| Brother Lucian Vartas |
I'm so sorry about the long posting delay guys. Exams and babies sort of took over my life for a bit. Back now though, ready to deliver the Emperor's justice! GM, do you want me to catch up with all the tests I've missed, or shall I just take an amount of Wounds as penance for my lateness?
| BayouSnowman |
As the marines all enter the voidlock chamber it seals behind you and begins a depressurization sequence. The marines tense and ready for whatever lies on the other side form up and prepare for an ambush.
After a few minutes the doors on the inside open facing a wall with a path to the left and right. No weapons or soliders, no gunfire or traps, no sings of life at all from your initial scans. What you can see thus far of the walls looks ancient but still of Imperial design. Which is confusing considering the weapon emplacements you just encountered and the standard, yet aged, voidlock you're currently in. The place isn't well kept and poorly lighted, but you hear nothing nearby and if you look, both paths are empty and open. The size of the corridors is barely able to fit men of your size in armor and you won't be able to walk more than single file, reminding you more of a ship's inner workings than a full on installation.
You can see that the left path has some prints of what looks to be human sized and larger ones. They are something in armor and large, not unlike your own, but not similar enough to be easily recognizable. The dust from the outside isn't enough to create too many for too long and they are muddled over each other as if a great number of tracks moved over each other making it hard to discern with any certainty. There is nothing you can notice leading to the right.
| Blood Angel Chaplain Deleos |
Tracking 70: 1d100 ⇒ 19 5DoS (3DoS without Auto-Senses)
Brothers, armoured tracks leading to the left. Might be Power Armour footprints. Nothing on the right. Who will lead the front, Brother Hammern?
| BayouSnowman |
As Xing's senses adjust to the inside he can feel the heaviness of the warp and the power being concentrated here. Were you to try and use your abilities you wouldn't be able to contain the raw power flowing through here, which is saying a lot for a Warp Walker such as yourself.
While here you are not able to use powers at the Fettered level, the energy contained here seeking an escape or avenue of direction would be too difficult for you to contain. While you may try, there amount of energy you feel here is overwhelming. Your PR returns to normal.
The rest of the marines are all affected differently and as you notice your chronometers fall out of sink. You either think you've been here too long or things are moving faster. Your movements sometimes slower or faster than your brothers, its difficult for you to initially grasp, but your speech and actions soon give way to differences in time.
Just giving you a heads up and something for you to consider when roleplaying and setting up events that could happen when I describe them. Here's the actual rules.
In structured time, at the start of every creature’s Turn, roll 1d10.
On a 1 or 2, that creature is hindered by time and is considered to be Stunned until the end of the Round, unable to take any Actions
or Reactions. On a 9 or 10, the creature is bolstered by time and
can take a second Turn immediately after completing its normal
one. On any other result, time has not slowed or accelerated
enough to help or hinder the creature, and it acts normally.
In narrative time, roll 1d10 and subtract the roll of a second 1d10
from it. This value in minutes is added—or subtracted—to the length
of time a given extended task takes. Roll individually for each action and character, as time does not flow evenly for all within a Temporal Flux.
For now just roleplay it and you can make rolls to see if its faster or slow if you don't want to choose while in narrative time. If you have a task or wish to do something, then make those rolls of 2d10 and roleplay it. Others will be able to see the rolls and we'll notice if you're faster or slower. Any questions, please post them in the discussion thread.
| BayouSnowman |
| 1 person marked this as a favorite. |
Deleos posted before I got up my Temporal Flux rules, so I'll give you an example here.
2d10 ⇒ (2, 9) = 11
You subtract 9 from the 2, =-7, meaning you were FAST.
Deleos is identifying tracks as some are still getting their bearings after the door opening, before anyone can barely discern a left and right path Deleos moves with a quickness that nearly lightning. Its discerning to say the least.
| Pyros V'estian |
Temporal Flux: 1d10 - 1d10 ⇒ (2) - (9) = -7
Jinx on the roll! after all why not roll the dice!
