Beyond the Damocles gulf (Inactive)

Game Master Browman

The year is 800.M41. A killteam of deathwatch initiates is being sent to the fringes of the imperium beyond the Damocles gulf.

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I am back brothers!!! Sorry for my absence


Brother Tarkus looks up from the auspex display let us make leave from this cursed vessel


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

Now that they know about us, I suggest we take the straighest way. Let's take the main corridor and crush everything in our way!"


"Once we secure our objective, the vessel will be destroyed along with all on it. Do we need to engage these walking corpses when the more catastrophic action lay around them?"


Male Human Rank 1 Techmarine

Tarkus, is that a "Dodge the dudes" or a "Kill the dudes" response :p?

because right now its tied on KILL and DODGE. Tarkus you're our only hope to break the stalemate! unless I'm just misunderstanding that you've wrote and being dense.


Let's avoid the Xenos and make our way to extraction


Male Human Rank 1 Techmarine

we're not actually done with the mission yet, btw :p we still need to get the device.

"So be it, side passage it is. This way Brother Marines."


The kill team moves quickly along the side passage, gathers the transportation equipment and reaches the chamber where the xenos device is stored.

It is immediately apparent that this technology is not demiurg in origin, it's design is too smooth and it has several bands of glowing green runes carved into it. The generator is a box about 1.5 long, wide and high. It is connected by a clear cable filled with a glowing green liquid to some kind of transformer that draws power from the ship's power grid.

Your scanner indicate that you will likely have to fight your way off the ship regardless of where you head from here.

Time on Mission Clock 40 minutes.


Male Human Rank 1 Techmarine

"Hmmm..." Scorpelio ponders.

"Necron Tech? I doubt they would part with any of their own. Its definitely not Eldar or Tau nor is it Chaos is origin or we'd have scuttled the ship already no questions asked. Dark Edlar?"

"Either way, it matters not."

If I need to make a tech roll to safely disconnect the device, here it is.

Tech-Use to Disconnect: 1d100 ⇒ 51 Oh of all the times to fail...I dont suppose having Tech-Use as a Trained Skill (standard for Techmarines) helps any? :p

"I'll take care of moving the cart around with the device, you'll all have to provide cover for me as confrontation is all but inescapable now."


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

I believe you could use a Fate point to reroll


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

you can use fate point to have a reroll or a +10 to your tech-use test.

"So let's move toward extraction point. If we stay here, they will easily surround us. Moving fast deprives them of a tactical advantage".

After being indicated the direction to take by Scorpelio, the librarian takes the lead of their fast paced progression, his bolter in one hand, and the unconscious xenos in the other.


Male Human Rank 1 Techmarine

I'll just use a Fate Point for +10, thatd bring be up to 54 which would make it a success. Dont want to tempt fate (har) by doing a full re-roll ^_^


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

Sorry, I was not specific enough. The +10 bonus from Fate must be declared BEFORE the roll (while, for obvious reasons, the reroll happens after the roll :) )


Brother Averruncus, Librarian wrote:
Sorry, I was not specific enough. The +10 bonus from Fate must be declared BEFORE the roll (while, for obvious reasons, the reroll happens after the roll :) )

Brother Averruncus speaks the truth.


Male Human Rank 1 Techmarine

GAH! Forgot that too! >_< Welp, lets attempt a re-roll then! PRAISE BE TO RNGESUS

Reroll: 1d100 ⇒ 50 WELP.


Scorpelio wrote:

GAH! Forgot that too! >_< Welp, lets attempt a re-roll then! PRAISE BE TO RNGESUS

[dice=Reroll] 1d100 WELP.

Do you have any gear that gives bonuses to tech-use tests?


Male Human Rank 1 Techmarine

OH MY GOD I FORGOT I HAD TAKEN A COMBI-TOOL AS PART OF MY REQUISITION FOR +10 TO TECH-USE!


The tech marine messes around with the generator for a while, then remembers that he has tools to aid him and finally manages to disconnect the power source. With assistance from the rest of the kill team, the generator is transferred to the grav cart.

Where is the thunderhawk going to meet you? remember they are about 10 minutes away.

Time on mission clock 35 minutes.


We need to find a defensible position to wait for extraction....


Male Human Rank 1 Techmarine

Are there or are we close to any view ports that look out onto the void? If so, I'd head to the closest of such rooms and alter the Thunderhawk as to where we'll be making our exit.

