rest of you show up.


They have a run move of 18 and will bolt at maximum speed. You estimate that you probably have 3-4 rounds to act before they are out of sight. Chasing them is an option, but they do know the territory better than you do, so following them beyond immediate sight range will grow progressively more difficult. You estimate that putting out the fires (with dirt, etc.) and binding the two prisoners will take approximately 8-10 rounds of work for the squad with an increasing time frame the fewer people stay to assist.


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)

"Shoot the runners, but don't chase them deeper into the forest. We don't have time to play cat and mouse in the woods. Let's get the blinded ones trussed up, put out those fires and head back to base with our prisoners, asap."

Knowing that she can't hit the runners at this range with her pistol, Iovanna will move up to begin to subdue and tie up their new prisoners.


The fires are somewhat difficult to put out, being fueled by the munitions and gear on the corpses of the soldiers. It takes care to prevent their spreading and smother them with nearby dirt, but with a bit of effort you are able to do so. The prisoners are much easier to handle, though one recovers his sight while you are binding him. They say nothing however, other than a curse here and there, their wounds still incredibly severe.

For those that want to fire on the retreating soldiers, you have 3 rounds to act and you can just post all of those actions at once. All shots take a -20 to hit due to the soldiers taking the run action. If it matters for range, they get 18M further each round and the protections provided by partial cover will increase as they move farther away.


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)

"Yuriy, bind their wounds so they don't bleed out on the way to camp. Dead prisoners are useless."


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 continues to calmly fire on those running away.

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

First round shot:
Half Action to Aim (+10), Accurate weapon (+10), Range: Short (+10), Half Action: Standard Attack (+10), Target Running (-20)
Shooting TN73: 1d100 ⇒ 50
Success with 3 degrees

Damage: 1d10 + 5 ⇒ (9) + 5 = 14
Accuracy Damage: 1d10 ⇒ 10
Total damage: 24, Penetration: 3, Type E. Hit Location: Head (05), Ammo: 22/40

Second round shot:
Half Action to Aim (+10), Accurate weapon (+10), Range (+0), Half Action: Standard Attack (+10), Target Running (-20)
Shooting TN63: 1d100 ⇒ 10
Success with 6 degrees

Damage: 1d10 + 5 ⇒ (8) + 5 = 13
Accuracy Damage (max 2d10): 2d10 ⇒ (8, 10) = 18
Total damage: 32, Penetration: 3, Type E. Hit Location: Head (01), Ammo: 18/40

My plan was to not quite kill them, but these head shots just keep coming.

Third round shot (if needed):
Half Action to Aim (+10), Accurate weapon (+10), Range (+0), Half Action: Standard Attack (+10), Target Running (-20)
Shooting TN63: 1d100 ⇒ 28
Success with 4 degrees

Damage: 1d10 + 5 ⇒ (2) + 5 = 7 Replace die roll with 4
Accuracy Damage (max 2d10): 2d10 ⇒ (10, 4) = 14
Total damage: 23, Penetration: 3, Type E. Hit Location: Right Leg (82), Ammo: 14/40


From Oktyabar's steady fire, the two fleeing soldiers explode in bright fireballs running deeper into the forest. Assuming you all try to put those fires out as well, it takes you nearly ten minutes to finish everything up. In the end you are left with two Dominate Lasguns with one spare charge pack each, two combat knives, and your prisoners are wearing Dominate uniforms and Dominate flak armor. Everything else is too badly burned to recover.


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

Performing First Aid (not Extended Care) on each captive. Medicae score of 80, minus 50 and 70 respectively for Critical Damage.
TN30: 1d100 ⇒ 71
TN10: 1d100 ⇒ 58

Yuriy sets to work, putting away his lasgun and pulling out his preferred tools of the trade. After several minutes of irritably poking and prodding at the two captives, though, he settles for bandaging up the more egregiously oozing sores.

"Not that I'm going to complain about giving heretics what they deserve, but here and now you'd be better finding some vegetables and putting these two between bread for a sandwich, they're cooked so well. Can't do much to patch them out till we get them back to the base hospital, or camp out for a day so I can set up a field station."


Since you are only a few miles from Forward Outpost Epsilon 12, you figure that you can travel there on foot with your two prisoners. Given the added time however, it will likely be after dark by the time you arrive.


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)

Once he's sure the two escaping soldiers are dispatched Oktyabar rises from his position and moves to secure anything of value along with Bataar. Once finished they make their way back over to the group and wait till ordered to head 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

"So how are we going to get them to talk?"


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)

Iovanna shrugs. "We could just hand them over to the command at the Outpost and let them handle the interrogation."


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

"If command knew what they were doing, we wouldn't have caught these guys to start with. Someone not merely traveling this route would have. Like, say, a patrol." Urias wags his finger about.


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 shrugs and takes his place on point with Bataar.

Bataar leans over and half-whispers to Oktyabar as they turn to leave, Might want to secure any of that gear we want to keep before command seizes it along with the prisoners. Otherwise we'll never see it again.

Oktyabar shrugs again.


