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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Focusing his fire at the nearest of the shrikes as they swoop in on the Guard position, Brother Syne watches with satisfaction as all but one of the explosive rounds detonate on impact with the loathsome xenos, even the single dud managing to tear a gaping hole in one of the Tyranid's leathery wings.

Total damage dealt after AP (8) and TB (10) is 50 Wounds, exceeding the shrikes total of 48 by two, just enough to kill it.

The brutally effective mass-reactive shells explode one after the other, ripping the hulking black and orange carapace of the shrike to pieces, tearing one wing entirely from its body. Like the doomed shuttle of the Magos, the hideous xenos, already dead while still in the air, goes into a tailspin, losing velocity and plummeting from its formation with the others to collide with the unforgiving, frozen ground.


The terrifying power of the synapse creature's hive mind becomes readily apparent as the wheeling flock of shrikes seems to instantly become aware of the demise of one of their own. The nearest screeches an echoing cry, before turning in a sudden, swooping arc. The trailing shrike in the other formation above it follows suit, one diving for Brother Quintus, the other for Brother Syne.

With the Flyer [10] trait, the nearest shrike, #3, has a Charge movement of 30, and can easily reach Brother Quintus. The other shrike, #4, the trailing shrike in the northern formation opts to take a Full Move Run (a steep dive, really) to close the distance between it and Brother Syne. The Dark Angel can get off another shot before the shrike closes for melee, but has a -20 to BS for the xenos' evasive flight toward him.

Brother Quintus grimaces as the winged Tyranid warrior wheels in his direction, its steep dive carrying it with meteoric velocity toward where he stands, the back blast of the flamer still licking around his armor. As he turns to face the monstrosity, it rapidly grows larger and larger in his field of vision, the imminence of its arrival heralded by an unholy cry unleashed from its massive mandibles as they spread apart. It raises a great scything talon to strike him just before impacting him with its enormous, barbed body.

The Shrike makes a Charge attack, WS = 55, + 10 (Charge), modified WS = 65, rolling 1d100 ⇒ 34, hit. Brother Quintus either may Dodge or Parry as a Reaction, or alternately, as he is still in Squad Mode (Fire For Effect), take the hit and make a single attack as a Reaction to the Tyranid's approach.

Brother Syne watches through the pall of bolter-smoke as the last of the triple wing of shrikes rolls over in the air and dives in his direction. Even from this distance he can see the massive wings beating at the air with voracious fury, and it makes up the intervening distance far too quickly for his comfort.

The shrike will be adjacent to you at the start of its next round, Brother Syne.

The remaining two shrikes continue on toward the desperate Guard position, the closest diving right into the forward ranks of the beleaguered troopers, to stride as a furious titan amongst them, slashing and rending at everything in sight with its huge claws.

Shrike #1 Charges into the Guard ranks, ripping and slashing with its razor-sharp claws. WS = 55, + 10 (Charge), +30 (Guard horde Size) modified WS = 95, rolling, 1d100 ⇒ 96, amazingly a miss.

The guardsmen at the front lines can do nothing but panic upon the earthshaking impact of the shrike amongst them, bravely holding their perimeter against the termagants is one thing, the behemoth that now roars amidst them is another entirely. They scatter in every direction, one man knocked down by the flat of the huge xenos' body, another lifted bodily off the ground by tip of one striking, mantis-like talon, his heavy pack impaled. Whipping the segmented arm to one side, it flings him several meters, and in spite of everything the lucky soldier survives, scampering to his feet and firing off several wild shots with his lasgun in the monster's direction.

The final shrike lands far more elegantly, its vast wings folding seamlessly behind it like a huge locust, striding forward menacingly and raising the knobby protuberance of some kind of bio-weapon as it leads the frenzied termagants forward.


The tightly-packed and disciplined guardsmen unleash sustained las-fire from where they cluster in the cargo-8's makeshift cover just as the shrikes land, a testament to their inspiring leadership and their own tenacity.

The guardsman horde can make two attacks based on its remaining Magnitude, one attack is a las-fusillade at the termagant horde, the other is a flurry of tossed frag grenades at the same target.

WS = 30, + 30 (Massive Termagant Horde), +10 (Short Range), -10 (Weather), modified WS = 60, rolling for the las attack, 1d100 ⇒ 57, a hit.
Rolling damage, 3d10 + 3 ⇒ (1, 4, 10) + 3 = 18, the damage is enough to bypass the termagant horde's AP and TB, yielding one hit to its Magnitude.

Rolling for the grenade tosses, 1d100 ⇒ 85, a miss.

The vanguard of the termagant charge is met with withering las-fire, which cuts down several of their number. A trio of hastily tossed frag grenades, however, clatter amongst the encroaching Tyranid, but the massive bulk of the terrible shrike's armor shields the lesser host from any serious harm.


Brother Sepheren follows Brother Emeric's lead and unleashes a sustained burst of auto-fire from his bolter at the charging termgants.

BS = 49, +30 (Massive Horde), +20 (Full-Auto Burst), -10 (Weather), +10 (Short Range), modified BS = 99, rolling 1d100 ⇒ 14, surprise, a hit.

Rolling damage:

1d10 ⇒ 10, 1d10 ⇒ 2, 1d10 ⇒ 6, +5 = 21 + 4 for RF (see below) = 25.

Righteous Fury!:
Damage 1d10 ⇒ 4

1d10 ⇒ 4, 1d10 ⇒ 10, 1d10 ⇒ 3, +5 = 19 + 5 for RF (see below) = 24.

