| Garm Dariyal |
Garm looks as if he is about to start swearing (likely in Dark Eldar), but thinks better of it.
"My thanks, Gizzard. So we will have to use a shuttle to scout it out. I think us and perhaps a handful of armsmen, ready to strike."
| Gizzard Khan |
"We just have to be faster than the news our existence got here. Say here ... we swindle a wet ship off some poor joe soap. Then pack it with supplies, to start with like. Why not though?, but that's not really the point is it. For real though. How fast could a wet ship get there and back? We go down with armsmen in a shuttle and capture all this fella's ships while our own ship sails home and drops off the supplies. We leave the armsmen to guard the boats we capture down below. Sprint back in the shuttle and sail into port here with our bought ship to collect the prize. As soon as ye are on the boat and sailing back in I'll be flying down with more men to the boats. We might need wetsmen to man the ships if that's even a word? This might be some messy meta-level s&%$ but why let any of these plant lovers know how fast we can move? Once we have a few wet ships we can be more conservative with the shuttle fuel. I just hope we don't need the entire resources of one of these primitive nations to make more."
| Gizzard Khan |
"That might have been a bit convoluted." Gizzard will say as Garm's neck hinges to one side. He will then breath deeply and collect his thoughts.
"We should keep knowledge of how fast shuttles can move to a need to know basis. It might be even an idea to keep vox and any sufficiently advanced tech to a need to know basis. With these plant lovers that might everything with a circuit."
"So I'm asking how long it would take the ship Lax bought to get down to the southern coast?"
"If we capture this pirates ships we'll need wetsmen to float them back up. If we can't capture them but we capture loot I'd rather not be using fuel flying up and down there to bring it all back."
"We have an army on board so we can probably avoid hiring soldiers but we don't have many men who can move these wet ships. Intel on what we can do will leak over time as wetsmen come in and out of our employ."
"The reality is we need wetships to supply our own ship and to move troops. The getting of these ships is going to expose us to the natives so we need to control the message in our favour as much as possible."
"Right now if one of these native nations decided to attack us, it could set us back so far we might have to abandon ship."
"Having a fleet isn't just going to open up possibilities it will keep us and our people alive."
He breaths deeply again letting his experience working in mining logistics guide his thoughts.
"First we need food security."
"Then we need physical security. Right now the sea keeps land armies away but it won't stop a large wetship assault."
"Last we need to be able to project our army which may mean moving it onto the mainland."
"So back to my first question, how fast could the boat you bought get down there?"
| Lax Stoneborn |
"I'm not sure but I think we should go gather some intel of our own while we're here. If no-one has any objections I'm going to try to get some information on this Drek'thul, Viceroy Uthred and the Ork"
Inquiry at 55 for information about Drek'thul: 1d100 ⇒ 81
Inquiry at 55 for information about Viceroy Uthred and the Woman: 1d100 ⇒ 30
Inquiry at 55 for info about the Ork: 1d100 ⇒ 43
Plus 1 degrees of success for Seeker of Lore giving me 3 for the Viceroy and 2 for the Ork
| GM Kevin O'Rourke |
Viceroy Uthred is the Imperial Governor of Neuland originally from Middenheim. He is an experienced general and warrior. The woman is Svetlanna an old Amber Wizard from Talabheim, she has had some dealings with the Druids native to this land.
The Orcs of Trogland are one of the four factions including the Empire who came out on top in the war as the mists faded from Albion. They are not fully unified with several warlords ruling over the area each with thousands of orcish warriors and goblins beneath their banners.
| Lax Stoneborn |
Lax will try to convince the pilots to help him make sure that Garm is wearing is armour before leaving the ship.
Charm at 45: 1d100 ⇒ 37
He will also try to get some armsmen to join them on their next outing, making sure to include a heavy stubber and a shotcannon trooper in the squad
| Garm Dariyal |
Garm has not removed his armour since leaving the Hymn on this trip, so carapace still protects him.
"How many armsmen can we fit in the shuttle with us? Bear in mind that we may be retrieving loot also, beyond Drek'thul's head."
| Lax Stoneborn |
Lax will spend his time with the observer from the city trying to get more information from him about the raiders.
