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.

Map


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

"At your orders", says the massive Son of Antaeus, taking the lead position in the squad. He has his bolter in hand and is on his guards.


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

"I appreciate you all being willing to act as my shields brothers, do not forget though that I am one of Emperor's angels of death ...not a frail nurse"
Loghir chuckles light-heartedly and takes up his position in the line.

"Those that brought auspexes" Tarkus at least "it might be good to keep them out while we're trekking"

Loghir pulls his camo-cloak over himself and directs the squad where to go


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

"Some Angels of Death's skillsets are more critical to the success of a mission than others."


The journey is monotonous but beautiful. Nothing but snow, trees and hills as far as the horizon in every direction. The surface of the snow in many cases unbroken for hundreds of meters at a time. As you get to within a few kilometers of the objective you all suddenly feel on edge. Nothing looks, sounds or smells different, but your instincts honed by extensive and intense training sense something.

what spacing are you guys traveling at?


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

Averruncus travelled silently and at a fast - but cautious - pace. If anything, he seems totally impervious to the poetic beauty of the landscape. The reputation of ruthlessness and brutal efficiency of the dreaded Sons of Antaeus seems more than just a stereotype when it comes to the librarian.


Male Human Rank 1 Techmarine

I'll let Rollo determine our spacing but I would assume at least 5-10 meters of spacing between us at minimum; at least thats the spacing I'd keep between me and the others.

Scorpelio readjust his cameleoline over his bulky form taking particular care that his Servo-Arm and Missile Launcher are properly stowed and covered by the cloak and sets himself back to his Augurs even taking out his more specialized Siege Auspex in the off-chance that it detects something.

If I'm allowed to perform another Tech-Use/Awareness Batch of rolls, here they are:

Tech-Use Auspex Implant: 1d100 ⇒ 58 Nope, cant detect anything extra.
Tech-Use Siege Auspex: 1d100 ⇒ 83 Nope, cant detect anything extra.
Awareness: 1d100 ⇒ 48 Yes with Standard +20 from Auspex, autosenses + Organs give +20 for Sight and Sound Based respectively.

Intelligence = 44 (Tech-Use)
Perception = 45 (Awareness)

For Sight Based Perception, total is: 45+20(auspex)+20=85 -> 3 Degrees of Success.
For Sound Based Perception, total is: 45+20(auspex)+20=85 -> 3 Degrees of Success.
For anything else, total is: 45+20=65 -> 1 Degree of success

Do I See or Hear anything out of the ordinary?


You see a faint shimmer off of something about 500 meters in front of you. You loose it behind a small rise a second later.


Male Human Rank 1 Techmarine

Scorpelio clicks the vox network to get his brothers to turn and look at him and uses Astartes Battle Sign this is a legit thing; however, the only source for it I can find is in the Sisters of Silence wiki entry :p to signal to his Brothers the Following:

-Possible Stealth Suit 500 Meters ahead, vanished behind small rise.
-Assume Vox Network is tapped.
-Assume we've been spotted.
-Maintain Composure, do not react or act out, continue on as normal.
-Battle Sign may be our only secure mode of communication from here-on out.

Scorpelio does his best to mask and body language that would give away any surprise or other sign of him having spotted the shimmer and continues on normally.

"Blasted Snow, my sensors aren't picking anything up Brothers."


Scorpelio wrote:

Scorpelio clicks the vox network to get his brothers to turn and look at him and uses Astartes Battle Sign this is a legit thing; however, the only source for it I can find is in the Sisters of Silence wiki entry :p to signal to his Brothers the Following:

I think it is also referred to as Battle Cant or something like that. Definitely a legit thing.


Male Human Rank 1 Techmarine

AH! That might be why! I was looking for Battle Sign


15 meter pacing. Casualty radius of modern grenades is 15. Though we are not normal men, I'm sure there are weapons that are equally lethal. And for us 15 m is a skip.

awareness check 1d100 ⇒ 9 +20 if I can use my scent making for many many degrees of success.

-good spotting
-remain inconspicuous
-likely they think themselves hidden


Brother Rollo - Tactical wrote:

15 meter pacing. Casualty radius of modern grenades is 15. Though we are not normal men, I'm sure there are weapons that are equally lethal. And for us 15 m is a skip.

awareness check d100 +20 if I can use my scent making for many many degrees of success.

-good spotting
-remain inconspicuous
-likely they think themselves hidden

You catch the faint stench of xenos. You believe there are 3 distinct scents all coming from the same general direction.


Tarkus scans the soroundings check for Targets..."prepare yourselves brothers the Xenos come!"


