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

Game Master Alexander Kilcoyne


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WP test:
WP: 38 - 10 - 10(already scared) = 18 1d100 ⇒ 67

Failed by 5 steps (yikes)

1d100 + 50 ⇒ (18) + 50 = 68 : The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character gains 1d5 Insanity Points

1d5 ⇒ 3

Minerva stares in horror at the grizly display of the creatures inards writhing and washing over the floor of the chamber. Staring at the abomination in shock she seems frozen in horror.


Your Humble Narrator

What is the second -10 for? Also remember you can use Thale's +10% bonus on this roll if you wish; especially as its the only roll you'll make this turn if you can't take other actions.

Edit: Figured it out- i'd still say use the +10 bonus from Thale to lessen the effect down to the next category.

This combats getting interesting now... *evil grin*.


DM wrote:
What is the second -10 for? Also remember you can use Thale's +10% bonus on this roll if you wish; especially as its the only roll you'll make this turn if you can't take other actions.

I'm at -10 to WP because of the last fear test i failed earlier :(

however i will take the +10% which changes the effect to:

Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point.


Male Feral Homeworld Sell-Steel Assassin

Hand fear test:

WP check -10 = 25 1d100 ⇒ 70

Rolled 70 which is 4 degrees or +40 to the roll on shock table 1d100 + 40 ⇒ (90) + 40 = 130

130! Oh this can't be good, let's see. Vomiting uncontrollably and Insanity on top of it. Awesome!!

Vomiting for 1d5 ⇒ 1

Insanity points 1d5 ⇒ 2

Vomiting 1 round and 2 more IP for a total of 7 insanity points. It could be far worse.

Hand see pure corruption and he begins to heave uncontrolably in his vac suit. The front of his Vac Suit visor disappears in a yellowy green bile as he doubles over unable to do anything.


Lion fear test:

WP check -10 = 26 1d100 ⇒ 69

Rolled a 69 which is 4 degrees or +40 on the shock table 1d100 + 40 ⇒ (53) + 40 = 93

Panic and flee source of fear or take 1/2 actions and -20. Good thing it is dead, dead, dead.

Insanity points 1d5 ⇒ 4

That is 4 points for a new total IP of 5.

Lion doesn't collapse like his bodyguard but he feels the unwholesome corruption of the creature and gives praise at it's destruction.


Hand 13 wrote:

** spoiler omitted **

Hand see pure corruption and he begins to heave uncontrolably in his vac suit. The front of his Vac Suit visor disappears in a yellowy green bile as he doubles over unable to do anything.

Despite the onrush of mutants, Jerol still manages to make time to shake his head at the sheer lack of will that Hand has, what a rookie, he should definitely go back home and leave the exploring for the real explorers.

I just had to post a response for that spectacular failure :p. Some terrifically terrible dice rolling there!


Your Humble Narrator

Having gathered their courage, the three formerly pinned mutants surge up the barricade and each attempt to grab a victim- Jerol, Lion and Hand are the ones directly in front of them, so each attempts to latch onto their victim. Their clumsy efforts do not yield any success with Jerol and Lion, but in Hand's state he can't fend off the mutant who begins to wrestle him off the barricade...

VS Hand-
1d100 ⇒ 72 Pass (only from Hand's helpless state...)

VS Lion-
1d100 ⇒ 84 Fail

VS Jerol-
1d100 ⇒ 97 Fail

Jerol and Lion you count as in melee but your not grappled. Hand is grappled, but seeing as hes not getting his action next round he won't be able to do anything much to stop the mutant.

Another mutant moves into melee with Minerva, attempting to initiate a grapple with her, but she easily fends the attempt off. A second mutant also attempts to grab hold of the bodyguard but despite the two to one advantage gets nowhere.

VS Minerva-
1d100 ⇒ 85 Fail

VS Minerva-
1d100 ⇒ 89 Fail

Minerva is also in melee.

Another mutant surges up onto the barricade, perhaps wise to the fact that Havelock is wearing no armour underneath the void suit. The improvised club gets caught on a part of the barricade near Havelock's skull, doing him no harm.

1d100 ⇒ 74

Havelock is now in melee.

The last of the closest mutants spots Thale freezing in place and grabs him...

VS Thale-
1d100 ⇒ 5 Success

Thale normally you'd get a dodge attempt but being frozen in place, you can take no actions and i'm ruling that includes reactions. See page 240 for grapple rules assuming you manage to 'snap out of it' this turn.