Inquiry at 55+10(Peer nobility?=65): 1d100 ⇒ 23
Seeker of Lore gives 4 (5 if he's noble) degrees of success
| GM Kevin O'Rourke |
Garm Initiative: 1d10 + 5 ⇒ (5) + 5 = 10
Lax Initiative: 1d10 + 4 ⇒ (5) + 4 = 9
Illorn Initiative: 1d10 + 6 ⇒ (2) + 6 = 8
Gizzard: 1d10 + 5 ⇒ (2) + 5 = 7
Enemy: 1d10 + 4 ⇒ (9) + 4 = 13
WP Test: 1d100 ⇒ 66
Psychic: 1d100 ⇒ 64
Damage: 1d5 ⇒ 2
Garm
Lax
Illorn
Gizzard
Norscans
As you approach the lead ship you can see some of the crew ready and armed, not the whole number obviously the rest have spent the time of your approach getting read. One man on the deck in heavier armour lies on the ground. He has a mutation in the form of a goats head!
The crew seem to be armed with a variety of one handed melee weapons with axes being popular, but they have shields ready and are wearing studded leather armour.
How does Gizzard want to approach the enemy ship? Float above or to the side and let the characters jump? If so how far away. The closer the more difficult the check before we enter initiative. The NPC pilot can temporarily take over while Gizzard rushes out.
| Garm Dariyal |
Garm bounds forward, towards the armoured warrior, with a wordless yell and his agoniser lash crackling with exotic energies.
Charge with agoniser lash against armoured warrior, 88: 1d100 ⇒ 60
+10 if the enemy is hulking, another +10 if they're prone.
Damage: 1d10 + 10 ⇒ (1) + 10 = 11
Damage, Tearing: 1d10 + 10 ⇒ (7) + 10 = 17
17 E damage, Pen 6, Flexible, Power Field, Tearing, Shocking
| Lax Stoneborn |
Lax will sigh.
"There he goes again, charging straight into the heart of them. Well at least he's wearing armour this time"
BS at 84: 1d100 ⇒ 77
Needle Rifle- 1d10+2 Rending pen 0 clip 6 range 180m rld 2 full Accurate Felling(1) Toxic(5) Built in Silencer rof=s
Damage: 1d10 + 2 ⇒ (7) + 2 = 9
Toxic(5): 1d10 ⇒ 7
| Illorn Pendragon |
[Assuming the goatman is still alive, havent seen resolution of Garms attack yet]
Illorn steps forward, drawing his flail to engage the goatman and stops briefly, looking at Lax and growling "If thou put as much effort into thine marksmanship as thine whining you may hath hit thine mark!" He then charges forward and attacks the goatman.
Charge on Goatman 76: 1d100 ⇒ 31
Damage: 1d10 + 17 ⇒ (4) + 17 = 21
Swap degrees for 1 extra point of damage
22 damage, Snare (2), Cripple (2), Flexible
| GM Kevin O'Rourke |
Garm bounds forward, towards the armoured warrior, with a wordless yell and his agoniser lash crackling with exotic energies.
Dodge: 1d100 ⇒ 76
Toughness test: 1d100 ⇒ 15
Lax will sigh. "There he goes again, charging straight into the heart of them. Well at least he's wearing armour this time" His shot goes wide.
Illorn steps forward, drawing his flail to engage the goatman and stops briefly, looking at Lax and growling "If thou put as much effort into thine marksmanship as thine whining you may hath hit thine mark!" He then charges forward and attacks the goatman. The attack slices clean through the arm and into the torso, drenching the ground in blood and gore. The target is killed instantly, leaving a ruined corpse on the ground.
Gizzard will step out the shuttle, autogun in hand.
Your armsmen move onto the ship keeping the man with the naval shotcannon in their center as he readies himself for combat. Two are forced by the close confines into melee. Shotguns roar and injure two of the Norscan raiders.