Moving two badly injured and uncooperative prisoners is, as you might imagine, a time consuming and arduous effort. Add to that the fact that one is completely blind and your journey is made extremely unpleasant. Still, you are able to make the remainder of the journey without further incident.

As you near the coordinates given, you see a sprawling, ramshackle collection of tents and vehicles sinking slightly into muddy grass. There are sentries all around and they grip their lasguns tightly, looking you over before turning back to face the Dominate battle line. Forward Outpost Epsilon 12 is just beyond the edge of the forest and at the start of the great plains of Virbius and, as you get closer still, you can hear a confessor evenly chanting a catechism, praying to the Emperor for an ignoble and horrific death to the enemies of Mankind.

As you pass into the outpost proper, you notice the 37th Maccabian Janissaries stationed there staring openly and with contempt at the Ratling traveling with your group. They say nothing, but keep their distance, making their distaste quite obvious. Still, they treat you as Guardsmen and you are relatively easily able to find members of the Commissariat to turn your prisoners over to if you so desire.

You guys have some time to settle in, chat up the regiment stationed here, or really do whatever you'd like to prior to your mission briefing. I'll give you some time to RP, gather information, etc. and will move to the briefing when things start to slow.


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)

Bataar looks around with a discerning eye, Home, sweet home. Looks like a nice a place as any. Least we ditched those guys. Hope they know something...it'll be quicker that way.

He continues to chatter as the squad makes their way through the camp. Oktyabar heads straight to the quartermaster to charge up his almost depleted rifle. He throws down his pack in as dry a spot as he can find, takes a seat, and starts cleaning his weapon.


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)

After dropping off their prisoners, Iovanna's thoughts turn to food and rest. She'll head for wherever they are serving up some hot food and then looks for a relatively quiet place to eat and sprawl out for a bit.

She also keeps an eye on both those Janissaries and her groups Ratling, just in case one side or other tries to start anything physical.


There is a rather large tent that is serving as the mess. The troops there look askance at you as you walk in, clearly quieting down when a member of the Commissariat is around.

The Janissaries don't seem to be openly hostile, though they are not overly friendly either. If approached, they don't refuse to speak, but their disdain for a squad that contains a Ratling remains quite obvious.

If you are interested in talking with the troops stationed here or gathering information outside of your briefing, this is your last real opportunity to do so. Post briefing you'll gear up and be expected to move out.


WS 35, BS 48, Str 35, T 40, Ag 35, Int 30, Per 33, Will 25, Fel 25, Wounds 12, Fate 1

Despite the unfriendliness of the Janissaries, the heavy gunner Cort approaches some of the soldiers and tries to gather information about the local situation.

Charm, TN 13: 1d100 ⇒ 65


After Aphesius spends some time attempting to get to know the Jannissaries, they warm up to him slightly, but he is still unable to get any pertinent information.

After a short time a runner is sent to collect your squad, bringing you all to the command tent of the outpost. When you enter the tent you notice a very large bald man sitting behind a small desk, deep in concentration as an autoquill writes furiously beside him. As you all enter he stands and faces you with a steel-eyed glare. The man, wearing rank insignia of a Colonel, waits for as long as it takes for all of you to salute, though he grows visibly displeased if any of you take too long to get the hint. He then returns your salute with a snap and begins speaking, pacing back and forth behind the desk as he does so, hands clasped behind his back.

You may be seated, he says, motioning to some of the chairs arrayed before you. I am Colonel Garn of the 37th Maccabian Janissaries, and for the duration of this mission I’ll be your commanding officer. Colonel Garn retrieves a pointer from the desk, and turns to face the large map on his wall. The map is of the Virbius terrain and dozens of small black Xs dot the document.

The Battle for Virbius has not been going well. The Severan Dominate forces on this planet have been waging a particularly brutal guerrilla campaign against us, but we think we may have found the man responsible. Imperial intelligence believes that they have located General Harvax Scarus somewhere in this mountain range. The Colonel takes his pointer and swats the map with a resounding crack.

In the morning, the 37th will be launching a major offensive against the General and his forces. Meanwhile, your orders are to find the General and capture or kill him. You will be well behind enemy lines and are required to maintain vox silence for the duration of your mission. Yours will be the third squad we have sent after the General, and you are expected to set off at dawn. Any questions?


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 nods. "A few, Colonel, regarding your last statements only. You mentioned two other squads sent previously on similar missions. Were there any survivors from these previous teams? If not, should we consider rescue of potential Imperial captives a secondary objective while pursuing this rebel general?"


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 and Bataar salute without any real hesitation, and then both stand in the back, letting the Doc ask the questions.


The colonel nods at Yuriy's question, going back to pacing as he responds.

We have heard no word from the previous two squads. We assume that they are dead or captured. I would like you to find the most recent squad if you are able.

He pauses, looking at the medic then the rest of the squad.

Anything else?


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)

"Sir, may I ask what level of resistance we should be expecting?"

I wonder if we will need to req anything that can take out tanks, maybe some pyrotechnics for distractions...


Colonel Garn cracks his pointer at the map again.

General Harvax Scarus commands all of the Dominate forces in this region. They have limited heavy armor under their command, but the skies have regular Valkyrie patrols, and major troop movements snake throughout the region consisting of infantry supported by light armor.

