| "Sarge" |
Why won't this sonafab@$~# die!
Ducking beneath the backswing of the greenskin's improvised club, Sgt. Mire swings the chain sickle in a vicious arc, trying to cut the greenskin's legs out from under it.
WS = 42, +10 (Ganging Up), +30 (All-Out Attack), modified WS = 82, 1d100 ⇒ 69, a hit (left leg).
Damage, 1d10 + 5 ⇒ (5) + 5 = 10 or 1d10 + 5 ⇒ (6) + 5 = 11, electing to take the second result for the weapon's Tearing quality.
| The Warmaster |
Gah, sorry Lark, I'll get it eventually.
The ork battling Sarge and de'Lark brings the butt of its gun crashing down on the weapon specialist's thigh. The sporchi grimaces as a shock-wave of pain numbs his quadriceps and he almost falls over.
8 hits - TB 4 = 4 wounds delivered; Lark's total now 3/13.
With its attention focused on De'Lark, the Sarge is able to hook the back of the ork's left leg. The chit-sickle's teeth grind into the hard flesh and sinews of the ork's hamstring, twisting the limb awkwardly.
11 hits - TB 6 = 5 wounds delivered, of that 1 wound reduces the ork to zero; 4 remaining wounds + 1 (Sarge's Street Fighting talent allows 1/2 SB rounded down to be added to crit damage) = 5 hits - ork's TB 6 due to True Grit = 1 (minimum result). Crit level, -1 and ork receives 1 level of fatigue.
Dol effortlessly stands and leaps from the furrow despite the weight of his heavy stubber. Gerr is right behind, clipping a couple of shots at the building they now charge towards.
Dol moves 8 squares east and 2 squares north.
Ignoring his freshly-received wound, Commissar Vex attacks the staggering ork with his chainsword. "Taste the Emperor's Fury!" he screams and charges.
All out attack, WS 32 + 30 = 62, 1d100 ⇒ 56, hit; rolling damage, 1d10 + 5 ⇒ (9) + 5 = 14, second roll 1d10 + 5 ⇒ (9) + 5 = 14, no difference, pen 2; Flak armor 3 reduced to 1 + TB 6 means 14 - 7 = 7 wounds further reduced TB 6, resulting in 1 critical hit. Ork goes from -3 to -4, see result below.
Vex rips a long, deep gash in the ork's torso and blood, guts and entrails fall forth. The greenskin doubles over in pain and seemingly freezes.
Ork #5 is stunned again for the next round.
Lark and Drususon are up.
| Edwin Drususon |
Raising his hellgun, Edwin looses a fusillade of shots at the ork.
Semi-Auto Burst + Half-Action Aim + Short Range + Custom Grip = 35 + 10 + 10 +5 = 60
Roll: url=http://invisiblecastle.com/roller/view/3953123/]1d100=31[/url]
Two degrees of success causes two hits.
Damage: 1d10 + 4 = 12, 1d10 + 4 = 11
Both attacks have a penetration of 7, bypassing cover and armor for 12 - 6 = 6 and 11 - 6 = 5 wounds.
| Hathin De'Lark |
4 wounds suffered 3/13 remaining.
Far gone from rational thought, the additional blow merely fuels Lark's growing desperate bloodlust. Clawing with his off hand at the ork's face he tries to bury the knife in the xeno's throat...
Full action to All Out Attack Greenskin #5 +10 from comrade ganging up:
WS (39 +30 +10 =79): 1d100 ⇒ 10 for 1d5 + 3 ⇒ (4) + 3 = 7 pen 2
Possible eight degrees of success? - replace damage roll for 11 Pen 2 damage... awaiting dodge.
| The Warmaster |
Raising his hellgun, Edwin looses a fusillade of shots at the ork.
The stormtrooper's weapon, built to penetrate heavy armor, has no problems punching holes through the wood and rockcrete structure and striking the partially hidden ork. Drususon's marksmanship is rewarded with a yelp of pain from within.
Ork #8 has 1 wound remaining.
The xeno wrestling with Lark and the Sarge tries to block the weapon specialist's blade with his gun.
Parry WS 37 - 20 (untrained) = 17, roll 1d100 ⇒ 98, fails miserably.
Damage is actually 1 higher due to Street Fighting talent (1/2 Str rounded down added to crit damage). 8 hits - TB 6 = 2 - Toughness 4 = 1 crit.
Far gone from rational thought, the additional blow merely fuels Lark's growing desperate bloodlust. Clawing with his off hand at the ork's face he tries to bury the knife in the xeno's throat...
The greenskin attempts to duck under the slashing knife but Book throws his weight against the ork's right arm and it remains in the weapons specialist's grip. De'Lark catches the ork on the forehead, carving a long lateral gash along the creature's jutting brow. Blood gushes forth and streams down the xeno's face. Flailing hands do little to stem the flow into the eyes of the beast. The sporchi withdraws just a bit to admire his handiwork.
