
Othair Wolfpelt |

Oh ok thought it counted as opposed. Also realised i forgot true grit so may have been able to take some of the critical damage without needing to burn the fate point.
If i can parry then I get a counter attack for each attack parried (from Counter attack skill) before i go down.
Attack:85-20: 1d100 ⇒ 26 3dos
damage:4d10 pick best 2+27: 4d10 ⇒ (5, 9, 3, 7) = 24 43E total pen10 power field
Attack:85-20: 1d100 ⇒ 8 5 dos
damage:4d10 pick best 2+27: 4d10 ⇒ (10, 8, 10, 3) = 31 pick 2 10s 47+rf
Righteous fury 1 confirm:65: 1d100 ⇒ 23
rf damage 4d10 pick 2 +27: 4d10 ⇒ (9, 1, 2, 2) = 14 38+rf 2
RF 2 confirm:65: 1d100 ⇒ 89 miss
Total= 85E pen 10 power field.

Rune Priest Luthar |

Luthar watches the exchange of blows in awe. As he sees his brother withstand the hits and counter-attack like a true wolf, he is truely inspired by this brother's bravery and constitution. Having pushed the wolf this far, he wouldn't dare strike his prey so close to the kill. He keeps the wolfs near Othair to protect him from the horde, each taking on two of the creatures, their swings going harmlessly through the sprectral wolves as they pounce their victims.
50m range, one attack each on Luthar's turn.
Freki's bite: 10d10 Rending
10d10 ⇒ (2, 1, 5, 4, 1, 3, 2, 10, 1, 10) = 39
Geri's Bite: 10d5 Rending Pen 30
10d5 ⇒ (4, 2, 3, 1, 1, 2, 1, 3, 5, 4) = 26
Luthar moves towards Othair following the path cleared by the wolves, rushing towards his brother to inspire him to finish what he started. Luthar Howls the sounds of a pack of wolves closing in for the kill. Finish what you started WOLF! Grrrr....Get up, let the instincts take over, we are the hunters, never the hunted!
Half action move, half action sustain psy power

Othair Wolfpelt |

The righteous fury, was rather tasty!
If i parried the first attack i still have 1 fate point left unused, but 1 permanently burned. The 3rd hit (typically one of the hardest!) made it through and did enough damage to inflict 13 critical damage! Othair is still down!
Sorry for messing you about, have played this a bit, but still getting used to it all. Need a quick reference sheet i think.

LazyPanda |

Oh...Then I'd let the wolves finish him then, thought you could still stand...Oh well, too late to change action I think, someone else can have the killing blow...We all get the glory!
In regards to the Parry matter:
The parry action:
Parry
Type: Reaction
Subtype: Defence, Melee
If the active character is wielding a melee weapon capable
of Parrying, he can attempt to thwart an incoming melee
attack by making a Challenging (+0) Weapon Skill Test.
If the test succeeds, the incoming attack is considered to have
missed. If the test fails, the attack connects and Damage is
rolled normally. Parrying requires no special Skill or Talent,
but Parry can only be used to negate a melee attack.So I don't think DoS matter, or is there something I am missing?
Took some searching but found what my brother was talking about. He got that from Black Crusade. So many different rules and updates/erratas...Makes sense though, hope we can apply to our game...Here's the text:
Black Crusade Core:
PARRY (WEAPON SKILL)
Parry is the ability to avoid blows in melee, either deflecting
them using one’s hands or weapons, or evading them
entirely through quick refl exes. A character targeted by
melee attacks can parry these attacks using Parry. Parrying
is a Reaction (and as such can usually only be attempted
once each turn) and can only be used against close combat
attacks from foes engaged with the character in melee. A
success indicates that the attack has been parried and does
not hit the character. In the case of attacks which cause
multiple hits (such as those from a foe with the Lightning
Attack Talent) each Degree of Success a character achieves
on his Parry test discounts one hit from the attack. Any
excess hits not discounted by parrying are then applied to
the character as normal

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Hi there! 'Scuse me, sorry. Mind if I play through?
Brother Othair. Remember you entered Squad mode with me and never left it. Due to my Aura of Awesomeness, you get one additional Reaction per round.
Which means you get one more Parry.
The Emperor protects.
;-D
I'll hold off my attack until you resolve that one.

