Moving Parts (Inactive)

Game Master Johnnycat93

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Spooky Skeleton Scarecrow

Coming back online.


Space Marine Dreadnought Rank 3 Devastator

Here!


Spooky Skeleton Scarecrow

Welcome Brother. First we will be testing your basic systems to ensure maximum functionality after your rest.

15 meters ahead of your position is a bulkhead. Proceed through and engage the enemies beyond.

Just as the voice over the ships intercom says, there lies a bulkhead 15 meters in front of you. Your built-in auspex is reading life signs in the next area, 8 in total.


Space Marine Dreadnought Rank 3 Devastator

"Quickly, Torvictus. We must complete these tests."

Tyr checks his systems briefly, moving his metal arms around and checking that every weapon was loaded, before stepping forward towards the challenge.

Will move towards the bulkhead, watching out for any movements, while Torv will follow from several meters behind.


Spooky Skeleton Scarecrow

You move towards the bulkhead, footfalls resounding throughout the metal walkway and into the skeleton of the ship that surrounds you.

Frustratingly it appears that the bulkhead is locked and refuses to acknowledge your Astartes access privilege. You do not doubt that you could destroy it easily, but perhaps there is some means to bypass it.

You have reached your first test: a locked bulkhead. Often the GM will call for tests with an accompanying difficulty ranging from -60 to +60. The character then rolls the associated skill or attribute (usually defined by the GM but you can always attempt to use something else if you think it applies). To do so, roll 1d100 and compare it to your associated characteristic or skill. If you rolled below the target number then you have succeeded, otherwise you fail. When applying bonuses/penalties to a test apply them to the difficulty, not the roll. Hence, if a GM called for a -10 Strength check for a marine with 40 strength, the marine's target number would be 30. This is especially important in combat as your roll on an attack also determines hit location and should not be modified.

Remember that for every ten by which you succeed or fail a roll is a degree and sometimes has additional effects.

Strength -20:

You easily peel apart the armor plating of the bulkhead, giving yourself enough room to pass through

Tech-Use +10:

It appears that someone has intentionally left a backdoor in the bulkheads security protocols, allowing you to quickly bypass them and return the door to your control. No doubt they intended to minimize damage to the ship by Astartes who needed to bypass sealed sections during a lockdown.


Space Marine Dreadnought Rank 3 Devastator

Might as well try out my brand new Strength!

Strength (50): 1d100 ⇒ 10

Quite the successful first roll!

Tyranius sees the locked bulkhead as little opposition, and his metal hand tears through the obstacle easily.

"Ahh, the strength of my Dreadnought is functioning at full capacity. Good to know it hasn't failed me yet."

Pulling apart a hole large enough for him and his machine coffin to fit through, Tyrcraws through the hole, arms raised and guns ready.


Spooky Skeleton Scarecrow

You easily peel apart the bulkhead, heedless of the ancient metals twisting shrieks. The path is now clear for you and you now have a visual on the enemy to confirm your auspex readings.

8 marines of the Iron Hands legion watch as your glorious form appears in the newly created doorway. They appear to be armed with bolters and krak grenades.

Time for initiatives! For now I'll have you roll your own but later I'll roll them all to save time. 1d10 + your agility bonus.

IH initiative: 1d10 + 4 ⇒ (10) + 4 = 14


Space Marine Dreadnought Rank 3 Devastator

It's actually 1d10 + Torv's Intelligence modifier, thanks to his Combat Formation talent. Do I need to roll Initiative for both Tyr and Torv?

Initiative: 1d10 + 5 ⇒ (10) + 5 = 15

And somehow, I did beat it! I'm going to go ahead and assume this is a "combat-required" situation?


Spooky Skeleton Scarecrow

For the purposes of training, yes this is a combat scenario

Initiatives
Tyranius
Torvictus
Legionaries

Tyranius and Torvictus may act now


Space Marine Dreadnought Rank 3 Devastator

Well, here we go! Weapons free, baby!

Not taking another step inside the door, Tyranius immediately unleashes a full-auto burst from his autocannons at the group of three Marines, while simultaneously lashing out with his auxiliary heavy flamer at the group of 5.

Autocannon full-auto (+20) (DC 105) Pen 4, First hit to body, second to body, third to arm.: 1d100 ⇒ 32

That's the maximum of five degrees of success, allowing me to allocate two hits to each Space Marine on my left..