Righteous Fury!:
Damage 1d10 ⇒ 5

1d10 ⇒ 4, 1d10 ⇒ 4, 1d10 ⇒ 8, +5 = 17.

1d10 ⇒ 2, 1d10 ⇒ 1, 1d10 ⇒ 8, +5 = 15.

All hits and damage sufficient to bypass the termagants AP and TB, yielding another 8 hits against the horde's Magnitude.

The termagants screech and collapse under the sustained bolter fire of the two marines, carapaces exploding and limbs flying away as they struggle to reach the marine position.

Termagant Horde #2 now has a Magnitude of 12 as it reaches melee range of the marines.


Standing imperiously on top of the overturned cargo hauler, the black-coated commissar bravely fires into the face of the wind, his plasma pistol ejecting a brilliantly bright shot of superheated energy at the shrike creating chaos among his men.

BS = 46, + 30 (Enormous Target) +10 (Short Range), -10 (Weather Conditions), modified BS = 76, rolling, 1d100 ⇒ 96, a miss.

Just as the courageous Imperial political officer fires, the shoulder of the huge shrike collides with the cargo hauler, rocking it so violently it throws the commissar to roof with a painful impact. His shot goes wild into the stormy skies.

Last but not least, Brother Vex.


Male Space Marine Devastator Rank 1

I will take the hit.
The shrike takes 2d10 + 6 ⇒ (4, 9) + 6 = 19. The shrike is -20 to escape the effects of the flamer.


Brother Quintus waits until the last possible moment, until he can feel the wash of cold air displaced by the shrike's vast wings pushing toward him before triggering the firing stud on the heavy flamer. The explosive cloud of ignited promethium envelops the xenos, scorching and crackling across its mottled ebon and orange chitin.

The Tyranid suffers 1 Wound after mitigation by AP (8) and TB (10). The shrike's Agility = 44, -20 (Cleanse and Purify), modified Agility = 24, 1d100 ⇒ 7, it succeeds in the test to not catch on fire.

The meter long barbed talon rakes down toward the Ultramarine as the weight of the creature's body slams into him, straining his powered armor's gyroscopic stabilizers to the limit, and pushing Brother Quintus back forcibly.

Damage for the scything talon, 1d10 + 14 ⇒ (6) + 14 = 20, mitigated by AP (10, chest) and Quintus' TB (8), yields 2 Wounds damage.

The barbed point penetrates the Ultramarine's armor at a point between the right pauldron and chest-plate, the tip slicing into the flesh beneath and severing a hydraulic link with a crackle of static and spilt fluid. The Ultramarine grits his teeth, spinning away from the horror to put some space between he and it.


Dark Angel Librarian

I study the layout of the battle field before me consider which target poses the greatest threat before I pull the trigger of my bolt pistol. Targeting the Shrike that is acting as the lynch pin of holding the Termagaunts morale.

Ballistic Skill Full Auto (1d100=39)

Bolt Pistol Damage Semi Auto (2d10+5, 1d10=[6, 7, 5], [6], 2d10+5, 1d10=[6, 7, 5], [4], 2d10+5, 1d10=[9, 9, 5], [3])

So 18, 18, 23, +2 damage on my last roll for Death is Joy. Used a Fate Point. Don't ask what the roll was Lol...

If the Shrike still stands will focus my psychic wrath on it to finish it off, and damage the Shrikes that are scampering near it. If it succumbed to bolter fire I will hit the one horde closing in on the Guards blind side.

Focus Power Test, Unfettered (1d100=47)

Smite Damage (3d10=20)

+1 more damage for Death is Joy. additional d10 for Righteous Fury

Righteous Fury Damage (1d10=9)

Whew think thats everything. Let me know if I missed anything.

Out loud over my vox.

"I walk now beside my brothers amongest the frozen plains. Each one the hand of the Emperors Divine Wrath. Each of us is filled with purpose as we slaughter this xenos chaff. For our bolters will not cease, and only in death does duty end."


The Omega Vault wrote:

The terrifying power of the synapse creature's hive mind becomes readily apparent as the wheeling flock of shrikes seems to instantly become aware of the demise of one of their own. The nearest screeches an echoing cry, before turning in a sudden, swooping arc. The trailing shrike in the other formation above it follows suit, one diving for Brother Quintus, the other for Brother Syne.

With the Flyer [10] trait, the nearest shrike, #3, has a Charge movement of 30, and can easily reach Brother Quintus. The other shrike, #4, the trailing shrike in the northern formation opts to take a Full Move Run (a steep dive, really) to close the distance between it and Brother Syne. The Dark Angel can get off another shot before the shrike closes for melee, but has a -20 to BS for the xenos' evasive flight toward him.

Brother Syne watches through the pall of bolter-smoke as the last of the triple wing of shrikes rolls over in the air and dives in his direction. Even from this distance he can see the massive wings beating at the air with voracious fury, and it makes up the intervening distance far too quickly for his comfort.

Seeing the diving shike, Brother Eli adjusts his aim and puts a wall of bolt shells between him and the shrike.

