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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The trio of marines returning from the Comm-Tower can now only hear their own laboring respiration and the repetitious crunch of snow underfoot as they sprint downhill toward the battle. Skirting the edge of an icy defile, they begin a loping descent along the edge of the glacial moraine, trying to temper their haste with the risk of sliding the rest of the way down the hillside.

Brother Emeric, Brother Hrothgar, Awareness tests are successful.

Hrothgar sees them with his naked eye, for Brother Emeric they are a quick series of chimes, followed by a shining blip on his internal augur overlay. Glancing skyward they can both see that a flight of the winged xenos at the fore of the massive swarm are beginning to turn as one, pinioned wings folding inward to re-orient themselves toward the southern plateau. As the brother-marines watch, the black blot begins to resolve itself into dozens of individual gargoyles, the larger, wasp-like outlines of at least four shrikes dwarfing their smaller kin in the flock.

They begin their steep dive, the lesser Tyranid firing their bio-weapons while the shrikes plummet for the chaotic fray atop the southern plateau.

Battle map and round tracker coming shortly.

Rolling Initiative for the shrikes, 1d10 + 4 ⇒ (9) + 4 = 13 .
Rolling Initiative for the gargoyle hordes, 1d10 + 4 ⇒ (5) + 4 = 9 .


Last Stand on Tantalus
Round #2
Battlemap

Conditions:


  • Scale: Each square = 2 meters.
  • Fortified Plateau: Kill-team Umbra has had time to prepare the Southern Plateau with earthworks, trenches, and foxholes, transforming this patch of arctic waste into a redoubt against the Tyranid assault. Any space marine participating in this combat may use the Tactical Advance action as either a Half Action or a Full Action, so long as they remain in the immediate vicinity of the plateau.
  • Icy Bolt-Holes: Battle-brothers remaining in the darkened trench areas gain the benefit of Cover equivalent to thick ice (AP = 8). Even those battle-brothers roaming the plateau can gain the benefit of lesser wind-blown ice outcroppings (AP = 4). The tracked hauler provides an AP = 8 for anyone inside.
  • Mole Mortar!: Karlack 2nd BS = 35, Rof: S/-/-, Damage: 2d10+2 X, Pen: 2, Clip: 1, Rld: Full, Special: Inaccurate, Shocking, Blast (4).
    Once per round (the crew has an experienced loader and spotter, allowing reloads each round) Brother Quintus can designate a target for the Mole Mortar set up inside the tracked hauler. As the mortar has a minimum range of 50m, the target must be part of the encroaching horde (excluding enemy forces on the plateau). The mortar applies its damage to either of the two Vanguard Hordes, each possessing a Magnitude of 60.
  • Vanguard Hordes:Two Immense (+40 to hit), Magnitude 60 Tyranid Vanguard Hordes comprised of termagants and hormagaunts begin the battle 6 rounds away from contact with the Kill-team. These Tyranid are the probing, feral tip of the swarm's southern spearhead, and thus are not bio-modified to possess ranged weaponry. They may be fired upon normally. For rounds 1-3 they are considered at Extreme Range (-30 to hit), 4-6 Long Range (-10 to hit).

Initiative Order:
15-Hormagaunt Hordes
13-Gargoyle Hordes
12-Brother Caledonii
12-Brother Vex
12-Commissar Sander and the Karlack 2nd
12-Magos Vyakai
11-Brother Quintus
10-Brother Syne
10-Brother Sepheren
09-Shrikes
08-Brother Decius
07-Raveners
07-Brother Hrothgar
05-Brother Emeric

Attrition:

Karlack 2nd, Magnitude = 18
Magos Vyakai, Wounds: 11

Ravener #1, Wounds: 22
Ravener #2, Eliminated
Ravener #3, Wounds: 17 (On Fire)

Hormagaunt Horde #1, Magnitude = 15
Hormagaunt Horde #2, Magnitude = 08
Hormagaunt Horde #3, Magnitude = Eliminated

Gargoyle Horde #1, Magnitude = 15
Gargoyle Horde #2, Magnitude = 15

Shrike #1, Wounds: 40
Shrike #2, Wounds: 40
Shrike #3, Wounds: 40
Shrike #4, Wounds: 40

Tyranid Vanguard Horde #1, Magnitude = 55
Tyranid Vanguard Horde #1, Magnitude = 60


Brother Sepheren kicks and cuts at the tide with his chainsword, the hormagaunts scuttling over their own dead to reach the apothecary.

Two attacks for Swift Attack, WS = 45, rolling, 1d100 ⇒ 24, 1d100 ⇒ 37, both hits.

Rolling damage, 2d10 + 5 ⇒ (6, 7) + 5 = 18, 2d10 + 5 ⇒ (7, 1) + 5 = 13. First hit deals 3 Wounds after mitigation, and the second deals none.

Brother Sepheren is simply overwhelmed as the skittering 'Nids clamber over him, scratching and prying relentlessly at his armor, he feels the barbed spines on one of the creatures legs dig deeply into his skin, even as he slashes the chainsword through the throng.

Two attacks for Swift Attack, WS = 45, rolling, 1d100 ⇒ 70, 1d100 ⇒ 71, both misses.

Even as the massive talon rakes across his armor, the Dark Angel must contend with the clicking mouthparts and scrabbling claws of the hormagaunts surging across his legs. Kicking at them as he tries to back away to more defensible ground, he cuts several in half that move too close, but they continue unabated just the same.


