Only War: The Forsaken

Game Master Eradico Pravus

Cast from a blighted homeworld, the Guardsmen of Company F fight for the Imperium of Man along the war-torn Spinward Front. Despised by enemies, disparaged by allies, they have no one to trust except themselves for they are... The Forsaken!


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"Sarge" wrote:
"Everyone else, form up on me and double time it down this trench and give those greenskins something to charge at, take positions just west of that northernmost mound of rocks and lay down some fire, get 'em moving our way!"

Guardsmen Tartare and Korelo see Sarge motion them forward and they advance north at full pace.

Will go ahead and NPC Anselm here. With an Agility of 40, Tartare is able to run 24 meters (12 squares) and is now adjacent to Sgt. Mire.

Dolf Korelo nods towards Tartare and grins at his NCO, "Sorry we're late, Sarge. Anselm here thought it was best to keep the shuttle from blowing up."


Scope wrote:

"Well we heard the man. Lets move!"

Will follow the trench till we need to cross open ground and set up our next perch at the ruined buildings. Hopefully we will get there before the Green Skins. I have no desire for close combat.

Scope is also able to move forward 24 meters and is now in the square adjacent Dol.

Dot glances up at the well-muscled Siegried Dol Tregre wielding his heavy stubber and mutters, "Isn't that monstrosity a bit much?"

The sniper is unsure if his spotter refers to the gunner or his weapon.

Doc is up.


Male Human Medic

I will use a full move towards the Sarge, as he ordered.


Doc and Zees move up as most of the squad converges around their NCO.

Orks are up.

Perhaps due to the loss of their Runtherd leaders, or the lifting of Dol's curtain of fire, or the menacing charge of the stormtrooper, or perhaps due to all three, the Gretchin mob clambers and scurries away in retreat directly west towards a line of trees.

Much movement is seen to the east and north as at least eight Orks encroach upon the guardsmen's position. Some run into the cover of crumbling and partially destroyed housing structures.

Updated map.

Note: Due to rotted wood, open holes, lack of doors, and the generally run-down nature of the buildings, Orks within the structures (#5 and #6 for example) may be seen and fired upon but they receive cover of AP 4.

Sarge make a Routine (+20) Common Lore, War test.
Drususon make a Routine (+20) Scholastic Lore, Tactica Imperialis test.

Sarge is up.


Male Sergeant

Common Lore, War = 40 + 20 (Routine) = 60, 1d100 ⇒ 6, success by 5 degrees.

Mire slaps Anselm on the shoulder sharply, an insufficient gesture to properly demonstrate the extent of his appreciation for saving a sizable portion of the Oremor 4th, but under the present circumstances it will have to do.

"Great work, both of you, now lay down some fire!"

He crabwalks a little further down the trench now that most of his squad has redeployed, continuing his original effort to draw the ork advance along a more westerly salient, firing off a single shot when one of the greenskins glances around the corner of one of the dillapidated structures.

Firing on Ork #3, BS = 30, +10 for single fire, not sure on range, BS = 40 1d100 ⇒ 68, likely miss.

Mire regards the headstrong commissar skulking forward into the teeth of the orkish advance with an incredulous scowl.

Damn fool is either going to get himself killed or create one hell of surprise for the first greenskin to stumble across him...


"Sarge" wrote:
He crabwalks a little further down the trench now that most of his squad has redeployed, continuing his original effort to draw the ork advance along a more westerly salient, firing off a single shot when one of the greenskins glances around the corner of one of the dillapidated structures.

Sarge makes a 2 meter half-move to the north.

BS (40) + Short Range (10) + Single Fire (10) + Comrade (05) - Running Target (20) = 68/45 misses.

Mire fans out to his left. He and Murjoff squeeze off ineffectual las-rounds as the Orks continue to bear down on the guardsmen.

Sarge wrote:
Common Lore, War = 40 + 20 (Routine) = 60, 1d100, success by 5 degrees.

Sarge:
Surveying the battlefield and noting his unit's deployment, the sergeant makes a couple of quick mental notes:

1. Squad Mire's currently positioning is less than ideal with regard to IG protocols. As bunched up as some of the men are (including comrades), one well-placed grenade could be catastrophic. Spread the line or push into the structures?

