Deathwatch: The Shadow War (Inactive)

Game Master Yuugasa


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The Installation

Though unrecognizable to the common citizen of the Imperium Morgan knows instantly who this being is: an Eversor Assassin, a berserk killer from the death clades of the Officio Assassinorum Temples.

Imperial Assassins are only sent after the most important targets for the most pressing of reasons, what the hell is one doing here?

The Eversor Assassin doesn't look like it is going to stay still to play twenty questions though, as it charges Morgan in an inhumanly fast blur of movement.


Combat begins, You have twenty four hours in which to post your actions Morgan.


Apothecary Morgan glances quickly at the bodies around and decides that this would be a worthy foe to destroy in face to face combat.

"Death to the Enemies of Man!"

Apothecary mMorgan cries as he charges forward with his shield and thunder hammer swinging the hammer upwards to try and score a brutal blow against the man's chest.

Using Thunder's Call solo mode ability to get a +10 to WS versus the man and the ability to re-roll dodge and parry tests against him.

Base 60 +10 for Thunder's Call Test versus 70 WS: 1d100 ⇒ 44 Success with 2 DoS

Damage: 2d10 + 18 ⇒ (3, 3) + 18 = 24 Pen 8 If the attack succeeds then the Assassin needs to make a -20 Toughness test or be stunned for 1 round, and if the damage is greater than his STR bonus then he is knocked down.


Dodge Reaction: Agi 68, Dodge Skill +20: 88 vs 1d100 ⇒ 25

The Eversor's movements are a blur and though Morgan's strike is right on target his hammer simply burns through the air where the Assassin was standing a moment before.


The Assassin rains down blows with his crackling Neurogauntlet in a terrifying frenzy.

WS 80 vs 1d100 ⇒ 36 1d10 + 15 ⇒ (2) + 15 = 17 Penetration 8, Toxic damage 1d10 ⇒ 2

WS 80 vs 1d100 ⇒ 74 1d10 + 15 ⇒ (6) + 15 = 21 Penetration 8, Toxic damage 1d10 ⇒ 6

WS 80 vs 1d100 ⇒ 27 1d10 + 15 ⇒ (10) + 15 = 25 Penetration 8, Toxic damage 1d10 ⇒ 6

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Aterro's eyes go wide as the area is engulfed in melta-fire. He knows Brother Ramsey would only do such a thing if it was warranted. Does his advanced expertise give him greater insight into whatever mad fiend would wade in to genestealers?

He takes off running after him with renewed vigor. "Onward, my brothers! Let neither xeno nor heretic stop us from seeing through our duty with honor! FOR THE EMPEROR!"

If no one objects, we can now enter Squad Mode. Remember, going back to Solo Mode is a free action, so you don't really lose anything, but in Squad mode we do have access to some different powers and actions.

Cohesion for Brother Attero = Fel(7) + Rank(+1) + Command (+3) + Unltramarine(+1) = 12

roll to enter Squad mode: 1d10 ⇒ 10<12 = success.

Yuugasa, um, would you mind hand-waving an Oath of the Astartes? Then we could enter Tactical Spacing, which is always useful.


The Forest Floor

As the battle brothers travel on they reach a ridge overlooking the final few kilometers to the Installation. As they crest the ridge they see they are not the only ones on their way to the Inquisition's redoubt.

A swarm of Tyranids is emerging from the depths of the jungles, heading in the same direction the Marines are. No mere scouting force, nine Tyranid Warriors tower above a horde of scythe-limbed Hormagaunts. A Carnifex, a Tyranid bioform with the size and strength of a mainline battle tank stomps slowly amid its lessers, the smaller Hormagaunts darting nimbly around its hooves to avoid getting stomped on.

Near the rear of the horde is the leader, a massive Hive Tyrant, stalking forward with four life-ward Bioforms protecting it. Next to the Tyrant is a Zoanthorpe; a brain-like Tyranid telekineticly lifting its vestigial body as it follows its master, the power of the warp, as channeled through the strength of the Hivemind, boiling the air around it.


Force field: 1d100 ⇒ 94 Failure to block

Force field: 1d100 ⇒ 67 Failure to block

Force field: 1d100 ⇒ 45 Successful block

Apothecary Morgan attempts to block the assassin's first strike as his force field fails him.