Male Human Rank 1 Techmarine

Scorpelio Signs the following:

-We need to take them out
-Has to be done as quietly and quickly as possible
-No Jump Packs
-No Missile Launchers
*Scorpelio hands Tarkus his Bolter* I have a Bolter / Bolt Pistol and Plasma Gun as standard issue thanks to signature wargear
-Engage from close range if possible
-Minimize the risk of escape


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

Averruncus keeps walking as if he is not aware of the threat. 500m is much too far for the kill-team weapons to take them out. So, we need to reduce the distance. Aware that any change in behaviour might signal to the xenos they have been spotted, he simply keeps walking in his initial direction. Yet, he inconspicuously scrutinize the direction indicated by brother Scorpelio to try to spot the xenos.

Awareness: 1d100 ⇒ 31
target: Per (45) + autosense (10) + Heightened Senses (Sight)(10) = 65. That should be a success with 2 levels of success, unless their stealth suit actually gives a penalty to awareness

He already has his bolter in hand and his camo-cloak.


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

@averruncus it's an opposed skill check

With his bolter in hand flamer mag-locked to his hip, it wouldn't make sense to have that ready in open terrain Loghir continues onwards as usual at the pace set by Rollo and scans for the xenos.

Awareness: 1d100 ⇒ 71 even with the space marine +20 he fails

in battle cant: "look for their tracks in the snow, we can't see them, but they can't move without disturbing the snow"

how far are we from the base? Based on that, how far would the sound of a bolt round or a frag/krak missile travel? I assume we have at least a rough knowledge of that


Male Human Rank 1 Techmarine

In BC:
"Quiet Tarkus, do not alert them to us having knowledge of them."
"Use Battle Cant; I doubt the xenos know of it."

Id also like to know: How much noise does a Plasma Gun Generate? Its just a ball of Plasma that is magnetically propelled so obviously less than a Bolter, right? Its just that it would generate more light due to its nature.

And even then, in this environment its Blue-White Plasma over White snowy landscape.

Since I spotted them, would I be able to perform a Tech-Use test on my Auspex again to help me get more info? I guess I could try another Awareness Test if possible?

If so:

Tech-Use Auspex Implant: 1d100 ⇒ 16 Super duper success. 2 Degrees of success.
Awareness: 1d100 ⇒ 39 Success. Going by the previous breakdowns for my awareness tests with my Auspex' this is 4 Degrees of success.

If I cant for whatever reason (too many tests too quickly?) then ignore the above ^_^


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

In BC:

"Quiet Tarkus, do not alert them to us having knowledge of them."
"Use Battle Cant; I doubt the xenos know of it."

The problem with battlecant, guys, is that only those actually watching you can get the message, which is kinda problematic as we progress as a column. For example, being the first in line, i cannot get it at all, except if i walk backward, facing you -_-"


Male Human Rank 1 Techmarine

I know hahaha :P We'd pretty much have to advance side to side if we want to use battle cant >_>


Standard patrolling you look back and forth constantly, looking to the squad leader for his hand signals. All members relay the messages back and forth.

-3 of them brothers.
-same direction Scorpelio indicated.
- what you saw was not a mistake.


Despite the tech-marine's skill at using his equipment the foul and cowardly technology of the tau is preventing him for getting and exact fix on the xenos scouts. But all indications show that the xenos a still in the same general area.


Brother Loghir Apothecary wrote:

@averruncus it's an opposed skill check

With his bolter in hand flamer mag-locked to his hip, it wouldn't make sense to have that ready in open terrain Loghir continues onwards as usual at the pace set by Rollo and scans for the xenos.

[dice=Awareness] 1d100 even with the space marine +20 he fails

in battle cant: "look for their tracks in the snow, we can't see them, but they can't move without disturbing the snow"

how far are we from the base? Based on that, how far would the sound of a bolt round or a frag/krak missile travel? I assume we have at least a rough knowledge of that

Large volume of fire would be heard at the resort.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Browman wrote:
Large volume of fire would be heard at the resort.

aim for the head? :D S%+$, single bursts, melee if we can then I guess, a chainsword at least makes less noise and could be mistaken for a vehicle or something. A gunshot is unlikely mistaken for anything else.

Loghir keeps walking at a steady pace and keeping an eye out for the xenos.

awareness: 1d100 ⇒ 57


I hope they haven't relayed our presence to others....


Male Human Rank 1 Techmarine

"They might have. Its something we can only assume at this point. However, the hubris the Tau demonstrate from time-to-time has me wondering if they aren't currently underestimating us and lying in wait snidely and falsely assuming that they've yet to be detected."

"Let them believe them superior for now. They're more prone to make mistakes thanks to that."


How close will you approach before changing tactics?


"let us be done with this cursed snow brothers so I my employ this cursed tube of a weapon" Tarkus talks to himself on how a heavy Bolter have still performed the task..


