Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Ultramarine Devastator (Rank 7), Deathwatch Keeper

A bit of medicae attention while there's a lull wouldn't go amiss, but it might be more efficient in the long run to try and get the door open in case things go really wrong.


Well I'm moving things forward in 24 hours.


Ok, game updated. Any questions or clarifications, just ask. Be sure to roll initiative and tell me your location prior to its arrival.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Now I wish I had stayed ... Missing the Boss fight against a melee ... thing! Good luck guys!
Any unwanted meetings on the way to the way back yet?
Is the vox contact already cut off when the fighting starts - and if so: is it fluid (the connections getting worse and worse until it finally runs into static-only) or is it more abrupt?


Hey Deleos, sorry I didn't have time to get your post in before, but I'm updating now and I'll get you first.

The comms are fluid, getting worse, no one is talking much to you directly, but of course you hear what they are saying up until now...though they did have some actions while you were still running, so maybe you don't know there is a fight...I'll update now in IC.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

No problem here - I thought so but its always sad to miss a fight ;-)
"This one is for the team!" ^^


@Everyone:

Remember that when engaged in melee that you can only use pistol class ranged weapons, no range bonus. If you want to disengage and back up for a shot with larger weapon, that's an action and not without risk.

Enemy has Combat master, so no gang up bonus on him.

Lastly, while technically you all could possible be on fire before your actions (except Vartas), remember you're in sealed armor, so no WP test to act next turn, BUT, if you want to put out the flames, its a -20 AG test, if you want to put out the flames instead of attacking for your turn (assuming you're on fire), I'll allow it, I'll simple deduct your dmg and/or ignore your actions after it's attack. I know it might be a little confusing, the timing of the posts and actions on PBP, but I'm trying to sort it out as best and fairly as I can.

@ULRICH: Were you lightly or Crit wounded? Saw you status, didn't seem you got healed that much...


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Whoops my mistake on the killing strike, didn't check the book, just used the bit I had written in my profile.
I am assuming these flames act as normal ones (Salamander mantle, means I can't catch fire also passive solo mode ability) was there any damage I needed to dodge?
Will wait for the others to post before posting next turn 's actions.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

How much damage is the fire? I'm unable to dodge it, and a -20 Ag test to put it out leaves me testing against Ag 0, so if the damage isn't too high I might be able to tough it out inside my armour.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Note that fire damage ignores armor points, so you just have your TB for reduction.
Also as the thing attacked you in melee you are now considered in melee so, no multi-melta until you disengaged ...


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Ah. That might make a difference then.
I don't mind disengaging, I'd rather that than try to take on this thing in melee


I forgot to roll damage for flame attack, it's not very powerful. @Deleos, I'm going to say no on this particular flame weapon, because it is special and not really fire, even though it is a "flame" weapon. But I will meet you half way and not count the special quality against you, which I've yet to post, wanted it to b a little surprise.


Because of the hovering nature of the enemy, I'll allow disengage for everyone as a half action, no test required, but no point blank bonus. If disengage is already a half action with no test, then you will get a point blank bonus, just don't have that rule memorized and I'm about to head to bed. Will update tomorrow, hopefully more people have posted by then.

The above message @Deleos is actually for Pyros. Deleos, I'll update your side first thing tomorrow, sorry for leaving you hanging so long.


@Varryl, I wasn't thinking clearly, long day and I was wiped. You can update with your round 2 post or seperately. Your initiative is lower, so you decide if you want to still use your reaction for logis or dodge. Your aim still carries over if you dodge or take the damage. Just wanted to clarify Don't forget you'll be shooting into melee - 20, without a talent.


Techmarine/Forgemaster Rank 7

No worries. The dice were kind this day but aim would be cancelled if I'd moved.


Putting a fire out on yourself is full action - 20 test according to book.

Frenzy is +10 WS, St, WP, TG, and - 20 BS and Int. Must move to engage in melee and attack, no parry allowed.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Hey guys, really sorry I have been so slow on the posting. Will get a gameplay post up in the next few hours. (Once I get to work!)


No worries Pyros, we all got lives.

@GM: Just a heads up...Frenzy doesn't make you do anything suicidal...so hopefully we can put out flames instead of being forced to attack in melee while frenzied. Might not matter, but a potential danger I thought of.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Sorry, should of just copied the book version, rather than my notes version, for Killswitch. As the fact it was a full action and the being over rank 5 let's it become a half action, I thought that would mean it was the attack was dropping from a full action to a half action. Otherwise does this mean it is a full action to activate the power and then another full action to attack? Otherwise I would probably have gone full defensive (well with a guarded attack to keep the necron interested) as I agree that I wouldn't be able to do it whilst frenzied.


Space Wolves Grey Hunter (Tactical Marine 7)

Very sorry for the delay. I will get my actions up today for both round 2 and 3.


