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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Tantalus Sub-Arctic Zone, Grid Zone Rho-Upsilon-12
Pyroclast-Gamma-9 Comm Uplink Tower
241.817.M41
Brother Emeric's Chrono Reading: [3:43:41]

Brother Emeric wrote:


The noise from the concussive explosion echoes through the storm. My finger squeezes the trigger, So much for subtlety...

Round Two actions: Standard, aimed attack at the "left" servitor (I don't think I stated which one I was aiming at but in my mind it was the one initially opposite me).

BS (41) + Aim (20) + Hulking Target (10) = 71 d100 roll = 80.

Miss.

Brother Emeric settles to one knee and aims his bolter at the head of the servitor lumbering toward him. He squeezes off a single round, aiming for its grey-skinned head, but the round goes wide, punching through the Comm Uplink tower with a hollow clong.


Eli Syne wrote:

Now, Eli takes the time to curse under his breath. Steeling himself, he squeezes off another shot at the servitor. The needle bounces harmlessly off the servitor, bringing more curses to his lips.

"They are too slow to catch us, the threat was negligible."

Taking half action aim and then standard attack.

Standard Attack: BS + Aim + Accurate = 51 + 10 + 10 = 71

Attack: 1d100=67

Degrees of Success with rifle standard attack yields hit

Damage: 1d10=7

Brother Syne's needle round misses, Brother Caledonii is next.


Reposting this to the new page for convenience:

Security Bunker Ambush
Round #1
Battlemap

Conditions:


  • Each square = 5 meters.
  • The hole in the bunker floor is pictured on the east side of the structure.

Initiative Order:
14-Hormagaunt Horde
07-Brother Sepheren
07-Brother Hrothgar
07-Brother Quintus
05-Brother Vex


On my turn, throw frag grenade into the middle of the horde

Test to throw Grenade 1d100 ⇒ 16


Black Templar Techmarine
The Omega Vault wrote:

Initiative Order:

10-Brother Emeric

Rookseye, Ellipsis:
OK, I posted my second round action incorrectly up above (thanks, Ellipsis). I'll just stick with the standard attack miss (80) for this round. If I can keep the second roll I made (30) then that will be my attack in round 3.

Or if you want me to just do the whole thing over then I'll make an "aimed" semi-auto burst for round 2. Let me know Rook, I'm happy to handle it either way. Guess I'm learning the combat mechanics, huh?

EDIT: oops... I went ahead and read the posts. Gah! Sorry! OK, I miss round 2, that's fine. If I need a new roll for round 3, let me know!


With his keen senses, Brother Hrothgar is the first to see the swarm of scuttling Tyranid surging through the outer yard's open gate. Although the sideways slanting sleet and snow obscures their numbers, it is plain to see that there a great many of the creatures.

The things could be dredged from your most awful nightmares; chitinous insect-like monstrosities colored dun and bright orange, their razor-sharp, long-bladed fore-talons clicking and clacking as they move with nauseating synchronicity, like a school of fish or flock of birds.

You count at least a score or more of the things swarming into the yard before they are even halfway across the open ground to the bunker entrance.

The Horde has a magnitude of [30], so are considered a mob, granting a [+30] to hit for their Massive cumulative size. They have already moved this round, so Brother Sepheren, Brother Hrothgar, and Brother Quintus may now act (since all tied).


Rook, please note the grenade throw above :-)


Brother Hrothgar wrote:

On my turn, throw grenade into the middle of the horde

Test to throw Grenade 1d100

Hit, the Horde sustains 6 damage to its Magnitude for the frag grenade with its Blast (5) quality and a bonus point for having the explosive quality.

Screaming his primarch's name, Brother Hrothgar introduces himself to the Tyranid by tossing a primed frag grenade into the middle of the outer yard.

With a dull whump! the grenade rips several of the scampering creatures apart, shredded them into gobbets of ichor and shattered chitin, their fellows swarming over their squealing dead before they even stop twitching.


Emeric:
No problem, Emeric. Please re-roll for round #3 when you get the chance, we're just waiting on Brother Caledonii in round #2.


I will be deducting the limited use Requisitioned items on the wiki as they are used, please do the same on your profiles.


The Omega Vault wrote:
Brother Syne's needle round misses, Brother Caledonii is next.

Rook:

Did I calculate the bonuses wrong? By my math I hit and did no damage.