Ork #5 is at -2, suffers a -10 modifier to WS and BS checks. Toughness test (44), 1d100 ⇒ 53, fails and will check for Blood Loss next ork round.
.
Into the Fray -- Round 14
Each square=2 meters
A red X represents a dead combatant.
A red circle represents a dropped weapon.
A blue circle indicates prone position.
Each large guardsman icon represent a squad of 10-14 men. They are all moving north at running speed.
PC guardsmen with a comrade can assume their comrade is in an adjacent square unless noted otherwise.
The brown furrows created by the shuttle’s landing gear provide AP 2.
Smaller green brush-trees provide AP 1.
Dilapidated buildings, rubble heaps, low stone walls provide AP 4.
The nearest buildings are approximately 30 meters away from the shuttle.
The main battle between Brontian and Ork forces is off map, approximately .75-1.0 km north-northwest.
Initiative Order
Anselm 13
Scope 12
Doc 10
Orks 8
Sarge 7
Dol, Vex 6
Drususon, Lark 4
Ork #1: dead
Ork #2: dead
Ork #3: dead
Ork #4: 12 wounds
Ork #5: -2 wounds, -10 to WS and BS from head gash, blood loss, fatigued
Ork #6: -4 wounds, stunned for round 14, blood loss
Ork #7: 7 wounds
Ork #8: 1 wound
Anselm 14/14 wounds
Scope 14/14 wounds
Doc 11/11 wounds
Sarge 12/14 wounds
Dol 7/12 wounds
Vex 14/14 wounds
Drususon 17/17 wounds
Lark 3/13 wounds, without plasma gun
Operator Tartare leaps from the furrow and barrels into the ork before De'Lark and Sergeant Mire.
Charging attack WS 32 + charge 20 + ganging up 3:1, 20 + comrade 05 = 77, 1d100 ⇒ 81, fails.
Using his las-rifle as an improvised club does nothing against the beast, however.
Scope is up.
| Scope |
| The Warmaster |
The sniper gives his comrade's las-rifle a quick once-over and finds it to be sturdy, well-maintained and that the balance is not as bad as he thought it would be. Firing the weapon does not kick like his solid projectile sniper rifle. Instead he hears the familiar whine-KRAK as a high-energy beam of light exits the weapon, ionizing the air around it.
Rolling lasrifle regular damage, 1d10 + 3 ⇒ (4) + 3 = 7, 7 hits - 8 (TB 6 + flak armor 2) = 0 wounds delivered.
Scope is pretty sure the same shot with his sniper rifle would have sprayed some ork guts out the back of the xeno. He wonders if what he holds isn't some sort of glorified lamp pack.
Doc is up.
| The Warmaster |
Will NPC Doc this round.
Seeing his line of site somewhat blocked, Doc takes aim at a barricaded ork in a building.
Half-aim at ork #4, BS 30 + 1/2 aim 10 + short-range 10 + standard 10 + comrade 5 = 65, 1d100 ⇒ 63, damage, 1d10 + 3 ⇒ (2) + 3 = 5, soaked by cover and TB.
.
The xeno returns fire.
Ork #4 fires at 1-Lark, 2-Sarge, 3-Scope, 4-Vex, 1d4 ⇒ 2, Sarge.
Ork #4 modified BS into melee 24, 1d100 ⇒ 16, potential damage, 1d10 + 4 ⇒ (7) + 4 = 11
The sergeant is busy trying to wrestle one of the big hulking orks and fails to see fire coming in his direction. Mire hears a crack and feels a punch in the ribs as a greenskin slug catches him in the torso. "Sarge!" yells vox-operator Murjoff as his NCO staggers but maintains footing.
Previous all-out attack prevents dodge attempt. 11 hits (pen 2) - TB 3 and flak armor 3 = 7 wounds delivered. Sarge now at 5/14 wounds.
The ork surrounded by Lark, Sarge, and Tartare looks woozy but still attacks.
Rolling for blood loss, roll over 10% or die, 1d100 ⇒ 40, success.
Ork takes a swing at 1-Lark, 2-Sarge, 3-Tartare, 1d3 ⇒ 2, targets Sarge.
WS 37 + all-out 30 - fatigue 10 = 57, 1d100 ⇒ 6, success. Rolling damage, d10-2 + crushing blow 1 + SB 4, 1d10 + 3 ⇒ (2) + 3 = 5, replace roll with six degrees of success, 9 hits delivered. 9 hits - TB 3 - flak armor 3 = 3 additional wounds. Sarge down to 2/14 wounds.
Like a drunken pit fighter, the ork shakes off his wounds long enough to swing his gun two-handed like a club. Mire, slowed with at least one rib broken, catches the gun stock full-on in the chest and is thrown backwards by the blow.
Ork #6 stunned this round, rolling for blood loss, 1d100 ⇒ 8, failure.
The ork fighting Commissar Vex lowers to its hands and knees, spewing forth bile, guts, and blood. It attempts to rise with a pathetic heave but instead falls face first with a splat into the disgusting pile of viscera. The commissar sees it is dead as its breath fails to cause the pool to froth.