Half action to activate the ability, then next turn, full action WS/BS and some RolePlay of it might sway me into giving what you want. No worries though, you can adjust your actions before round 3 if you like.

Ulrich, no worries.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ok no worries, just misread it then.
Thinking about it, I won't change my action as I wouldn't have known about the Frenzy. So that will be activating both abilities then.


Varryl, what did you do? Maybe it's just late, but i can't really understand what you did...you rolled WP? Why? Then BS? Flame attack doesn't require test. You rolled 7d10? For what? Then haywire from what? You are frenzied and must melee, I'll allow the spent reaction for torch, but you fired into melee combat which means Vartas and Pyros are gonna be hit too, it's not exactly a precise weapon. You can't fire your weapon though, must melee. Please try to clarify what you did and with what...

It's gonna die this round, just a matter of how and by which attack. You can let me resolve it as i wish, or I'll let you clarify your post IC or OOC.


Techmarine/Forgemaster Rank 7

Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the
exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points
unless they can pass a Difficult (–10) Willpower Test.

I read this as a difficult WP or enter frenzy. I may have misinterpreted. Also wasn't sure if Machine trait would apply here as it's a psychic phenomenon causing mind altering effects.
If I'm frenzied instead just resolve a charge grapplr v effective ws of 44 and drop the rest.
As for the BS test on the plasma torch, I used the wrong term it's actually a plasma cutter and can be used as a plasma pistol in combat.
plasma cutter
-plasma pistol 10m s/2/- 1d10+10e pen8 clip12 3full volatile
In the past I've used the cyclone torch as a flamer.
The 7d10 is 7 individual d10s resulting from 3 burst hits from the tecxorcism w 2 Rfs and 1 hit from the plasma cutter w 1 RF. It was simpler to use the clump rather than individual lines when I had to keep coming back.


Techmarine/Forgemaster Rank 7

And the tecxorcism gun causes haywire on crits. That's why I switched to target the weapon using the target size equivalent of size 1.


Ok, yea, thanks for bringing up the warp madness corruption roll everyone should make.

Cutter not torch makes sense.

Can you please point me to the book with your gun.

Ok, on dice, i get it but didn't see va weapon mentioned so i was puzzled at the math.

Frenzy is unavoidable, so I'll just let you grapple.

Anyways, late here, got work early in the morning, so I'll update at lunch.


Techmarine/Forgemaster Rank 7

Rites of Battle - Exotics
Had to look it up recently to confirm if was on crits or RF


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Oh yeah, corruption points. Forgot about those.

Corruption Points: 1d5 ⇒ 5

Well, balls.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Corruption: 1d5 ⇒ 3


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Currently on bday part... Family member in the ambulance ... Posting might get sparse until Monday.


Copy that, hope everything is OK.


Sounds like a real party if there's an ambulance, hope all is well.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ditto to the above, hope all is ok.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Thanks for the wishes. There was no connection between the party and the emergency ... But really hit the mood. Bit nothing too bad happened after all ...puh^^.
Will post in a few moments.


No one wants to do anything? I'll update within 24 hours. I enjoy reading your updates as much as you enjoy mine. Gonna shore up some story issues, know you guys might not like the "manipulation" OOC/IC.


Techmarine/Forgemaster Rank 7

Is this the lovely face stabber from the vision?


Brother Varryl wrote:
Is this the lovely face stabber from the vision?

I was going to give you an int test if you did not remember. Looks like it, but IC you can't be 100 sure, but 99.9%.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Will post in an hour or two. Pretty stuffed schedule these days...


Ok, no worries, gonna update soon with more. I'll have an option for discussion and another for shooting, of course it's always open for any actions, not forcing anything or any particular course, I'm prepared either way.


OK updated with your choices, remember you can still Roleplay before the encounter if you haven't posted yet, up to you, otherwise, we're moving on.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

@Vartas: First! xD


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Aargh! Ninja'd!


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Welcome aboard Tyreon and nice surprise Bayou


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Ultramarine Devastator (Rank 7), Deathwatch Keeper

Welcome Tyreon. Nice intro!

Looking forward to seeing a Red Scorpion in action. Nice to have a Brother from another strictly Codex chapter.


Welcome Tyreon. Been busy getting ready for Halloween, will try to get a post up today


Thank you all. :-)


Just so I am not confused I am with Brother Xing, necron/s and who else?


Techmarine/Forgemaster Rank 7

Sorry for the delay been running like crazy to prep for an interview this week.


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Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

I am also at your side. The rest of the team stand weapon-redied a few meters away.


Space Wolves Grey Hunter (Tactical Marine 7)

Ulrich, though glad of your liberation from the Xenos, has all his attention on the enemy. They cybernetically enhanced Fenrisian Wolf at his side is also focused on the Necron.

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