Eli Syne wrote:
The Omega Vault wrote:
Brother Syne's needle round misses, Brother Caledonii is next.
** spoiler omitted **

Brother Syne:
Yes, my mistake Ellipsis, I should have indicated a hit and no damage done.

Male Space Marine Devastator Rank 1

I fire my Heavy Flamer which means I hit. Damage = 2d10 + 6 ⇒ (1, 3) + 6 = 10 pen 6 1d5 ⇒ 3 to Hoarde from my cleanse and purify.


Brother Quintus wrote:
I fire my Heavy Flamer which means I hit. Damage = 2d10+6 pen 6 1d5 to Hoarde from my cleanse and purify.

Lorm:
Flame weapons do range increment divided by 4 plus 1d5 already, then you get to add the 1d5 from Cleanse and Purify. Also, those are hits not damage, so Unrelenting Devastation applies, doubling the magnitude damage. By my math, you should have 8 + 2d5 hits, which each deal 2 magnitude damage if they overcome the horde's armor and toughness (they do). Pretty nice.

Male Storm warden Tactical Marine

I shake my head at the clumsy throw. I then move a little further back then bring the bolter into a two handed grip and take a shot at the one headed for me.

BS 36+10 Hulking=46 1d100 ⇒ 42 damage 1d10 ⇒ 5 1d10 ⇒ 3 1d10 ⇒ 5 take the highest 2 from the tearing +5 pen 5


Male Space Marine Devastator Rank 1
Eli Syne wrote:
Brother Quintus wrote:
I fire my Heavy Flamer which means I hit. Damage = 2d10+6 pen 6 1d5 to Hoarde from my cleanse and purify.
** spoiler omitted **

What page or pages is this on? I only saw that damage is 2d10+6.


Brother Quintus wrote:
Eli Syne wrote:
Brother Quintus wrote:
I fire my Heavy Flamer which means I hit. Damage = 2d10+6 pen 6 1d5 to Hoarde from my cleanse and purify.
** spoiler omitted **
What page or pages is this on? I only saw that damage is 2d10+6.

It is under the rules for hordes (p. 360).


Dark Angel Librarian

Seeing the Xeno's filth my psychic anger crackles, and builds within me. The spirit within my power armour echoes my desire to release the Emperor's Wrath against our enemies. I move to give myself a clear angle before I Smite the hormogaunt horde.

Focus Power Smite (1d100=20)

I pick one creature in the center of the horde, and radius is equal to 1 meter xpsi rating so 3 meters.

Smite Damage (3d10=18)

I get 1 hit=to my Psy Rating so 3 hits. Since one of the hits is a crit, my Power Armour's machine spirit fuels my psychic energy adding +2 damage, and decreasing the Hordes Magnitude by 1. Death is Joy Page 162

If I did this wrong, please correct me. Still getting use to the psychic system.


Brother Hrothgar wrote:


"Brother Sepheren, hold them, you can. Yes?"

"I have to." Sepheren tosses another grenade into the skittering horde.

Throwing a frag grenade: 1d100 ⇒ 632d10 ⇒ (6, 6) = 12


Hrothgar turns to look at Brother Sepheren in time to see him throw a grenade at the horde.


Brother Quintus wrote:
I fire my Heavy Flamer which means I hit. Damage = 2d10+6 pen 6 1d5 to Horde from my cleanse and purify.

Ellipsis is correct Lorm, the Heavy Flamer is promethium burning engine of destruction in your hands with the Unrelenting Devastation ability combined with the Cleanse and Purify talent, your total hits against the Horde are as he described, 2d5+8, with each hit counting as two damage against the Horde's magnitude.

I'll roll for you to keep things moving: 2d5 + 8 ⇒ (2, 4) + 8 = 14, for a total of 28 damage against the Hormagaunt Horde's Magnitude, as your damage roll qualifies as inflicting wounds with the rolled result. Combined with Hrothgar's grenade, that is more than enough to eradicate the Horde.

Brother Quintus strides purposefully forward into the entrance of the security bunker, hunkering down slightly and setting his feet in the narrow breach. Swinging the heavy flamer around, he pumps the trigger, once, twice, making the bright blue pilot light at the tip pulse before unleashing a great gout of immolating fire that expands rapidly, further fueling itself with the heavily oxygenated air of Tantalus.

