Only War: The Forsaken

Game Master Eradico Pravus

Cast from a blighted homeworld, the Guardsmen of Company F fight for the Imperium of Man along the war-torn Spinward Front. Despised by enemies, disparaged by allies, they have no one to trust except themselves for they are... The Forsaken!


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Male Human Medic

I limit the contact I have with the Commissar. With the things have seen on Oremor, the things I know about, could get me killed by the Commissar. I will treat him he asks, but not otherwise.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Not really asked for, Lark proffers "Tell em the weapons they gave us were sh1te and we'd like something that doesn't look like a five year old could build it better" but doesn't have anything of worth to add as they linger.


Hathin, please roll for an Awareness Check. This will be an opposed roll.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Awareness (TN = 36): 1d100 ⇒ 94


Awareness : 37 + 10 - 20 = 27
Roll : 1d100=75

"They're as tough as they look and as smart. Don't underestimate them, now go get patched up."


Planet Skrynne, Ruins Near Supply Depot 31

North of the guardsmen's position, the area surrounding the fort is chaotic. Gunfire and explosions reverberate, smoke and dust raised from tracked vehicles fills the air. Orks stream east, disappearing back into the jungle from whence they apparently came. Some pause, either to take stock or squabble amongst themselves.

Scope wrote:

Seeing survivors making their way toward the tree line. I snap off a few rounds. Better to kill a green skin today rather than it come back and kill ya tomorrow.

(1d100=24)/(1d100=64)/(1d100=31)

Ballistic Skill 43 + Spotter 10 + Aim 10 - Extreme Range 30 = 33, two successful kills made. See below.

The sniper's first target is a burly ork armed with a giant cleaver. In its other hand it carries three decapitated human heads, tied together with their hair. The greenskin turns and bellows at other xenos, and it kicks a gretchin that passes by too closely.

Scope's shot drills into its chest and it is thrown back. As it sits up, angry and bewildered, the sniper fires again but misses. The sharp-eyed Dot, using powerful magnoculors, helps make micronic telescopic adjustments.

"Right ten, up five."

Before the ork can get to its feet, Scope's next shot scores and this time the beast does not rise.

Another target presents itself. Riding a misshapen, smoke-belching three-wheeler, an ork biker pauses to look back at the battle. Scope's shot misses the driver and caroms off the bike's twisted metal frame. The greenskin immediately revs the engine and drives into the safety of the forest.

A third ork enters the sniper's kill-zone. A hunched, lumbering monstrosity with long arms that nearly touch the ground as it moves, dragging a huge war-club. Scope sees that it travels with a severe limp and must be wounded. The greenskin stops for whatever reason, perhaps fatigued but the sniper does not care. Scope fires and the high-velocity round punches a fist-sized chunk of meat out the ork's back. It spasms in the grass. The sniper drills it a couple more times and the xeno is motionless.

Edwin Drususon wrote:
"They're as tough as they look and as smart. Don't underestimate them, now go get patched up."

The commissar simply nods at the battle-scarred veteran's analysis. They approach the rendezvous point and with a wince Vex waves for the medic.

Hathin De'Lark wrote:
Awareness (TN = 36): 1d100 ⇒ 94

After hollering his unsolicited opinion to the sergeant, the weapons specialist turns north and moves past a large wooden building. Book shadows him to his left as they move across the field and scan for threats.

Lark's Awareness Test fails by six degrees. Concealment Test (35), 1d100 ⇒ 69, failure by four degrees. Concealment "successful," results below.

The sniper continues to fire at targets from his perch above the others. As shots ring out, Sarge waits for Murjoff to get more news from the vox. Dol is no longer present, he and Gerr making their way to the shuttle. The storm trooper and commissar approach.

Perhaps De'Lark is lax in his vigilance. Maybe it is innate overconfidence or temporary complacency. Most likely the specialist does not see it because he is unfamiliar with the planet Skrynne and its myriad hazards. He fails to note the slight change in the ground he moves across: a slight discoloration, some increased detritus, and a small bone stuck into the turf. A few meters from De'Lark there is a slight ridge or lip in the earth, effectively camouflaged by plant and soil materials. De'Lark blinks with disbelief as two black stalks coated with hair or barbs press out from the lip and a two-meter sphere of earth pops upward like a trap-door and a large arachnid, about half as large as a man, leaps forth.

