
DM Alexander Kilcoyne |

Round 1-
Rounding the corner in droves, mutants begin to appear in your field of vision. Covered in rags and mostly wielding primitive pipes and improvised clubs, they roar as one foul entity as they spot you. You can hear a great many more mutants roaring from the nearby corridors, no doubt also rushing to engage you. You also spot a couple of men with respirators and stub pistols- not mutants, but also clearly not here to roll out the welcome party... They look a little like hive gangers...
Initiative-
Mutants- 1d10 + 2 ⇒ (4) + 2 = 6
Praetia- 1d10 + 3 ⇒ (4) + 3 = 7
Hand- 13
Lion- 12
Jerol- 12
Havelock- 12
Constantine- 9
Minerva- 9
Praetia- 7
Mutants- 6
Map-Link
Each square on the map is 1 metre. I'm not going to be providing co-ordinates for this fight as I think it will get too complex. If anyone has queries or want to know what actions are possible etc. please don't hesitate to ask. This is our first combat so good to ask as many questions as possible. Note the range on any gun you use- firing at less than half the gun's range gives a +10 bonus, while firing at up to two times the range gives a -10 and up to three times gives a -30.
I will leave it up to you whether you want to post in initiative order, but i'd recommend just posting when you can and I will be able to interpret the actions in the correct order and/or shift your aim if your target is killed for instance.

Hand 13 |

Lion opens up with his Autopistol firing it on full auto to spray into the front ranks.
Full Auto is BS +20, range is just over 15m so no bonus = 35 + 20 = 55 1d100 ⇒ 24
Degrees of Success is 3 degrees which gives 4 bullet strikes. Lion chooses to spread the love around with one bullet on each person.
Bullets are Manstopper rounds with Pen 3.
1st bullet is loc 42 or Body. Damage is 1d10 + 2 ⇒ (5) + 2 = 7
2nd bullet is Body (Table 9-5 autofire). Damage is 1d10 + 2 ⇒ (10) + 2 = 12
3rd bullet is Arm. Damage is 1d10 + 2 ⇒ (9) + 2 = 11
4th bullet is Head. Damage is 1d10 + 2 ⇒ (4) + 2 = 6
The second bullet rolled a 10 for damage; so, righteous fury check. 1d100 ⇒ 85
An 85 is too high; so, no righteous fury.
A small block of four of the hive scum feel the Emperor's Wrath as Lion walks the fire from body to body with the manstopper rounds finishing with a shot to the head on the last of the scum.

Jerol Soeul |

Jerol's mind snaps back to his training.
"if you can't do it with 1 shot, don't do it at all"
He looks down the sight, the laser painting the imminent point of death for the disgusting mutant that he is about to purge from this world.
He squeezes the trigger:
So thats my bs 59 + 20 for aiming + 10 for short range + 10 for red dot sight. So thats under 99 to hit..lol.
1d100 ⇒ 50
Thats right in the face.
Thats 4 degrees of success, so that gives me a bonus 2d10 of damage, giving me 3d10 + 4 energy damage.
3d10 + 4 ⇒ (9, 6, 6) + 4 = 25
25 damage to his head. Ouch

Havelock Iacton |

Havelock shouts out in defiance as he levels his trusty boltgun at the mutants and lets loose with a storm of tearing shells in the name of the Omnisiah.
Starting at the left side of the map
Full auto(BS 40+20):1d100 ⇒ 70
Using a fatepoint to add a degree of succes to the attack.
Attack one is a headshot at the leftmost enemy
Damage:2d10 + 5 ⇒ (10, 3) + 5 = 18
Enemy one takes 15 points of damage to the head
Attack two is also a headshot since it is a new enemy right?
Damage:2d10 + 5 ⇒ (9, 6) + 5 = 20
Enemy two takes 14 point to the head

DM Alexander Kilcoyne |

Havelock, multiple hit table works through hit locations irrespective of how you allocate the attacks- if it goes head, head, body arm for instance, it remains in that order regardless of who you alllocate each hit to. Also- you have to have a success in the first place to add a degree of success, which you have barely because your in short range for +10 for a total of 70, and you rolled a 70. With the FP spent thats two hits. Which I think is what you ended up with anyway :) just remember to factor in range when you roll BS.
Lion you posted hand's action- what about yours?

