Deathwatch: The Shadow War (Inactive)

Game Master Yuugasa


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Space Wolf Assault Marine 6

Disorientated by the relocation, Othair recovers quickly on seeing the daemon.
"You again, Time to redden my fist with your heart blood, and tear your thread in two!"

With that,Othair charges the daemon, chainfist screaming as the teeth whirr round.
Attack 105: 1d100 ⇒ 19 8dos
ws65+20 berserk charge+10 deed+10 mastercrafted
Damage: 4d10 ⇒ (2, 4, 8, 7) = 21
pick best two =15+24 (2xStr bonus+ unnatural str)+2 (mastercrafted)+2(crushing blow) =43 total
43E damage pen 10 powerfield


The Installation

With a sinister laugh the Daemon accepts the hit to his leg, chuckling as his blood sprays into the air.


"So this is were you have come, after showing us endless carnage and devastation?" Decius shrugs his shoulder "Pitiful, let us help you on your way back through the hole you crawled out of"

Decius takes a half move back, to put some distance "Keep smiling"

Full Auto burst
Ballistic Skill 95 1d100 ⇒ 10

2d10 + 16 ⇒ (9, 10) + 16 = 35 - 26 Pen 8, Felling 1, Tearing
2d10 + 16 ⇒ (3, 1) + 16 = 20 - 19 Pen 8, Felling 1, Tearing
2d10 + 16 ⇒ (2, 9) + 16 = 27 - 25 Pen 8, Felling 1, Tearing
2d10 + 16 ⇒ (2, 5) + 16 = 23 - 21 Pen 8, Felling 1, Tearing
2d10 + 16 ⇒ (10, 6) + 16 = 32 - 26 Pen 8, Felling 1, Tearing
2d10 + 16 ⇒ (8, 5) + 16 = 29 - 24 Pen 8, Felling 1, Tearing

RoF
Ballistic Skill 95 1d100 ⇒ 100 - Fail
Ballistic Skill 95 1d100 ⇒ 71
2d10 + 16 ⇒ (6, 7) + 16 = 29 - 23 Pen 8, Felling 1, Tearing


As Korbin moves through the outpost it seems empty and abandoned thus far. When he finds the cogitator he comms his Sardus and the squad.

It is clear to move up, I have found a central cogitator and will attempt to access for more information regarding the status of the outpost. Move cautiously, it feels too empty. Approach cautiously and cover me while I access what I can.

INT 65+ Tech-Use +20, Talented (+10) ,+10 Electro Graft or +10 MIU, +10 Combi-tool? (125).

1d100 ⇒ 36 7-8 DOS depending on allowed equipment.

Afterwards Korbin begins work on the cogitator and attempts to connect with his MIU if possible, but always knowing his electro-grafts should suffice if an access port is unavailable or damaged. He begins to gleam all he can, beginning with security access, vox communications, security footage, and access logs. If possible he will rewrite the security commands granting himself admin privelages and deleting other user accounts.


Copy that. Saruds replies and then signals for the team to move up, always on watch for an ambush and possible signs of enemy activity, not trusting the base is empty and heading Korbin's cautionary advice.

Per 60, Awanss +20, +15 Auto senses, +10 Height Senses (110)
1d100 ⇒ 82 2 DOS


The Installation

The Bloodthirster roars in joy as combat engages and brings his axes down in a blazing fury on Othair, even as his torso is stitched by gunfire.

WS 99: 1d100 ⇒ 92 Axe of Khorne: 3d10 + 31 ⇒ (4, 1, 2) + 31 = 38 Penetrating 10, Felling(2), Devastating(3)

WS 99: 1d100 ⇒ 73 Axe of Khorne: 3d10 + 31 ⇒ (10, 7, 4) + 31 = 52 Penetrating 10, Felling(2), Devastating(3)

WS 99: 1d100 ⇒ 83 Axe of Khorne: 3d10 + 31 ⇒ (3, 4, 7) + 31 = 45 Penetrating 10, Felling(2), Devastating(3)

WS 99: 1d100 ⇒ 36 Axe of Khorne: 3d10 + 31 ⇒ (6, 3, 9) + 31 = 49 Penetrating 10, Felling(2), Devastating(3)

Gave a lot longer than the normal 24 hours because things are slow right now but I hope you guys don't have to fight this thing alone=/


The Outpost

As Shar Quinn and the other marines move up Korbin dives into the cogitators systems, it appears that indeed, nearly a whole company of Traitors entered the outpost but are no longer here. They have exited through the sublevels into a cave system deep below, one that is only partially mapped, what are they doing down there?

It also appears that though the defense systems surrounding the limiter have been tested they weren't penetrated, and the limiter hasn't been taken!

The system can't quickly be overwritten but Shar Quinn's Inquisitorial authority should fix that problem. As she approaches she asks. "Korbin, what have you found so far?"


Space Wolf Assault Marine 6

Parry 85: 1d100 ⇒ 59
counterattack 65: 1d100 ⇒ 33
damage: 4d10 ⇒ (7, 2, 8, 1) = 18
pick best 2 =15+28 =43E pen10 powerfield

Parry 85: 1d100 ⇒ 98
reroll last fate point
Parry: 85 = 85
counterattack 65: 1d100 ⇒ 53
damage: 4d10 ⇒ (4, 10, 9, 7) = 30
rf 65: 1d100 ⇒ 39
Rf dmg: 1d10 ⇒ 2
pick best 2 = 21+28= 49E pen10 powerfield

Assuming we aren't in squad mode still after all that toing and froing

Crux terminatus 35: 1d100 ⇒ 23
Crux terminatus 35: 1d100 ⇒ 32

Parrying the first 2 blows with animal speed, Othair strikes back with two body punches, as Othair is so close to the daemon it can't bring it's axes to bear and it's next 2 blows bounce off the tough terminator armour.
Phew!! Just a thought that occured to me, i am assuming the daemons axes are warp weapons or power wpns, otherwise the powerfield just broke them


Korbin addresses the inquisitor with respect and makes sure Sardus can hear them. The traitors have entered the caverns beneath the outpost. They have yet to breach the limiters defenses. Is it possible they could penetrate the defenses from below? I can not easily access more without proper codes, is there anything else you have neglected to mention about this outpost?

phone lost first post, this one a bit shorter.