60 WS base, +10 for Thunder's Call, +15 for Defensive quality 85 WS totalParry: 1d100 ⇒ 88 Failure, spending a fate point to re-roll

Parry: 1d100 ⇒ 34 Success with 5 DoS

But even Apothecary Morgan can't avoid every blow and the second blow strikes his chest. 10 AP after Pen, +10 TB 1 damage from attack, Tougness test required to avoid poison -5 on test due to damage.

50 Toughness base, -5 due to toxic quality 45 toughness.Toughness test: 1d100 ⇒ 78 Failure

But the poison runs through his veins. Luckily the force field on the Storm shield awakens and blocks the third strike.

I'll post Morgan's attack tomorrow.


@ Aterro you guys can swear an Oath, you were kinda just dropped in=)


Space Wolf Assault Marine 6

At the sight of the hated xenos lifeforms, anger begins to fill Othair as ghost pains ripple through the stump where his bionic leg is attached. Othair starts forward at a hurried pace, aiming for the hive tyrant and it's bodyguards, a low growl building inside his chest.
Based on our lowest group agility bonus being 3, we can hit a hurried pace of 8km an hour, if we want to stick together, however playing to Othair's hatred and hot blooded demeanour he is hurrying forward at 12km an hour.

Happy with that oath, and would be happy to enter squad mode, but not hanging about!


The Forest Floor

Othair approaches the Tyranid horde and closes to within 100 meters, would you like to attack?


Space Wolf Assault Marine 6

Forgot the +1 for the armour, slowest can hurry at 12km/hr, haven't got my book but I'm guessing Othair will be more like 16km/hr. No real ranged weapons (30m for a hvy flamer) so just spending the round closing the distance, although can i use the round of movement as my frenzy build up as well?

As Othair approaches, the tyranid stink fills his nose and he hurries towards the Hive Tyrant and its bodyguards.
A whopping 10m

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Upon initially dispatching for this mission, as the intel was so limited, and the parameters so vast, the Brothers had gathered for the generic (if no less important) Oath of the Astartes, vowing to bring honor to the Imperium of Man in the face of whatever they may face.

"Keep a Tactical Spacing, my brothers," Aterro says as they moved from the sight of the burning escape pod. "We know not what might come at us in this horrid undergrowth."

Squad mode ability: Tactical Spacing (pg 224)
Cohesion spent to Sustain = 1. Current Cohesion = 13(Forgot to include bonuses to FEL before).
The entire Squad may share Reactions, and, since we are lvl 5, everyone gets an ADDITIONAL Reaction each round. Yay! =)

As soon as the horde is spotted, Aterro stops and prepares to fire.

"Brother Othair," Aterro states calmly into his vox. "While your ardor is commendable and your fervor admirable, please return to the firing line. As glorious as entering melee with a Tyranid horde would be, perhaps you can wait until the poor devastator element has softened them up a little? Then when they charge at us, you will have an easier time bringing the Emperor's truth unto them."

'Plamsa round now loaded, Legionnaire. Fire when rea-rea-r-r-r-r-ready,' says the ancient machine spirit in his helmet.

In honor of Brother Othair's martial spirit, targeting the Hive Tyrant.

BS test: 1d100 ⇒ 85 vs. [(BS 95)+(Massive +30)] = 125 = 4 DOS 4DOS means the round is now embedded into the Hive Tyrant, and the blast radius for the next 1d5 ⇒ 3 rounds is centered on it.

damage, MoA:Tearing, Felling, Blast (3): 3d10 + 12 + 2 + 2 ⇒ (1, 2, 5) + 12 + 2 + 2 = 24 drop lowest = 23 total damage, AP 12, ignore 1 level of Unnatural Toughness. -10 to Dodge.


Space Wolf Assault Marine 6

"Grrr, Have the rest the Tyrant is mine."
Sorry movement should have been 14m this turn.
I wouldn't worry, Othair can't run in terminator armour, so 10m and 14m on alternate rounds, 100m will take 8.5 rounds to cover! Plenty of softening time.


Also just realized this but Apothecary Morgan didn't need to spend the fate point on his parry attempt above as Thunder's Call is still active.

Apothecary Morgan brings his hammer around low to try and crush the assassin's legs.

Test versus 70 Attack: 1d100 ⇒ 62 Success 0 DoS

Damage: 2d10 + 18 ⇒ (10, 3) + 18 = 31 Pen 8 If the attack succeeds then the Assassin needs to make a -0 Toughness test or be stunned for 1 round, and if the damage is greater than his STR bonus then he is knocked down.