Lion Rogal Guilliman Benetek |

Oops, sorry, yeah, Hand fired the Autopistol. I did Hand first because of Initiative but then had to do a RL run on errands.
Lion let the Hellpistol fufill its maker's intentions and fired it in several heavy blasts.
Semi-auto is +10 to BS. Range is 35m so half range is 17m which covers the front ranks. Total is 35 +20 = 55 1d100 ⇒ 62
Dang, just missed.
Hand used 6 bullets, and Lion used 2 charges.
Lion's fire is close to the hiver ranks but it is just wide of the mark. Lion has trained in dueling and target practice against paper targets. Firing into a charging mob has him firing a little to high and right of his marks.

Havelock Iacton |

Yes, I factored in the range, but forgot to add it to the tally, but yeah, hit by the skin of the teeth. As for the hits, I was thrown a little about the wording on full auto, it say "If extra hits are allocated to the SAME target", so I guess I just figured that maybe spraying bullets would end up at basicly the same height or something, but ok, I gotcha.

Lion Rogal Guilliman Benetek |

I'm at work now, so no access to the book. How does firing a weapon untrained work? I've got a flamer but didn't pay for the XP to be trained with it. If the results aren't disasterous and they mutants are in range, I'll shoot a gout of purging flame. Can flamers be used to make area attacks?
Two things. One, you have Basic Weapon Universal which means any weapon classed as a Basic weapon (roughly rifle style ie not a pistol or a heavy weapon) you can use and be considered trained. Second, you have a Flamer which means that you do not need to roll BS to hit. You point and say that you are firing. The fire goes out in a cone that is 30 degrees wide and opponents touched must make agility test to avoid the damage. So, say you are firing forward (range is 20m) and roll a d10+4 to determine the damage.

DM Alexander Kilcoyne |

For not having flamer proficiency opponents get +20 on their agility tests to leap aside, but it is still a glorious weapon against a crowd :). I think you can bathe all of the survivors of the hail of gunfire by the looks of it! Everyone please track the clips of their guns and stay aware of when your running out of ammo- full auto consumes a lot in particular.

Praetia |

For not having flamer proficiency opponents get +20 on their agility tests to leap aside, but it is still a glorious weapon against a crowd :). I think you can bathe all of the survivors of the hail of gunfire by the looks of it! Everyone please track the clips of their guns and stay aware of when your running out of ammo- full auto consumes a lot in particular.
Well, I had an epic post, but the board ate it. I'll repost later this evening.

Minerva Cymbry |

Minerva's experience on Persephone had taught her the value of saving ammunition, she stood stoically waiting for the foul mutants to come close,....
Dealying action until the mutants are in point-blank range then firing at any mutants which look to be attacking constantine. Having just read the rules i can't seem to use two bolt-pistols at once until until i get additional talents (two-weapon fighting). Can I therefore retcon that Minerva is using one bolt pistol and has her forearm powerblade deployed in her other hand, ready to parry any attack?

Praetia |

Upon hearing the howl at the end of the corridor, Praetia takes up position behind the barricade. 'Let them come.'
She unslings her MK IIIa 'Heretic' pattern flamer, a well-used weapon that has served the Ordo Hereticus for many years before it came into her posession. Praetia quickly checks the fuel canister to make sure it is locked into place.
'"You must face the truth squarely and without flinching from duty."'
She flicks a toggle and the pilot burner leaps to life
'"Our Enemies are mortal no longer."'
Las-blasts and bolter shells fired from her crewmates tear into the mutants in the front of the mob.
'"Mercy for such as they is a chimera..."'
She levels the flamer at the charging crowd of mutants.
'"...self-deception is its only ally."'
Her flamer hisses slightly as pressurized fuel fills the ignition chamber.
'"Dedicate this weapon, given unto your hand at the behest of the Emperor..."'
Her gloved hands grip the flamer tightly in anticipation of the recoil and she pulls the release lever.
'"...to their destruction.'"
Fuel rushes out of the nozzle and erupts into a conflagration of flame and smoke, engulfing the horde of heretics.
Obviously, I aim the cone to hit all of the heretical crew within range. Flamer damage:1d10 + 4 ⇒ (2) + 4 = 6