I don't know how close we are now. Lol. Once were able to see them to engage. Unless we would rather take defensive positions, which would give away that we are aware of them.


Male Human Rank 1 Techmarine

"If I may make a suggestion, we approach to within 200 meters then spring our own trap. We'll have to sprint to close the distance to engage but that shouldnt be a problem for us."

Tarkus, I handed you my spare bolter just so you know; that way you wont make infinitely more noise by wasting missiles on them.

"We might be limited to Single Shots or Semi-Auto Bursts to keep the sound down. But, so long as they do not get to alert the others, we should be fine."

Distance wise, how far are we from the Resort? We're >=500 Meters away from the stealth suits locations currently so we might have some leeway.

Also, how much noise does a plasma gun make comparatively? never really did get an answer for that :p

"If possible, we'll want to close distance as quickly as possible and take them out in melee combat if possible to make sure escape is nigh impossible for them."


Scorpelio wrote:

"If I may make a suggestion, we approach to within 200 meters then spring our own trap. We'll have to sprint to close the distance to engage but that shouldnt be a problem for us."

Tarkus, I handed you my spare bolter just so you know; that way you wont make infinitely more noise by wasting missiles on them.

"We might be limited to Single Shots or Semi-Auto Bursts to keep the sound down. But, so long as they do not get to alert the others, we should be fine."

Distance wise, how far are we from the Resort? We're >=500 Meters away from the stealth suits locations currently so we might have some leeway.

Also, how much noise does a plasma gun make comparatively? never really did get an answer for that :p

"If possible, we'll want to close distance as quickly as possible and take them out in melee combat if possible to make sure escape is nigh impossible for them."

The Tau are about 1500 meters from the north side of the resort.

A semi-auto burst from the plasma gun has about the same noise as a single bolter shot.


Male Human Rank 1 Techmarine

Ok, Thanks!

So, yeah, they'll definitely be able to hear our gunshots at that distance even if barely after having done some research.

"If and when we engage, assume we've been heard and that reinforcements are possibly going to be sent to investigate if they dont report in."

"We could use this to our advantage and set up an ambush for any search parties, likely to be more Stealth Suits."

"This will, however, only work the one time since any more additional lost patrols will raise suspicion considerably. If we had a storm on our side, we could have had the possibility of a communications blackout on our side but I dont think we'll have that kind of luck."

"Thoughts, Brother Rollo?"


"I like this plan. I feel like after the first time we use it we will need to advance upon our target with haste"


You reach the 200 meter mark from the Xenos position.

They have not engaged but are still in the same general area. However their active camo reduces your chances of hitting them by 30. Them shooting or being hit by your fire will reduce that penalty to 10


Male Human Rank 1 Techmarine

GAH HOW I WISH WE HAD ACCESS TO HAYWIRE/EMP GRENADES!

However, these are Tau and they have access to these types of grenades so we should be very careful to to get caught by any because they might shut down our Power Armor!

Remember, we can fire at up to double our Weapons Range at -10 or up to three times for -30. So, for example, my Plasma Gun has 100m Range. Meaning I can shoot up to 200m at -10, right? Then up to 300m at -30? So, at this range, I'd be at a total of -40 to hit unless the stealth suits have been hit already or are shooting at us at which point it'd be at -20, right?

How I wish we could've taken Stalker Bolters and their sweet, sweet 200m range hahaha

"Indeed, we will have to move quickly. We all know our roles to play so this shouldnt be much of an issue once we arrive at the Resort."

"Ave Imperator Brothers, may He and our Primarchs guide our blows to lay low these cowardly xenos!"

I'll wait for the others to chime in before doing anything rash


Scorpelio wrote:

GAH HOW I WISH WE HAD ACCESS TO HAYWIRE/EMP GRENADES!

However, these are Tau and they have access to these types of grenades so we should be very careful to to get caught by any because they might shut down our Power Armor!

Remember, we can fire at up to double our Weapons Range at -10 or up to three times for -30. So, for example, my Plasma Gun has 100m Range. Meaning I can shoot up to 200m at -10, right? Then up to 300m at -30? So, at this range, I'd be at a total of -40 to hit unless the stealth suits have been hit already or are shooting at us at which point it'd be at -20, right?

How I wish we could've taken Stalker Bolters and their sweet, sweet 200m range hahaha

"Indeed, we will have to move quickly. We all know our roles to play so this shouldnt be much of an issue once we arrive at the Resort."

"Ave Imperator Brothers, may He and our Primarchs guide our blows to lay low these cowardly xenos!"

I'll wait for the others to chime in before doing anything rash

All correct, but keep in mind that things like red-dot sights and aiming can give you bonuses that reduce those penalties.


