Dark Heresy - Haarlock's Legacy (Inactive)

Game Master Nethru

Online to PbP game in session.


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Scarab Sages

I passed and activated auger array test earlier. Does that count?


You would get +20 on your roll so no penalties

Scarab Sages

1d100 ⇒ 84 vs 33


awareness: 1d100 ⇒ 14
Unlucky for you

Merc1 Attack Jan Sarg: 1d100 ⇒ 78
Miss
Merc2 Attack Jan: 1d100 ⇒ 78
Miss
Merc3 Attack Jan: 1d100 ⇒ 99
Miss
Merc4 RPG Attack Jan: 1d100 ⇒ 50
Hit
Merc5 Attack Jan Sarg: 1d100 ⇒ 69
Miss

The RPG explodes killing 2 Janisarries with the blast radius!

Merc1: 1d10 + 3 ⇒ (7) + 3 = 10
Merc1: 1d10 + 3 ⇒ (6) + 3 = 9
Merc1: 1d10 + 3 ⇒ (7) + 3 = 10
Merc1: 1d10 + 3 ⇒ (3) + 3 = 6
Merc1: 1d10 + 3 ⇒ (9) + 3 = 12

Roll Init. The Mercs are 40m away from you and have cover -30 to hit with ranged weapons. Only the one that shot the RPG is fully uncovered so no pens to hit him this round.


Initiative 1d10 + 3 ⇒ (5) + 3 = 8


1d10 + 8 ⇒ (10) + 8 = 18 initiative

RPG:

Free action
"Did he just pull a motha $!#/ing RPG out his backpack!"


1d10 + 4 ⇒ (2) + 4 = 6 Initiative

Scarab Sages

Initiative 1d10 + 1 ⇒ (8) + 1 = 9


I am guessing I am going first
"Cover me! Oooouuuuu"

Run: 24 Meter to close the gap
grabbing the hallucingen grenade free action

Graki bares his fangs at the chance of combat. The ambush failed but the battle isnt over the enemy cowered behind their barricade which he plans to bust through. Graki takes off at full speed looking like a moving blur with his chameleon cloak


Janisary Sarg: 1d10 + 3 ⇒ (10) + 3 = 13
Janisary: 1d10 + 3 ⇒ (6) + 3 = 9
Silinus: 1d10 + 3 ⇒ (1) + 3 = 4

Init Round 1:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Merc3 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged)
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6
Silinus - 4 [Life 6]

The Sarg aims starts shooting toward the enemy.
attack: 1d100 ⇒ 64
Miss

Merc5 shoot at Graki.
attack: 1d100 ⇒ 31
damage: 1d10 + 3 ⇒ (6) + 3 = 9 Pen 3
You may dodge.

Merc1 shoot at Graki.
attack: 1d100 ⇒ 64
Miss

Merc3 shoots at Graki.
attack: 1d100 ⇒ 70
Miss

Janisary aims shoots toward enemy.
attack: 1d100 ⇒ 25
Miss

Rha is up


1d100 ⇒ 8 vs 64 Dodge
Graki moves fast the close the gap, bullets flying past as if they are afraid to come near him. It would appear as if he is protected by Devine force that can only be summed up as...

the janisary missed at a 25. Goodness at least they can take some hits for us


(They're at -30, remember. Charging is the best option.)


(Its open season on the rpg bearer, a suppressing fire may keep them pinned. If they can see us well enough to shoot then a called shot should be permissible at the g emp. Discretion. Unless they are firing without looking. Im still trying to figure out how that works. Or you can charge in which is cool too )

Scarab Sages

Rha moves at a slow, lumbering yet casual pace. It was rather evident from his size alone that he was not built to move at such high speeds. A single, arm protrude from within his crimson robes, a massive limb formed of grinding servos and reinforced plating. With his casual pace, he snapped off a single bolt round towards the attacker with the RPG.

half action move. Single fire shot at the Merc with the RPG

1d100 ⇒ 100 vs 40 (I forget. Are we using the old Dark Heresy rules for shots or the up to date one?)


Old rules. And your gun jams!

Merc2 takes a shot at Rha.
attack: 1d100 ⇒ 31
damage: 1d10 + 3 ⇒ (5) + 3 = 8 pen 3.
Don't believe that enough to punch through.

Auraxis is up


Don't think rha rolled that just did 1d100 needs to put in dice roller...


(No, that roll was correct. You can tell by the color. He was just unlucky.)