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

3d10=9, 3d10=18, 3d10=14, 3d10=23, 3d10=16, 3d10=15, 3d10=8, 3d10=10, 3d10=20, 3d10=12
1d10=3, 1d10=3

Damage:
3 + 5 + 10 = 18
7 + 6 + 10 = 23
4 + 7 + 10 = 21
10 + 8 + 10 + RF = 28 + 3 = 31
4 + 10 + 10 + RF = 24 + 3 = 27
5 + 7 + 10 = 22
3 + 4 + 10 = 17
2 + 7 + 10 = 19
7 + 8 + 10 = 25
9 + 2 + 10 = 21

I put it at 7 degrees of success right now. I used Short rather than Point Blank Range, so that might add 2 degrees. Also, the heavy bolter has Penetration 6, which should negate all but 2 points of Armor.


Centering his bolt pistol on the shrike towering at the fore of the termagants, Brother Vex fires, the round striking it just behind the joint of its left leg as it raises the insidious bio-weapon.

Fate point noted. Sorry Bal, I should have mentioned in OOC that the Reaction shot for Fire For Effect is a single shot. I will take the highest of your damage rolls for the result. Damage is 25, Penetration of 5, mitigated by the shrikes remaining AP (3) and TB (10) yields 12 Wounds total, reducing it to 36.

As the shrike still stands, the Smite is directed at it. The Willpower test for Focus Power is treated at a ranged attack, WP = 47, +30 (Massive Target), -10 (Weather), range is just within Medium so modified WP = 67, Smite hits with two degrees of success.

Brother Vex focuses his psychic ability and crackling, violet-hued lightning from the Empyrean strikes from the stormy sky, staggering the massive Tyranid as it advances, the kinetic force of the energy arcing out from the large xenos into the throng surrounding it, tossing the several of the smaller xenos into the air.

Damage dealt to the shrike is 29, Penetration 3, mitigated by it remaining AP (5) and TB (10) yields 14 Wounds, again to the leg, further reducing it to 22 Wounds. The termagants, as part of a horde and within 3 meters of the target take 1d10 + 3 ⇒ (3) + 3 = 6 hits, +1 for Death is Joy, and +1 one more for the Tactics (Defensive Doctrine) advantage granted, for a total of 8 hits to its Magnitude, reducing it to 15.


Refinery Gatehouse Siege
Round #2
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.
  • Yellow circles indicate Lightly Wounded characters, red circles Heavily Wounded characters.

Initiative Order:

14-Brother Emeric, Last Action: Fired on Termagant Horde #2.
14-Tyranid Termagant Hordes #1, Last Action: Half Action move toward Guard position, ranged attack with Fleshborers on Guard horde.
14-Tyranid Termagant Hordes #2, Last Action: Full Action move toward Emeric and Sepheren.
11-Brother Quintus, Last Action: Fired on Termagant Horde #2 with heavy flamer, fired on shrike #3 with heavy flamer as a Reaction.
11-Brother Syne, Last Action, killed Tyranid Shrike #5 with heavy bolter fire.
11-Tyranid Shrikes, Last Action: shrike #3 Charged and attacked Quintus, shrike #4 Run Action toward Eli. Shrike #2 Charge attack on Guard horde, Shrike #1 Full Action move to reach Guard Horde.
11-Imperial Guardsmen, Last Action: fired/threw grenades at Termagant horde #1.
10-Brother Sepheren, Last Action: fire on Termagant horde #2.
06-Commissar Sander, Last Action: fired plasma pistol at Shrike #1.
04-Brother Vex, Last Action: Reaction shot with bolt pistol on shrike #2, Smite on shrike #2 area effect damage to termagant horde #1.

Tyranid/Guard Forces:

Tyranid Termagant Horde #1: Magnitude = 15
Tyranid Termagant Horde #2: Magnitude = 12

Tyranid Shrike #1: Wounds = 48
Tyranid Shrike #2: Wounds = 22
Tyranid Shrike #3: Wounds = 41
Tyranid Shrike #4: Wounds = 48
Tyranid Shrike #5: Dead

Imperial Guard Horde: Magnitude = 23


Quintus:
Sorry Lorm, I just noticed I short-changed Quintus on the Penetration for his last flamer attack on the shrike, adjusted its Wounds accordingly.


Black Templar Techmarine

Brother Emeric [solo mode]

Dozens upon dozens of slavering, ravenous xenos warriors race towards me. Undaunted, I stand fast for I am Black Templar; I am Mechanicus; I am Deathwatch. The Emperor sent his holy Astartes to rescue me on Dacite and then molded, shaped me into his righteous instrument.

BS (41) + point-blank (30) + size (30) - storm (10) + full-auto (20)
BS (41) + (maximum bonus permitted=60) = 101
1d100 ⇒ 97 Fate-point re-roll 1d100 ⇒ 17

Four degrees success, damage rolls:

1d10 ⇒ 6 1d10 ⇒ 6 1d10 ⇒ 5 First hit, 12+5=17 points

1d10 ⇒ 5 1d10 ⇒ 7 1d10 ⇒ 4 Second hit, 12+5=17 points

1d10 ⇒ 6 1d10 ⇒ 3 1d10 ⇒ 4 Third hit, 10+5=15 points

1d10 ⇒ 4 1d10 ⇒ 9 1d10 ⇒ 9 Fourth hit, 18+5=23 points

Reduce horde magnitude by 7

The skittering creatures begin to swarm over me. Over the vox: "Sepheren! Target the shrikes! These vile beasts will not escape me!" I activate my chain-sword and the gear-teeth roar, ready to be buried into Tyranid flesh.

