Deathwatch: Sons of Jericho IC

Game Master Rookseye

For untold centuries the Deathwatch have stood vigil over the Jericho Reach. Now, the disparate Astartes of Kill-team Umbra must vanquish a threat and unravel a mystery which portends to place the entirety of the Achilus Crusade in jeopardy.


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Hrothgar acknowledges Decius' praise with a nod.

He then transmits the following:

"Battle-leader, we are presently with Brother Decius of the Iron Snakes. He respectfully requests the assistance of our Apothecary, Brother Sepheren, in recovering the gene-seed of his brothers."

"Resistance should be minimal after we broke the back of the xenos symphatizers."

While I know that our mission objective is paramount, the recovery of gene-seed is equally important to the survival of the Imperium.


Not waiting for a reply from Battle-Leader Quintus, Hrothgar asks Decius: "With respect, may we resupply from the wargear of your brethren? Particularly the frag grenades...."


Male Space Marine Devastator Rank 1

"Brother Sepheren, be prepared to recover the geneseed, if we have time. We must find the data core and the Magos first."

"I know, Brother Vex, that you want to help the guard, but we have limited time to complete our objectives. If we have time afterward, we can do other things that you and our Brothers want to do."


Black Templar Techmarine
The Omega Vault wrote:
<<<'Success in finding a vehicle that might work. We have also found an Iron Snake that was holding off some penitents that are now dispersed. Need coordinates for a rendezvous.'>>>

Response: <<<Caledonii, Hrothgar, messages received. Rendezvous at central control facility approximately 500 meters, west-north-west of your position. Kill-Team is engaging xenos and relieving the Emperor's own. Still pursuant of Magos. Brother Sepheren will be dispatched for gene-seed retrieval once data-core is secured. No pity! No remorse! No fear! Emeric out.>>>

The Omega Vault wrote:
Beyond them, on the southern corner of the protruding gatehouse structure, movement ripples through the rocks as more Termagants muster for a flanking attack.

"Brother-Leader, we must proceed through this area to reach Central Control. Beyond is the probable location of Vyakai. Brother Syne, target the shrike. I'm moving in to assist the Guardsmen. They may know of the Magos. For the Omnissiah!" I leap down the slope, not waiting for Quintus' response. I half-expect the Ultramarine to countermand my intentions.

Breaking cohesion/entering solo mode. Emeric attempts to move using "Burst of Speed" (p.216) to reach the guardsmen/attack the flanking Termagants. Let me know if an agility roll is required due to terrain difficulty.

Rook:
Just a reminder that Emeric's cranial circuitry is still running a subroutine to translate Vyakai's binary message.


"Ammo and grenades is fine, but theirs weapons and gene-seed must be saved to be given to the future brothers"


"Brother Decius, join us in our search. The faster we complete our primary objective, the faster we get to help you out."


"I will follow up then, lead the way"


Dark Angel Librarian

"Understood. Using suppressive fire to assist Brother Emeric."


Brother Decius wrote:
"I will follow up then, lead the way"

"We move."


Male Storm warden Tactical Marine
Brother Hrothgar wrote:
Brother Decius wrote:
"I will follow up then, lead the way"

"We move."

With that I put the hauler in gear and head out.


Lyriel Vex wrote:
Relying on my expertise in defensive warfare. I look for a position to set up an optimal crossfire location to support the Commissars troops against the incoming shrikes.

Brother Vex, please attempt a Tactics [Defensive Doctrine] test, to gauge the best place to position yourself.


Tantalus Sub-Arctic Zone, Grid Zone Rho-Upsilon-11
50 meters west of the Pyroclast-Gamma-9 Motor Pool Compound
241.817.M41
Brother Hrothhgar's Estimated Time: [2:22:18]

Feeling the Iron Snake's thankful hand upon his shoulder-plate, Brother Caledonii beams with pride beneath his helmet...at least until the rescued marine mistakenly calls him Ultramarine. Still, he forgives him his ignorance, it is a rare thing for one of his chapter, the Storm Wardens, to be so far from the Segmentum Obscurus---here, in the Eastern Fringe, no less.