Space Wolf Assault Marine 6

"Right Daemon, my turn again and this may hurt a little, but don't worry it won't hurt me."
Lightning Attack =3 attacks with chainfist

Attack 1(85): 1d100 ⇒ 96 Miss

Attack 2 (85): 1d100 ⇒ 17
Damage 2: 4d10 ⇒ (9, 5, 5, 2) = 21
Pick 2 = 14+28 = 42E pen 10 powerfield R leg

Attack 3 (85): 1d100 ⇒ 72
Damage 3: 4d10 ⇒ (8, 6, 7, 7) = 28
Pick 2 = 15+28 = 43E pen 10 powerfield R leg (Sure strike)


Space Wolf Assault Marine 6

Realised i did Righteous Fury wrong on 2nd counterattack. Only rolled 1 extra dice not full dmg. Should be
Damage: 3d10 ⇒ (1, 6, 5) = 12
Pick best 2 = 11+28 =39E pen 10 powerfield for the RF and 47E (not 49)pen 10 powerfield for the original part of the attack


Apothecary Morgan considers the daemon and Othair in combat together and swings his Thunder Hammer at the daemon's side.

WS base 60, +10 for ganging up on the Bloodthirster. 1d100 ⇒ 95 Failure

But his strike goes wide even with the Bloodthirster's main attention being on Othair.


The Installation

The Bloodthirster parries one of Othair's attacks.

WS 99: 1d100 ⇒ 47

Then throws itself into it's attacks against Othair as blood streams from its garish wounds.

WS 99: 1d100 ⇒ 9 Axe of Khorne: 3d10 + 31 ⇒ (6, 8, 1) + 31 = 46 Penetration 10, Felling(2), Devastating(3)

WS 99: 1d100 ⇒ 89 Axe of Khorne: 3d10 + 31 ⇒ (5, 2, 4) + 31 = 42 Penetration 10, Felling(2), Devastating(3)

WS 99: 1d100 ⇒ 7 Axe of Khorne: 3d10 + 31 ⇒ (8, 7, 10) + 31 = 56 Penetration 10, Felling(2), Devastating(3)

WS 99: 1d100 ⇒ 22 Axe of Khorne: 3d10 + 31 ⇒ (9, 1, 5) + 31 = 46 Penetration 10, Felling(2), Devastating(3)

Despite its heavy wounds the beast seems in ecstasy.

"Blood for the Blood God!" It cries through its blurring and whirling axe attacks.


The Outpost

"Coming from below isn't a workable strategy for attacking the limiter's location." Shar Quinn replies as she places her Rosette in a slot and the cogitator processed the codes, opening everything in the base up to her. "Why would they go into the cave system? There is nothing worthwhile down there, what are they doing?"


Space Wolf Assault Marine 6

Oh crap, i doubt i can repeat last turn's luck. Where is everyone else?

Parry 1 (85): 1d100 ⇒ 97
Crux terminatus (35): 1d100 ⇒ 95

Unable to withstand the daemon's skills for long the blow hits home.
Burning a fate point to stay alive, but down.


Sardus over hears the conversation and makes the decision to forget the traitors for the time being.

Our mission is the Limiter, perhaps they are just retreating into the caverns, hiding from what they believe to be overhwhelming numbers on our part. Access what you can of the outpost controls and defenses, when you are finished, we move to secure the limiter and withdraw to return to the Installation....Unless the Inquisitor has other reasons we should stay or puruse the traitors into the caverns.

If there aren't any objections and Shar fails to provide adequate reason or doesn't attempt to persuade the squad to search the caverns below, then the mission will go according to plan. He comms the rest of the squad to fill them in.

Brothers, we are in luck. The traitors have retreated to caverns beneath the facility, to what end, we know not. The limiter is still in place and secure, so our original mission remains the same. Prepare to move out when Korbin is finished with the cogitators.

Korbin is done too, everyone should be ready to move forward if Shar gives the go.


Apothecary Morgan sees his brother fall, and with his rage swings at the daemon in front of him.

test versus 60 1d100 ⇒ 93 Failure

But his rage blinds him from hitting the target.


The Installation

The Bloodthirster roars in triumph as his nonstop rain of mighty blows finally breaks through Othair's heroic defenses and sends him flying in a cloud of shattered splinters of ceramite and adamantium.

"Now there is a Warrior!" The Daemon proclaims, clashing his blades together over his head in a sparking X then pointing one axe towards Othair's fallen form. "Whether victory or defeat, he meets his Fate head on!"


The Outpost

"We can just detonate the outpost to bury them when we are done here, no need to risk ourselves chasing them in the dark, I think we lucked out." Shar Quinn tells the marines.

Traveling deep into the outpost, through winding corridors and down several turbolifts the company reach the limiter's resting place. After using her Inquisitorial Rosette to disable multiple layers of deadly defense a ceramite shutter pulls back and reveals a wire walkway the hangs out over the plasma core of the outpost.

The room is hot with roiling plasma sealed by a magnetic field below and at the end of the walkway suspended over the inferno is the Skull of Zuuvassin, a human skull with machined parts and a black Inquisitorial "I" acid etched into it's forehead.

"There it is." Shar Quinn says with a grin and walks forward to pick it up off it's plinth.

"Thank you for retrieving it for us." Says Blass'Fem'Mee the Daemonhost as he drops his psychic bafflefield and reveals himself at the doorway behind the marines. "We couldn't have gotten through the defenses without you!"