Tracking 60: 1d100 ⇒ 43
"This place is odd, why the xenos guns outside an imperial compound or ... ship? Ah yes, I see brother. Shall I take the lead brother Hammern? I would advise we follow the tracks if we aim to find the Inquisitor's party."
Pyros moves to the entrance to the left hand corridor turning his head expectantly towards Hammern.
How long are these corridors? If they are long, Pyros will stow his hammer in favour of his bolter, otherwise he will keep his hammer out.
| Brother Ulrich Hammern |
Temporal Flux: 1d10 - 1d10 ⇒ (5) - (7) = -2.
The strange time in this place gives the impression that Ulrich is moving much slower than Deleos, though he is still moving much faster than he normally would.
Tracking 80: 1d100 ⇒ 22, 4 DoS.
Able to read the tracks as clearly as the others, but much slower to cone to the same conclusions, Ulrich is struggling to maintain a clear sense of the order of things. Finally after a long delay from their perspective, , and with an unsettled tone to his voice, Ulrich answers Pyros and Deleos, "Brother-Chaplain Deleos, take the lead, but do not let the strange time of this place separate you from the rest of us. Brother Pyros and Brother Vartas will come next to reinforce you with bolter fire. Brother Xing and I will cover our backs. It may be difficult for us to maintain our proper advance formation, but I have no doubt that the Emperor's finest are equal to the task."
| Brother Xing |
1d10 - 1d10 ⇒ (3) - (2) = 1
Time moves more normally for Xing as his brothers seem to be arriving at conclusions before he even knows what to look for. An odd sensation, but little in comparison to the overall raw energies of the warp being contained here.
The warp energy must be creating some temporal flux...Whatever is responsible for this must be powerful indeed...Tracks you say? Hmm, we should go that way, I will watch the rear, but be warned, the energy contained here is affecting my abilities and I can not utilize my abilities with constraint. I will maintain our cover, but my concentration will be pushed and I won't be able to act in squad tactics without limitation.
Not in squad mode, maintaining the fog for cover (as free action) to keep full movement with squad.
| Pyros V'estian |
Temporal Flux: 1d10 - 1d10 ⇒ (8) - (7) = 1
Time changing rapidly, Brother Pyros hears Brother Xing's comments shift from incredibly slow to normal speed and begins to gather the scale of the odd effects.
"Come let us push on"
| Brother Varryl |
Temporal Distortion: 1d10 - 1d10 ⇒ (7) - (6) = 1
Seemingly unharried by the anomaly, Brother Varryl attempts to trace the power flow to the airlock using his augur.
Tech Use/Awareness: 1d100 ⇒ 98
Awareness if separate: 1d100 ⇒ 5
I'm not sure exactly how the augurs work in this system.
| Blood Angel Chaplain Deleos |
Temporal Flux: 1d10 - 1d10 ⇒ (9) - (4) = 5
After waiting for a seemingly endless time for an answer from Hammern, Deleos is pushing forward along the left path.
While he is waiting for the rest of his team to catch up his vision blurrs and suddenly his team speeds up, nearly crashing into him bevor he could react.
Struggling with this sudden shift of time, he continues to lead the front, hoping that time would speed up for him again before they met their enemies...
| BayouSnowman |
Brother Varryl attempts to trace some energy signatures but he damages his auspex in the process, the temporal flux messing with his eye hand coordination.
Its a tech use test to use it and gain the +20, then the perception test in DW. With a 98, I'm gonna say you messed it up and can't see anything, but can repair it with some concentration.
As the squad comes upon an opening, an end to the tunnel, it's easy for all to hear the following: Those who have met Daemon Hunter Ahmazzi can recognize his voice.
You have failed your GOD, I have proven the Emperor's might superior... and then a cough and collapsing sound.
1d100 ⇒ 67
Quickly marines, destroy that Daemon before it escapes...I can't maintain my concentration much longer. you hear Ahmazzi scream with a fear and fury of an angered and wounded Inquisitor.
Moving into view you see a number of marines lying on the ground in blue and yellow armor, grossly mutated and seamed at the hinges, all lifeless and motionless. Daemon Hunter Ahmazzi is knelt down in the middle of a larger chamber, robed in clothes of the Inquisition, no armor with broken shackles around his wrists, facing an imprisoned marine crackling with blue light and energy, yet somehow restrained and unable to move, as if encased in an invisible prison. The motionless marine is large and helmetless, with a strange marking over his right eye that glows and swivels.