The Iron Snake doesn't even realize his error, so relieved is he to have found salvation at the hands of fellow Astartes. Although he petitions the mysterious Deathwatch marines for aid in retrieving the gene-seed of his fallen brethren, he holds out no false hope, knowing that the Pyroclast-Gamma-6 facility lies nearly 50 kilometers to the south, deep behind the front lines of the inexorable Tyranid advance. Gazing at the roiling, bruise-black sky to the south, he knows he must come to grips with the possibility that the honored dead of Squad Radiates may never be recovered.

Brother Decius mounts the tracked cargo-8 with the Space Wolf, who he now notices appears to be flagging somewhat after the adrenaline of battle has diminished. There is no question that Son of Russ is sorely injured, but he hides it well. The Iron Snake is grateful for Brother Hrothgar's transmission to his squad leader regarding his fallen brothers, and his concern for the Space Wolf is real.

For Hrothgar, it is a relief just to be on solid ground again, the strain of the jump-pack's brutal acceleration has reopened the wound inflicted by the lictor, and it now burns with the heat of a thousand suns 'neath his damaged pauldron. The sheer volume of the hard rounds fired by the penitents has injured him as well, and he can feel three or four places where the bullets found their mark under the protection of his armor. He stops speaking with the Iron Snake as another flood of pain-deadening drugs course through his system, steadying him somewhat.

Brother Caledonii, gently depresses the accelerator of the long, tracked vehicle, trying not to damage the rather delicate controls with the overpowering strength of his powered armor. Throwing up plumes of powder to either side, the treads find purchase, shredding the packed snow and launching the hauler across the inner yard of the motor pool, crushing both the bodies of convicts and the dead Tyranid organisms before it. As the vehicle passes through the open gates, the Storm Warden pushes down still further on the gas, catapulting the vehicle across the broken, snow-covered ground with all due haste in order to rendezvous with the others.

Decius, Hrothgar, just let me know whereabouts on the hauler you are riding. The front cab could hold one more, beside Caledonii, and there is the option of riding on the rear of the main cab, or within or atop the long trailer. If there are any preparations you would like to take as you motor toward the others, let me know.


Tantalus Sub-Arctic Zone, Grid Zone Xi-Upsilon-05
25 meters Southeast of the Pyroclast-Gamma-9 Gatehouse Transport Station
241.817.M41
Brother Quintus'/Brother Emeric's Synchronized Chrono Readings: [2:21:07]

Brother Quintus grunts with the frustration of commanding so many disparate personalities and chapters. Still, Brother Emeric speaks fact, they must eventually pass the Gatehouse to reach the Primary Refinery facility. So much for the subtle approach, then. Still, if there is one thing the Ultramarine has learned in over a century of warfare, it's that it is nearly impossible to argue logic with a techmarine.

As Brother Vex moves into a better firing salient, stalking down the leeward side of the hillock, the Black Templar charges forward, moving quickly to intercept the termagants moving up from the south on the guardsmem's position. Brother Syne shrugs his great pauldrons, the winged motif on his shoulder angling upward as he goes prone atop the hillside, positioning his heavy bolter to lead its fire ahead of the diving shrikes.

Even the apothecary seems emboldened by seeing the faithful servants of the Emperor under duress, he shoulders his bolter and moves to follow Brother Emeric down the escarpment, snow flying up behind his boots as he runs.

With habits and skill borne of countless years of training and command, Brother Quintus analyzes the tac-data of the coming skirmish, playing out in his mind what he expects to occur once the enemy is met. Satisfied that he has a feel for how the conflict will unfold, he prepares to do his part, hopefully keeping his overzealous brethren alive.

Assuming that combat will begin now, please roll Initiative, marines.


Dark Angel Librarian

Defensive Doctrine (1d100=32)

Init roll (1d10+3=4)

Lol talking about slow and steady.