The oncoming swarm is instantly encompassed, the Ultramarine having waited until the last possible moment to fire, so as to envelope as many as possible. Screeching, shrieking sounds follow as the hormagaunts are incinerated, with those managing to plunge the furthest through the inferno only emerging as blackened, charred husks that dance madly for a few moments before falling to the ground, still smoldering.

A few blackened and confused survivors scamper aimlessly around the yard, but Brother Quintus knows better that to assume the worst is over from so many years fighting the Devourer's spawn. Stepping back slightly he allows his fellow Battle-Brothers space to bolster his attack, as within seconds the clicking and clattering cacophony begins anew and at least twice as many more appear at the edge of the razor-wire fence, drawn by the sounds of violence and sudden, nova-bright flare of light.

The first Horde has been destroyed, but two more Hordes of hormagaunts equal to the Magnitude (30) of the first have appeared. I will apply Brother Sepheren and Brother Vex's attacks to these.


Brother Sepheren wrote:
Brother Hrothgar wrote:


"Brother Sepheren, hold them, you can. Yes?"

"I have to." Sepheren tosses another grenade into the skittering horde.

Throwing a frag grenade: 1d100;2d10

Brother Sepheren is prepared for the renewed onslaught as well. The Apothecary, leaving nothing to chance, waits just long enough for the flames to die down slightly before hurling a frag grenade over the Ultramarine's head that lands directly between the gate posts as the vanguard of the second wave of hormagaunts arrives. One of the skittering creatures pauses to butt at the grenade irritably and it explodes in a shower of shrapnel, ripping apart a number of the xenos horrors.

Direct hit, damage inflicted, the first of the newly arrived hordes of hormagaunts takes 6 damage to its Magnitude.


Lyriel Vex wrote:

Seeing the Xeno's filth my psychic anger crackles, and builds within me. The spirit within my power armour echoes my desire to release the Emperor's Wrath against our enemies. I move to give myself a clear angle before I Smite the hormagaunt horde.

Focus Power Smite (1d100=20)

I pick one creature in the center of the horde, and radius is equal to 1 meter xpsi rating so 3 meters.

Smite Damage (3d10=18)

I get 1 hit=to my Psy Rating so 3 hits. Since one of the hits is a crit, my Power Armour's machine spirit fuels my psychic energy adding +2 damage, and decreasing the Hordes Magnitude by 1. Death is Joy Page 162

If I did this wrong, please correct me. Still getting use to the psychic system.

Focus Power test is successful, no Psychic Phenomena occurred.

The only thing you missed, Bal, was what Power Level you used, I'm assuming Unfettered, given you used your full Psi Rating.

The flickering flames remaining from Brother Quintus' scorching flamer attack abruptly gutter out as the Warp manifests, causing a strange stillness to settle over the bunker as even the tempestuous sounds of the storm outside suddenly go silent. One of the Tyranid at the forefront of the attack, emboldened by the disappearance of the flames suddenly stops in its tracks, twitches uncontrollably, and explodes in a shower of filthy ichor, as incandescent lightning from the Immaterium erupts from Brother Vex's outstretched fist. It is quickly followed by several others, each wracked and shattered into their constituent parts by the psyker's power.

More good news, Bal, since the Smite psychic power deals damage and also effects an area, you add +1d10 additional hits to the Horde, in addition to the four for your Psy Rating and armor bonus. Rolling 1d10 + 4 ⇒ (5) + 4 = 9 damage against the Magnitude of the second Horde Sepheren also hit.

The newly arrived Hordes of hormagaunts now stand at the following Magnitudes going into the second round:

Horde #2: 15
Horde #3: 30


Caledonii wrote:

I shake my head at the clumsy throw. I then move a little further back then bring the bolter into a two handed grip and take a shot at the one headed for me.

BS 36+10 Hulking=46 1d100 damage 1d10 1d10 1d10 take the highest 2 from the tearing +5 pen 5

Still walking backwards, almost casually so from the advancing servitor, Brother Caledonii opens up, firing a round from his bolter.

The shot deals 15 points of damage, mitigated by a total of 7 for the industrial servitor's combined AP and TB after Penetration, dealing eight points of damage to it.

The explosive rounds punches a fist-sized hole in the middle of the charging servitor's torso armor, but the relentless automaton continues advancing.


