GM Hector's Rogue Trader: The Warpstorm Trilogy (Inactive)

Game Master LordHector


151 to 200 of 566 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

Scholastic Lore (Tactica Imperialis) 1d100 ⇒ 66

Well it seems Silas never fought anyone wearing a rosarius before hehehe

Silas seeing the corpses all around being animated by the device issues the following curt orders:

"Magos, in the name of the Omnissiah, do all you can to unseal this chamber."

He gets the RT Bonus

"Master at arms you and your squad are needed up here to secure our withdrawal."

"First Officer, Navigator, we are withdrawing."

Silas aims another shot but this time at the steps leading up to the Lord-Captain's throne, hoping to topple the 'thing' from its perch or perhaps create an obstacle to give the others time to withdraw.

BS 1d100 ⇒ 49

Since Silas is not aiming at a thing but a location that should be a HIT even without the modifiers.

GM, I have a mental picture of the Lord Captain's throne as being at a platform high above the bridge to enable him to survey everything so there should be stairs leading up to that and that is what Silas is shooting at with the intention of toppling the structure.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

"Him on earth..." Ludicus breathes in shock.
Seconds later, his training takes over and he composes himself.
"You heard the Lord captain Militant! Full auto! Pick your targets and fire, but avoid friendlies!"

Half action to Command (46): 1d100 ⇒ 44
Half action to fire at the nearest corpse(39 +10 for short range, +10 for pistols): 1d100 ⇒ 53
Damage (Tearing): 2d10 + 7 ⇒ (5, 2) + 7 = 14


Male Human (American) Dungeon Master (Action Movie Director) 17

As the super-heated plasma hits the Captain's Throne, you all hears sound of hissing and small internal explosions from within. The Navigator stands visibly pained by the damage caused.

Seeing the corpses begin to twitch, Regulorum immediately begins to rapidly work on the controls. "At this point, our most logical course of action would be an evacuation of the bridge, Lord-Captain."

GM Screen:
Tech Use for Regulorum at Hard (-10) difficulty: 1d100 ⇒ 79

A brief flicker of red lights flash across the Magos Explorator's body as if in frustration.

Vorgen, you're up.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

"I concur Regulorum, hence , unsealing the chamber is in order."


Master of Etherics on the Adamenent will

Seeing the bodies begin to twich and remembering all the stories of ghost ships the treaders told to scare the little station brat, and renenbering the other stories they told when they thought he wasn't around, Vorgen points his pistol at the corpse next to him. The gun is pointing at its dessicated eyes but Vorgen thinks to himself. Wait, in some of the stories you had to destroy their heads.. He moves the pistol to point at the long dead hip joint and releases the saftey. ...but in all the stories they had to walk.

The crack of a bolt round fills the bridge as Vorgen fires at point blank range.

BS 52(42base +30 point blank -20 called shot leg) roll 1d100 ⇒ 41 Looks like a hit. If so damage, tearing 2d10 + 5 ⇒ (3, 6) + 5 = 14 means 11pts of Explosive damage with a penatration of 4.

Um... I think either the arch millitant or myself is making an error We are both using common craftsmanship Ceres bolt pistols which I show as doing 1d10+5X damage. The tearing property turns that 1d10 into a best of 2d10 but the dice do not add. So unless I am missing something Marleano's shot did (5 best of two rolls, +5) 10 points explosive. Or am I missing something?


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

You are, it's the Arch Militants special ability that adds (amongst other things] a +2 bonus on damage to all weapons of the class he specializes in (in this case, pistols).


Master of Etherics on the Adamenent will
Master At Arms Ludicus Marleno wrote:
You are, it's the Arch Militants special ability that adds (amongst other things] a +2 bonus on damage to all weapons of the class he specializes in (in this case, pistols).

Thought I missed something. Thanks for the clue. I'll get this system down yet! So you did 12 points of explosive damage right? 5 for the best die due to tearing, plus another 5 for the gun and then 2 from your pistol training.


Male Human (American) Dungeon Master (Action Movie Director) 17

Your crewman open fire upon the shuddering corpses.