2. The commissar is not in immediate danger but is within charging range of the approaching Orks.

Sorry your superior roll does not yield all that much, Rook.

Dol and Vex are up.


Commissar Vex looks back as the guardsmen line along the furrow. Gripping his chainsword and gritting his teeth, he endeavors to lead by example in dispensing death to these miserable, loathsome greenskins.

The political officer eyes the structure immediately in front of him and spots a quickly moving Ork. Vex takes aim between the gutted walls and fires his bolt-pistol.

BS (32) + half-aim (10) + standard attack (10) + short-range (10) - running (20) = 42, roll 1d100 ⇒ 75, misses.

The bolter-round blows yet another large hole in the battered building but allows the Ork to continue unscathed.

Dol is up.


Male Heavy Gunner

I turn and face the closest Ork and fire.

Ballistic Skill: 34 - full auto (10) +short range (10) -Running (20) + half action aiming (10)=24 1d100 ⇒ 70 I probably wont hit just shooting :-(


Dol strafes the same building fired upon by the Commissar. Stubber rounds chew wood and chip rock-crete but miss the xeno inside.

De'Lark and Drususon are up.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

"Shut it Book, time enough for your frakkin prayers when we're done killin'" Lark barks at his companion as he nods with satisfaction at one ugly mess of a xeno left by his plasma. With the gun on cooldown and the rest of the guardsmen making quick time behind him, he shoulders arms and hoofs it down the rut himself. If nothing else he'll get a decent view of the Commissar putting himself in harms way... with that thought Lark smiles a little wider.

Run straight North down the trench - 18m distance


Routine Scholastic Lore (Tactica Imperialis) = 30 + 20 = 50

Roll:1d100=41 (50 - 41 = 9 : Standard success)

Seeing the Gretchin break and run, Edwin takes a moment to evaluate the battlefield, before charging towards combat to drag the hot-headed commissar out of trouble.

Edwin takes a run action, moving 18 meters (9 squares) east.


With the Gretchin mob in full retreat, Storm Trooper Drususon turns his attention back to the west. The squad has moved north along the furrow-ridge but more importantly he sees the commissar firing from behind a large mound of rubble.

Edwin Drususon wrote:
Roll:1d100=41 (50 - 41 = 9 : Standard success)

Drususon:
A quick glance tells you that the commissar is dangerously close to melee range with the orks.

Hathin De'Lark wrote:
"Shut it Book, time enough for your frakkin prayers when we're done killin'"

Although used to the sacrilegious Lark, Book nonetheless gives the weapons specialist a look of sullen disgust. Or is it pity? Lark is not sure.

De'Lark and Drususon's movements noted.

Imperial Troop Shuttle Spina is now a bee-hive of activity. Engiseers with torch-cutters carve away mangled portions of the rearward exit doors to allow fuller movement. Units assembled inside the shuttle charge forth in cohesive fashion. Navy techs use hydraulic lifters to lower cargo to the ground. Other crew scramble along the roof to inspect damage and ensure that the engine fire is indeed out.

Squads, including the one led by Major Scarpa, run north using Squad Mire as a screen. It remains to be seen whether their attempt to save Supply Depot 31 will succeed.

Into the Fray--Round Eight

Strategic Map
Tactical Map

Each square=2 meters
A red X represents a dead combatant.
A blue circle indicates prone position.
Each large guardsman icon represent a squad of 10-14 men. They are all moving north at running speed.
PC guardsmen with a comrade can assume their comrade is in an adjacent square unless noted otherwise.
The brown furrows created by the shuttle’s landing gear provide AP 2.
Smaller green brush-trees provide AP 1.
Dilapidated buildings, rubble heaps, low stone walls provide AP 4.
The nearest buildings are approximately 30 meters away from the shuttle.
The main battle between Brontian and Ork forces is off map, approximately .75-1.0 km north-northwest.
The gretchin are "weedy" in size AND running (additional -30 total to hit).
The Shoota Boyz to the east are running (-20) to hit.

Initiative Order
Anselm 13
Scope 12
Doc 10
Orks 8
Sarge 7
Dol, Vex 6
Drususon, Lark 4

Anselm is up.


Tartare and his comrade open up at one of the Orks as it emerges from behind a building at full-sprint.