The five pistol armed scum start to slowly advance into the arm- all taking shots at Praetia, the only clear shot they currently have. Despite the hail of bullets firing towards her, the missionary stands tall and proud, a single bullet glancing harmlessly off the arm holding her chainsword. Even as they slowly advance into the chamber, more mutants and a pair of scum pour into the entryway- perhaps Havelock was mistaken when he thought their numbers were dwindling...

Shots VS Praetia-

1d100 ⇒ 79 Miss
1d100 ⇒ 2 Hit, right arm
1d10 + 3 ⇒ (1) + 3 = 4
1d100 ⇒ 92 Miss
1d100 ⇒ 80 Miss
1d100 ⇒ 96 Miss

Initiative Reminder, Round 3-

Hand (acted)- 13
Lion (acted)- 12
Jerol (acted)- 12
Havelock (acted)- 12
Praetia (acted)- 7
Mutants (acted)- 6
Minerva- 6
Thale- 6

Map (overview)-Link

Map (close up barricade)-Link

Time to see our heroes in a melee tutorial ;). Minerva and Thale your up, assuming you snap out of it. A few quick options (but you should check the 'playing the game' chapter to see them quickly)- All out Attack; +20%WS on your attack, but you give up your Dodge or Parry. Aim + attack- two half actions, +10% to hit. A note for all- you add your SB (strength bonus, first digit of your strength) to every attack in melee, in addition to the damage of the weapon.

Edit: IIRC, you can also use a pistols in a melee (without adding strength to damage obviously, and no all out attack), substituting WS for BS. You also do not gain any range bonuses when firing in this manner.

2nd Edit: Edited the close up map to correctly show Hand is grappled.


Cowering back in fear Minerva nevertheless swings one of her Bolt pitols at the Mutant in front of her,...

Attack:

BS: 53 +10 -10 = 53 1d100 ⇒ 55 If Praetia is not also in Melee with the mutant. If she is then +10 more

...however the shot streaks past the mutant and slams into the floor of the chamber. (If Praetia not in melee)

...the shot hits, exploding in the mutant's chest

damage: 2d10 + 7 ⇒ (9, 5) + 7 = 21 = 16 damage to the body
(If Praetia is in melee)


WP test to recover. Target 30 1d100 ⇒ 54

Thale's higher mind seems to have completely shut down and he's trapped like a rabbit in headlights as one of the mutants tries to drag him from the barricade, the crew's fearless leader fallen to the horror of the situation and the aura of Chaos that filled the air.


Male Feral Homeworld Sell-Steel Assassin

'Get it off me! Get it off me!'

Vomit and Scream:

This is the one round that Hand had to spend taking no action. Next round he gets a half action. Hand has dropped his autogun and the blind grenade (pin still in it; so, no worries on detonation). It is a good thing he has a back-up weapon and he can't drop his shock glove.


Your Humble Narrator
Minerva Cymbry wrote:

Cowering back in fear Minerva nevertheless swings one of her Bolt pitols at the Mutant in front of her,...

1d100 ⇒ 75

The bolt slams into the mutant, and he is blown backwards 1d5 ⇒ 5 metres, landing with a crunch onto the hard metal ground of the life support chamber.

He has taken 5 levels of fatigue and is instantly knocked out, so I have removed him from the map.

Round 4-

Initiative-

Hand (acted)- 13
Lion- 12
Jerol- 12
Havelock- 12
Praetia- 7
Mutants- 6
Minerva- 6
Thale- 6

Not enough has changed yet to make it worth uploading new maps.


As the mutant leaps for Jerol, he deftly steps aside leaving the mutant to grapple thin air. While the mutant is still landing he drops his long las and in a blur of movement draws his power sword.

He roars as his pure hatred for this creature over comes him and he swings his power sword wildly.

Power sword:

Ok so my Ws is 29, + 20 for an all out attack, +10 for a hatred of mutants, -10 for being scared. That's under 49.

1d100 ⇒ 79

Jerol attacks too wildly and the mutant jumps out of the way of his repeated attacks. Due to the violence of the swings, Jerol was now off balance, he grimaced in preparation for the mutants counter attack he wouldn't be able to fend off.


'Do your Duty! Remember your Oath!' shouts Lion at his bodyguard who is doing a lousy job of protecting him from the mutant scum. He was sure that someone in the family had set him up.

Maybe this was the plan of the Inquisitors all along. Send him to some mutant scum infested bit of space to become corrupted and die.