GM Screen:
Crewman 1: BS +30 (point-blank range) +10 (semi-auto burst): 1d100 ⇒ 35 = Success w/ 3 degrees. 2 hits. 1d10 + 3 ⇒ (9) + 3 = 121d10 + 3 ⇒ (3) + 3 = 6 Damage
Crewman 2: BS +30 (point-blank range) +10 (semi-auto burst): 1d100 ⇒ 42 = Success w/ 2 degrees. 2 hits. 1d10 + 3 ⇒ (1) + 3 = 41d10 + 3 ⇒ (8) + 3 = 11 Damage
Crewman 3: BS +30 (point-blank range) +10 (semi-auto burst): 1d100 ⇒ 34 = Success w/ 3 degrees. 2 hits. 1d10 + 3 ⇒ (2) + 3 = 51d10 + 3 ⇒ (7) + 3 = 10 Damage
Crewman 4: BS +30 (point-blank range) +10 (semi-auto burst): 1d100 ⇒ 84 = Failure. Miss.

Just like they had drilled, the crewman systematically fire at the corpses one by one. The Navigator is picking himself up in pain off the Captain's Throne. And the corpses, despite being filled full of smouldering holes, continue to get up even after being fired upon.

Ludicus posted his action, back to you Alessaunder.


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

Any chance of a map?


Male Human (American) Dungeon Master (Action Movie Director) 17

There's not one for the encounter. I'll cook one up.

Dark Archive

Yosarni also awaiting map :)


Male Human (American) Dungeon Master (Action Movie Director) 17

Well, it has been long awaited, but it is now complete, and I think worth the wait. Here is the map. Again I apologize for the timing, but it has been a busy week. I began a new job. Either way, let me know what you think of the map.

At the beginning of round 2, the Navigator is picking himself up. The device is glowing red. There are currently six corpses up and moving. More are on the ground shuddering into animation, including ones that you all just filled full of holes.

EDIT: Here's a re-post of the Initiative order for everyone's convenience. I'm having the spares go last for convenience.
Alessaunder - 16
Yosarni - 15
The 'dead' Navigator - 14
Silas - 10
Regulorum - 8
Vorgen - 7
Ludicus - 6
Red Shirts - Last

Dark Archive

Map is very good - I like.

Yosarni draws his hellpistol and screaming within his voidsuit unloads upon the nearest creature....

Ballistic Skill (41 base): 1d100 ⇒ 4 (+30 point blank range)

Damage: 1d10 + 4 ⇒ (8) + 4 = 12 E, Pen 7

Half-action ready, half-action standard attack on Corpse 2


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

Very nice map :).

Alessaunder unloaded his Hellgun at the Navigator's corpse in semi-auto firing mode, slowly backing away towards the others.

Move up to AB in metres away from the dead Navigator, so 4 metres, while firing.

1d100 ⇒ 100 (+30 point blank)

Although in his slightly shocked state Alessaunder completely failed to land either burst of las fire upon the navigator's corpse, the machine spirit of his Hellgun refused to jam up where many other weapons would have faltered...

Hellgun is best quality so thankfully, no gun jam for me!


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

On my turn

Spoiler:

Silas moves to a position between Vorgen and Ludicus.

Awareness 1d100 ⇒ 29

Silas looks for a chandelier or any overhanging object he can blast that would fall on the 'Navigator'.

Silas will fire at the target if there is one appropriate, else he conserves his fire. Six shots remaining.

Attack Roll if needed
BS 1d100 ⇒ 38

"Alessaunder! To this position!"


Male Human (American) Dungeon Master (Action Movie Director) 17

The Navigator manages to pull himself up to standing, and the device glows red again. The glow emanating from it reaches to the control panels being operated by Regulorum. He sees several switches and lights going off. Everyone then hears a hissing sound coming from the vents in the room, as well as feeling a slight pull.

Silas, nothing has moved so who would you like to target if anyone?

Also just realized I forgot to add the corpses to the initiative. They'll go last after the extra muscle.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

GM, no overhanging object above the Navigator Silas can target?


Enginseer Prime Explorator R1

As the display begins to indicate changes to the various control systems, Regulorum tries to rapidly understand what commands were just received in the console.

Common Lore (Tech) (Int) 45 v: 1d100 ⇒ 40 = Success if no modifiers

If successful:
Eyes widening with comprehension, Regulorum realizes he must now deal with something else in addition to unsealing the bridge doors. With a burst of static like noise, Regulorm summons Pip to his side and together they rapidly begin to interface with the controls hoping to prevent the new danger.

