The Ghost of War |
Round 13:
The squad struggles with the after effects of the close-call of the enemy artillery that nearly wiped out half the group. Their shots going wide, the concentration broken, the limbs shaking. Even the towering Thud'dr is not totally unaffected and his furious strike goes wide.
As Monia tries another psyonic assault, the warp slashes back and pushes the air out of everyone's lungs like they had just run a half marathon or two...
Orkboy Pinning 26+10: 1d100 ⇒ 26
Orkboy Pinning 26+10: 1d100 ⇒ 42
Orkboy 2nd trench All-out-Attack 37+30: 1d100 ⇒ 78
Orkboy Full Auto 27-10+10: 3d100 ⇒ (36, 54, 44) = 134
Orkboy Pinning 26+20: 3d100 ⇒ (57, 66, 55) = 178
Orkboy All-out-Attack 37+30+10: 1d100 ⇒ 58
Chopping!: 1d10 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Orkboy All-out-Attack 37+30+10: 1d100 ⇒ 30
Chopping!: 1d10 + 1 + 4 ⇒ (7) + 1 + 4 = 12
The Emperor seems to be still with the squad, as the Ork's currage starts to brickle ... One of the two Ork surrounding Thud'dr takes a step back and looks around - obviouclsy he is looking where all his boddies have gone to and what is going on around him.
The small group of Orks coming from the razorwire are still pinned and only crawl forward by a meter or two under the hail of Doombringer's fire.
Meanwhile the fight in the second trench has reduced into a mad catch-ya game, where the guardsmen tries to get away from the Ork, just to be followed by the Ork swinging his blade in wide arcs - which is not a good idea in the close confines of a trenchline. His chopper striking left and right, but misses the fleeing guardsman repeatedly.
But then the Ork nearest to Thud'dr lets forth a giant "WAAAAGH!!" battlecry and lands two vicious hits on the Ogryn. The first one is still pretty weak, but the follow up swing hits his head and the vicious choppa rips away a large junk of the Ogryns ear and blood streams over his head.
For one moment the giant seems to topple but then he regains his footing, lifting his weapon for another crushing assault! The Emperor must be with him - as anyone else would have taken out of the fight by such a wound for sure!
12 R, Pen:3 to the head ... After your soak that makes 4 more critical to the head ... for a total of -5! But Frenzy makes you immune to stun, so your still upright! But have to test Toughness +0 or get 1 permanent FEL damage, also your deafened until you receive some serious medical treatment. Also your helmet is gone ... but I think you did not wear one in the first place?
Ashora Kail |
"Ooh no, you're not killing His apparently favorite demihuman," Ashora drawls, drunk on their seeming immortality, and fires. Ork who hit Thud
BS47 +20 Full Aim +10 Accurate +10 Scope +10 Single +10 Short Range +5 Comrade -20 Melee
BS92: 1d100 ⇒ 86 1 DoS Zap!: 1d10 + 5 ⇒ (9) + 5 = 14 14E Pen2
Choon the Expendable |
toughness target 70: 1d100 ⇒ 31
Thud takes the hit and the world goes quiet. That does nothing to calm his rage or damage his reputation. He also now more closely matches his portrait.
WS target 50: 1d100 ⇒ 41
Impact, Pen1, Prim8: 1d10 + 2 + 6 + 2 + 1 ⇒ (10) + 2 + 6 + 2 + 1 = 21 = 19 damage to the right arm
He swings again and connects!
Simmins Olways |
Full Action Aim. Half Action Fire BS 43, Full Auto -10, Brace +10, Comrade +5, Close Range +10, Half Aim + 20 = 78
Full Stubber Auto: 1d100 ⇒ 100
Whatever favor Simmins found deserts him completely.
Cmd-Keen Medic |
actually still 19 damage and you break the orks arms and muscles on top -> RF is a bonus crit effect but it does not stack with existing crit damage. bit weird realy.
Leni adds her fire on the ork still with thud
Single shot overcharge vs 52: 1d100 ⇒ 62
but she still doesn't have the nerve to fire so close to the squad mate and the shot goes wide
Monia |
"Guuughhh-*cough* A-almost thr-through...just a...just a bit longer....*sharp inhale*" Monia mutters mostly to herself, blinking dirt out of her eyes and pushes back the mental murkiness that was the manifestation of pure warp energy and focuses on the orks that are currently the largest threats.