The ork kneeling by the northern building stands and moves into the structure, taking a pot-shot on the way.
Ork #7 takes a half-move one square into the building already occupied by ork #4 and fires at 1-Scope, 2-Vex, 3-Dol, 1d3 ⇒ 2, Commissar Vex.
BS 24 + standard 10 + short 10 = 44, 1d100 ⇒ 69, misses.
The final ork is a bit unsure. Should it shoot at the burly guardsman with the dangerous stubber or turn and face the trooper that just riddled it with super-charged las-fire?
Rolling for ork #8, 1-Dol, 2-Edwin, 1d2 ⇒ 1, Dol.
It pops off a round at the heavy gunner as Dol charges towards the buildings.
Modified BS 44 - 20 running target = 24, 1d100 ⇒ 66, misses.
Sarge is up.
| "Sarge" |
Not hearing Murjoff's warning in time, Sgt. Mire feels the hard round impact his flak vest with the force of a maulchups' kick, and nearly doubles-over from the pain. The adrenaline is flowing fast now, though, and instead he only staggers to one side. Unfortunately his listing movement brings him right into the path of the wounded ork's swing, and the butt of the creature's weapon impacts him just above where the slug round hit.
After everything else, this might be it then...
..well, you're coming with me then, ugly!
With the world going toward an unsettling greyish color around him, and his peripheral vision failing, Mire lashes out with the buzzing chit-sickle once again.
Attacking Ork #5, WS = 42, +20 (Ganging Up, 3-1), -10 (Guarded Attack, grants +10% to next Evasion test), modified WS = 52, 1d100 ⇒ 9, a hit.
Rolling damage, 1d10 + 5 ⇒ (5) + 5 = 10 or 1d10 + 5 ⇒ (7) + 5 = 12, taking the second result for Tearing, 12 damage inflicted.
| The Warmaster |
12 damage inflicted on ork 5; 12 - TB 6 - True Grit 4 = 2 hits, -4 on crit table, see result below.
Despite multiple wounds the sergeant wades into the ork and strikes with the chit-sickle, finding purchase in the xeno's leg. The greenskin tries to stumble backwards but trips and Mire leans in with his weight. The spinning teeth of the hand weapon shatter bone and with a sickening kkraakkk! like splitting wood, the ork's knee-cap rips free. The beast roars in pain and collapses to the ground, its leg bleeding profusely.
Ork #5 is prone, movement rate halved, and suffers 1d10 ⇒ 10 agility loss.
Commissar Vex thumbs off his chainsword, draws his bolt pistol and fires into one of the buildings.
Targeting ork #8, BS 32 + standard 10 + short 10 + aim 10 = 62, 1d100 ⇒ 14, five degrees success; damage 1d10 + 5 ⇒ (9) + 5 = 14.
Pen 4 bypasses building cover, 14 - TB 6 = 8 hits, ork reduced to no wounds, 7 remaining hits - True Grit 4 = -3 crit table. Target knocked prone and stunned for 1 round.
The commissar's bolt round punches the ork in the stomach and it falls down. No noise comes from the structure.
.
Suppressive fire Ballistic Skill: 34+ short range(10)-Suppressive fire (20)= 24 1d100 at the 4, 7 and 8 and 6 if I can but will leave it out to not shoot into melee
"Ok Gerr we are setting up shop here." I pull the stubber in line and start laying down the cover fire.
.
Dol, will rule you only fire into the northern building since the threat in the southern building is apparently neutralized.Reloaded and re-positioned, the heavy gunner unleashes another barrage. Wood splinters and rockcrete chips as the building containing two orks is riddled with stubber fire.
Willpower test required for orks 4 and 7 next round.
Lark and Drususon are up.
| Hathin De'Lark |
Battered and bruised, but unbowed, Lark spits crimson onto the writhing ork at his feet before stepping away and retrieving his precious plasma gun from Tartare. Grabbing the gun and without a word of thanks he runs a hand lovingly over the barrel to make sure the overheat has dissipated before hitching the stock back into his shoulder.
Would you allow as a full action for Disengage combined with taking his weapon back from our Operator?
| Edwin Drususon |
Seeing his target blasted bodily backwards by the commisar's shot, Edwin repositions. Bracing himself against corner of the ramshackle dwelling he engages the orks to the north with his hellgun.
Half-action move 3 meters northeast (~2 squares right, 1 square up), semi-auto burst. Target is ork 7.
Semi-Auto Burst + Short Range + Custom Grip = 35 + 10 + 5 = 50
Roll: 1d100=24
Two degrees of success causes two hits.
Damage: 1d10 + 4 = 9, 1d10 + 4 = 13
Both attacks have a penetration of 7, bypassing armor for 9 - 6 = 3 and 13 - 6 = 7 wounds.
| The Warmaster |
Seeing his target blasted bodily backwards by the commisar's shot, Edwin repositions. Bracing himself against corner of the ramshackle dwelling he engages the orks to the north with his hellgun.