Snap Out of it Test:

WP test 36 1d100 ⇒ 64

A 64 will not cut it so going to attempt a fate point re-roll.

Re-roll WP test 1d100 ⇒ 72

Fate Points 2/3 remaining for re-rolls

Lion squeezes a panic shot off at the mutant.

fire on Mutant:

Attempting to blast with Hellpistol 1d100 ⇒ 48

Not surprisingly the attempt fails with a -20


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

While unwilling to release his trusty bolter, Havelock realises he must finish of the mutant fast so he can continue to gun down the never-ending stream of heretics.

"You will not lay a hand on one of his servants you vile thing!

Havelock drops the bolter and readies his power axe, he then attempts to use his implant to predict the best way to strike at the hearten scum.

Attack:

Toughness test:1d100 ⇒ 93
Standard Melee Attack (36+10-10):1d100 ⇒ 81
Re-roll:1d100 ⇒ 9
Damage Roll:1d10 + 7 + 3 ⇒ (2) + 7 + 3 = 12

The attack strikes true, but Havelock still stumble a little as the strain of his implant makes his weak flesh protest with the exertion.


Your Humble Narrator

Havelock's axe cuts deeply into his assailant, but the blow is not enough to finish the mutant off in a single blow.


Seeing Minerva recoiling in terror, Praetia comes to her aid and swings her blessed chainsword at the mutant.

Chainsword attack:
WS(38)+Hatred of heretic cultists(10)? +craftsmanship(10)=58 1d100 ⇒ 45

The hit lands. Damage=1d10 + 7 + 3 ⇒ (9) + 7 + 3 = 19
I don't have my book handy, so please roll for location if I don't get back to edit this post in time.

She uses the momentum of her swing to her advantage and readies to fend off the attacks from the mutant horde.


Praetia wrote:

Seeing Minerva recoiling in terror, Praetia comes to her aid and swings her blessed chainsword at the mutant.

** spoiler omitted **

She uses the momentum of her swing to her advantage and readies to fend off the attacks from the mutant horde.

You hit the body if i'm not mistaken. Havn't looked it up so feel free to correct me if im wrong


Your Humble Narrator

Location is the to hit roll reversed as always, so 54= the body. I'm not following your bonuses on the damage but the important thing is the rolls are there :). Best Craft Chainsword= 1d10+3 (+1 from best crafts), +3 from Praetia's strength for a total of 1d10+6. Still a very nice 15 damage! I'll give you the Hatred (Heretics), as these mutants are certainly ALSO mutants...

1d100 ⇒ 98 Total Dodgefail!

The mutant sees Praetia raise her chainsword and attempts to cunningly dodge the chainsword by leaping at Praetia unexpectedly. The blessed blade whirs and grinds through the mutant's flesh as Praetia quickly changes the blade's direction, cutting deeply into the mutant's flesh.

Hes still standing, but in horrible condition. Most of these mutants were fresh.

The mutant Praetis and Minerva are engaging raises its club to smash into the missionary, but his complete lack of aptitude in melee is apparent next to Praetia's prowess. Two more mutants charge in to overwhelm the resilient warrior. Despite their large numerical advantage, Praetia is never in any real danger from their inept swings.

1d100 ⇒ 69 Miss VS Praetia.
1d100 ⇒ 98 Miss VS Praetia.
1d100 ⇒ 98 Miss VS Praetia.

The mutants clinging onto Hand and Thale maintain the holds on their foes and attempt to drag them off the barricade and towards the advancing mutants. Both Thale and Hand are overpowered and dragged three metres off the barricade and towards the room's entryway, still grappled. Hand is visibly wincing under the beratement of Lion, although its hard to tell through the vomit.

This is resolved via opposed strength tests- I will roll for Thale and Hand, but if you want a re-roll let me know Thale.

VS Hand-
1d100 ⇒ 82 Hand failure by many degrees
1d100 ⇒ 6 Mutant passes with many degrees

VS Thale-
1d100 ⇒ 96 Thale fails by many degrees
1d100 ⇒ 44 Mutant just passes.

Your in the same boat as before, still grappled but your position has shifted.

Jerol, Lion and Havelock remain locked in melee combat, their assailants trying to club them into submission. The mutants fail to line up any blows on Lion or Havelock, but Jerol is struck in the leg. The force behind the frenzying mutant's blow is significant, but the primitive weapon's effect is mostly negated by Jerol's flak armour.