DM Alexander Kilcoyne |

That retcon is fine- yes you need Two Weapon Wielder (Ballistic) to fire both.
The mutants Hand fires at attempt to dodge the man-stopper rounds but their clumsy, mutated bodies are no match for the speed of Hand's bullets. Although the bullets wound the mutants terribly, none of them fall and their tough bodies survive the horrible wounds dealt to them.
1d100 ⇒ 76 Fail
1d100 ⇒ 77 Fail
1d100 ⇒ 65 Fail
1d100 ⇒ 80 Fail
Lion narrowly misses his targets, just as Jerol exhales in satisfaction at an incredible headshot on one of the mutants. Superheated by the attack, his targets brain explodes, tearing apart his skull and sending flaming chunks of meat flying at those nearby. The target's headless body catches fire and runs off headless 2d10 ⇒ (1, 10) = 11 metres in a random direction 1d8 ⇒ 5. The immolated, headless corpse runs mindlessly east back down the corridor, and towards two other mutants. One manages to leap aside from the deadly corpse but the other bumps straight into him, setting his ally ablaze. The mutant screams in shock, fear and agony.
1d100 ⇒ 54 Dodge test vs Jerol, fail.
1d100 ⇒ 11 Agility test to avoid catching fire.
1d100 ⇒ 71 Agility test to avoid catching fire.
Havelock levels his bolter at two mutants that Hand wounded- scoring a headshot with two of the many bolt shells flying towards the enemy. The force of the explosion within the first mutant's skull causes him to hit the ground, hard. He doesn't look as though he will be moving anytime soon and disgusting blood is spilling all over the ground... The second mutant suffers a nastier fate. In a series of unpleasant explosions the target's head and torso peel apart, leaving a gory mess on the ground. For the rest of the fight, anyone moving over this spot must make a challenging +0 agility test or fall prone.
Havelock, one of your damage rolls was a 10, qualifying you for righteous fury. Righteous Fury is an effect only PC's and special adversaries qualify for (sorry Hand)- when you roll a 10 for damage on a successful hit you may test your basic BS (unmodified by range etc.); if you pass you may roll an additional D10 of damage (or 2d10 taking the highest in the case of a tearing weapon). Just for future reference, i'll roll it for you this time.
Havelock RF test-1d100 ⇒ 58 Fail
While Minerva and Constantine wait for the enemy to close, Praetia mounts the barricade, extoling you all to greater efforts with a Liany of Purging as she unleashes the fiery wrath of her flamer upon the enemy; concentrating her fire on the right hand side of the enemy forces.
Quick FYI for you all- weapons normally jam on a roll of 96-100. As a flamer makes no to hit roll, it jams on the roll of a 9 on the damage dice. With a 30 degree arc you aren't able to catch all the mutants but you do catch about half of them. One of them is able to leap aside to the left and dodge the flamer burst, but the rest are bathed in righteous flame- including the poor mutant who was already aflame... Although all of her adversaries remain standing, every mutant caught in the blaze is now aflame!
1d100 ⇒ 74 Fail
1d100 ⇒ 65 Fail
1d100 ⇒ 44 Fail
1d100 ⇒ 10 Pass
1d100 ⇒ 96 Fail
1d100 ⇒ 75 Fail
1d100 ⇒ 66 Fail
1d100 ⇒ 28 Fail
1d100 ⇒ 82 Fail
1d100 ⇒ 59 Fail
1d100 ⇒ 33 Fail
1d100 ⇒ 35 Fail
Over to the Mutants and Chums!
1d100 ⇒ 13 Pass
1d100 ⇒ 47 Fail
1d100 ⇒ 61 Fail
1d100 ⇒ 91 Fail
1d100 ⇒ 8 Pass
1d100 ⇒ 14 Fail
1d10 ⇒ 10
1d10 ⇒ 8
1d10 ⇒ 5
1d10 ⇒ 1
1d10 ⇒ 3
1d10 ⇒ 4
One of the mutants caught on fire somehow manages to marshall his courage (or insanity) and runs towards the barricade, still on fire. His flesh melting away as he runs at you, screaming as his face slowly melts under the promethium flame. The other mutants set ablaze run off mindlessly in random directions, mostly into the life support chamber but not directly towards the barricade. The hive scum with the stub pistol at the back also seems to have mustered some inner strength and takes aim with his stub pistol and fires at Praetia- scoring a hit on her upper body.
1d100 ⇒ 13 Hit, to the body (31)
1d10 + 3 ⇒ (6) + 3 = 9 Impact damage, penetration 0 (ignores 0 points of armour).
Praetia you may test Dodge (if you don't have it trained roll under half agility) to negate the hit. Your legs are still covered by the barricade but to fire the flamer you had to mount it a little higher than the others. I THINK you soak 9 anyway (toughness 4, best quality guard flak 5?)
The second stub pistol armed scum follows the lead of his flaming comrade and takes a pot shot at Praetia- completely missing with the petty weapon.
1d100 ⇒ 75
The rest of the mutants, wounded or not- run towards the barricade at full speed- none of them making it to point blank or melee range but some getting close. This close, you can see Chaos sigils and tattoo's occasionally emblazoned upon their flesh- dark, nasty images that make you feel ill to look at them. As they close to range with you, more mutants appear from the side corridors, including two more stub pistol armed gangers.
Minerva you take your shot but its at short range not point blank so you miss. Bear in mind however that when you fire pistols your BS is treated as 53 due to your speciality with them, so it was a narrow miss. Damage will also be 2d10+7 (well, the higher of the D10's) for you, not 2d10+5. Also- you get +2 initiative when you have your pistols to hand so remember that next time :).
Constantine, you've used half an action delaying but none of the mutants are in melee range. I'm going to have you fire your pistol from your left hand (assuming Constantine is right handed)- this is at a -20 penalty but means your ready to melee when the mutants get to the barricade. Also- please denote at the start of the round who is getting your +10% bonus to one action each round- I won't allow it to be used retroactively so make sure you declare it on somebody who hasn't acted yet. You can't give the bonus to yourself, fyi.
Constantine plasma pistol shot-
1d100 ⇒ 27 Narrow Miss
Round 2-
Mutants continue to pour into the chamber as some of the survivors of the first volley run at the barricade, not quite making it all the way. Flaming mutants are running amok throughout the life support chamber, while newcomers carefuly pick their way around the pile of gore left in Havelock's bolters wake.
Initiative-
Hand- 13
Lion- 12
Jerol- 12
Havelock- 12
Praetia- 7
Mutants- 6
Minerva- 6
Constantine- 6
Map Update-Link
Constantine declare who's going to be getting your +10% bonus as soon as possible please. Remember, in combat its once per round, in ship combat its once per round, in narrative its mostly spammable.
Praetia if you fail your dodge test you will need to make a pinning test- even though the bullet did not do any damage its still unnerving to be shot at. A pinning test is a -20 willpower test; on a success you may act normally, on a failure you are pinned (p248). Your considered to already be in cover as you are partially behind the barricade.