Armsman Vs Blue: 1d100 ⇒ 95
Armsman Vs Light Blue: 1d100 ⇒ 39
Parry: 1d100 ⇒ 10
Shotgun Vs Yellow: 1d100 ⇒ 77
Shotgun Vs Yellow: 1d100 ⇒ 54
Shotgun Vs Orange: 1d100 ⇒ 7
Yellow Dodge: 1d100 ⇒ 77
Orange Dodge: 1d100 ⇒ 36
Yellow damage: 1d10 + 4 ⇒ (5) + 4 = 9
Orange Damage: 1d10 + 4 ⇒ (4) + 4 = 8
The armsman fighting the sailor on the stairs dodges a swing. They quickly get embroiled as the sailors close in. One of them takes an axe blow but fortunately his flak vest absorbs some of the damage.
Armsman Dodge: 1d100 ⇒ 6
Light Blue Vs Armsman: 1d100 ⇒ 65
Yellow Vs Armsman: 1d100 ⇒ 67
Green Vs Armsman: 1d100 ⇒ 46
Armsman Dodge: 1d100 ⇒ 64
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
A large heavily armoured man moves from the room at the prow of the ship with an axe and a shield. His equipment is highly ornate with strange sigils and images upon it. It appears as if he would be as big as Illorn... if Illorn were not wearing his power armour. He swings his axe at Illorn.
Orange Warrior Swift Attack Vs Illorn: 1d100 ⇒ 16 Three Hits
First Hit Pen 0: 1d10 + 9 ⇒ (7) + 9 = 16
Second Hit Pen 0: 1d10 + 9 ⇒ (8) + 9 = 17
Third Hit Pen 0: 1d10 + 9 ⇒ (9) + 9 = 18
Another large and heavily armour figure moves forward with his axes from the aft of the ship swinging with his axe at the armsmen but without as large a target as Illorn the men are able to avoid the blow.
Yellow Warrior Swift Attack Vs Armsmen: 1d100 ⇒ 89
The pilot of the shuttle looks back at the ramp seeing Lax and makes a decision. I'm not crashing the shuttle and I'm not letting a command crew member fall out the back. He hits the button the close the ramp as he pulls away. Perhaps Gizzard can turn this boat into a hunting yaght but I can't!
Pilots Willpower Check +20: 1d100 ⇒ 22
Garm
Lax
Illorn
Gizzard
Armsmen Black Shotcannon. Green -4
Norscans.Orange -4, Yellow -3
| Lax Stoneborn |
"Wait what are you doing. Ah just fly me as close to the ship as you can and I'll jump out."
Lax will active his vox and vox everyone.
"Remember everyone we are rogue traders who have sailed the stars, these are only false imitations of us. For the Hymn of Battle"
Command inspire on everyone at 45: 1d100 ⇒ 55
That's a fail unless there's anyone here who counts as a member of any of these Peer(Nobility, Mercantile, Underworld)
| Garm Dariyal |
Garm sees the warriors next to him and swings his lash faster and faster to strike at them.
Aim, swift attack
Swift Attack, 80: 1d100 ⇒ 74
Damage: 1d10 + 10 ⇒ (3) + 10 = 13
Damage, Tearing: 1d10 + 10 ⇒ (2) + 10 = 12
13E damage, Pen 6, Flexible, Power Field, Tearing, Shocking
| GM Kevin O'Rourke |
Garm sees the warriors next to him and swings his lash faster and faster to strike at them.
Dodge: 1d100 ⇒ 82
Shocking Test: 1d200 ⇒ 96
"Wait what are you doing. Ah just fly me as close to the ship as you can and I'll jump out." Lax will active his vox and vox everyone.
"Remember everyone we are rogue traders who have sailed the stars, these are only false imitations of us. For the Hymn of Battle"
Illorn manages to block his targets attack and brings down his flail on the large foe. Illorn's flail sinks deep into the flesh of his attacker.
Dodge: 1d100 ⇒ 59
Damage: 1d10 + 17 ⇒ (8) + 17 = 25
Avoid Snare: 1d100 ⇒ 84
"Watchin' the rear." Gizzard shoots his shotgun at one of the norscans.