As you draw closer you he begs you once more Hurry, before I lose control and it escapes.
Not in combat time, you may interact some or just fire away, no initiative. You may also make some rolls like Forbiddean Lore (Traitor Legions) or something else you feel appropriate or helpful. I don't know how much of the Ruinous Powers or Traitor Legions each marine knows, so I was vague, if you'd like to carry this discussion over to the discussion thread we can, otherwise, I'm assuming you don't know anything without a roll. This could be wrong and your PC might have some hints or knowledge that I'm not aware of, but I can't be sure, so I'm assuming no unless we decide otherwise and/or you make the appropriate rolls.
Lots more to come, just getting us warmed up and setting the stage. Apologies for the long overdue post and arch in the campaign. Well worth it, I promise :)
Range to Standing Marine is 20m, Hulking size +10 to hit, plus you get bonuses for ganging up and whatever else you decide to do or enact. Ahmazzi is is on other side of the Standing Marine, meaning he's further away and the bodies are lying all over the floor, closer to you than either of them. If that's not clear or you need additional info, just ask.
The room you're in is large and there are two other exits in the room, one open and unsealed much like the tunnel you're in now. The other a sealed door at the front of the chamber. It's an empty room, though very old and dusty, looking barely used. It opens up in the ceiling and domes, all of the same material as the hallways.
| Blood Angel Chaplain Deleos |
When Deleos enters the room he quickly side-stepps to let his quicker Brethrens enter the room and taking in this new surrouning as fast and thoroughly as he can.
Perception 70: 1d100 ⇒ 41 2DoS
Noticing the heraldry on the fallen marine armour he quickly thinks of all the traitor marine chapters he knows from a lifetime of war on a thousand campaigns.
Forb. Lore: Traitor Legions 50: 1d100 ⇒ 24 2DoS
Long years of warfare has taught Deleos a lot about the enemies of mankind. Escpacially those who they once called "Brothers".
Thousand Sons! Brothers be carefull of what you see and hear. Those Traitors use the worst kind of warp powers, able to destruct, misguide and disguise!
Those warriors on the ground could stand up and fight if there is one of their powerful psykers nearby to controll them. Kill him first and they will scatter to lifeless armour again!
But be aware of the ever present will of the Emporer! His will has choosen a Wolf to be our leader, one of the Warriors of the Fang. The very Warriors who once drove this foe to the depth of the warp, destructing their vile planet!
If this is to much player knowledge let me know, just trying to make things easy and fast ^^
While Deleos warns his comrads of their foes, he draws both his meele weapons and re-checks the atmosphere inside the complex if he can use his jump pack in the upcoming fight.
thought you was meantioning something about varryls flamer would work inside, what about the jump pack? And what is the height of the room? I think it should be at least a few meters high to savely use a jump pack?
| BayouSnowman |
| Brother Ulrich Hammern |
Awareness 90: 1d100 ⇒ 77 = 1 DoS.
FB Lore: Traitor Legions 40: 1d100 ⇒ 57.
Though the history of the Thousand Sons seems to escape Ulrich at the moment, he recognizes his Chapter's most hated foe instantly, and levels his Plasma Gun at the Traitor standing over Ahmazzi.
Is the standing marine another thousand son?
| BayouSnowman |
Awareness 90: 1d100 = 1 DoS.
FB Lore: Traitor Legions 40: 1d100.Though the history of the Thousand Sons seems to escape Ulrich at the moment, he recognizes his Chapter's most hated foe instantly, and levels his Plasma Gun at the Traitor standing over Ahmazzi.
Is the standing marine another thousand son?
I described it as one, sorry if its not clear.
| Brother Ulrich Hammern |
"Destroy the Traitors, Brothers! For the Allfather!" If not for the internal vox, Ulrichs words would be lost in the roar of his weapons. Ulrich's plasma gun shudders in his hand spitting miniature suns as his storm bolter roars from the other arm, spent shells cascading out of it. The hail of fire converges on the standing Thousand Son.