The barbed-winged gargoyles wheel about, aiming their grotesque fleshborers at Brother Hrothgar and Brother Emeric as they ramble down the icy slope.

Firing on Hrothgar, BS = 33, +10 [Higher Ground], modified BS = 43, 1d100 ⇒ 71, miss.

Hrothgar easily bounds ahead of the horrid projectiles as they slam, wet and hissing into the snow behind him, the acidic stench of their impact filling his flaring nostrils even beneath the helmet.

Firing on Emeric, BS = 33, +10 [Higher Ground], modified BS = 43, 1d100 ⇒ 22, a hit.

Rolling damage, 2d10 + 5 ⇒ (2, 2) + 5 = 9, Penetration = 3, all of this damage absorbed by Brother Emeric's AP and TB.

The bio-weapon rakes across the techmarine's armor, scoring the pitch-black enamel and leaving a viscid trail of spattered living ammunition across the breastplate, but otherwise leaving him unharmed.


Brother Caledonii and Brother Vex are next.


Male Storm warden Tactical Marine

Upon seeing the winged devils I pause and bring the flamer to bear in addition to the bolter and open up on the the first mass with the larger one lurking behind. Maybe I can get the other one as well.

*Typical Bolter Fire Full-Auto Burst, 1 extra hit per 1 degree of success:*

At the gargoyle #2 BS =36 , *+20 (Full-Auto Burst), +20 (size), -10 (two weapons with ambi), modified BS =66 , rolling 1d100 ⇒ 12, hit/miss.

*Typical Bolter Damage, Full-Auto Burst, Best two of three damage rolls::*

Damage:

1d10 ⇒ 4, 1d10 ⇒ 9, Tearing Die: 1d10 ⇒ 10, +3, = 27 Damage *.Pen 3 Blast 2

1d10 ⇒ 8, 1d10 ⇒ 9, Tearing Die: 1d10 ⇒ 10, +3, = 29 Damage **.Pen 3 Blast 2

1d10 ⇒ 4, 1d10 ⇒ 4, Tearing Die: 1d10 ⇒ 3, +3, = 11 Damage.Pen 3 Blast 2

Righteous Fury* 1d10 ⇒ 5
Righteous Fury** 1d10 ⇒ 7

the flamer is positioned to catch the shrike #1 in addition to the gargoyle #2 and if I can clip shrike #2 damage. I will forgo getting shrike #2 if it means any bonuses for the other two 2d10 + 2 ⇒ (6, 3) + 2 = 11 Pen 3

Rook:
I dont know if it matters but chain swords also have the tearing quality.


When my turn comes I just have one question can I shoot the horde or the ravener that is attacking Vex to help him out?


Dark Angel Librarian

Weapon Skill (1d100=55)

I swing at the Ravenor as it poses the more immediate threat. Unfortunately a gaunt tearing at my arm pulls my swing short, and I miss with my force sword.


Black Templar Techmarine
The Omega Vault wrote:
The bio-weapon rakes across the techmarine's armor, scoring the pitch-black enamel and leaving a viscid trail of spattered living ammunition across the breastplate, but otherwise leaving him unharmed.

The vile projectile fails to find full purchase in my chest-plate and deflects away. The fleshborer round hits a rock wall and spasm to an unfulfilled standstill. As I look down and see an acidic wake steaming from my armor and tabard, my helmet's visual receptor field turns a shade of red. Ferocitas is angered by this affront.

Praise be to the Forges of Mars! Thank you, Ferocitas! Your surface shall be mended!


Caledonii:
Catman, as Brother Caledonii does not have the Two Weapon Wielder Talent, Ambidexterity merely gives him the ability to hold two weapons, ranged or otherwise, and alternate attacking with either. To fully gain the advantage of attacking with two weapons simultaneously, he would need either/both Two-Weapon Wielder (Ranged) and Two-Weapon Wielder (Melee). Of course, as a space marine, Brother Caledonii does not have a problem with wielding two Basic Weapons simultaneously, he just needs Two-Weapon Wielder (Ranged) and/or Two-Weapon Wielder (Melee) to fire both in the same round.

Looking at your present tactical situation, and in order to move the game along, I'll assume you preferred to use the bolter firing the Metal Storm rounds this round, targeting the shrike as it will hit more opponents (the Blast [2] will just hit Gargoyle Horde #2, as both targets are still flying in relatively close proximity/altitude.

The modified BS roll is actually BS = 36, +20 (Full-Auto Burst), +20 (Enormous Target), +10 (Short Range), modified BS= 86, yielding four hits.

Rolling the extra hit you missed above:

1d10 ⇒ 7, 1d10 ⇒ 4, Tearing Die: 1d10 ⇒ 10, +5, = 28* Damage.

*Righteous Fury: 1d10 ⇒ 6

As Metal Storm rounds reduce damage by two, the end result are damage rolls of: 25, 27, 9, and 26.

Three of four exceed the combined 18 AP/TB of the shrike, yielding 10, 12, and 11 Wounds respectively to the creature (with a Penetration of 3, reduced for Metal Storm), for a total of 33, pending the Dodge.

Shrike #1 Dodges as a Reaction, 1d100 ⇒ 42, one degree of success negates one hit, the first, reducing total Wounds lost for the shrike to 23.