Apothecary Morgan Thrice-Forged |

Targeting the greater deamon may be the right choice for now until we know it's dead.
Apothecary Morgan seeing the Greater Deamon still standing and about to attack once again turns towards the Bloodthirster and once again commands the machine spirit inside of the bolter to change ammunition to send the creature back to the warp without harming his allies. Letting the machine on his shoulder spew hot death Apothecary Morgan considers the deamon host around them with caution.
45 Bs base, +20 for full auto, +30 for point blank, Test versus 95 1d100 ⇒ 31 Success with 5 DoS, so 8 hits.
Damage 1: 3d10 + 5 ⇒ (4, 4, 1) + 5 = 14 13 damage Pen 5
Damage 2: 3d10 + 5 ⇒ (4, 2, 1) + 5 = 12 11 damage Pen 5
Damage 3: 3d10 + 5 ⇒ (7, 2, 6) + 5 = 20 18 damage Pen 5
Damage 4: 3d10 + 5 ⇒ (8, 7, 3) + 5 = 23 20 damage Pen 5
Damage 5: 3d10 + 5 ⇒ (1, 8, 10) + 5 = 24 23 damage Pen 5
Damage 6: 3d10 + 5 ⇒ (5, 6, 1) + 5 = 17 16 damage Pen 5
Damage 7: 3d10 + 5 ⇒ (6, 5, 8) + 5 = 24 19 damage Pen 5
Damage 8: 3d10 + 5 ⇒ (9, 3, 1) + 5 = 18 17 damage Pen 5
RF: 1d100 ⇒ 75 Success
RF damage: 3d10 + 5 ⇒ (6, 7, 1) + 5 = 19 18 damage +23 damage =41 damage total

Yuugasa |

The Greater Daemon takes terrible damage at the hands of the marines, its form breaking apart and boiling away in a red mist.
Far from being distraught though the Daemon simply laughs.
"We will meet again soon dogs, and I will slay you and devour your souls. The Architect of Fate will be denied his prize. Another Inheritor will not arise on my watch."
Transformed into nothing but crimson smoke the Bloodthirster calls: "Come my children, we will await them below..."
The Bloodletters disintegrate into smoke and fade away with their master as he vanishes.

Yuugasa |

Out of the breached elevator shaft the foul energy of the Warp still pours and the corruption continues to creep across the walls and floor and spreads.
Is this spillover from the device? Or is the corruption from something else? Either way unless it is stopped it will eventually corrupt the entire Installation!

Apothecary Morgan Thrice-Forged |

It's actually better than RoF 8 as it has the storm quality so it only needs 4 DoS to hit with all 8 shots instead of needing 8 DoS to hit with 8 RoF.
Go Down to Your Nearest Armory Today and get the Emperor's Finest Weapon. The Storm Bolter!
This message has been sponsored by the Imperium of Man and the Inquisition. Remember kids; Love thine Emperor by using the biggest guns.

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Aterro laughs fully at words of the Daemon. "HAHAHA! Yes! You have committed the classic tactical move of getting torn to shreds by bolter fire and krak missile. The tactic of champions everywhere! Ha! Truly I must feel great fear at an enemy whose battle plan is to be killed by astartes hand! Would that all thy brethren adopt your powerful strategies! I long to see our next meeting when you shall attempt to consume our souls by being exploded! Thou art clever beyond clever! Ha!"
Such a long tirade is followed by sadness that his horde does take his words to heart and follows his disintegration in earnest. He had a frag missile all loaded for them too. Ah well.
"So, my brothers. Who among knows us what Throne-cursed spillage is causing this warp-leak? Surely the installation has protocol for this?"

Othair Wolfpelt |

The red mist clearing from his head, Othair's face relaxes from its bestial snarl and his growl subsides. He looks drained and his presence lessened, now that the rage is gone. "That Daemon was tough, I felt my thread fraying, but Russ is not yet ready for me and so it was not cut. Sorry Aterro I know nothing about this malificarum, could it be a targeted incursion to take or damage the device?"