Close range, hulking size, full auto, motion predictor, signum link, ganging up, double team, two weapon attack.
Full Auto Attack (Plasma Gun) 120: 1d100 ⇒ 26 = 9 DoS (6 hits).
Voltaile.
Hit #1: 1d10 + 12 ⇒ (6) + 12 = 18 E pen 10.
Hit #2: 1d10 + 12 + 1d10 ⇒ (10) + 12 + (5) = 27 E pen 10.
Hit #3: 1d10 + 12 + 1d10 ⇒ (10) + 12 + (1) = 23 E pen 10.
Hit #4: 1d10 + 12 ⇒ (9) + 12 = 21 E pen 10.
Hit #5: 1d10 + 12 ⇒ (2) + 12 = 14 E pen 10.
Hit #6: 1d10 + 12 ⇒ (6) + 12 = 18 E pen 10.
Free action to switch to vengeance rounds.
Close range, hulking size, semi auto, signum link, ganging up, double team, two weapon attack.
Semi Auto Attack (Storm Bolter) 105: 1d100 ⇒ 41 = 6 DoS (4 hits x 2 = 8 hits).
Tearing, Felling(1).
Hit #1: 2d10 ⇒ (4, 8) = 12. 8+11 = 19 X pen 9.
Storm hit #1: 2d10 ⇒ (8, 7) = 15. 8+11 = 19 X pen 9.
Hit #2: 2d10 ⇒ (9, 8) = 17. 9+11 = 20 X pen 9.
Storm hit #2: 2d10 ⇒ (1, 9) = 10. 9+11 = 20 X pen 9.
Hit #3: 2d10 ⇒ (9, 10) = 19. 10+11+2 = 23 X pen 9.
Righteous Fury 105: 1d100 ⇒ 59. Confirmed, 1d10 ⇒ 2.
Storm hit #3: 2d10 ⇒ (6, 2) = 8. 6+11 = 17 X pen 9.
Hit #4: 2d10 ⇒ (4, 3) = 7. 4+11 = 15 X pen 9.
Storm hit #4: 2d10 ⇒ (3, 7) = 10. 7+11 = 18 X pen 9.
| Blood Angel Chaplain Deleos |
surprise round
Hefting his Crozius, gripping his mighty Thunderhammer with both hands, Deleos pushes the trigger of his winged jump pack just as Brother Hammern unleashes Hell from both his weapons unto the most hated foe of his chapter.
On wings of flame Deleos flies just above the barrage of bolts and boiling plasma, the machine spirit of his armour casts the sound of mighty wings through the external speakers. Finally the unrelenting devastation from Hammern ends, leaving the battered hopefully after that amount of damage^^ Thousand Son only the briefest moment before the Angel of Death with the blood red shoulder pad smashes into him using every Newton of Energy his thunderous charge has give him, swinging a thunderhammer in a deadly arc.
Jump Pack charge, triggering Talent Death from Above, +10Hulking Target, Ganging up, doubleteam, berserk charge+20ws on charge, two-handed thunderhammer
Swinging his Thunderhammer in a well trained rythm at this imobile foe is nearly to easy but nethertheless justifying. Humming an old battle chant in the language of his homeworld Baal, Deleos is fully concentrated on his deadly work and rewarded by four near perfect hits on the traitor marine.