VS Jerol-
1d100 ⇒ 18 Hit, Right Leg.
1d10 + 5 ⇒ (7) + 5 = 12

VS Havelock-
1d100 ⇒ 59 Miss

VS Lion
1d100 ⇒ 70 Miss

Now within short range of Hand and Thale and with their victims having no chance to dodge their bullets, the five pistol wielding scum fire their stub revolvers at the pair, three targeting Hand and one targeting Thale. Despite the pair being unable to Dodge, firing into an active grapple is difficult and Thale is narrowly missed by both bullets, while two strike Hand, piercing his void suit and only partially stopped by his flak armour. The bodyguard seems to have plenty of fight left in him however.

VS Hand-
1d100 ⇒ 12 Hit, left arm.
1d10 + 3 ⇒ (10) + 3 = 13 Damage is 5 points after soak.
1d100 ⇒ 43 Miss due to -20 firing into melee
1d100 ⇒ 9 Hit, left leg.
1d10 + 3 ⇒ (7) + 3 = 10 Damage is 2 points after soak.

Good thing NPC's can't righteous fury!

VS Thale-
1d100 ⇒ 30 Miss due to -20 firing into melee
1d100 ⇒ 38 Miss due to -20 firing into melee

The other pair of gunslingers march into the room ahead of their fellows but do not yet fire. The fresh swarm of mutants run to surround Thale and Hand. The five mutants initially pinned by Lion re-emerge, advancing more cautiously and flanking the gunners, leaving them clear shots.

Pinning Recovery Rolls:

1d100 ⇒ 23
1d100 ⇒ 38
1d100 ⇒ 18
1d100 ⇒ 33
1d100 ⇒ 5

Three more mutants traverse the entryway- two rank and file mutants escorting a massive, hulking brute, with black eyes, huge muscles and holding a massive hammer. The creature is actually fairly human in nature, if you ignore the mutant's hideous size and black eyes.

Map Update (Overall)-Link

Map Update (Close Up)-Link

Minerva and Thale stil to act this round.


I failed my WP test to snap out of it, I can't act this round.


Your Humble Narrator
Thale Demetrius wrote:
I failed my WP test to snap out of it, I can't act this round.

You failed last rounds (Round 3)- you get to try again this round. Theres been a whole init cycle since your last roll.


I demand a dodge test!

Jerol see's the mutants club swinging at his leg, he tries to jump out of the way.

I have dodge trained so I roll under my agi at -10 due to fear. So under 35

1d100 ⇒ 57

Unfortunately Jerol moves too slowly and the club impacts into his leg, however his armour absorbs most of the damage and he only takes some minor bruising to the leg. It still hurt though.

I have taken 1 damage (double armour due to primative weapons so 8 plus 3 for toughness, thats 11 damage absorption)


Male Feral Homeworld Sell-Steel Assassin

Hand is dragged off by the mutants while he feels the pounding of their clubs on his body. He is jarred out of his vomited revulsion.

recorded damage:

Recorded damage on wound section of Lion's sheet. Hand is 11/18 wounds having taken 7 wounds in the two hits.


Minerva looks on, horrified as the mutants drag her master away from her protection, swinging her bolt-pitol towards the mutant between her and her master she shoots,...

attack:

BS: 53 +10 -10 = 53 1d100 ⇒ 94

... but her wild shot streaks past the vile figure.


DM Alexander Kilcoyne wrote:

Location is the to hit roll reversed as always, so 54= the body. I'm not following your bonuses on the damage but the important thing is the rolls are there :). Best Craft Chainsword= 1d10+3 (+1 from best crafts), +3 from Praetia's strength for a total of 1d10+6. Still a very nice 15 damage! I'll give you the Hatred (Heretics), as these mutants are certainly ALSO mutants...

Err... Looking back at my char sheet, my profile is incorrect. It is a Good Craftsmanship Chainsword, so my to-hit number was 53. Although I still hit, the damage is one less, though. I've corrected my profile.


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 pants a little, eager to get rid of the mutant in front of him so that he may get back to using his bolter that now lies at his feet. Knowing he needs every edge in combat he once more tries to predict his opponent’s moves and swings with his crackling power axe.

Attack:

Toughness Test:1d100 ⇒ 81 failure, 2 levels of fatigue now.
Attack roll (36 +10 -10):1d100 ⇒ 33 Hit to body
Damage roll:1d10 + 7 + 3 ⇒ (3) + 7 + 3 = 13

Assuming the mutant goes down, Havelock will drop the power axe and retrieve his bolter again, assuming that would be a half action of course.