Brother Sardus |

Sardus takes a look at the outpost and the soldiers outside. He silently wished for a squad of his chapter brothers, armed and ready to strike them from a distance, but with their weapons and armor, stealth was the only hope if they could not overwhelm them with firepower somehow. Getting to the tank would be impossible, but the Thunderhawk might prove an option to soften up the squads before their advance. It would be needed to get back to the base, which meant the Chimera was expendable.
Who here can pilot a Thunderhawk besides myself? No way I can do it in this armor.
As he waits he considers how they might access the rooftops without being seen but fails to find a way.
Tactics (Recon and Stealth +10), INT 50 vs 1d100 ⇒ 70 1 DOF
Then he considers whether or not the Thunderhawk could take out the ground forces and how best it could be done. He needed to know more about the installation and turned his gaze back towards his companions.
Tactics (Air Combat) INT 50 vs 1d100 ⇒ 64 1 DOF
Even if we made it to there and got it off the ground, it might not be enough to take on the ground forces. Risky, but we could take out most of the resistance that doesn't flee or remain inside. From there a squad enters to retrieve the device....Which is where by the way? And guarded by what protections? he says turning to Shar Quinn and returning the magnoculars.

Techmarine Korbin |

Korbin doesn't need the magnoculars, he scans the squads on the ground and rooftop, the tank and thunderhawk, using his bionic eye, taking note of their weapons and beginning to calculate the risk to himself and his squad. Sardus can't see a way to enter quietly or access the Thunderhawk without drawing attention, so Korbin sets his mind to seeing if he can't find a way.
Activating his Personal Demeanour: Calculating:
The Space Marine’s mind is highly analytical, constantly
aware of the pros and cons of any decisions he faces...I'd like to activate this to provide any bonus (up to +20) to the roll) on Stealth. It ties nicely with his Chapter Demeanour too, but I think I activated that one once, but actually didn't apply an benefit.
Tactics: Recon and Stealth INT 65 vs 1d100 ⇒ 54 1 DOS
If they do have to engage them, he considers the weapons and munitions they are equipped with and the potential danger to himself, the Chimera, his squad, and the Thunderhawk should they get it off and survive long enough to engage the enemy.
PER 53 +Height Senses +10, Auto-senses +10, Watcher +10, Auger +20, Awareness +10..I also have Armorer +20 if an INT roll is more appropriate, feel free to switch the modifiers and make it an INT test.
Per 123 vs 1d100 ⇒ 60 6 DOS
In response to Sardus' questions, Korbin replies: I am not trained on how to fly a Thunderhawk, but if I can connect with my MIU I might be able to get us out of here atleast, with your guidance, my knowledge might be enough. I do not trust myself to pilot and engage the enemy at this base, even a man of my intellect is smart enough to recognize his own limitations. Hopefully one of you knows how to fly. That however is a secondary concern. If we can't get to the limiter quietly, then escape is not worth disussing.
He falls silent, waiting to hear more information of the facility. It could be possible he might retrieve the limiter from under there noses and they could escape by Thunderhawk before they knew what was happening, but that would be doubtful. Nothing would be easy about this mission. For many, it would be their last. Without reasonable chances of success, Korbin wasn't sure how much further he could support attempting to take the limiter. If I am unable to find a way into there, then it is not worth the risk. We destroy everything and escape on the Thunderhawk. If we can not have the limiter no one shall. It should be devoured with this planet and the installations self destruct....Ahh...self destruct codes!.
Korbin perks up, pleased with himself for considering such an alternative. He would need access codes that the inquisitor may or may not have. He waits for Shar Quinn to share her knowledge of the facility and if she doesn't say, he will ask the hard question: Can we destroy this outpost and possible the device without entering or with minimal risk and high probability of success?

