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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Scope and then Doc is up.


Male Human Sniper

I stay on Over Watch waiting for the first Ork to make its move on us.

"After this shot draw your pistol and back up. Kneecap them if you can."

One shot, and then they will be on us...


Male Human Medic

Aim for half action and fire at closest orc.
BS(30 + 10 + 5) = 1d100 ⇒ 67
missed


Rule Change:
Textbook change from the Beta: Ork Boyz BS raised from 19 to 24. Will be reflected here.

From the north the Ork in the furrow raises its gun...

Random roll to determine target: 1-Lark, 2-Sarge, 3-Scope, 1d3 ⇒ 3

...and takes a steady bead straight down the trench-line at the sniper.

Ork #1 BS 24 + short-range 10 + standard attack 10 = 44, 1d100 ⇒ 76, misses.

The wounded and stunned Ork at Lark's feet simply rolls over and howls in pain.

The Ork that fired once at Sarge levels its still-smoking barrel right at the unit NCO as a grin creases its misshapen face.

Ork #5, adjusted BS 44, 1d100 ⇒ 99

Click! Confused, the beast turns the weapon upon itself, looking down the barrel in primitive fashion in an attempt to determine the source of malfunction.

Snarling, the well-positioned Ork in the building fires at the stormtrooper again.

Ork #4, adjusted BS 44 (Drususon no longer running), 1d100 ⇒ 80, misses.

The Ork engaged with Commissar Vex simply rears back and attempts to brain the political officer with the butt of its gun.

Improvised weapon attack, BS 37 + standard 10 = 47, 1d100 ⇒ 56

Swung with enough force to turn Vex's brain to jelly, the Greenskin aim is off and the Commissar is able to avoid the blow.

Rally attempt for Orks #7 and #8, WP 26, 1d100 ⇒ 59 and 1d100 ⇒ 71, failures.

The two prone Greenskins continue to scan about, unsure as how to proceed.

Wow, a big whiff for the Orks! Sarge is up.

Scope:
Based on your post I interpreted your Overwatch would be triggered by Orks moving or attacking you and/or Dot (note that Ork #1 was outside your Overwatch scan radius). If you meant to broaden the definition to the squad as a whole, please feel free to post a reaction attack against Ork #3, #4, or #5.


Male Human Sniper

Warmaster

Spoiler:
Considering how close the Orks are to melee range. Even an unarmed Ork is a dangerous enough of a foe to over run mine and Dot's position. So I would widen my firing range to cripple any Ork trying to close the distance. Dot covering me with pistol fire so I don't get clubbed like a baby seal.

I pop off a round at any Ork foolish enough to step away from its cover.

Ballistic Skill (1d100=49)

Sniper Rifle Damage (1d10+4=7)


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

Blood firmly up now that he is painted the colour sanguine, Lark roars at the sky with arms wide. Sardonic smirk writ large across his face he ignores the fallen ork writhing at his feet to launch himself at another. Knife raised high, he brings it down in a jagged thrust towards the ork's neck...

Book's face is pale and he noiselessly mouths litanies... but he joins in the sporchi's bloody assault. Close quarters half-action

Full action to Charge Greenskin #5 +10 from comrade ganging up:
WS (39 +20 +10 =69): 1d100 ⇒ 28 for 1d5 + 3 ⇒ (1) + 3 = 4 pen 2
Possible Right Leg hit with 5 degrees, would replace damage for total of 8 damage pen 2


Male Sergeant

Seeing opportunity knock as the greenskin's gun jams, Sgt. Mire raises himself upright along the edge of the trench and levels his las-carbine to fire a burst at the ork, in an effort to oblige his new-found curiosity about the barrels of live weapons.

Firing Semi-Auto Burst at Ork #5, BS = 30, +10 Short Range, modified BS = 40, 1d100 ⇒ 25, hit, with one extra degree of success, yielding one hit.

Rolling damage, 1d10 + 3 ⇒ (4) + 3 = 7.

Knowing that even the stupidity of the ork won't last forever, he slings his carbine over his shoulder, then rips his chain-sickle from the loose earth while depressing the activation stud, fully expecting the beast to charge.

