Rogue Trader: The Saga of the Demetrius Dynasty... (Inactive)

Game Master Alexander Kilcoyne


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Fate point! I will pass this test g&+ d$~mit

1d100 ⇒ 94


Master of space craft re-roll....please...come on...this..time....

1d100 ⇒ 15


Your Humble Narrator

Pass + 3 degrees. I'll wait for the others to declare their extended actions before resolving the maneuver as it may affect it. Havelock, Lion and two crew actions left. Minerva will direct the fire (unless someone else wants the fun!).


Your Humble Narrator

Bumpity bump :).


Your Humble Narrator

Moar bump...


Sorry, didn't realize that my attempt at talking to the Orkz didn't count as my action. Lion will again attempt to check the fates and help out Jerol's piloting.

Stacking the Deck:

Per test 1d100 ⇒ 50

Failed the Hard Test; so, no additional bonus. There is no fatigue cost.

Lion searched his deck of possibilities but the fates seemed to keep re-setting every time that he tried to get a grip on their meaning.

On his last attempt to shuffle the Imperial Tarot, there was a violent lurch and the cards went scattering across the altar and his stomach went chasing after them.


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Havelock considers his next action; perhaps it was time to attempt to get more involved?
"Navigator Benetek, allow me to direct the fire? I long to see the effect of our cannons on the xenos."

Is this one of those time when Havelock can use his MIU to gain a bonus on ballistics?


Lion nods his assent.


Your Humble Narrator
Havelock Iacton wrote:

Havelock considers his next action; perhaps it was time to attempt to get more involved?

"Navigator Benetek, allow me to direct the fire? I long to see the effect of our cannons on the xenos."

Is this one of those time when Havelock can use his MIU to gain a bonus on ballistics?

Most definitely. You'll be firing after the movement so we'll wait till everything else is resolved first. Anything you want to do with the crew actions? The only things that spring to mind are Aid the Machine Spirit (Maneuv) and Lock on Target (Boosts the BS vs one target).

I also highly recommend you focus your fire on one ship- the way void shields work you have a much greater damage output if you concentrate fire. When you do come to roll the ballistic skill tests, you have a choice of firing for each of them seperately with two seperate ballistic skill tests, or making a salvo with both guns. Void Shields will only apply once in a salvo making increased hits more likely, but you may only score a maximum of one critical hit. Essentially when your to hit is very high its usually worth firing seperately.


Will Aid the Machine Spirit give us extra movement this turn?

Lock on Target:
Crew skill [20] 1d100 ⇒ 53

The crew can't quite get a bead on the ork ships...


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Right you are boss, I'll be ready to fire when it is time.


Your Humble Narrator

It boosts maneuvrability, so in this case yes.

1d100 ⇒ 29 Failure

Struggling with the Void Wolf before finally establishing mastery over it once more. Managing an earlier turn by essentially powersliding the frigate, Jerol strains the engine systems and gets a little more juice out of the vessel, bringing the Void Wolf into range of the second Ork vessel and long range of the first Ork vessel.

Ok Havelock, details on your firing are listed above, either a salvo or two seperate BS tests. Its a ballistic skill test, modified at +10 for Praetia's encouragement and whatever bonus your MIU is giving you. Fire away!


Your Humble Narrator

Map Link


Your Humble Narrator

Bump for Havelock.


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Havelock hesitates for a moment, he has never attempted this before, but he knows his duty to the Omnisiah, the ship, the crew and himself. Putting his hand down on the console, he slots his MIU into the Void Wolfs weapon systems.

For a moment his mind is assaulted with vertigo, and he cannot truly tell which is Havelock the Explorator and which is the awesome might of the Void Wolf.

Havelocks voice rings out, devoid of emotions, and even more synthetic than normal.
"Calculating attack vector, target in range, locked on target, fire in 3...2...1...fire stern cannon." Havelocks hand comes down on the rune of activation

Roll:

Attack roll with +20 for encouragement and MIU (40): 1d100 ⇒ 24
3 degrees of succes.

"Shot on target, firing secondary attack. Fire in 3...2...1...Fire port cannon.

Roll:

Attack roll with same modification: 1d100 ⇒ 3
5 degrees of succes.


Your Humble Narrator

Hooooh boy! Ok you elected to not fire in a salvo as far as I can tell as you made both rolls... So, to figure this out we look at the weapon...

