Mordigael's call

Game Master tko540

The Watch Commander and his Epistolary have called and the loyal sons of the Primarchs have answered the call!


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As you approach the Bunkhouse, you spy high ground that would give a better perspective of the area. Cresting the mound, you look down into the inner yard. The sharp crack of las-fire and the hastily bellowed orders fill the air. Advancing stealthily up nearby escarpment to get a clearer view of the tactical situation, you toward an overturned wreck of an eight-wheeled cargo hauler. Taking up a defensive position with the crashed vehicle on one flank are a ragged detachment of Imperial Guardsmen hunkered down in firing positions in the rocks. The bodies of more Guardsmen are scattered around the area, and among them are the mangled and burned remains of a dozen Tyranid Shrikes, huge bat winged nightmares with blood-drenched, scythe-like claws.

Standing stark and straight amidst the soldiers is the unmistakable figure of a young Imperial Commissar, his long black coat tattered and bloodstained. Displaying no fear or concern for his own safety, he is shouting admonishments to his men to stand firm and die for the Emperor's glory. Beyond them, and the far side of the crag, movement ripples through the rocks as the Tyranids muster for another attack.


White Consuls Tactical Marine 1

Tactics Stealth and Recon for the best way to proceed and save the Guardsmen vs 41: 1d100 ⇒ 13

What distance are we from the tyranids? What types of creatures and numbers are we looking at?
Solar will take up a position with a controlling view of the battlefield. He will try to coordinate everyone with a boltgun or better to that their opening shots on the Tyrinids simultaneously, to make the greatest advantage of surprise and get us all the +30 to hit.

Silver Crusade

Male Devastator Marine

I think the emperors children need a little protection, shall we advance to them and bolster them or let them draw the fire of the xenos then crush them in a hammer and anvil?


A great an terrible horde of beasties, my son! However there are only a first few rising up that you can see so far. As for how far away you are the compound is roughly 100m long by 75m wide. (I know that doesn't play with the map scale I originally gave.) You are about 40m outside the compound and about 100m away from the Nids.


White Consuls Tactical Marine 1

No warriors or Shrikes, etc?

If we can get our first volly off before they see us it will get us a great advantage, then we can move up in 2 waves. The assault specialists and N'Keln first to bolster the defenses and hold them back, while the rest of us can cover fire. Then the remaining marines can move to support while the nids are engaged.

Is our psyker still with us?


Possibly, but you don't think I'll make the synapse beasts that easy...


White Consuls Tactical Marine 1

Surly we'd be able to pick them out of a crowd of gaunts and hormagaunts. Aren't they like 3 times the size?


Generally yes you would; however, they are still hiding amongst the rocks.


White Consuls Tactical Marine 1

In that case I'll lay down suppressing fire while everyone else can move up.


In that case lads roll initiative!!!


Male Blood Angels Space Marine (super-human) Deathwatch Assault Marine, Rank 1

Hearing the radio chatter between his brothers, Raziel left the deserted structure and used his jump pack to close the distance at his fastest speed.

Guess it'll be a round or two before he gets there?


Just one


White Consuls Tactical Marine 1

Assuming everyone is OK with that plan
iniative: 1d10 + 4 ⇒ (4) + 4 = 8

Silver Crusade

Male Devastator Marine

init: 1d10 + 3 ⇒ (8) + 3 = 11?


Raven Guard Assault Marine 18/23

Initiative: 1d10 + 6 ⇒ (10) + 6 = 16

That roll probably puts me first. I'm thinking I should put myself between the nids and the injured guardsmen, and work my way forward from there.


Initiative 1d10 + 4 ⇒ (9) + 4 = 13


Ultramarines Apothecary/Tyrannic War Veteran

Initiative: 1d10 + 4 ⇒ (4) + 4 = 8


The great horde makes its initial push from the rocks racing across the ground slavering as they charge. The devouring horde darts and races between the rocks toward the guardsmen. Up from the rocky crag a shadow takes to the sky a great demonic bat like creature. Another beast rears its ugly and roars before leaning forward and charging full tilt toward the guardsmen.

Initiative order:
16-Lanius
14-Warrior
13-Calculus
12-Skrike
12-Hormagaunt Horde
11-N'keln
10-Termagaunt Horde
8-Quintus
8-Solar
Raziel


Male Blood Angels Space Marine (super-human) Deathwatch Assault Marine, Rank 1

So I'll roll for initiative next round then.


Already planned for that my man.


Raven Guard Assault Marine 18/23

The anvil and hammer was a simple tactic practiced extensively by the Raven Guard, although they often put their allies in the place of the anvil without telling them, which didn't make them overly popular with others.

But in this case, the anvil would not hold. Lanius resolved to place himself between the Tyrannids and the Guardsmen, bolstering the attack from that side.

Wings of Angels-62: 1d100 ⇒ 38

Lanius takes the run action and activates his jump pack and wings of angels, moving 104 metres and putting himself as close to the guard lines as possible, in front of the charging beast if possible


Just adding text so that the thread won't get buried.

Brother Solar, are we in a specific attack mode?


White Consuls Tactical Marine 1

Anyone who joined squad mode can take advantage ot tactical spacing. I'm keeping a note of current cohesion and activated squad modes on my profile
Solar will enter overwatch as the others move up.