Yuugasa |

The Installation
Upon reaching the lip of the elevator shaft Morgan sees that the riding platform lies in ruins at the bottom of the shaft, where the entrance to Shar Quinn's lab lies, 30 meters down.
There is a maintenance ladder on one side of the shaft, but it has been severed 10 meters down and its remains litter the bottom.
The Greater Daemon's ascent through the shaft left irregular cuts and claw marks in the walls of the shaft, which may be of at least some use in climbing down. +10 to tests
The power of the warp blows up from below like a strong wind.
Any who enter the shaft must take a T test (+0 or +20 with completely sealed armor) or gain 1 point of corruption.

Othair Wolfpelt |

Scanning the shaft and the following corridor with his inbuilt auspex, listening and sniffing the air, Othair checks for other enemy.
Awareness: 1d100 ⇒ 28 7dos
awareness 70+ heightened senses 10+ auspex 20=100
"I will go first, if someone will assist in replacing my helmet. I wouldn't want to chop it off with my chainfist!"
laughs Othair, his near death experience dutifully put aside. Once his helmet is replaced, Othair leads on down, making new handholds with his chainfist where needed.
4 climb tests needed
Climb: 1d100 ⇒ 40 4dos
climb 50+ armour 30=80
climb 2: 1d100 ⇒ 16 6dos
climb 3: 1d100 ⇒ 51 2dos
climb 4: 1d100 ⇒ 24 5dos
Toughness 60+20: 1d100 ⇒ 9

Rune Priest Luthar |

Luthar knows that something is off but he can't locate the source. The gore and darkness are soul corrupting, enough that Luthar can taste its foulness, the bitterness leaving a sour taste and nearly tainting the rune priest. He quickly cycles the air from his rebreather and withdraws too much, unable to push his psyiscience abilities and detect further disruptions in the warp. Luthar maintains his focus. After helping Othair with his helmet he follows his brother down the shaft.
Tough 60 (Unnat x2) 1d100 ⇒ 66 Success
Psyniscience +10, Perc 60 vs 1d100 ⇒ 100 3DOF
Climb: We need 4? Atleast Unnat. St. makes it easier
ST 70 (Unnat St x2)+10 from beast marks: <100 = Success
1d100 ⇒ 17
1d100 ⇒ 85
1d100 ⇒ 45
1d100 ⇒ 38
Luthar descends safely to the bottom, ready for whatever may come. Nervous and blinded by the corruption the Rune Priest tries to calms himself with stories of his forefathers overcoming and defeating much worse from the Warp. I must truest my brothers. We are not alone. he things to himself as a newfound confidence in his new squad mates builds. Our pack is strong, victory is already ours.
Looking back up to his brothers once at the bottom, he taunts them playfully. Shall you have the wolves do all the heavy lifting today? Come brothers, quickly, I fear worse is yet to come!

Brother Decius |

Toughness 60 +20 1d100 ⇒ 11 (Sealed Power Armor)
The corruption is palpable you could probably taste it if he wasn't using his helmet. Decius uses the cracks left by the daemon, using his superior height and reach way better than the other marines in bulkier armor and shorter in size.
"You are small brother, but your barking is the loudest" as Decius continues his decent with a grin in his face.
We need 4 climb tests?

Apothecary Morgan Thrice-Forged |

Apothecary Morgan begins traveling down the hole.
All of these test are versus 95.
Climb 1: 1d100 ⇒ 66
Climb 2: 1d100 ⇒ 11
Climb 3: 1d100 ⇒ 36
Climb 4: 1d100 ⇒ 26
Making it down Apothecary Morgan considers the corruption all around him.
Toughness Test versus 60 1d100 ⇒ 92 Spending a fate point to re-roll.
1d100 ⇒ 11 Success
And the Divine protection of the Emperor keeps him safe from the corruption of the Dark Gods.

BayouSnowman |

Sorry for being slow to update, not feeling well, will get up some posts tomorrow.
Sorry to have thrown all those tactics rolls against you. The only way I've really seen them used is that way, its like doing it and waiting for the GM to give you the answers if you get enough DOS...I tried to make it different, but I understand how limited it can be as we aren't actually there and can't visualize it like you have/can.
Is there a better/more appropriate way to use the Tactics skills?....Maybe doing it makes your actions more successful, or is it really just meant to be a way for the GM to give info if passed?
Then I piled on a deamenour on top of all that, so sorry for the dump, I thought it was a bit and then after a while with no response, i thought it was maybe me...
Hope you get to feeling better soon.