Strength (max number of hits in a salvo)- 4
Damage (per hit): 1d10+2
Crit Rating (number of degrees of success to crit): 3
Range- 6

As both shots scored at least three successes, you have rolled two critical hits. We'll resolve the crit after resolving normal damage. In each volley, the Ork ship's void shield applies once, leaving you with 2d10+4 damage to get through armour on the first salvo and 3d10+6 damage on the second salvo (you got 5 successes but a strength 4 weapon can only inflict four hits maximum). So, get those damages rolled and then roll 1d5 on the critical hit chart... Twice..


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Right you are, here goes.

Damage Stern:
Damage: 2d10 + 4 ⇒ (7, 2) + 4 = 13
Crit roll: 1d5 ⇒ 4

Damage Port:
Damage:3d10 + 6 ⇒ (10, 8, 10) + 6 = 34
Crit roll: 1d5 ⇒ 3


Your Humble Narrator

The first battery of fire seems to do little against the well armoured ship (13 damage doesn't penetrate armour, but you do a point of damage automatically for scoring a crit, as well as the crit effect), but the lucky shot does manage to penetrate armour in a single location; the ship's thrusters.

1d10 ⇒ 6

The thrusters are not damaged beyond repair, but they take significant damage nonetheless. The ship's maneuvrability is severely impaired.

The second battery of fire slams through the ship's armour, dealing terrible damage to the ork vessel as macrocannon fire blossoms all over the ship's hull. Havelock's superb shooting also damages the Ork sensors; making their weapons fire extremely unlikely to hit. Worse for the Ork's, the sensors are an external component- repairing them means a trip out into the void for the unlucky Orks...

Will update with the Ork's actions later this evening. You've made life very hard for Ork Vessel 2!


Your Humble Narrator

Vessel 2 (damaged)-

The second Ork Vessel, perhaps not trusting its damaged engines. moves its full speed of 5 void units and turns to face the Void Wolf directly with its prow. With the turn made, the vessel focuses its efforts on unleashing the full power of all three of its guns on your ship, despite its broken sensors...

Tech-Use to repair sensor damage-

1d100 ⇒ 45 Failure

Lock on Target Test-

1d100 ⇒ 15 +10 to fire Dorsal Gunz only

Put your backs into it!-

1d100 ⇒ 100 Epic fail inspires minor mutiny among gun crewz, -5 to all shooting tests this round.

2x Looted Prow Mounted Macrocannons, firing as a salvo-

1d100 ⇒ 59 Miss

Dorsal Gunz

1d100 ⇒ 56 Miss

Despite unleashing a huge amount of firepower on your vessel, the damage to the ship's sensors render its ballistic weapons almost useless, a few stray shots bouncing from your void shield but your vessel left completely undamaged.

Vessel 1-

The undamaged Ork vessel abandons any attempt it may have had at subtlety and heads right for you at full speed, the Ork's attempting to bolster the engines and make a ramming action possible with its fearsome armoured prow...

Aid Machine Spirit

1d100 ⇒ 22 +10 maneuvr

Adjust Speed & Bearing-

1d100 ⇒ 55 Pass, 1 degree

Ram Test-

1d100 ⇒ 65

The Ork Vessel just barely manages to maneuver itself into a position where a ramming maneuver is possible, but a combination of Jerol's crafty piloting and their complete failure to account for the movement of the Void Wolf means their ramming attempt is woefully off course; they abandon their maneuver and finish their turn in point blank range of the Void Wolf.

In case the question comes up, yes you can move through a void unit occupied by another vessel. 1 VU represents thousands and thousands of kilometres so two ships can easily share space.

Map Update

Void Wolf is up.


Since we are at point blank range, can we choose to fire first and move second?


Your Humble Narrator

Yes. All firing at short range is at +10.

You can take actions in any order you like usually, but I recommend all extended actions (not move or attacking) are done first as many of them can affect both maneuvering or shooting.


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Havelock, still connected through his MIU begins to track the new target, ready to unleash a storm of punishing fire as soon as the command is given.

"Attack vector calculated, locked on target, awaiting command to fire."

Let's see if there are any other bonuses coming eh?