Unfettered Assail vs WP 71: 1d100 ⇒ 29 Ooohhh! At least 4 DoS by my count! Means the ork gets pushed back 1d5 meters.
Damage: 1d10 + 2 ⇒ (5) + 2 = 7 Impact Damage, Pen2
Pushback: 1d5 ⇒ 5 Meters.
Also, just to make sure we're all on the same page as to where I'm getting WP71 from: WP41 Base, +10 for Psy Rating 2 (+5 each), +10 for my Psy Focus, + 10 (unfettered) = 71.
The Ghost of War |
Round 14:
The furious return stroke of the Ogryn disarms the offending Ork - quite literally as the arm is only a broken mess after his strike. A blink of an eye later the Ork is hit by Ashora's lasbolt square on the chest - leaving a burning hole in the Ork and he stumbles back, falling on his bahind with a somewhat shocked / surprised / angry look on it's ugly face. Monia manages to clear her mind from fear and pain and channels her psyonic powers with powerful force. The small stone she sent at the second Ork send it flying for 5m back from Thud'dr doing minimal damage to the tough creature.
Simmins manages another jam on his stubber and starts violent cursing about bad luck and worse timing.
The squads medic tries her luck at shooting into melee again, but with as much luck as last time - this is: none.
WP 36: 1d100 ⇒ 71
Shooting at 2nd Ork 36+10+10: 1d100 ⇒ 69
Celephix' lasgun joins in after she pushed away the short-time doubt that crept into her mind, but her shoots goes wide as well!
Orkboy Agility 30+0: 1d100 ⇒ 72
Pannick?! WP 26+10: 1d100 ⇒ 44
Fire!: 1d10 ⇒ 9
Pinned Orks? 26+20: 3d100 ⇒ (49, 52, 73) = 174
The sniped Ork starts to burn a second after the high-energy beam hit him - it wiggles around on the ground in panick until his body goes limb, still burning...
The pushed-back Ork watches his strong comrade going down in flames, takes another hard look at the raging Ogryn and climbs up the side of the trench in a hurry, where he stops to look around... too see one of his kind chasing a human soldier around in the second trench and three others pinned down by a never-ending stream of bullets coming from Doombringer's heavy stubber.
Ashora Kail |
"Big mistake, xeno," Ashora mutters as she zeroes in on the Ork standing atop the trenchline. "If you leave your ass hanging out in the breeze like that, I'll shoot it off!"
Same as before but only +10 Aim and no -20 Melee
BS102: 1d100 ⇒ 60 5 DoS Headshot!: 3d10 + 5 ⇒ (10, 10, 7) + 5 = 32 :0 Duuuude, totally Righteous!: 1d5 ⇒ 4
Also, guys: I really, really, really want to get my hands on a Stalker boltgun. Accurate + Tearing = a lot of dead badguys!
Monia |
Hot damn that was almost a triple righteous! If he survives that, might as well try to finish him off a Kill St-Secure.
Unfettered Spon Comb vs Wp71: 1d100 ⇒ 85Nope, but hey, no doubles.
The sheer mental exaustion from unleashing her psychic powers on such a consistent basis in addition to all the injuries shes suffered in such a short amount of time start taking their toll on her concentration and is unable to bring her powers to bear to finish off the lone ork.
The Ghost of War |
Haha, now that's some damage^^. Although it's only 4 DoS but that's enough for your purpose, eh?
Just after climbing the trench and seeing his buddies and various state of non-smoshing, the head of the Ork is cleanly removed by a perfect headshot, leaving the (now burning) body running around for a few seconds before dropping REALLY dead to the ground.
@Thud'dr: You're now officially out of targets (within sight) and have to test WP to end frenzy or you'll attack friendlies! Remember the cumulative +10 per round to snap out.
Choon the Expendable |
Will base 33: 1d100 ⇒ 59
Thud, still seeing red and in incredible amounts of pain from a staggering number of wounds, casts about for something, anything, still moving as Notch experiences type hardest part of his job. Being assigned to an Ogryn means you're the one who plays the part of clown when your bull goes rampaging...
not sure if companion can help me out here. If necessary someone (ashora probably) may need to take me out and I'll burn my fate point to be the toughest pile of muscle this side of an Astartes.