Chance of RF: 1d100 ⇒ 15 Success
RF damage: 2d10 + 18 ⇒ (2, 5) + 18 = 25


This is where I wish I had a conversion beamer

"Imperial Installation, this is Tech Marine Ramsey of Deathwatch," the Tech Marine said, mentally keying his internal vox to the local channel. As he continued he, almost casually, walked towards the tyranic hoard, "You have a large Tyranic force moving on your position, including multiple Synapse class creatures. Please respond."

Shifting his bolter to his left hand his right reached over his shoulder to where the hilt to his Claymore waited. The five foot blade slid from the sheath under his servo harness with a long metallic scrape. Even with the gunfire and explosions the ring of the blade hung in the air, as if the blade itself was shivering in excitement.

At the same time every limb from his servo harness unfolded, both arms reaching their full length, and the clamps opening and closing like wild animals snapping at their foes. Holding the sword off to the side, the tip of the blade inches from the ground, Ramsey raised his bolter in one hand.

"Range calculated, displaying optimal targeting," his implants reported in his mind.

"Opening fire," He growled as he squeezed the trigger.

Joining squad mode, because more parries

Activating Logis implant
Int 70 + Tech use 20 = 90 vs: 1d100 ⇒ 6

Toughness test to avoid fatigue
Toughness 65 vs: 1d100 ⇒ 33

Firing bolter on full auto, targeting Zoenthrope
BS 70 + Logis 10 + Massive 10 + Full auto 20 = 110 vs: 1d100 ⇒ 98

Weapon Jam! Fate point to reroll, 1 point remaining
BS 70 + Logis 10 + Massive 10 + Full auto 20 = 110 vs: 1d100 ⇒ 74

3 hits out of 4
Bolter hit w/ Tearing: 3d10 + 5 ⇒ (2, 7, 5) + 5 = 19 = 17 damage; pen 5
Bolter hit w/ Tearing: 3d10 + 5 ⇒ (4, 2, 7) + 5 = 18 = 16 damage; pen 5
Bolter hit w/ Tearing: 3d10 + 5 ⇒ (1, 8, 6) + 5 = 20 = 19 damage; pen 5

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

"Acknowledged, Brother Othair. I have but invited her to the ball. I'll leave the rest of her dance card open for you, and entertain the rest of her family. Haha!

Good shooting, Brother Ramsey. Let the Light of Terra show them their folly and bring them unto Truth."


Decius stands before his brothers and commences to rain holy bolter fire on the tyranid horde, trying to lower the number of 'gaunts.

Master at Arms (Taking Blast special quality, will change to Felling when hitting the bigger 'nids.)

Full-Auto Burst
Ballistic Skill 95 1d100 ⇒ 27

Decius simple roars with his heavy bolter

Master-crafted Heavy Bolter 1d10+16, Blast (2), Tearing, Pen 8
2d10 + 16 ⇒ (3, 1) + 16 = 20 = 19
2d10 + 16 ⇒ (10, 8) + 16 = 34 = 26
2d10 + 16 ⇒ (5, 10) + 16 = 31 = 26
2d10 + 16 ⇒ (9, 6) + 16 = 31 = 25
2d10 + 16 ⇒ (4, 5) + 16 = 25 = 21
2d10 + 16 ⇒ (6, 1) + 16 = 23 = 22

Righteous Fury 1d100 ⇒ 16
2d10 + 16 ⇒ (3, 10) + 16 = 29 = 26
Righteous Fury 1d100 ⇒ 55
2d10 + 16 ⇒ (1, 7) + 16 = 24 = 23
Righteous Fury 1d100 ⇒ 69
2d10 + 16 ⇒ (7, 10) + 16 = 33 = 26
Righteous Fury 1d100 ⇒ 24
2d10 + 16 ⇒ (2, 1) + 16 = 19 = 18


The Installation

Dodge Reaction: Agi 68: Dodge +20: 88 vs 1d100 ⇒ 41

The Assassin flips right over Morgans low attack then unleashes a flurry of blows against Morgans face, the attacks slashing in from different angles.

Death Blow Paragon Talent allows the Assassin to target all blows against Morgans head without penalty.