Jerol Soeul |

Seeing the pistol wielders at the back, Jerol decides his gun would be better suited for taking them apart, leaving the onrush of mutants for the flamer of Praetia.
He levels his gun, taking a brief moment to aim, and lets loose a shot.
I'm aiming at the guy that's at the bottom left of the map
Same as before, so under 99 to hit
1d100 ⇒ 88
In the left leg. That's 1 degree of success so no bonus damage for me, just 1d10 + 4
1d10 + 4 ⇒ (8) + 4 = 12
Jerol is slightly unnerved by the mutants closing in on him. He should have been better due to his extensive training, but at the last second he twitched, sending the shot into his foe's left leg.

Havelock Iacton |

Havelock once more levels his bolter at the mutants, his voice rising in anger, echoing in the life support chamber.
"This holy place shall be cleansed in your blood, your pain shall purify it and your death shall serve as recompense for your sinful acts. For the Omnisiah!"
Havelock will fire at the group of mutants closest to the barricade, starting from the left
Full auto fire at close range (BS40+20+10)1d100 ⇒ 49
That's two levels of success, he will apply one to each of the front mutants and one to the leftmost in the next row.
Attack one, leg:
Damage roll:2d10 + 5 ⇒ (10, 7) + 5 = 22
Righteous fury:1d100 ⇒ 28
Extra damage:2d10 + 5 ⇒ (7, 3) + 5 = 15
Damage: 27
Attack two, leg:
Damage roll:2d10 + 5 ⇒ (7, 8) + 5 = 20
Damage: 13
Attack three, body:
Damage roll:2d10 + 5 ⇒ (4, 1) + 5 = 10
Damage: 9

DM Alexander Kilcoyne |

Thanks for specifying locations etc. in detail guys, it saves me a lot of work. Just another FYI for Minerva; remember Bolt Pistols have a semi-auto function if you wanted to semi-auto. An FYI for everyone in case it wasn't obvious; you can only score as many hits as ammo you expend, so in the example of a semi-auto bolt pistol you can only score two hits even if you get the degrees to score more. Another- a shot always misses on a roll of 96-100, and also will jam by default. One more- when you use semi-auto, you can move a number of metres up to your agility bonus while firing, its an obscure rule but can be very useful sometimes especially when falling back.

Jerol Soeul |

Thanks for specifying locations etc. in detail guys, it saves me a lot of work. Just another FYI for Minerva; remember Bolt Pistols have a semi-auto function if you wanted to semi-auto. An FYI for everyone in case it wasn't obvious; you can only score as many hits as ammo you expend, so in the example of a semi-auto bolt pistol you can only score two hits even if you get the degrees to score more. Another- a shot always misses on a roll of 96-100, and also will jam by default. One more- when you use semi-auto, you can move a number of metres up to your agility bonus while firing, its an obscure rule but can be very useful sometimes especially when falling back.
Is it possible to also do this move while doing a single shot? If so could I edit my post retroactively so I moved backwards 1 metre?