Also, Brothers Quintus, Sepheren, and Vex, are still in Squad Mode [Fire for Effect], and may optionally use their Reactions to fire off a single ranged attack in this initial round. Since you are not currently being attacked by the Hordes this round with a need to Dodge or Parry, you might as well! Brother Hrothgar cannot, as he is still in Solo Mode.


Hrothgar will maintain solo mode as he is still wary of the unaccounted lictor.


The plodding servitors continue to trudge toward the marines at the rocky summit, but they are not made for pursuit, and even while moving backward, Brother Caledonii continues to maintain a safe distance.

The servitors continue their advance, but Brother Emeric and Brother Syne are still 60 meters away from the servitor closest to them, while Brother Caledonii is still more than twenty meters away from the one pursuing him.


Dark Angel Librarian

Watching the bodies explode as the lightning dances from my fingertips. I watch as the survivors try to get there bearings to continue the attack. I aim my bolt pistol casually at the horde and squeeze the trigger at those nearest to my battle brothers. Every second given, is another option available to give.

Ballistic Skill (1d100=48)

Bolt Pistol Damage. (2d10+5=12)


Awareness 1d100 ⇒ 39

Hrothgar spares a glance at the rest of the bunker.


Comm Uplink Tower Clash
Round #3
Battlemap

Conditions:


  • Each grid square = 20 meters.
  • Due to icy conditions, loose shale and scree, a Challenging [+0] Balance test is required for Double Move or Charge actions. A failure results in the character falling prone midway through their movement.

Initiative Order:
10-Brother Emeric, Last Round: Fired Aimed Bolter shot, miss.
10-Brother Syne, Last Round: Fired Astartes Sniper Rifle, miss.
08-Brother Caledonii, Last Round: Bolter shot, hit.
08-Industrial Servitors, both are continuing to advance.


Lyriel Vex wrote:

Watching the bodies explode as the lightning dances from my fingertips. I watch as the survivors try to get there bearings to continue the attack. I aim my bolt pistol casually at the horde and squeeze the trigger at those nearest to my battle brothers. Every second given, is another option available to give.

Ballistic Skill (1d100=48)

Bolt Pistol Damage. (2d10+5=12)

With practiced ease, Brother Vex fires his bolt pistol into the surging throng of monsters, and another explodes in a shower of gore.

Two more points of damage to the Magnitude of Horde #2, 1 for a hit with damage, another for the bolt pistol's Explosive damage type.

Horde #2: 13
Horde #3: 30


Security Bunker Ambush
Round #2
Battlemap

Conditions:


  • Each square = 5 meters.
  • The hole in the bunker floor is pictured on the east side of the structure.

Initiative Order:
14-Hormagaunt Hordes
07-Brother Sepheren
07-Brother Hrothgar
07-Brother Quintus
05-Brother Vex

Note: both Hordes are still showing in Round #2, pending Quintus and Sepheren taking their bonus Reaction ranged attack for Fire For Effect. If Horde #2 is destroyed by the time Round #2 starts, ignore its presence on the Battlemap (overunning the marines inside the bunker), Horde #3 reaches melee this round either way. I will begin the round after Brother Sepheren and Brother Quintus act.


Brother Hrothgar wrote:

Awareness 1d100

Hrothgar spares a glance at the rest of the bunker.

Brother Hrothgar's target on the Awareness test is Awareness (49) +20 (Heightened Senses [Sight] for Occulobe/Autosenses) -30 (For the lictor's Chameolonic Scales Trait), resulting in an Awareness target of (39), Hit Exactly! The lictor's Concealment test: 1d100 ⇒ 88, failed by one degree. Brother Hrothgar wins the opposed test. Normally I wouldn't show the hidden enemies roll, but I just wanted to show the math on this one so that you could see how close it was! Good call, Rad.

Brother Hrothgar risks a glance over his shoulder, and watches as a sinuous coil of squirming tendrils emerges from the dark hole on the other side of the bunker's control room. A repulsive, chitin-horned nautaloid head follows them, pivoting about to peer around the chamber with pupil-less, unspeakably alien eyes of burning crimson. A pair of massive, mantid-like claws erupt next, slowly pulling an enormous xenos monstrosity that blends in almost perfectly with the bunker walls from under the floor in absolute silence.