Firing at Ork #3.
BS (35) + short-range (10) + half-aim (10) + comrade (05) + single shot (10) - running (20) = 50, 1d100 ⇒ 58, misses.

Scope is up.


Male Human Sniper

Me and Dot move down the gully a bit more and set up a new firing position. At least until we can clear out those buildings. Want to spread the firing line out a bit, and force the Green Skins to split there focus and fire.

Will spend the rest of the turn adjusting for enviromentals, and new target priorities.

"Lets set up here until we can clear out our new perch."


Scope moves 9 squares north and one square east and is situated along the right edge of the furrow, halfway between Sarge and Lark.

As the sniper establishes his space, Dot also sets up equipment and says, "Glad we moved. Felt a little claustrophobic among those other troops."

Doc is up.


Doc and his buddy Zees squeeze off rounds at the Ork rounding the building.

Firing at Ork #3. BS (30) + comrade (05) + half-aim (10) + standard attack (10) + short-range (10) - running (20) = 45, 1d100 ⇒ 10, hit by four degrees.
Damage, 1d10 + 3 ⇒ (7) + 3 = 10 - TB (6) = 4 wounds delivered on Ork #3.

Doc Zane's las-round clips the Ork's temple but the big xeno continues its charge.

Orks are up.


The Orks bellow and howl as they leap from behind buildings and through doorways, charging to within dangerously close distance of the guardsmen.

Greenskin cries are heard clearly through the clamor:

"Kill 'em all!"

"Shoot! Shoot! Shoot!"

"'Ere we go!"

One Ork-Boy bursts from a structure and sprints directly toward the Commissar. He rears up and readies to unload its large, nasty-looking projectile weapon at point-blank range. To the north, the severely-wounded Ork staggers to its feet and manages to run to the furrow-line. Lark and Scope each see a xeno move directly towards them.

Updated Map

Scanning the line, the Sergeant knows these Greenskins need to be taken down quickly before they can overwhelm any of his men.

Sarge is up.


Male Sergeant

Sgt. Mire shakes his head in frustration with how quickly the situation is going to hell around he and his men. Watching the hulking brutes advance on the make-shift trench, he sees the need to spread the line, and coordinate their fire before they are overwhelmed.

"Anselm, Murjoff, Doc, follow me down the line! Dol, covering fire, and hit one of those feckers this time!"

Sgt. Mire spares a glance for the commissar, who has an ork making a bee-line for him but ultimately decides this is what the crazy political officer wanted all along. Gauging the distance to the orks bearing down on Scope and Dot, he makes a similarly rash decision.

One las round isn't going to stop that greenskin anyway...

Slinging the carbine over his shoulder, he draws the chain-sickle in a fluid movement, thumb resting over the activation stud, and then charges down the trench toward the ork, wincing with each stride from his balky knee, hoping to intercept the brute before he reaches the sniper and spotter.

Sarge is going to Run, closing the distance to the ork breaking toward Scope and Dot. Pretty sure with my low Movement rate there is no way I can Charge and reach the ork at this point.


"Sarge" wrote:
Slinging the carbine over his shoulder, he draws the chain-sickle in a fluid movement, thumb resting over the activation stud, and then charges down the trench toward the ork, wincing with each stride from his balky knee, hoping to intercept the brute before he reaches the sniper and spotter.

Sarge and Murjoff scramble down the trench. Mire sees the slavering Ork that bears down on Scope running at full-speed, its gun raised. The Greenskin spews spittle and emits a feral growl.

Sarge:
With a running movement rate of 12 meters (6 squares), the sergeant can end his turn in the trench behind Scope or he may leap up from the furrow, ending in the square directly adjacent east of the sniper. If you choose to interpose yourself between Scope and the Ork, you will not affect Scope's attack line of sight.

Dol and Vex are up.


Male Sergeant

Warmaster:
I'll end my turn in the square due east of Scope, chain chit-sickle at the ready to defend he and Dot from the oncoming ork.


From behind his rubble-pile, the Commissar leaps up to meet the attack of the onrushing Ork. He thumbs the toggle-switch of his chain-sword and it roars to life.