As both damage rolls (with Penetration) on the two shots that hit the shrike are more than Gargoyle Horde #2's combined AP/TB of 6, the horde sustains 5 Magnitude damage for the Blast effect, (4 for two rounds that hit the shrike, and 1 for the Explosive Quality of the bolter).

Moving into position beside Brother Hrothgar, who quickly charges past the Storm Warden, Brother Caledonii fires his bolter, sending a wide burst of frangible rounds toward the swooping shrike, the explosions of the sub-munitions perforating the smaller gargoyles as they fly in its wake.


Brother Decius wrote:
When my turn comes I just have one question can I shoot the horde or the ravener that is attacking Vex to help him out?

Yes, Decius, you have angle of attack to both without fear of hitting Brother Vex.


Lyriel Vex wrote:

Weapon Skill (1d100=55)

I swing at the Ravenor as it poses the more immediate threat. Unfortunately a gaunt tearing at my arm pulls my swing short, and I miss with my force sword.

Brother Vex, you shorted yourself the size bonus for the ravener, with that added in WS = 42, +20 [Enormous Size], modified WS = 62, you hit.

Brother Vex swings his force sword at the lunging xenos' center mass as he sidesteps the swarming mass of hormagaunts.

Parry attempt for the ravener, 1d100 ⇒ 59, success by one.

The blade comes within inches of cutting the Tyranid's carapace open, but at the last moment it interposes the very tip of one its long talons in front of the weapon to deflect it.

Sorry Bal, looks like the hit is a miss again.


In an effort to aid the beleaguered Dark Angel Librarian, the elements of the Karlack 2nd bunkered in the tracked hauler open fire with their lasguns on the swarming hormagaunts surrounding him.

BS = 35, +10 (Semi-Auto Burst), +10 (size) +30 (Point Blank Range), modified BS = 75, rolling, 1d100 ⇒ 36, a hit, with four degrees of success, yielding two hits.

Rolling damage, 2d10 + 3 ⇒ (3, 7) + 3 = 13.
Rolling damage, 2d10 + 3 ⇒ (6, 5) + 3 = 14.
Rolling damage, 2d10 + 3 ⇒ (2, 3) + 3 = 8.

All three exceed the Hormagaunt horde's AP/TB, yielding 3 damage to Magnitude.

As their Commissar waits for his plasma pistol to rechare, he extolls his men to keep up their fire, adding his own las-pistol's precise fire to the barrage.

One more Magnitude of damage for Commissar Sander's hit, for a total of 4 Magnitude to Hormagaunt horde #1 this round from the guardsmen.

With another permafrost juddering blast, the mole mortar fires again from inside the hauler.

BS = 35, -10 (Long Range), +40 (Horde Size), modified BS = 65, 1d100 ⇒ 45, another hit.

Rolling damage, 2d10 + 2 ⇒ (2, 1) + 2 = 5, with Penetration, enough to exceed AP and TB for the Vanguard Horde. Vanguard Horde #1 sustains 5 Magnitude damage (4 for Blast (4) +1 for the Explosive Quality).

Another large and distant explosion erupts under the massed vanguard hordes getting ever closer to the plateau, blowing apart several of the clustered gaunts that comprise them.

Vanguard Horde #1 sustains 5 more damage to Magnitude.


After rotating in place on his listing maglev generators and then hovering slightly southward, Magos Vyakai takes imprecise aim with his infernus pistol at the ravener assailing Brother Quintus.

BS = 20, +30 (Point Blank Range), modified BS = 50, rolling, 1d100 ⇒ 45 a hit.

Damage, 2d10 + 8 ⇒ (5, 5) + 8 = 18, Penetration = 13, the ravener's AP/TB reduces the damage to 10 Wounds.

A searing melta-beam of intensely focused, Forge-world generated heat bursts through the ravener's hide, punching a wide hole in the rear of its segmented carapace.

As Brother Quintus continues to backpedal, he draws his bolt pistol, readying to fire on the huge xenos engulfed in the halo of scorching flames.

Forgot to roll for 'On Fire' damage for the ravener this round, 1d10 ⇒ 7, reduced by TB of 6 for 1 Wound.

Ravener #3 sustains 11 Wounds damage, further reducing it to 6 Wounds remaining


The Ultramarine steadies his aim as the ravener raises both talons high overheard again for a killing blow, finally unleashing still more burning pain for the vile xenos as he fires the hellfire rounds from his bolt pistol.

BS = 55, +10 (Semi-Auto Burst), +20 (Enormous Size) modified BS = 85, 1d100 ⇒ 44, four degrees of success, yielding 3 hits.

Damage:

1d10 ⇒ 1, 1d10 ⇒ 7, Tearing Die: 1d10 ⇒ 8, +5, = 20 Damage.

1d10 ⇒ 4, 1d10 ⇒ 9, Tearing Die: 1d10 ⇒ 3, +5, = 18* +8 = 26 Damage.

1d10 ⇒ 2, 1d10 ⇒ 1, Tearing Die: 1d10 ⇒ 8, +5, = 13 Damage.

*Righteous Fury on 9 or 10 for Hellfire rounds, 1d10 ⇒ 8.

Total damage after TB reduction (AP is bypassed) is 35, killing the ravener.

The powerful bolts shells full of concentrated mutagenic acid puncture the ravener's thickly armored hide with ease, ripping the Tyranid apart from within. It slithers to a halt, dropping to its back before seizing in thrashing agony and finally dying.


Brother Syne is next.


The Omega Vault wrote:
Brother Syne is next.