Male Feral Homeworld Sell-Steel Assassin

Hand recovers from the vomiting as he feels himself being attacked and dragged into the darkness.

His life hanging by a thread; so, he attempts to break free

Break free of grapple:

Hand is limited to 1/2 actions until the end of the encounter as a result of the shock test now that he has recovered from vomiting.

Opposed Strength check to Break Free Str 35 1d100 ⇒ 72

Failed by 3 levels. Here is hoping the mutant fails by 4 levels.


Lion tries to remember his training in the temples. The prayers and the meditation but all he can recall is that nice Chablis that the Bishop shared with him over that wild venison.

At least the locals had called it venison though Lion was sure that the creature was not of anything like earth stock.

Attempt Snap Out of it:

Attempting to snap out of it 1d100 ⇒ 83

Lion can't seem to focus as he happily dwells partially in the moment and partially in his happy place.

pistol shot:

Hell pistol shot 1d100 ⇒ 55

Still carrying a -20 till the shock clears; so, a clear miss

Ammunition is 14/40 fired.

The happy thoughts keep Lion from focusing on his aim as he almost without any will to live fires a shot wildly pass the body of the mutant and into the barrier.


WP check for recovery.1d100 ⇒ 41

Spending a fate point for a reroll. 1d100 ⇒ 60

Thale thrashes in the mutant's grasp, striking at it with fists in his panic but to no avail as it drags him even further from the barricade.


Your Humble Narrator

Poor Thale!

Minerva's shot goes far wide, and Thale makes no progress in mentally recovering from the horror he saw.

Just a note Minerva- you have to use WS to use a pistol in melee, but you still get your +10 for specialising in them.

Hand struggles to escape from the mutant dragging him towards the massive mutant- and although his struggles seem to be in vain, the mutant holding him slips on the blood on the floor, landing flat on his back. Hand can scarcely believe his luck. Lion fires another shot in his melee but misses again.

1d100 ⇒ 100 Epicfail! For the 100 the mutant will fall prone.

Round 5-

Initiative Recap-

Hand (acted)- 13
Lion (acted)- 12
Jerol (need an action)- 12
Havelock (action noted, waiting on Jerol)- 12
Praetia- (need an action) 7
Mutants- 6
Minerva- 6
Thale- 6


Hoping to encourage her companions to greater action, Praetia cries out as she assaults the mutant engaged with Minerva. 'Minerva, remember your duty to Thale! Lion, are you not born of a noble house? Havelock, the Omnisiah is watching!'

Chainsword attack:
WS(38)+5+10=53 1d100 ⇒ 98

Failure!

Praatia's feeble swing is easily avoided by the mutant.


His head clearing, Jerol realises that he should only be using his sword as a complete last resort, as he can hardly hold the thing properly.

Promptly dropping it, he takes a step backwards, wincing as the mutant lunges for him, and draws his bolt pistol. He takes a shot at the mutant.

In game terms, I drop my power sword, step back provoking a free attack and use quick draw to draw my bolt pistol. I then fire a single shot

Point blank +30 -10 for fear so bs +20 = 79

1d100 ⇒ 74

Thats a body hit. Roll for damage

1d10 + 5 ⇒ (5) + 5 = 10

1d10 + 5 ⇒ (7) + 5 = 12

Thats 12 damage to the mutants body


Your Humble Narrator

1d100 ⇒ 11 Hit
1d10 + 5 ⇒ (6) + 5 = 11 Damage to the right arm.

The mutant's club smacks into Jerols arm but doesn't do any real harm through the flak armour. Jerol's adversary is blown backwards 1d5 ⇒ 4 metres by his bolt shell and lands hard, falling unconcious.

Btw Havelock your axe is good craftsmanship giving you +5 to hit with it.

Just in front of him, Havelock's axe cuts open the mutants abdomen, causing his guts to fall out all over the barricade. With a look of sheer horror, the mutant dies from shock immediately.

1d100 ⇒ 6

I won't get time to update the muties, will do first thing tomorrow.


Your Humble Narrator

Hate people waiting on me so- speed update.

The growing swarm of mutants around Praetia lash out at her with their clubs- outnumbering her five to one. The mutants pay no heed to their defence, lashing out at Praetia in a frenzy, abandoning any effort to defence. The tough missionary is hit by all five of the mutants, but none of the blows truly wound the indomitable woman.

Outnumbering for +30, all out attack for +20...