Half-move to stand up, half-move to make a standard melee attack: WS (32) + standard (10) + running opponent (20) = 62, 1d100 ⇒ 40, success by three degrees.

Vex takes a vicious swipe at his foe, catching it along its head and neck.

Damage roll, d10 + 2+ SB, tearing weapon adds one damage die and discards lowest roll, 1d10 + 5 ⇒ (1) + 5 = 6, 1d10 + 5 ⇒ (2) + 5 = 7. Neither roll matches damage done with three degrees of success, 3 + 5 = 8 - TB of 6 delivers two wounds on Ork #6.

The Ork snarls and rolls with the hit as the chain-sword glances off its rough hide.


The sergeant leaps from the furrow, grimacing as he lands on his bad leg.

Sarge ends his turn one square due east of the sniper.

Dol is up.


Male Heavy Gunner

Ill keep the rest of them from joining, for a short time then ill have to reload.

Suppressive fire along the line that orc 4, 7, 8 make Ballistic Skill: 34+ short range(10)-Suppressive fire (20)= 24 1d100 ⇒ 80


Dol, All:
Cat, I'd rule that you can only use suppressing fire against Orks 7 and 8. If your arc of fire included Ork 4, then Commissar Vex would also be in your established kill zone. Let me know if you want to go ahead with your attack as stated in the above post but only against Orks 7 and 8. Alternately if you want to try an attack on an individual Ork then make a new post with a re-roll and I'll retcon it.

If anyone feels like my interpretation is out of line with the rules let me know on the OOC thread. Thanks.


Male Heavy Gunner

I am fine with that. I knew it would be close depending on how you drew the lines of fire from my position and that last ork


Edwin continues running, crossing the trench midway between Scope and Mire.

Edwin takes a run action, moving diagonally 18 meters. This moves him 12 meters (6 squares) down and ~13 meters (7 squares) right.


From the furrow-line the heavy-gunner unleashes more rapid fire, stopping his fusillade just short of where the Commissar melees with an Ork.

Dol's attack requires Hard (-20) pinning tests from each Ork (WP 26-20=06 chance of succeeding):
Ork #7, 1d100 ⇒ 66, Ork #8, 1d100 ⇒ 69, both fail

Rounds rip through the decayed and dilapidated wooden structure and causes the southernmost Ork to take cover. As Dol fans his fire north, likewise the next Ork in the line hits the deck.

Both Orks are pinned. Drususon's action is noted. Lark is up.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Feeling his baby cool enough to try for another killshot, Hathin leers at the onrushing greenskin and brings up his plasma to bear. Unloading a superheated fussilade of as much death as his weapon can bear...

Standard attack on Maximal, Close range, Comrade Assist. Firing at Ork number 3.
BS (41 +10 +10 +5 = 66): 1d100 ⇒ 98 OVERHEAT!
31/40 shots left in clip 1, weapon on recharge for 2 rounds

...but a whine from his plasma gives him some pause and elicits a curse "Feckin bastard" and he drops the plasma before the charge builds to a level that would threaten to burn his arm off.

Smirk falling from his face, he looks at the onrushing ork with murderous eyes and draws his knife in a backhand grip. Crouching slightly he prepares for the greenskin's charge.

Free action to drop the plasma and then half-action to ready the mono-knife.


The rifle's overcharged plasma-generator lands in the moist grass and causes steam to rise. Book fires a round, looks over at the weapons-specialist and yells, "The litanies! The weapon's spirit is angry with you!"

Behind the squad's defensive line stream well over 100 guardsmen making their way north. Several sidelong shots fell a couple of the fleeing Gretchin but two make good their escape into the jungle tree-line. In the distance Orks continue to storm the compound and shots stream into and out of the Imperial depot.

Into the Fray--Round Eight

Strategic Map
Tactical Map

Each square=2 meters
A red X represents a dead combatant.
A blue circle indicates prone position.
Each large guardsman icon represent a squad of 10-14 men. They are all moving north at running speed.
PC guardsmen with a comrade can assume their comrade is in an adjacent square unless noted otherwise.
The brown furrows created by the shuttle’s landing gear provide AP 2.
Smaller green brush-trees provide AP 1.
Dilapidated buildings, rubble heaps, low stone walls provide AP 4.
The nearest buildings are approximately 30 meters away from the shuttle.
The main battle between Brontian and Ork forces is off map, approximately .75-1.0 km north-northwest.
The Shoota Boyz to the east are running (-20) to hit.