Cmd-Keen Medic |
Not knowing our ogryn is about to go on rampaging into our team Leni gets up and moves to the vox carried by 'Phix servitor, grumbling
"Fine I'll check the vox, go help the 2nd trench then."
and checks if the vox was set to the right channel and sending when 'Phix yelled the vox response over his shoulder
The Ghost of War |
Will speed things up a bit to get over with the rest of the fight. You nearly got them! Anyone bottet this round can easy retcon my interpretation in their next round if you want.
Round 15:
Ashora neatly dispatches the 'thinking' Ork by removing it's thinking parts - eliminating the last threat inside the first trench. The squad starts to reorganize - Simmins is reloading his stubber (again), Leni takes control of the Vox, Celephix and Monia are searching for targets.
The sudden lack of enemies is a complete surprise for the still enraged, and wounded Ogryn, who cannot but redirect his rage at the closest target: poor Notch. A wild swing connects and make the huge human to half-collapse while trying to talk some sense into the Ogryn again...
Ork Charge 37+20+10: 1d100 ⇒ 61
Choppa-Time!: 1d10 + 1 + 4 + 1 ⇒ (4) + 1 + 4 + 1 = 10
Ork Pinning 26+20: 3d100 ⇒ (89, 49, 43) = 181
You hear a voice over the vox, coming from no one of your squad...
"Ahhrg!"
The voice is followed by a sound that sounds like the com-bead has fallen to the ground.
While you blink away the masterful shoot from your retina, you suddenly hear heavy footfall and breathing coming from your six.
Before you can turn around fully, you are hit by the powerful charge of an Ork.
He swings his choppa in a deadly ark, hitting your right arm with quite some force! Take 10R, Pen:3, now locked in melee!
You notice a series of flashes walking over some hilltops in the far distance. A nice long streak of flashes walk towards the red-highlighted area where you spotted enemy artillery giving you such a hard time.
The walking flashes are suddenly overshadowed by a giant explosion, causing a big black cloud - right where the red-flare was moments before.
It seems like the airforce finally made their move - and a good one for the looks of it. You still cannot see any aircraft thought.
Two of the three pinned Orks coming from the east, stand up - despite the ongoing fire - and continue their charge towards the imperial lines. They cross another third of the total distance, they are now within 30m and may be able to reach the trench within the next few moments 1-2 rounds if nothing stops them!
Choon the Expendable |
will 33+10: 1d100 ⇒ 39
Thud roars and rages as Notch talks firmly in Thud's native tongue (probably for his own benefit more than Thud's). The Ogryn grunts and swings about as he gradually comes back to the land of the reasonable. Exhaustion sets in as does the pain. He howls and moans. Notch reports I got the big guy under control, but we need a medic up here! Thud's had the s#!! kicked out of him!
Cmd-Keen Medic |
what settings does Leni see at the vox? She just wants to make sure Phix
report about still being here was heard and then go do more important stuff,
like shoot orks
"Shoot now, first aid as soon as possible. Simmins and Doombringer take the
ones in the razorwire, everyone else take care of the one in the 2nd trench."
Simmins Olways |
Half Action Rebrace. Half Action Fire BS 43, Full Auto -10, Brace +10, Comrade +5, Close Range +10 = 58
bs: 1d100 ⇒ 65
Simmins futility continues as he aims back at the orks running in from no man's land. At least it isn't a jam this time.
Cmd-Keen Medic |
Lore imp guard+10 vs 68: 1d100 ⇒ 85
Leni sighs - no idea so nothing to it than ask. She sends on the vox:
"This is southern approach northern trench. please confirm receipt of report
that we are not lost."
Monia |
"How....huf, how many more Orks left and where are they?"Monia asks over her combead, too distracted by the onset of, what she really hopes isn't, a powerful migraine and a throbbing will-definitely-need-stitched-later leg to actually pay attention to anything that wasn't an ork that needed killing.
Ashora Kail |
6R damage after soak.
"The hell is tha--AAGH!" Ashora screams and twists at the last second, turning what would have been a near-fatal blow into a merely painful one. Heart in her throat at finding herself much, much closer to a xeno than she ever wanted to be, the sniper flees towards the wreck of Doombringer, knowing full well that she had no chance against the brute in melee.
Run Action towards Doombringer and the cluster of allies in the nearby Trench. Pretty sure AG42 gives me 24m of distance?