Skrynne Spider--Surprise Round

Tactical Map

Each square=2 meters
Scope is on the structure roof, approximately 15 feet above the others.
The scrub-bush provides AP 1
The arachnid is considered "scrawny" (less than man-sized) and is -10 to hit

Spider Traits:
The arachnid has the following traits: bestial, crawler, burrower, natural armor (legs AP 2, front segment-thorax AP 4, back segment-abdomen AP 1), natural weapons (barbed fangs, 1d10 + SB 3, pen 2), "Quadruped" (movement is AG x2), Size "Scrawny" (-10 to hit), Sturdy (+20 bonus to resist grapple and takedown), and Poisonous (effect unknown to players at this point)

Squad Status:

Anselm 14/14 wounds, location unknown
Scope 14/14 wounds
Doc 11/11 wounds, has received First Aid
Sarge 12/14 wounds, has received First Aid
Dol 7/12 wounds, has received First Aid, arriving at shuttle
Vex 8/14 wounds
Drususon 17/17 wounds
Lark 12/13 wounds, has received First Aid

Due to surprise, De'Lark (and the other soldiers) may not act this round. De'Lark may not use reactions. Please note that the failed Hard (-20) Awareness checks from the others on the ground meant no guardsman spotted the trapdoor location.

Stunned, the weapons specialist can do little more than raise his plasma rifle in defense as the spider pounces. It rears up on its hind legs and attempts to drive two large fangs into the guardsman.

WS 40 + Surprised Target 30 + All-Out Attack 20 = 90, 1d100 ⇒ 49, success by five degrees.
Damage 1d10 + 3 ⇒ (7) + 3 = 10, pen 2. Hit location torso: 10 points - TB 4 - AP 1 (due to pen 2) = 5 wounds delivered.

Book shouts, "Lark!" Too late. The spider springs and leaps upon the sporchi, causing him to yell once he feels the fangs pierce his flak vest and body. His chest goes cold as venom is injected and the arachnid tries to wrap its chitinous legs around the guardsman's back. De'Lark stares into a myriad of dull, black, lifeless eyes, just inches from his own, and he pushes back with his rifle to avoid falling beneath the weight of the creature.

Lark, make a challenging test (+0) vs. Toughness to mitigate effects vs. poison.

Everyone present roll for initiative for the ensuing round. Welcome to Skrynne.


Male Human Sniper

Not aware of the danger below me I keep focused on the Orks making for the treeline.

"Sarge Orks breaking into the treeline. Nixed two, not sure how many got though safely before I got my cross hairs on them. At least one who got through is motorized."


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Toughness (TN=40): 1d100 ⇒ 35
Initiative: 1d10 + 3 ⇒ (7) + 3 = 10


Male Human Medic

Initiative = 1d10 + 3 ⇒ (6) + 3 = 9


Initiative Roll for Commissar Vex, 1d10 + 2 ⇒ (4) + 2 = 6

Initiative Roll for arachnid, 1d10 + 4 ⇒ (4) + 4 = 8


Male Sergeant

Mire spins around at Book's cry of surprise, eyes going wide at what he sees.

Initiative, 1d10 + 3 ⇒ (4) + 3 = 7.

Eradico:
Oops, double-posted on Initiative there---noticed in time to delete, sadly second roll was better![/ooc]


Rolling initiative for Drususon, 1d10 + 3 ⇒ (10) + 3 = 13

The appearance of the large arachnid is met with shock and shouts of alarm from Squad Mire.

Trap-Door Spider Round 1

Tactical Map

Each square=2 meters
Scope is on the structure roof, approximately 15 feet above the others.
The scrub-bush provides AP 1
The arachnid is considered "scrawny" (less than man-sized) and is -10 to hit

Spider Traits:
The arachnid has the following traits: bestial, crawler, burrower, natural armor (legs AP 2, front segment-thorax AP 4, back segment-abdomen AP 1), natural weapons (barbed fangs, 1d10 + SB 3, pen 2), "Quadruped" (movement is AG x2), Size "Scrawny" (-10 to hit), Sturdy (+20 bonus to resist grapple and takedown), and Poisonous (effect unknown to players at this point)

Squad Status:
Anselm 14/14 wounds, location unknown
Scope 14/14 wounds
Doc 11/11 wounds, has received First Aid
Sarge 12/14 wounds, has received First Aid
Dol 7/12 wounds, has received First Aid, arriving at shuttle
Vex 8/14 wounds
Drususon 17/17 wounds
Lark 7/13 wounds, has received First Aid, suffering from poison, see below

Initiative
Drususon 13
De'Lark 10
Doc 9
Arachnid 8
Sarge 7
Vex 6
Scope NA

The spider's fangs have toxic quality (1). Toughness test is made at -10 per rules, roll of 35/30 fails. Additional 1d10 ⇒ 3 damage suffered. Also target suffers one level fatigue. De'Lark now at 4 wounds.