Damage 1: 4d10 + 6 ⇒ (2, 5, 7, 1) + 6 = 21
Damage 2: 4d10 + 6 ⇒ (6, 3, 5, 1) + 6 = 21
Damage 3: 4d10 + 6 ⇒ (5, 10, 1, 5) + 6 = 27
Damage 4: 4d10 + 6 ⇒ (8, 6, 7, 2) + 6 = 29
Damage 5: 4d10 + 6 ⇒ (9, 3, 8, 4) + 6 = 30
Damage 6: 4d10 + 6 ⇒ (2, 7, 5, 9) + 6 = 29

The five on the left need to make Agility checks (at a -20, thanks to Cleanse and Purify) against the flamer. Pen 6.

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

Waiting to see which targets are still alive, if any, for Torv to shoot at.


Spooky Skeleton Scarecrow

On your right hand side the two of the three marines easily move out of the way of your autocannon fire, their huge frames unbecoming of their unnatural speed. The third is caught in the hail of anti-armor fire and his left arm is torn away violently, leaving him to die clutching at the shredded remains

The other squad weathers the flames with mixed results. Three manage a hurried dive to escape the inferno, leaving their brothers to be cooked in promethium. For one the ceramite shells of their power armor prove a poor catch and the fire rolls off them without any further ill effects. The other is not so fortunate as he quickly ignites.

GM Rolls:

E31 Dodge (40): 1d100 ⇒ 45
F30 Dodge (40): 1d100 ⇒ 16
G31 Dodge (40): 1d100 ⇒ 3

O26 Dodge (40): 1d100 ⇒ 3
P27 Dodge (40): 1d100 ⇒ 93
P27 Agility (20): 2d100 ⇒ (79, 23) = 102 10/20
P24 Dodge (40): 1d100 ⇒ 73
P24 Agility (20): 2d100 ⇒ (42, 5) = 47 10/20
Q25 Dodge (40): 1d100 ⇒ 30
R26 Dodge (40): 1d100 ⇒ 2

Torvictus may act now


Warforged Bloodrager (Id Rager) 1/Unchained Monk 3

Well, that's one down. That'll have to do for now.

Torvictus, seeing the Marines give his commander a bit of trouble, quick draws both of his pistols, and fires two semi-auto bursts at Marine L27.

Semi-auto burst, with Gunslinger talent, means that he doesn't suffer the TWF penalties with the pistols. Might not be the most effective fighting style, but damn does it look cool.

Semi-Auto 1 (BS 60), Pen 4: 1d100 ⇒ 9
Semi-Auto 2 (BS 60), Pen 4: 1d100 ⇒ 46

Two hits, with the first burst granting the two extra hits allowed by his rate of fire. So, four hits, all aimed at L27

Damage 1: 1d10 + 11 ⇒ (5) + 11 = 16
Damage 2: 1d10 + 11 ⇒ (1) + 11 = 12
Damage 3: 1d10 + 11 ⇒ (7) + 11 = 18
Damage 4: 1d10 + 11 ⇒ (3) + 11 = 14


Spooky Skeleton Scarecrow

Only two of Torvictus's shots penetrate the legionaries war plate, cracking the greave covering his left leg. Total of 6 points of damage, 14/20 wounds remaining.

Bloodied, the marines wait just a moment before all acting in unison.

Two marines hunker down and unleash a fusillade of bolt fire towards the dreadnought and company. Both are struck multiple times but the rounds deflect harmlessly off the dreadnought. Torvictus is not so fortunate, but more is yet to come.

The remaining five marines move in practiced formation. Two move a short distance forward, drawing krak grenades and throwing them at the dreadnought while the others move to covered positions against the ships walls.