The Ghost of War |
Round 16:
The squads fire at the approaching danger is still uncoordinated - obviously the shock of the near-death experience is still deep in their bones as every shoot goes wide ...
The answer comes in hasty voice, you can hear several other voices and noises in the background.
"We would not talk if your reply wouldn't be received.
Be warned that krrrr position to your krrr north are krrrrrrrrr"
Then all you receive is static ...
Ashora quickly decides that living is the better part of honor and turns tail towards the close allies.
The Ork follows you with a curse of some kind and swings at you again after he reached you again. Luckily this time his blade does not connect! But you're in melee again - halfway between the trench and Doombringer in the open between the two trenches!
As you turn around and leg it, the Ork swings at your back - but misses you by a clear margin!
You're free and reach your allies in full sprint!
Celephix 33-20+10: 1d100 ⇒ 70
Monia 31-20+10: 1d100 ⇒ 69
Leni 26-20+10: 1d100 ⇒ 58
Thud'dr 29-20+10: 1d100 ⇒ 91
Orkboy Pinning 26+30: 1d100 ⇒ 81
Ork Single Melee free swing 37+10: 1d100 ⇒ 62
Ork Single Charge if Withdraw 37+20: 1d100 ⇒ 93
A shout echoes from Doombringer: "RELOADING!"
The Orks near the trench take the offered break and continue their rush towards the imperial lines. The foremost two now have reached charge distance (~10m) and will be upon the group of Monie, Leni and Celephix in no-time! The third Ork near the trench still seems to be - undecided. Keeping its green head low and looking after his allies as they near the trench ...
The Ghost of War |
Thud'dr is only a couple of meters (~5-10m) south of the three-girl-group and absolutely inside ripper range of the charging Orks.
Take 15-20m as a rough estimate for the two Orks from your current position. They are closer to the three women, since they charge them in a direct line and you are a little off towards the south, but not much.
EDIT: Make that 15m ... so yeah, you're in short range ;-)
The Ghost of War |
The Ork who was attacking Ashora now sees himself robbed of his melee ... and it infuries him!
"Cowa'dz! Com 'ere an' fer smoshin'! Damn hummies! Try ta run away from ta boomting!"
With that the Ork pulls a grande from his chest and throws it after Ashora!
1d100 ⇒ 50
1d10 ⇒ 3
1d5 ⇒ 3
The powerful arms of the green, ape-like creature throw the large explosive over the distance with ease and it lands only three meters, slightly behind and to her left!
You can use Doombringer as Cover from the explosion by moving your half move into the relative cover of the apc. Or another of the presented options.
Ashora Kail |
As she hears Doombringer's gunner shout and then the dull whump of a grenade hitting the dirt behind here the sniper swears under her breath. Whirling around, she sends a lasbolt beaming towards the xeno while Malchior adds a burst from his own lasgun. The two then duck around the edge of Doombringer for cover against the grenade. "Heads up, grenade!" she shouts at the stubber's gunner.
Just a reminder that Malchior's Comrade Advance gives Ashora's shots Pinning. Since the Ork is alone it might be relevant...BS47 +5 Comrade +10 Single +10 Scope +10 Short Range
BS82: 1d100 ⇒ 17 7 DoS Zzap!: 3d10 + 5 ⇒ (5, 7, 8) + 5 = 25 Sub that 5 for a 7 gives me 27E Pen2
Choon the Expendable |
Thud and Notch look around after bringing Thud back to sanity and immediately spot the Guardwomen's situation.
They look at each other.
Then they move as one in front of the Orks, blocking their charge. They are both covered in human and Ork blood, but Thud is clearly the worse of the two. He has taken at least six gunshots (two of which were to the head), has a horrific gash across his chest, and is missing part of his face, but he's still there and his Ripper on full auto roars with him in deadly defiance!
Base 36, companion +5, close range +10, full auto -10 for target of 51
COME AT ME BRO!!: 1d100 ⇒ 45
Impact, Proven3, Blast1: 1d10 + 8 ⇒ (4) + 8 = 12 to the body
Edit: and again!
Impact, Proven3, Blast1: 1d10 + 8 ⇒ (7) + 8 = 15
Cmd-Keen Medic |
I believe Leni is not actually close to the grenade since she's at the vox
carried by 'Phix servitor - who wasn't mentioned to have charged into melee with
her =3
"Oh For f@#&s sake. They're breaking. Fire for supression or nade their faces
right back. Don't let them reach us."