The weapons specialist feels a dull ache throughout as venom seeps through his body.

Drususon is up. Also Scope, please make a Ballistic Skills test for opportunity fire.


The stormtrooper does not hesitate as he reacts to the new threat, shouldering his weapon and letting loose a singe shot in one fluid movement.

Readying weapon as free action (with Quick Draw), aiming as half-action, standard attack as half-action. Modifiers are standardard attack (+10), half-action aim (+10), shooting into melee (-20), scrawny target (-10), short range (+10), and custom gripped weapon (+5).

Standard Attack : 35 + 10 + 10 - 20 - 10 + 10 + 5 = 40
Roll : 1d100=2
Damage : 1d10 + 4 = 9 + 4 = 13 (Pen 7)


Male Human Sniper

Ballistic Skill (1d100=15)


Edwin Drususon wrote:
The stormtrooper does not hesitate as he reacts to the new threat, shouldering his weapon and letting loose a single shot in one fluid movement.

De'Lark struggles to keep the spider at bay, pushing back at it with his plasma rifle. The arachnid shifts backwards on all eight, crouching to spring again. It is then enveloped by the super-charged las-round from the storm trooper's hellgun.

Hit Locations - 0-30, front segment (thorax); 31-60 back segment (abdomen); 61-100 legs. Front segment natural armor bypassed, 13 hits - TB 4 = 9 wounds delivered.

The shot cooks through the black, shiny carapace of the arachnid's cephalothorax, leaving its front portion charred and smoking. The horror scrabbles in the brush and to De'Lark's alarm he hears the bug give a menacing hiss.

De'Lark is up. Will give Mark some time to post since he's travelling.


Scope wrote:
(1d100=15)

Despite the outbreak of shouting and firing beneath his position, the sniper maintains concentration. "Gretchin herd, 50 meters left," he hears from the spotter. From his prone position, Scope scans west and picks up on a pack of goblinoids some 600 meters distant. Smaller than orks, the sniper knows these creatures informally as 'ammo grotz.' True to their name, four of these little beasts pull a shabby-looking cart filled with ordnance. Through his high-powered scope, the sniper sees grenades and boxes of ammunition. Scope centers his reticule on the explosives and fires. He is rewarded when flames fill his ocular view. Looking up from the rifle, in the distance Scope can see a small inferno burning in the field.

The spotter crawls forward to see what the commotion is beneath them. Taking in the scene, Dot looks back at Scope and says, "You're not gonna believe this. They're fighting a great big... spider."

Moving back into position, the spotter mutters, "Spiders. Great. I hate spiders."


Dol:
I haven't forgotten about you, Dol, but admittedly it's taken me some time to get to this scene. Sorry for the delay.

Back at the shuttle, Dol and Gerr race up the exit ramp. The hatchway has been completely blown off by tech-priests and the pair easily go inside. Moving past the now-empty infantry transport bay, the heavy gunner and loader enter the forward cargo area where the last of the Oremor vehicles are being lowered via hydraulic lifts by navy techs. Amid clamorous shouting from deck officers, blaring klaxons, and roaring engines, the entire bay is frantic with activity. Logistics ratings move boxes and equipment on sleds back and forth while grunts simply shoulder crates and lumber slowly towards freight elevators.

Amid the tumult Dol spots Sergeant Pagi, one of Company F's supply officers. Nudging Gerr in the ribs, the two race over to the non-com.

Considering the circumstances I will not ask for a formal Logistics Test. Instead consider any request for ordnance to be a Fellowship check. Roll against your fellowship. The modifier is difficult (+/- 0). I will award a +10 bonus depending on the nature of your role-played request.


Male Human Sniper

"Spider's eh?"

"Nothing like worrying about being dragged off in your sleep and sucked dry like a Oremorian passion fruit."

"They got it? Or do we need to redirect fire?"

As I await Dot's answer; I continue scanning down range.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

If able Lark would stagger a step back and unleash point blank maximal plasma in the spiders face. Would be great if you could make the appropriate rolls Warmaster as I lack my books and have but an iPad here. Cheers.