Lyriel Vex wrote:

Defensive Doctrine (1d100=32)

Init roll (1d10+3=4)

Lol talking about slow and steady.

Test is successful, Brother Vex. For the duration of the combat, add one extra point of damage to any successful attack against the Magnitude of any hordes faced in this battle.

The Dark Angel Librarian finds that the guardsmen below have made the best use possible of the cover at their disposal, so he finds a firing angle that will allow him to cover a blind spot in the approach to the overturned tracked hauler they shelter behind.


Male Space Marine Devastator Rank 1

Init roll = 1d10 + 4 ⇒ (7) + 4 = 11

I will place myself so I can use my flamer.


Black Templar Techmarine

My Astartes armor senses enemy blood shall be shed and thus churns my legs even faster towards glorious carnage and butchery. "Yes, Ferocitas! Yes! Let these xenos break themselves against your indomitable carapace!"

Initiative roll 1d10 + 4 ⇒ (9) + 4 = 13


I will ride on the rear of the cab, to further fight my sorrow for what comes ahead


Hrothgar climbs to the top of the trailer.


Refinery Gatehouse Siege
Round #1
Battlemap

Conditions:


  • Imperial Guard have Light Cover AP 6 for the overturned cargo-8.
  • Brother Vex receives a +1 to Magnitude damage against the Tyranid hordes
    as long as he maintains a firing salient from his current position or anywhere else within 1 square.
  • The penalty [-10] for firing in the snowstorm is offset for the marines
    firing from the ridgeline's higher Ground [+10]. Those marines fighting from the ice plain
    below suffer no penalty for vision when attacking the termagant hordes, it only reduces their
    bonus to hit them for their Massive size to [+20] instead of [+30]. This penalty does not
    apply in melee combat and marines facing them have the normal [+30] bonus to hit in this situation.
  • Tyranid shrikes fighting on the ground will be ringed with a green outline, those in the
    air will be marked by a blue outline.
  • Each square is equal to 5 meters.

Rolling Initiative:

Brother Sepheren, 1d10 + 4 ⇒ (6) + 4 = 10
Brother Syne, 1d10 + 3 ⇒ (8) + 3 = 11

Commissar Falco Sander, 1d10 + 4 ⇒ (2) + 4 = 6
Imperial Guardsmen, 1d10 + 3 ⇒ (8) + 3 = 11

Tyranid Termagant Horde #1, 1d10 + 4 ⇒ (10) + 4 = 14
Tyranid Termagant Horde #2, 1d10 + 4 ⇒ (10) + 4 = 14
Tyranid Shrikes, 1d10 + 4 ⇒ (7) + 4 = 11

Initiative Order:
14-Brother Emeric
14-Tyranid Termagant Hordes #1/#2
11-Brother Quintus
11-Brother Syne
11-Tyranid Shrikes
11-Imperial Guardsmen
10-Brother Sepheren
06-Commissar Sander
04-Brother Vex

Tyranid/Guard Forces:

Tyranid Termagant Horde #1: Magnitude = 50
Tyranid Termagant Horde #2: Magnitude = 30

Tyranid Shrike #1: Wounds = 48
Tyranid Shrike #2: Wounds = 48
Tyranid Shrike #3: Wounds = 48
Tyranid Shrike #4: Wounds = 48
Tyranid Shrike #5: Wounds = 48

Imperial Guard Horde: Magnitude = 25

Brother Emeric can start things off.


Black Templar Techmarine

Somehow I manage to check Ferocitas' headlong charge into the blighted mass of xeno-forms.

Flicking the safety off and unleashing regular bolter rounds, full-auto, four-shot spread...

BS (41) + Full-auto (20) + size (20) = 81 1d100 ⇒ 21

Four degrees of success! Rolling damage:

2d10 + 5 ⇒ (7, 1) + 5 = 13
2d10 + 5 ⇒ (6, 10) + 5 = 21
2d10 + 5 ⇒ (4, 6) + 5 = 15
2d10 + 5 ⇒ (6, 10) + 5 = 21

Additional rolls Righteous Fury
1d10 ⇒ 6 1d10 ⇒ 6

Exulting as my venerated bolter bursts alien after alien, with righteous fury I scream at the execrable swarm, "WE BRING DEATH!"


