
Scorpelio |

I assume that since me and Loghir moved up for a few rounds that we might be within short range now? For another +10?
"Argh! If only they'd die like the insects they are!"
Semi-Auto Fire at the Fleeing Tau:
BS: 48 + 10 (S-A) + 10 (Range?) - 10 (suit) = 58
BS: 1d100 ⇒ 73
Nope.

Browman |

Tarkus lines up another shot, hopping that this time he will actually connect.
1d100 ⇒ 8 1d10 + 11 ⇒ (9) + 11 = 201d10 + 11 ⇒ (9) + 11 = 20
And catches the fleeing xenos in the back and leaving it a bleeding mess on the snow. It is still alive, but without medical attention the harsh environment will soon claim another victim.
The alarm continues to sound at the compound and you can here the sound of a pair of vehicles firing up inside the walls.

Scorpelio |

Scorpelio takes the time to load a Krak Missile into his Launcher before stowing it and taking his Plasma Gun back out and advancing alongside his Brothers.
Tarkus has been using My Bolter that I gave him, right? When he was worried about only being equipped with a Missile Launcher and Bolt Pistol? Just to make sure since it wasnt all that clear to me if I still had it on me.
"Remember, we see any VIPs trying to flee, they become priority #1. We must not let any of them escape."

Brother Loghir Apothecary |

Jump packers should be heading for the comms building, the foot sloggers with the missile launchers to the airport. The plan was now to quickly enter the comms station with jump packs and kill/interrogate the comms people and foot sloggers shoot down any aircraft

Browman |

As they advance the kill team splits into two groups while rushing towards their objectives.
The two with jump packs can see that soldiers are starting to spill out of the barracks, a mix of fire warriors and other soldiers that seem to be wearing some kind of light power armour about 5 of each are outside so far. They can also see a pair of ground vehicles idling in front of the main building with several more guards nearby on alert.
As the others head towards the airport they can see that pre-flight checks are being done by a large crew on a pair of aircraft each looks capable of holding at least a dozen inside plus the pilots.

Scorpelio |

I guess I'll take the shot once me and Tarkus Sync and line up our shots.
Modified BS: 48 + 20 (aim) + 20 (ground target vs ML) - 10 (long range?) - 20 (called shot; Cockpit; if not possible, rear armor) = 58
Krak Missile Shot: 1d100 ⇒ 20 3 Degrees of success.
Damage: 3d10 + 10 ⇒ (8, 5, 5) + 10 = 28 Per the Errata at Pen 8.
Since I did a Called Shot to the Cockpit to try and take out the Pilots (if possible), if this vehicle has 28 Front Armor, I'd deal 8 Actual Damage to if after all the reductions if I'm not mistaken.
If it has 25 Structural integrity, its now down to 17. If we can average 2 more hits at ~9 Damage, we can kill it on my next shot.
However, that still leaves a second one that we'd need to take down ASAP.
"Tarkus! Hit it where its armor is the weakest! I'll try and take down the Pilots so they are unable to depart!"

Brother Averruncus, Librarian |

"Tau are remarkable gunmen in exterior. Interiors might prevent them from putting the full extent of their firepower on us."
The Librarian directs his flight in direction of the comm-station main gate. How does it look like? Are soldiers still coming out of the comm-building through the gate? Is there any glass or plexiglass or anything transparent for the comm-center?

Browman |

Tarkus fires his shot at the same target.
1d100 ⇒ 54
damage 3d10 + 10 ⇒ (7, 8, 6) + 10 = 31 pen 8
As you are both called shoting a weak point there is less armour.
Between the missiles fired by Tarkus and Scorpelio they gut the the cockpit of one of the two craft, leaving the vehicle a flaming wreck. Ground crew scatter in all directions[/ooc]
A few troopers let shots off at the two with jump packs who will reach the comms building next turn.
1d100 ⇒ 601d100 ⇒ 63
but in there rush to get into position their shots are not on target.
Everyone can act again.

Scorpelio |

That Second Aircraft is going down!
"Good shooting, Tarkus. Fire for effect on the second."
For this turn, I'll reload my missile launcher which should be a full thanks to my Servo-Arm
Turn after, unless something catastrophic happens, I'll be shooting at the remaining aircraft which I'll roll now to possibly save some time.
BS: 48 + 20 (ML) - 20 (called shot cockpit) -10 (range?) = 38
Krak Shot: 1d100 ⇒ 30 1 Degrees of success. So close to 2 :(
Krak Damage: 3d10 + 10 ⇒ (1, 6, 5) + 10 = 22 Pen 8.

Brother Averruncus, Librarian |

Can you tell us more about the comm-station? How is its main gate? How does it look like? Are soldiers still coming out of the comm-building through the gate? Is there any glass or plexiglass or anything transparent for the comm-center? How many soldiers do we see and what type? Are they fire warriors like?