Crew Action:
Aid the Machine Spirit (maneuver): 1d100 ⇒ 20 Success! +10 to maneuver checks

Praetia's Action:
Put Your Backs Into It!: 1d100 ⇒ 74 Failure, no bonus to firing from me.


Shall we just fire point blank, reduce speed as much as possible and then 90 degree turn at the end. That way we can finish the turn next turn, and they cant fire at us on their turn, win win?


Jerol Soeul wrote:
Shall we just fire point blank, reduce speed as much as possible and then 90 degree turn at the end. That way we can finish the turn next turn, and they cant fire at us on their turn, win win?

As good as an idea as any.


Your Humble Narrator

Feel free to resolve your actions this round, but bear in mind i'm unlikely to be able to update for a few weeks. I really don't have the time to post until my third year project is in. This will (hopefully) be on May 4th.


Well due to lack of posts, I will assume what I suggest is what we are doing (unless anyone wants to disagree). So this is my maneuver roll

1d100 ⇒ 71


Master of spacecraft...REROLL!

1d100 ⇒ 91


I'll try to post something by tomorrow. Tax season is in the last five days now.


Your Humble Narrator

Ok guys- hope your all still with us :). Project is handed in, lets roll! Havelock, please decide how your firing the guns and make your roll/rolls! As Jerol failed the maneuver to slow the ship down further, it moves 3 void units forward to G3. Please specify if you are turning to port or starboard; and everyone else take their actions.


Stacking the Deck:

Per roll -10 Hard to add to shooting 1d100 ⇒ 20

Lion succeeds in giving +20 to shooting

Lion reaches into the future by consulting the Emperor's Tarot. He pulls a card and nods to the deck.

"Fire Now!"

+20 to firing Guns


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Still here, will post after work today.


Your Humble Narrator

Thats +20 from Lion and +10 from the close range your firing at. Further shooting bonuses could be acquired by use of a PC's 'put your back into it' action or by using the lock on target action with either one of your NPC actions or a PC action. I did a long post last round about shooting and your options so read that if you need to brush up Havelock. What is Praetia up to this round?


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Havelock waits with the patience of a machine for the optimal moment to fire.
As the Void wolf passes so close to the Orc vessel that in a normal battle the opponents would be eye to eye, his hand once more comes down to press the rune of activation.

"Optimal range achieved, locked on target, Fire port cannon."

Attack with +10 for range, +20 from Lion and +10 for MIU: 1d100 ⇒ 91

reroll using fate point: 1d100 ⇒ 44
3 Degrees of success.

"Fire starboard cannon."

Attack with same modifiers: 1d100 ⇒ 61
One degree of succes

So, a successful test nets one hit, plus one more (up to 4) per degree of success, but minus one from each for the Orc ships shield.

Damage port cannon: 3d10 + 6 ⇒ (10, 5, 10) + 6 = 31
Crit table 1d5 ⇒ 5

Damage port cannon: 1d10 + 2 ⇒ (7) + 2 = 9


Your Humble Narrator

Thats all correct- remember if you wish you can decide to combine fire into one salvo as detailed in my long post above; only 1 hit will be negated by armour and only 1 roll is made so its a bit easier to score more hits but only one component can crit as the trade-off. The maximum amount of hits is 4 though not 5- this is denoted by the 'strength' rating of the guns. Success + three degrees is indeed four hits.

The Void Wolf's dorsal mounted Shard Cannons fire powerful volleys of thousands of particles of advanced xenos energy at the Ork vessel- the power source for the weapons somehow existing within the weapons themselves. The armoured prow of the Ork ship only a few hundred kilometres away is the strongest part of the vessel, but the void shields are torn apart temporarily by the volley and the armour only protects the ship against some of the damage. Significant damage is dealt to the crude vessels hull integrity, non-essential components being torn apart by the energy and hundreds of Orks are no doubt killed.

22 armour on prow arc- so 9 damage goes through to hull integrity, crew population and morale.

Through the augurs, you can sense crude alarm systems screaming through the vessel as the component Havelock targeted bursts into flames. The hungry flames begin to lick through the vessel...

1d5 ⇒ 5 Further crew damage.
1d10 ⇒ 5 Further crew morale damage.

As per crit rating 5, select one component you know of (see the feedback for focused augury above) that is not the bridge, warp drive or plasma drive- this component is now on fire...