WS 80 vs 1d100 ⇒ 60 Damage: 1d10 + 15 ⇒ (10) + 15 = 25 Penetration 8, Toxic damage 1d10 ⇒ 1

WS 80 vs 1d100 ⇒ 97 Damage: miss

WS 80 vs 1d100 ⇒ 68 Damage: 1d10 + 15 ⇒ (9) + 15 = 24 Penetration 8, Toxic damage 1d10 ⇒ 6


The Installation

The battle between Morgan and the Assassin is furious and epic. Morgan is solid, strong and nearly invincible while the Assassin moves with liquid grace and furious intent.

A pair of human workers on the warehouse floor look up at the vicious battle on the gantry, their mouths hanging open in wonder at the blurred exchange of blows.


The Forest Floor

The battle with the Tyranids begin, they start 90 meters away. Everyone but Luthar has gone so he has 24 hours to post then after he posts the Tyranids go and it's your guys turn again.

A Tyrant Guard uses its reaction to become the target of Aterro's shot, it takes 11 damage and the blast does 4 damage to the Horde of Hormaguants and 11 damage to the other Tyrant Guards.

The Hive Tyrant's Dodge: Agi 45 vs 1d100 ⇒ 84 The Hive Tyrant takes 11 damage as well.

The Hive Tyrant reels back from the blast and every creature in the Swarm gives an angry sympathetic hiss at the assault.


The Forest Floor

The Zoanthorpe hovers menacingly over the Swarm and its warp field ignites as Ramsey opens fire on it.

Warp Field: protection rating 65 vs 1d100 ⇒ 42

Warp Field: protection rating 65 vs 1d100 ⇒ 5 Field overload

The third shot gets through. The Zoanthorpe takes 10 damage.

The Zoanthorpe shudders in agony as bolt shells stitch holes in its armored brain case. It lets out a strange mewling sound you can hear even at this distance.


The Forest Floor

Brother Decius' heavy shells shred the Hormagaunts with terrific violence, hurling blasted bits of their pulverized bodies high into the air.

Decius reduces the total Magnitude of the Horde by 10, combined with previous damage this round the horde is down to 106 magnitude.


@ Ramsey-A conversion beamer would be hella awesome in this situation lol, oh well, next mission perhaps.


106 holy s&%$ lol, I'll just shoot synapse creatures


The Forest Floor

"Acknowledged Deathwatch, this is Command." Comes a vox from the Installation. "Thanks for the warning, what is the composition of the force we will face?"


Brother Decius wrote:
106 holy s@#+ lol, I'll just shoot synapse creatures

lol, yeah, you guys just attacked an army. Oh well, you will save the Installation a lot of trouble and you'll be fine I'm sure...pretty sure, anyway=D.


Yuugasa wrote:


lol, yeah, you guys just attacked an army. Oh well, you will save the Installation a lot of trouble and you'll be fine I'm sure...pretty sure, anyway=D.

hence why I'm talking with the installation XD


Force field: 1d100 ⇒ 15 Successful block

Force field: 1d100 ⇒ 82 Failure to block

Test versus 85 WS Parry: 1d100 ⇒ 47 Success with 3 DoS.

As the assassin brinsg his blade around towards Apothecary Morgan's head Morgan grins as he brings up his shield blocking the first attack with his shield as the second attack whistles by his head. He slams the shield into the weapon itself to prevent the third attack from striking his head. Then he spins the hammer around his head as he brings it down where the assassin is standing.

Test versus 70 1d100 ⇒ 37 Success with 3 DoS.

Damage: 2d10 + 18 ⇒ (6, 2) + 18 = 26 Pen 8 If the attack succeeds then the Assassin needs to make a -30 Toughness test or be stunned for 1 round, and if the damage is greater than his STR bonus then he is knocked down.


The Installation

Dodge Reaction: Agi 68: Dodge +20: 88 vs 1d100 ⇒ 30

The Assassin growls in frustration as Morgan defeats his attacks once more, rolling backwards head over heels he dodges Morgans latest masterful strike then leaps off the side of the wiremesh gantry.

Bladedancer ability to safely move out of combat without Morgan getting a free attack, Catfall ability to fall: Agi 68: Acrobatics +20: 88 vs 1d100 ⇒ 3

Landing safely on the floor ten meters down the Assassin charges the gaping human workers, their heads sail through the air on fountains of blood as the Eversor passes by them, lashing out with his bladed fingers and disappearing out of sight into the massive stacks of cargo containers and mechanized loading equipment.