Unseal the doors, Tech-Use (Int) 45 v: 1d100 ⇒ 43

If still has a half action to burn, to counteract the action taken by the worm, Tech-Use (Int) 45 v: 1d100 ⇒ 85

If unsuccessful:
Regulorum begins to feel the shift in force and hears the venting gas. He thinks he knows what happened, but doesn't understand how the xenos device accomplished it. His only hope to help them escape the new problem is to get those doors open!

Unseal the doors, Tech-Use (Int) 45 v: 1d100 ⇒ 35


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Ludicus moves around to stand by his soldiers, using the same tactics that Alessaunder did, only moving towards the enemy instead of from them.

Move one square down while using semi auto to fire at Corpse #3
39 +30 point blank range, +10 for pistols):
1d100 ⇒ 58
Two levels of succes, one extra hit, both to right leg.
Damage hit one: 2d10 + 7 ⇒ (6, 2) + 7 = 15
Damage hit two: 2d10 + 7 ⇒ (7, 2) + 7 = 16


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

You don't get the +10 for semi-auto fire if you choose to move up to your AB like I did. GM is there any kind of scale on the map for metres? Point blank range is really short for most weaponry and suspect in some cases we should be denoting 'Short' range rather than Point Blank.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Didn't add that +10, it's only plus for range and for the Arch Militants trait. Good point about the scale of the map however.


Male Human (American) Dungeon Master (Action Movie Director) 17

@Silas, there's all kinds of assorted technical bits above you.

@Regulorum, you are indeed successful. You also manage to find the correct procedures to convince the doors to convince the doors to open, but fail to prevent the device from purging the room's atmosphere. It will take three rounds of rituals and supplications to get the doors open.

@Alessaunder, the squares on the floor denote one metre on the map.

@Ludicus, semi-auto is a full-action. You still hit, but only get the first hit. Fortunately is was powerful enough not just to put down a corpse, but to destroy it totally. Even if it could get back up, it would be completely harmless.

Vorgen, you're up before the crewmen and the corpses.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

In that case, Silas shoots at the technical equipment above the Navigator with intent for it to fall on him; note the to-hit roll in the spoiler; Silas then moves to the stated position.


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

Semi-auto is a full action but you can move up to your AB while doing it.


Male Human (American) Dungeon Master (Action Movie Director) 17

There is a massive crash as machinery, cables, wiring, and tubing all collapse upon the Navigator.


Male Human (American) Dungeon Master (Action Movie Director) 17

Vorgen, you're up.


Master of Etherics on the Adamenent will

Vorgen ignores the corpse lurching towards him as he opens the Vox back to the gun-cutter.

Over Vox:"Wigeon, come in. This is Alph. Hostiles on the Bounty. Break lock and stand off. Repeat, stand off. We will call you back when we need pickup. We cannot risk the hostiles reaching the Will. Acknowledge."

If there is time remaining Vorgen will draw his power sword and step back slightly so the corpse will have to clamber over whatever that curving thing on the map is.

Note we need a name for the gun-cutter. I suggest “Father William” or “The Snark” as I am a giant Lewis Carroll fanboy.


Male Human (American) Dungeon Master (Action Movie Director) 17

Your crewmen fire into the oncoming corpses, who, despite being shot to tiny bits, continue to surge forward. They begin to assault the crewmen with warp-spawned fury.

The red-shirts kill corpses 1 and 3, and the corpses then kill red-shirts 1 and 4.

Updated map 1st thing in the morning.

Dark Archive

Did I manage to put #2 down with my shot?


Male Human (American) Dungeon Master (Action Movie Director) 17

Yes, sorry, I forgot to mention that.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Didn't you say Ludicus had already destroyed Corpse #3? If he was already down maybe they manage to take out #5 instead, could save redshirt #4 life haha.


Male Human (American) Dungeon Master (Action Movie Director) 17

Here is the link to the map for round 2. It seems that my comp derped whilst trying to save, so I had to redo the map from scratch. It may be slightly different, but is close enough. At the top, you can see the machinery that fell on the Navigator. You'll also note a lack of blood; I was being lazy. Other than that you can see the damage done and we're ready to begin round 3.

Dark Archive

Having put down the closest foe, Yosarni pauses... looking to the crushed Navis to see whether it is truly ended...