The Outpost

Combat begins, Ambush! The enemy gets to act first!

Only two Traitor marines accompany Blass'Fem'Mee, likely all he could conceal with himself in his cloaking spell, but they are both obviously veterans and are armed with meltaguns.

The Daemonhost unleashes a powerful warp blast that strikes two of the Divine Eagles, who explode as if they had swallowed krak grenades, pelting the area with shards of bone and ceramite and splattering gore everywhere.

The force of the explosion sends one Eagle whom was standing too close hurling into the air, he tumbles off the bridge and lets out an angry noise before passing through the magnetic field below and disintegrating in the roiling plasma fire.

One of the Traitors opens fire on the one remaining Eagle aside from Uriel and melts the poor warrior like a candle in a hot flame, ceramite dripping like hot wax the marine dies fused to the walkway.

The final Traitor opens fire on Sardus.

BS 55: 1d100 ⇒ 53 Meltagun: 3d10 + 8 ⇒ (1, 4, 5) + 8 = 18 Penetration 13


Sorry this took longer than usual, National Holiday in China and a wedding, so been unusually busy. NOOOO Othair...Singing my song "Allllllll byyyyyy myyyyyy selffff....don't wanna be...(You know the Will Ferrell version.)Now, lets kick some deamon ass. Gonna post 2 rounds of actions, you can resolve them how you'd like.

Luthar watches his brother charge forward, a true Space Wolf marine.

This time you will stay gone Luthar thinks to himself as he draws energy into himself and begins activating runes on his armor and gear, preparing to call forth reinforcements to aid his brothers. There would be no more underestimating this creature as it nearly decimated his brother in the previous encounter. Still, his brother charged head on like a Fenrisian Wolf.

Full Action push: FP test WP 75, +50 PR bonus (PR 10) vs 1d100 ⇒ 75 5 DOS

Fury of the Wolf Spirits:

Action: Full, Opposed: No, Range: 5 metre radius x PR, Sustained: Yes
Description: The Rune Priest summons up the spirits of the Thunderwolves, Freki the Fierce and Geri the Cunning, unleashing them upon his foes. As long as this power is sustained, the Rune Priest is flanked by two spectral wolves that he may direct against his foes with a verbal command. The wolves cannot be damaged by attacks nor can they be grappled (though effects that end or disrupt the power will affect them as normal). They also cannot stray outside the range of the power. Each Round on the Librarian’s Initiative, each wolf may make a single melee attack against any target within range (they move automatically into contact with their foe and are not impeded by any kind of terrain). Each attack will automatically hit unless Dodged or Parried. Freki’s bite inflicts 1d10 x PR Rending damage, while Geri’s Bite inflicts 1d5 x PR Rending damage with a Penetration of 3 x PR. Any target that takes damage from either Freki or Geri must make a roll on the Shock Table (unless the target is immune to Fear) adding the damage taken to the result.

50m range, one attack each on Luthar's turn.

Freki's bite: 10d10 Rending
Geri's Bite: 10d5 Rending Pen 30

Psy Phenom table

1d100 ⇒ 43

Spoiler:

Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must
make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.

4d10 ⇒ (1, 3, 8, 9) = 21

All around the Psyker a howling wind erupts and from the spectral gale two large ghostly wolves emerge. Angry and swift, they move towards the Daemon to attack, fearless and vengeful for they had been denied the largest prey before.

Grrrr......Tear him apart! he screams as he moves forward with the wolves.

+30 ST Test, Unnat. St. x2, ST (40), +30 Armor vs. 1d100 ⇒ 97Success...Barely

Freki's bite: 10d10 ⇒ (5, 3, 5, 1, 8, 1, 1, 10, 3, 10) = 47 Rending
Geri's Bite: 10d5 ⇒ (1, 3, 5, 4, 1, 1, 2, 1, 3, 3) = 24 Rending Pen 30

RF Confirm:
1d100 ⇒ 17
1d100 ⇒ 38

Freki: 10d10 ⇒ (10, 1, 5, 2, 6, 8, 6, 5, 5, 5) = 53

Geri: 10d5 ⇒ (1, 4, 4, 5, 4, 1, 2, 3, 5, 5) = 34

I normally wouldn't do so much RF with a Rune Power, but since Othair is down and we might be alone for a bit, I gotta play by the rules and not honor

RF auto Confirmed:
Freki: 10d10 ⇒ (1, 3, 4, 2, 10, 5, 6, 6, 5, 6) = 48

Geri: 10d5 ⇒ (3, 1, 4, 3, 5, 4, 5, 4, 5, 1) = 35

RF auto Confirmed:
Freki: 10d10 ⇒ (2, 1, 8, 2, 9, 1, 2, 9, 6, 6) = 46

Geri: 10d5 ⇒ (4, 5, 5, 2, 5, 3, 4, 3, 4, 1) = 36

I'm gonna stop here, Geri on d5 would most likely just infinitely continue, I previewed 5 more and all had RF, so I don't wanna win that way. Limiting myself to 3 dmg additions with RF, 1 confirmed, 2 auto confirmed when dealing with so many dice... doesn't feel right...Even against this beast of a Daemon...Let's see if he takes these without dodging!

DMG total:

Geri- 194 R
Freki- 129R Pen 30


Luthar maintains enough concentration to sustain the wolves presence and direct them to attack the beast. When he sees his brother's defenses fail, the words of the Daemon only anger him further.

Luthar lets out a howl of anguish as he activates his own wolf amulet, knowing that this battle would define this squad and forever scar himself and his brothers' souls. He attempts to position himself between his brother and the Daemon. Luthar knew his staff wouldn't be able to damage such a beast alone, he would have to wait for the right moment to strike with his powers. For now he would distract it while his brothers opened fire from a distance and the wolves hounded him from all sides.