He barks back at Scope over the din of battle,

"Don't stop shooting when he comes, I know I don't need to worry about you hitting me!


Male Heavy Gunner

"Ok this is the last spray to keep these other 2 down ill have to reload after."

Suppressive fire Ballistic Skill: 34+ short range(10)-Suppressive fire (20)= 24 1d100 ⇒ 32


Dodge attempt for Ork #5, 1d100 ⇒ 77, fails.

The dull-witted xeno examining its weapon is further befuddled when Sarge nails it in the torso with a las-round. Its primitive armor and tough hide absorb the blow, and finally realizing what is happening the Ork bares its fangs at the sergeant and hisses.

Flak armor of 2 and TB of 6 completely mitigate 7 hits delivered by Mire. The Ork used up his reaction, however, see below.

As he continues his stubber-sweep, Gunner Dol feels his gun lighten as the magazine is near-empty.

Dol's attack also gains +05 for Comrade support but still just misses, 29/32.

Commissar Vex sees the massive Ork before him misstep from his failed melee attempt. The Commissar leaps inside the guard of the beast, making a broad sweep with his chainsword.

Vex makes an All Out Attack, BS 32 + 30 = 62, 1d100 ⇒ 95, misses.

The Shoota Boy lunges away from Vex's swing and lifts its gun for another massive blow.

Hathin De'Lark wrote:
Blood firmly up now that he is painted the colour sanguine, Lark roars at the sky with arms wide. Sardonic smirk writ large across his face he ignores the fallen ork writhing at his feet to launch himself at another. Knife raised high, he brings it down in a jagged thrust towards the ork's neck.

Too busy taunting the Sergeant, the Greenskin fails to notice the attacking De'Lark until too late.

No reaction left, Lark's hit successful, 8 - TB 6 = 2 hits delivered to Ork #5, now at 10 wounds.

Scope:
Got it. Per the rules, Overwatch allows for a 45 degree arc kill-zone in the direction the character is facing. Ork #1, the Ork that fired on Scope, is outside this zone.

According to the rules you may name specific condition that will trigger Overwatch fire. In this instance since none of the Orks moved then this condition was not met. I guess what I was trying to ask or say earlier (but did a lousy job) is that Scope could declare Overwatch against any Ork that moved AND/OR fired/attacked either Scope himself or anyone in the squad. Hope this makes sense and let me know if you interpret it differently.

Drususon is up.


Male Human Sniper

Warmaster

Spoiler:
Okay cool. Guess both of us failed on the communication part. What I considered as a break in Overwatch is an Ork covering ground toward our position, or an Ork slipping up and opening himself up to my sniper fire.


Edwin charges forward towards the orc menacing his overenthusiastic charge. He approaches as the commissar renews his attack against the xenos. The commissar's blade swings wildly, spoiling the stormtrooper's attack and nearly carving a chunk out of his shoulder.

Edwin takes a charge action moving 9 meters (5 squares) right into melee with orc #6.

WS + Charge + Ganging Up = 29 + 20 + 10 = 59
Roll: 1d100=86


The writhing, pain-laden ork left behind by De'Lark attempts to grab the weapons specialist's feet. The xeno rolls over in the grass and instead catches the attention of Scope who scans the field for movement.

Scope, I'm ruling that Overwatch is triggered (EDIT: for round 10). Damage 7 - TB 6 = 1, True Grit allows second TB subtraction of critical damage to a minimum of one, 1 hit delivered, -8 - 1 hit = -9.
Ork faces challenging Toughness Test (44) or die, 1d100 ⇒ 55, failure. Ork #3 is dead.

Scope's shot hits the ork in the leg, exploding an artery. The greenskin lets loose with a load moan and dies in a pool of its own blood.

From behind the sniper hears his spotter draw a blade and and say with some sarcasm, "Boy, you really earned that notch for the gun-stock."

The shuttle continues to spew forth guardsmen including some of the Oremor 4th's light artillery units, two mortar squads. Using Sgt. Mire's men as a screen, the vast majority of Swamp Rats run north to relieve the Brontian Longknives.