1d100 ⇒ 79
1d10 + 5 ⇒ (2) + 5 = 7 Damage (remember its primitive, AP doubled VS.)
1d100 ⇒ 70
1d10 + 5 ⇒ (4) + 5 = 9 Damage (remember its primitive, AP doubled VS.)
1d100 ⇒ 14
1d10 + 5 ⇒ (1) + 5 = 6 Damage (remember its primitive, AP doubled VS.)
1d100 ⇒ 44
1d10 + 5 ⇒ (4) + 5 = 9 Damage (remember its primitive, AP doubled VS.)
1d100 ⇒ 68
1d10 + 5 ⇒ (6) + 5 = 11 Damage (remember its primitive, AP doubled VS.)

Thale is dragged another metre by his captor, and is split off from Hand, each man facing three mutants. Thale is attacked brutally, and Hand takes several blows...

1d100 ⇒ 43 Grapple Success

VS Thale-
1d100 ⇒ 15 Hit body
1d10 + 5 ⇒ (8) + 5 = 13 Thale takes 10 damage to the body unless he makes a dodge test...

1d100 ⇒ 97 Miss
1d10 + 5 ⇒ (5) + 5 = 10

VS Hand-
1d100 ⇒ 61 Hit
1d10 + 5 ⇒ (9) + 5 = 14 Damage

1d100 ⇒ 13 Hit
1d10 + 5 ⇒ (3) + 5 = 8 Damage

1d100 ⇒ 40 Hit
1d10 + 5 ⇒ (5) + 5 = 10 Damage

Smerg I trust you can figure out hit locations and Hand's total damage etc. i'm rushed for time sorry.

Sorry all, will update the scum with guns and the huge mutant as soon as I can tomorrow, ran out of time.


I'm going to be MIA tomorrow, so go ahead and have me hack'n'slash away at the nearest mutants. I'll go to Thale's aid if he is in a dire situation.


Male Feral Homeworld Sell-Steel Assassin

Hand damage:

Is this damage to Hand from Primitive weapons? It would change the damage previously assigned to Hand and the damage for this round.

1st hit location Right Arm 14 damage, AP 4, T 4, gives 8 vs modern or 12 vs primitive weapons. Wounds are either 6 or 2.

2nd hit location Left Arm 8 damage. Wounds are 0 or 0.

3rd hit location Head 10 damage. Wounds are 2 or 0.

Attempt dodge against 1st hit. Trained +10 = 45 1d100 ⇒ 78 = Fail


Thale yells in pain and struggles in the mutant's grasp, his battered mind trying to pull itself back together, but the growing fear he faces is just too much and he can't shake off the overwhelming fear and panic now gripping his soul.

WP check 1d100 ⇒ 39


Jerol drops his bolt pistol, his weapons now littering the ground around him. With mind blurring speed his whips up his long las from the floor, takes a quick survey of the battle field and lets off a shot at the mutant grappling Thale.

I got'cha capt'n He shouts as he pulls the trigger.

Single shot:

I would take a -20 for shooting into combat but I think Thale counts as helpless so I don't think I take that.

So that would be under 99 to hit but I have a minus 10 due to fear so under 89 to hit.

1d100 ⇒ 17

Thats in the right leg. And thats a lot of degrees of success so i get the bonus 2d10 damage

3d10 + 4 ⇒ (8, 6, 5) + 4 = 23

Jerol's shot strikes true and slams with extreme force into the mutants right leg.


Your Humble Narrator
Hand 13 wrote:
** spoiler omitted **

The wounds dealt by clubs to Hand this round are indeed primitive. The previous wounds are unchanged- as they were bullet wounds (he was shot along with Thale previously but they only hit Hand).

I believe Thale you are on one wound from that nasty blow.

Four of the gun-toting mutants step forward and spray fire at Hand, while the other three desperately fire at Praetia in the hope of finally wounding the warrior. Firing into the swirling melee proves difficult, and no hits are scored on either target. The mutants moving alongside the gunners continue to advance, and the giant mutant pauses behind the gunners, ready to charge into the melee next round.