Awareness 1d100 ⇒ 35


Male Storm warden Tactical Marine

I let the machine sprite whine as I test the limits of the speed and handling of the hauler as it try to get to the rendezvous as quickly as possible. " Hang on boys we are going full out."


Male Storm warden Tactical Marine
Brother Emeric wrote:

Somehow I manage to check Ferocitas' headlong charge into the blighted mass of xeno-forms.

Flicking the safety off and unleashing regular bolter rounds, full-auto, four-shot spread...

BS (41) + Full-auto (20) + size (20) = 81 d100

Four degrees of success! Rolling damage:

2d10+5
2d10+5
2d10+5
2d10+5

Additional rolls Righteous Fury
d10 d10

Exulting as my venerated bolter bursts alien after alien, with righteous fury I scream at the execrable swarm, "WE BRING DEATH!"

Remember you get to roll 3 and take the best 2 from the tearing ability from the bolter.


Black Templar Techmarine
Caledonii wrote:
Remember you get to roll 3 and take the best 2 from the tearing ability from the bolter.

Arg! I'll get it right eventually... Thanks, Cat!

"Extra" rolls:

Attack #1 1d10 ⇒ 5
Attack #2 1d10 ⇒ 5
Attack #3 1d10 ⇒ 8
Attack #4 1d10 ⇒ 8

Adjusted damage where applicable:

Attack #1 -- 17
Attack #3 -- 19
Attack #4 -- 23


No worries Eradico, it all ends up the same against a horde.

All hits (actually, regardless of the re-rolls) were hits, and the totals bypass the Termagant's AP of 3 and TB of 3, yielding 4 hits + 4 more hits for the Explosive quality of the bolter + 2 more hits for two confirmed Righteous Fury rolls, for a total of 10 hits against the horde's Magnitude.

Brother Emeric somehow keeps the headstrong machine spirit of his powered armor at bay, and comes to a halt, the auto-stabilizers built into Ferocitas grudgingly accepting his authority. He unloads from his bolter, ripping apart the hunched, predatory xenos as they come loping out of the narrow defile they used to flank the guardsmen's strongpoint. One after another they are torn asunder, spatters of dark ichor and broken chitin flying from their pulped corpses. It seems the Black Templar has succeeded in his stratagem of stopping the blindside assault---the remaining Termagants turn toward him as one and begin scuttling in his direction.


The vaguely humanoid monstrosities clamber out of the narrow defile to the south of the Gatehouse and rush Brother Emeric and Brother Sepheren's position, their loping, zig-zagging, alien gaits rapidly closing the distance.

Termagant horde #2 takes a Full Action Move to close with Brother Emeric and Brother Sepheren.

The massive throng of Tyranid in the center of the promethium polluted ice-plain redouble their attack on the Guard position, for now oblivious to the presence of the Deathwatch. Their awful, insectile squealing can be heard even over the roar of the wind, while wet, ripping noises of their bio-weapons discharging mingles with the anguished cries of dying guardsmen.

Termagant horde #1 moves and fires with its five attacks on the Guard position:

BS = 33, [-10] Weather Conditions, [+30] for the Guard horde size modifier, Modified BS = 53

1d100 ⇒ 60
1d100 ⇒ 74
1d100 ⇒ 44
1d100 ⇒ 23
1d100 ⇒ 87

Two hits, rolling damage, 3d10 + 5 ⇒ (10, 4, 4) + 5 = 23, 3d10 + 5 ⇒ (1, 7, 10) + 5 = 23, extra dice for Tearing quality of their Fleshborer's, 1d10 ⇒ 1, 1d10 ⇒ 8, modified damage results are 23 and 30. Both penetrate the Cover AP of 6, Guard flak armor AP of 4, and TB of 3, yielding two points of damage to the Guard horde's Magnitude.