Into the Fray--Round Eleven

Strategic Map
Tactical Map

Each square=2 meters
A red X represents a dead combatant.
A red circle represents a dropped weapon.
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

Spoiler:
Ork Status:
Ork #1: -4 wounds
Ork #2: dead
Ork #3: dead
Ork #4: 12 wounds
Ork #5: 10 wounds
Ork #6: 1 wound
Ork #7: 12 wounds, pinned
Ork #8: 12 wounds, pinned

Obeying the sergeant's orders, Operator Tartare and his partner Guardsman Dolf sprint along the furrow-line to where Lark's malfunctioned plasma-rifle lies. Although still steaming, the weapons has cooled enough so that Anselm may pick it up next round.

Note: maps reflect Tartare's movement for round 11.
Scope is up.


Scope:
Scope the action at the start of the above post concluded your overwatch in round 10. You now get to declare a new action to start round 11. Sorry for further confusion, if any. I decided to at least give you something in the way of a round 10 attack. Once again, sorry for any confusion.


Male Human Sniper

Warmater

Spoiler:
No worries.

"If your nice, I'll even let share in the glory, and carve in that kill."

I would laugh, but don't have the luxury until all the Xeno's are dead. I look down my sights and set up for Overwatch again. Looking for another Ork in my field of vision. Looking for one who is trying close the distance, or gets careless enough to stick its rear out from behind cover for me to squeeze off another shot.


Overwatch mode noted for round 11. Doc is up.


Male Human Medic

I will look at our squad and, see if any are wounded that I can reach who are not in melee combat.

Awareness(43) = 1d100 ⇒ 37
Made it by 7. I can't shoot,but at least I'm aware.


Viktor "Doc" Zane wrote:
I will look at our squad and, see if any are wounded that I can reach who are not in melee combat.

Awareness check successful.

Doc Zane lowers his rifle long enough to check out the members of his squad for an instant health assessment. Everyone seems fine, even the wounded Dol who is busy emptying the ammo drum of his heavy stubber.

Looking north the medic sees that some of the besieging Orks, a horde of greenskins and a few war bikes, begin to stream away from the Imperial station walls and turn south towards the onrushing members of the Oremor 4th.


Two of the shoota boyz struggle against the hail of fire from Heavy Gunner Dol.

Willpower test for Orks #7 and #8. I'm ruling that #8 is under cover and receives the easy (+30) modifier (p. 255): Ork #7 (26), 1d100 ⇒ 19, Ork #8 (56), 1d100 ⇒ 40, both successful.

The more northern one (#7) kneels upright and takes aim. In the furrow the sniper keeps his heart-rate low and breathing very steady as he eyes the battlefield. His spotter whispers a truncated warning, "[Bogey] Right 15 [degrees]." Less than a second later the sniper has the target in his reticule.

Scope, Ork #7 triggers Overwatch. Please make your attack roll BS 43 + spotter 10 + short range 10 + standard 10 = 73


Male Human Sniper

Ballistic Skill (1d100=4)

Damage (1d10+4=10)

Hearing Dot whisper out the vector I adjust and fire on reflex and instinct. A game, a skill we honed over countless hours. Calling out phantom targets during our quiet times pays off when things aren't so quiet...


As the the Ork rolls to a kneeling position and lines up for a shot, a slug from the sniper's rifle punches it in the chest.

Dodge attempt 30, 1d100 ⇒ 45, fails.

Pen 3 bypasses flak armor, 7 degrees success replaces damage roll, 11 hits - TB 6 = 5 wounds delivered. Ork #7 now at 7 wounds.

The other formerly pinned Ork moves into a shelter and pops off a round through a gaping hole in the side-boards at the heavy gunner.

Ork #8 makes a half-move (1 squares) into the building and fires, BS 24 + standard 10 + short 10 = 44, 1d100 ⇒ 28, success by two degrees. Dol make a dodge attempt.

Ork #6 attacks Vex-1 or Drususon-2, 1d2 ⇒ 2, the stormtrooper.

Faced now with two foes, the massive Ork gives a bestial roar and swings its gun as a club, making a wild, furious assault on Trooper Drususon.

Ork #6 WS 37 + all-out attack 30 = 67, 1d100 ⇒ 9, success by six degrees. Drususon make a dodge or parry attempt.