GM Rolls:

G31 Semi-Auto vs Torvictus (65): 1d100 ⇒ 35 Body
First Hit: 2d10 + 9 ⇒ (1, 7) + 9 = 17
16 damage; pen 6
Second Hit: 2d10 + 9 ⇒ (6, 9) + 9 = 24
18 damage; pen 6

L27 Semi-Auto vs Tyranius (85): 1d100 ⇒ 42
First Hit: 2d10 + 9 ⇒ (6, 4) + 9 = 19
15 damage; pen 6
Second Hit: 2d10 + 9 ⇒ (2, 10) + 9 = 21
19 damage; pen 6
Third Hit: 2d10 + 9 ⇒ (7, 9) + 9 = 25
18 damage; pen 6

L24 Krak Grenade vs Tyranius (75): 1d100 ⇒ 1
Damage: 3d10 + 4 ⇒ (1, 5, 8) + 4 = 18
18 damage; pen 6

N23 Krak Grenade vs Tyranius (75): 1d100 ⇒ 33
Damage: 3d10 + 4 ⇒ (9, 5, 6) + 4 = 24
24 points of damage; pen 6

Tyranius and Torvictus may act now


Warforged Bloodrager (Id Rager) 1/Unchained Monk 3

My apologies, RL stuff caught me for a bit.

Torv will use his reaction to attempt to Dodge the burst that hit him.
Dodge (50): 1d100 ⇒ 8

With the same unnatural quickness, Torv manages to dodge out of the returning fire completely.

(Right? That's like, 4 degrees of success, which allows me to negate the two hits scored, correct?


Spooky Skeleton Scarecrow

Correct


Warforged Bloodrager (Id Rager) 1/Unchained Monk 3

Torv, seeing the Marine to his right hiding behind cover, will move towards the door, attempting to get a good enough shot in.

Moving to M19 (or M18 if that'd be better) and taking one single attack with his pistol on Semi-Auto again at Marine H21.

BS (60): 1d100 ⇒ 25

That's two degrees of success, granting one extra hit, both on the Body. Also, forgot that his pistol had the Tearing quality, so.

Hit 1: 2d10 + 11 ⇒ (1, 1) + 11 = 1312 damage, 4 pen.
Hit 2: 2d10 + 11 ⇒ (5, 8) + 11 = 2419 damage, 4 pen.

Edit: not when you have the Auto-stabilized trait.


Spooky Skeleton Scarecrow

Semi-auto burst is a Full Action


Space Marine Dreadnought Rank 3 Devastator

Tyranius, almost feeling the wave of heat from the Marines' grenades, laughs as he brushes off their assault.

"Surely you can hit harder than that, no?"

As the bullets slam into his metal plating, the juggernaut turns briefly towards the still-clustered Marines to his left before saying anything.

"I, too, carry explosives. Shall I share them?"

Two missiles from the pod on his left shoulder shoot out toward the Marines,

Semi-auto firing the missile launcher with krak missiles, aimed at the squares N22 and M23. N21, O22, and L24 will be hit once, while N23 is within the radius of both. Good luck, buddy.

BS: missile 1 (75): 1d100 ⇒ 21
BS: missile 2 (75): 1d100 ⇒ 34

Cool, that was fun! Both landed where I wanted them. Now, damage.

missile 1: 4d10 + 6 ⇒ (3, 2, 7, 5) + 6 = 23 damage, Pen 10, Blast (1)
missile 2: 4d10 + 6 ⇒ (5, 9, 9, 4) + 6 = 33 damage, Pen 10, Blast (1)

Watching the devastation of his missiles, Tyr unleashes his autocannon again (at L24 if he survives, L27 if not), on semi-auto this time.

BS- TL autocannon semi-auto (135): 1d100 ⇒ 18

That's a crap ton of hits, unfortunately only allowing me to score the maximum of four hits.

Damage: hit 1, left leg: 4d10 + 6 + 1d10 ⇒ (5, 10, 5, 8) + 6 + (7) = 41 damage, Pen 4
Damage: hit 2, left leg: 4d10 + 6 ⇒ (2, 1, 8, 1) + 6 = 18 damage, Pen 4
Damage: hit 3, body: 4d10 + 6 + 1d10 ⇒ (6, 6, 10, 7) + 6 + (1) = 36 damage, Pen 4
Damage: hit 4, arm: 4d10 + 6 ⇒ (8, 9, 1, 7) + 6 = 31 damage, Pen 4


Spooky Skeleton Scarecrow

Torvictus sends a few shots further at the marine, damaging him slightly.

Meanwhile, one marine disappears in a cloud of fire and shrapnel while the other three dive for safety. Of them, another is cut down in autocannon fire as he recovers leaving five marines alive in the aftermath. Of them, most are injured to some degree or other.

They fight on though and one of the marines, now appearing to be their current commander makes a quick hand signal.