Initiative Order
Anselm 13
Scope 12
Doc 10
Orks 8
Sarge 7
Dol, Vex 6
Drususon, Lark 4

Operator Tartare looks back at the shuttle knowing it will be some time before vehicles stored in the cargo bay will be disembarked. Turning back to the Orks, Tartare makes a quick adjustment on his las-carbine, turning the variable setting to 'overcharge.' Growling at his buddy Dolf he says, "Let 'er rip."

Anselm fires at Ork #5: BS (35) + Comrade (05) + short range (10) + (standard attack) 10 - running (20) = 40, 1d100 ⇒ 54, misses.

Scope is up.


Male Human Sniper

I go on over watch as the squad readjusts its position along the trench. Knowing full well the Orks can easily cover ground and engage us in melee at this distance. I care less about the fine kill, and look for the maim. Any shot to slow down or cripple an advance. I will buy us time. Let the weight of fire from the rest of the squad to do the killing.

If we fail we will learn real quick how handy Sarge is with a blade.


Scope locked into Overwatch mode, covering a 45 degree arc sweeping the area where Orks 3, 4, and 5 are located. The sniper will be able to preempt movement or an attack later in the round.

Doc is up.


Male Human Medic

Aim for a half action and fire at #5.
BS(30) = 1d100 ⇒ 96
Spend my lone fate point for reroll.
1d100 ⇒ 88
At least my gun didn't jam


Doc's shot goes wide.

The Orks through some seemingly preternatural form of communication, check their charge. Some roar, others guffaw but as one they aim their weapons and ready to fire.

Scope, choose one of the targets in your Overwatch zone and make an attack. Your delay bears fruit as you no longer suffer a -20 running modifier since the Orks are now stationary.


Male Human Sniper

I follow an old prison yard saying when outnumbered. Shut up the loudest and the rest become quiet.

I take aim at the one with the most bravado.

Whichever number he may be.

Ballistic Skill (1d100=56)

Damage (1d10+4=8)


Random roll to determine target: 1=Ork 3, 2=Ork 4, 3=Ork 5, rolling, 1d3 ⇒ 3.

The alien monster directly in front of Sarge lets loose with a bestial roar, slavering as it racks a slide and brings its weapon to its shoulder.

Before it can fire a "vvvvvviiiiipp!" sound is accompanied by a mist of red spray erupting from the Orks chest, signifying the round it takes from the squad sniper.

Torso armor bypassed, 8 - TB 6 = 2 wounds delivered, 10 wounds remaining.


The Orks unleash hell with their large-bore guns.

Ork #1 fires at Lark, BS 19 + single attack 10 + short-range 10 = 39, 1d100 ⇒ 16,

Ork #3 also fires at Lark, same modifiers, 1d100 ⇒ 87

Ork #5 fires at Sarge, same modifiers, 1d100 ⇒ 67

Ork #4 fires at Drususon, same modifiers, 1d100 ⇒ 11

Ork #5 fires at Commissar Vex, point-blank range negated due to melee engagement, modified attack roll 29, 1d100 ⇒ 45

Observing their technique, the xeno seem to be marginal shots at best but at this short range even they will quickly find their mark.

Lark and Drususon, make an Evasion/Dodge roll to avoid being hit.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Dodge (TN = 37): 1d100 ⇒ 59

Hathin tries to weave aside from the Ork's line of fire... but is less than successful.


Dodge : Agility = 30

Roll : 1d100=78


Male Sergeant

Sergeant Mire is surprised that the brutes broke off from their charge for the trench, but not so surprised that he doesn't have the sense to duck his head as the orkish guns rip up the edge of the furrow in front of him. Swiping a clod of dirt from his face, he deactivates the chit-sickle and slams it blade first into the edge of the earthen trench in front of him, keeping it in easy reach.

Crouching to keep as low a profile as possible, he unslings his las, taking careful aim at the ork that was just winged by Scope, unleashing a burst from his carbine.

Sarge will fire a Semi-Auto Burst at Ork #3, BS = 30, +10 (Short Range), modified BS = 40, 1d100 ⇒ 89, miss, Ugh!