Yuugasa |

The Chimera
"The limiter is in a well guarded central room protected by battle servitors, void fields and las grids. My Inquisitorial Rosette will bypass them safely though." Shar Quinn says.
Uriel takes a turn with the Magnoculars then hands them back to Shar. "The Traitors may be corrupt but they still use Astartes tactics, the three squads guard the approaches as the devastator squad on top watches the jungle and is ready to supply heavy support."
"I can fly the Thunderhawk if we can get to it, not sure how to do that without heavier support though." She replies. In response to Korbin's question she responds: "Yes if we go back to the Installation I can use my master codes to detonate the small self destruct device here by sending a highly secure signal, if we can't retrieve the limiter it might be the next best thing to do as it doesn't risk our lives."

Yuugasa |

The Chimera
Korbin considers the problem and thinks the best solution for an assault is to charge the main doors using the Chimera as a mobile shield, defeating the squad in the way should be doable and once under the armored eaves and into the outpost the devastators can't attack.
If the fight with the squad on the ground didn't go quickly though the other two squads could move into support range and you would be trapped with heavy weapons fire raining down on you from above.
Another niggling question you wish you could answer: How many of the enemy are inside? And what of the Daemonhost?

Yuugasa |

Climb (Basic, movement)
Strength
With the Climb Skill the character can ascend or descend
ropes, pipes, scaffolding, and both natural and man-made
walls. This Skill is not used for ladders or other easily ascended
ways, but for climbs without ready handholds or other poor
climbing conditions. The condition of the surface or item
and the environmental conditions can impose additional
bonuses or penalties. It is far more difficult to ascend an icy
rock face in a blizzard than the outer shell of a hive that is
crisscrossed with pipes and conduits. A successful test allows
the character to ascend or descend at one-half his half move
rate.
Skill Use: Half Action

Yuugasa |

The Installation
There is a lot of debris at the base of the shaft but the marines can find their footing.
The doors to Shar Quinn's lab have been tore open and the energy of the Warp rolls out from it.
A normal human in protective power armor that is covered in pentagrammic wards lies dead, hanging half out the doors, a Vox recorder in one limp hand.

Othair Wolfpelt |

Ah, wasn't sure how easy you wanted it to be. I also missed the half action bit.
"Wolf brother, I will scout the doorway first, then you secure the vox and check the status of the human, I will cover the door."
Othair moves forward slowly, crunching over the debris, his senses straining against the corruption and his flamer at the ready.
awareness= 90: 1d100 ⇒ 881dos

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Str 30+20(armor)+10(ordinary)+10(Unnat Str., pg136): 1d100 ⇒ 90 vs 70 = 2DoF
Str 30+20(armor)+10(ordinary)+10(Unnat Str., pg136): 1d100 ⇒ 26 vs 70 = 4DoS
Str 30+20(armor)+10(ordinary)+10(Unnat Str., pg136): 1d100 ⇒ 94 vs 70 = 2DoF
Str 30+20(armor)+10(ordinary)+10(Unnat Str., pg136): 1d100 ⇒ 29 vs 70 = 4 DoS
Tough 30+20(armor)+10(Unnat., pg136): 1d100 ⇒ 26 vs 60 = 3DoS
Oh Confound! And I can't find falling damage anywhere. :/
Aterro attempts to cautiously descend the damage cylinder, and the warp-spawned damage proves a great an obstacle.
Later, having reached the bottom, one way, or another.
"Well, said, brother. This brave trooper sacrificed himself to bring this data as far as he did. Let us not see his effort wasted."
Aterro investigates the body and sees what the recorder has on it.

Yuugasa |

The Installation
The Vox recorder is still running, appearing to have not been turned off in its last session before the death of its user.
Rewinding it you play its most recent recording:
"Session 34 shutdown: The device has been signaled to wind down in preparation for total shutdown and dismantling for transport. Adept Carson reports strange etheric pressure on the Immaterium side, slowing shut down."
*several minutes of machine noises and the sound of keypads clacking, a voice says something in the background.*
"Adept Carson reports etheric pressure increasing...Let's seal the room gentleman, this is probably nothing but it pays to be careful."