Browman |

Can you tell us more about the comm-station? How is its main gate? How does it look like? Are soldiers still coming out of the comm-building through the gate? Is there any glass or plexiglass or anything transparent for the comm-center? How many soldiers do we see and what type? Are they fire warriors like?
2 story building, no windows on the first floor. Door is a solid metal one. The roof has a roughly waist high wall and a bunch of comms equipment.
The soldiers are mostly still coming out of their barracks, but 3 of them are on the roof of the comms building.
Soldiers are a mix of fire warriors and what you assume are xyclorian warriors in light power armour.

Browman |

From the roof, is there an open direct access to the inside of the comm-stations? Or is it closed?
Currently the access hatch is open as more soldiers are inside heading to the roof. But it would be difficult to go through at speed, being about 1 meter by 1 meter.

Brother Averruncus, Librarian |

Averruncus dives toward the roof and land by violently hitting one of the soldiers near the hatch by the full weight of its body and armor.
Melee Attack: 1d100 ⇒ 68 Well, probably it's difficult to improvise a living rocket...
The librarian is now on the roof of the comm-station, just beside the hatch.

Scorpelio |

Then get shootin'!
Loghir stays hidden and unmoving under he camo-cloak aiming his bolter forward, ready to shoot anyone that comes in range. Overwatch.
Reloading for me is 1 Full Action, thanks to my Servo-Arm, AKA a whole turn so my shot which I rolled above, if cool with Browman, will only get shot on the next turn we can act :P
Dont know about Tarkus since he'd have the Reloading Arm but its probably the same time.

Brother Loghir Apothecary |

Dont know about Tarkus since he'd have the Reloading Arm but its probably the same time.
He's got the backpack ammo so he can ignore reloading, plus the soundstrike (I think that's what the 'regular' launcher is called) has something like 6-8 shots in a magazine. I'm mostly concerned we've completely Fu$ked this op up.

Browman |

Tarkus fires another shot from his missile launcher.
1d100 ⇒ 15 dealing 3d10 + 10 ⇒ (6, 2, 7) + 10 = 25 Pen 8
Which leaves the craft functional but damaged.
The two with jump packs crash onto the roof of the comms building and are met with a hail of fire.
1d100 ⇒ 821d100 ⇒ 371d100 ⇒ 431d100 ⇒ 121d100 ⇒ 91d100 ⇒ 41
One fire warrior scores a hit on the librarian dealing 1d10 + 12 ⇒ (7) + 12 = 19 with 4 pen to the right leg.
Two Xyclorian warriors in their light power armour each score a pair of hits with their dart rifles. The librarian takes two hits for 14 Pen 5 Felling (1) to left arm, while the team leader takes 17 and 18 Pen 5 Felling to the left leg. As always you can try to dodge
1d10 + 8 ⇒ (6) + 8 = 141d10 + 8 ⇒ (5) + 8 = 13Tearing Pen 5
1d10 + 8 ⇒ (9) + 8 = 171d10 + 8 ⇒ (4) + 8 = 12Tearing Pen 5
1d10 + 8 ⇒ (2) + 8 = 101d10 + 8 ⇒ (10) + 8 = 18Tearing Pen 5

Brother Averruncus, Librarian |

Averruncus stoïcally soaks the tau fire (he takes 3 wounds to the right leg. His current wounds number is therefore 6).
He then tries to dodge the darts.
Dodge: 1d100 ⇒ 12 That should be enough to dodge both darts.
Gathering his powers, animated by a righteous wrath, Averruncus suddenly unleash a massive torrent of warp energy that smites the foolish xenos on the top of the comm-station.
I use the "Smite" power. I target my bolt so that it doesn't hurt Rollo but smite as much enemies as possible. I cast at the "Push" level.
Focus Power Test: 1d100 ⇒ 64 The target value is 50 (Willpower) + 30 (adjusted Psy Rating) + 10 (Psy Focus). So that is a success. The area of effect is roughly 6m radius.
Smite Damage: 6d10 ⇒ (5, 6, 4, 6, 8, 5) = 34 Penetration 6. Die, xenos scum!
Peril of the Warp: 1d100 ⇒ 19 Memory Worm: All people within line of sight of the psyker forget something trivial. Sorry Rollo, i'm afraid you just forgot what you had for breakfast... :)
Assuming there is no significative threat left on the roof, Averruncus, his hand still smoking after the rush of lethal psychic fire, turns to Rollo: "Brother Rollo, I suggest you throw some grenades into this hatch".

Brother Rollo - Tactical |

NOOOOO! You said it would be trivial. Breakfast was not trivial... It was... It was... Damn.
I have no idea how much damage I take. Toughness three but I'm not sure what my power armor provides.
Do a barrel roll 1d100 ⇒ 95
Use a hero point for a reroll! 1d100 ⇒ 65
I don't know if I have any more reroll a (I rolled an 8 for fate points, and used one
Earlier for shooting people)
But my armor is mk6 and I have a +3 for toughness. I think I might be dead though.