Using a Fate Point for a re-roll in the hopes that this will change our luck:

1d100 ⇒ 19, a hit (depending on Dodge/Evasion for the Ork), just under two degrees of success, rolling damage: 1d10 + 3 ⇒ (9) + 3 = 12, 1d10 + 3 ⇒ (8) + 3 = 11.


Hathin De'Lark wrote:
Hathin tries to weave aside from the Ork's line of fire... but is less than successful.

The Ork projectile rips through Lark's flak vest.

Damage, 1d10 + 4 ⇒ (6) + 4 = 10 - 3 (flak jacket) - 4 (TB) = 3 wounds delivered.

Another Ork wings the Storm Trooper on the right arm.

Damage, 1d10 + 4 ⇒ (8) + 4 = 12 - 6 (Carapace armor) - 4 (TB) = 2 wounds delivered.

Despite the hot muggy weather, the veteran Drususon is very thankful for his trooper-grade armor.

Orks are up.


Between breaks in buildings the guardsmen can see two Orks scrambling beneath the deluge of shells spat out by Dol's heavy stubber. They crawl towards cover.

Sarge fires his las-carbine and the targeted Ork leaps sideways.

Dodge attempt (30), 1d100 ⇒ 43, failed attempt.

Round 1: 12-TB 6 = 6 hits, Round 2: 11-TB 6 = 5 hits, 12 wounds - 11 hits = 1 wound remaining, Ork #5.

The Greenskin jumps into the air but the Sarge stitches two rounds into its left leg. The xeno lands unsteadily and howls in pain with a near-cooked leg.

Commissar Vex first sizes up the xeno with which he is engaged and waits for it to shift its weight; he then lunges with his chainsword.

WS (32) + "Aim" (10) + standard (10) = 52, 1d100 ⇒ 18, hit by four degrees.

Dodge attempt (30) for Ork #6, 1d100 ⇒ 41, fails.

Damage rolls, take the best one: 1d10 + 2 ⇒ (7) + 2 = 9, 1d10 + 2 ⇒ (6) + 2 = 8, 9 + SB 3 - TB 6 = 6 hits delivered. I forgot to add SB to Vex's last successful attack so Ork #6 is actually at 7 wounds - 6 = 1 wound remaining.

Although his attempt to disembowel the Greenskin fails, Commissar Vex nonetheless manages a long gash from the beast's hip bone down nearly to the knee.

About time the guardsmen start doing some damage! Dol is up.


The Warmaster wrote:

Another Ork wings the Storm Trooper on the right arm.

Damage, d10+4 - 6 (Carapace armor) - 4 (TB) = 2 wounds delivered.

Despite the hot muggy weather, the veteran Drususon is very thankful for his trooper-grade armor.

Ret-con post to correct the above error.

Drususon sprints across the grass and leaps into the furrow, narrowly avoiding an Ork round that punches the earth and showers the storm trooper with dirt.


Male Heavy Gunner

"Thats right you green apes keep your heads down!"

Suppressive fire Ballistic Skill: 34+ short range(10)-Suppressive fire (20)= 24 1d100 ⇒ 44


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Spitting blood Lark's eyes burn with rage as he lines up the ork. Growling at Book, "Come on you bastard" Lark springs into action. Charging at the greenskin, Lark brings his knife to bear in a rising cross-strike...

Full action to Charge Greenskin #3:
WS (39 +20 =59): 1d100 ⇒ 11 for 1d5 + 3 ⇒ (2) + 3 = 5 pen 2
Potential Arm hit with 5 degrees of success pending parry... I'd replace damage, making it 8 damage with pen 2.


Slowing his pace, Edwin prepares to charge into melee with the Commisar and his xenos adversary. In one fluid movement he slings his las and draws forth his steel.

Edwin makes a full move, moving diagonally 6 meters. This moves him 4 meters (2 squares) up and ~5 meters (2 squares) right.


Drususon's movement noted.

Hathin De'Lark wrote:

Full action to Charge Greenskin #3:

WS (39 +20 =59): 1d100 for 1d5+3 pen 2
Potential Arm hit with 5 degrees of success pending parry... I'd replace damage, making it 8 damage with pen 2.