Brother Quintus is next (remember the shrikes are still airborne).

Consider Termagant horde #1 to be 5 meters to the west of its present position, and Termagant horde #2 to be 10 meters to the east of its present position in the direction of Emeric and Sepheren.


Caledonii wrote:
I let the machine spirit whine as I test the limits of the speed and handling of the hauler trying to get to the rendezvous as quickly as possible. "Hang on boys we are going full out."

Brother Caledonii relies on his exceptional Astartes reflexes to keep the tracked hauler on the icy path running through the center of the Pyroclast-Gamma-9 complex parallel to the Magtrain Rail. Glancing at the dim, green hololithic cartograph overlay inside his helmet, he realizes that he could conceivably cut cross-country over the uneven ice-plain to the southwest and shave some time off their transit to his Battle-Brother's present position.

Brother Caledonii, you should arrive at the Refinery Gatehouse for the start of the 4th round. If you wish, you can cut across the ice-plain to save time, but would need to make a successful Challenging [+0] Drive (Ground Vehicle) test. Failing the test by one degree would cause no penalty to your arrival time, two degrees would penalize you one round, while three or more would penalize you two rounds. Succeeding on the test will allow you to arrive in time for the start of the third round of combat.

Brother Hrothgar, Awareness test is successful.

The Space Wolf clings to the roof of the hauler's cargo trailer with the aid of his magboots, scanning the stormy sky to the west for any sign of the fray his brethren on the other side of the facility now find themselves embroiled in. Half a click to the west he can see a rising plume of smoke and the small, barbed specks of circling shrikes.

As an aside Hrothgar, in flight mode your jump-pack has a much higher movement rate than the cargo-8

Brother Decius maintains his rear guard, holding tight to the open tailgate of the hauler's trailer and watching as the purplish wound covering the southern horizon grows darker and darker. He checks his bolter, its ammunition replenished by his new-found allies, prepared once again to mete out death to the Tyranid.


Hrothgar activates his jump pack in an effort to reach the battle soonest.


Awareness1d100 ⇒ 46


Dark Angel Librarian

"Brother Eli, let us focus our wrath on the Shrikes, and keep them off the backs of our Brothers."


Male Storm warden Tactical Marine
The Omega Vault wrote:

Brother Caledonii, you should arrive at the Refinery Gatehouse for the start of the 4th round. If you wish, you can cut across the ice-plain to save time, but would need to make a successful Challenging [+0] Drive (Ground Vehicle) test. Failing the test by one degree would cause no penalty to your arrival time, two degrees would penalize you one round, while three or more would penalize you two rounds. Succeeding on the test will allow you to arrive in time for the start of the third round of combat.

With a grunt of effort I place the hauler into the track of crossing the ice-field. I am thinking all the while this is harder then riding on the back of a land raider at full speed. At least then I have something I can hold on to that I dont misshape with my very grip.

Drive (Ground Vehicle)45 1d100 ⇒ 55 well at least no time lost just none gained.


Black Templar Techmarine

All:
Reminder: In squad mode/"Fire for Effect" you can squeeze off a round as a reaction. (Might Sepheren want to do that?)


All:
Just a reminder to everyone to not forget your Fate Points, there is no bonus for having some left at the end of the scenario. I know it is easy to forget sometimes that you have them. A summary of what bonuses they can grant is on page 204 of the Deathwatch Core Rulebook.


Brother Hrothgar wrote:
Hrothgar activates his jump pack in an effort to reach the battle soonest.

Brother Hrothgar, please attempt an Ordinary [+10] Pilot (Personal) test to successfully fly into the teeth of the storm in the direction of the Refinery Gatehouse.

By my calculation, the jump-pack allows you to move with the Flyer [12] Trait for one minute of sustained flight. This equates to 284 meters in one minute, which should allow you to reach the ridgeline overlooking the battle. A success on the skill test will allow you to reach the other elements of Kill-team Umbra for the beginning of Round #3, three or more degrees of success gets you there in time for the start of Round #2.