Activating Bolter Charge! Cohesion 3/6

Like a surging wave the marines all rush the bulkhead in unison, one fires a hasty shot at Torvictus but the rest maneuver to your rear and prepare krak grenades.

GM Rolls:

N21 Dodge (40): 1d100 ⇒ 3
O21 Dodge (40): 1d100 ⇒ 70
L24 Dodge (40): 1d100 ⇒ 5
N23 Dodge (40): 1d100 ⇒ 22

N23 successful dodge of the missile at N22 carries him out of the radius of the missile at M23

H21 Dodge (40): 1d100 ⇒ 66 15/20

Command (60): 1d100 ⇒ 9 No cohesion lost

K19 v Torvictus (55): 1d100 ⇒ 30 hits the head
Damage: 2d10 + 9 ⇒ (7, 9) + 9 = 25
18 damage; pen 6

G15 v Tyranius (75): 1d100 ⇒ 92
1d10 ⇒ 8 1d5 ⇒ 4 grenade lands in J22
H12 v Tyranius (75): 1d100 ⇒ 28
Damage: 3d10 + 4 ⇒ (2, 1, 6) + 4 = 13
13 damage; pen 6
J15 v Tyranius (75): 1d100 ⇒ 51
Damage: 3d10 + 4 ⇒ (7, 8, 10) + 4 = 29
29 damage; pen 6
K14 v Tyranius (75): 1d100 ⇒ 35
Damage: 3d10 + 4 ⇒ (5, 9, 2) + 4 = 20
20 damage; pen 6


Space Marine Dreadnought Rank 3 Devastator

"You are making this difficult. Just have the respect to die in the honorable death I am providing for you!"

My storm shield activates, hopefully pushing away those pesky grenades. I'm not gonna roll for the first one though, because it didn't go through my armor.

Storm Shield rolls (55):
Grenade 1: 1d100 ⇒ 17
Grenade 2: 1d100 ⇒ 52

A cold, cruel laughter echoes from the juggernaut's Vox Caster as he hears the grenades strike his back and feels his Storm Shield activate, protecting him from the blasts.

Spinning around to face his opponents with unnatural grace, Tyr's CCW lashes out at the Marine right next to him, attempting to crush him to a pulp. At the same time, his mounted infernes pistol fires at the same target.

Lightning Attack gives me three melee attacks, and Two Weapon Wielder gives me a ranged attack. If the Marine besides me dies to my melee, I'll instead shoot my pistol at their leader, as I will no longer be engaged in melee.

Melee:
Melee 1 (50): 1d100 ⇒ 62
Melee 2 (50): 1d100 ⇒ 24
Melee 3 (50): 1d100 ⇒ 76

Of course. Only one hit. Using Blademaster to reroll one of those missed attacks.

Melee 1.2 (50): 1d100 ⇒ 47
Much better! That's two hits.

Melee 1 damage: 2d10 + 38 ⇒ (8, 1) + 38 = 47 damage, Pen 6
Melee 2 damage: 2d10 + 38 ⇒ (8, 2) + 38 = 48 damage, Pen 6

Ranged:
Infernes Pistol (85): 1d100 ⇒ 81
Infernes damage: 2d10 + 12 ⇒ (1, 4) + 12 = 17 damage, Pen 24 (yes, 24. Melta weapons double their penetration at close range).


Warforged Bloodrager (Id Rager) 1/Unchained Monk 3

Torv uses his reaction to dodge out of the way or doesn't, possibly and then fires his pistols, in semi-auto again, at the two marines closest to him (J15 and K14).

Dodge (50): 1d100 ⇒ 39 And, somehow we both avoid taking damage, again!

Assuming that the one in melee with Tyr didn't survive the assault.

Rolls:
Semi-auto 1 (60): 1d100 ⇒ 35

Semi-auto 2 (60): 1d100 ⇒ 4

Both attacks give me the maximum of four hits, and I'm going to split them up between the two Marines, two each

J15 damage 1: 2d10 + 11 ⇒ (10, 7) + 11 = 28 21 damage, Pen 4
J15 damage 2: 2d10 + 11 ⇒ (3, 4) + 11 = 18 15 damage, Pen 4

K14 damage 1: 2d10 + 11 ⇒ (10, 6) + 11 = 27 21 damage, Pen 4
K14 damage 2: 2d10 + 11 ⇒ (5, 9) + 11 = 25 20 damage, Pen 4

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