Rook:
Sigh. Originally this post had a 73 on the first roll. But in trying to edit/delete/re-post it became a 97. I went ahead and spent the fate point even though I would have preferred to live with two degrees of success. That's what I get for trying to post in the middle of my kids' Easter Egg Hunt!! :)

Also on the battle map Emeric is marked with a yellow dot. I didn't think I was injured... at least not yet.

Ammo Count:
Cluster Mines x2
Krak Grenades x3
Frag Grenades x3
3 extra bolter clips (reg)
In bolter:
Reg rounds 20
Reg rounds 28
Kraken rounds 23


Emeric:
I know how that goes Eradico, I have had a couple of long combat posts in the DH game go insanely awry, requiring all the flavor text to be re-written because I lost a post's rolls while revising the text over and over again. The first of them was quite funny, as I seem to recall a lot of characters involved getting damage rolls even though they were never hit! Oh well, I think the trick of it on the long ones is hitting 'Preview' every 5-10 minutes or so to keep the server fed. You are braver than me. I wouldn't have dared posting during the Egg Hunt today, two of my own and six nieces and nephews makes for a chaotic experience.

Brother Emeric strains to hear the faint acknowledgement from Brother Sepheren over the vox as his bolter chews through the rapidly closing termagant swarm.

"Acknowledged, Battle-brother!"

As his rounds detonate one after another, thinning thei Tyranid ranks somewhat, the techmarine hears an audible ping from his internal cogitation engine. He mentally translates the burst of binary even as it sounds:

[+++DECRYPTION PROCESS COMPLETE+++]

Ignore the Yellow Dot/Lightly Wounded Marker also Emeric, I mistakenly applied it to you and the Guard for Termagant horde #1's fleshborer attack...Emeric is unscathed...for now.

Termagant Horde #2 is now down to Magnitude of 5, and has entered melee with the Black Templar.


As the monstrous shrike leads the way through the panicking guardsmen, the remnants of the Termagant horde sweep in, fleshborers vomiting forth razor-fanged beetles into the desperate servants of the Imperium. The commissar, although injured and exhausted, gamely climbs to his feet again, waving his chainsword dramatically in the air, trying anything to rally his men.

Termagant Horde #1 attacks the Guardsmen, only one attack remaining due to reduction in it's Magnitude.

BS = 33, +30 (Point Blank Range), +30 (Massive Guard horde), - 10 (Weather Conditions), modified BS = 83, rolling 1d100 ⇒ 65 a hit.

Rolling damage, 2d10 + 5 ⇒ (4, 7) + 5 = 16, extra 1d10 for Tearing, 1d10 ⇒ 4, total damage is still = 16, Pen 3, Cover AP = 6 (3 after Penetration), Flak Armor AP = 4, TB = 3, yields a hit.

A trio of guardsmen running from the front lines for cover scream in mortal agony as their bodies are riddled with the organic weaponry, the beetle-like xenos minoris burrowing into their flesh and tearing them apart.

Magnitude of Guard horde reduced by 1, to 22.

Brother Emeric prepares himself as a handful of the surviving termagants meet him in melee, claws and talons slashing from every direction as he hews and cleaves at them with his chainsword.

Greatly reduced Termagant horde #2 attacks Brother Emeric in melee, WS = 30, no relevant modifiers, 1d100 ⇒ 57, a miss.

Despite their ferocity and razor-sharp talons, Ferocitas stands firm, and the Black Templar shrugs off the monstrous entities as they scrabble at his feet, clawing and grasping for purchase on his armor.


Brother Quintus is next, he is now in melee with shrike #3.


Black Templar Techmarine
The Omega Vault wrote:
Brother Emeric prepares himself as a handful of the surviving termagants meet him in melee, claws and talons slashing from every direction as he hews and cleaves at them with his chainsword... Despite their ferocity and razor-sharp talons, Ferocitas stands firm, and the Black Templar shrugs off the monstrous entities as they scrabble at his feet, clawing and grasping for purchase on his armor.

Mandibles and claws scrabble for purchase. I exult with joy at the mighty wisdom of the Omnissiah... His armor and weapons allow me the privilege of eradicating these abominations.

"Die, vermin, die!"

My chainsword cleaves one, with an armored boot I crush another. Ferocitas swings out with my servo-arm and bats a Termagent 30 meters into the concrete wall surrounding the gatehouse. The servo-pincers, capable of of reshaping Rhino armor-plating, catch another xenos and crushes it into a pulpy mass of viscera and gore. As I dodge a Fleshborer round, the servo-arm lifts and swings back down again, driving a Tyranid into the ice leaving only purple-black ichor and ground bone fragments.

"Ha ha ha!! Ferocitas, drink deep! We are the cure for this xenos blight!"

Per p.177, attack w/servo-arm permitted as a reaction.

WS (39) + size (30) = 69 1d100 ⇒ 16

Melee damage: Five degrees of success = 2 hits (horde rules, p. 359).


Male Space Marine Devastator Rank 1

Can I use my bolt pistol in melee, or do I have to use my combat knife?


Brother Quintus wrote:
Can I use my bolt pistol in melee, or do I have to use my combat knife?

Lorm, pistols are usable in melee with some limitations, I believe Eradico posted the pages where these are outlined in OOC.


Male Space Marine Devastator Rank 1

I will fire at the shrike with my bolt pistol using hellfire rounds.
I am asssuming I only get one shot at a time. BS(55) = 1d100 ⇒ 88spend fate point to reroll shot 1d100 ⇒ 57. I know I do not get point blank, but if I get the bonus for the shrikes size, I made it so here is the damage = 2d10 + 5 ⇒ (7, 8) + 5 = 20, tearing roll = 1d10 ⇒ 5. I get past its toughness and the hellfire rounds ignore the natural armour so I would do 10 points of damage.