Ork #7 reduced to zero wounds.
Although the area immediately surrounding the shuttle remains active, the bulk of the Oremite infantry forces have moved to the north leaving Squad Mire to hold the line to the east. Sounds of heavy battle come from the direction of the Imperial facility.
.
Into the Fray -- Round 15
Each square=2 meters
A red X represents a dead combatant.
A blue circle indicates prone position.
The black lines represent the heavy gunner's pinning fire kill zone.
Each large guardsman icon represent a squad of 10-14 men. They are all moving north at running speed.
PC guardsmen with a comrade can assume their comrade is in an adjacent square unless noted otherwise.
The brown furrows created by the shuttle’s landing gear provide AP 2.
Smaller green brush-trees provide AP 1.
Dilapidated buildings, rubble heaps, low stone walls provide AP 4.
The nearest buildings are approximately 30 meters away from the shuttle.
The main battle between Brontian and Ork forces is off map, approximately .75-1.0 km north-northwest.
Initiative Order
Anselm 13
Scope 12
Doc 10
Orks 8
Sarge 7
Dol, Vex 6
Drususon, Lark 4
Ork #1: dead
Ork #2: dead
Ork #3: dead
Ork #4: 12 wounds, possibly pinned
Ork #5: -4 wounds, -10 to WS and BS from head gash, blood loss, fatigued, prone, movement rate halved, -10 to agility
Ork #6: dead
Ork #7: 0 wounds, possibly pinned
Ork #8: -3 wounds, prone, stunned for round 15
Anselm 14/14 wounds
Scope 14/14 wounds
Doc 11/11 wounds
Sarge 2/14 wounds
Dol 7/12 wounds
Vex 14/14 wounds
Drususon 17/17 wounds
Lark 3/13 wounds
Operator Anselm drops his lasrifle, pulls out his chit-sickle and attempts to impale the fallen ork. His mate Dolf Korelo gives the enemy creature a vicious kick to keep it down. The head gash continues to seep blood into the xeno's eyes.
WS 32 + standard 10 + prone 20 + ganging up 10 + comrade 05 = 77, 1d100 ⇒ 87, miss
Just as Tartare's blade sweeps towards its neck, the greenskin safely rolls aside.
"Feck, Anselm! Just kill the damn thing!" yells Korelo.
Scope is up.
| Scope |
| The Warmaster |
BS 43 + standard 10 + short 10 + half-aim 10 + comrade 05 - prone 10 - into melee 20 = Modified BS 48, hit. 12 hits - TB 6 - flak 2 - True Grit 4 = 1 wound, crit level 5. Agility test required or catch on fire, Ag 30 - 10 = 20, 1d100 ⇒ 39, failure; special damage will occur next round. Toughness test or be stunned, Tg 44, 1d100 ⇒ 92, fails and is stunned for round 15.
The obstinate ork still breathes despite being ganged up by several guardsmen. After avoiding the operator's chain-sickle, it tries to raise itself upright although the missing knee is a severe impediment. The sarge waits for the greenskin in a defensive mode--chit-sickle up--and favors his good leg due to knee problems of his own.
Hearing Scope's order and realizing the target, Dot waits for an opening with the laspistol. Scope presses the synthetic stock to his cheek and lines up a shot. His spotter purposefully kicks up some dirt to the left of the ork and checks its roll. The beast comes upright, looking about murderously, flailing wildly with its gun like a club.
After both Tartare and Murjoff cross the sniper's field of fire, Scope pulls the trigger. The las-round catches the ork mid-chest and it drops back to the ground. Smoldering flames envelops its upper half and the greenskin simply covers its eyes and emits a pathetic, keening caterwaul.
Doc is up.
| The Warmaster |
Doc sees his sergeant stagger from the ork's blow. Waving at "Zees" to follow, the medic keeps his head down and races north along the furrow-line. The two guardsmen pass the sniper and slide to a stop. Landing in somewhat of an inelegant heap, Corpsman Zorzi looks over and says, "How's hunting, Scope?"
Doc moves 18 meters north and occupies the square immediately north of Scope.
.
Rolling Blood Loss check for ork #5, 1d100 ⇒ 61, survives. Special damage from fire is due at the top of next round.
Pinning test for ork #4, adjusted WP 16, 1d100 ⇒ 32, and ork #7, 1d100 ⇒ 92, both failures and both are pinned.
Ork #5 makes an attack; 1-Tartare, 2-Sarge, 1d2 ⇒ 1, Tartare.
Somehow, despite numerous wounds, cuts, and las-hits, the ork still breathes; although one leg is held together with little more than tendons, the xeno gets up. With smoking flames licking its flak jacket and singing its flesh, the ork looks like some sort of hellish apparition. It lunges for Operator Tartare and lets loose a bestial, "Wwaaaaaaauuugghhhh!"
Half-move to stand, WS 37 + standard 10 - fatigue 10 - head gash 10 = 27, 1d100 ⇒ 70, miss.