Praetia |

I didn't fail, I took a hit for the captain!
Praetia sees stubbers aimed at Demetrius and throws herself in in the line of fire, taking a hit square to the chest. Her fortitude and the blessed flak armor absorb the force of the blow.
Failed, I believe Nerves of Steel allows me to re-roll
WP-20=361d100 ⇒ 64
[ooc]Still failed
Reeling from the impact, she stumbles, hesitates for a moment, and then falls back behind the barricade in a panic.
Pinned means I can only take 1/2 actions correct? Does falling back behind the barricade take up my half action for the next round?

Minerva Cymbry |

Minerva squeezes the trigger of her bolt-pistol as the mutants draw closer, her face expressionless except for clear lines of sweat dripping from her brow and tightly clenched teeth. The gun kicks wickedly in her hand sending two bolts towards the mutants...
Semi-auto at whichever 2 mutants are closest:
Semi-auto: BS:53 (thanks)
Close-range: +10
Semi-auto: +10
Constantine Bonus: +10
TOTAL: 83
1d100 ⇒ 18
Location 1: Right Leg
Damage 1: 2d10 + 7 ⇒ (4, 3) + 7 = 14 = 11 Damage
Location 2: Right Leg
Damage 2: 2d10 + 7 ⇒ (3, 5) + 7 = 15 = 12 Damage

Hand 13 |

Hand seeing the Mutants charge forward, lowers his aim to start to skip the bullets just in front of their feet to try and break up their charge.
Suppressing Fire +10 for short range 35 +10 -20 hard to hit someone = 25 1d100 ⇒ 1
This is two levels of success which is two bullet strikes. Place on two targets.
1st bullet is head, Pen 3 1d10 + 2 ⇒ (2) + 2 = 4
2nd bullet is head, Pen 3 1d10 + 2 ⇒ (4) + 2 = 6
[ooc]Charging mutants need to take a Hard (-20) Pinning test.
The mutants charge heedless of the warning and find two of their number with fresh holes in their skulls.

Lion Rogal Guilliman Benetek |

'Burn by the light of the Emperor, scum!'
Hellpistol firing semi auto at short range +20 1d100 ⇒ 71
Lion fires ineffectual again for total 4 shots used and Hand has used 12 shots total.
While Hand fires into the heads of the Mutants, Lion fires again too high and right. It is a good thing he has a bodyguard or he'd soon die on the battlefield.

DM Alexander Kilcoyne |

Pinned means I can only take 1/2 actions correct? Does falling back behind the barricade take up my half action for the next round?
Please ignore the pinning etc. as I just realised it ONLY applies for suppressing fire. You can take your full action as you please. Minerva the mutants are acting before you so its possible you won't get that semi-auto off. I will update the map etc. just after the mutants turn so you and Constantine can make informed decisions. Will update after Praetia's action.

Praetia |

Bump. I'll have Praetia bathe the closest mutant pack in flames if I don't see a post tomorrow when I update :).
Praetia composes herself and climbs back onto the barricade.
'"Regard its function as your only duty..."'She aims at the pack of mutants about to climb the barricade.
'"...you live only to bring cleansing fire."'
And again pulls the lever to wash them in flames.