Due to his combat drugs the Assassin can take two full actions each round, though only one of these may be a combat action.

Silence descends on the warehouse, the only noises being the soft spatter of blood slowly spreading from the necks of the slain workers fallen bodies and the faint crackle of Morgans weapon's power field.

Morgans most obvious choices of movement for the moment are to leap off the gantry and pursue, cross the gantry and head down the stairs at the far end, or return through the door behind him and attempt to gather some forces before beginning the hunt.

A game of cat and mouse has begun, with neither side entirely sure who is the cat.


Apothecary Morgan quickly opens his comms once again and sends a message across the base.

"Be aware the intruder is an Eversor Assassin and he is currently in the warehouse. Do not engage if you find him just fall back and inform me."

Apothecary Morgan then spends some time injecting adrenaline and other chemicals to start fixing his body from the ravages of the poison.

Test versus 110 Medicade Medicade test: 1d100 ⇒ 59 Success with 6 DoS. Wounds healed: 1d5 + 7 ⇒ (2) + 7 = 9

Next round Apothecary Morgan will begin the game of cat and mouse.


The Installation

"Information and Orders acknowledged." Command responds. "Essential personal heading for secure locations. I hesitate to bring in squads from the walls as we have just learned a Tyranid Swarm is approaching but I offer to send help to you if you wish."

Before Morgan even has a chance to respond a muzzle flares from the shadows behind a huge nearby stack of crates as the Assassin fire his Executor pistol.

BS 80: +10 Spec Ops targeter: 90 vs 1d100 ⇒ 6 8 DoS

Damage: 2d10 + 7 ⇒ (5, 1) + 7 = 13 Penetration 7, Toxic N/A

Damage: 2d10 + 7 ⇒ (9, 10) + 7 = 26 Penetration 7, Toxic N/A

Damage: 2d10 + 7 ⇒ (2, 8) + 7 = 17 Penetration 7, Toxic N/A

Damage: 2d10 + 7 ⇒ (8, 5) + 7 = 20 Penetration 7, Toxic N/A

The Assassin does not target Morgan but the wiremesh bridge beneath his feet.

It utterly disintegrates, with nothing at all to catch himself on Morgan tumbles through the air, surrounded by nearly atomized metallic debris that glitters in the air like the sun off of fresh snowflakes.

The Assassin has already changed positions by the time Morgan hits the ground.

Opposed Silent Move vs Awareness. Agi 68: Silent Move +20: Officio Assassinorum Stealth Suit +30: 118 vs 1d100 ⇒ 61 5 DoS

Morgan should make an Awareness test after working out the effects of falling 10 meters.


Currently homeless, waiting on keys for new apartment which should be this week. Visa nearly expired and been trying to renew and not get deported.

Luthar keeps pace with the pack, tactically spacing himself took some getting used to in the larger terminator armor, but he was determined not to be left behind.

After the reach the clearing and witness the approaching forces in their full capacity, Luthar knows it going to be a hellish battle. He didn't want to go rushing into the tide, he would've preferred some plan of action, but his wolf pack had a taste for biting off more than it could chew and they no stranger to overcoming the odds in the name of the Emperor.

We must divide their attention and forces. he comms his brothers. I will draw their attention away from us. Concentrate your fire and I will call forth a storm to smite these wretched xenos! Luthar wished he knew the words and rituals to summmon more than lightning, but he hadn't yet discovered for himself how to control an entire storm as some of his brothers from Fenris can.

Push Level Focus test: WP 70 PR 6, talent +1, Push +3 = PR 10

1d100 ⇒ 2 Lots of success.

Living Lightning:

Living Lightning: Action: Full Opposed: No Range: 30 metre radius x PR Sustained: Yes

300m range (PR 10x 30m)
Description: The Rune Priest cries out to the sky and calls forth a dancing bolt of sentient electricity arcing down from the heavens. While this power is in effect, the Rune Priest can direct the bolt of lightning against any target within range, changing targets between turns regardless of how far apart they are. Those struck by the lightning will suffer 1d10 x PR Energy damage with the Shocking quality. If the target passes a Challenging (+0) Agility Test, he reduces this damage by half (round up). This power can only be used outside under an open sky.