Male Heavy Gunner

I come up to Sergeant Pagi and snap a salute. When given permission I state, " Sir, I have orders from Commissar Vex and Sergeant Mire to resupply our heavy stubber and to bring back 1 canister for the companys plasmagun and 1 clip for each of our companies lasguns, and a clip for our companies sniper rifle. Sir"

" Also Sir, Sergeant Mire wanted to know the status of our operator with the Sentinel? Sir"

Fellowship: 30 1d100 ⇒ 39


De'Lark:
Your choices include using the "Disengage" action which would take the entire round or using a hand weapon (either your pistol or chit-sickle) in melee. RAW state no two-handed weapons in melee. Will make an executive decision here regarding your character. Hope that's OK.

De'Lark attempts to bring his beloved plasma rifle to bear but the spider lashes out and knocks it from his hands. The weapons specialist pulls his chit-sickle from his belt and takes a swipe.

Dropping rifle free action, half-action to ready hand-weapon, half-action for guarded attack (-10 to WS, +10 to evasion tests until next turn): WS 39 - guarded 10 = 29, 1d100 ⇒ 7, success. Damage: d5 + SB 3 + Street Fighting for crit 1, pen 2; 1d5 + 4 ⇒ (1) + 4 = 5

The mono-edged blade catches a fore-leg near the patella, it catches and De'Lark gives a vicious pull. With a sickly crack the leg breaks and the spider lurches to the side.

1 wound - 5 hits = -4 for spider's current wound total.

Doc is up.


From his perch atop the building the sniper hunts for more stragglers.

Roll of 15 is another 'cinematic hit.' See below.

As Scope surveys the battlefield he catches sight of something peculiar. At first he wonders if his vision is clouded so he blinks several times before looking through the sniper-sight again. An ork hustles towards the jungle-forest leading some sort of animal. At first the sniper thinks it is a dog but on closer examination it appears to be some sort of nasty creature with barbs, claws, and fangs. It snaps and slavers as it is pulled by its handler.

Whatever the monstrosity is, Scope decides it needs to die and he promptly drills it several times with his rifle. The ork handler rolls into the safety of some high grass and is gone from view.

Scope wrote:

"Spider's eh?"

"Nothing like worrying about being dragged off in your sleep and sucked dry like a Oremorian passion fruit."

"They got it? Or do we need to redirect fire?"

Dot looks back, scowls, and says with derision, "Thanks for the comforting thought." The spotter then crawls forward to look over the lip of the roof once more.


Sergeant Pagi is somewhat surprised by the appearance of the heavy gunner and his partner, nonetheless he promptly returns the salute. "Whaddaya got, guardsman?"

Dol wrote:

I come up to Sergeant Pagi and snap a salute. When given permission I state, " Sir, I have orders from Commissar Vex and Sergeant Mire to resupply our heavy stubber and to bring back 1 canister for the companys plasmagun and 1 clip for each of our companies lasguns, and a clip for our companies sniper rifle. Sir"

" Also Sir, Sergeant Mire wanted to know the status of our operator with the Sentinel? Sir"

Fellowship: 30 1d100

+10 bonus granted for well-played post. Fellowship check successful.

"We're in the thick of it already, I know, I heard," says Sergeant Pagi. "As for the sentinels, that's easy. All armor was sent north to the station. Anselm left some time ago."

He gives a fretful nod towards the array of boxes and crates in the cargo bay, "Whoever packed this mess should be strung up. So far we've unloaded rations, rain-gear, and paper to wipe your arse... Just now getting to the ammo." Pagi shouts at one of his grunts lugging a crate. "But here now, what have we got?" He pops the latches and opens the box, revealing several drums of stubber ammo. The sarge gives a look about the bay, "Do you see any of them Munitorium desk-jockeys about? No? All right, Dol, this is probably the best I can do for ya. Better get outta here."

The non-com hands over two drums of stubber rounds. Gerr grabs them and says, "Thanks, sarge." The loader looks at Dol and grins, "Shall we?"


Male Heavy Gunner

I grin back and to the Seargent, " Thanks you probably saved our lives. 8 orcs took most of my ammo."


Male Human Medic

I will move into range, if necessary, and aim, waiting for a clear shot. I. e. de' Lark gets out of the way.


Male Human Sniper

"I don't know what the fegargo I just killed, but the spider looks more appealing."


Dol wrote:
I grin back and to the Seargent, " Thanks you probably saved our lives. 8 orcs took most of my ammo."

Sgt. Pagi winks, gives a nod, and says, "Later you can buy me a cup of whatever Throne-forsaken rotgut passes for drink on this skeit-hole."