Lictor Initiative, 1d10 + 10 ⇒ (1) + 10 = 11

The lictor will first act in Round #3, only Brother Hrothgar may act against it in Round #2.


Black Templar Techmarine
The Omega Vault wrote:

Comm Uplink Tower Clash

Round #3
Initiative Order:
10-Brother Emeric, Last Round: Fired Aimed Bolter shot, miss.

This is taking too long. We need to dispense with these servitors immediately and find the Magos. How did I miss? That thing is the size of a titan...

I decide to use four precious Kraken rounds and unleash a full-auto spread at the "left" servitor.

BS (41) + Full auto (20) + hulking target (10) = 71
1d100 ⇒ 30

spoiler:
The Emperor is with me... another 30 to hit roll!

Four degrees success = Four hits
First hit (03), head / second hit, head / third hit, arm / fourth hit, body

Damage rolls (penetration 8 w/kraken rounds)
1 2d10 + 5 ⇒ (3, 8) + 5 = 16
2 2d10 + 5 ⇒ (6, 6) + 5 = 17
3 2d10 + 5 ⇒ (3, 7) + 5 = 15
4 2d10 + 5 ⇒ (9, 2) + 5 = 16

Rook, Ellipsis:
Check my math, guys. The learning curve is a tad steep!


Can Hrothgar make a full attack vs. the lictor? that is two chainsword attacks and a bolt shot?

Suggestions on how I can knockout the lictor in one round, please

I read the Space Wolf omnibus that you can hurl more than one grenade per throw; is it possible under these conditions?


Male Space Marine Devastator Rank 1

I will use my reaction to fire at the undamaged horde.
hits = 2d5 + 8 ⇒ (2, 2) + 8 = 12 x2 = 24 damage to the magnitude.


Male Storm warden Tactical Marine

Posting my reaction now as it wont change I one or the other goes down. I will just switch to the other.

In the braced firing stance I had from my previous shot. I flip the switch to go full auto and brings the Emperors hammer down upon this servitor.

BS 36 +10 hulking +20 Full auto=66 1d100 ⇒ 44 ROF is 4 for full auto damage 2d10+5 pen 5 tearing.

A hit plus 2 extras
1 1d10 ⇒ 7, 1d10 ⇒ 7, 1d10 ⇒ 7 +5 Body
2 1d10 ⇒ 8, 1d10 ⇒ 2, 1d10 ⇒ 10 +5 Body
3 1d10 ⇒ 10, 1d10 ⇒ 5, 1d10 ⇒ 6 +5 Arm

All 3 are Pen 5. I am not sure about Righteous furry for multi die damage weapons... Ok with deathwatch training auto confirming the additional hit for both hit 2 and 3 here is the additional damage roll.

2 1d10 ⇒ 10, 1d10 ⇒ 8, 1d10 ⇒ 8 +5 Body
3 1d10 ⇒ 8, 1d10 ⇒ 6, 1d10 ⇒ 1 +5 Arm

2 1d10 ⇒ 1, 1d10 ⇒ 2, 1d10 ⇒ 5 +5 Body
and again


Eradico:
Remember that tearing lets you roll 3 and drop the lowest. I don't think it will matter in this case though, the servitor is toast

Seeing Emeric's rounds tear into the servitor, Eli switches his fire to the other servitor. Once more the round pings uselessly off the servitor's metallic hide.

Taking half action aim and then standard attack. Note that I have been forgetting the bonuses for short range and hulking targets.

Standard Attack: BS + Aim + Accurate + Short Range + Hulking = 51 + 10 + 10 + 10 + 10 = 91

Attack: 1d100=72

1 Degree of Success with rifle standard attack yields hit.

Damage: 1d10=1


Black Templar Techmarine

Ellipsis:
Thanks. I figured I forgot something...


Male Storm warden Tactical Marine
Brother Emeric wrote:
** spoiler omitted **

Spoiler:
Wow talk about a lot of damage. If I have done it correctly there is going to be 51 points of damage getting through after armor and TB,for that second shot.