His target destroyed, Eli shifts his aim to the monstrosity attacking Brother Vex.

Full Auto Burst targeting Ravener #1. Ballistic skill +10 for Short Range, +20 for Full Auto, +10 for Immovable Warrior, +20 for Ravener Size, and -20 for Shooting into Melee.

BS 51 + 10 + 20 + 10 + 20 - 20 = 91 : 1d100=31

Six degrees of success yielding seven hits.

3d10=13 : 5 + 7 + 10 = 22
3d10=15 : 7 + 6 + 10 = 23
3d10=22 : 10 + 10 + 10 = 30
Righteous Fury : 1d10=7
3d10=13 : 6 + 5 + 10 = 21
3d10=23 : 10 + 10 + 10 = 30
Righteous Fury : 1d10=3
3d10=21 : 9 + 10 + 10 = 29
Righteous Fury : 1d10=8
3d10=17 : 10 + 4 + 10 = 24
Righteous Fury : 1d10=9

Damage:
22 (Pen 6) = 14
23 (Pen 6) = 15
37 (Pen 6) = 29
21 (Pen 6) = 13
33 (Pen 6) = 25
37 (Pen 6) = 29
31 (Pen 6) = 23


Just waiting my turn to drop that ravener I want to try a shooting at that things head


Absolutely deadly when ensconced in a set position, Brother Syne's fire is both uncannily accurate and superlatively destructive, punching fist-sized holes in the rearing ravener just as its talon-tip blocks the Librarian's blade, killing it mere seconds before it can counterattack Brother Vex. It falls forward into the seething swarm of hormagaunts, the Dark Angel deftly sidestepping the xenos' corpse, grateful for his brethren's perfect aim.

Posting an updated Battlemap for the remainder of round #2.


Brother Decius wrote:
Just waiting my turn to drop that ravener I want to try a shooting at that things head

All three raveners are down now, Brother Decius.


The apothecary continues to slash at the hormagaunts surrounding him, sending more of the relentlessly clawing creatures to their deaths on the edge of his chainsword.

WS = 44, +10 WS (Horde Size), modified WS = 54, rolling, 1d100 ⇒ 49, a hit.

Rolling damage, 1d10 + 3 ⇒ (2) + 3 = 5, Tearing die: 1d10 ⇒ 10, damage = 16*.

*Righteous Fury, 1d10 ⇒ 3

Damage is enough to harm the horde, dealing 1 Magnitude damage to Hormagaunt horde #2.


The wings of the massive shrikes seem to buzz in the cold air as they alight, one by one, the leathery barbs on their pinions trailing a falling line of rime-frozen icicles.

Shrike #1 lands and attacks Brother Caledonii.

The Storm Warden's weapon has barely ended its burst when the xenos barrels into him, slashing with one massive talon, the weight of its huge form nearly bowling him over with the impact.

Shrike #1, WS = 55, rolling 1d100 ⇒ 62, miss.

Allowing his momentum to continue carrying him down the frozen hillside, Brother Caledonii ducks under the shrike's blow, rolling across the ice-packed ground and regaining his feet again.

Shrike #2 lands beside the Magos, and attacks.

The second shrike to land crunches into the snow beside the tracked hauler, its impact shaking the frozen entrenchments and rocking the heavy vehicle as one great wing sweeps against it as it is folded in. The Tyranid jabs a massive appendage at the Magos as it passes, trying to impale him out of the sky where he hovers.

Shrike #2, WS = 55, rolling 1d100 ⇒ 80, miss.

The blow just misses Magos Vyakai, and the automated subroutines controlling his augmented body turn it to face this new threat.

Shrike #3 flies forward with a Full Action move and is still flying high over Brother Decius and Brother Sepheren, Brother Syne please attempt an Awareness test.

Shrike #4 descends with a Full Action move and lands between Brother Hrothgar and Brother Emeric.


Brother Decius, Brother Hrothgar, and Brother Emeric are next, as the raveners have been eliminated.


Male Storm warden Tactical Marine

As my reaction for this round with fire for effect I am going to shoot the Shrike as it comes in. Switching to the hellfire rounds, Righteous Fury on 9 and 10 ignore natural armor

*Typical Bolter Fire Full-Auto Burst, 1 extra hit per 1 degree of success:*

BS =36 , +20 (Full-Auto Burst), +20 (size), +10 (Short range) modified BS = 86, rolling 1d100 ⇒ 67, hit/miss.

*Typical Bolter Damage, Full-Auto Burst, Best two of three damage rolls::*

Damage:

1d10 ⇒ 2, 1d10 ⇒ 9, Tearing Die: 1d10 ⇒ 8, +5,* = 28 Damage.

1d10 ⇒ 9, 1d10 ⇒ 3, Tearing Die: 1d10 ⇒ 10, +5,** = 38 Damage.

Righteous Fury 1d10 ⇒ 6 *
Righteous Fury 1d10 ⇒ 9 1d10 ⇒ 5**


I put down my bolter seeing that the Ravener has been dealt with, take out my shield and sealance and move to help brother sepheren.


Black Templar Techmarine

Fire for Effect:
Please note that at rank 1 we are entitled to a standard reaction attack only. Rank 4 is required for semi-auto or full-auto reaction attacks (see p. 221).

The Omega Vault wrote:
Shrike #4 descends with a Full Action move and lands between Brother Hrothgar and Brother Emeric.