So yeah, if its cool with everyone, main plan is to get to a viewport (if there are any) and blow the window with our Melta Bombs to make an explosive exit to our Thunderhawk.

Unless, that is, that we're not too far from a Docking Bay or our initial Point of Entry. Would I be able to gauge the time it would take to reach either locations if we booked it at possibly Space Marine Speed?

"That we do, Brother Tarkus. I'm currently deciding on a course of action as rapidly as I can. Here are a few of the more readily available options open to us."

"One: We find a view port or thinner section of the Hull that leads to Hard Void. We use our Melta Bombs to Blow through it and escape that way."

"Two: We head back to our initial point of Entry. We're a bit more familiar with the Terrain but it might be a bit too far."

"Three: We get to the nearest docking bay and have the Thunderhawk meet us there."

"The most expedient route, I feel would be, if possible, to blow a Hole through the hull. We could use the Explosive Decompression to catapult ourselves out and away from the ship for pickup by our Thunderhawk."


The room with the generator is in the middle of the ship, so no view ports. It would take a couple of minutes to reach the dock you got the grav cart from or about 8 minutes to reach your insertion point. You could reach the hull somewhere other than a dock in about 1 minute.


Male Human Rank 1 Techmarine

Alright boys. What'll it be:

The Long but potentially safer route back to our Insertion Point.

The middle-of-the-road option by using the Xenos docking bay which we've just come from

Or the High Risk/Reward option of blowing our selves out? Though this has the potential of not working at all due to the hull being Melta Bomb resistant or too thick for them to chew through or something to that effect.

I'm all for the safe route but would prefer to get a consensus on this one since I dont want to force y'all into a situation you might not want. Even though I probably could :p

"I'll call for the Thunderhawk now since it'll take 10 minutes to reach us no matter what we do. We'll provide a course correction as the situation develops or warrants. As of now, I'm all for heading back to our Point of Origin."


Dynamic exit through the hull or if everyone says docking bay


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

"I'm for the bombing of the hull. Tactically speaking, this is the least predictable course of action, so it might take them by surprise. The xenos would obviously reinforce security around their docks and our infiltration point. By breaching the hull, we reduce the risk of engagement, all the better for the success of the mission.
Our greatest risk would be to be sucked out in the vacuum and the thunderhawk unable to recover us. But with appropriate safety measures, and by magnetising our boots to the hull, we could wait outside for the extraction. Moreover, two of us have jump-pack that enable limited mobility in vacuum."


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Scorpelio wrote:


So yeah, if its cool with everyone, main plan is to get to a viewport (if there are any) and blow the window with our Melta Bombs to make an explosive exit to our Thunderhawk.

This was my first thought as well! Your space marine training has probably taught you that in a situation like this it's best that all lock arms to make it easier to find you for the Thunderhawk, keeping the assault packs on each end in case you need to "steer"


Male Human Rank 1 Techmarine

Hell yeah.

"Brother Rollo?" assuming he'd go for Explosive, Dynamic Exit

"So be it, Brothers. Explosive Exit it is. The Nearest section is one minute away from us. That would mean we'd have to hold out for at least Five minutes before blowing ourselves clear so that the Thunderhawk can pick us up."

"Hopefully we'll be small enough Targets that they'd have a hard time trying to hit us with any of their Ships weapons and, due to our vacating of the Bridge which we shoudlve sabotaged in hindsight... and the confusion we've sown, we should be clear."

Scorpelio then transmit the pick up signal to the Thunderhawk awaiting nearby giving them the best possible description he can with the tools at his disposal for where they're going to exit from and that its possibly going to be a "hot" evac with the device in tow.

Also, I assume that my Servo-Arm can lift the thing on its own, right? At the very least be able to hold onto it while in the void.

will also have to keep in mind that Breaching Augurs/shears are a thing for future reference.


Someone give me a demolition skill check.


Male Human Rank 1 Techmarine

Huh. Looks like we can only advance the Demo Skill at rank 2. So that would mean none of us have it meaning a straight up Int. Test?

Seeing as I have possibly the 2nd Highest Int currently I might as well go for it.

And I will declare that I'm using a 2nd Fate Point on this because I'd rather put all the chances on our side to not Melta Bomb ourselves dead.

So yeah. Pre-roll +10.

Demo Check: 1d100 ⇒ 40 WELP. Didn't even need it but the +10 brought the threshold up to 54 (int 44) so would this technically be 1 degree of success?