Yuugasa |

The Installation
*several more minutes of background sounds pass before you hear alarms blare*
"Emperor damn it, something is forcing its way through the Warp connection, something big..." Says a voice in the background.
"What? That shouldn't be possible!" Says the Vox owner. "The wards..."
*There is a loud tearing noise as metal is deformed and torn and a unearthly howl echos*
*There is a string of curses, followed by:*
"Whatever it is is strong, really strong..." Says a new voice.
"Holy..." Says the Vox holder, as if he beholds something terrible.
*Many minutes of screams, roars and the sounds of destruction*

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Aterro turns off the recorder. "It seems he gave a us a clue that something came out of something that was supposed to be shutting down. Hence, we may assume that the thing is -not- shut down, and there may be a large warp-opening beyond that shaft."
Aterro hails Matteus on the vox, and transmits the recording to him, adding, "It seems that the shutdown of a 'device' has failed and warpspawn are now getting through. Please advise. Since a normal shutdown has already failed about as hard as it can, we may need to destroy the device to save the installation. Over."
I'm assuming that everything is electronic and has a compatible OS.

Techmarine Korbin |

The Chimera:
KORBIN:
Even if we were able to breach the defenses we have no idea what is inside and if the limiter even remains here or is still protected. This could be one elaborate trap, as they know we are coming. I want to see that daemon banished back to the warp, but not until we can strike with certainty.
If an assault is what you want brother, then we could use the Chimera to charge the door and get under the devastators weapons and slip between the other two squads. If we are too slow, then we will be caught in crossfire from every direction when the other squads move to intercept. Even if we get inside, we are between enemy forces. After retrieval we still need to extract and that might be harder than getting in. I doubt the Thunderhawk is going to sit by and wait for us.
I say we retreat by way of Chimera and detonate the facility as quickly as possible. If the Thunderhawk is your goal, I believe it would take a risky distraction to get us near the landing pad and devastators. If you and the Chimera were to distract them while the inquisitor and I get to the Thunderhawk, then that might work. I have my grapnel and can scale the walls and assist others quietly. Even if we took out the watchtower quietly, then the other squads will know something is off when we begin to take of…Unless it looked like you were taking off in response to the distant assault. Once the watch tower doesn’t open fire or respond, they will know something is wrong and so our window will be small. There is still the tank and a 3 squads that could make quick work of us if they concentrated their fire.
I am sorry brother, no matter what path I can imagine, there is not enough certainty versus risk, and the reward is questionable. Honestly, such sinister things might be better destroyed and not left to the idle hands of man.
Before Korbin looked at what weapons they were carrying, could you give me some ranges? And more detail on how it might be able to get to the watch tower undetected…if impossible, even with a distraction, then nevermind, we’ll just drive back. Is it in a clearing, or is it dense jungle and the base is covered? Might be easier to get into and wondering what cover there is if we did engage at range.
I know this part has taken a long time, both of us have taken a while to post and I worry its slowing or affecting the timing and posting of the installation…Maybe I’m wrong, but if it’s simpler at this point, until your brain isn’t mush, we can return there…Heck, maybe with a Thunderhawk, we go scoop up reinforcements and come back…
How large is a squad? Are they spread out or lined up, dug in? Just standing in open or behind some makeshift cover? Maybe I can't tell from here?

Yuugasa |

A squad of Marines is 5-10, in this case 10 per squad, the tactical squads are armed with bolters except for 1 champion, 1 specialist and 1 devastator each. For simplicity sake I'll say each champion has a power sword and plamsa pistol, each specialist a melta gun and each devastator a lascannon.
The Jungle is dense but there is a clearing 30 meters wide all the way around the outpost where the jungle has been cleared, the squads are not in any sort of cover and are at equidistant lengths around the outpost. The Devastator squad on the roof has 1 champion and 4 marines, two armed with lascannon and two with missile launchers. You can stealth your way onto the base at a -30 penalty.
Really it's up to you whether you want to go after the limiter or not at this point, this is one of those player choice moments.