VS Hand-

1d100 ⇒ 73 Miss
1d100 ⇒ 29 Miss
1d100 ⇒ 20 Miss
1d100 ⇒ 49 Miss

VS Praetia-
1d100 ⇒ 29 Miss
1d100 ⇒ 34 Miss
1d100 ⇒ 77 Miss

Round 5 Initiative Recap-

Hand (acted)- 13
Lion (acted)- 12
Jerol (acted, have next rounds action too)- 12
Havelock (acted)- 12
Praetia- (acted) 7
Mutants- 6 (acted)
Minerva- 6 (awaiting action- note your not in melee but firing into melee is at a -20 penalty; the closest mutants are at point blank range for +30 however...)
Thale- 6 (acted)

Map Update-

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 pants as he level the bolter for another busrt of full auto fire, he silently curses the weakness of his flesh at such a dangerous time. He also curses the fact that he cannot fully see the biggest treath and decides to eliminate some more of the scum. Idealy he would have liked to get rid of the mutants menacing his comrades, but he does not want to risk hitting them.

Full auto fire:

Havelok fires at the scum straight down the line after atempting to use his logis implant one more time.

Logis implant1d100 ⇒ 73Failure, 3 levels of fatiuge
Full auto fire (40+20+10-10):1d100 ⇒ 21
Three degrees of succes, one on the scum in front, and one each on the three scum behind him, they are all within two meters right?

Attack one: right arm, scum in front
Damage Roll:2d10 + 5 ⇒ (2, 2) + 5 = 9
Damage: 7

Attack two: right arm, left scum, back row
Damage Roll:2d10 + 5 ⇒ (9, 8) + 5 = 22
Damage: 14

Attack three: body, middle scum, back row
Damage Roll:2d10 + 5 ⇒ (8, 2) + 5 = 15
Damage: 13

Attack four: head, right scum, back row
Damage Roll:2d10 + 5 ⇒ (5, 4) + 5 = 14
Damage: 10


Your Humble Narrator

Note for Havelock- one more level of fatigue and you will pass out. Yup two squares= 2 metres. Need Minerva's action for Round 5 and then we'll be onto Round 6. Mutants have stopped pouring into the entryway now.


Minerva moves to her right and again fires at the mutant now in front of her.

BS: 53 +30 -20 -10 = 52 1d100 ⇒ 38
damage: 2d10 + 7 ⇒ (1, 7) + 7 = 15 = 14

The bolt viciously slams into the mutant's right leg.


Your Humble Narrator

Just checking- you know your bolt pistols have a semi-auto function right? Regardless you just hit critical effect 8 on the explosive (leg) chart...

The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the ragged stump; instantly fatal.

Round 6-
Initiative-
Hand- 13
Lion- 12
Jerol (have action, awaiting above)- 12
Havelock (have action, awaiting above)- 12
Praetia- (will take action for her) 7
Mutants- 6
Minerva- 6
Thale- 6


Male Feral Homeworld Sell-Steel Assassin

All around Hand there were mutant scum. If that weren't bad then there were half a dozen people with pistols take pot shots at him. If that weren't bad then there were more mutants running towards him. If that weren't bad then there was gorrum huge mutant in the centre of this fresh lot.

Hand didn't have many choices.

He could try to fight but so heavily out numbered he'd be lucky to even take one of the boggers with him.

He could attempt to get back behind the barrier. That would bring the whole wall of the scum down on top of his principle and leave the RT stranded with no one near by to help him.

Last, he could do as he was taught to do. Hang tough and trust his armour.

It was a lousy choice whatever he did but at least if he hung tuff then he might keep a few of the boggers occupied long enough that someone could get them out of this mess.

Defensive Stance:

Hand is going all defensive which reduces the WS of people attacking Hand by -20. It also give Hand one extra Reaction to an attack.

Hand is currently 9/18 wounds.


Your Humble Narrator

Just need Lion's action then I can update- not turning in for the night tonight (exam-related) so can update whenever you post :).


Snap Out of it:

WP test 1d100 ⇒ 84

Ack, can't used the lidless stare till I break out of this funk. I need to be able to do a full action. Errata says Lidless Stare specifically needs the full action while others are half action.

shoot mutant:

WS test with Hell pistol 1d100 ⇒ 72

Evidently, I can't roll under 50 at the moment.

I'd use a Fate point for a re-roll but with a -20 till I get the Shock effect cleared up it won't do much.

Ammunition is 16/40 used


Question: Minerva's fear effect was... "Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally"

Is her "object of fear" still there? Can she move fowards?


Your Humble Narrator

I'm ruling that since the object of fear is now an immolated corpse, your good for approaching.