Armsman Melee Attack: 1d100 ⇒ 10
Armsman Melee Attack: 1d100 ⇒ 93
Armsman Melee Attack: 1d100 ⇒ 33
Armsman Melee Attack: 1d100 ⇒ 79
Armsman Melee Attack: 1d100 ⇒ 75
Armsman Melee Attack: 1d100 ⇒ 9
Armsman Melee Attack: 1d100 ⇒ 8
Norsecan Parry: 1d100 ⇒ 18
Norsecan Parry: 1d100 ⇒ 58
Norsecan Parry: 1d100 ⇒ 55
Norsecan Parry: 1d100 ⇒ 81
Damage: 1d5 + 3 ⇒ (2) + 3 = 5
Damage: 1d5 + 3 ⇒ (1) + 3 = 4
Damage: 1d5 + 3 ⇒ (2) + 3 = 5
Pilot Check: 1d100 ⇒ 12
The armsmen are able to land a few blows with their knives but only flesh wounds. The pilot of the shuttle manages to get near the edge of the ship only two meters above it though it seems unlikely he'll be able to hold this position.
Norscan Vs Armsman: 1d100 ⇒ 53
Norscan Vs Armsman: 1d100 ⇒ 81
Norscan Vs Armsman: 1d100 ⇒ 10
Norscan Vs Armsman: 1d100 ⇒ 19
Norscan Vs Armsman: 1d100 ⇒ 88
Armsmen Dodge: 1d100 ⇒ 90
Armsmen Dodge: 1d100 ⇒ 47
Armsmen Dodge: 1d100 ⇒ 3
Damage: 1d10 + 5 ⇒ (6) + 5 = 11
The armsmen avoid the worst of the damage against the pirates though one ends up with a nasty gash.
A raider charges at Illorn and swings with his axe.
Norscan Vs Illorn: 1d100 ⇒ 56
Damage: 1d10 + 5 ⇒ (6) + 5 = 11
The armoured warrior pulls the barbs from his flesh but although he frees himself he is quite badly injured now.
Escape Snare: 1d100 ⇒ 29
One of the warriors swings at the armsmen, though an armsman dodges the man wielding the naval shotcannon is not so lucky, losing an eye to the powerful swing.
Chaos Warrior Vs Armsmen: 1d100 ⇒ 30
Armsmen Dodge: 1d100 ⇒ 46
Armsmen Dodge: 1d100 ⇒ 1
First Hit Pen 0: 1d10 + 9 ⇒ (10) + 9 = 19
Garm
Lax
Illorn
Gizzard
Armsmen Black Shotcannon Crit 4. Green -4, Red -8
Norscans.Orange -4, Yellow -3, Green -10 Fatigue 3 Stunned 3, Blue -7
Chaos Warrior: Orange -17 Wounds
| Garm Dariyal |
Seeing many enemies, Garm grins, and shouts in Reikspiel as he lashes his opponent to pieces.
"I am Garm Dariyal, and I will stand over your cooling corpses!"
Aim, swift attack
Swift Attack, 100: 1d100 ⇒ 74
Damage: 1d10 + 10 ⇒ (8) + 10 = 18
Damage, Tearing: 1d10 + 10 ⇒ (7) + 10 = 17
18E damage, Pen 6, Flexible, Power Field, Tearing, Shocking
Damage: 1d10 + 10 ⇒ (5) + 10 = 15
Damage, Tearing: 1d10 + 10 ⇒ (9) + 10 = 19
19E damage, Pen 6, Flexible, Power Field, Tearing, Shocking
| GM Kevin O'Rourke |
Seeing many enemies, Garm grins, and shouts in Reikspiel as he lashes his opponent to pieces. "I am Garm Dariyal, and I will stand over your cooling corpses!"
The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. The target is now quite dead. The area and the target are awash with slippery gore. For the rest of the fight, any character who moves within four metres of the target’s corpse must make a Challenging (+0) Agility test or fall Prone.
Lax will jump down from the shuttle, needle rifle in hand.
Illorn swings his flail at one of the enemy warriors heads but his target dodges it.
Attack: 1d100 ⇒ 40
Dodge: 1d100 ⇒ 22
Gizzard followups up with another shot form his autogun on the blue norscan. "Get in!"
Dodge: 1d100 ⇒ 70
A hulking figure that must be your target moves forward from below decks.
One of the pirates and a Chaos Warrior make a concerted effort to put Illorn down.