Drawing his bolt pistol with a fluid grace, Quintus hastily fires off a hellfire round into the jointed portion of the looming Tyranid warrior's segmented leg carapace.

Attack is successful, BS = 55, +20 (Size=Enormous), modified BS = 75, a hit, 10 Wounds damage.

The huge creatures rears back, enraged from the pain, and lashes out with the diamantine-sharp, serrated claws on its lower appendages. The Ultramarine tries desperately to back away and avoid the preternaturally fast blows.

Using the Swift Attack talent as a Full Action, the Tyranid shrike get two melee attacks. No relevant modifiers, WS = 55:

Rolling attack #1, 1d100 ⇒ 91, miss.
Rolling attack #1, 1d100 ⇒ 72, miss.

The shrike lunges and slashes at Brother Quintus, but this is not his first time engaging its kind, and he deftly sidesteps the strikes.

Additionally, despite the Astartes inherent resistance to Fear (DW p. 277), a Horrifying (-20) Willpower test must be rolled by Quintus due to the shrike's Fear (3) trait. Success will negate a loss of 3 Cohesion and the associated Solo Mode penalties to WP the non-squad mode marines would face.

Note, since Brother Quintus is still in Squad Mode, he can opt to use a Reaction to fire upon the shrike again (Fire for Effect) rather than save the Reaction for Parry/Dodge, provided he succeeds on the Fear test and maintains Cohesion.


Eli Syne wrote:


Seeing the diving shike, Brother Eli adjusts his aim and puts a wall of bolt shells between him and the shrike.

Eli's Attacks:
BS + Full Auto + Short Range + Enormous + Storm + Evasion = 51 + 20 + 10 + 20 - 10 - 20 = 71

1d100=1

3d10=9, 3d10=18, 3d10=14, 3d10=23, 3d10=16, 3d10=15, 3d10=8, 3d10=10, 3d10=20, 3d10=12
1d10=3, 1d10=3

Damage:
3 + 5 + 10 = 18
7 + 6 + 10 = 23
4 + 7 + 10 = 21
10 + 8 + 10 + RF = 28 + 3 = 31
4 + 10 + 10 + RF = 24 + 3 = 27
5 + 7 + 10 = 22
3 + 4 + 10 = 17
2 + 7 + 10 = 19
7 + 8 + 10 = 25
9 + 2 + 10 = 21

I put it at 7 degrees of success right now. I used Short rather than Point Blank Range, so that might add 2 degrees....

Short Range was correct, Ellipsis. The shrike attempts a Dodge, Agility = 44, 1d100 ⇒ 8, yielding three degrees of success, negating the first four of seven hits. The shrike is struck by the remainder, sustaining, 15 Wounds, 10 Wounds, and 5 Wounds. For a total of 30 Wounds, reducing it to 18 Wounds remaining.

The hideous xenos flits and darts out of the hail of fire sustained by Brother Syne as it flies, but cannot avoid all of the explosive rounds, a succession of them striking and dealing the creature massive wounds just before it slams into the ground in front of the Dark Angel. The beast then lunges forward, slashing at Brother Syne with one monstrous claw.

WS = 55, no relevant modifiers

Attacking, 1d100 ⇒ 52, a hit to the chest. Unless Brother Syne Dodges or Parries, damage equals 1d10 + 12 ⇒ (5) + 12 = 17. With a Penetration of 5, this would yield 4 Wounds of damage after AP and TB.


Male Space Marine Devastator Rank 1

WP(42-20=22) = 1d100 ⇒ 29 missed by 7.


The screeching shrike at the forefront of the Tyranid advance on the Guard position nudges the overturned hauler again with its body, the force of the impact causing many of the guardsmen hunkered around it to scramble from cover. As they emerge, the cunning beast tears them to shreds with its rending claws.

Shrike #1 attacks the Guard horde, two attacks for Swift Attack:

Attack#1: WS = 55, 1d100 ⇒ 18, a hit, with three degrees of success, rolling damage, Pen = 5 1d10 + 12 ⇒ (2) + 12 = 14, exceeds AP and TB of the guardsmen. Damage by Horde melee damage rules yields two damage on the Guard horde's Magnitude.

Attack#1: WS = 55, 1d100 ⇒ 54, a hit, rolling damage, Pen = 5 1d10 + 12 ⇒ (3) + 12 = 15, exceeds AP and TB of the guardsmen. Results in one point of damage to the Guard horde's Magnitude.

Guard horde's Magnitude is reduced to 20.

As the surviving guardsmen struggle to mount a fighting retreat to find cover again, the second shrike unleashes a deadly volley of greenish fire from its death-spitter.

BS = 30, + 10 (Semi-Auto Burst), +30 (Massive Guard horde), -10 (Weather), modified BS = 60, rolling 1d100 ⇒ 4, a hit, five degrees of success, all three shots in burst hit.

Damage:
1d10 + 6 ⇒ (7) + 6 = 13, extra die for Tearing 1d10 ⇒ 3, damage, Pen: 4, after AP and TB = 10 exceeds AP and TB, yielding .
1d10 + 6 ⇒ (5) + 6 = 11, extra die for Tearing 1d10 ⇒ 4, damage, Pen: 4, after AP and TB = 11 exceeds AP and TB, yielding 8.
1d10 + 6 ⇒ (7) + 6 = 13, extra die for Tearing 1d10 ⇒ 3, damage, Pen: 4, after AP and TB = 13 exceeds AP and TB, yielding 10.