Racing back whence they came, Dol and Gerr sidestep an anti-grav munitions sled and exit the shuttle via the aft rampway.

Dol will join up with the squad in a couple more rounds.


Scope wrote:
"I don't know what the fegargo I just killed, but the spider looks more appealing."

Still looking a bit put-off, Dot looks over the side of the structure and says, "Then get your sorry ass up here. It's about to eat the sporchi."

After a brief pause the spotter then mutters, "Which wouldn't be a bad thing, actually..."

EDIT: Scope please make an initiative roll for round 2.


Viktor "Doc" Zane wrote:
I will move into range, if necessary, and aim, waiting for a clear shot. I. e. de' Lark gets out of the way.

Doc:
Doc is able to shoot. Current roll is BS 30 + short-range 10 + standard attack 10 + half-action aim 10 - into melee 20 = 40. If you choose to aim for the entire round your "to hit" roll will increase by 10 next round. Let me know your preference; if you wish to fire this round go ahead and post your roll.

Male Human Medic

The way I've been shooting, I will aim a full round.


Male Human Sniper

Init Roll (1d10=1)

Lol, looks like Scope is in no hurry to go after giant spiders.


Doc's aim for the round is noted.

Sparing the use of its ruined leg, the giant spider nonetheless is able to coil on seven others and spring.

WS 40 + all-out attack 20 - one level fatigue 10 = 50, 1d100 ⇒ 43, success.

As it leaps into the air the arachnid spreads its legs wide. Falling directly towards De'Lark, the weapons specialist sees the two hairy fangs which have already bitten him and also beneath those rows of small barb-like teeth.

Nearby Book squeezes off an ineffectual las-round, screaming incoherently, "Ee-Yaaaahhh!"

De'Lark make a dodge attempt which gains a +10 bonus due to guarded attack action.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Dodge (TN=37+10=47): 1d100 ⇒ 45

For some reason the eight pointed star appear to shine upon one of the more recalcitrant of the Emperor's subjects and Hathin twists at the last second. The fangs of the spide tear through a join in his flak jacket, but their points slide across the bared flesh without leaving a mark.


Dodge successful.

Despite his wounded, bedraggled condition, the weapons specialist avoids immediate harm. To Sarge, De'Lark appears somewhat punch-drunk and he wonders what damage the spider's venom is causing. The arachnid continues to circle and hiss, spittle and poison dripping from its fangs.

Sarge is up.

De'Lark:
Glad you had a great trip. Welcome back!


Male Sergeant

Watching as De'Lark staggers backward after the spider-thing lunges for him again, Sgt. Mire raises his chain-sickle, thumbs the activation stud and charges toward the oversized arachnid before it can scuttle backward into it's tunnel.

Sgt. Mire will Run into melee with the spider. I considered a shot, but Firing Into Melee would have made it too risky (15%), and with the Sarge's bum leg, he cannot quite close the distance with a Charge. Hopefully he will provide a threatening/enticing target for the critter so it disengages with Lark.


The sergeant moves to aid the weapons specialist in time to see De'Lark shove the chitinous arachnid away from his torso. Up close Sarge is easily able to see the fangs withdraw from the sporchi's flak jacket and the non-com is left to wonder how De'Lark is still alive.

The arrival of the sergeant seems to confuse the spider; it pivots, raises its front legs and hisses at both guardsmen.

Trooper Drususon sees the commissar calmly lift his pistol, aim and fire.

BS 32 + short 10 + standard 10 + half-aim 10 - into melee 20 = 42, 1d100 ⇒ 37.
Damage 1d10 + 5 ⇒ (8) + 5 = 13, pen 4, spider well over -10 wounds, results below.

As the spider coils to launch itself again, a loud shot rings out. A bolt round punches the insectoid at the base of two of its legs. The appendages are blown completely off, spinning the arachnid completely around and it falls to the green turf. From the joint where the legs were ripped free there is now a large hole in its abdomen. A sickly, white fluid gushes forth and the bug is inert and lifeless.


Male Human Medic

I will run up to De'Lark.

The Warmaster:
I know I already did first aid to him, but this would be different. If I am right, I will start to work on him.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Grimly Lark collapses onto his knees, before leaning forward over the fallen bug. His knife is brought forth to stab repeatedly into the inert spider "Feckin piece of sh1t, fecking bite me will ye..." working out his rage for a span of seconds before he settles back on his haunches and his breath grows a little rattley and his face pales a little... but his leer remains unbowed.