Havelock co-ordinates the second volley but it is far less accurate- it takes down the void shield briefly once again but the ship's armour is proof against the few remaining particles that reach the vessel.

Praetia and two crew actions left, you can always not take the crew actions if you wish.


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

I think we will go for the Air pumps, let's see how much fun it is without a life support system.


Your Humble Narrator

Havelock's shooting also sets fire to a particularily vital element of the Ork tech- the life support system. Air begins to slowly thin aboard the Ork vessel...

Praetia, are you out there?

Sovereign Court

DM Alexander Kilcoyne wrote:

Havelock's shooting also sets fire to a particularily vital element of the Ork tech- the life support system. Air begins to slowly thin aboard the Ork vessel...

Praetia, are you out there?

Ah, uh, my hair! I'll post something today, I didn't know we had started back up.


Your Humble Narrator

Thats ok I had figured as much. Welcome back.


Praetia's Action:
Put Your Backs Into It! (bonus to firing): 1d100 ⇒ 19 Success! +10 to firing of the Shard Cannons

Wait, I just noticed this is after firing. Are we still on the same turn? If so, I'd like to apply this to the next volley.


Your Humble Narrator

We're on the same turn yes. We'll just retcon your inspiration of Havelock, leading to an extra success on the port guns.

1d10 + 2 ⇒ (8) + 2 = 10 Additional damage.

I will update with the Ork's actions this evening.


Your Humble Narrator

Sorry for the wait- the project is in but i'm still very busy at uni.

Ork Vessel 1-

From your augurs you can see that the Ork's have somehow managed to put out the fire in the life support systems before they are consumed. Alarm systems begin flaring on the Void Wolf as the Ork's successfully lock their dorsal guns on to the Void Wolf. Whoever is piloting the Ork vessel attempts a classic come to a new heading maneuver- essentially a 180 degree turn to bring their formidable prow guns to bear. Unfortunately the pilot misjudges the timing of the second turn and has to abort it, meaning the vessel is only able to fire its dorsal guns at you. Although a huge amount of amunition is expended from the dorsal guns, the salvo misses you by several kilometres.

1d100 ⇒ 14 Fire fighting- Command at -15 (Pass)

1d100 ⇒ 9 Lock on target (5 successes, +15 to dorsal)

1d100 ⇒ 69 Come to new heading maneuver (fail)

1d100 ⇒ 91 Shooting dorsal guns at +15

1d100 ⇒ 86 Random weapon strength- 1d5 ⇒ 5

Ork Vessel 2-

The second Ork vessel with damaged thrusters and damaged sensors does what few Imperial captains would ever dream of in such circumstances- the vessel adjusts its speed and heads straight for the Void Wolf. Ending its movement a few void units from the Void Wolf, the ork vessel sends some kind of shuttle full of Orks to raid the Void Wolf. The crew are fearful at first, but man their battle stations; and under Praetia's inspiring leadership, the turret gunners shoot down the raiding shuttle with competent ease and a cheer reverberates through the Void Wolf. The full firepower of the Ork raided is then unleashed upon the Void Wolf- also completely missing as the Ork's targeting sensors are still down.

That happens quite rarely- you need to fail pretty spectacularily to be shot down when hit an running.

1d100 ⇒ 26 Emergency Repairs (Thrusters, Pass, 1d5 ⇒ 4 turns to fix)

1d100 ⇒ 83 Emergency Repairs (Augurs, Fail)

1d100 ⇒ 76 Pilot (Spacecraft) to hit and run at -10 from Void Wolf turret rating- fail by 4+ degrees

1d100 ⇒ 43 Prow salvo (two prow guns), 0 hits

1d100 ⇒ 44 Dorsal guns, +10 from short range, 0 hits

Round 3-

Order- Void Wolf, Orks

Map Link


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Havelock observes the battle from his screens, for a moment he disconnects his MIU unit to be able to talk to the rest of the crew without the disconcerting feeling of BEING the ship.

"Hmmfh, we have them right where we want them now, but the stubborn Xeno seems intent on making us destroy them utterly. But we can oblige them; the Void Wolf cannot be beat!"

Havelock rolls his shoulders and then makes something very incongruent with tech priests in general; he punches his fist into the air in a victory gesture.