Dealing 3 damage to the Magnitude of the Guard horde, further reducing its Magnitude to 17.

The desperate guardsman try to remain stolid against the onslaught but are being pushed back further and further toward Refinery Gatehouse by sheer attrition of their numbers.


Brother Quintus wrote:
WP(42-20=22) = 1d100 missed by 7.

Willpower test unsuccessful, Cohesion has been reduced to 0, all remaining marines in Squad Mode enter Solo mode.


Brother Emeric wrote:


"Ha ha ha!! Ferocitas, drink deep! We are the cure for this xenos blight!"

Per p.177, attack w/servo-arm permitted as a reaction.

WS (39) + size (30) = 69 d100

Melee damage: Five degrees of success = 2 hits (horde rules, p. 359).

The servo arm lashes out, crushing the termagants that swarm around Brother Emeric. Only a handful of the once sizable swarm remain, and as they mill about the Black Templar the throaty roar of Brother Sepheren's bolter sounds again from behind him.

BS = 49, +20 (Massive Size, Weather), +20 (Full-Auto Burst), modified BS = 89, 1d100 ⇒ 67, two extra degrees of success for three hits total.

Damage:

2d10 + 5 ⇒ (6, 2) + 5 = 13, Tearing die: 1d10 ⇒ 3, damage = 14.
2d10 + 5 ⇒ (10, 3) + 5 = 18, Tearing die: 1d10 ⇒ 3, damage = 18, Righteous Fury adds 1d10 ⇒ 4, for a total damage = 22.
2d10 + 5 ⇒ (1, 7) + 5 = 13, Tearing die: 1d10 ⇒ 9, damage = 21.

All exceed the AP and TB of the termagants, 3 damage to Magnitude reduces the horde to 0, it is destroyed.

The surviving termagants are completely ripped apart by the apothercary's sustained fire; heads, limbs, and torsos erased in a cloud of purple-black mist caused by the detonations of the rounds. When Brother Emeric retracts his servo-arm, not a single one of the xenos vermin remains standing.


The depleted band of guardsmen somehow rally under the exhortations of their commissar, who even now gets to his feet to fire down upon the shrike advancing upon them.

The Guard horde fires on the termagant horde while lobbing frag grenades.

BS = 30, + 30 (Massive Termagant Horde), +10 (Short Range), -10 (Weather), +20 (Semi-Auto Burst), modified BS = 80, rolling for the las attack, 1d100 ⇒ 54 two degrees of success, yields two hits, damage, 2d10 + 3 ⇒ (10, 2) + 3 = 15, 2d10 + 3 ⇒ (5, 1) + 3 = 9, both exceed the termagant horde's AP and TB, yielding two Magnitude damage.

Tossing grenades, BS = 30, + 30 (Massive Termagant Horde), +10 (Short Range), -10 (Weather), modified BS = 60, rolling, 1d100 ⇒ 17, a hit, rolling damage, 2d10 ⇒ (4, 5) = 9, damage exceeds the horde's AP and TB, yielding 4 damage to the termagant horde's Magnitude, further reducing it to 9.

Buoyed by their leader's rallying cry, resilient even in the face their potential doom, the desperate guardsmen manage to form up and riddle the encroaching termagants with fire, flinging their remaining grenades into the horde with devastating effect.

Shouting his exhortations to his men, the commissar swings his chainsword at the huge shrike's head from atop the overturned vehicle.

WS = 46, rolling 1d100 ⇒ 98, a miss.

The whirring blade bites with an impotent scraping against the hardened carapace of the deadly xenos, but only serves to bring its attention back to the tiny irritant that it already thought dead.


Brother Vex is next, Brother Hrothgar, please roll Initiative for Round #3.


The Omega Vault wrote:

The hideous xenos flits and darts out of the hail of fire sustained by Brother Syne as it flies, but cannot avoid all of the explosive rounds, a succession of them striking and dealing the creature massive wounds just before it slams into the ground in front of the Dark Angel. The beast then lunges forward, slashing at Brother Syne with one monstrous claw.

WS = 55, no relevant modifiers

Attacking, 1d100, a hit to the chest. Unless Brother Syne Dodges or Parries, damage equals 1d10+12. With a Penetration of 5, this would yield 4 Wounds of damage after AP and TB.

Dodge 38 - 10 = 28 : 1d100=47


The Omega Vault wrote:
Brother Vex is next, Brother Hrothgar, please roll Initiative for Round #3.

Initiative 1d10 + 4 ⇒ (7) + 4 = 11


Dark Angel Librarian

Noticed the wound marker is missing from Shrike 2.

Having the upmost confidence in my Battle Brothers abilities, I will continue my Psychic Assault on the Shrike that is acting as the lynchpin to the termagaunts morale hoping to see it fall before there is a total route of the imperial forces. If they do falter then I will have no choice to to inspire the troops to hold the battle line.

Will attempt to use Smite again on Shrike 2 as it is not in combat with any friendly units.

Focus Power Test (1d100=10)

Smite Damage (3d10=24)

Used Fate Point to reroll damage. Got three 2's... +1 Damage for Death is Joy, for 25 wounds total. Against the Horde I think I do 7 magnitude in damage.


Lyriel Vex wrote:
Noticed the wound marker is missing from Shrike 2.