Norscan Vs Illorn: 1d100 ⇒ 15
Chaos Warrior Vs Illorn Swift Attack: 1d100 ⇒ 37
Damage if Not Evaded. Pen 0: 1d10 + 9 ⇒ (7) + 9 = 16
Damage if Not Evaded. Pen 0: 1d10 + 9 ⇒ (3) + 9 = 12
The Chaos Warrior to the south cuts down two armsmen including the man with the shotcannon.
Chaos Warrior Vs Armsmen Swift Attack: 1d100 ⇒ 39
Damage if Not Evaded. Pen 0: 1d10 + 9 ⇒ (10) + 9 = 19
Damage if Not Evaded. Pen 0: 1d10 + 9 ⇒ (4) + 9 = 13
Parry: 1d100 ⇒ 18
Parry: 1d100 ⇒ 76
Garm
Lax
Illorn
Gizzard
The Boss
Armsmen Red -8, Green -4, Dark Green -2
Norscans.Orange -4, Yellow -5, Blue -8, Orange Crit 1. Fatigue 1 Stunned 5
Dodge: 1d100 ⇒ 28
Shocking: 1d100 ⇒ 86
Chaos Warrior: Orange -17 Wounds, Yellow -3
| Illorn Pendragon |
Trusting to his armor to deflect the worst of the rabid chargers swing, Illorn focuses his defense against the flurry of blows from his original foe.
Parry 81: 1d100 ⇒ 45
Letting the desperate sod wear his axe on his shield, Illorn returns the Norscan's flurry with a single measured stroke
Attack 76: 1d100 ⇒ 10
Damage 1d10+17 or DoS (8): 1d10 ⇒ 1
Swap degrees for 7 extra point of damage
25 damage, Snare (2), Cripple (2), Flexible
| Garm Dariyal |
Seeing two of his armsmen fall, Garm rushes towards their assailant.
"Are you deaf, fool?", he yells as he swings his lash at the armoured warrior.
Agoniser Lash, Charge vs Chaos Warrior, 88: 1d100 ⇒ 11
Weapon Skill 58 +10 weapon master +20 charge, no parrying because of Flexible trait
Damage: 1d10 + 9 ⇒ (10) + 9 = 19
Tearing: 1d10 + 9 ⇒ (2) + 9 = 11
Critical: 1d5 ⇒ 4
19 energy damage, Pen 6, with Shocking, on the right arm. Oh and on a true critical, add +1 for homeworld ability.
Parry 68, fate point to reroll if it fails. Weapon Skill 58 +10 weapon master
Agoniser, Melee 3m – 1d10+9 E Pen 6 – –, Flexible, Power Field, Tearing, Shocking, +2 to hit with half aim, +4 to hit with full aim
| Lax Stoneborn |
"Wow, that guy looks big and scary. He clearly need to die."
Lax will aim and shoot the Boss.
Under 84: 1d100 ⇒ 87
Fate point: 1d100 ⇒ 68
Needle rifle accurate, toxic(5), Felling (1)
Damage: 1d10 + 2 ⇒ (5) + 2 = 7
Toxic: 1d10 ⇒ 4
| GM Kevin O'Rourke |
Seeing two of his armsmen fall, Garm rushes towards their assailant. "Are you deaf, fool?", he yells as he swings his lash at the armoured warrior who nimbly steps aside.
Dodge: 1d100 ⇒ 1
"Wow, that guy looks big and scary. He clearly need to die." Lax will aim and shoot the Boss who fails to avoid the shot but it leaves him unharmed.
Dodge: 1d100 ⇒ 90
Trusting to his armor to deflect the worst of the rabid chargers swing, Illorn focuses his defense against the flurry of blows from his original foe. Letting the desperate sod wear his axe on his shield, Illorn returns the Norscan's flurry with a single measured stroke.
Dodge: 1d100 ⇒ 87
With a sound not unlike a wet sponge being torn in half, the target’s head flies free of its body and sails through the air, landing harmlessly 2d10 ⇒ (7, 1) = 8 metres away with a soggy thud. The target is instantly slain. The target’s neck spews blood in a torrent, drenching all those within 1d5 ⇒ 2 metres and forcing each effected target to make a Challenging (+0) Agility test. Each character who fails the Test suffers a –10 penalty to Weapon Skill and Ballistic Skill tests for 1 round, as gore fills his eyes or fouls his visor.