The hulking shrike fills my targeting auspex as it lands between me and the Space Wolf. My visual array is further clouded as Ferocitas floods me with additional telemetry data. Yes, hard to miss this one! Although I have precious few Kraken rounds left, I choose to use one here.

Fire for Effect reaction shot at shrike #4

BS = 41, +30 (point-blank), +20 (enormous target), modified BS = 91, rolling 1d100 ⇒ 50, hit.

Damage (Kraken penetration 8):

1d10 ⇒ 6, 1d10 ⇒ 4, Tearing Die: 1d10 ⇒ 8

14+8 = 22 Damage.

Now to see if the xeno makes his dodge...


Caledonii wrote:

As my reaction for this round with fire for effect I am going to shoot the Shrike as it comes in. Switching to the hellfire rounds, Righteous Fury on 9 and 10 ignore natural armor

Caledonii:
Catman, as Fire for Effect only allows a single shot at this rank, I will use the results of your attack roll and first damage roll. Although you lose the +20 for Full-Auto Burst, you gain a +30 for Point Blank Range, making it a hit anyway.

Seeing the shrike plunging toward him, the Storm Warden looses another, well-aimed round, the acidic bolt exploding through the serrated plates of the shrike's leg, ripping it clean off. Through some bizarre eccentricity of the xenos' indomitable, hive-mind driven endurance, it actually attacks the space marine upon landing awkwardly on one leg, only falling over dead when the nerve-impulses of the dying body catch up to its relentless neural ganglia. Purplish ichor pumps out of the severed limb on to snow-covered ground as Brother Caledonii rises to his feet again.

Damage is 18 Wounds as the Hellfire rounds bypass natural armor, enough for the kill.


Brother Decius wrote:
I put down my bolter seeing that the Ravener has been dealt with, take out my shield and sealance and move to help Brother Sepheren.

Decius:
As you can reach the horde with a Half Action move, feel free to attack, Deiros, the bonus to WS for the horde size is +10 to hit, if you would prefer I make the rolls for you just let me know, I just don't want to steal anyone's glory.

A cloud of powdery snow plumes up from the trembling ground as the huge xenos lands between the two marines, shrieking a predatory alien cry, but it is not enough to obscure Ferocitas' targeting array, and Brother Emeric fires a well-placed bolt at its center mass, the Kraken round exiting the bolter with an echoing crack.

Shrike attempts to Dodge, Agility = 44/2 unskilled for Dodge = 22, 1d100 ⇒ 60, failed.

With no time to react, the shrike looses a sizable chunk out of its barbed forearm as the Omnissiah-blessed armor piercing munition does its sacred work.

Bypassing the AP of 8 with the Penetration, the damage is only mitigated by TB (10) yielding 12 Wounds damage to Shrike #4.


Caledonii:
Noted an error back there: I used the full Agility for the Shrike's dodge on your first volley when I should have used half Agility. No harm no foul, I guess, but to make it up I will apply the extra Blast (2) damage for the Metal Storm round that 'hit' to the Magnitude of Gargoyle Horde #2, reducing it by two more.


Haven't heard from Deiros, so I'll make the rolls for him to advance the round.

Sealance and combat shield in hand, Brother Decius rushes to Brother Sepheren's aid, stabbing downward repeatedly into the mass of scuttling hormagaunts, hurling them aside as fast as he slays them.

WS = 46, +10 (Size), +10 (Hatred [Tyranid]), modified WS = 66, rolling, 1d100 ⇒ 63, a hit.

Rolling damage for the Ithakan Sealance:

2d10 + 3 ⇒ (9, 10) + 3 = 22, Tearing die: 1d10 ⇒ 5, damage = 23*, more than enough to harm the horde.

WS to confirm Righteous Fury: 1d100 ⇒ 52, succeeded, *Righteous Fury: 1d10 ⇒ 1.

Brother Decius inflicts 1 Magnitude damage to Hormagaunt Horde #2.


Once both Hrothgar and Emeric have acted (either order is OK at this point in the round) I will move on to Round #3.


I'm still learning the how to make the rolls, guess I was late today to make my rolls lol, well I had a busy day, thank you for rolling for me ^^


Black Templar Techmarine
The Omega Vault wrote:
Once both Hrothgar and Emeric have acted (either order is OK at this point in the round) I will move on to Round #3.

I fire-select to regular bolt-rounds and continue to fire into the Shrike looming over me.

Full-auto fire at Shrike #4

BS = 41 +20 (Full-Auto Burst) +20 (enormous target) + 30 (Point-blank range) modified BS = 101 (41+maximum bonus of 60), rolling 1d100 ⇒ 23, hit with at least four degrees success.

Damage:

1d10 ⇒ 6, 1d10 ⇒ 6, Tearing Die: 1d10 ⇒ 5, +5, = 17 Damage.

1d10 ⇒ 5, 1d10 ⇒ 1, Tearing Die: 1d10 ⇒ 10, +5, = 25 Damage.**

1d10 ⇒ 4, 1d10 ⇒ 3, Tearing Die: 1d10 ⇒ 1, +5, = 12 Damage.

1d10 ⇒ 4, 1d10 ⇒ 1, Tearing Die: 1d10 ⇒ 1, +5, = 10 Damage.