Brother Hrothgar relays his intentions over the vox-link to his companions on the hauler and vaults off of the roof of the trailer into the swirling snow. He quickly gains altitude, employing his directional thrusters to orient himself to the southwest. The hauler is soon lost to his vision through the sleeting precipitation, and he uses dead reckoning and his cartographic overlay to maintain his heading through the rough weather.


Pilot (Personal) 1d100 ⇒ 58

Use Fate Point

Pilot (Personal) 1d100 ⇒ 40

No more fate point to use this scenario.


Brother Emeric wrote:
** spoiler omitted **

Good point, Eradico, since the Dodge/Parry will do the apothecary no good against the horde, he'll use the Reaction now.

Brother Sepheren shoulders his bolter and squeezes off a round at the swarm of bounding termagants rushing toward him and the Black Templar.

BS = 49, + 20 [Massive Opponent], -10 [Weather Conditions], modified BS = 69. Rolling, 1d100 ⇒ 93, .

The Blood Angel curses as his shot goes wide, blowing up a plume of snow and rock from one of the many jutting outcroppings along the surface of the icy plain.


Brother Hrothgar wrote:

Pilot (Personal) 1d100

Use Fate Point

Pilot (Personal) 1d100

No more fate point to use this scenario.

Brother Hrothgar will arrive at the beginning of Round #3.

Brother Hrothgar:
Sheet on the wiki updated, Rad. The reminder wasn't one you needed, Hrothgar has made good use of his Fate Points. Remember, you still have the Personal Demeanor 'Fate Point' to use provided it makes sense in the context of the scernario.


For Rook

Spoiler:
I just hope that I don't need the additional re-roll later in the game. But Hrothgar will curtail his impulsive streak until he can boost his wounds and patch his wargear.

Anyone reading the new Grey Knights Codex?


Male Space Marine Devastator Rank 1

All the shrikes are in range, so how many can I hit with my flamer?


Black Templar Techmarine

Lorm, Rook:
I'm not all that familiar with the mechanics but here's a thought... Quintus might be better off flaming Horde #1. Flamers are great against hordes but the shrikes (probably) will get a dodge roll. Again, this is just a suggestion. Maybe try flaming the shrikes and see what happens.


Eli raises his bolter to the sky and unleashes a fusillade of death on the Shrikes. Spend shell casings pile to the ground with a hiss of melted snow as the bolts color the sky with blood and fire.

BS + Full Auto + Short Range + Storm = 51 + 20 + 10 - 10 = 71
1d100=27

Damage:
1d10 + 10=20, 1d10 + 10=18, 1d10 + 10=16, 1d10 + 10=11, 1d10 + 10=18, 1d10 + 10=12, 1d10 + 10=15, 1d10 + 10=14, 1d10 + 10=17, 1d10 + 10=11
1d10 =6, 1d10 =10, 1d10 =6, 1d10 =2, 1d10 =2, 1d10 =6, 1d10 =5, 1d10 =3, 1d10 =1, 1d10 =3
1d10 =7, 1d10 =7, 1d10 =4, 1d10 =1, 1d10 =7, 1d10 =8, 1d10 =7, 1d10 =10, 1d10 =2, 1d10 =10
Righteous Fury:
1d10 =9, 1d10 =1, 1d10 =5, 1d10 =9


(10, 6, 7) + 10 + RF = 27 + 9 = 36
(8, 10, 7) + 10 + RF = 28 + 1 = 29
(6, 6, 4) + 10 = 22
(1, 2, 1) + 10 = 13
(8, 2, 7) + 10 = 25
(2, 6, 8) + 10 = 24
(5, 5, 7) + 10 = 22
(4, 3, 10) + 10 + RF = 24 + 5
(7, 1, 2) + 10 = 19
(1, 3, 10) + 10 + RF = 13 + 9 = 22

Four degrees of success as it stands. If Shrikes are Hulking, add a degree. If Eli is in cover, add a degree.