Auraxis is up. Rha's roll was valid


Auraxis charges to the flank of the mercenaries, holding his fire so that they will not be able to locate him as easily in the bad weather.

I want to flank to their right hand side moving as fast as possible while making sure my footing is sound. How far away will they be from me after my move action?


You can run your full running speed but will take you a bit longer to get to them trying to flank so instead of going 40m straight run at them will probably be 50m or more depending how wide you want to go.


Longer is ok, I want strategic advantage.


Just a quick overview of the field of battle. There isn't much cover for you guys, little debris here and there but nothing big. The enemy are behind some rock create slabs which is why they have major cover.


we are protected by the Emperor's Devine Light -99 for them to hit us


That is why I want to flank them!


"Janissaries, suppressive fire!"

Classic ambush tactics required a classic response and Sister Revanche liked that just fine. Here was an enemy she could sink her blade into, and the snow would run red before they knew what hit them.

With that, she charged directly at the enemy, trusting the Janissaries and her armor and the Emperor to deliver her unto her enemies.

(All-out run, directly at them. I'm going over the wall.)


Merc4 takes a shot at Revanche.
attack: 1d100 ⇒ 62
Miss

Silinas begins to move around with Auraxis trying to stay far away but make her way forward still.

Init Round 2:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Merc3 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged)
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6
Silinus - 4 [Life 6]


Graki moves up 4 meters making the distance 12 meters away from their position. And throws the hallucinogen grenade to close the gap (3x4 st bonus)
1d100 ⇒ 28

with his free hand Graki grabs his sword and readies it to draw blood

needle pistol in one hand sword in the other. Grenade thrown 12 meters radius of 10 meters


merc1 tough: 1d100 ⇒ 8
merc2 tough: 1d100 ⇒ 81
merc3 tough: 1d100 ⇒ 81
merc4 tough: 1d100 ⇒ 79
merc5 tough: 1d100 ⇒ 9

merc2 rounds: 1d10 ⇒ 9 affect 1d100 ⇒ 3
Nothing happens
merc3 rounds: 1d10 ⇒ 7 affect 1d100 ⇒ 91
He freaks out and jumps out of cover
merc4 rounds: 1d10 ⇒ 3 affect 1d100 ⇒ 87
He freaks out and jumps out of cover

Janissary Sarg begins laying down suppressive fire.
1d100 ⇒ 70
Since they were behind cover and ones with no cover are under affect nothing happens.

Merc5 shoots at Graki full auto.
attack: 1d100 ⇒ 54 Short range + Full Auto
4 rounds hit
damage1: 1d10 + 3 ⇒ (4) + 3 = 7 pen 3
damage2: 1d10 + 3 ⇒ (10) + 3 = 13 pen 3
damage3: 1d10 + 3 ⇒ (8) + 3 = 11 pen 3
damage4: 1d10 + 3 ⇒ (9) + 3 = 12 pen 3
You can attempt to dodge depending on success depends how many bullets you dodge

Merc1 shoots at Graki full auto.
attack: 1d100 ⇒ 87 Short range + Full Auto
Miss

Merc 3 is freaking out

Janissary tries to lay down some supressive fire.
attack: 1d100 ⇒ 44
Doesn't seem at affect the guys still behind cover and not high enough to hit anyone.

Rha is up!

Init Round 2:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Merc3 - 10 [7 hal, no cover]
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]


1d100 ⇒ 27 vs 64
Graki does not hesitate for a moment and contorts through the air evading a barrage of bullets destined for his flesh. With the hand of the Emperor upon him he manages to escape what seems to be certain death

3 success

Merc 3 and 4:
merc 3 has to shoot himself cause he thinks he is being attacked by fanged worms... merc 4 sees all other characters as having a fear rating of 3... he has to attack those closest to him friend or foe. As per page 137


Yep didn't see that 2nd page there.
Merc3 attack 1d100 ⇒ 74
Merc4 attack 1d100 ⇒ 30

Merc4 hits Merc3
damage: 1d10 + 3 ⇒ (9) + 3 = 12 Pen 3
Merc 3 is now DEAD...

Graki Dodges all 4 bullets.

Rha is up.


Merc 2:

I believe merc to is crawling on the floor thinking he has bugs on him. He failed his toughness test I believe and now suffers the effects for 9 rounds. He is considered stunned


I'm not using the optional rules for this. 0-50 he's OK for the round.