"Xenos!!!" warns Hrothgar as he fires a short burst at what seems to be a blank wall.

semi auto burst vs. lictor 1d100 ⇒ 54

Use Fate Point

semi auto burst vs. lictor 1d100 ⇒ 35

By my count, BS is at 71 MAX bonus; hence, 3 degrees of success, +1 hit

damage (pen 5) 2d10 + 5 ⇒ (7, 4) + 5 = 16

damage (pen 5) 2d10 + 5 ⇒ (4, 10) + 5 = 19

Rolled a ten, deathwatch training to invoke righteous fury 1d10 ⇒ 4

Total damage - 16 for the first shot and 23 for the second shot, I think; I hope that is enough to cripple it, if not kill it... else we're bushwacked as it attacks first thing next round.

Ammo note; -1 frag grenade; -3 bullets from present clip


Reaction shot from Fire For Effect(49 before modifiers): 1d100 ⇒ 122d10 + 5 ⇒ (2, 9) + 5 = 16

Brother Sepheren opens fire on the oncoming horde.

Going Full Auto with this attack(69 before mods, I believe): 1d100 ⇒ 102d10 + 5 ⇒ (7, 1) + 5 = 13
2d10 + 5 ⇒ (2, 3) + 5 = 102d10 + 5 ⇒ (5, 10) + 5 = 202d10 + 5 ⇒ (4, 8) + 5 = 17

Confirming my one dose of Righteous Fury in that: 1d100 ⇒ 802d10 + 5 ⇒ (2, 6) + 5 = 13


For Rook

Spoiler:
Please check if I am doing righteous fury correctly. Thanks.


Tantalus Sub-Arctic Zone, Grid Zone Rho-Upsilon-12
Pyroclast-Gamma-9 Comm Uplink Tower
241.817.M41
Brother Emeric's Chrono Reading: [3:43:30]

Brother Emeric wrote:


This is taking too long. We need to dispense with these servitors immediately and find the Magos. How did I miss? That thing is the size of a titan...

I decide to use four precious Kraken rounds and unleash a full-auto spread at the "left" servitor.

Don't worry, in Deathwatch there are quite a few more moving parts in combat than even I'm used to with Dark Heresy. We'll get there. As Ellipsis said, Eradico, make sure not to short-change yourself on the Tearing quality for the bolt weapons, in this case, though, it hardly matters as the cumulative damage (44) with the Kraken rounds is more than enough to do the job.

Brother Emeric decides enough is enough and toggles his fire selector, feeling the satisfying 'click' as the Kraken rounds are chambered. Unleashing a fully automatic burst on the plodding servitor, he cannot help but feel a scintilla of pity for it, so obediently obeying its last assigned programming.

The heavy industrial servitor moves so slowly, it is an easy mark now that the techmarine has the time to set himself and aim properly, the initial surprise of the encounter long since gone to a space marine's honed reflexes. With a roar, the bolter fires, the first two rounds taking it square in the head, pulping away the dessicated tissue and bone until almost nothing remains. The hulking body stumbles forward a few more meters, dutifully following muscle memory, before the shots to the arm and torso spin it slightly sideways. The servitor then seizes and goes rigid, finally falling over like a collapsing wall.


Brother Syne fires again, striking the servitor bearing down on Brother Caledonii, but the crystalline shard fractures on the shoulder plating of his target.

The Storm Warden follows Brother Emeric's lead, opening up on full-auto with his bolter, blowing fist-sized holes in the servitor's chest and fouling the chain fist attachment on its arm, so that it comes untracked and slithers to the ground like a limp, metallic snake.

You actually would need to confirm the Righteous Fury on the servitor, Catman, as the Deathwatch Training talent only allows automatic confirmations against xenos opponents. As it is, the point is moot this time around, the damage dealt is more than enough to finish the servitor.

It never gets within ten meters of Brother Caledonii. The industrial servitor manages to stagger a few more strides before the overwhelming damage to its power core shorts it out completely. It comes to a halt, dead for all intents and purposes, but fully upright due to the still active gyro-stabilizers in its broad legs.

Combat is now concluded for the Comm Uplink Tower Clash.


Tantalus Sub-Arctic Zone, Grid Zone Rho-Upsilon-12
Inside the Pyroclast-Gamma-9 Security Bunker
241.817.M41
Brother Quintus' Chrono Reading: [3:43:02]

After tossing the grenade, Brother Sepheren squeezes off a round from his bolter, seamlessly falling into a firing stance and killing another of the creatures with a well-placed shot.

Sepheren hits with the Fire for Effect bonus, dealing 2 points of damage, further reducing the Horde's magnitude.