She's satisfied with the information the vox message gave her so she takes her own advices and hoses the orks with supressive fire.
32BS
-20 supressive fire
+10 close range
Fire for supression vs 22: 1d100 ⇒ 73
Ammo count 22/60 4spare.
Monia |
"W-R-Wi-Really wish I...I had a Psychic Hood right now..." and Monia stands up straighter to face the incoming orks.
Spon Comb unfettered vs WP 71: 1d100 ⇒ 89 No dice.
Simmins Olways |
Simmins having reloaded last round let's the orks outside the trench get a taste of suppression.
Full action suppress BS 43, Brace -30, Comrade +5, Close Range +10 suppress -20 = 8
suppress: 1d100 ⇒ 53
The Ghost of War |
Round 17:
The remainder of the imperial defense opens fire on the onrushing Orks with anyt
hing they got. Simmins heavy stubber and Leni's semi-auto fire fill the air arou
nd the Orks with lead and fire. Thud'dr opens up on the Orks with his Ripper gun
and fills the air between the Orks with shotgun pellets. Celephix follows Leni'
s command again, bringing up a frag-grenade from her equipment and throws it jus
t in front of the onrushing Orks.
Aléz-Hop 36+10: 1d100 ⇒ 78
dir: 1d10 ⇒ 10
m: 1d5 ⇒ 5
The throw was not her greatest, as the explosive lands about 5m to the rear-right of her target.
Ashora meanwhile has to mind her own buisness - namely the Ork who tried to chopp her head off. She returns the favor with a quick shoot to the Ork's left leg, slowing his advance. But without the time to aim carefully - her shot misses the ost vital parts and the damage cannot stop the Ork from advancing towards her! Sorry, but Accurate bonus dmg only apply if you benefit from the 'aim' action
On her other side, the Ork grenade explodes with a dull THUND! and Doombringers shakes and the distinct sound of shrapnel ricocheting off armor gets audible. Ren'Shaw has taken cover by simply dropping into the tank.
Orkboy Pinning 26+10: 1d100 ⇒ 92
Orkboy Pinning 26+10: 1d100 ⇒ 30
Orkboy Pinning 26+0: 1d100 ⇒ 36
Orkboy Pinning 26+0: 1d100 ⇒ 68
Ashoras Boy Pinning 26: 1d100 ⇒ 13
Despite the combined fire from Ashora and Malchior, the Orks seems not to be impressed. The Xenos rushes towards Doombringer and leaps on top of it, pulling another grenade from his hip!
The barrage of fire makes the Ork coming towards the trench reconsider their options. Then Thud'dr automatic shotgun fire hits them in the side, spilling blood of both Xenos over the ground in between them!
They duck low and try to get away under the heavy fire passing over their heads as Celephix' grenade goes off!
Shrapnel #1 50%: 1d100 ⇒ 65
Shrapnel #2 50%: 1d100 ⇒ 71
Both Orks are hit by shrapnel's ...
2d10 + 3 ⇒ (10, 9) + 3 = 22I, Pen:0
2d10 + 3 ⇒ (10, 7) + 3 = 20I, Pen:0
... in their green, ugly heads - which explodes like fruit hit by a sledgehammer!
There are only two Orks still around. One (near the razor wire, now turning tail!) and the other standing on top of Doombringer with a grenade held in his left hand!
Celephix 33-20+20: 1d100 ⇒ 11
Monia 31-20+20: 1d100 ⇒ 10
Leni 26-20+20: 1d100 ⇒ 96
Thud'dr 29-20+20: 1d100 ⇒ 31
Both of you hear a sound ... like wincing and a rattling breath near you!
As you turn around, you see one of the presumed downed Orks inside the trench between Thud'dr and you trying to get up again! He is wounded heavily, and you think that a creature with such wounds SHOULD be dead, but you can see it with your own eyes!
Cmd-Keen Medic |
1 person marked this as a favorite. |
"Will they just bloody f*~~ing die already?"
Leni aims at the ork on top of doombringer and fires a single high powered beam
32BS
+10 Aim
+10 Single shot
+10 close range
Single shot overload vs 62: 1d100 ⇒ 50 50 -> 05 Hit location: head
Damage: 1d10 + 5 ⇒ (10) + 5 = 15 Pen 2, rightous fury!