Hathin De'Lark matches the xeno hate for hate, malevolence for malevolence. The Ork tries to bring its weapon to bear but Lark sidesteps and slashes its sinewy arm above the triceps.

Yet another mistake I made up above in misapplying Sarge's fire on Ork #5. Ork #3 is currently at 1 wound remaining. Street Fighting talent add half SB to crit damage so Lark does 9 damage, no armor to bypass on arm. 9-1 wound remaining=0. True Grit for Ork reduces critical damage by TB 4, 8-4 = 4 crit damage on chart 8-19 on p. 196. Double-check me, please.

Finding purchase Lark drives the knife deeper, twists, and with two hands drags it the length of the Greenskin's arm. The Ork drops its weapon as muscle and skin slough off. The weapons specialist feels spittle and hot air on his face as the beast bellows in pain. The xeno falls to the ground writhing its right arm now useless.


Over 100 men run north to relieve the siege. Non-coms and officers bark at the men to move faster, leaving Squad Mire to their plight.

The Ork fighting Lark sees even more of its blood issue forth and its right arm dangles helplessly from the shoulder.

Rechecked the numbers and Ork #3 is at -8. Making a Toughness check or die from shock, T (44), 1d100 ⇒ 5, survives but is stunned for 1d10 ⇒ 4 rounds.

Into the Fray--Round Ten

Strategic Map
Tactical Map

Each square=2 meters
A red X represents a dead combatant.
A blue circle indicates prone position.
Each large guardsman icon represent a squad of 10-14 men. They are all moving north at running speed.
PC guardsmen with a comrade can assume their comrade is in an adjacent square unless noted otherwise.
The brown furrows created by the shuttle’s landing gear provide AP 2.
Smaller green brush-trees provide AP 1.
Dilapidated buildings, rubble heaps, low stone walls provide AP 4.
The nearest buildings are approximately 30 meters away from the shuttle.
The main battle between Brontian and Ork forces is off map, approximately .75-1.0 km north-northwest.

Initiative Order
Anselm 13
Scope 12
Doc 10
Orks 8
Sarge 7
Dol, Vex 6
Drususon, Lark 4

Ork Status:
Ork #1: -4 wounds
Ork #2: dead
Ork #3: -8 wounds, stunned, loss of right arm
Ork #4: 12 wounds
Ork #5: 12 wounds
Ork #6: 1 wound
Ork #7: 12 wounds, pinned
Ork #8: 12 wounds, pinned

Anselm attacks Ork #7, BS 35 + standard 10 + half-aim 10 + comrade 5 - prone 10 = 50, 1d100 ⇒ 71, misses.

Operator Tartare takes aim at one of the Orks crawling towards cover but misses.

Scope is up.


Male Sergeant

As Mire surveys the firefight around him he notices for the first time De'Lark engaged in mortal combat with one of the greenskins clutching only his Munitorum-issued combat knife. It doesn't surprise the sergeant in the least that the sporchi is getting the better of the savage.
Just the same, he knows that Lark would only be mixing it up so close and personal if his preferred means of unleashing mayhem was out of commission.

Glancing down the trench, he signals for Anselm.

"Tartare! Get down to Larks and clear that jam, posthaste!"

Turning his attention again to the Commissar, he bellows more orders, things coming more instinctively now that both sides are blooded.

"Drususon, Doc! Advance on the commissar and hold that cover! We're gonna make a push!"

Sergeant Mire then waits as Scope draws a bead with his long-las to fire, carbine aimed and sighted at the ork closest to their position, ready to charge out of the trench with chain sickle in hand if the brute makes to rush them.

All:
These orders are just for roleplay purposes everyone, feel free to disregard or follow them as you will. The Sarge is just taking stock of the tactical situation and from a meta-game standpoint it makes sense to take out Ork #6, and Ork #5 (presuming Lark's adversary, Ork#3 bleeds out) and move with cover to advance on those pinned by Dol's fire.


"Sarge" wrote:
"Tartare! Get down to Larks and clear that jam, posthaste!"

The Operator mutters several swear words having just missed an Ork crawling towards the shelter of one of the buildings. Hearing Mire's orders he looks up and says, "Roger that, Sarge."

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