Next round attacks:

Freki's bite: 10d10 ⇒ (1, 6, 5, 6, 8, 9, 5, 2, 2, 1) = 45 Rending
Geri's Bite: 10d5 ⇒ (4, 2, 2, 4, 5, 3, 5, 5, 5, 5) = 40 Rending Pen 30

RF confirm: Rolling on Previous FP test results, as they don't actually have any rolls each round

1d100 ⇒ 20

Dmg:

10d5 ⇒ (2, 5, 3, 2, 5, 3, 3, 1, 5, 1) = 30

Auto:
10d5 ⇒ (5, 4, 5, 4, 3, 4, 1, 2, 1, 5) = 34

Auto:
10d5 ⇒ (2, 2, 4, 3, 3, 4, 5, 3, 3, 1) = 30

Total:
Freki- 45 Rending
Geri- 134 R, Pen 30


Protect the Inquisitor is all Sardus has time for as he watches the men around him fall and melt. As he fully turns around to see the attackers, he sees the sights of a melta gun firing at him. Knowing its impossible to dodge and there current spacing not allowing for much maneuvering, Sardus fires his heavy bolter with one hand and readies his meltagun with the other after the blast centers on his chest, barely penetrating his armor and wounding him slightly.

Crux: 1d100 ⇒ 79 Nope

Armor 14, TB 12, = 4 dmg taken.

18/22 wounds

half action full auto fire, half action ready melta

BS 65, +20 Full Auto, +10 Motion Predictor, +10 Short Range (105) vs 1d100 ⇒ 15 9DOS=10 hits.

Astartes Heavy Bolter with fire Selector,custom Raptor Sight (+6 Pen (Chapter Trapping,) and Motion Predictor Cogitator (+10 Semi/full auto)
Heavy 150m –/–/10 Tearing, reliable (No jam or overheat)

Master at arms: Add felling (1)

Vengeance: 10/ 2d10+14X Pen 15, Felling (2)

2d10 + 14 ⇒ (10, 1) + 14 = 25 +22 RF= 47X Pen 15 Felling (2)
2d10 + 14 ⇒ (8, 5) + 14 = 27 Pen 15 Felling (2)
2d10 + 14 ⇒ (7, 8) + 14 = 29 Pen 15 Felling (2)
2d10 + 14 ⇒ (9, 8) + 14 = 31 Pen 15 Felling (2)
2d10 + 14 ⇒ (3, 5) + 14 = 22 Pen 15 Felling (2)
2d10 + 14 ⇒ (1, 10) + 14 = 25 +23 RF= 48X Pen 15 Felling (2)
2d10 + 14 ⇒ (10, 1) + 14 = 25 +29 RF=54 X Pen 15 Felling (2)
2d10 + 14 ⇒ (7, 7) + 14 = 28 Pen 15 Felling (2)
2d10 + 14 ⇒ (3, 3) + 14 = 20 Pen 15 Felling (2)
2d10 + 14 ⇒ (1, 1) + 14 = 16 Pen 15 Felling (2)

RF Confirm:
1d100 ⇒ 36
1d100 ⇒ 100
1d100 ⇒ 76

2d10 + 14 ⇒ (6, 2) + 14 = 22
2d10 + 14 ⇒ (3, 6) + 14 = 23
2d10 + 14 ⇒ (6, 9) + 14 = 29

Sardus unleashes vengeance on the traitors as he uses the pain to focus on the mission and exact revenge for his fallen squad mates. With a fury unbecoming a Keeper of the Deathwatch he levels his heavy bolter and sprays into the traitors hitting them all.

Allocate first 3 hits to each traitor and 4 to the host, each one should have a RF hit. 3/3/4 or 3/3/3/1 (depends on their position, you may choose to alter it if my allocation isn't realistic.


You will be the second daemon I banish this day. he says as he charges the host with his ax in hand. I know your weakness

Activating Attack Pattern of Korbin: Free Action

Exploit Weakness:
Half Action(Free at Rank 5), Cost 4, Sustained No.
Effects: The Raven Guard use precise application of force to cripple their enemy. The squad works in concert to exploit the foe’s weaknesses and deliver potent, strategic blows. As a Half Action, any Battle-Brother in Support Range may single out an enemy. Until the beginning of that Battle-Brother’s next turn, all members of the Kill-team may re-roll damage rolls against that target (the second result must be taken). Only one target may be singled out at a time. Improvement: At Rank 5, singling out a target becomes a Free Action

Shoud've done this before Sardus attacked, but I'll let him apply this next turn and Korbin won't be able too. Cool? Last until beginning of "his" next turn.

WS 65, +10 Master Craft, +20 Charge (95) vs 1d100 ⇒ 47 4 DOS

Master Crafted Astartes Executioner Axe
2d10+8E, Pen 6, Power Field, Unwieldy, Felling(1), (+10 WS tests)

2d10 + 8 ⇒ (6, 2) + 8 = 16 re-roll
2d10 + 8 ⇒ (5, 8) + 8 = 21 SB 12= 33E, Felling (1)

Use FP for Killing Strike if it survives Sardus' attacks.

Korbin brings up the ax from below the hosts' right leg, looking to destroy the host and banish the daemon back to the warp.

[ooc]Sorry, I'd like to type more and describe it more epically, but I don't know how things will resolve, so I kind of leave it open for you...


The Installation

Though the Daemons of Khorne have no access to the dark magicks of most Daemons the Wrath of their Blood God protects them from much of the foul trickery of sorcery, with the more powerful Daemons being more immune.

Protection Rating against Psychic Powers 80: 1d100 ⇒ 4

Protection Rating against Psychic Powers 80: 1d100 ⇒ 70

The Thunderwolves attacks scrap off the powerful aura of the Bloodthirster, ineffective for the moment.

"The Executioners of the Emperor, I respect your Chapter the most of all the dogs of the Corpse God. I have faced the Vlka Fenryka before and felt the bite of Leman Russ himself, to be banished by one such as he was an honor in this material world of weakness and shame."