Anselm sees the attack coming and steps aside easily.
Dol's stubber forces the other orks to keep their heads down but they take shots nonetheless.
Ork #4 fires at 1-Lark, 2-Tartare, 3-Sarge; 1d3 ⇒ 1, Lark, adjusted BS (with pinning penalty) 24, 1d100 ⇒ 73, misses.
Ork #7 fires at 1-Doc, 2-Scope, 3-Vex; 1d3 ⇒ 1, Doc, adjusted BS 24, 1d100 ⇒ 21, damage, 1d10 + 4 ⇒ (5) + 4 = 9; 9 hits - TB 3 - furrow cover 2 = 4 hits total, Doc now at 7/11 wounds.
In the ditch-line, Doc unshoulders his medicae kit and readies to deliver battlefield care to the sergeant. An ork round glances across the top of the furrow in a spray of dirt and hits the medic squarely in the bicep. Gasping in pain the medic looks at his orderly Zees who immediately opens the med-kit and grabs a fistful of gauze.
Sarge is up.
| Hathin De'Lark |
before stepping away and retrieving his precious plasma gun from Tartare.
Had hoped to disengage last round so that this round can get straight to plasma firing again. Action stated assumes that was possible... and that Ork #5 was still breathing on his action.
Wordlessly Hathin shoulders his weapon and takes aim at the Ork just a few meters infront of him. Taking a cursory amount of time to prevent friendly fire he squeezes off a slug of superheated plasma...
Standard attack, Point blank range, Comrade Assist, half action aim, into Melee. Firing at Ork number 3.
BS (41 +10 +30 +5 +10 -20 = 76): 1d100 ⇒ 39 for 1d10 + 7 ⇒ (1) + 7 = 8 E damage pen 6 - replacing damage with 5 degrees for 12 damage
30/40 shots left in clip 1
| "Sarge" |
Sergeant Mire feels the hiss of air as another hard round flies by his head, and while involuntarily turning away from it, he witnesses Doc being struck as he moves to clear the trench line.
Alright, you're already in trouble, this isn't the time to be getting someone else killed...
Hearing the chattering thud thud thud of Dol's heavy stubber ripping into the ruined buildings, effectively keeping the orks pinned down, he considers bolting for one of them, but reconsiders when he tenses to run, a shooting pain spearing him in the side, nearly dropping him, blurry eyed, to his knees.
With Doc already wounded, it would be just his luck that the doggedly stubborn medicae would try to follow him out into the crossfire.
First...finish this greenskin...
At that precise moment, he looks up to see the sporchi leveling his plasma at almost point blank range across from him, targeting the overly resilient xenos with a look of smug bloodlust.
Oh Feck...
He dives aside, just as Lark fires, rolling back toward the trench away from the lambent flare of light as it envelops the ork.
Sarge will Disengage and move back to the cover of the trench, adjacent to Scope and Doc so that Doc can administer to him. In this context, his ingrained sense of duty and loyalty to his men supersedes his quasi-suicidal leadership tendencies in the firefight. If the plasma gun doesn't kill the ork I don't think anything will, heh.
| The Warmaster |
Mire moves 3 squares directly west.
Bedraggled and bleeding, Sarge limps into the furrow with the help of Guardsman Murjoff. Leaving Doc to press gauze against his own arm, Zees crosses the trench, examines the sergeant's ripped, bloody flak jacket and exclaims, "Emperor's Throne, Sarge! You OK?"
"You dumb feck!" grouses Murjoff,"Does he look OK?" Helping the corpsman to open the sergeant's flak jacket, the vox-operator glances at his unit commander, "Hey boss, you want me to shoot this dumb feck now or later?"
.
Commissar Vex kneels behind a rubble pile, checks his bolt-pistol, and reloads.
Dol is up.
| The Warmaster |
Plank-boards split and rockcrete shards fly as the heavy gunner continues to pound the building that shields two of the remaining orks.
The wounded ork that attempted to maul Guardsman Tartare turns and sees the barrel of Specialist De'Lark aimed directly at him. It can only stare dumbly as the gun fires a super-heated charge of plasmic death. The bubble washes over the lower half of the greenskin's body.
12 hits damage - 10 soak for TB + True Grit = 2 wounds, -6 on crit table. Toughness Test (44), 1d100 ⇒ 45, fails. Ork #5's movement rate halved yet again and suffers two more levels of fatigue.
The right leg of the ork, already minus a knee, is enveloped and torched. Although the right foot now looks like a charred stump, it somehow still stands.
Drususon is up.
| Edwin Drususon |
Edmin continues to fire, keeping up a steady barrage of las-bolts.
Half-action aim, semi-auto burst. Target is ork 7.
Semi-Auto Burst + Short Range + Aim + Custom Grip = 35 + 10 + 10 + 5 = 60
Roll : 1d100=63
| Eradico Pravus |
Semi-Auto Burst + Short Range + Aim + Custom Grip = 35 + 10 + 10 + 5 = 60
Roll : 1d100=63
The ork dives beneath the stormtrooper's hellfire rounds. The building's walls are rapidly becoming dilapidated from the guardsmen's combined fire.