Damage Targeting the Zoanthorpe.
10d10 ⇒ (4, 7, 7, 5, 7, 10, 5, 1, 3, 6) = 55 Total 55 Energy Damage, with Shocking

Psy Phen table -10:
1d100 ⇒ 57

Effect:

Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or
statues of people within this area, they appear to be crying blood.

3d10 ⇒ (9, 8, 1) = 18

As Luthar begins the rituals and activates the runes he's covered in something strange happens. While Luthar is howling in harmony with the winds and what little remains of mother nature, she begins to weep tears of blood. All around the Rune Priest stone and wood pour forth into small pools collecting and covering the grass. Even the wood and stone amulets that Luthar carried dripped with clay colored blood. As he called forth the lightning and directed his dance to strike at the Zoanthorpe, Luthar too couldn't help but to weep and share in this planets pain. It nearly overwhelmed him and sent him into a blood frenzy then and there, the wolf necklace hanging from his neck covered in blood that wasn't his own or the enemies'. An innocent and beautiful world would be lost this day and no one would remember it, just the forces and heros that would survive.

As the lightning dances forth Luthar takes the blood running into pools around the priest and rubs it onto his armor in characters and symbols that would make no sense to a normal Astartes.

In squad mode now, need to reread those rules and abilities. Who is the squad leader? Also, me rubbing blood all over myself might be an additional action, but seems I'm gearing up for a frenzy, just need to double check those rules before I do. Once you start that, its over when ITS over.


As I read it Apothecary Morgan needs to make a +0 agility test to avoid the first 4 meters of falling damage. Apothecary Morgan will activate Burst of Speed Solo Mode ability to add a +10 on Agility tests, and increase his Agility bonus by 4 to try and avoid the first 8 meters of falling.

Base Agility 40, +10 agility 1d100 ⇒ 63 Failure spending a fate point to re-roll

1d100 ⇒ 43 Success

So Apothecary Morgan avoids the first 8 meters of the fall and takes 1d10+1 per meter left which ignores armor.

Damage: 2d10 + 2 ⇒ (2, 3) + 2 = 7 Subtract 10 for toughness leaves no damage left.

Awarness base is 60, +10 for skill, +10 for helmet, +10 for heightened senses Test versus 90. 1d100 ⇒ 30
Success with 6 DoS

As Apothecary Morgan looks over at the assassin's new position he turns to face him.

"Had you stayed I might have given you a proper fight now die without honor Traitor."

As the targeting computer within Apothecary Morgan's helm rings out with it's readiness Apothecary Morgan opens fire with just a thought sending the Emperor's vengeance against the assassin making the ari around the assassin fill with metal storm rounds.

BS base 45, +20 for Full auto, +10 for master crafted Test versus 75. 1d100 ⇒ 65 Success with 1 DoS with the storm quality means 3 hits.

Damage 1: 3d10 + 7 ⇒ (1, 1, 2) + 7 = 11 Actual damage 10, Pen 5

Damage 2: 3d10 + 7 ⇒ (6, 7, 7) + 7 = 27 Actual damage 21, Pen 5

Damage 3: 3d10 + 7 ⇒ (4, 8, 5) + 7 = 24 Actual damage 20, Pen 5


@ Luthar- aw that sucks, where are you staying now? or are you on the street? =/

The Forest Floor

Zoanthorpe Agi 10 test: 1d100 ⇒ 28 Failure.

The Zoanthorpe comes apart in an explosion of lightning and warp energy.
It detonates with great force and splatters shards of bone and chunks of brain matter across the jungle.

Nah, you can drab blood as a free action.

Edit: Though entering a frenzy still takes what it takes.


The Installation

Dodge Reaction: Agi 68: +20 Dodge: 88 vs 1d100 ⇒ 29 5 DoS means the Assassin dodges all hits.

The Eversor Assassin charges from the darkness, jinking side to side as he closes with Morgan, avoiding his shots.

The Assassin is glanding Berserker-'Slaught, granting +1d5 attacks and +3 damage to his charge.

Extra Attacks: 1d5 ⇒ 2

The Eversor attacks Morgan in a blur of movement.

All attacks auto target Morgan's head.