The Installation

The Greater Daemon brushes past Morgan, giving the apothecary a free shot at his back, and charges Luthar.

Berserker Charge: 1d5 ⇒ 5 Extra Attacks

WS 99, +20: 1d100 ⇒ 81 Axe of Khorne: 3d10 + 34 ⇒ (8, 10, 2) + 34 = 54 Penetration 10, Felling(2), Devastating(3)

WS 99, +20: 1d100 ⇒ 98 Axe of Khorne: 3d10 + 34 ⇒ (10, 9, 6) + 34 = 59 Penetration 10, Felling(2), Devastating(3)

WS 99, +20: 1d100 ⇒ 44 Axe of Khorne: 3d10 + 34 ⇒ (4, 4, 1) + 34 = 43 Penetration 10, Felling(2), Devastating(3)

WS 99, +20: 1d100 ⇒ 50 Axe of Khorne: 3d10 + 34 ⇒ (4, 2, 7) + 34 = 47 Penetration 10, Felling(2), Devastating(3)

WS 99, +20: 1d100 ⇒ 67 Axe of Khorne: 3d10 + 34 ⇒ (4, 9, 6) + 34 = 53 Penetration 10, Felling(2), Devastating(3)

WS 99, +20: 1d100 ⇒ 94 Axe of Khorne: 3d10 + 34 ⇒ (8, 7, 8) + 34 = 57 Penetration 10, Felling(2), Devastating(3)

In an impossibly fast and deadly flurry the Avatar of the God of War himself attempts to sever Luthar's thread.


The Outpost

1st Veteran Dodge +20, 50 Agi: 1d100 ⇒ 100

2nd Veteran Dodge +20, 50 Agi: 1d100 ⇒ 69

The Vengeance rounds simply take apart the first Veteran who disintegrates in a cloud of crimson gore.

The second manages to dodge the first shell but is cored by the following shots, he collapses to the ground, his life blood leaking out and falling through the wiremesh bridge to pass through the magnetic field and vaporize in small puffs of red smoke.


The Outpost

Daemonic Aura Shield, Protection Rating 65: 1d100 ⇒ 81

Daemonic Aura Shield, Protection Rating 65: 1d100 ⇒ 26

Daemonic Aura Shield, Protection Rating 65: 1d100 ⇒ 87

Daemonic Aura Shield, Protection Rating 65: 1d100 ⇒ 50

Daemonic Aura Shield, Protection Rating 65: 1d100 ⇒ 86

Blass'Fem'Mee looks surprised and even a little offended as he is torn apart by shells and a well handled axe. He explodes in a blast of blue light and the corpse he had inhabited falls to the ground, shredded and looking small and pathetic when missing the Daemonic Animus that controlled it.

"Damn you..." Blass'Fem'Mee whispers faintly as he is banished to the Warp.

"Well that was bracing..." Shar Quinn says looking at the destroyed remains of the Eagles with a pained look on her face.

"Indeed." Uriel replies, stoically, though the strain around his eyes reveals his sorrow.


Apothecary Morgan tries to smash the daemon's leg for daring to ignore him and rush the Rune Priest.

Test versus 60. 1d100 ⇒ 83 Failure

But the Emperor is not smiling upon the Apothecary today.

"Damn you Daemon get back here and face me!"


Luthar sees the Daemon charge him and he readies himself for the incoming attacks.You shall not pass Daemon, for today you shall have the honor of being banished again by a son of Russ.

Wolf Amulet: Rating 50

1d100 ⇒ 24Blocked Hit 1
1d100 ⇒ 48Blocked Hit 2
1d100 ⇒ 26Blocked Hit 3
1d100 ⇒ 89Hit 4 Passes through

As the blow passes through his force-field’s protections, Luthar draws upon his ruinous powers in an instant, drawing all his strength, attempting to ward himself from the powerful weapons of the Daemon.

Push FP test, WP 75 vs 1d100 ⇒ 32
Psy Phenom: 1d100 ⇒ 87 Uh-oh
Perils of Warp: 1d100 ⇒ 82

A Hole in the World:

A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatterdiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.

PR=2d10 ⇒ (10, 6) = 16
Manifest 1d10 ⇒ 6 meters away from Luthar
Last 1d5 ⇒ 2 rounds

Previous encounter Aterro mentions us in squad mode having an extra parry action that Othair used, so I’m assuming we can still use that now.?? Also, if we bot a missing player into declaring "Srongpoint" one of our defensive patterns from our Oath of Knowledge, then we could really be more effective...takes a full action.

WS Parry Hit 4 with staff:1d100 ⇒ 70

1d100 ⇒ 68 Hit 5 passes through field

Iron Arm Parry:1d100 ⇒ 90

1d100 ⇒ 93Hit 6 passes through the field

Not sure of type of damage so couln't calculate Crit Effects, but I believe its a 7 on the body on whatever table after subtracting my TB, Armor...I thought I was almost going to make it through...Let me know what happens and then I can decide if I'll burn a FP or just need to use one. Also, afterwards, I'll post my actions...depending on if I get any...

Just so actions clear, use my original reaction for Iron Arm, use extra parry from Aterro to block, then extra parry granted by Iron arm to block


Forgot some stuff: Iron arm:

3x10=+30 to parry with the arm, hit 5 parried.

Hit 6 passes through.


The Installation

The Bloodthirster folds his wings behind him and stands up straight as Luthar collapses in a pool of blood.

"The game's not over yet." The beast says, looking over its shoulder at Morgan. "I sense a weak thread of life still in the wolves, bring them back to health for our next duel and I will consider you a loose end, Apothecary." Olar announces as he stalks from the room into the Installation, his folded wings sweeping behind him like a cape.