Either way, 1 Fate Point left unless we can forget my MASSIVE GIANT WASTEFUL Brainfart with the Combi-Tool :p


"Brothers ready yourselves.."


The position you find yourselves in is a bend in the corridors leaving you with two directions to defend from. There is minimal cover, but 2 of you could take some shelter in alcoves. How do you position yourselves?


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Scorpelio wrote:
Huh. Looks like we can only advance the Demo Skill at rank 2. So that would mean none of us have it meaning a straight up Int. Test?

Actually, I think that when you are not trained, you divided your characteristic by 2...

The prevent the vacuum to eject him in space without control, Brother Averruncus activates his magnetic boots. To enable other marines to make use of the alcove, he ostensibly places himself at the opposite side of the corridor, and as he has often done so far, he put a knee on the floor, to offer a reduced target. He is ready to shoot at any incoming enemy.

He uses the Overwatch combat action: killzone: one side of the corridor; Action: semi-auto burst with his bolter; condition: xenos enter my line of sight


Male Human Rank 1 Techmarine

If thats the case, we might be in for some bad news. Hopefully there isn't any...^_^

Brother Scorpelio also activates the maglocks in the soles of his boots to better adhere to the deck once the Melta Bombs go off an cause explosive decompression. He then takes the opposite of Averruncus, taking a knee and raising his Plasma Gun to a ready position and aiming down the other corridor.

Overwatch Action, Killzone: Corridor Opposite of Averruncus, Action: Semi-Auto Burst with Plasma Gun, Condition: Enemy Enters my LoS


Sorry, inlaws.... Are we waiting here or going out to meet the ship in space? We have trackers that they can pick up on to locate us, and as someone said, those of us with jet packs can steer the group. Another advantage is the transport doesn't need to get into range of the ship.


Brother Rollo - Tactical wrote:
Sorry, inlaws.... Are we waiting here or going out to meet the ship in space? We have trackers that they can pick up on to locate us, and as someone said, those of us with jet packs can steer the group. Another advantage is the transport doesn't need to get into range of the ship.

If you want to make a demolition test to change the timing on an already placed melta bomb i won't stop you. But the bionics the watch captain gives you afterwards probably won't be that great.


Tarkus activates his maglock boots...I will move to the alcove to provide suppressing fire


With 1 minute remaining on the countdown to the melta bombs detonating the Machine Warriors find you, one advancing down each corridor towards you. A weapon of some kind is unfolding from each other backs to be able to fire over a shoulder and they have some kind of two-handed hammer they are carrying. They are about 50 meters away and will close the gap before the melta bombs detonate.


Male Human Rank 1 Techmarine

If they trigger my overwatch:

Overwatch: -20BS, Semi-Auto Burst: +10, Short Range: +10 (Plasma Guns Max range is 100m), Oath: +10(they would still be classified as Demiurg, right?), Size: +/- 0 due to size? Total of +10BS.

Semi-Auto Burst: 1d100 ⇒ 65 If you're willing to give me +10 for having had the time to Aim my Weapon as a half-action and +10 for their size possibly being Hulking, that'd be a single hit due to total modified BS being 73 thus not clearing the threshold by enough degrees of success for the 2nd shot of the burst to hit.

Plasma Shot Damage: 1d10 + 12 ⇒ (8) + 12 = 20 at Pen 10, clip down to 13.

Otherwise, no dice, Miss. Clip still down to 13.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Scorpelio wrote:
"Hopefully we'll be small enough Targets that they'd have a hard time trying to hit us with any of their Ships weapons

From my understanding, their ship weapons are disabled. Otherwise, they would have fire at the thunderhawk when we deployed.

Scorpelio wrote:
If you're willing to give me +10 for having had the time to Aim my Weapon

Unfortunately, we cannot Aim when we Overwatch. The good side is that Overwatch happens before the initiative is rolled. Also, you cannot Aim (half action) and fire semi-auto (full action) in the same round. But I think you know this already :)

As soon as machine warriors appear, the librarian fires his bolter. (This should be the other machine warrior, not the one shot by Scorpelio)

Overwatch: -20BS, Semi-Auto Burst: +10, Short Range: +10, Size: +/- 0 due to size? Total of +0BS.
Overwatch fire: 1d100 ⇒ 17 That should be 2 hits.