DM Alexander Kilcoyne |

Hand's fully automatic pistol's suppressing fire has the mutant's cursing in some foul tongue, two of them wounded by the gunfire. The weak-willed mutants all cower from the gunfire, pinned down with the exception of one braver, wounded mutant. Lion's powerful Hellpistol again misses the many targets in front of him, Lion's fatigue clearly telling.
1d100 ⇒ 94 Fail
1d100 ⇒ 13 Fail
1d100 ⇒ 52 Fail
1d100 ⇒ 23 Fail
1d100 ⇒ 93 Fail
1d100 ⇒ 96 Fail
1d100 ⇒ 16 Pass
1d100 ⇒ 56 Fail
1d100 ⇒ 49 Fail
1d100 ⇒ 62 Fail
Don't know if your counting your fatigue into these rolls, but your at a -10 penalty on all tests, and if you accumulate fatigue equal to your TB you pass out IIRC.
Dodge test vs Jerol-
1d100 ⇒ 16 JUST fails.
Jerol's shot slams into one of the gunners legs, severely wounding the man but not dropping him. The ganger winces, then levels his stub gun to fire at his attacker momentarily.
Havelock's full auto-burst is devestating to its victims- the victim of the leg shot screams as his life is snuffed out; the leg explodes in an eruption of blood, killing the target immediately and sending fragments of bone and clothing hurtling off in all directions. Mutants within 2M take 1d10 + 2 ⇒ (3) + 2 = 5 Impact damage! Havelock's next victim suffers from another nasty fate- the explosion reduces the targets leg into a hunk of smoking meat. Toughness test or die-1d100 ⇒ 1. Incredibly, the mutant does not immediately die; but is likely to die from blood loss in a matter of moments. The third bolt that hits explodes in the chest of another mutant, wounding him severely but not killing him..
Then Praetia unleashes her flamer at close range, bathing the survivors in flame. Three of the mutants manage to leap out of the area towards the barricade just in time to evade the flames, but the others are bathed in promethium- including the mutant that was already on fire. The flames utterly bathe the slower three in flames, leaving only blackened corpses in Praetia's wake.
1d100 ⇒ 72
1d100 ⇒ 8
1d100 ⇒ 34
1d100 ⇒ 18
1d100 ⇒ 54
1d100 ⇒ 63
The three pinned survivors of the flames crouch against the barricade, disappearing from sight from all of you except Praetia. One mutant is close enough to charge at Praetia with an improvised club, narrowly missing her but managing to force her into a melee situation where she is not able to bring her flamer to bear.
1d100 ⇒ 41 Miss vs Praetia.
With a shout from the wounded ganger, all four focus their fire upon the skilled marksman Jerol, aiming and firing at him. Three shots are true, but all hit the wooden barricade Jerol is taking cover behind. His guard flak armour soaks the two bullets, most of their power already robbed by the wooden barricade- which is taking noticeable punishment where Jerol is stood.
1d100 ⇒ 9 Hit left leg.
1d10 + 3 ⇒ (4) + 3 = 7
1d100 ⇒ 29 Hit left leg.
1d10 + 3 ⇒ (2) + 3 = 5
1d100 ⇒ 76 Miss
1d100 ⇒ 6 Hit body.
1d10 + 3 ⇒ (1) + 3 = 4
The cover is AP4, so two bullets pass through it and strike Jerol in the legs- soaked by armour. Jerol, guard flak armour is AP4 in all locations (AP5 VS Blast eg. grenades) please make a note of it on your profile! Only takes a few moments.
The mutants who were set aflame by Praetia previously carry on running and screaming around the room, eventually collapsing from their still flaming wounds. Eight more mutants pour into the entryway of the room, and two more gang scum take position alongside their fellows, stub pistols ready. Your attention is grabbed by the hulking abomination that is flanked by the newly arrived mutants like some kind of honour guard. A true mutant abomination, the creature is massive in comparison to the mutants alongside it, towering over them. The abomination seems to be half snake and half man, mutated beyond recognition into some kind of snake-like monstrosity- covered in the stigma of Chaos and clearly having given himself over fully to some ruinous power. The snake-man-mutant drags a massive, primitive looking two handed sword along the floor, more than twice the size of the melee weapons your party favours.
In case it comes up, mounting the barricade or moving off of it is a half-action, shooting the snake mutant is at +10 as it is hulking sized, switching weapons etc. is a ready action which is a half action, and disengaging from melee is a full action that allows you to escape melee and take a single move action (3 metres for most of you, dependent on your agility bonus. See page 265 and make a note of it please).
Map Update-LINK
Minerva and Thale are up!
Edited the map, but its purely a cosmetic change...

Minerva Cymbry |

OK,... so i'm not exactly sure how this is going to work but:....
Minerva steps up onto the barricade, and Shoots downward at the mutant confronting Praetia with the boltpitsol in her right hand, Her forearm powerblade held out behind her, ready to parry any incoming strike.
Half-action to mount barricade, single shot at mutant (53 BS, +10(Higher Ground), +10(outnumbered 2 to 1) +10 (bonus from RT) = TARGET 83
1d100 ⇒ 27
made by 6 steps,
The shot streaks into the mutant's Right Leg
damage: 2d10 + 7 ⇒ (2, 9) + 7 = 18 = 16 Damage

Thale Demetrius |

"Minerva, Praetia, keep these beasts back ma'dears! The rest of you with me, let's take this beast down!"
Giving bonus to Minerva again.
Thale aims his plasma pistol at the massive mutant lumbering towards them with no intention of letting it breach the barricade. The weapon hums as it discharges two bolts of deadly plasma at the mutant.
Semi-auto fire at giant. (BS 37, +10 (Hulking enemy), +10(Semi-auto fire) = Target 57
1d100 ⇒ 23
Made by three steps, hits left arm
1st shot damage: 1d10 + 6 ⇒ (9) + 6 = 15
2nd shot damage: 1d10 + 6 ⇒ (2) + 6 = 8
23 damage total, pen of 6