RF: 1d5 ⇒ 4
Ammo: 18/60 4spare
Ashora Kail |
As the screaming ork lands atop Doombringer Ashora and Malchior both shuffle backwards to get a bead on the damned thing. "Bring it down!" Ashora screams as the two of them open fire.
Let's try pinning again! Half Action move back then shoot. My bad on the Accurate bonus damage before.
BS82: 1d100 ⇒ 82 Snap-Crack!: 1d10 + 5 ⇒ (8) + 5 = 13 Pen2, Arm, Pinning
Charge Pack 20/40
Choon the Expendable |
Am I able to get to the Doombringer from where I was in front of the girls? If so, am I tall enough to reach up and pull the ork off the Doombringer by his feet? If no then I'll just open up on his green behind. The other one doesn't worry me. He has a lot of open ground to cover before he's safe, and our sniper survived. :)
Monia |
Hearing the something shamble onto an armoured hull is a sound no soldier ever really wants to hear during an active engagement and Monia snaps around to see the Ork on Doombringer, a grenade in his hand and more or less attempts to panic-blast him off the chimera.
Going to Push to +3 for maximum chances to get at least 3 DoS on Assail for the push effect. With +3 to my Psy Rating, I get +15 to my WP for the Focus Power test. Consequently, the range is also 20x5m.
Assail Push+3 vs WP 86: 1d100 ⇒ 6 uhhhh 9 DoS?!
Damage: 1d10 + 5 ⇒ (5) + 5 = 10 Iirc, GoW, you've said I can replace my damage roll with my DoS or something? If I'm mistaken, 10 Impact Damage, Pen 2. Otherwise, 14 Damage, Pen 2.
Pushback: 1d5 ⇒ 2 Meters. Should at least get him off the tank, right?
But wait, auto psychic phenomena because Push with a +10.
2Spoopy4Me: 1d100 + 10 ⇒ (89) + 10 = 99 Shit. I perils.
Perils!: 1d100 ⇒ 12
Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds, and everyone within 3d10
metres must make a Routine (+10) Willpower Test or be Stunned for one Round.
How Long Is Monia Out Cold?: 1d5 ⇒ 1 Round(s). Not too bad.
WP or Be Stunned Radius?: 3d10 ⇒ (8, 2, 2) = 12 Everyone within 12m of Monia needs to test WP with a +10 or be stunned.
As Monia unleashes her full mental might, the warp recoils at her brazen display of power and strikes back causing her eyes to roll back into her head and an invisible shock wave emanates from her as she starts to fall to the ground.
Choon the Expendable |
wp 43: 1d100 ⇒ 37
Thud sees the ork, raises his Ripper, and gets pummeled by warp energies. The battered and bleeding ogryn takes a step back as his head swims in agony. But ours over as quickly as it came and his weapon roars to life once again!
BS36, +5 comrade, +10 short range, +10 scatter, +10 aim, -10 full auto
target 61: 1d100 ⇒ 31
That's 3 dos? on one guy? +1 from the scatter rules? meaning 5 hits?
Minimum 11 damage
damage, Impact, proven3, blast1: 1d10 + 8 ⇒ (3) + 8 = 11
damage, Impact, proven3, blast1: 1d10 + 8 ⇒ (2) + 8 = 10
damage, Impact, proven3, blast1: 1d10 + 8 ⇒ (6) + 8 = 14
damage, Impact, proven3, blast1: 1d10 + 8 ⇒ (5) + 8 = 13
damage, Impact, proven3, blast1: 1d10 + 8 ⇒ (7) + 8 = 15
The Ghost of War |
Round 17:
Monia, Leni, Ashora AND Thud'dr are taking terrible vengeance at the Ork that climbed Doombringer. Monia's psychic power hurls the creature into the air, where it dissolved under the onslaught of two lasgun shots, and a barrage of Shredder rounds into chunks of bloody salsa - chunks of exploding chunky salsa that is, as the grenade the Ork was holding goes off for good measure.
Luckily the shrapnel's of the explosion are deflected by the trusty armor of Doombringer once again.
Having reached to deep into her powers, Monia collapses to the ground and a psychic backlash stuns most of the remaining defenders as well...
While the four members have taken out the Ork on the Tank, Celephix had wirrled around after hearing a noise and screams a warning over the vox, before opening up on semi-auto at something inside the trenches.
"DAMN IT, its not dead yet! He's getting back up!!"