Basically just delaying till after the Navis.


Male Human (American) Dungeon Master (Action Movie Director) 17

Alessaunder, you're up.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

I think I can hack through the doors with my sword.


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

Sorry I missed the last few posts somehow.

Alessaunder continued to fire his Hellgun at the closest target.

1d100 ⇒ 53 (TN 77, +10 semi auto, +30 point blank)

Two body hits.

1d10 + 4 ⇒ (2) + 4 = 6 Energy damage

1d10 + 4 ⇒ (1) + 4 = 5 Energy damage


Master of Etherics on the Adamenent will

Bump?


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

Bump!


Male Human (American) Dungeon Master (Action Movie Director) 17

Whoops! Seems I missed where Yosarni posted. Appologies...

The machinery that fell from the ceiling begins to move, and you all look on in horror as the Navigator rises from the wreckage. A flickering field of red energy can be seen glowing around his body. He limps away and begins to move towards the Navigator's Occulus.

Yosarni, you're up, and Silas, you're still wanting to attempt to hack through the doors? It's possible, but it'd take longer than Regulorum on the controls.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

On my turn, I encourage the Magos again; I withhold fire unless a Z attempts to close to melee range. Conserving ammo. Down to 5 shots.

Dark Archive

Unsure of what to do given that the red field of energy around the foe renders it impervious, Yosarni falls back to where the Magos works - hellpistol at the ready for any zombies that might draw near.

Half-action to move over to Regulorum, half-action readied shot in case of zombie attention.


Enginseer Prime Explorator R1

Regulorum reads the instrument panel's new warning. He had failed to correctly supplicate the system to prevent the atmosphere from being vented.

"Be warned! There is no longer any breathable gases in the bridge chamber."

Pip holoprojects a diagram of the proper sequence of convocation. Regulorum begins to hum a soothing mechanical tone to the console to better earn back its trust and open the door. His fingers move quickly but in measured steps so as not to offend whatever remnant of the missing Machine Spirit might remain.

Unseal the doors, Tech-Use (Int) 45 + 10 (from Silas) = 55 v:: 1d100 ⇒ 36 = 2/3 Successes

A series of beeps and blessed chirps indicate that Regulorum has successfully managed to transmit his commands to the console before him and better, the console has agreed to honor the request entered. Now the last step: the proper rites to encourage the door systems to allow them safe passage from the room. He draws a vial of holy oils from his robe and holds it up to Pip who grasps it in a minidendrite and begins to hover towards the door's direct controls to apply it while Regulorum readies to complete the ceremony he has begun.


Enginseer Prime Explorator R1

Don't forget. RT rules allow for more or less infinite ammo, so you can always reload as it is assumed you are carrying a few mags. ;-)


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

RT usually assumes a 'Rule of Three'. So while you have essentially, infinite mundane ammunition on the ship, its assumed your carrying three reloads for each weapon.


Male Human (American) Dungeon Master (Action Movie Director) 17

More of the corpses look as though they are about to rise.
And it's Vorgen's turn.


WS 43 BS 39 S (3)2 T (3)1 Ag (3)6 Int (4)0 Per (3)5 WP (3)3 Fel (4)7 Wounds 10/10 FP 3/5 Insanity 6 Corruption 2 AP 6 (All)

I suggest that any corpse that moves should be decapitated like any zombie.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

"Steady lads..."


Master of Etherics on the Adamenent will

Vorgen stands, pistol in one hand powersword in the other ready to intercept any of the former crew who approach the Enginseer.

Half-action to move over to Regulorum, half-action readied sword swing in case anything gets close.


Male Human (American) Dungeon Master (Action Movie Director) 17

Ludicus.


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

Ludicus advances towards the corpse on the right flank, leveling his bolt pistol and letting loose with a tirghtly controled burst of fire as he goes.

Move one square right while using semi auto to fire at Corpse #?
39 +30 point blank range, +10 for pistols): 1d100 ⇒ 1
Headshot with a total of two hits.
Hit one: 2d10 + 7 ⇒ (2, 2) + 7 = 11
Hit two: 2d10 + 7 ⇒ (1, 7) + 7 = 15

1 to 50 of 566 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Hector's Rogue Trader: The Warpstorm Trilogy All Messageboards

Want to post a reply? Sign in.