Red Agility: 1d100 ⇒ 39
An indignant makes a final proclamation at the Norscan. "GET IN THE SEA!" And whistles in his ear.
The newly arrived figure moves towards Lax bringing his finely crafted axe to bare.
Swift Attack: 1d100 ⇒ 57
Damage if not avoided: 1d10 + 10 ⇒ (3) + 10 = 13
The pirate before Garm swings his axe at his neck.
Norscan Vs Garm: 1d100 ⇒ 1
Damage if Not avoided: 1d10 + 5 ⇒ (2) + 5 = 7
The pirate facing Illorn finds it difficult to get past his defences.
Norscan Vs Illorn: 1d100 ⇒ 70
The Chaos Warrior can't quite get inside the guard of the whirling xenos whip just yet.
Chaos Warrior Vs Garm: 1d100 ⇒ 85
Garm
Lax
Illorn
Gizzard
The Boss
Armsmen Red -10, Green -4, Dark Green -4
Norscans. Yellow -7, Blue -9, Orange Crit 1. Fatigue 1 Stunned 5. Red Blinded
Dodge: 1d100 ⇒ 28
Shocking: 1d100 ⇒ 86
Chaos Warrior: Yellow -3
| Garm Dariyal |
"You had your chance.", Garm growls at the warrior, as his whip lashes faster and faster at their form.
Agoniser Lash, Aim and Swift Attack vs Chaos Warrior, 90: 1d100 ⇒ 51
Weapon Skill 58 +10 weapon master +2 custom grip +0 swift attack +10 charge, no parrying because of Flexible trait
3 hits
Damage, first blow: 1d10 + 9 ⇒ (1) + 9 = 10
Tearing: 1d10 + 9 ⇒ (8) + 9 = 17
17 energy, Pen 6, with Shocking
Damage, second blow: 1d10 + 9 ⇒ (2) + 9 = 11
Tearing: 1d10 + 9 ⇒ (9) + 9 = 18
18 energy, Pen 6, with Shocking
Damage, third blow: 1d10 + 9 ⇒ (2) + 9 = 11
Tearing: 1d10 + 9 ⇒ (8) + 9 = 17
17 energy, Pen 6, with Shocking
Parry 68, fate point to reroll if it fails. Weapon Skill 58 +10 weapon master
Agoniser, Melee 3m – 1d10+9 E Pen 6 – –, Flexible, Power Field, Tearing, Shocking, +2 to hit with half aim, +4 to hit with full aim
| Illorn Pendragon |
After blocking the fussilade of ferociousness from his foolish foe, Illorn wraps the barbed flail around their neck like a noose, grins as sudden realisation dawns on his enemies face, and pulls.
Agility 43: 1d100 ⇒ 45
The resulting spray manages to slip past his shield and cover his helmets eyes, smearing the world red momentarily.
Whipping his flail free with a sickening spatter of flesh and a fresh spurt of gore he wheels on the new arrival.
"'tis just thee and I now, knave. Let us see if thou canst stick you weapon anywhere asides my back!"
Attack 76: 1d100 ⇒ 71
Damage 1d10+17: 1d10 ⇒ 7
24 damage, Snare (2), Cripple (2), Flexible
| Lax Stoneborn |
Dodging blood under 45: 1d100 ⇒ 60
Dodging axe under 45: 1d100 ⇒ 73
Fate point for axe under 45: 1d100 ⇒ 99
Blood temporarily blinds Lax and the bosses Axe thumps into his chest, cutting deep.
There is no way I can go toe to toe with this guy, lets get out of here.
Lax will disengage and move backwards into the pool of blood.
Acrobatics to disengage as a half action under 45: 1d100 ⇒ 17
Agility to avoid falling: 1d100 ⇒ 7
He will preform this as a guarded action and he will move his full 4 meter through the blood.
| Gizzard Khan |
A totally sober Gizzard takes aim at the blue Norscan once more.
BS 80: 1d100 ⇒ 27
Pen 0: 1d10 + 3 ⇒ (2) + 3 = 5
9 damage with degrees of success substituted.
Gizzard in his totally sober state will refrain from commenting this once to respect the moment.