Apothecary Morgan seethed at the daemon's dismissal of him, and honor demanded that he step forward and destroy this aberration. Unfortunately Apothecary Morgan had a greater oath binding him. His oath to always give his life to save his battle brothers. Never did Apothecary Morgan consider this oath to be a greater chain than at this moment. Shaking with barley contained rage Apothecary Morgan shouted at the daemon as it left.

"When we meet again Daemon I will end you with my own two hands!"

Apothecary Morgan then rushed over to his two battle brothers to heal them both.

Since burning a fate point to not die puts a character at 0 wounds, and Apothecary Morgan using a narthecium they get x3 on their TB for the purpose of determining when they are lightly wounded, and first aid healing is doubled. Which will make both of them lightly wounded for Apothecary Morgan's healing.

Test versus 110. Medicade Luthar: 1d100 ⇒ 78 Success with 3 DoS. Healing: 2d5 + 14 ⇒ (3, 4) + 14 = 21

Test versus 110. Medicade Othair: 1d100 ⇒ 30 Success with 8 DoS. Healing: 2d5 + 14 ⇒ (3, 3) + 14 = 20


We need to move before we encounter even more suprises. If there is nothing else that could be of use here Inquisitor, then I suggest we make our way back to the installation and rejoin our squad. Something tells me they are bearing the brunt of enemy forces.

He then comms the remaining Eagle that was left outside to guard the entrance and Chimera.

Get that Chimera fired up and ready for arrival. We have the package but we did get ambushed. Keep your eyes sharp and maintain regular contact.

Turning back to the squad, or what remains of it, and the Inquisitor, he motions to move out and retreat towards the main entrance.


Korbin looks for anything that could be of use on the way out, anything that could be helpful in combating the enemy, always looking for any tool necessary to overcome his advesaries.

Understood, I will take point. If there any machine spirits worth saving, we should get them on our way out. While I understand it is inevitable, I am bound by Oath to do what I can and recover anything of significance.

As he moves he considers the armory and anything else he might not understand that could be needed in the coming battles. Cogitators, weapons, relics, and anything else that the Universal Laws required him to preserve were a thought that took effort to supress. Even knowing the future of this world, the inevitability of the destruction of much more than the machine spirits of this outpost....The world was ending and he couldn't save them all. His duties to his brothers, the Deathwatch, and his Oaths as a marine, all weighed heavily on him in the face of such destruction.


Luthar stands and regains his composure, the taste of his own blood not uncommon. However, the taste of defeat and near death was rare and wouldn't go unanswered, the bitterness of losing more than blood boiled a rage inside him that would consume most younger wolves.

Damn Daemons and their blood god...I must not rely on my runes to defeat such a foe, I must handle this with my own hands. he says, bringing himself to his feet. He grabs his force whip and strikes the air between them, a pop is all that could be heard.

Get up Othair, the prey still lives, as do we. looking down at the wolf and offering him a hand up.

We must be smarter and have a plan, we must work together and remember our Oath.turning to Morgan. I will be the "strongpoint" and will not move unless I fall from his axe...the distraction should give you oppurtunity to move about and plan your attacks with precision and strength.

We gotta use Squad mode and those abilities if we hope to stand a chance. We don't have tactical spacing, but we do have "strongpoint" that takes an action to initiate, but gives us bonuses that can make the difference in the next duel.

I will summon my powers to strengthen myself, I pray to the Emporer it is enough to withstand his feroucious bite. I will not underestimate it again. with a low growl and heavy breathing as his body and mind slowly repair itself after such an encounter.

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

sry. been sick. forgot where I was for a few days. Also, I wouldn't've been much use anyway. Also, yes, being in Squad Mode, with me, gives you one more Reaction. Anyone can leave Squad Mode, or come back.


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Space Wolf Assault Marine 6

The daemon's blow sends Othair into a sea of pain,sinking down it washes slowly away, his rent and broken armour hangs from his body as he walks forward across the snow, The Fang visible as always, the mountain of mountains. This is not right, I was not here, I was fighting with the Deathwatch, far from here. As he utters the word Deathwatch, the previous wearers of his armour, stretching back in time, appear in front of him. One steps forward "A puppy dog, the wolves are weak, they are not worthy to wear the same armour as us", another steps forward, the topknot marking him as a White Scar, "Enough brother Dark Angel, see you stir him to anger.There is fight left in him, he may yet prove worthy. Here wolf, take my hand and all the pain will go away, or stand on your own and return, for your enemy still lives." Othair fought to stand, his knees wobbly like a newborn stag.
Opening his eyes to see Luthar and Morgan he accepted his wolf brother's hand and climbed to his feet. "Thank you priest-apothecary, I assume you brought me back for I feel strong again. Russ has saved me yet again. For what purpose, i know not. The beast in me rails to chase the daemon and rend it limb from limb, but you are right brother. We must be clever, it relishes combat like us, so we must hunt it as a pack against a fearsome ice wyrm and use our numbers."


"Very well let us hunt this daemon down for the Emperor."


The Outpost

Sorry for the delay.

Korbin finds much worth saving, including cogitators, defense system relics and arcane lab equipment but all of it would take hours to safely disassemble and transport and much of it is either integrated with the outpost or weighs many tons.

Shar Quinn downloads all the information she can then sets the self destruct mechanism.

You escape into the forest in the Chimera and then, after some time, a mushroom cloud of angry red and gold light erupts from where the outpost used to stand, flattening trees for miles around and sending burning debris high into the atmosphere.

As the after glow of the roaring explosion fades you realize something else as well, the clouds of Tyranid creatures are closer than ever, a point reinforced when the Chimera bursts through a break in the trees and runs smack dab into a Horde of Hormaguants and a towering Carnifex.

Magnitude 60 Horde and a Carnifex. Combat begins if you attack, or you can try and drive the Chimera away, either way the creatures are 15 m away.


The Installation

The Bloodthirster roars in the distance and you can tell it is making rapid progress through the labs and will likely enter the Installation proper soon.