Not sure if the weapons specialist is showing signs of shock or his usual murderous malevolence, Doc Zane races up to De'Lark who is in obvious need of medical assistance. Gingerly touches the sporchi on the shoulder, gently signifying his presence so as not catch a blade in the face. Seeing the two large puncture holes in De'Lark's flak vest, Doc swabs some samples of the spider's venom and also takes a quick blood specimen from the specialist.

First-aid treatment is only permitted once every 24 hours. However, Doc, you may attempt a Chem Use test to analyze the poison and see if an antidote might prove helpful.


Male Human Sniper

I roll my eyes as Hathin buries his knife into the spider again and again. It's already dead you feckin' moron. All your doing is getting your blood pumping and moving the poison quicker through your system.

Good thing I usually don't say what I think. Live longer that way.

"Eyes back down range."


With the arachnid dead and the medic working on De'Lark, Sarge turns his attention to the battle. The orks make a full-scale retreat east and north away from the Brontian fortification into jungle environs. Unfortunately for Scope, no more targets of opportunities present themselves. Mire gets a nudge from Murjoff. Handing Sarge the handset, he says, "Cap'n Kluge is on the horn."

After exchanging acknowledgements, Major Scarpa's chief adjutant, Captain Kluge says:

<<Mire, we've got these green bastards on the run and vehicle units are in pursuit. We're going to set up picket lines in the surrounding jungles. Good job securing our flank. Saw you engaging the enemy when we moved out from Spina. Heard from Sergeant Pagi that your squad thwarted the enemy's attack on the shuttle. The major is happy about that I can tell you. I'm sure the navy would somehow hang all the blame on us for it being damaged if orks had reached it. Maintain your position. We'll relieve you in a bit with a squad rotation once we get things a bit more secure around the station.>>


Dot looks up from De'Lark's frenzy and takes up station at Scope's behest. After a quick survey the spotter says, "Too bad. They're moving away from us."

As the pair maintains vigil Dot breaks the silence, "Don't know what scares me more. The spider or that maniac De'Lark."


Moments after the arachnid's eradication, Dol and Gerr reunite with the squad. Seeing De'Lark covered in spider viscera and his own blood, Gerr says, "Gee Sarge, sorry we missed the bug hunt. We're locked and reloaded. Where do you want us?"


Male Human Sniper

"Hey Sarge, figure we throw a charge down that hole just in case that crawler has any relatives?"

I let Dot's question fall. Some answers are best not pondered.


Male Human Medic

Chem use(50) = 1d100 ⇒ 96 Spend fate point for reroll 1d100 ⇒ 9 Made it by 4 degrees.


Chem Use successful by five degrees I believe. Success has no immediate effect but will net good results later. See below.

From his field medi-kit, Doc uses his bio-scanner and diagnostic cogitator to analyze the samples of blood and venom from De'Lark's system. The tests confirm what Zane suspects: the poison is an enervating agent meant to weaken and paralyze the victim. Due to his hardy constitution it appears that De'Lark is relatively stable, although Doc notes his speech is slightly slurred and he appears a little lethargic.

Just a few meters away from the dead arachnid is the lid to its lair which is slightly ajar. Hearing Scope's warning Zees looks at it apprehensively and levels his lasgun at it. Eschewing any potential danger, Doc moves to the spider's mangled corpse and uses a probe to extract more fluid from its venom sac.

De'Lark is suffering from one level of fatigue as a byproduct of the venom. He will need medicae facility treatment/extended bed-rest to be healed.

Doc:
Per Chem Use rules (p. 126) Doc will not be able to immediately cure De'Lark but should be able to develop an antidote after 1d10 hours in a lab. Antidote doses may be stored in your medkit for future administration. The above roll counts as your extended test for this purpose. Nice re-roll.


Male Human Medic

"I know your going to hate hearing this, but you have to take it easier until we can get you to Medicae facility, and I can get to a lab to make a antidote. If it makes you feel any better about it, I know what I need to make the antidote, I just need the lab and time."


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Lark initially tries to bat away the medic, but eventually succumbs to his probing hands and instruments. At the talk of bed rest and Medicae Lark brays a laugh "Feck that, ain't no need... I'm still good fer killin." forcing himself stoically back to his feet and looking towards the Sergeant with resolute jaw "Where do ye want me?... I've an itch to melt some flesh." patting his somewhat less than recently faithful plasma gun.


Male Heavy Gunner

I shake my head at the carnage and lean up against the building keeping an eye on the ground looking for more trapdoors.


Male Human Medic

"Sarge, mind if I talk to you for a few moments?"

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