Shrugging off the sniper's fire, the kneeling Ork blasts a round at Sarge.

Ork #7, BS 24 + standard 10 + short 10 = 44, 1d100 ⇒ 29, success by two degrees. Sarge make a dodge attempt.

Hathin De'Lark knows that Orks are able to take damage. He is a bit surprised, however, when what should have been a vicious killing blow barely causes a scratch on the Ork he faces. "Look out!" yells Book as the sinewy creature rears back and tries to take the weapons specialist's head off with a swipe from its rifle.

Ork #5 makes an all-out attack, WS 37 + 30 = 67, 1d100 ⇒ 70, failure.

Hearing his comrade's warning, Lark ducks under the sweeping blow and notices the xeno is now unbalanced on its forward leg.

From within the furrow, the northernmost Ork takes a shot at the Operator who checks the overheated plasma rifle.

Ork #1 BS 24 + standard 10 + short 10 = 44, 1d100 ⇒ 80, misses.

Ork #4 has yet to make an attack. Will wait for player reactions before finishing the Ork's initiative.


Male Sergeant

Dodge = 28, 1d100 ⇒ 48, failed.

Despite his best efforts to hug the dirt, the round hits Mire.


Male Heavy Gunner

No dodge so agl 34/2=17 1d100 ⇒ 26

While lowering my weapon to get ready to reload I did not notice the xeno take a shot at me.


Edwin can't move quite fast enough and with a sickening crack, the orc's mighty blow makes contact.

Dodge = 30

Roll: 1d100=53


"Sarge" wrote:
Despite his best efforts to hug the dirt, the round hits Mire.

Damage roll, 1d10 + 4 ⇒ (1) + 4 = 5

The round rips into Mire's left leg.

5 hits - TB 3 = 2 wounds delivered. 14 - 2 = 12 wounds remaining.

Another Ork fires from a building at the NCO.

Attack from Ork #4, modified BS 44, 1d100 ⇒ 47, failure.

Luckily the sergeant staggered and a second round just missed.

Dol wrote:
While lowering my weapon to get ready to reload I did not notice the xeno take a shot at me.

Damage roll, 1d10 + 4 ⇒ (4) + 4 = 8, 8 - TB 3 = 5 wounds; 12 - 5 = 7 wounds remaining.

Wincing in pain, the heavy gunner nearly drops his weapon but is immediately supported by his comrade, Gerr.

Edwin Drususon wrote:
Edwin can't move quite fast enough and with a sickening crack, the orc's mighty blow makes contact.

Improvised weapon damage d10-2 + 1 crushing blow, 1d10 - 1 ⇒ (2) - 1 = 1, replace roll with modified 6 = 5 hits, all absorbed by armor.

Furious assault allows second attack, modified WS 67, 1d100 ⇒ 38, success. Damage 1d10 - 1 ⇒ (2) - 1 = 1, also absorbed.

The Ork connects twice with the butt of his weapon but Trooper Drususon rolls with both punches, his superior carapace armor deflecting any damage.

Sarge is up.


Male Sergeant

Mire turns to Murjoff, a familiar gleam in his eyes.

"Cover me!"

His leg still somewhat numb from the ricocheting round that struck him, Sgt. Mire grunts with determination as he mounts the edge of furrow. Getting upright again outside of it, he lowers his head as best he can in the inimitable posture that men have unconsciously tried to perfect since the advent of flying munitions and the birth of ballistic weaponry on Terra so long ago.

Raising his chain-sickle high overhead, he charges the ork occupied with Lark, bellowing a furious cry as he closes the last meter and swings the blade down on the greenskin.

Charge and melee attack, WS = 42, +20 (Charge), +10 (Ganging Up), modified WS = 72, 1d100 ⇒ 75, miss.


Male Heavy Gunner

"Thanks Gerr, now lets get this changed out."

Reloading 1 full round with Gerr helping.

"Now save those last rounds we might need them later."


Commissar Vex watches the greenskin before him lash out against the stormtrooper. Seeing the beast ignore him, he swings his chainsword and drives it home against the ork's leg.