A great static fills the Comm Net of the Deathwatch Astartes. A scan to see which channel the burst originated, your power armor’s systems display that it came from the Orbital Net of Thunder’s Word. The great static begins to abate and the message soon becomes audible.

ATTENTION Deathwatch Team Vindicta!!! This is the Thunder’s Word! The great Devouring force’s vanguard is quickly approaching the system. By our calculations, advance forces will make planet fall within the hour! You must proceed with due haste! We can hold an elusive and defensive pattern for a short time; however, the longer you remain on the surface the lesser our chances of survival. We await your signal for exfil!

The Comm Net goes silent once again…

A vicious and terrible scream jars you all back to the battle at hand. As scan the battlefield your armor’s autosenses begin target amongst the charging hordes. You survey the defensive positions of your Imperial Army allies. Your minds fly through all possible formations and attack patterns. You rack brains creating several battle plans on the fly…

Alright so ‘unto the breach once more’ basically all that has happened is Lanius advanced; Warrior advance still out of shot range; waiting on Calc; Nid hordes will advance also. Hormagaunts are within charge range of both Lan and Imperials.


Male Blood Angels Space Marine (super-human) Deathwatch Assault Marine, Rank 1

And Raziel is making best speed to join the fray but won't get there this round.


White Consuls Tactical Marine 1

What range range are the closest nids at?


Aimed Shot at the nearest Target 1d100 ⇒ 35


ok, so the Hormagaunt horde is about 40m the guardsmen and 30m of Lanius. The others are advancing and the skrike has become a shadow in the sky at the moment.

Brother Calculus, roll damage please. N'keln and Quintus your turns respectively.


White Consuls Tactical Marine 1

I meant to look up how overwatch works last night, but it got past me. I think I should be able to take a shot at anything that moves forward


Yep after they are done, I will have you roll yours aswell. Generally when you decide to provide over watch you define what your triggers are and what the kill zone is.


White Consuls Tactical Marine 1

Trigger: Anything hostile advancing on myself or my allies
Kill Zone: General Direction of the Nids

Looking at the iniative order, the guardsmen don't seem to be there. Is that on purpose?
Also how far behind the guardsmen am I?


[ooc] Trigger and kill zone works for me. The guardsmen are more of an abstract force. Don't really count on much help from them. [/ooc

Silver Crusade

Male Devastator Marine

ranged shot w/sniper: 1d100 ⇒ 28 sorry no book at the moment, on computer, what's the damage and degree's of success?


White Consuls Tactical Marine 1

I was going to try to use command to get them together and all shooting at something they can actually kill

@N'Keln - 1 extra d10 for every 2 degrees of success up to a max of 2d10. You need to have aimed

Silver Crusade

Male Devastator Marine

assuming 2 degree's an aim and fire?

dmg+4 rend: 3d10 + 9 ⇒ (7, 4, 8) + 9 = 28


Bro specific actions like an "Aim" whether it be a full or half action, you have to tell me before hand. I have taken in account your damage into account Waitin on Calc to roll damage and Solar to roll hit and damage

Silver Crusade

Male Devastator Marine

sorry I assumed the same action as before which was half aim then fire?


White Consuls Tactical Marine 1

To hit at 100m semi-auto BS 50 + 10: 1d100 ⇒ 92
I swear that rock moved. Good thing I killed it for you guys!


because those actions make such an impact I need to know what you are doin.

Silver Crusade

Male Devastator Marine

half aim then fire, I'm assuming that's the thing to do?


Yes that would be one way second round


Male Irish

Do I get a shot at everything that's moving forward?


Since it is a horde that's the closest target that's what I figured you shot at


White Consuls Tactical Marine 1

There are 2 hordes, 1 warrior and 1 shriek, if I'm not mistaken. I would have thought that I'd get a shot at each, assuming they move through my control zone and trigger my trigger... so to speak


Watch Captain Tiberion wrote:

ok, so the Hormagaunt horde is about 40m the guardsmen and 30m of Lanius. The others are advancing and the skrike has become a shadow in the sky at the moment.

Brother Calculus, roll damage please. N'keln and Quintus your turns respectively.

damage 1d10 ⇒ 4

1d10 ⇒ 2 +9

total damage = 13


@Solar: you still utilize your actions as normal. Therefore if you have talents that let you engage multiple targets you would be able to use them. You just set parameters against targets moving into your kill zone. All of the targets are spread out though. The Hormagaunts are a spear tip, followed by the Warrior and the Termagaunts. The Shrike has taken flight and is currently flying in the gloom.
Quintus on you.


White Consuls Tactical Marine 1

I'm sorry, I knew it was good for engaging multiple targets but I couldn't remember why. The rule continues from page 241 to 242. Everyone in my killzone needs to take a pinning test


Generally that's true; however, because they are hordes and they are spread out it makes it difficult. Like I said though, there is a specific talent that lets you engage multiple targets that are further that 10m apart. Also you need to define what type of fire you are going to engage with. That is something you all need to tell me. Semi-auto, full auto, or single.


Male Irish

Can hordes not be pinned? I don't understand.


They can, and they have made their roll. The horde can be pinned as normal, but makes a single WP test with addition of the Magnitude Modifier.

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