
Brother Averruncus, Librarian |

Rollo, as an Astartes, your Toughness bonus is equal to the tens of your Toughness score, TIMES 2 ! So, if as I think you said, you have a Toughness 3, your real toughness bonus is actually 3x2=6.
Then, your armor is a protection of 8 everywhere, except on the body where it raises to 10.
So, you generally soak 6+8=14 points of damage.
Now, it gets tricky because the enemy uses a "Felling" weapon, which actually decrease your Toughness bonus multiplier. So your effective Toughness against their attacks might effectively be 3...
Assuming you have Toughness 3, and with their Penetration 5, you would take respectively 11 and 12 damages. That's not really pretty...
With an 8 on your Fate roll, you should have 4 Fate Points per mission. You used 2 so far. 2 left. I suggest you used both of them to reduce damages: each Fate Point reduce a damage by 1d10. Use 1 Fate Point for each of the 2 hits you sustained. That should let you survive.
Also, don't forget that reaching 0 hp or below is not necessarily death. It's just that you take critical damages that might let you with adverses conditions (knocked out, broken bones, stunned, missing limb, missing head... oops... the last one is lethal for most people...)
If you survive, I will be able to heal you soon.

Browman |

Tarkus fires another shot 1d100 ⇒ 25 dealing 3d10 + 10 ⇒ (10, 6, 10) + 10 = 36 Pen 8. Causing the second aircraft to explode in ball of flames, ground crew scatter in every direction, a few collapsing as the flames take them down.
The Techmarine has re-loaded his weapon in preparation for future targets while the apothecary remains concealed nearby.
The two on the roof weather the storm of fire alive, but in trouble. Fortunately the powers of a librarian of the Adeptus Astartes are not to be underestimated and he incinerates the xenos that dare to defile the flesh of the righteous.
The frag grenade dropped by brother Rollo detonates in the room below and you can hear multiple secondary explosions as the windows of the second floor blow out and a rush of heat and flame comes out of the hatch.
The two xenos hovercraft that were just exiting the compound turn around when the second aircraft is destroyed, bringing their charges back inside the wall.

Scorpelio |

"Brother Tarkus, Brother Loghir, two more craft, there retreating back into the hangar!"
Scorpelio will Half-Action Aim and Fire at the Vehicle retreating back into the Hangar if still visible.
Modified BS: 48 + 10 (aim) + 20 (ground target) + 10 (range?) = 88
Missile Shot: 1d100 ⇒ 70 Two Degrees, One Degree if the Range Bonus doesnt apply.
Damage: 3d10 + 10 ⇒ (3, 7, 3) + 10 = 23 Pen 8

Brother Averruncus, Librarian |

The Librarian looks at the wounded Tactical Marine for half a second, but seems to decide that mission come first. He takes a krak grenade at his belt and casually throws it at the comm-relay on the roof-top.
Ballistic Skill: 1d100 ⇒ 13 The krak grenade falls right on target.
Grenade damages: 3d10 + 4 ⇒ (9, 3, 2) + 4 = 18 Pen 6.
The anti-tank grenade explodes in the middle of the multiples antennas and various relay and comm-equipment. Hopefully, the explosion was strong enough to damage and disable them.
Rollo, maybe you can drop another frag grenade by the hatch. I'll heal you next turn.

Browman |

The jump pack team wrecks the comms equipment on the roof and makes sure any survivors on the second floor are dead with the second grenade and the other xenos moving up the stairs are treated to a nice surprise.
Brother Tarkus fires a shot from his missile launcher at the gate of the compound.
1d100 ⇒ 96
But the rocket of the missile fails to ignite causing a stoppage in his missile launcher.
The apothecary begins moving towards to compound.
The xenos craft tries to jink the incoming missile. 1d100 ⇒ 31 Barely managing to avoid it. However in doing so, they delayed their ability to get though the gate this round.
The other xenos craft makes it back inside the compound and the two on the roof of the comms building can see all the Tau warriors heading in that direction, several fire warriors have already exited the craft.

Scorpelio |

This is my reloading turn so this'll be what I do next round.
If I'm counting right, I've fired off at least 4 Krak Missiles now. I requisitioned 5 Extra and the MLs come with 5 Frag and 5 Krak as-standard in my case, right? I also fired off at least 2 Frag Missiles if I recall Correctly.
After having reloaded his Missile Launcher, Scorpelio Takes Aim and Fires at the pathetic Xenos craft to make sure it never flies again.
Fully Modified BS = 88 as above/previously.
Krak Missile: 1d100 ⇒ 77 2 Degrees of Success.
Thank the Emperor for this +20 vs Ground Targets.
Krak Missile Damage: 3d10 + 10 ⇒ (3, 6, 9) + 10 = 28 Damage at Pen 8.
"They won't be escaping our grasp anytime soon Brothers. But Tarkus, Loghir, prepare for an engagement we've obviously marked ourselves as a grave threat. Hopefully that will relieve some of the pressure on Averruncus and Rollo."