**Righteous Fury roll: 1d10 ⇒ 5


Brother Decius wrote:
I'm still learning the how to make the rolls, guess I was late today to make my rolls lol, well I had a busy day, thank you for rolling for me ^^

Deiros:
No problem at all Deiros, with this many combatants these rounds can drag on, so I just want to keep things moving. Sorry I rolled so poorly...Well, at least it was a hit! ;)

Ferocitas' impact alarms positively growl with satisfaction as he each round shot from the bolter impacts the looming shrike. The xenos' armor is cracked and shorn away with each hit, ichor spraying from the massive scythe-like fore-limb and barbed torso. It staggers as it turns toward Brother Emeric, and the techmarine is certain he has harmed it, but how gravely he cannot be sure.

After reduction for AP and TB, the burst deals 16 Wounds to the shrike.


Black Templar Techmarine
The Omega Vault wrote:
It staggers as it turns toward Brother Emeric, and the techmarine is certain he has harmed it, but how gravely he cannot be sure.

Through my amplified vox-grill: "Hrothgar! Finish him!"


Hearing Brother Techmarine Emeric's shout, the Space Wolf pivots to flank the shrike, and then begins to blaze away with both bolt pistols, expertly alternating their fire.

Hrothgar fires both bolt pistols on Semi-Auto Burst with Hellfire Rounds selected.

BS = 41, +30 (Point Blank Range), +10 (Semi-Auto Burst), -10 (Two-Weapon Fighting), modified BS = 71.

Rolling first bolt pistol attack, 1d100 ⇒ 52, hit with one degree.
Rolling second bolt pistol attack, 1d100 ⇒ 85, miss.

Damage:

1d10 ⇒ 6, 1d10 ⇒ 3, Tearing Die: 1d10 ⇒ 3, +5, = 14 Damage, ignoring natural armor results in 4 Wounds to the shrike.

For the most part, Brother Hrothgar's aim is well wide of the creature, but one of the rounds manages to strike true, piercing the hulking Tyranid's armored thorax with a sharp, cracking impact. As the hideous xenos detects the new threat, the Space Wolf takes careful aim and fires again.

Fire for Effect Reaction, single shot, 1d100 ⇒ 40, hits.

Damage:

1d10 ⇒ 2, 1d10 ⇒ 5, Tearing Die: 1d10 ⇒ 3, +5, = 13 Damage, ignoring natural armor results in 3 more Wounds to the shrike, for a total of 7 this attack.

The xenos loses the barbed claw at the end of one of its rending pincers to the shot, and begins listing drunkenly from the cumulative effect of the many wounds the two battle-brothers have inflicted in such short order. Even so, with a spasmodic twitch of its massive body, it screeches and continues to charge headlong for the techmarine.


Last Stand on Tantalus
Round #3
Battlemap

Conditions:


  • Scale: Each square = 2 meters.
  • Fortified Plateau: Kill-team Umbra has had time to prepare the Southern Plateau with earthworks, trenches, and foxholes, transforming this patch of arctic waste into a redoubt against the Tyranid assault. Any space marine participating in this combat may use the Tactical Advance action as either a Half Action or a Full Action, so long as they remain in the immediate vicinity of the plateau.
  • Icy Bolt-Holes: Battle-brothers remaining in the darkened trench areas gain the benefit of Cover equivalent to thick ice (AP = 8). Even those battle-brothers roaming the plateau can gain the benefit of lesser wind-blown ice outcroppings (AP = 4). The tracked hauler provides an AP = 8 for anyone inside.
  • Mole Mortar!: Karlack 2nd BS = 35, Rof: S/-/-, Damage: 2d10+2 X, Pen: 2, Clip: 1, Rld: Full, Special: Inaccurate, Shocking, Blast (4).
    Once per round (the crew has an experienced loader and spotter, allowing reloads each round) Brother Quintus can designate a target for the Mole Mortar set up inside the tracked hauler. As the mortar has a minimum range of 50m, the target must be part of the encroaching horde (excluding enemy forces on the plateau). The mortar applies its damage to either of the two Vanguard Hordes, each possessing a Magnitude of 60.
  • Vanguard Hordes:Two Immense (+40 to hit), Magnitude 60 Tyranid Vanguard Hordes comprised of termagants and hormagaunts begin the battle 6 rounds away from contact with the Kill-team. These Tyranid are the probing, feral tip of the swarm's southern spearhead, and thus are not bio-modified to possess ranged weaponry. They may be fired upon normally. For rounds 1-3 they are considered at Extreme Range (-30 to hit), 4-6 Long Range (-10 to hit).

Initiative Order:
15-Hormagaunt Hordes
13-Gargoyle Hordes
12-Brother Caledonii
12-Brother Vex
12-Commissar Sander and the Karlack 2nd
12-Magos Vyakai
11-Brother Quintus
10-Brother Syne
10-Brother Sepheren
09-Shrikes
08-Brother Decius
07-Brother Hrothgar
05-Brother Emeric

Attrition:

Karlack 2nd, Magnitude = 18
Magos Vyakai, Wounds: 11

Ravener #1, Eliminated
Ravener #2, Eliminated
Ravener #3, Eliminated

Hormagaunt Horde #1, Magnitude = 11
Hormagaunt Horde #2, Magnitude = 06
Hormagaunt Horde #3, Magnitude = Eliminated

Gargoyle Horde #1, Magnitude = 08
Gargoyle Horde #2, Magnitude = 15

Shrike #1, Eliminated
Shrike #2, Wounds: 40
Shrike #3, Wounds: 40
Shrike #4, Wounds: 05

Tyranid Vanguard Horde #1, Magnitude = 50
Tyranid Vanguard Horde #1, Magnitude = 60


The hormagaunts continue to swarm the marines of Kill-team Umbra holding position around the perimeter of the tracked hauler, slashing and leaping upon them in a tireless effort to overwhelm.