Once more Havelock slots himself into the Void wolfs battle arrays, the dizzying sensation of being pulled apart mentally is not so bad this time around.


Jerol had just about recovered the ship from his last failure. He wasn't quite on form today, perhaps someone had been fiddling with the settings on the ship? He wouldn't put it past some of the junior pilots, press a button without knowing what it did.

Still, he didn't have time to investigate, he would have to make do.

I can spin her, get her facing right at the orc ships, Havelock could put a barrage right in the side of the orc ship then. They wont be flying much longer.

What I propose is, a half movement of 3vu with a turn after the first vu, so we move forwards 1 and right 2. This'll put us in a good firing position to hopefully finish off orc vessel 2. And the first orc vessel, the only way for them to shoot us next turn would be to try and pull off another 180 maneuver, giving them a minus 20 to shoot. And the first orc vessel will pretty much have to fly past us without doing the same thing and getting a minus 20.


Praetia continued to drive the gun crews to greater levels of efficiency. 'By the Divine Emperor's Headtubes, that was an excellent shot! Master Havelock guides the guns, but you give them life. Let them taste the might of the Empire!'

Put Your Backs Into it! (firing) 1d100 ⇒ 24 One degree of success.


Stacking the Deck:

Per test hard 42 - 10 = 32 1d100 ⇒ 73

Not this time.

Jerol, GM AJ can confirm this, but I think the bow of the ship is currently facing towards the bottom of the map (the small end of the ship). I think, moving ahead 1 and then right 2 would turn us away from the Orcs and leave our stern (with no fire arcs) facing the Orcs. Now, if I've got the pic wrong and our bow is towards the top of the map then your plan should work though it will leave us right in the path for a ram by the Orcs.

"She's streaming air! Fine shooting Exporator Havelock."

"We'll need to consider serving up a cake to the gun crews when this is over or what ever textured paste they use to make a cake like thing in the lower decks."

"Jerol I like your enthusiasm to drive straight for the Xenos ships but we have plenty of gun range and flexibility of turrets. With the Xenos ships injured, I might suggest a bit of distance."

Fly as you like, I'm good with whatever you choose Jerol.

Unfortunately, Lion failed to interpret the Emperor's will for this round of combat and is no aid to gunnery.


sorry I might right as you were looking at the map, I should have said left retrospectively.


Jerol listened to what Lion said, it made sense, keep their distance from the orc ships, just gun them down from long range.....but...hell he could never resist a challenge. He grinned to himself and said

You picked the wrong partner to dance with .

He shoved the accelerator to the half position, flicked the engine flaps to maximum left, switched off the front boosters and put the back left boosters on maximum, essentially trying to drift the giant starship around a corner. The groaning of the hull was audible, as it was being pulled in several different directions at once.

She can take it...

Jerol mutter to himself.

Essentially, going at half speed, want to move 1 vu forwards, turn to our left, and move forward 2 vus. So we will be heading TOWARDS orc vessel 1.

1d100 ⇒ 9

Jerol executed the maneuver perfectly, moving the ship sideways in space, and leveling off at the exact moment he intended. He even had time to flash a wink at the rest of the bridge as he was doing it, this boyz didn't know who they were messing with.


Your Humble Narrator

Just the firing now and any crew actions you want to take. The Void Wolf is now in H5, facing east. Shooting Ork Vessel 1 is at +10 as your in short range. Your in normal range for firing at Ork Vessel 2.


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

One of Havelocks mechandrite hovers over the rune of activation as he observes stoically as the void wolf once more moves, and then the targeting array finds the orc ship once more.
Havelock gives voice to one short prayer, then his slowly depresses the rune, it seems almost a delicate motion, especially incongruent with the massive violence that small motion brings into being.

"Fire Starboard cannon."

Attack (40+10+10+5): 1d100 ⇒ 28
Damage: 3d10 + 6 ⇒ (10, 7, 1) + 6 = 24
"Fire Port cannon."
Critical damage: 1d5 ⇒ 2

Attack (40+10+10+5): 1d100 ⇒ 100

Reroll using fate point:
Attack (40+10+10+5): 1d100 ⇒ 27
Damage: 3d10 + 6 ⇒ (3, 1, 3) + 6 = 13
Critical damage: 1d5 ⇒ 1

One holed and one damaged component, how about Damaging the "Big teef" and holing the void shield.

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