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

"I can cover the distance and engage them in melee in about 20 seconds. 15 seconds if brother Rollo joins me."
In the later case, that is: 3 rounds of Run action (where we are more difficult targets because of fast deplacement) and at the end of 3rd round, if we both are in squad mod, we can trigger the Squad Mod "Furious Charge" to engage them right away


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

you can spend a whole round aiming as well for a +20. So Rollo give us a "go in 1 round" whatever
Once Rollo gives us a "go in 1 round" I spend a round aiming and do a delay (if needed) to let Scorpelio and Tarkus both shoot first, before firing.


Male Human Rank 1 Techmarine

I'll get ready to take aim at Rollo's mark then.


"On my mark, brother Averruncus and myself will charge the enemy position. Simultaneously, the three of you will level your weapons and aim in on them, open fire when you have a target. Try to keep them pinned so that we can close the distance. If you feel the need to move closer for a better shot, so be it."

"If we move out of sync, they will likely open fire before averruncus and I begin our charge."

"Unless their is anything else to be said, the time to strike is now."

"3...."
"2....."
.....


Male Human Rank 1 Techmarine

Here we go!

Initiative: 1d10 + 4 ⇒ (3) + 4 = 7 If required, here it is. But for my first turn I'll be taking aim at the most visible of the barely visible stealth suits.

...wow thats pretty bad initiative...

Action: Aim +20 BS on next Attack.


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

I do the same, full-round aim for +20 on the next attack


1d10 ⇒ 3

"1"

I power forward with averruncus


Can everyone put a copy of their character in the profile of their alias. It makes life way easier when I need to check what stats/ skills you have

Initiative

Scorpelio 7
Rollo 7
Loghir 1d10 + 4 ⇒ (2) + 4 = 6
Tarkus 1d10 + 3 ⇒ (9) + 3 = 12
Averruncus 1d10 + 3 ⇒ (3) + 3 = 6
Bad 1d10 + 3 ⇒ (2) + 3 = 5

So all of you act first

Scorpelio, Tarkus and Loghir are aiming as a full round action. To keep things moving I am going to say Tarkus does the same.

Rollo and Averruncus are using their jump packs to move forward.

The aliens shift positions but do not engage yet.

Everyone can act again.


I'll continue moving forward. Do I see the target?


Male Human Rank 1 Techmarine

I'll shoot the Closest Xenos Coward with a Semi-Auto Burst.

Total BS Modifiers: +20 (Aim), +10 (Semi-Auto), -30 (Camo) for a total of +/- 0 unless I'm missing something.

Semi-Auto Burst: 1d100 ⇒ 46 Phew, thats a hit with BS48 Only a single shot hits though! (and for future reference, Semi-Auto generates another hit ever TWO degrees of success so I was doing that wrong before unless that was changed in the FAQ and I missed it).

Plasma Damage: 1d10 + 12 ⇒ (2) + 12 = 14 Damage at Pen 10.

EDIT: Acutally, I'm firing at long range. This might not be a hit due to the negative range modifier!


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

Averruncus continue rushing toward the xenos using his jump-pack.

His base movement is 5 (Agility Bonus 4 + Astartes bonus 1), multiplies by 6 for the Run action, multiplied by 2 for the jump pack, that's 60 meters per turn. So, by the end of their second turn, Rollo and Averruncus should have covered ~120 meters.


Brother Averruncus, Librarian wrote:

Averruncus continue rushing toward the xenos using his jump-pack.

His base movement is 5 (Agility Bonus 4 + Astartes bonus 1), multiplies by 6 for the Run action, multiplied by 2 for the jump pack, that's 60 meters per turn. So, by the end of their second turn, Rollo and Averruncus should have covered ~120 meters.

why not just use the Flyer (12)? then you can cover 72 meters per turn.


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

I shoot after Tarkus and Scorpelio, so if they hit I only get -10 instead of -30 for tau camo

I shoot semi-auto +10, aim 1 round +20, -10/-30 for camo, not sure about range modifier

Semi auto shot: 1d100 ⇒ 18 BS 41

Assuming I hit I'll roll for a few dmg rolls, (rolling 2d10 and discarding lower for tearing) all at PEN 4

1st hit dmg: 2d10 + 9 ⇒ (3, 7) + 9 = 19 16

2nd hit dmg: 2d10 + 9 ⇒ (1, 1) + 9 = 11 10

3rd hit dmg: 2d10 + 9 ⇒ (5, 1) + 9 = 15 14


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Browman wrote:
why not just use the Flyer (12)? then you can cover 72 meters per turn.

Because in our pen and paper campaign, we use different rules for jumppack, and I totally forgot about this detail. So, in these conditions, Averruncus will indeed fly at 72 meters per turn for the 2 first turns


Still running... Or flying I suppose

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