Brother Averruncus, Librarian |

Now that the area seems secured and the comm-station seems disabled, the Librarian turns toward Brother Rollo.
Averruncus uses his Warp Cauterize psychic power.
He casts on Unfettered level. Target level: 50 (Willpower) + 15 (Psy level) + 10 (Psy-focus) = 75
Focus Power test: 1d100 ⇒ 29 Success!
Removed damage: 1d10 + 3 ⇒ (2) + 3 = 5 Not very high, sorry :(
A sinister reddish glow surrounds the librarian's hand as he touches the wounds. The glow propagates to the wound, who heals itself, with a peculiar ticklish sensation.
"That should help for now, but you should request more cares by our Apothecary."

Browman |

Tarkus and loghir both head towards the compound. Loghir is 2 turns away from the game, Tarkus 3. Scorpelio loads his missile launcher again.
Averruncus heals some of the wounds on Rollo, who drops thorough the hatch into a sea of death and destruction on the second floor. The two grenades have trashed the room and killed all enemies there including another team that was heading up the stairs. Heading down to the first floor you catch a glimpse of a pair of xenos trying to hide behind equipment.
The Tau rush their VIP out of the vehicle and into the staff building, leaving 4 fire warriors outside with their weapons focused towards the main gate and the exit of the comms building.
The second Xenos vehicle heads through the gate on a vector towards the main building. As it passes by the comms building, the top half of a xenos appears out of a hatch and fires a burst at the roof of that building. 1d100 ⇒ 76 but misses as he doesn't properly compensate for the speed he is moving.

Brother Averruncus, Librarian |

If possible, Averruncus uses his jump-pack to do a mighty jump toward the second xenos vehicule and try to land on its roof, effectively charging the xenos who shot at the building's roof.
Assuming all of this is possible:
Pilot: Personal Equipment: 1d100 ⇒ 20 Success to land on the vehicule's roof
Weapon Skill: 1d100 ⇒ 89 : The librarian is off balance and his slash misses its target.
(In case the positionning didn't allow for this maneuver, please let me know, i'll adjust my actions).

Browman |

Brother rollo kicks a console into the cowardly xenos, crushing their pathetic life force from their frail bodies. He is at the entrance to the comms building ready to move to another location.
The libarian manages to stick his landing on the xenos vehicle and his actions confuse the xenos firing from the back of the craft, they scramble for sidearms but do little else this round. The craft he is on slams to a halt outside the main building.
Tarkus and Loghir both head for the gate Tarkus will be there in two rounds, Loghir in 1. Scorpelio re-loads his missile launcher.
Several of the Fire warriors begin shooting at the two heading towards the gate.
1d100 ⇒ 201d100 ⇒ 541d100 ⇒ 281d100 ⇒ 811d100 ⇒ 49
Only two of them are on target each of the two marines takes a hit.
Tarkus damage: 1d10 + 12 ⇒ (10) + 12 = 22 Pen 4 dodge: 1d100 ⇒ 28 Tarkus dodges the head shot.
Loghir damage: 1d10 + 12 ⇒ (10) + 12 = 22 Pen 4 to the leg

Scorpelio |

"Averruncus, Get Clear of the Vehicle I shall take care of it."Unless you want to slap a krak grenade onto it. That'd be cool.
Scorpelio then waits for Averruncus to get clear of the Vehicle before firing his Krak Missile at it.
As such, he'll Aim as a Half-Action and delay as his other half-action for this turn.

Brother Loghir Apothecary |

Browman, did you remember to count us as being "one range bracket farther away" for our camo cloaks?
Loghir tries to dodge
dodge: 1d100 ⇒ 87 >.<
22 pen 4. Armor 8, toughness bonus 5(x2), 8 dmg through.
HP 12/20
Loghir voxes to Tarkus "blast the ones shooting at us brother, we need to get in"

Brother Averruncus, Librarian |

Indeed, I wanted to throw a grenade in, but not a krak one, a frag one. The plan is to blast all occupants.
The Son of Antaeus simply push aside the confused xenos's gun with his left hand and tries to drop a frag grenade into the hatch.
Any dice to roll?

Brother Averruncus, Librarian |

Ballistic Skill: 1d100 ⇒ 84 Failure... :(
But for the rule of cool, I must succeed on this one. I use a Fate Point for a reroll:
Ballistic Skill: 1d100 ⇒ 7 Success!!
Averruncus one-handedly activates and throw a frag grenade through the hatch, just between the Fire Warrior and the Hull. The grenade explodes inside the vehicle, projecting shrapnel on passengers.
Grenade damages: 2d10 + 2 ⇒ (3, 8) + 2 = 13
Penetration 0, Explosive Damages, Blast 4.

Browman |

Rollo exits the building and heads towards the fire warriors defending the outside of the building the Tau VIP is in. He can reach the door to the building next turn.
Tarkus pauses in his advance, dropping to one knee and firing a frag missile into the fire warriors. 1d100 ⇒ 90 Tarkus will use a fate point. 1d100 ⇒ 36 The blast catches all 5 fire warriors in the blast radius. Damage 2d10 ⇒ (8, 6) = 14 Pen 4. All 5 fire warriors are alive but badly wounded.
Loghir clears the gate and is the same distance from the door as Rollo.
A secondary explosion from within the vehicle Averruncus is on throws him clear and leaves the hull a burning wreck. Make an agility check That is one VIP down
The fire warriors scatter seeing two Angels of Death that close to them.