1st bolt (with Tearing):
bolter damage: 1d10 + 9 ⇒ (8) + 9 = 17
bolter damage: 1d10 + 9 ⇒ (7) + 9 = 16

2nd bolt (with Tearing):
bolter damage: 1d10 + 9 ⇒ (1) + 9 = 10
bolter damage: 1d10 + 9 ⇒ (8) + 9 = 17

So, that makes 2 shots at 17 damages each, Pen 8 (My bolter fire selector is set on Kraken rounds since th first encounter)

Out of curiosity, why didn't we detonate the melta bomb before? We could have maglock to the external hull and patiently waited for the thunderhawk while enjoying the view. It could possibly be more difficult for demiurg to fight us in the void if their armors and machine soldiers are not engineered for this.


Male Human Rank 1 Techmarine

the Meltabombs were on a timer that we set the instant we got to our current location. So these guys pretty much showed up right after we placed them and got into cover to be away from the blast.

So, honestly, if they get into CC with us fast enough, we could potentially throw them into the Melta Bomb Blast Radius to nuke them though that'd be super risky.

The Melta Bombs might also go off during the combat so be wary!


The librarian's bolter fire leaves one of the machines badly damaged by still moving, the other ignores Scorpelio's ineffectual fire.

Initiative:

Scorpelio1d10 + 4 ⇒ (7) + 4 = 11
Rollo 1d10 + 4 ⇒ (3) + 4 = 7
Averruncus 1d10 + 4 ⇒ (9) + 4 = 13
Tarkus 1d10 + 3 ⇒ (4) + 3 = 7
Bad guys 1d10 + 4 ⇒ (1) + 4 = 5

Everyone can act before the machines.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

The Son of Antaeus fires a second semi-auto burst, right after the first one, targeting the same target.

Semi-Auto Burst: +10, Short Range: +10, Total of +20BS.
Semi-Auto burst: 1d100 ⇒ 28 That should be 2 hits, missing a third hit by 2 points :(

1st bolt (with Tearing):
bolter damage: 1d10 + 9 ⇒ (9) + 9 = 18
bolter damage: 1d10 + 9 ⇒ (9) + 9 = 18

2nd bolt (with Tearing):
bolter damage: 1d10 + 9 ⇒ (1) + 9 = 10
bolter damage: 1d10 + 9 ⇒ (5) + 9 = 14

So, that makes 2 shots at 18 and 14 damages, Pen 8 (thanks to Kraken rounds)
Averruncus fired a total of 13 Kraken rounds so far.


Male Human Rank 1 Techmarine

Irritated at having missed his target, Scorpelio fires off another salvo at the encroaching Machine.

Semi-Auto Burst: +10, Short Range: +10 Total of +20 BS (assuming no Oath or Size Bonus which would add a Further +20)

Semi-Auto Burst: 1d100 ⇒ 18 Super Duper Success but still only a maximum of 2 hits.

Damage 1st Shot: 1d10 + 12 ⇒ (4) + 12 = 16

Damage 2nd Shot: 1d10 + 12 ⇒ (1) + 12 = 13

total of 29 Damage at Pen 10. Clip down to 11.

Still no Righteous Fury :(

EDIT: Accidentally had rolled a D19 for damage on the 2nd Shot :P


Semi auto burst at scorp's target
1d100 ⇒ 92

That would be a rather large miss.


Male Human Rank 1 Techmarine

Phew! Close to being a Jam there! (happens on a 96-100)


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

perhaps someone (Browman?) wants to roll for Tarkus to keep things moving, he stated he was giving covering fire (which I took to mean overwatch, as he's new to the rules).


1d100 ⇒ 16


Wow complete miss


Male Human Rank 1 Techmarine

Nope! Thats a hit actually, with a few degrees of success!

You want to roll below your Ballistic Skill score and for every increment of 10 below it, you gain a degree of success which, in this case, usually means an extra hit up to the maximum your gun can shoot with the selected fire mode.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Scorpelio wrote:

Nope! Thats a hit actually, with a few degrees of success!

You want to roll below your Ballistic Skill score and for every increment of 10 below it, you gain a degree of success which, in this case, usually means an extra hit up to the maximum your gun can shoot with the selected fire mode.

with his BS 47, and shooting at full-auto (+20) with the heavy bolter and short range (+10) it's 6(!) hits at 3d10 (choose 2 highest, tearing) +12 (he's got Mighty Shot)


I am so damn lost....I can understand if you want to find a more experienced player to take my place....

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