WS 80: +20 Berserker Charge: 100 vs 1d100 ⇒ 39
Damage: 1d10 + 18 ⇒ (8) + 18 = 26 Penetration 8, Toxic Damage: 1d10 ⇒ 9

WS 80: +20 Berserker Charge: 100 vs 1d100 ⇒ 59
Damage: 1d10 + 18 ⇒ (1) + 18 = 19 Penetration 8, Toxic Damage: 1d10 ⇒ 2

WS 80: +20 Berserker Charge: 100 vs 1d100 ⇒ 54
Damage: 1d10 + 18 ⇒ (5) + 18 = 23 Penetration 8, Toxic Damage: 1d10 ⇒ 6


Force field: 1d100 ⇒ 15 Successful block.

Force field: 1d100 ⇒ 19 Successful block.

Force field: 1d100 ⇒ 69 Failure

WS 60, +15 defensive test versus 75 1d100 ⇒ 51 Success with 2 DoS, but failure to block

17 damage, 50 toughness base, -85 due to damage, test versus 0. 1d100 ⇒ 84 Failure

Apothecary Morgan staggers under the blow of the man but continues to fight on firing even more shots at the assassin.

Switch to regular rounds then full auto, 45 BS base, +20 for full auto, +30 for point blank test versus 95.Attack: 1d100 ⇒ 43 Success with 5 DoS, so 8 hits.

Damage 1: 3d10 + 7 ⇒ (3, 9, 7) + 7 = 26 Actual damage 23, Pen 5 Location: Body
Damage 2: 3d10 + 7 ⇒ (2, 6, 3) + 7 = 18 Actual damage 16, Pen 5 Location: Body
Damage 3: 3d10 + 7 ⇒ (2, 3, 8) + 7 = 20 Actual damage 18, Pen 5 Location: Arm
Damage 4: 3d10 + 7 ⇒ (3, 9, 1) + 7 = 20 Actual damage 19, Pen 5 Location Head
Damage 5: 3d10 + 7 ⇒ (8, 4, 5) + 7 = 24 Actual damage 20, Pen 5 Location: Arm
Damage 6: 3d10 + 7 ⇒ (10, 4, 1) + 7 = 22 Actual damage 21, Pen 5 All Further Locations Body
Damage 7: 3d10 + 7 ⇒ (6, 7, 2) + 7 = 22 Actual damage 20, Pen 5
Damage 8: 3d10 + 7 ⇒ (6, 9, 1) + 7 = 23 Actual damage 22, Pen 5

RF?: 1d100 ⇒ 1 Success
RF damage: 3d10 + 7 ⇒ (3, 5, 2) + 7 = 17 15 actual damage +21= 36 damage for the RF.


The Installation

Dodge Reaction: Agi 68: +20 Dodge: 88 Vs 1d100 ⇒ 41 4 DoS means 4 hits land.

The Assassin jerks and dances like a very wet dog who just chewed through a power cord as bolt shells tear though him repeatedly and explode. Despite his lightning fast reaction times a point blank storm of bolter rounds is more than even this acrobatic murderer can handle.

He collapses to the ground, spraying gore in all directions and twitches violently. It is more than simple death throes however but a chemical and plasmatic reaction as the finely tuned hormones, energies, and flesh conditioning that make the killer so deadly are thrown out of whack and create a cascade effect that causes the Eversor to detonate with the fury of a plasma warhead, blasting his surroundings with burning energies, acid, and poison.

There is a sound like a tearing wet rag as the Eversor come apart then everything becomes a burning holocaust.

Damage: 4d10 + 10 ⇒ (3, 7, 10, 5) + 10 = 35 Penetration 10, Blast (10), Toxic damage: 1d10 ⇒ 10


The Forest Floor

It may take me a minute to do all the Tyranids actions, I will say when it is the battle brothers turn again.

The Hive Tyrant gives the Death Watch battle brothers a malefic glare then looks to the sky and roars as the swarm turns as one towards the marines.


The Forest Floor

The Hormagaunts charge forward in their strange loping run, covering 20 meters while the trailing Carnifex and Tyranid Warriors move 10.

The Tyrant Guard form up to protect their master as the one with the embedded shell moves back into the jungle to keep him from harm.

The Hive Tyrant focuses on Aterro, the one whom attacked it, and lifts it's heavy Venom Cannon. With a psychic impluse it fires, hurling sharp blades of poisonous crystallized venom at the marine.

BS 43 1d100 ⇒ 58 Miss.