Dodge Tests-
1d100 ⇒ 86
1d100 ⇒ 17
1d100 ⇒ 85
1d100 ⇒ 33
1d100 ⇒ 31

Jerol places a shot perfectly in the swirling melee, killing another mutant in another gory leg dismemberment. The gunners attempt to avoid Havelock's bolter fire, but they are too slow- the front scum winces as he is wounded by a glancing blow, while the mutant directly behind is blown apart- pieces ofthe targets body fly in all directions as he is turned into bloody gobbets by the attack. Everyone within 1d10 ⇒ 5 metres is drenched in gore and blood, and must make +0 agility tests or take a -10 penalty to WS and BS as blood fouls their sight.

Thats most of the gunners, the big mutant, and a few muties too lol. Will get to that when the rest of Havelock's hits are resolved.

Havelock's next victim has his arm thrown back by the force of the shot, inflicting one level of fatigue. The last mutant is badly wounded by a bolt shell but suffers no additional effects. Nearly all of the gunners are drenched in gore, but the large mutant and a few others evade the spray of blood, keeping it out of their eyes.

Agility Tests-
1d100 ⇒ 19 Pass
1d100 ⇒ 49
1d100 ⇒ 6 Pass
1d100 ⇒ 56
1d100 ⇒ 64
1d100 ⇒ 46
1d100 ⇒ 65
1d100 ⇒ 9 Pass
1d100 ⇒ 30 Pass

Praetia aims her blow carefully and takes a swing with her chainsword between the blows of improvised clubs smashing into her. The chainsword narrowly misses dismembering her foe.

1d100 ⇒ 66

Two mutants surge up to the barricade, ready to mount it and attack Havelock next round. Hand is assaulted brutally by improvised clubs slugging into him, but his armour and toughness holds up.

1d100 ⇒ 79 Miss
1d100 ⇒ 58 Miss
1d100 ⇒ 23 Hit, Body
1d10 + 5 ⇒ (5) + 5 = 10 Primitive
1d100 ⇒ 7 Hit, Body
1d10 + 5 ⇒ (7) + 5 = 12 Primitive

Thale's assailants seem slightly puzzled by Thale's gibbering and total lack of defence or offense, and decide that they will knock him out and deal with him later- two clubs crash into Thale's head in at attempt to club him senseless.

Thale you must roll 1d10 + your TB, twice. If you equal or beat 6 on both rolls you will suffer no ill effects.

Stun attempts vs Thale-
1d100 ⇒ 21 Success
1d10 + 4 ⇒ (1) + 4 = 5
1d100 ⇒ 98
1d100 ⇒ 25 Success
1d10 + 4 ⇒ (1) + 4 = 5

Two mutants move quickly around the main melees, vaulting over the large pipe to the right in the hopes of getting behind you. Praetia is assaulted by her four remaining combatants, with only the first powerful blow having a chance of harming her. Praetia attempts a parry, but reacts a little too late. The mutants surrounding her snarl and grin as she reels slightly from the blow.

1d100 ⇒ 56 Hit, Body
1d10 + 5 ⇒ (10) + 5 = 15
1d100 ⇒ 20 Hit, Head
1d10 + 5 ⇒ (4) + 5 = 9
1d100 ⇒ 19 Hit, Left Leg
1d10 + 5 ⇒ (3) + 5 = 8
1d100 ⇒ 98

That first blow will deal damage so i'll have Praetia attempt a parry with her reaction...

1d100 ⇒ 56 Failure. Praetia takes 1 wound of damage.

One of the shooters darts across the room to stand with his fellow gangers, who level their pistols at Havelock despite the gore in their eyes. The blood soaked eyes make it hard to aim, and the revolver rounds go wide, not even striking Havelock's cover.

1d100 ⇒ 24
1d100 ⇒ 25
1d100 ⇒ 71
1d100 ⇒ 59

As the mutants assaulting Thale seem to have the situation well in hand, the massive mutant roars a challenge as it charges at the beleagured Hand- the bodyguard's efforts at focusing on defence causing the brute's hammer to miss, slamming into the ground with a massive crash...

1d100 ⇒ 81

Map Update-Link

Minerva and Thale are up, assuming Thale isn't stunned...


Stun check. 1d10 + 3 ⇒ (7) + 3 = 10 1d10 + 3 ⇒ (3) + 3 = 6 I'm not stunned but do I still need to pass a WP test to make actions?


Your Humble Narrator

Ok you tough it out and are not stunned, now lets see if Thale can finally snap out of it :).

Edit: Afraid so.


WP test. 1d100 ⇒ 60 No he can't. :P

Thale is bruised but not taken down by the beating the mutants give him, not that it makes any difference, his mind is still flooded with fear and he's actually starting to drool a little.

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