He only pauses for a moment to wait for more questions before taking out a set of written orders and a requisition sheet and handing them to Yuriy.

Dismissed, he bellows before snapping a salute and going back to his desk.

The orders read as follows:

Primary Mission: Locate and capture or kill Dominate
Commander Harvax Scarus.
Secondary Mission: Disrupt Dominate supply lines and
destroy any Dominate forces encountered.
Tertiary Mission: Locate the most recent missing squad.
General Orders: Maintain vox silence while behind
enemy lines.

The mission assignment gear is as follows:

One Signal Jammer
One Missile Launcher
Two Frag Missiles
Two Krak Missiles
Field Rations for One Month

For the Logistics Test to get your Mission Assignment Gear you are in a Violent Impasse (-10) and on a Vital mission (+20) for a total of (+10). You cannot use Commerce on the Mission Assignment Gear test. You may also, if you so desire, make another Logistics test at the Quartermaster. Availability is "Company or Less" and at a total of -10 from other modifiers. You cannot trade with the Janissaries and, if attempted, it is clear that they simply do not trust your squad enough.


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)

Awareness TN50: 1d100 ⇒ 59
Failure


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

Awareness TN43: 1d100 ⇒ 61
Failsauce.


WS 35, BS 48, Str 35, T 40, Ag 35, Int 30, Per 33, Will 25, Fel 25, Wounds 12, Fate 1

Awareness TN43: 1d100 ⇒ 46
Failed.


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)

awareness tn41: 1d100 ⇒ 57


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 looks around as he leaves the Quartermaster's tent, seeing nothing of use. He shoulders his rifle and prepares to move out, taking a look at the map for a good route.

Scrutiny TN38: 1d100 ⇒ 10
If it's a Navigate (Surface) roll then it's a TN30, though he's attempting to interpret the map to notice anything useful.


Looking at the map you are able to get a better sense of what traversing the terrain would be like.

In summary you are able to determine the bonuses/penalties of the routes. In addition, you are able to narrow it down to more specific distances - approximately 70km to the front lines and 120km from there to the General's suspected location.

Grassland - +20 to Navigate (Surface), -10 to Stealth, Full Speed
Forest - -10 to Navigate (Surface), +20 to Stealth, Half Speed
Mountain - +0 to Navigate (Surface), +0 to Stealth, Half Speed


Just going to make the Awareness test for Urias so we can keep trucking.

Awareness (Urias) TN20: 1d100 ⇒ 27

Apparently quite the blind squad.

You are able to grab the gear that you can and head out of the Quartermaster's tent. As you cross the outpost, you see a pair of what look to be natives on combat bikes ride into the camp. They dismount near Colonel Garn's tent and head inside for approximately half an hour. When they come out, they seem to get a mixed reaction from the Janissaries - some share their rations with the natives, others mutter about the "dirty ferals" and their lack of devotion in the God Emperor.

You have a few hours before dawn to do with what you will.

Edit: I was reminded that Urias actually has Awareness trained from Recon. So the test actually passes. Also, Urias, if you can update your sheet with the regiment skills/talents that would be handy (I just checked your sheet to make the test).

Urias (Awareness):
You notice a broken down, slightly battle-damaged Chimera Armored Transport near the Supply Tent.


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

Not even joking, I read and reread all of this over and over again trying to find out where that awareness test was coming from. I still have no idea. Is that Chimera up for grabs?


Urias Velmen wrote:

Not even joking, I read and reread all of this over and over again trying to find out where that awareness test was coming from. I still have no idea. Is that Chimera up for grabs?

This is a little convoluted, but since the Logistics test was taken on the OOC thread I noted there for everyone to come here to take an Awareness test. That said, the Chimera is currently not operating. A Routine (+20) Tech-Use test is needed to figure out what's wrong 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)

Looks like some locals, Oks. They'll probably have a good idea of what the area is like around here. Might want to have someone talk to them. Not me of course. Bad luck to talk to people while they're eating.

Oktyabar smiles slightly as Bataar rambles on, but continues to clean his rifle before they head 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

"Anyone think we can get this beast running?" As Urias kicks the side of the hidden chimera.


WS 35, BS 48, Str 35, T 40, Ag 35, Int 30, Per 33, Will 25, Fel 25, Wounds 12, Fate 1

"You tell us. You're the tech expert."


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 is looking down into one of the large boxes issued to them by the adepts, muttering a choice string of homeworld epithets under his breath at the contents.

"A fine pair of missile launchers indeed, issued by the peerless and loyal servants of the Munitorium. Would you like one of these missile launchers, Commissar?", gesturing at the box containing two preserve-wrapped, pristine suits of full-body carapace armor.


It is likely obvious, but just to be clear, you are all welcome to split up for the time remaining until dawn. Some of you can talk to the bikers if you want to while the tech people work on the Chimera, etc. Fortunately one of the beauties of the PbP format is that I can, quite literally, run two scenes at the same time.


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

Tech-Use TN75: 1d100 ⇒ 51
Success with two degrees.

"Looks like it's just a..."

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