Male Space Marine Devastator Rank 1

Eradico:

Spoiler:
Yes, a flamer works better against hordes, but they are out of range for now.


Brother Quintus wrote:
All the shrikes are in range, so how many can I hit with my flamer?

Lorm, with the 30 degree arc and 30 meter range you will only be able to strike the closest two shrikes (they are diving in a looping, east to west curve toward the guardsmen. Alternately you could take a Half Action Move and get just close enough to have the larger of the two termagant hordes at the edge of your range.

I'll wait for you to decide before resolving Brother Syne's attack with the heavy bolter on the shrikes so an accurate damage total will be reflected on his targets.


Male Space Marine Devastator Rank 1

I fire on the horde after moving in range.

I will hit the horde for 1d5 + 8 ⇒ (4) + 8 = 12 hits. Cleanse and purify does an additional 1d5 ⇒ 1 to magnitude.

Do I roll the standard damage for the flamer?


I suppose me and Caledonii will get later than round 3 if there is something left after round 3-4


Hrothgar transmits, "Pop some smoke where I can land?"

Click link to see scary opponent


Brother Quintus wrote:

I fire on the horde after moving in range.

I will hit the horde for 1d5+8 hits. Cleanse and purify does an additional 1d5 to magnitude.

Do I roll the standard damage for the flamer?

No need to roll damage, Lorm, the +6 itself is able to overcome the termagant AP and TB. Damage dealt is a total of 13 hits, multiplied by 2 for a total of 26 from your Unrelenting Devastation Devastator Marine ability combined with Cleanse and Purify.

Lugging the heft of the heavy flamer, Brother Quintus strides toward the rear of the throng of swarming termagants, the xenos so focused on their guardsman prey that they never realize his presence until he unleashes a sustained blast of superheated promethium. The eruption of flame roars to rival the fierce wind, and the sleet and snow hisses as it lands upon the cone of fire, sounding like a serpent startled from its slumber before evaporating into a wide cloud of pungent steam. The stench of scorched chitin and the squealing screams of the engulfed Tyranid host gives the Ultramarine a grim satisfaction.

Magnitude of Horde #1 has been reduced from 50 to 24. Quintus is a beast with the flamer!


Eli Syne wrote:

Eli raises his bolter to the sky and unleashes a fusillade of death on the Shrikes. Spend shell casings pile to the ground with a hiss of melted snow as the bolts color the sky with blood and fire.

Four degrees of success as it stands. If Shrikes are Hulking, add a degree. If Eli is in cover, add a degree.

The shrikes are actually Enormous Opponents (Routine +20 to BS), so that adds another two degrees, but Brother Eli is not considered to be in cover, merely prone and with good sightlines from the hillside.

Total degrees of success are six in addition to the hit, for a total of seven hits. Brother Syne, you can allocate the number of hits as you choose between the trio of shrikes further away (#1, #2, #4) or the closer pair (#3, #5) as they are flying in slightly different planes toward the guardsmen. Let me know which group, how many hit, and how many rounds on each you prefer and I will assign the damage.

The bolter belches a chorus of death at the diving shrikes, the tracers stitching red light across the grey, storm-churned skies.


The Omega Vault wrote:

The shrikes are actually Enormous Opponents (Routine +20 to BS), so that adds another two degrees, but Brother Eli is not considered to be in cover, merely prone and with good sightlines from the hillside.

Total degrees of success are six in addition to the hit, for a total of seven hits. Brother Syne, you can allocate the number of hits as you choose between the trio of shrikes further away (#1, #2, #4) or the closer pair (#3, #5) as they are flying in slightly different planes toward the guardsmen. Let me know which group, how many hit, and how many rounds on each you prefer and I will assign the damage.

The bolter belches a chorus of death at the diving shrikes, the tracers stitching red light across the grey, storm-churned skies.

Eli is concentrating on the Shikes one at at time, starting with the closest: Shrike #5.

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