Underneath Shuttle Spina a vehicle ramp has lowered and the first of the unit's armored conveyance has appeared: a Chimera Transport. The machine rolls from beneath the shuttle and moves to overtake the infantry troops now engaging orks to the northwest.
.
Into the Fray -- Round 16
Each square=2 meters
A red X represents a dead combatant.
A blue circle indicates prone position.
The black lines represent the heavy gunner's pinning fire kill zone.
Each large guardsman icon represent a squad of 10-14 men. They are all moving north at running speed.
PC guardsmen with a comrade can assume their comrade is in an adjacent square unless noted otherwise.
The brown furrows created by the shuttle’s landing gear provide AP 2.
Smaller green brush-trees provide AP 1.
Dilapidated buildings, rubble heaps, low stone walls provide AP 4.
The nearest buildings are approximately 30 meters away from the shuttle.
The main battle between Brontian and Ork forces is off map, approximately .75-1.0 km north-northwest.
Initiative Order
Anselm 13
Scope 12
Doc 10
Orks 8
Sarge 7
Dol, Vex 6
Drususon, Lark 4
Ork #1: dead
Ork #2: dead
Ork #3: dead
Ork #4: 12 wounds, pinned
Ork #5: -6 wounds, -10 to WS and BS from head gash, blood loss, fatigued x3, movement rate 1/4, -10 to agility, suffering from fire damage (see below)
Ork #6: dead
Ork #7: 0 wounds, pinned
Ork #8: -3 wounds, prone
14/14 wounds
Scope 14/14 wounds
Doc 7/11 wounds
Sarge 2/14 wounds
Dol 7/12 wounds
Vex 14/14 wounds
Drususon 17/17 wounds
Lark 3/13 wounds
.
The ork before Tartare and De'Lark falls back to its knees. The las-round delivered by the sniper has created a small glowing crater in the xeno's chest which ignites the beast's flak jacket and skin.
Rolling special fire damage, bypasses armor, 1d10 ⇒ 2, minimum damage moves to crit -7, stunned for 2d10 ⇒ (4, 1) = 5 rounds. For all intents and purposes, ork #5 is finally out of action.
The ork attempts to roll over but it simply slowly cooks from an irradiated wash of fire. Bones snap, its belly bursts, and boiling intestines gush forth. Incredulously the greenskin still breathes but will not last much longer.
Operator Tartare drops to a knee and fires on the structure immediately to the east. The round looks like it strikes true but the entrenched ork avoids harm.
Aiming at ork #4, BS 35 + 1/2 aim 10 + standard 10 + short 10 + comrade 05 = 70, 1d100 ⇒ 42, damage 1d10 + 3 ⇒ (1) + 3 = 4, even substituting DoS for damage delivers no hits due to armor, TB, and cover.
Scope is up.
| The Warmaster |
A simple miss. Las-rifles carry the "Reliable" trait, meaning they only jam on 00.
The smouldering ork lays burning on the grass, emitting little more than a wheezy gasp. For good measure the sniper pumps another las-round into the creature, although it is hard to tell if it had any impact or not.
Doc is up and may render immediate assistance to either himself or the Sarge who is adjacent in the trench.
| "Sarge" |
Sergeant Mire bites his tongue as Viktor Zane attends to his wounds, wincing in pain as he examines his broken rib through the cracked flak vest, knowing it would make no difference if he told the doggedly altruistic medicae to see to himself first.
Sometimes its hard to know if I'm grateful or resentful that Doc has managed to keep me alive all this time after Oremor---I guess he at least isn't ready for me to die yet.
The medicae binds his ribs tightly with a thick roll of surplus combat dressing, and the pressure instantly makes breathing easier.
"Owe you again, Doc. Don't forget to look after yourself, too!"
He bites off a remark about telling Doc to make sure that he stays out of the line of fire in the future, because he knows from long experience it will make absolutely no difference. Again, a blessing and a curse.
Mire readies his carbine again, sighting it along the lip of the trench, trying to ascertain the positions of the rest of the squad and the disposition of the remaining orks through the winking tracer hail of Dol's sustained fire.
Drawing a bead on the rightmost ork holed up in the building, cowered down under the stubber fire, he takes aim and fires a quick burst.
BS = 30, +10 (Short Range?), modified BS = 40, 1d100 ⇒ 96, miss.
The shots crack harmlessly off of the crumbling structure the orks lurk behind, well wide of the target.
Seeing the positions of the commissar and the stormtrooper, he motions for Murjoff to follow him.
"C'mon, we'll flank wide left and come around the other side, Drususon and Dol have them from the right."
Using other Half Action to move along the trench to the north.
As the pair run down the trench, he yells over the stubber fire to be heard, noticing the first of the vehicles emerging from the scuttled transport.