Hand 13 |

Hand falls for a common problem of combat. He becomes locked on the threat he can see rather than the threat that he can't see.
The mutants closest to the barrier in front of him have been bathed in cleansing fire and he can see no other mutants in front of him.
The extremely large and hideous abomination looms large in his sights and he just raises his fire to continue to spray it at the mutants to drive them back.
Directing Suppressing fire at the new guard of mutants and their central leader.
Suppressing Fire and Short Range so 25 to get any bullet strikes beside the Suppressing Fire. 1d100 ⇒ 13
That gets one bullet hit. Pen 3
Bullet on a mutant guard in the Body. 1d10 + 2 ⇒ (2) + 2 = 4
Hard (-20) pinning test for the group of guard mutants.
Hand's gun runs dry having fired the full clip of 18 bullets.
The shots streak towards the mutant scum and catches one in the chest.
With the last of bullets firing from the autopistol the chamber finally slams down on an empty clip.
Hand is glad that he has his shock glove and laser should he need it before he has time to reload.

Lion Rogal Guilliman Benetek |

Lion debates whether he should call upon the Lidless stare or continue to fire his Hell laser at the mob of mutants. If he uses the stare then he will likely collapse unconscious from the strain and possibly never awaken.
No the stare was a last desperate option. The line was still holding. They only needed to more firmly show their Imperial resolve to send the Pirate scum away.
Lion, having failed to hit with his rapid firing decides to focus as Thale has commanded on the Abomination at the centre of the line. One focused aimed shot.
'Burn the Heretics! Cleanse the ship of their filth!'
Aim, half action, at big abomination and fire with Hellpistol one shot.
Shooting +10 Aim, -10 Fat, +10 Short Range +10 Size = 35 +10 = 55 1d100 ⇒ 38
Hit in the Right Leg. Pen 7 1d10 + 4 ⇒ (10) + 4 = 14
Righteous Fury test 1d100 ⇒ 99
That is a big negative on the Righteous Fury. Still 14 dam with Pen 7 should do something.
Ammunition used is 5 (RT errata correction is double this amount for Storm Laser Weapons like the Hell pistol) is 10 charges of 40 charge power pack used.
Taking time to aim pays off as Lion manages to hit the large abomination in the leg with the high powered Hell pistol.

Havelock Iacton |

Havelock nods grimly, aknowleding the order to take down the large mutant. In his mind it seems logical, kill such a brute and break the morale of the rest, after the devastation of bolts, plasma, laser and fire it must already be on the breaking point anyway.
"This is the end for them, if they send in the old guard they must be all but done..."
Full auto fire at the abomination (40+20+10+10)
1d100 ⇒ 34
4 degrees of succes, all assigned to the abomination.
Attack one, body
Damage roll:2d10 + 5 ⇒ (2, 4) + 5 = 11
Damage: 9
Attack two, body:
Damage roll:2d10 + 5 ⇒ (7, 5) + 5 = 17
Damage: 12
Attack three, arm:
Damage roll:2d10 + 5 ⇒ (7, 9) + 5 = 21
Damage: 14
Attack four, arm:
Damage roll:2d10 + 5 ⇒ (2, 4) + 5 = 11
Damage: 9

Jerol Soeul |

The sound of combat whirls around Jerol, screams of mutants and humans alike fill the air.
While preparing to take aim at the gunners again, he see's the giant mutant round the corner.
"Well that aint good
he whispered to himself before drawing a bead on the giant abomination and squeezing the trigger.
Same as before except he's giant so another +10, that makes it under 109 to hit
1d100 ⇒ 58
Thats 5 degrees of success which gives me the 2d10 bonus damage in the right leg
3d10 + 4 ⇒ (10, 2, 7) + 4 = 23
I got a 10 so roll for righteous fury!
1d100 ⇒ 75
bah