After ranging his bolter with the first shot, he fires a proper burst, unleashing an explosive cascade of death across the swarming Tyranid. More and more of their shattered insectile bodies come to a bloody end just outside the bunker entrance.

Counting the four hits, Explosive damage type of the bolter, and one Righteous Fury confirmed, that results in 7 total points of damage against Horde #2, reducing its Magnitude to 6.


Brother Hrothgar wrote:
"Xenos!!!" warns Hrothgar as he fires a short burst at what seems to be a blank wall.

Brother Hrothgar shouts his warning over the chaotic din of battle, and turns to fire his bolt pistol at the skulking lictor.

Rolling a Dodge as a Reaction for the first, attack, 1d100 ⇒ 93, failed, and another Dodge Reaction for the lictor having the Step Aside trait, 1d100 ⇒ 26, succeeded.

Damage for the first attack is 16, the bolt pistol's Penetration fully bypasses the lictor's AP, while its TB of 6 reduces the inflicted damage to 10. The second misses (no Righteous Fury this time Rad, sorry. For what it is worth, you did it correctly, though).

The enormous creature moves with a lithe grace that makes it nearly impossible to follow with its chameleonic hide shifting with a liquid fluidity to blur it against the bunker's back wall. Bizarrely, the effect is so perfect that even a series of falsely iridescent blinking lights, mimicking the matching the flashes from the cogitator bank, appear across its spiky carapace as it rises like a nightmare from the hole. It somehow senses Brother Hrothgar's attention, and springs for the dome-like ceiling, launching itself on mantid-like legs, the motion leaving a hazy afterimage on the Space Wolf's eyes.

The first round catches it in the flank, bursting through the thick chitin with a wet crack, while the other passes to the right or between its legs---it is impossible to be sure where it misses.


The Ultramarine shouts words of encouragement to his Kill-team over the vox-link and unleashes another cloud of white-hot promethium through the arched entry.

As your Fire for Effect Reaction: The flames engulf Horde #2, incinerating the last of the creatures, and scouring the next wave of hormagaunts that follow it, as well. For all intents and purposes, this deals enough to kill Horde #2 and inflict 18 damage Horde #3 behind it, reducing the final clutch of Tyranid to a Magnitude of 12.

Looking above, I got ahead of myself and resolved Brother Sepheren's Round 2 attack early. I'll allow it to stand even though the remnants of Horde #3 are now considered in melee. As Brother Hrothgar's attack was on the lictor, his preempting things doesn't matter.


Change in Demeanor: Sons of Russ

Hrothgar felt his choler rise as the xenos partially evades his attack. With sacred chainsword and holy boltpistol, he prepares to meet the lictor's attack.


The swarm of scuttling hormagaunts, some still alight from Brother Quintus' barrage of flame, collides with the Battle-Brothers holding the breach, talons scything and slashing madly at the Kill-team.

Rolling to hit for the hormagaunts that are in close enough proximity to attack both Brother Quintus and Brother Sepheren in melee. The good news is that they cannot take advantage of their Overwhelming trait, as the Horde has been reduced by too much. WS = 45, +10 [Charging], WS = 55.

Attack on Quintus, 1d100 ⇒ 44, hit, damage 2d10 + 5 ⇒ (7, 7) + 5 = 19, with a Penetration of 3 this is mitigated by 7 AP's for the powered armor's chest, and further mitigated by Quintus' TB of 8, yields 4 Wounds of damage.

Attack on Sepheren, 1d100 ⇒ 49, hit, damage 2d10 + 5 ⇒ (7, 1) + 5 = 13, with a Penetration of 3 this is mitigated by 7 AP's for the powered armor's chest, and further mitigated by Quintus' TB of 8, yielding no Wounds to Sepheren.

Brother Quintus is engulfed by the tide of raking claws, the horrid leaping things latching on to his chest while scratching and snapping furiously. A few of the hormagaunts punch holes in the marine's armor with their bone-like talons, but he manages to shake the majority off, swinging his body and the heavy flamer from side to side, and kicking or crushing those that are unlucky enough to fall beneath his booted tread.

The Apothecary pulls himself against the curving wall of the bunker, smashing away those of the onrushing horde that get too close with the weight of his boltgun. The creatures that survived the onslaught of the Ultramarine's flamer seem enraged, many of their glistening orange-brown carapaces scorched, or still aflame.

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