Still, the device itself is still active and pours warp energy into the room. It still hangs, glowing and sinister, on its pedestal as the force rings rotate slowly around it.

Quickly follow the Daemon or deal with the device? Or split up and do both? Your choice.

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

"ARRRRRRRRRRRRRRGGGGGGGGGGGHHHHHHHHHH, by Throne we are in the hangman's noose! But what are we to do? Do any of us here have craft enough to deal with this thing? I am given to the thought that we not to destroy this thing, but we must needs allow it to spill it's Chaos continuously! Fah! Let us again be off after the Daemon and try our steel again. If you would but allow me a single cast before you close to battle, I think that might buy us edge enough to gain victory.
Unless any of you have another thought?"


After the explosion, Sardus rests a bit easier knowing that they are on their way back to the installation and the squad, with success and glory to show for it. But that is soon cut short as they encounter a horde of Tyranid and a Carnifex.

What the hell... is all that comes out of his mouth before he begins to ready himself for combat should they not be able to avoid conflict.Do not engage, get us out of here, we can't let that Carnifex charge us.

Defensive pattern: Cost 3

SWIFT WITHDRAWAL:

Action: Reaction, Cost:3, Sustained: No
Effect: Like the Raven Guard, the Raptors excel at hit and run tactics, striking and then falling back before they can be attacked. These kinds of manoeuvres also lend themselves to rapid extraction when the squad finds itself unexpectedly in danger, falling away from an ambush or sudden assault before the enemy can press their advantage. When the squad has been surprised by an enemy, this ability can be used to disengage before combat truly begins. The GM should make the Surprise attacks for the enemies (see page 235 of the DEATHWATCHCore Rulebook) then if the squad chooses to make a swift withdrawal, combat immediately ends and the squad makes a retreat. The GM should use his discretion to decide whether retreat would be possible and where the squad would be able to retreat to. However, unless they would absolutely not be able to withdraw from their foes or there is nowhere to run, the GM should allow the squad to disengage from combat without further attacks made against them. Improvement: At Rank 5 the Battle-Brothers can each take a Half Action before making their retreat, which can be an attack against their foes.

Man the turrets and target the legs of that Carnifex if it gives chase.

We could each have an half action, which could be an attack, but not sure if the horde is going to engage or give chase...I'm sure they will...but we want to get out of there and only fire if they get too close or the Carnifex takes notice of us...Use the action to ready the guns if we aren't already ready, if we are ready, then use the half action to aim at the carnifex for anyone/everyone who can shoot.

Korbin, get your plasma cannon ready, aim for the legs.


Korbin is in deep thought as he contemplates the nature of the devices he just encountered. The Daemonhost and possessed flyer are not easily forgotten as he feels the machine spirits distress all over the planet. He comes to in an instant as Sardus and the others take notice of the horde and begin to react.

Not one to retreat or shy away from a battle, he nearly forgot their objective and what they had sacrificed to make it this far. He reluctantly agreed with the decision to pull away, for his anger now turned to revenge. He knew it would be pointless and wouldn't hurt the enemies enough, but he thirsted for atonement.

Copy that, taking aim as he readies his plasma cannon and attempts to get a line of sight on the carifex. If need be he would open the doors or an access panel to take aim. He would have is pound of flesh one way or another.


Space Wolf Assault Marine 6

"I am no priest, but wolf brother would the daemon be weakened if we broke or disabled this device? Otherwise Brother Aterro I am with you and will try to restrain my rage, but you had best be quick."


The Inquisitor with more knowledge than us about the device was unable to shut it down or disable it safely...Her absence, has led to this. I hold her responsible. We must deal with the Daemon, I will not risk the unknown with this damned machine. Let us deal with what we know brothers. Come, we mustn't let it escape....Remember your training and steel your souls, for this may be the last time we hunt together.

And with nothing more to be said, they set off for the Daemon as a squad. Ready to use their tactics and knowledge to better the beast.

Where is that witch and the rest of our squad? he wondered, wishing they had more, but knowing it would fall on them alone for now. Maybe if it did escape it and the Tyranids would fight until this planet was consumed, but such a horror existing in realspace couldn't go unchallenged by sons of the Emperor. I will not leave our jobs to a filthy xenosas he growls to himself for having such cowardice thoughts.

Before they get close enough, Luthar will draw upon the warp once more. But this time not to attack the beast, this time to strengthen himself. If he were going to be the strong point, he would need all he could muster to stand toe to toe with such an enemy.


In Transit (was the Outpost)

The Chimera reverses momentum with a lurching growl, its treads spinning backwards to catapult it back into the woods before taking an alternate route back to the Installation.

The Tyranid horde, as close as they were, seem disinterested in the rogue tank and continues on their way, towards whatever objective drives such monsters.

The Chimera finally reaches the Installation as the atmosphere far overhead darkens with bioships and the distant jungle rumbles under the tread of endless Tyranid creatures.

Clutching the Skull close to her chest Shar Quinn sends a signal to open the Installation gates and releases a tense sigh.

"Half of my mission is complete, I hope my staff have made good progress packing the Device."


The Installation

You catch the Bloodthirster as it arrives at the bottom of the elevator shaft you originally entered the labs through. It spreads its wings to rise up the shaft as you close in.


As the marines move to catch back up to the Daemon, Luthar begins to focus on himself while they move. If he were to be the strong point and hold the Daemon, it would provide his brothers the time necessary to cripple or defeat him.

During pursuit he gathers the strength of his forefathers, focusing on their deeds and bravery. As Rune Priest it was his responsibility to pass on these stories in the oral tradition. He would add to the sagas he tells this day, but not without the help of his ancestors stories to give him bravery and confidence. He calls for the might of the Astartes most revered and ancient to add to his strength, drawing ancient energy that had been stored in the runes for centuries.