WS 32 + aim 10 + gang up 10 + standard 10 = 62, 1d100 ⇒ 9, six degrees success.
No reaction for Ork #6 due to all-out attack, take best roll (d10+2+SB 3), 1d10 + 5 ⇒ (8) + 5 = 13, 1d10 + 5 ⇒ (1) + 5 = 6

13 hits - Total TB 6 = 7 hits delivered; 1 - 1 = 0 wounds remaining; Due to True Grit, Ork allowed to reduce (again) by TB, 6-4 = -2 on critical hit table.

The teeth from the chainsword dig deep and chew into the kneecap, breaking it in half.

Agility Test (30) to stay upright, 1d100 ⇒ 61, failure. Ork also suffers Blood Loss. Ork #6 now at -2 wounds.

The ork buckles and falls prone, blood gushing onto the moist green grass.

Drususon and Lark are up.


With the orc flailing on the ground, Edwin grabs a hold of its shoulder and plunges his blade deep into its midsection.

Weapon Skill + All Out Attack + Ganging Up + Target Prone = 29 + 30 + 10 + 10 = 79

Roll: 1d100=36

Damage:1d5 + 3=5

Four degrees of success replaces damage roll for 4 + 3 = 7 damage


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

Gritting his teeth Lark dances in the dirt with the xenos, realizing now that his only chance was to press the attack. Waiting until a lunge from Book drew the ork's attention, Hathin rammed his head into it's nose before breaking slightly to get room for a double handed thrust straight at the bastard...

Full action to All Out Attack Greenskin #5 +10 from comrade ganging up:
WS (39 +30 +10 =79): 1d100 ⇒ 99 for 1d5 + 3 ⇒ (2) + 3 = 5 pen 2

...but he is overbalanced and the knife skitters off the ork's armor. "Feck it."


The ork at the feet of Drususon and Vex now bleeds profusely from both its knee and torso. It can emit only a gurgling rasp as it writhes in pain.

Ork #6 now at -3 wounds, is stunned and has a 10% chance of dying during the next ork round.

The stream of Oremite soldiers continues to flood north. Loaders roll ammo and equipment down the shuttle ramp and it can only be moments before some of the regiments vehicles make an appearance.

Into The Fray -- Round 12

Tactical Map

Each square=2 meters
A red X represents a dead combatant.
A red circle represents a dropped weapon.
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: dead
Ork #4: 12 wounds
Ork #5: 10 wounds
Ork #6: -3 wounds, stunned for round 12, suffers blood loss
Ork #7: 7 wounds
Ork #8: 12 wounds

Anselm Tartare examines the weapons specialist's plasma gun. It appears to be fully functional but the operator guesses that the magnetic accelerator may have temporarily failed due to its maximal setting.

Under fire from the north, Tartare hands the plasma rifle to his comrade, Guardsman Korelo. "Take this to Lark! I've got the frag that's shooting at us!"

Dolf leaps out of the furrow and races to where Lark stands toe to toe with a massive greenskin. Tartare squeezes off a round.

Half-action attack on ork #1; BS 35 + standard 10 + short range 10 = 55, 1d100 ⇒ 80, misses.

Scope is up.


Male Human Sniper

I continue my over watch, as opportunities for clean shots will get trickier and trickier. If needed and one of my Squad is in dire straits in the melee I will shoot the they are in melee with.


Overwatch mode noted. Doc is up.


Male Human Medic

I will take aim at ork #8 for 2 rounds.


Full aim for Doc is noted for round 12.

The orks continue their attack despite the large number of guardsmen in the general vicinity.

Ork #1 fires at Anselm; BS 24 + standard 10 + short 10 = 44, 1d100 ⇒ 86, misses.
Ork #5 takes another swing at Lark; WS 37 + All-Out 30 = 67, 1d100 ⇒ 48, hit, rolling (potential) damage 1d10-2 + crushing blow 1 + SB 4, 1d10 + 3 ⇒ (4) + 3 = 7

The ork steps towards the weapons specialist and tries to take out Lark's feet with a backhanded swipe with its gun.

Lark make a parry or dodge attempt to avoid damage.

Ork #4 fires at Mire; modified BS 44, 1d100 ⇒ 16, hit, rolling potential damage, 1d10 + 4 ⇒ (4) + 4 = 8, Sarge make a dodge attempt or let me know if you want to save your reaction since ork #7 is still out there.