Yep, I think I put it on Emeric by mistake last round.

Brother Vex continues channeling the warp lightning, and this time he cascades the blinding bolts of energy across the firing shrike's head and upper carapace, burning and cracking the thick chitinous armor. Secondary bolts arc out from the shrike's body vaporizing almost all of the remaining termagants surrounding the brute.

The shrike incurs 9 Wounds damage after Penetration and adjustment for AP and TB. 'Death is Joy' actually only adds two points of damage on attacks that do Critical Damage. I think you shortchanged yourself on the horde damage, Bal. The termagant horde actually suffers 3 damage to Magnitude for Psy Rating, +1 for Death is Joy, +1 for your Tactics bonus for this battle, and +1d10 ⇒ 3 more, for the area effect on Hordes for a total of 8 damage to Magnitude.

The shrike staggers and the termagants are vaporized one after the other by the rippling tendrils of vibrantly flashing lightning. The Guard forces, who just seconds ago were moving in a frantic fighting retreat, seem now to recognize the tide of battle is shifting. Shouting a unifying battle-cry, they advance as one, firing from the hip at their vile adversaries.

"For Karlack!!!"

Shrike #2 has been reduced to 13 Wounds.
Termagant Horde #1's Magnitude is now = 1.


Refinery Gatehouse Siege
Round #3
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.
  • Yellow circles indicate Lightly Wounded characters, red circles Heavily Wounded characters.

Initiative Order:

14-Brother Emeric, Last Action: Fired on Termagant Horde #2, Melee attack on Termagant Horde #2.
14-Tyranid Termagant Horde #1, Last Action: Ranged attack with Fleshborers on Guard horde.
11-Brother Quintus, Last Action: Fired on Shrike #3 with bolt pistol.
11-Brother Hrothgar, Arriving via jump-pack.
11-Brother Syne, Last Action, Fired on Tyranid Shrike #4 with heavy bolter.
11-Tyranid Shrikes, Last Action: Shrike #3 Swift Attack with claws on Quintus, shrike #4 Melee claw attack on Eli. Shrike #2 Range attack with Death-Spitter on Guard Horde, Shrike #1 Melee Swift Attack Guard Horde.
11-Imperial Guardsmen, Last Action: Ranged Attack with Lasguns/threw grenades at Termagant horde #1.
10-Brother Sepheren, Last Action: Ranged attack on Termagant horde #2, killing it.
06-Commissar Sander, Last Action: Chainsword attack on Shrike #1.
04-Brother Vex, Last Action: Smite on shrike #4 area effect damage to Termagant horde #1.

Tyranid/Guard Forces:

Tyranid Termagant Horde #1: Magnitude = 1
Tyranid Termagant Horde #2: Magnitude = Dead

Tyranid Shrike #1: Wounds = 48
Tyranid Shrike #2: Wounds = 13
Tyranid Shrike #3: Wounds = 21
Tyranid Shrike #4: Wounds = 18
Tyranid Shrike #5: Dead

Imperial Guard Horde: Magnitude = 17


Just as Brother Hrothgar's jump-pack begins to sputter, he clears a final ridge to see through the swirling snow that his Battle-brothers are engaged with a clutch of Tyranid shrikes. At the very edge of his vision, aided by his altitude's vantage point and a plume of smoke rising from an overturned cargo hauler, he can just make out the rag-tag remnants of a Guard company trying to hold out against foes of their own near the large Refinery Gatehouse building.

Brother Hrothgar, you effectively have one more round of flight to use, so you may move 10 squares (Half Action), 20 squares (Full Action) or 30 squares (Charge) this round only. Once you land the jump-pack will be inert for one minute as it recharges and the turbines cool.

Brother Hrothgar, please attempt a Challenging [+0] Awareness test.


Tantalus Sub-Arctic Zone, Grid Zone Xi-Upsilon-06
50 meters East of the Pyroclast-Gamma-9 Refinery Gatehouse Transport Station
241.817.M41
Brother Caledonii's Chrono Reading: [2:17:07]

The Storm Warden peers through the nearly frosted over windshield as the tracked cargo-8 labors steadily up the steep slope, crushing oddly shaped spars of rock and ice, as well as the occasional Tyranid or penitent body beneath its treads. Glancing inside his helmet at the cartograph overlay, he realizes he is only seconds from his Kill-team, the coordinate marker indicating that they are just beyond this rise. Narrowing his eyes, Brother Caledonii can make out the contrails left behind in the stormy grey sky by the Space Wolf's jump-pack. It looks like Hrothgar has arrived.

From the rear of the hauler's trailer, Brother Decius stirs, instinctively tightening his grip around his recently reloaded bolter when he hears the unmistakable sounds of bolter fire. Craning his head around the edge of the vehicle's open rear doors, he realizes that battle is near. Something catches his eye to southeast, and the Iron Snake strains his autosenses to make out what it could be.

Sorry to leave you hanging, guys, Brother Decius, please attempt a Difficult [-10] Awareness test.


Hrothgar moves to the nearest safe cover.

Awareness 1d100 ⇒ 28

Hrothgar bears his fangs in anticipation of combat.


Brother Hrothgar, you have a few choices, the square you presently occupy on the Battle-map has a thick spar of jagged rock you could take cover behind (AP = 6), or, alternately, you could land at the northeast corner of the Gatehouse wall (AP = 6), or even atop the Gatehouse Refinery rooftop (AP = 4). The latter will require a Full Action Move, of course.