Half Action Fettered WP test (75+) vs 1d100 ⇒ 66

Might of Ancients:

Action: Half, Range: Self, Sustained: Yes
Description: Tapping into the deadly powers of the Immaterium, the Librarian infuses himself with psychic energy increasing his psychical prowess and strength of arms to exceptional levels. While this power is in effect, the Librarian’s melee attacks all have their Damage and Penetration increased by a number equal to his PR.

Base PR=6= +6 Dmg and +6 Pen to melee attacks.

My understanding of this is that its based on my base PR, not Effective PR, meaning it shouldn't be reduced when sustaining an additional power, which normally reduces PR of ability by 2 and not MY PR. If it is reduced, does that mean I read it wrong, and I can push this ability to increase bonus to DMG/PEN because its based on effective PR?

Half Action: Push level focus test (75+)1d100 ⇒ 93 Failure, Deed allows re-roll once per session, haven't used yet.

1d100 ⇒ 59 Success

Iron Arm:
Action: Half or Reaction, Opposed: No, Range: Self, Sustained: Yes
Description: The Librarian sheathes his arm in an impenetrable field of energy with the power to ward off powerful melee attacks. While this power is in effect, the Librarian gains one additional Reaction each round that may only be used to parry, with a bonus on the Weapon Skill Test to parry equal to 3 x PR. Note that this power prevents the Librarian from using his arm for any other purpose, such as wielding a weapon, climbing, and so on

PR 10x3= +30 Parry

Psy Phenom Table -10 (talent), +10 from sustaining 1 power
1d100 ⇒ 75...not again...though the last time it happened, it didn't even come into effect game wise...which is probably for the best that the machine and everything else wasn't sucked into the abyss...

They are both half actions, should be able to do in the same round..I technically haven't "sustained" an ability yet, so do I still add +10? I could see so next round, but not sure if in the same round I am sustaining...I think it makes sense, not much difference from doing it in same round, but then after I exert a half action to sustain next round, then I should add +10 to the Phenom. rolls for each active power..Just not sure if it should be done in the same round...

Perils of Warp
1d100 ⇒ 4 Not so bad

The Gibberings:

The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for 1d5 rounds.

WP test (75)vs 1d100 ⇒ 57 Success

As he moves forward stronger and in the company of his Chapters most renowned warriors' spirits, he lastly activates runes on his left arm, embedding them with the strength to deflect the daemons attacks and stand his ground against the mightiest of blows.

By the time they reach the daemon its about to make its assent. Luthar howls in pain and anguish as the energies from his runes surge through him nearly uncontrolled.

Only with wings can you flee the wolves coward! Face me Daemon in combat to the death!...Emperor give me the strength! he says as he takes his force whip and attempts to latch onto the beast and keeping it grounded.Form a strongpoint formation brothers! I will hold him down.

Someone needs to activate the Strongpoint Squad mode ability, takes a full action and then can nominate someone as the strongpoint, as a free action..if no one else wants to spend their first full action to do it, then disregard...then resolve it however you see fit.

Strongpoint Squad Mode Ability:

Action: Full Action, Cost: 3, Sustained: Yes
Effects: Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may
then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may reroll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the strongpoint)or the Centre marks a new target. Improvement: This ability cannot be improved

SO it might just lift me up and away...Not really wanting to challenge it and keep it down with opposed strength..though its winged flight, not his body strength.. but at least hinder it..We'll see what happens.....There is a solo-squad mode ability Called Feat of Strength, some solo abilities can be used in squad mode, some can't, couldn't find anything specific regarding the codex abilities...so may I then? I'd throw down a fate point if needed. I'll activate it, and it lasts for 10 rounds at rank 5 and gives me x3 Unnat. Strenght...If its not cool, then I'll have separate damage figures without it.

Feat of Strength:

Required Rank: 1, Effects: Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a BattleBrother can push this great brawn to its limits to perform truly
impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank. Improvement: At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration. At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.

Force Flail:
WS 60, +20 Size bonus (80)vs 1d100 ⇒ 80 HEADSHOT-SUCCESS
1d10+2 R Pen 1 Flexible, Tearing, +6 DMG/PEN for Force Weapons (PR is 6) Then might of ancients provides +6 DmG/PEN to melee attacks.

1d10 + 14 ⇒ (8) + 14 = 22Tearing
Tearing 1d10 + 14 ⇒ (10) + 14 = 24....The Emperor Smiles

RF Confirm:
1d100 ⇒ 11

DMG:
1d10 + 14 ⇒ (4) + 14 = 18

Total: RF 18+24= 42 R, +SB 8 (12 SB with Feat of Strength allowed), +3 Armor bonus = 53 R Pen 13 or 57 R Pen 13 with Feat of Strength

If I cause damage, I'd like to use "Killing Force" which is an opposed WP test, I make a FP test. Haven't used this before, so gonna wait, till you resolve all the above..which is a lot. Feel free to roll for me if necessary. Not sure if I have chance to choose level of test and if that risks the tables of peril or phenom as per errata..

WP 60, +15 WP tests, +5 bonus per PR of FP test: Not sure to push or not, b/c of chance of other tables happening, not sure how you want to play this ability.

Luthar swings his whip at the beasts head determined to keep it down and allow his brothers to finish it, even if it meant sacrificing himself in the process. The Emperor clearly favors his choice of attack, but will it be the last time as the BloodThirster's rage could be uncontainable.


Finally returning to the base was more of a welcomed relief than anticipated. Sardus immediately tries to comm his brothers and get an update on their status.

Comms+++
Brother Morgan, we have returned with the limiter and the Inquisitor, please update us on your status. We are entering the compound now, where can we assist? Have there been any breaches by traitors or xenos? What of the device’s status?

If that fails, then Sardus will ask Korbin to patch them into local the local vox network and attempt to get a status update indirectly.
Inquisitor, are you able to reach your staff? How is the device cool down proceeding?

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