Ork #7 will delay for the moment.

EDIT: Rolling blood loss for Ork #6, roll over 10% or die, 1d100 ⇒ 55, alive but still stunned.

Ork #8 fires at 1-Dol, 2-Doc, 1d2 ⇒ 1, attack at Dol just inside short range, modified BS 44,1d100 ⇒ 68, misses.

Note: this post initially included an attack by ork #6 but has been ret-conned since I forgot its stunned status from last round.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1
The Warmaster wrote:
Lark make a parry or dodge attempt to avoid damage.

Went all out attack unfortunately... so no reactions for me.


Thanks, Lark, for catching that.

The ork's misshapen gun gashes the specialist's leg and a blood stain spreads across the trooper's fatigues.

7 hits - TB 4 = 3 wounds delivered.

From the furrow-line the squad sniper sees Lark's legs taken out from under his and that a sinewy ork now looms over him.

Scope, specified overwatch conditions met. Fire on ork #5. Modifiers as follows: BS 43 + spotter 10 + short 10 + standard 10 - firing into melee 20 = 53


Male Human Sniper

Ballistic Skill (1d100=100)

Using my Fate Point otherwise I just capped a squad member in the head.

Ballistic Skill (1d100=14)

Damage (1d10+4=13)


Male Human Sniper

The Ork freezes long enough for me to line up the perfect head shot. I squeeze the trigger, and I feel the bullet lodge in the chamber.

The words that fly out of my mouth could make a grizzled drill sergeant blush. I drop my rifle as I slide back further into the ditch and pull my side arm.

Knowing Dot's twisted humor...

"Not a word."

I start lining up on the next Ork.


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

6 wounds suffered 7/13 remaining.

Gritting his teeth against the pain Hathin spits in the ork's face... before trying to bury his knife in it...

Full action to All Out Attack Greenskin #5 +10 from comrade ganging up:
WS (39 +30 +10 =79): 1d100 ⇒ 71 for 1d5 + 3 ⇒ (1) + 3 = 4 pen 2

... though scores only a glancing blow.


Male Sergeant

Warmaster, I'll attempt the Dodge attempt now since I probably won't need the Parry against the ork attacking Lark. M score of 28 isn't getting any higher anyway... 1d100 ⇒ 79, not quite!

The hard round impacts Sgt. Mire's chest with enough force to nearly knock him off his feet, but he somehow manages to remain upright despite the pain spreading through his right side.

Good thing I'm left-handed...

He swings the chain-sickle in a sweeping overhand arc, ignoring his own safety, while trying to bury it in the ork's head.

WS = 42, Ganging-Up (+10), All Out Attack (+30), modified WS = 82, 1d100 ⇒ 44, hit, with three degrees of success.

Damage is 1d10 ⇒ 10 or1d10 ⇒ 10 for Tearing, +2, then +3 more for SB.

Wow! I guess I'll take the ten for Tearing, for a total of 15 damage. Rolling for Righteous Fury on the Critical Hit table for Body, 1d5 ⇒ 2, result is Knocked Prone.


Male Heavy Gunner

With a final smack to the magazine to seat it I turn back to the xenos and open fire.

Suppressive fire Ballistic Skill: 34+ short range(10)-Suppressive fire (20)= 24 1d100 ⇒ 68


Scope wrote:

The Ork freezes long enough for me to line up the perfect head shot. I squeeze the trigger, and I feel the bullet lodge in the chamber.

The words that fly out of my mouth could make a grizzled drill sergeant blush. I drop my rifle as I slide back further into the ditch and pull my side arm.

Knowing Dot's twisted humor...

"Not a word."

.

Despite the somewhat dire nature of the situation, Scope hears the spotter feign a cough containing a not so subtle message: "kkkROOKkk!"

.

Hathin De'Lark wrote:

Full action to All Out Attack Greenskin #5 +10 from comrade ganging up:

WS (39 +30 +10 =79): 1d100 ⇒ 71 for 1d5 + 3 ⇒ (1) + 3 = 4 pen 2

... though scores only a glancing blow.

Total TB for ork reduces this to zero hits.

.