Hormagaunt Horde #1 attacks Brother Vex, WS = 45, 1d100 ⇒ 99, miss.

And again for possessing Swift Attack:

Hormagaunt Horde #1 attacks Brother Vex, WS = 45, 1d100 ⇒ 53, another miss.

Agilely dancing from one icy rock to another, Brother Librarian Vex manages to hold his own remarkably well, smiting down whatever hormagaunt draws too near to his force blade.

********************************************

Although the full press of the swarming hormagaunts has diminished somehwat as a result of the apothecary and Brother Decius' brutal handiwork, a great many still scuttle about, rippling over and through the hastily excavated trenches, attacking from all sides relentlessly.

Hormagaunt Horde #2 attacks Brother Sepheren, WS = 45, 1d100 ⇒ 79, miss.

And again for possessing Swift Attack:

Hormagaunt Horde #1 attacks Brother Sepheren, WS = 45, 1d100 ⇒ 4, a hit.

Damage, 2d10 + 5 ⇒ (2, 5) + 5 = 12, fully mitigated by the Blood Angel's AP/TB.

The monsters swarms over Brother Sepheren, clinging to his armor, talons scything and scissoring back and forth on the couplings and reinforced plating, but not penetrating. The apothecary has taken to crushing them in his gauntlets, or hurling them off bodily as he continues to saw through their ranks with the chainsword.

Hormagaunt Horde #2 attacks Brother Decius, WS = 45, 1d100 ⇒ 63, miss.

And again for possessing Swift Attack:

Hormagaunt Horde #1 attacks Brother Decius, WS = 45, 1d100 ⇒ 25, a hit.

Damage, 2d10 + 5 ⇒ (6, 5) + 5 = 16, with a Penetration of 3, this inflicts 1 Wound to the Iron Snake after mitigation by AP/TB.

Brother Decius wades into the remaining throng fearlessly, skewering them on his sea lance as he goes, cutting a path to his fellow marine, all while ignoring the bruises and battering his body sustains beneath his armor with each suicidal leap of xenos creatures on to him.


Rent by shrapnel, their numbers falling from the air like game-birds shot with a hunter's flechette rifle following the Storm Warden's barrage, the nearer flight of gargoyles circles wide over the battlefield, before looping around behind Brother Caledonii.

As they fly by, the wet hiss of their fleshborers firing fills his ears.

BS = 33, +10 (Higher Ground), +10 (Short Range-as they fly 10 meters high overhead), modified BS = 53, 1d100 ⇒ 68, a miss.

The squirming insectile ammunition slams into the frozen hillside all around Caledonii, the organic acid from within the foul beetles spattering his armor in dozens of places, but none of the hideous parasites actually strike him.

***************************************

Flying in low over Brother Hrothgar and Brother Emeric where they stand locked in mortal combat with the wounded shrike, the second wing of foul harriers fire their own weapons, their screeching cries filling the air.

One attack on Brother Emeric:

BS = 33, +10 (Higher Ground), +10 (Short Range-as they fly 10m high overhead), modified BS = 53, 1d100 ⇒ 50, a hit.

The barrage is immense, and it is impossible for the two members of the Deathwatch to avoid the entire rain of borer beetles. Brother Hrothgar escapes the worst of the fire, but some cling to the Black Templar's armor and begin their grisly work.

Damage for Brother Emeric:

2d10 ⇒ (7, 9) = 16, Tearing die, 1d10 ⇒ 5, +5, Damage = 21. Penetration is 3, remaining AP 5) and TB (8) mitigate 13 damage resulting in 8 Wounds sustained to Brother Emeric.

Already faced with the daunting task of finishing the frenzied shrike, Brother Emeric grits his teeth as he begins to feel the lick of acid on the remaining skin of his partially augmetic face, hidden underneath his helm, as those fleshborers that have penetrated work through his armor plating like molten raindrops.


Brother Caledonii is next, followed by Brother Vex.


Dark Angel Librarian

Weapon Skill (1d100=65)

Jumping from rock to rock trying to keep the gaunts from overwhemling me I begin to slip on a patch of ice. I pull my swing short with the attempt to maintain my balance.


Male Storm warden Tactical Marine

After seeing the shrike fall I turn toward the Magos and I see that he is confronted with an other. I bring my bolter to bear still with the hellfire rounds selected and fire a barrage of shells into it.

*Typical Bolter Fire Full-Auto Burst, 1 extra hit per 1 degree of success:*

BS =36 , +20 (Full-Auto Burst), +10 (Short range), -20 (shooting into combat), modified BS =46 , rolling 1d100 ⇒ 88, miss.

*Typical Bolter Damage, Full-Auto Burst, Best two of three damage rolls::*

The weapon ignores Natural Armour and may inflict Righteous Fury on any damage die results of a 9 or 10.

"Brother Quintus if you could take out these gargoyles with that flamer we can concentrate on the shrikes."


As the Librarian makes a misstep, the hormagaunts quickly converge, sensing through their predatory cunning and hive-mind attuned synapses that their prey is vulnerable. Fortunately for the Dark Angel, the men of the Karlack 2nd have his back, and the gunports of the fortified tracked hauler again erupt with las-bursts.