DM Alexander Kilcoyne |

Not too far off Minerva :). As the mutant is within two metres you got a +30 point blank bonus rather than short range. No outnumbering bonus as that strictly applies to melee.
1d100 ⇒ 86 Dodge fail.
Minerva fires her bolt pistol at the unwounded mutant attacking Praetia. The force of the bolt explosion sends the mutant staggering back one metre.
The snake creature is far more agile than its fellow mutants, but your fearless leader's plasma slams into the beast. The plasma burns and wounds the snake creature, but it remains standing.
1d100 ⇒ 90 Dodge fail.
Hand fires another burst of suppressive fire, but the mutants seem to draw resolve from their huge ally and it has noticeably less effect than previous suppressing fires. Still, several mutants look ready to bolt back into cover in the corridors.
1d100 ⇒ 71 Fail
1d100 ⇒ 53 Fail
1d100 ⇒ 39 Pass
1d100 ⇒ 77 Fail
1d100 ⇒ 70 Fail
1d100 ⇒ 99 Fail
1d100 ⇒ 18 Pass
1d100 ⇒ 25 Pass
1d100 ⇒ 28 Pass
Lion's hellpistol melts away the flesh on the abomination's leg- causing the huge reature to take one level of fatigue. Beneath the skin, maggot-ridden filth and burrowing, disgusting flesh creatures lie in place of blood and organs. There is something deeply wrong with this, and it stirs a primal fear in all of the defenders at the barricade...
Round 3-
Initiative-
Hand (acted)- 13
Lion (acted)- 12
Jerol- 12
Havelock- 12
Praetia- 7
Mutants- 6
Minerva- 6
Constantine- 6
Lion has dealt critical damage to the abomination, and with its Corrupted Flesh mutation this causes it to gain Fear 2 for the round. Before I update further everyone must test against Fear 2. This is a -10 Willpower test. On a failure, you must roll on Table 10-4 The Shock Table, adding +10 to the roll for every degree of failure accumulated on the original willpower test. Resistance (Fear) makes the WP test a flat roll.

Thale Demetrius |

WP-10=20 1d100 ⇒ 29
Shock table roll 1d100 ⇒ 62 1d5 ⇒ 5 -10 to actions for encounter, frozen in fear and gains 5 insanity points. Could be worse Jerol :P
Thale's face blanches and his hand falls, the pistol pointng harmlessly at the floor, he stares at the horrific sight before him, his mind unprepared for the foul sight and he goes still, unable to think or feel anything but all consuming fear.

DM Alexander Kilcoyne |

Despite his face blanching pale with fear, Jerol's satisfaction is clear as he puts a Long-Las shot directly into the centre of the wound Lion opened. In a terrifying display of power,the leg immolates and fire consumes the target completely. The abomination dies in a matter of agonising seconds.
Still need the Fear tests from everyone, will update as they roll in.
Edit: Thale you get a WP test at the start of your next action to shake it off. Or you could fate point the shock roll...

DM Alexander Kilcoyne |

Btw Havelock you might want to look at Logis Implant as your not using your reactions for Dodges or Parries at the moment anyway. Going to assume you spread your fire now the big thing's down.
Havelock's full auto bolter fire sprays from left to right, severely wounding three of the mutant guards. The machine-like man shows no sign of being affected by the foul Chaos sight.
Praetia is up, assuming she makes her WP.
Map Update-Link

Havelock Iacton |

Aw bugger me! I missread it last time and thought you automaticly got fatigue from using it, so I was saving it to the end of the fight, but now that you reminded me I see I can avoid the fatigue by a toughness test! I guess I can be a little more active with it then, thanks AK.

Praetia |

I spend another Fate Point to avoid making this test, it looks like failure would be Very Bad.
Praetia sees putrescent innards spill out from cavity made by Lion's hellpistol blast. She suppresses her bile and hoses the two mutants in front of her with the flamer.
She then drops the flamer on the barricade and readies her chainsword with a smile. 'It has been too long since I smote a heretic with my own hands. Emperor, give me strength!'

DM Alexander Kilcoyne |

Still need Minerva and Hand/Lion to make the fear test.
1d100 ⇒ 87
1d100 ⇒ 61
1d100 ⇒ 16
1d100 ⇒ 99
1d100 ⇒ 45
The flames lick over both mutants, too slow to evade them despite Praetia's limited training with the weapon. The already wounded mutant is knocked unconcious and stunned by the flames, but manages to not catch aflame. The other mutant is not so fortunate- immolated by the blast. He loses his nerve and runs screaming across the room into the pile of skeletons; obviously hoping rolling around in the remains will put out the fire. Sadly, he is mistaken.
1d100 ⇒ 41 Pass
1d100 ⇒ 52 Pass
1d100 ⇒ 5 Pass
Several of the mutants suppressed by Hand disappear out of sight, diving back into the side corridors where even now more mutants pour into the room. The three cowering by the barricades gather their nerves as no one shot them while they were pinned-
Just realised the mutant's update is heavily dependent on Minerva, Hand and Lion's fear test results so i'll wait for these to be made before I finish updating the mutants.