Sarge wrote:

The hard round impacts Sgt. Mire's chest with enough force to nearly knock him off his feet, but he somehow manages to remain upright despite the pain spreading through his right side.

Good thing I'm left-handed...

He swings the chain-sickle in a sweeping overhand arc, ignoring his own safety, while trying to bury it in the ork's head.

WS = 42, Ganging-Up (+10), All Out Attack (+30), modified WS = 82, 1d100 ⇒ 44, hit, with three degrees of success.

Damage is 1d10 ⇒ 10 or1d10 ⇒ 10 for Tearing, +2, then +3 more for SB.

Wow! I guess I'll take the ten for Tearing, for a total of 15 damage. Rolling for Righteous Fury on the Critical Hit table for Body, 1d5 ⇒ 2, result is Knocked Prone.

.

15 hits delivered to ork, pen 2 bypasses flak armor, 15 - TB 6 = 9 wounds. Ork #5 at 10 - 9 = 1 wound remaining. Plus crit delivered.

The slavering ork spins to face the sergeant. The non-com smells its overwhelming stench of blood, grime, and rot. Trophies of teeth, human hands, and other unnameable blackened bits hang from its torso. With an overhand strike, the sergeant misses the head but nonetheless buries his chain-sickle deep into the chest of the slavering greenskin. Sarge keeps the weapon toggle on and blood and bone and flesh spit from a rend. The greenskin falls back to the earth, nearly crippled but still somehow alive.

.

Dol wrote:
With a final smack to the magazine to seat it I turn back to the xenos and open fire.

.

Like a well-oiled machine the gunner and his ally quickly replace the empty drum. The stubber burps forth a hailstorm of lead, ripping into the structure immediately east of the guardsmen.

Ork #7 is now shielded somewhat by the commissar and stormtrooper, therefore only ork #8 will be required to make a pinning test next round.

.

Commissar Vex reverses his grip on the chainsword and drives it towards the ork at his feet.

WS 32 + aim 10 + gang up 10 + standard 10 + prone target 10 = 72, 1d100 ⇒ 100, miss.

As the blade is about the strike home, incredibly the ork rolls at the last second and the chainsword is now buried in the wet, moist turf.

Drususon is up.


Seeing the Commissar should be capable of handling the downed ork in his own inept way, Edwin moves to flank lone ork hiding in the building to the south.

Edwin takes a run action, moving diagonally 18 meters. This moves him 12 meters (6 squares) left and ~13 meters (7 squares) up, bringing him to the southeast corner of the building to the south.


From beside a structure, an ork fires at the trench-line.

Attack from ork #7 who delayed. Firing at Scope, modified BS 44, 1d100 ⇒ 54, miss.

A bolt round kicks up dirt where the sniper attempts to clear a jam.

Edwin:
Not sure by what the nomenclature 'left' and 'up' means exactly but on the map I'm moving you 6 squares EAST and 6 squares SOUTH (maptools calls that 18 meters total). Let me know if I get it wrong. :)

In between short bursts by the heavy gunner, the stormtrooper crosses the field of fire and swings to the south of the building containing a pinned ork.

Behind the firing line the bulk of the Oremor 4th has moved past Squad Mire and approaches Supply Depot 31. A horde of orks moves away from the walled imperial station and charges the Oremites over open ground.

From underneath the shuttle emerges the first of the Swamp Rats' vehicles. It is only a simple ground car transport but the good news for the guardsmen is that the shuttle's machine elevator is operable and unit armor will follow soon.

Into the Fray -- Round 13
Note: on the map I forgot to label the prone ork next to Commissar Vex, which is Ork #6.

Tactical Map

Each square=2 meters
A red X represents a dead combatant.
A red circle represents a dropped weapon.
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: dead
Ork #4: 12 wounds
Ork #5: 1 wound, prone
Ork #6: -3 wounds, prone, suffering from blood loss
Ork #7: 7 wounds
Ork #8: 12 wounds

Squad Status:

Anselm 14/14 wounds
Scope 14/14 wounds
Doc 11/11 wounds
Sarge 12/14 wounds
Dol 7/12 wounds
Vex 14/14 wounds
Drususon 17/17 wounds
Lark 7/13 wounds, without plasma gun
I think I have this section right. Correct me if wrong.

