Black Crusade (Inactive)

Game Master Nethru


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Just realized I'm the only one rolling for higher than a 1. This battle is gonna go so good.


1d100 ⇒ 53 fail


Most of you are pummeled by debris of falling rockcreat and metal as the hive shakes and crumbles around you.

You gather yourselves after the rumbling stops and there is a strange silence and a few moments later lots of screaming as the locals look around at the destruction of their homes and family members.

There is still a few hours until the ritual is supposed to happen so this must be something else...


Medicae: 1d100 ⇒ 4 v 54(44+10IB)

Awareness: 1d100 ⇒ 67 v 61(41+10skill+10senses)

Menstras attempts to decipher the attack's origins as he nurses his wounds.


Only thing you can think of is something large must of exploded causing such destruction throughout a hive this large.


Draex gets hammered with falling debris. Draex erupts from underneath the pile of ruble, with the look of murder in his eyes designated for who ever is responsible for making him fall. Swearing in the language of his people draex shuffles forward.


"Chaos eh? I suppose chaos is to be expected... Let us continue, our injuries will simply have to heal themselves".


"We can't stop we are on a schedule here, with our lives on the line"


You gather your composure and continue on with your mission knowing time is running out and if your still here when Nerus ritual is completed your all probably as good as dead.

awareness: 1d100 ⇒ 26

About an hr into moving through what should of been an easy thing but made hard due to the destruction having to find alternate routes and such 2 squads of PDF units spot you. They appear to be injured from the hive destruction as well but are still capable of pulling the triggers on their weapons. One yells in your direction. "Look! Arch Heretics!" and the squads turn in your direction weapons drawn ready to shoot!

Please roll init. There are 20 soldiers here.


Paranoia: 1d100 ⇒ 57 v 61 Awareness
Init: 1d10 + 5 ⇒ (5) + 5 = 10
Lightning Reflexes: 1d10 + 5 ⇒ (2) + 5 = 7
Init = 10

Stealth Check: 1d100 ⇒ 74 v 53 + any modifiers(+20 from spectral haunter if there are any visibility modifiers)


Initiative 1d10 + 4 ⇒ (4) + 4 = 8


1d10 + 4 ⇒ (8) + 4 = 12
1d10 + 4 ⇒ (7) + 4 = 11


Initiative: 1d10 + 4 ⇒ (2) + 4 = 6


1d10 + 5 ⇒ (1) + 5 = 6


Going to make the guardsmen a horde to make combat easier and faster.

guards init: 1d10 + 4 ⇒ (5) + 4 = 9

Round 1:
Draex - 11
Menstras - 10
Guards - 9
Taloc - 8
Deathraven - 6
Aldegund - 6


Draex rushes in letting his axe sing their songs of death

PN:

Can I attack or do I have to travel some distance?


Charge attack
1d100 ⇒ 32 vs 92

1d10 + 19 ⇒ (7) + 19 = 26
1d10 + 19 ⇒ (9) + 19 = 28
1d10 + 19 ⇒ (9) + 19 = 28

1d100 ⇒ 95 vs 87
Blade master reroll

1d100 ⇒ 45 vs 87
1d10 + 19 ⇒ (5) + 19 = 24
1d10 + 19 ⇒ (10) + 19 = 29
1d10 + 19 ⇒ (5) + 19 = 24

Crit 1d5 ⇒ 5

In less time it takes to flick a light switch Draex was in battle mode. Both Axes in hand and laying into the horde spilling guts and claiming skulls


BS: 1d100 ⇒ 78 v 54(half aim + standard - 10 two wpn?)
Scatter: 1d10 ⇒ 7

BS Two Wpn: 1d100 ⇒ 51 v 54(1/2aim+ standard -10 twowpn)
Scatter: 1d10 ⇒ 9
Hallucinogenic (2) Blast(6)

Menstras draws and hurls a pair of halucinagen grenades into the enemy ranks.


Jesus chaos lords...

The guardsmen fall easily between the onslaught of Draex and Menstras...


Aldegun sems a bit frustrated, but why bother with small fry, hopefully Draex had his momentary fill of blood and skulls...

"Let's keep moving, you have more skulls to reap and blood to drink Draex, your work is not done yet!"


You make your way higher through the now broken hive. Killing humans here and there as you go for amusement if desired. Not much here to stop you until you come across a large group of xenos creatures the likes none of you have ever seen before. They are large insect like type creatures. 12 smaller horned creatures being lead by 2 very large creatures with large scythe like claws for hands. They come right toward your group with what appears to be the intent to feast!

If you have psychic powers you feel what you can only call a shadow over the warp. These creatures appear to be sapping warp energy making it harder for you to call upon it's powers. -20 to psychic powers rolls.

Please roll init

Termagant1 init: 1d10 + 4 ⇒ (3) + 4 = 7
Termagant2 init: 1d10 + 4 ⇒ (3) + 4 = 7
Termagant3 init: 1d10 + 4 ⇒ (2) + 4 = 6
Termagant4 init: 1d10 + 4 ⇒ (6) + 4 = 10
Termagant5 init: 1d10 + 4 ⇒ (1) + 4 = 5
Termagant6 init: 1d10 + 4 ⇒ (8) + 4 = 12
Termagant7 init: 1d10 + 4 ⇒ (7) + 4 = 11
Termagant8 init: 1d10 + 4 ⇒ (9) + 4 = 13
Termagant9 init: 1d10 + 4 ⇒ (4) + 4 = 8
Termagant10 init: 1d10 + 4 ⇒ (2) + 4 = 6
Termagant11 init: 1d10 + 4 ⇒ (7) + 4 = 11
Termagant12 init: 1d10 + 4 ⇒ (3) + 4 = 7
Warrior1 init: 1d10 + 4 ⇒ (8) + 4 = 12
Warrior2 init: 1d10 + 4 ⇒ (2) + 4 = 6


Init: 2d10 ⇒ (4, 1) = 5
+ 5
Init = 9


1d10 + 4 ⇒ (5) + 4 = 9

1d10 + 4 ⇒ (4) + 4 = 8

Int roll

as these unknown creatures race toward their group draex races doubly hard to break their skills and see what color they bleed


Initiative: 1d10 + 5 ⇒ (7) + 5 = 12

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