Simmins follows her shout and unloads a stream of bullets at the Ork Monia had send flying before...gladly enough to put the Ork back down again. This time it seems for good measure, since the most part of it's chest burst open and a disgusting amount of innards are dripping to the ground.
COMBAT OVER ...?
(No Orks are standing upright in your vicinity at the moment.
End of structured time for the moment, so RP and skill test time again.)
Ashora Kail |
The sudden quiet of the battlefield is broken by the Snap-CRACK!! of Ashora's longlas. Several dozen meters off, the last visible xeno topples headfirst into the dirt, its skull a smoking ruin. With a satisfied grunt, the sniper shoulders her weapon, nodding in satisfaction at the smoke rising from the airstrike site off in the hills.
Glancing up at Ren'Shaw she gives him a grin. "I can't believe you're not pasted all over the inside of that tin can, buddy," she calls up to him. "Merciful Saints we took a beating from that one, hey guys? ...guys? Oh shit." Running over to the lip of the the first trenchline, she stares in horror at her fallen squad-mates, only just now stirring back to consciousness.
"What the hell happened to you guys?!"
Choon the Expendable |
Could use a medic over here! Notch calls into his vox. Thud, overcome by exhaustion and his wounds, sinks to the ground and starts moaning.
Cmd-Keen Medic |
For a few more moments the shiney sparks in front of Lenis eyes continue to
dance. She looks around to get an overview of the situation, then starts
pelting out orders into her combead.
"Alright Ashora you're up first for medical aid. I want your eyes towards the
north as soon as possible, I think the trench there was lost.
Phix you have time until I am done with her to make a sterilisable work
environment. I need a proper place to put Monia and Thud back together. After
that grab the vox and see if you can reach anyone from the southern trench. No
report to command yet, we're going to get sent somewhere as soon as we do and we
need to regroup first.
Simmins, take Monia to where 'Phix decides to make the work environment. Then
start looking through our stuff. I don't care if it's in the bunker or in the
chimeras I want to know what we have to hold them off until we get reinforced.
Notch, as soon as I have you and the big guy patched back up look for survivors
and bodys and bring them. Survivors first, Bodys later."
First aid vs heavily damaged vs 78-10 = 68: 1d100 ⇒ 38 4 DoS + 5IntB makes 9 wounds returned.
For Thud and Monia I'd like to prepare and take my time. Using the diagnostor to map out their wounds properly and prepare sutures, bandages and bone splints before going to work - hopefully preparing well enough to have a chance against the heavy damage they've taken.
First aid vs 5crit vs 78 - 50 = 28: 1d100 ⇒ 54 3DoF if no boni apply
First aid vs 4crit vs 78 - 40 = 38: 1d100 ⇒ 76 4DoF if no boni apply
probably going to have to reroll one of them, hopefully not both after boni, I only have 1 fate point to do so:
First aid vs ?: 1d100 ⇒ 11 2DoS/3DoS before any boni +5 from IntB makes +7Wounds if Thud was rerolled or +8Wounds if Monia was rerolled
Heal Comrade(Notch) 78 - 10: 1d100 ⇒ 75 1DoF - he'll recover after the full 7 days.
I re-read the rules and thankfully only DoF during extended care cause injury and thus can kill the patient - yay. I'll still grab Master Chirurgeon as soon as we get enough ep for no deathes until 6DoF+ during extended chare
Monia |
Monia is essentially out for the next minute in narrative time iirc. Also, I should only be at 3 Crit Damage?
Regardless, I think Monia would wake up just as she was being set down or something?
As Monia wakes up from here warp-induced nap time, she attempts to bolt upright, reaching for a weapon that is probably not at her side "Bwah! BEGONE XE..nos..scum..?" patting herself down she continues "Well, I'm not dead"*sigh* "How fethed are we though?" Asking no one in particular since she hasn't taken the time to look around just yet.
The Ghost of War |
Were do you want to take up your watch?
As you let your gaze walk over your surrounding you feel lost. All you can see is a deserted wasteland, pockmarked by artillery craters, burned-out vehicles and bodies making you miss your home, the green fields, forests, mountains more than you ever thought. Beside the hushed voices of your squadmates there is absolutely no sound - which is even more disturbing after the excessive noise of the raging battle only a few minutes earlier.