Operator Tartare again targets the ork north of his position.

Modified BS 55, 1d100 ⇒ 17, damage, 1d10 + 3 ⇒ (10) + 3 = 13, kills ork #1.

The ork in the furrow line has its leg and groin cooked from the operator's las-rifle. Its dying howl lasts only a few seconds as it topples like a tree.

Scope is up.


Eradico:
That's right, I think I was looking at it upside down for some reason.


Male Human Sniper

I draw my las pistol and aim at the Ork who fired upon me. Have to clear the area of immediate threats before I attempt to clear the chamber of my sniper rifle.

Until things look like we secure our immediate position. I won't take my eyes off the Green skinned threat in front of me.

Ballistic Skill (1d100=100)

Hearing a whine and a pffttt from my pistol as it does nothing. I am beside myself.

"Who the frak is the piece of Churraptus excrement of a Quarter Master who issued this piece of $&@*."

First day of the campaign and I already have to consider throwing rocks at the enemy.


Scope wrote:
"Who the frak is the piece of Churraptus excrement of a Quarter Master who issued this piece of $&@*."

Dot unshoulders a las-rifle and says, "Wasn't using it anyways," tossing it to you. Brandishing a pistol, the spotter blasts a shot towards the buildings.

Doc:
Should you choose to fire at ork #8 this round your modified roll will be BS 30 + comrade 05 + short range 10 + full aim from last round 20 + half aim this round 10 + standard attack 10 = 85. Should you continue to aim then your modified BS next round will be 95. Go ahead and make a roll if you want to fire this round.

Doc is up.


Male Human Sniper

I catch the las rifle.

"Thanks."

I adjust my grip to the feel of the rifle, and start lining up targets.


Male Human Medic

Fire at ork #8 BS (W/ mods = 85) = 1d100 ⇒ 73
Hit w/ 1 degree of success. Damage = 1d10 + 3 ⇒ (2) + 3 = 5


Viktor "Doc" Zane wrote:

Fire at ork #8 BS (W/ mods = 85) = 1d100

Hit w/ 1 degree of success. Damage = 1d10+3

Las damage 5 - TB 6 - AP 4 (structural protection) = 0 hits delivered.

Ork #4 fires at 1-Lark, 2-Sarge, 3-Scope, 4-Vex, 1d4 ⇒ 1, Lark.
Modified BS 44 - firing into melee 20 = 24, 1d100 ⇒ 91, misses.

De'Lark sees a round punch the earth but still has a live Ork at his feet to deal with. The xeno leaps up and swings its gun like a club.

Ork #5 takes a half-action to stand and then melee attack 1-Lark, 2-Sarge, 1d2 ⇒ 1, Lark again.
WS 37 + standard 10 = 47, 1d100 ⇒ 29, rolling potential damage, 1d10-2 + crushing blow 1 + SB 4 = 1d10 + 3 ⇒ (5) + 3 = 8
Lark make a dodge or parry.

Making a Blood Loss test for Ork #6, roll over 10% or die, 1d100 ⇒ 48, survives and is no longer stunned.

The greenskin before Commissar Vex somehow shakes its grievous wounds and rolls to its feet. It leaps into the air, swinging its shoota.

Standard attack 47, 1d100 ⇒ 50, misses

Vex dodges as the monster sweeps by.

Nearby another ork steps into the shelter of a building and opens up.

Ork #7 makes a half-move and steps one square northwest. It then takes a shot at the commissar, 1d100 ⇒ 9, success.
Making a dodge attempt for Vex, Ag 27 - 20 (untrained) = 20, 1d100 ⇒ 91, fails.
Damage roll, 1d10 + 3 ⇒ (6) + 3 = 9, 9 - TB 3 = 6 hits delivered. 14 - 6 = 8 wounds remaining.

The commissar readies to swing his chainsword again but he feels something funny. He looks down and sees a stream of blood pour from his right leg.

In the southern building the ork senses a new threat from the storm trooper and it attempts to fire under the duress of Dol's heavy stubber.

Modified BS 44 - 20 (pinned) = 24, 1d100 ⇒ 35, misses.

Sarge is up.

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