Do I need another full round action to complete my flank from the right hand side?


Yes end of next round you will be up on them.


Rha attempts to unjam his gun and move.
tech use: 1d100 ⇒ 46
Gun is unjammed.

Merc2 shoots full auto at Graki.
attack: 1d100 ⇒ 82
Miss

Auraxis is up

Init Round 2:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]


Auraxis keeps hustling into flaning position, if I am not mistaken next round I will be close enough to take shots on the flank with no penalty.


Correct. Revanche is up now. She can make it up to them this round with a charge attack if you wish in melee.


Revanche charged the closest Merc and attempted to cut them down with a stroke of her blade.

1d100 ⇒ 4 vs 69

Damage 1d10 + 9 ⇒ (4) + 9 = 13 Pen 6


Merc Dodge 1d100 ⇒ 12
He is able to side step the slice.

Merc4 already went killing his friend.

Silinus continue to follow Auraxis as fast as she can falling behind a bit.

Round 3:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]

Graki up!

Info:
Merc5 is OK
Merc1 is OK
Merc2 and Merc4 are under affect and will roll on their turn
Revanche is on Merc5


Graki reads the Snafu that are in. Seeing Merc 1 as being the most coherent of the group. Not effected by the hallucination bomb and his aim was impeccably accurate Graki re holsters his gun on his hip. free action grabbing the sword with two hands graki rushes at Merc one and attempts to cut him in half

1d100 ⇒ 36 vs 75

Graki charges dragging his blade low cutting through the snow swinging it upwards in a crescent arch trying to split the man in two. " Arrghh! "

1d10 + 10 ⇒ (7) + 10 = 17 pen 6


Merc Dodge 1d100 ⇒ 27
Graki's killing blow misses

The Sarg sees that the enemy is engaged in melee and decides not to continue firing and starts to make his way forward.

Merc 5 Acrobatic Check 1d100 ⇒ 11
Merc 5 Full auto blast point blank on Revanche 1d100 ⇒ 89
Miss

Merc 1 Acrobatic Check 1d100 ⇒ 64
He's not able to easily move away from Graki to get a clean shot with his bigger weapon and then quickly draws a sword.

Jannisary sees the Sarg moving and does the same.

Rha is up


Rha continues to make his way forward.

Merc2 Hal Affect 1d100 ⇒ 77
He goes crazy and pulls his sword attacking Graki.
attack: 1d100 ⇒ 1
damage: 1d10 + 5 ⇒ (3) + 5 = 8 Pen 2
You may attempt to dodge

Round 3:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]


From a flanking position Auraxis will fire a single bolter shot at the closest and most coherent Merc.

Bolter 1d100 ⇒ 14
Bolt Damage 1d10 + 5 ⇒ (2) + 5 = 7
Tearing 1d10 + 5 ⇒ (9) + 5 = 14


Parry
1d100 ⇒ 68 vs 55
(sounds like auraxis shot merc 1 or 2 to me.... I dont think merc two has to reroll on the hallucinations table again to have him go into frenzy)


Auraxis blows away Merc2.

Revanche is up now!

Info:
Graki is on Merc1
Merc4 are under affect and will roll on their turn
Revanche is on Merc5


(Merc 4 is still under effect for 2 more rounds I believe 1 and 5 should be fine)


Swift Attack
1d100 ⇒ 79 vs 59
1d100 ⇒ 8 vs 59

Damage: 1d10 + 9 ⇒ (2) + 9 = 11


Merc5 drops like a bad habbit.

Merc4 shoots at the sister full auto.
1d100 ⇒ 61
2 bullets potentially hit unless you dodge.
1d10 + 3 ⇒ (3) + 3 = 6 pen 3
1d10 + 3 ⇒ (6) + 3 = 9 pen 3
Don't think they do enough to bypass your armor toughness.

Silinus rounds up behind Auraxis but holds on shooting afraid to hit a friendly target.

Init Round 3:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc1 - 10
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [2 hal]
Silinus - 4 [Life 6]


Luckily Auraxis does not consider anyone friendly and will fire at will :-)


(Graki sure appreciated that one)
Merc 5

Lightning Attack

1d100 ⇒ 40 vs 45
1d10 + 10 ⇒ (3) + 10 = 13

1d100 ⇒ 39 vs 45
1d10 + 10 ⇒ (7) + 10 = 17

1d100 ⇒ 12 vs 45
1d10 + 10 ⇒ (2) + 10 = 12

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