"Vox to the main advance and the major, and anyone still answering in the Spina, too, and let them know the right flank is holding up."
He shouts across the field to where Lark has positioned himself with the plasma gun again.
"Light up that building, Larks, they're entrenched better than shell-ticks in a duct wolf's arse!"
| The Warmaster |
While Doc Zane uses his countless hours of battlefield experience to patch up the Sarge, the orks doggedly stay in the fight.
Ork #4 goes prone due to pinning and fires at 1-De'Lark, 2-Tartare, 1d2 ⇒ 1, De'Lark; adjusted BS 24, 1d100 ⇒ 2, damage 1d10 + 4 ⇒ (2) + 4 = 6 pen 2, substitute 3 DoS for damage, 7 - TB 4 + 1 flak armor = 2 hits; Lark 1/13 wounds.
As the ork in front of him roasts, a punch in the chest lets the weapons specialist know the fight is not over yet.
Ork #7 goes prone and fires at 1-Vex, 2-Dol, 3-Drususon, 1d3 ⇒ 1, adjusted BS 24, 1d100 ⇒ 73, misses.
Inside the other building a a wounded and groggy ork shakes the cobwebs, rolls over and spots the storm trooper.
Ork #8 makes a half-move to go to a kneeling position and fires at Drususon; adjusted BS 44, 1d100 ⇒ 43, damage roll 1d10 + 4 ⇒ (2) + 4 = 6, soaked by armor 6 + TB 4.
Firing its shoota, the ork scores a hit but the round glances off the storm trooper rock-tough carapace armor.
Having reloaded, the commissar takes aim and fires.
Firing at ork #7, BS 32 + short 10 + half-aim 10 + standard 10 - prone 10 = 52, 1d100 ⇒ 52, damage pen 4, 1d10 + 5 ⇒ (8) + 5 = 13, 13 - total soak 10 = -3 crits, results below.
An ork crawls along the baseboards looking for a good vantage point when a bolter round smashes its right arm. Its gun flies from its hand and the greenskin now writhes in pain grasping its bleeding appendage.
Ork #7 is stunned for one round. Rolling 10% or under, gun is no longer usable, 1d100 ⇒ 25, weapon is recoverable.
Dol is up.
| Hathin De'Lark |
Dodge (TN: 37): 1d100 ⇒ 9
Weaving out of the way of the pinned ork's fire Lark briefly considers tossing a krak grenade back... but there's not much point breaking an egg with a sledgehammer. Picking him plasma back up to sightline he squeezes the trigger...
Shot @ #4: 1d100 ⇒ 100
...and for the second out of three shots the imperfectly built weapon overheats. Dropping it into the dirt Lark turns to the heavens and gesticulates and verbalizes with great vim and vigor at the failings of the guard's suppply auxiliary.
| The Warmaster |
"I cant keep these orcs pinned forever. They have grown some mivonks and think they can fire out of their hidey hole."
After firing a las-round Gerr looks over, "Keep it up anyways, Dol. Too bad we can't burn 'em out!"
In the furrow, Murjoff chases his NCO while making contacts with the vox.
Sarge makes a half-move 2 meters north.
Book gasps as he sees De'Lark toss his weapon in the grass a second time. He kneels down next to the steaming weapon, makes a rudimentary cog-sign and prays, "Gun spirit, do not be angry and forgive the one who wields you. We are beset by greenskins and we need your firepower. My comrade... I know he is impious but he still is the Emperor's servant. I ask again--cool thy wrath!"
Drususon is up.
| Edwin Drususon |
Edwin turns to respond to the ork's ineffective fire, but rather than a burst of powerful las-bolts, his weapon instead emits a shower of sparks and a disconcerting electric crackle.
Half-action aim, semi-auto burst. Target is ork 8.
Semi-Auto Burst + Short Range + Aim + Custom Grip = 35 + 10 + 10 + 5 = 60
[ooc]Roll : 1d100=100
| The Warmaster |
Whether the rash of weapons malfunctions are due to shoddy workmanship or lax maintenance is a question to be answered later. The guardsmen know there are still enemy to kill.
As he lopes along the furrow Sgt. Mire feels a tug at his jacket. Murjoff hands him the vox-receiver. Establishing himself on the line, the Sarge communicates with Major Scarpa's chief adjutant, Captain Kluge:
<<Mire this is Kluge! Keep holding that flank steady! Just a sec...**vvvvKRAK! KRAK!** ...established a firing perimeter to the north. Mortar units should be able to punch a hole in the greenskins... SSSHHHHKKKKKKKK ...Brontians are hanging on but just barely. Kluge out.>>
A burst of static is followed by a second transmission:
<<Hey Mire, this is Shuttle Spina. Message from the armory deck. The mechs are asking if Tartare can get back here. They're disembarking his Sentinel. Over.>>
Over the din of battle the Sarge hears the reassuring engine thrum of a Chimera as it roars past his position northward.
Into the Fray -- Round 17
Each square=2 meters
A red X represents a dead combatant.