As you try to perceive the distant outline of the defensive position to your north - you are unable to find them. There is only a distant smoke and dust cloud in that direction which is lit blood-red by the sunset.
Cmd-Keen Medic |
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Sorry Monia, since you don't have your current status bellow the character
name I just scrolled up till I saw crit damage, probably took the wrong one
^^" that means only -30 instead of -40 for the rolls
"Actually 'Phix you wanted to know about medicine right? Leave the vox work
to Ren'shaw and assist me once you came up with something. I'll be the practical
example.
Good morning Monia, you missed your own fireworks show. I'll take care of your
wounds in a few moments, after that I can't stand to see those rotting monsters
anymore, so take some of the prometheum and burn them to cinders."
"Alright some basics first. Probably going to be the easiest if you think
about the body as a machine. We need food, drink and oxygen for fuel. Most
importantly we need it for our brain, that's like a machine spirit - if that
dies then the rest of the body will follow because it's no longer maintained.
The rest of the body works to maintain itself so it can maintain the brain.
Think about the organs as auxiliary systems - the most important one is the
heart. It pumps the blood through the body to distribute the fuel - most
importantly oxygen to the brain but also everything else. A few seconds without
fresh oxygen to the brain is enough for the patient to black out. 3 or 4 minutes
without fresh oxygen and the patient will suffer brain damage even if rescued
later on.
So, why are injuries so bad unless they destroy organs outright? First of course
is blood loss. Both external, but also internal. If the blood is no longer
within its 'pipes' it no longer carries fuel to the destination and it's
slightly acidic and actually damages organs - or prevent them from working by
its presence. The other point is the skin. It's actually the biggest organ we
have and its most important job is to keep bad stuff out. Even now as we breath
we inhalte millions of poisons, illnesses and probably some ork bits too. Our
lung - and especially our nose - filters the air and tries to only retrieve the
important oxygen. The skin keeps all the bad stuff from entering through other
places. So if our skin is broken through an injury all the bad stuff comes in.
So basically what we do is we make sure WE are sterilized - meaning free of illness
etc - when we work on patients. Then we make sure nothing is in the wound that
doesn't belong there - meaning disinfect it so the illnesses and poisons get out
and actually look inside and remove anything that's still loged in there like
bullets or ork cleaver chips.
I'll do all the hard parts, you make sure your hands and the tools stay clean
and be ready to assist me. And keep your eyes open if I miss anything in the
wounds. "
Medicae explanation +10 vs 68: 1d100 ⇒ 15 6DoS
"Now for the practical demonstration" - she sheds her body armor and gets
out the pliers and counter septic, then points out her old wounds. "See
those? They are wounds but they are already closing and they are not turning red
- no illness or poison got into them. So we can ignore those." She pulls out
a piece of shrapnel without much of a wince but quite the grimace. "Now
THIS is a fresh wound. We need to remove the shrapnel because it's dirty and get
everything out of the wound that's already inside, like this." she sprays
the counter-septics over it, then washes it away with a piece of cotton.
"This one is not actually too large, so we could just slap a patch on it, but
for the sake of education we're going to sew it with a few stitches" She
grabs a needle and thread from the first aid kit, disinfects them and stitches
the shrapnel wound with gritted teeth.
"Now if we do that to anyone else we give them something to bite on so they
don't bite their togue off but I can hardly tell you about it with something in
my mouth can I? The reason this thread is not seen as foreign object by the body
is because its manufactured artificial sinew - a substance natural to the body"
She finishes the stitching, then lets 'Phix do a few, correcting her every
now and again and reminding her to disinfect often, then after a few more
fragments she takes over and finishes with practiced hands.
Medicae +Assistant +Medkit vs 88: 1d100 ⇒ 93 1DoF, looks like the practical demo wasn't as succesful as the explanation but only 2 damage are healable anyway, the others already count as treated
"Now, any questions?"
Of course she puts the armor back on after finishing the demonstration
First RP post up, more treatment posts coming after I get some reactions to the ones so far ^^
The Ghost of War |
Nice edu-RP! That's totally worth a spontaneous +10 modifier for good-RP to let you (just) succeed. Also the wound wasn't that bad in the first place.
To make things more interesting for assistants, I'll allow them to make the respective test +10 to provide an additional +5 bonus per 2 DoS to the actual test.
Also they can make a test +0 whenever you fail a roll by more than 2 DoF to spot that major mistake - providing one re-roll.