Hrothgar taxes his jump pack to arrive at the northeast corner of the gatehouse wall.

"For the Emperor! For Russ!"


The Omega Vault wrote:

Refinery Gatehouse Siege

Round #3
Battlemap

Struck by the violence of the Shrike's attack, Eli steps back involuntarily. The heavy bolter falls from his hands, pistol and sword filling them in an eye-blink. Raising his hand, he plugs three rounds into the abomination's deformed chest.

BS + Enormous + Semi-Auto Burst = 51 + 20 + 10 = 81
1d100=1
3d10=20, 3d10=22, 3d10=20
1d10=3

Damage:
8 + 8 + 5 = 21
10 + 10 + 5 = 25 + RF = 25 + 3 = 28
6 + 8 + 5 = 19

How come Vincent never rolls like this?


Black Templar Techmarine

In a flash I sling xenos guts off my chainsword, sheath it and raise my bolter. Through the sleeting storm two shrikes wreck havoc amongst the sturdy troopers. One has a noticeable limp and a shredded wing, the other appears unharmed... **target acquired** / **fire select: kraken rounds** ...Yes, Ferocitas...

Attempting to shoot shrike #1 which is engaged in melee

BS (41) + size (30) + full-auto (20) + short range (10) - hard shot into melee (20) - storm (10) = 71 1d100 ⇒ 38

3 degrees success = 4 hits total

Damage Rolls (Kraken rounds penetration 8)

1d10 ⇒ 3 1d10 ⇒ 7 1d10 ⇒ 8 15+5=20 points
1d10 ⇒ 9 1d10 ⇒ 2 1d10 ⇒ 2 11+5=16 points
1d10 ⇒ 9 1d10 ⇒ 9 1d10 ⇒ 2 18+5=23 points
1d10 ⇒ 6 1d10 ⇒ 2 1d10 ⇒ 8 14+5=19 points

So am I calculating correctly? After AP 8 and TB 10 that's 38 points damage to shrike #1?


Brother Emeric wrote:

In a flash I sling xenos guts off my chainsword, sheath it and raise my bolter. Through the sleeting storm two shrikes wreck havoc amongst the sturdy troopers. One has a noticeable limp and a shredded wing, the other appears unharmed... **target acquired** / **fire select: kraken rounds** ...Yes, Ferocitas...

So am I calculating correctly? After AP 8 and TB 10 that's 38 points damage to shrike #1?

Exactly correct, Eradico.

Just as the monster raises its meter-long talon above the level of the ruined vehicle to strike the commissar, the kraken rounds split the huge shrike's carapace like the righteous hammer-blows of the Emperor's wrath, blowing chunks of tissue and fragments of jagged chitin away from the xenos. The wounds elicit a high-pitched screech of keening rage, and it swivels its ichor-drenched upper body to find the source of the punishment.

Total Wounds inflicted on Shrike #1 are 38, reducing its current Wound total to 10.


The scattered remnants of the once-swarming termagant horde, a mere handful of the pernicious creatures, continue their assault on the guardsmen unabated, xenos beast and stolid Imperial soldier locked in hand to hand combat in the shadow of the Refinery Gatehouse.

The greatly diminished termagant horde makes a single melee attack on the Imperial Guard horde, WS = 30, +30 (Massive Size/Guard horde), modified WS = 60, rolling, 1d100 ⇒ 73, a miss.

The defiant guardsmen, some only armed with their truncheons or combat knives now that they are out of ammunition, hold fast against this final charge, hacking and bludgeoning the creatures to keep them at bay.


Brother Quintus is next.


Brother Syne backpedals and unloads his bolt pistol into the shrike's head at almost point blank range. The shells explode one after the other, pulverizing the Tyranid's jutting, exoskeletal jaw, slavering fangs, and blowing out a good portion of the back of its head.

It lumbers forward a few more steps before pitching over, dead.

29 Wounds inflicted after AP and TB, Brother Syne, the shrike has been slain.

Objective Achieved! Defeat a Tyranid in hand to hand combat! (It isn't Eli's fault that the Tyranid brought its claws to a gunfight).

Cohesion Point restored for achieving an Objective.

Ellipsis:
Hmm, maybe he does, Vincent hasn't had a chance to shoot anything yet, the operative word, of course, being yet.


Battlemap

An updated tactical situation for your reference.


Male Space Marine Devastator Rank 1

I fire at the shrike again with hellfire rounds.

BS(55) = 1d100 ⇒ 55 Damage = 2d10 + 5 ⇒ (4, 5) + 5 = 14 tearing = 1d10 ⇒ 4


Brother Quintus raises his arm and fires his bolt pistol, the round exploding along the scuttling shrike's flanged shoulderblade carapace, taking a sizable chunk from it.

After Penetration, AP, and TB, the shrike sustains 1 Wound.


Awareness test is successful.

As Brother Hrothgar descends, his gaze is carried over to the southern ridgeline, well behind where Brother Emeric and Brother Sepheren have taken positions. A vast, roiling shadow seems to engulf the breadth of the horizon in this direction.

Landing beside the corner of the Refinery Gatehouse perimeter wall, the Space Wolf deactivates his overheated jump-pack and surveys the tactical situation on the ground.

The Move action was a Half Action, Rad, you may still take another Half Action.


Male Space Marine Devastator Rank 1

remember hellfire rounds ignore natural armour like the shrike has.


This is looking good for a fight hope there is something left for us ^^

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