A red circle represents an incapacitated combatant.
A blue circle indicates prone position.
The black lines represent the heavy gunner's pinning fire kill zone.
Each large guardsman icon represent a squad of 10-14 men. They are all moving north at running speed.
PC guardsmen with a comrade can assume their comrade is in an adjacent square unless noted otherwise.
The brown furrows created by the shuttle’s landing gear provide AP 2.
Smaller green brush-trees provide AP 1.
Dilapidated buildings, rubble heaps, low stone walls provide AP 4.
The nearest buildings are approximately 30 meters away from the shuttle.
The main battle between Brontian and Ork forces is off map, approximately .75-1.0 km north-northwest.
Initiative Order
Anselm 13
Scope 12
Doc 10
Orks 8
Sarge 7
Dol, Vex 6
Drususon, Lark 4
Ork #1: dead
Ork #2: dead
Ork #3: dead
Ork #4: 12 wounds, pinned
Ork #5: -7 wounds, incapacitated, suffering from fire damage
Ork #6: dead
Ork #7: 0 wounds, pinned
Ork #8: -3 wounds
Anselm 14/14 wounds
Scope 14/14 wounds
Doc 7/11 wounds
Sarge 12/14 wounds
Dol 7/12 wounds
Vex 14/14 wounds
Drususon 17/17 wounds
Lark 3/13 wounds
Anselm will delay. Scope is up.
| Scope |
I keep pumping round after round into the Green skin.I examine as each hit impacts into its skin seeing what effect I have on it. There has to be more than one way to kill an Ork.
Nothing else being up close and personal I get to learn how much punishment there bodies can take. And pray to the Throne that I never square off against one of these in hand to hand. I am certain down to my bones they would make short work of me.
| The Warmaster |
Rolling fire damage for ork #5, 1d10 ⇒ 8, 8 - total crit soak 10 = moves to -8 on crit table, results below.
The skin of the burning ork turns a charred black and peels off. Melted fat and armor seeps from its vest and clothing and the sniper's las-rounds add more energy to the blaze. The eyes pop like super-heated eggs and slowly the blackened corpse inert and blazing.
Doc is up.
| The Warmaster |
Zane surveys the immediate area, noting that both Sarge and Dol still carry wounds. The medic has done what he can for them; further battlefield treatment will be of little use. The only other squad member suffering from obvious injury is the obstinate weapons specialist. De'Lark, however, is under direct fire from the enemy which poses a problem. Knowing the sporchi's proclivity for violence, Doc is unsure of cooperation should he approach the weapons specialist where he is nor is he confident of getting Lark to retreat to the relative safety of the furrow.
| The Warmaster |
The skin of the burning ork turns a charred black and peels off. Melted fat and armor seeps from its vest and clothing and the sniper's las-rounds add more energy to the blaze. The eyes pop like super-heated eggs and slowly the blackened corpse inert and blazing.
As the sniper fires several rounds into the dead and frying xeno cadaver, Spot turns and mutters, "Um, easy there, Scope. I think we got that one."
Unsure of the exact intentions of the sniper's actions, a few seconds later the spotter says, "Targets in the building, due east."
| "Sarge" |
As he lopes along the furrow Sgt. Mire feels a tug at his jacket. Murjoff hands him the vox-receiver. Establishing himself on the line, the Sarge communicates with Major Scarpa's chief adjutant, Captain Kluge:
<<Mire this is Kluge! Keep holding that flank steady! Just a sec...**vvvvKRAK! KRAK!** ...established a firing perimeter to the north. Mortar units should be able to punch a hole in the greenskins... SSSHHHHKKKKKKKK ...Brontians are hanging on but just barely. Kluge out.>>
Mire squints his eyes and his brow wrinkles in the familiar expression of an NCO trying to make out a poor vox transmission while both ends of the call receive heavy fire. Frequently an exercise in futility, he believes he hears enough of the message over the din to safely say he understands it's gist.
"Mire here, I receive you 5x5 Cap; we're mopping up here, will be advancing soon, just tell us where you need us."
A burst of static is followed by a second transmission:
<<Hey Mire, this is Shuttle Spina. Message from the armory deck. The mechs are asking if Tartare can get back here. They're disembarking his Sentinel. Over.>>
"Copy that, Spina, he's on his way."
Mire stares out across the field to where Tartare and Lark crouch, alternately coaxing and cursing the malfunctioning plasma gun. He shakes his head, black thoughts directed at the Munitorum for the unreliability of the kit they've been forced to put up with since Oremor.
He shouts to be heard.
"Anselm, forget that fecking thing, you and Dolf get your tails back to the Spina. I just got word, Drustos is finally ready to debark!"
He considers the operator's heroics back at the shuttle-lander a short time ago.
"And tell them since you saved their asses to queue you to the front of the damn line!
He hands the vox-phone back to Murjoff, biting his lip in anticipation, watching for the orks to raise their heads and gauging his chances of reaching the thick brush where Hathin hunkers down under fire.