BS = 35, +10 (Semi-Auto Burst), +10 (size) +30 (Point Blank Range), modified BS = 75, rolling, 1d100 ⇒ 1, a hit by seven degrees, yielding three hits.

Rolling damage, 2d10 + 3 ⇒ (10, 6) + 3 = 19, damage inflicted.
Rolling damage, 2d10 + 3 ⇒ (3, 1) + 3 = 7, damage inflicted.
Rolling damage, 2d10 + 3 ⇒ (1, 5) + 3 = 9, damage inflicted.

All three hits yield damage, causing 3 more damage to Hormagaunt Horde #1's Magnitude.

Hormagaunts are picked off one after another as they scramble to scale the chunk of ice that Brother Vex has partially ascended, and the Librarian can even make out the formerly near-catatonic Munitorum adept, Roge Halis, adding his panicked fire to the loyal Imperial troopers.

**********************************************

As the hauler ceases swaying from the impact of the landing shrike, Commissar Sander recognizes the threat to the injured Magos, and pops one of the the upper hatches on the vehicle. Taking careful aim with his plasma pistol, he fires, the topmost snow evaporating to hissing water beneath the path of the superheated beam.

BS = 46, +30 (Point Blank Range), +10 (Aiming), modified BS = 86, rolling, 1d100 ⇒ 27, a hit, with the Penetration of 6, this incurs 4 Wounds on Shrike #2.

The well-placed shot blasts a sizable chunk out of the chitinous armor of the shrike's leg, nearly knocking it over as it lunges at the Magos again.

***********************************************

This time when the hauler rocks, it is the mole mortar firing again, the spotters largely unfazed and intently focused on their task despite the nearby horrors.

BS = 35, -10 (Long Range), +40 (Horde Size), modified BS = 65, 1d100 ⇒ 52, .

Rolling damage, 2d10 + 2 ⇒ (9, 8) + 2 = 19, Damage = 5, with Penetration, enough to exceed AP and TB for the Vanguard Horde. Vanguard Horde #1 sustains 5 Magnitude damage (4 for Blast (4) +1 for the Explosive Quality).

The guardsmen continue to indirectly attack the vanguard horde's with their subterranean artillery, but it seems to be doing little to diminish the massed hordes of Tyranid that draw ever nearer.

Vanguard Horde #1 sustains 5 more damage to Magnitude.

With a perfect command cadence, the spotter shouts new orders to the well-trained crew to adjust the angle of fire to better find range on the enemy.


As the shrike vainly reaches for his hovering form, Magos Vyakai's automated subroutines calculate the probability of retreating successfully from such a deadly adversary as being minute enough to necessitate a final stand. Centering his infernus pistol on the shrike again from just overheard, he fires.

BS = 20, +10 (Higher Ground), +10 (Aiming) modified BS = 40, rolling, 1d100 ⇒ 55, a miss.

With mechadendrites twitching randomly, and dark fluid still seeping from his ruptured form, the tech-priest's upraised arm is jarred by the tip of one slashing talon as he fires, the scorching melta-blast incinerating a nearby spar of frozen rock instead.


1,000 posts!

Brother Quintus is next, provided you are up for posting, Lorm. Let me know if you aren't and I will GM-control him for now.


Tantalus Sub-Arctic Zone, Grid Zone Omicron-Upsilon-07
Pyroclast-Gamma-9 Southern Expanse
241.817.M41
Chrono Reading: [0:9:41]

As powerful, pain dampening stimm courses through his bloodstream to offset the agony of the wounds afflicting him, Brother Emeric glances at his chron and then hears with the aid of his Lyman's ear and associated augmetics a rising tone of atmospheric feedback coming over the vox caster, followed by a pronounced burst of static. Realizing it could be the Vengeful Lightning attempting contact, he tries to buy himself time to isolate the signal by adjusting the vox-caster controls on the fly in combat.

Brother Emeric, please attempt a Hard [-20] Tech-Use test.


Male Space Marine Devastator Rank 1

Are there any that I can shoot with bolt pistol or flamer without hitting anyone else? If not, I will help the magos, since he is one of our objectives.


Black Templar Techmarine
The Omega Vault wrote:

...Brother Emeric glances at his chron and then hears with the aid of his Lyman's ear and associated augmetics a rising tone of atmospheric feedback coming over the vox caster, followed by a pronounced burst of static. Realizing it could be the Vengeful Lightning attempting contact, he tries to buy himself time to isolate the signal by adjusting the vox-caster controls on the fly in combat.

Brother Emeric, please attempt a Hard [-20] Tech-Use test.

<<<mmmmmmmmmmmeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeep>>>

Auditory anomaly detected... attempting identifi-

<<<SSSSSHHHHHHHHHHKKKKKKKKKKKKKKKKKKKKK>>

cation. *cogitation complete with 78.5611% probability* Vox-cast transmission / Origin: atmospheric / Oscillation rate: 30-300 MHz

As more flesh-borer rounds strafe the ground around me I back-pedal slightly, attempting to keep the airborne xeno in my visual field. I reach back, grab hold of the vox-caster hand-set, and try to hone in on the correct band.

Blast... No time for the proper litanies. Omnissiah, forgive me

Tech-Use (45) - Hard Test (20) = 25 1d100 ⇒ 16

Rook:
Should Vyakai have received a +20 size bonus (enormous target) when firing at the shrike? Or does the shrike's speed offset any such bonus? Thanks!

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