Brother Averruncus, Librarian |

Agility Check: 1d100 ⇒ 20 Success!
The Son of Antaeus agilely keeps his balance as the disabled vehicle keeps advancing chaotically due to inertia. He swiftly jumps off it and uses his reactors to quickly progress toward the VIP building. I think his jump pack still needs some cool down after he flied from the Stealth Suits to the Comm Building. Hence, instead of actually flying, he will just "Run" with the enhanced speed due to jump-pack, that is: 60m. If the running distance is sufficient for this, he will try to end his movement in melee range with one of the Fire Warriors.

Brother Loghir Apothecary |

As everyone is running around Loghir takes the time to mend his wounds
Medicae 53, +20 Narthecium, +10 diagnostor helm, +20 combat webbing -medicae pouch
medicae 103: 1d100 ⇒ 50
He heals Int bonus +1d5(apothecary special)
First aid healing: 1d5 + 5 ⇒ (3) + 5 = 8
Narthecium doubles amount of healing from first aid so "16", but only need 8 to be fully healed

Browman |

Scorpelio starts moving but the rapidly shifting battle has left him out of position. It will take him 3 turns to reach the gate.
While the xenos are scattering Rollo, Loghir and Tarkus regroup at the gate, one turn away from the building housing the surviving tau.
The Librarian engages one of the tau in melee, who backs up draws and fires a pistol. 1d100 ⇒ 39 for 1d10 + 12 ⇒ (5) + 12 = 17 with 4 pen to left leg.
The other Tau retreat into the staff building, there is no sign of the Tau VIP or the 2 guards that already went inside with him.

Brother Loghir Apothecary |

"Let us cleanse this nest, I'll take the lead brothers"
Loghir pulls out his flamer as they run to the staff building
"Perhaps a frag missile through a window on the second floor would teach them the error of their ways brother techmarine?"

Scorpelio |

That would take me some time to swap the Krak Missile already loaded for a frag but it can be done.
"I do not think I will have the time to do so, Brother Apothecary. Having to manually load my launcher will put me in a compromising position. If I have the opportunity to do so, I shall."
Scorpelio, whenever he reaches the Building, will set up shop in the Lobby area and make sure no outside reinforcements get in. Should he see any heading towards the area before him but behind his squadmates he'll engage those to make sure they don't impede the advance of his squadmates.

Brother Averruncus, Librarian |

Dodge: 1d100 ⇒ 53 Miss! Averruncus is hit for 1 wound point.
Pretty much upset by this pathetic resistance, the Librarian thrust ferociously with his Force Sword.
Weapon Skill: 1d100 ⇒ 30 That should be a hit unless he manages to dodge.
Damage: 1d10 + 13 ⇒ (1) + 13 = 14 Penetration 5.
If it makes even a single damage, Averruncus uses the Force property, with a target level at 50 (Willpower) + 15 (Psy level) +10 (Psy focus) = 75
Willpower: 1d100 ⇒ 49 Success with 2 additional levels of success. That is an opposed Willpower test.

Browman |

Will save 1d100 ⇒ 27 a success but with no degrees of success so the tau takes an extra 2d10 ⇒ (8, 3) = 11 damage. The tau dies from the psychic damage inflicted by the force weapon.
The tactical marine and apothecary advance, and are just outside the door to the building.
Tarkus takes a knee and fires a frag missile into the second floor. 1d100 ⇒ 76 unfortunately his aim is off and the missile hits the wall between two windows showering the area with shrapnel and damaging the wall.
Of the now 7 xenos inside the building there is no sign.

Scorpelio |

Sadly, it only has a fixed range of 20 Meters.
The siege auspex is a powerful scanner that can see through
the densest materials to find their weak points. These items
are used for fi nding stress fractures, reinforced or up-armoured
areas, hidden passages, power conduits, and the numerous
other items of interest to a siege engineer. The machine-spirits
of a siege auspex, while canny, can only see so far through
solid objects and have a fixed range of about 20 metres. Things
like energy fields, thick bulkheads, iron, stone, armaplas, and
plasteel can reduce the range of the unit or blind it all together.
GM’s should take into consideration the materials being
scanned and adjust the siege auspex’s range accordingly.

Brother Loghir Apothecary |

"Let me take a look at you while the dust clears"
Medicae 53, +20 Narthecium, +10 diagnostor helm, +20 combat webbing -medicae pouch
medicae 103: 1d100 ⇒ 63
He heals Int bonus +1d5(apothecary special)
First aid healing: 1d5 + 5 ⇒ (5) + 5 = 10 x2 for 20

Browman |

Scorpelio is one turn away from the building.
The Liberian successfully lands on the roof, there is an access hatch similar to the one on the comms building.
The frag grenade thrown by Rollo detonates inside the entrance to the building, secondary explosions seem to indicate that the door was booby trapped after the xenos fled inside.
There is still no sign of the Tau inside.

Scorpelio |