Huh, never mind, that was an easy turn, it's the battle brothers turn now. =D


force field: 1d100 ⇒ 28

Apothecary Morgan drops behind his Strom shield as the machine spirit within fights again the explosion of the dead assassin. The machine spirit tirelessly struggles and with its devotion to the emperor it prevails protecting it's charge against the assassin's final attack. As Apothecary Morgan looks around at the devastation caused by the killer's body he silently thanks the machine spirit for its tireless efforts of protection and safety. Apothecary Morgan wearliy begins walking back towards the bio labs not wanting to reveal how close he had come to losing to the assassin. On the way he patches up the wound the assassin left with as best he is able to.

Medicade test versus 100 1d100 ⇒ 57 success

healing: 1d5 + 7 ⇒ (1) + 7 = 8

As Apothecary Morgan leaves the warehouse he comms back to command.

"The assassin has been disposed of just send a clean up crew to the warehouse."


The Chimeras

I guess we came to a hault or are we still driving/moving? I'll just make it up I guess. Also, how many Chimeras and troops are we running with? Is it just us 3 left?

As they move along in silence, the talk of the marines past run ins with Chaos leave the compartment eerily quiet for the ride. That is soon violently disrupted as an explosion is heard outside and whats left of one of the escort Chimeras tumbles away in a fiery mass. The human driver's first instinct is to hault and they are soon greeted by the presence of a squad of soldiers, an ancient dreadnought, and daemon-host.

The message fills their minds and as it does, Korbin barely makes sense of the words, his mind racing through options and weighing possible outcomes vs potential actions. While stealth is no longer an option for the group, and it quickly became clear they wouldn't get far without considerable damage and loss, precluding success of the current objective, Korbin concludes a fight is the only solution. Korbin made a move to exit the Chimera discreetly and without being seen. Might be impossible Korbin is already moving by the time the inquisitor asks if they could take them. Korbin's mind made up. Only one way to find out he replies in response. I'm not staying in here while we negotiate. And by negotiate I mean sending Chaos and its daemons back through the warp in pieces.

I will try to flank the dreadnought, we need to take it out first. Get these Chimeras moving and firing once we are out.


Space Wolf Assault Marine 6

Othair, his flamer still out of range, continues forward trying to close the distance.
Full move, but no boost from bionic leg this turn so only 10m.


The Installation

"Acknowledged." Command voxs back. "What was that that shook the base just now?"

Morgan looks back at the devastation he survived. Hundreds of boxes of equipment have been vaporized and much more has been scattered and burns.

There is a literal crater in the ground where the Assassin died that glows orange from the heat of the explosion.

What to answer?


"The assassin exploded, most likely it was intended as a failsafe in case the assassin was brought down so that nothing could be learned about him, or maybe it was supposed to be a last ditch effort assassination technique. Regadless many items here have been destroyed and many others displaced if there's anything important here it may have been destroyed.


The Chimeras

One other Chimera still functions some distance behind you. Told to travel light it carries no troops. Shar Quinn is alone with you, the driver and the turret gunner.

"Open fire." She tells her men. "Take out the Dreadnaught first."

With that she exits out the back with the marines. She kneels behind the Chimera, closes her eyes and assumes a meditative position as she summons her psionic strength.

Combat begins, you have 24 hours to post your attacks, allied NPC attacks to come as well. They are 20 meters away.


The Installation

"I see. Well thank you for doing the Emperor's work and defeating the Assassin, whatever collateral damage may have been caused is the Inquisitor's problem now but thanks to you the base still stands." Command replies.


It's 4 Warriors, 1 carnifex, 3 guards, 1 tyrant + anoter giant critter?


A magnitude 106 horde of Hormaguants, Nine Warriors, 1 Carnifex, 4 guards, 1 Tyrant and the Zoanthorpe is dead.


The Chimeras

Shar Quinn's Chimera opens fire on the Dreadnaught.

Multilaser: BS 40: +10 Targeter: +20 full auto: 70 Vs 1d100 ⇒ 55 1 DoS

Damage: 2d10 + 10 ⇒ (6, 6) + 10 = 22 Penetration 2

Heavy Bolter:BS 40: +10 Targeter: +20 full auto: 70 Vs 1d100 ⇒ 100 miss

The Multilaser scorches the frontal armor of the dread beast but lacks the power to penetrate its armored shell.

Shar Quinn completes whatever meditation she is attempting and vanishes in a flash of warp energy. Teleportation? Or something more?

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