Pilot Personal 80: 1d100 ⇒ 97 grrr, fatepoint reroll 3/5
Pilot Personal 80: 1d100 ⇒ 63 1DoS
Thunderhammer 125: 1d100 ⇒ 52 left arm, 5DoS, -50Toughness or stunned
Damage Thunderhammer: 2d10 + 27 ⇒ (7, 10) + 27 = 44E, Pen 9
Damage Death from Above: 1d10 ⇒ 2
first combat round, lighning attack + furios attack (reaction for additional attack) = 4 attacks
Thunderhammer 105: 1d100 ⇒ 48 right leg, 4DoS, -40Toughness or stunned
Damage Thunderhammer: 2d10 + 27 ⇒ (6, 2) + 27 = 35E, Pen 9
Thunderhammer 105: 1d100 ⇒ 13 body, 9DoS, -90Toughness or stunned
Damage Thunderhammer: 2d10 + 27 ⇒ (7, 7) + 27 = 41E, Pen 9
Thunderhammer 105: 1d100 ⇒ 26 body, 7DoS, -70Toughness or stunned
Damage Thunderhammer: 2d10 + 27 ⇒ (7, 10) + 27 = 44E, Pen 9
Thunderhammer 105: 1d100 ⇒ 54 body, 5DoS, -50Toughness or stunned
Damage Thunderhammer: 2d10 + 27 ⇒ (9, 9) + 27 = 45E, Pen 9
| Blood Angel Chaplain Deleos |
ooh I totally forgot about that ... even two of them ^^. But I think we both killed a bloodthirster-amount of hp so ...
| Pyros V'estian |
Ok so it seems that this may no longer be needed, but it would weird if Pyrs just stood there!
Awareness 55 +10 sight: 1d100 ⇒ 88 2dof
As Ulrich exhorts and encourages the team, Pyros strides forward his shoulder mounted launcher firing a single krak grenade as he implacably advances, however slowed by the temporal flux, Deleos is already in the air, before he has a chance to react.
"Nice shooting, keep covering us, I will support Brother Deleos. Eyes peeled as well this could be a trap. Brother Deleos crack his breastplate I will join you shortly."
Krak grenade launcher. 45 +5 signum +10 hulking + 20 ganging up +20 Double team: 1d100 ⇒ 53 4dos
Dmg: 3d10 + 4 ⇒ (9, 9, 9) + 4 = 31 31X Pen 6 body
Hip-shooting Pyros moves 10m forward and can make a single shot, also keeping Combat Formation running. Also everyone gets +10 on skills I have (such as awareness) from Mentor talent.
Whilst his suit's targeting systems work on processing the stationary target, Pyros ponders on the enemy and the ally ahead.
F Lore(Inquisition) 60 +20 DSV Sharpening Mind's eye: 1d100 ⇒ 38 4dos
S Lore(Archaic) 30 +20 DSV Sharpening Mind's eye: 1d100 ⇒ 50 success I think?
S Lore(Legend) 30 +20 DSV Sharpening Mind's eye: 1d100 ⇒ 37 1dos
Trying to work out if the Inquisitor is who he says he is, and anything Pyros might know about the Thousand Sons
| Brother Xing |
Awareness (Per) 75 vs 1d100 ⇒ 32 4DOS
Psynscience (70) vs 1d100 ⇒ 15 5DOS
Xing is the last to enter the chamber and observe what is happening, affected by the temporal flux time seems strange and the actions of his brothers is hard to comprehend, though the sight of the Traitor Marines and the Daemon Hunter are disturbing. Seeing the mark their allegiance to the Powers of Chaos his hatred for them and their dealings with warp spawn cloud his judgement and his fury takes over.
Xing sword glows with a dark fire and the hunger within demands the destruction of the Daemonic and any who are influenced by it. Hearing the words of the Inquisitor he allows the fog to dissipate as he attempts to Warp Walk and charge the enemy.
(Free Action) Focus Power test at the Push level: 85 +PR Bonus 40 vs 1d100 ⇒ 20 Success
his ability allows the librarian to shift between real space and the warp, and acts as a Force Field with a protection rating of 45 that never overloads. Additionally, if the Librarians melee attack scores three or more Degrees of Success while Warp Walking, it cannot be parried, and Damage from the attack is not reduced by the target’s armour. An attack that bypasses armor in this manor may not trigger killing force if the target is damaged. Movement Action while this power is sustained effectively allows the librarian to pass through solid barriers or obstacles without slowing their speed. At the fettered level this action is a full action, at the unfettered level this action is a half action, and at the Push level, this action is a free action.
Psy Phenom 1d100 ⇒ 100
Perils of the Warp: 1d100 ⇒ 98 Sorry about this fellas
With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly
summoned it. Only its destruction or the death of the psyker will send it back to the Warp.
3d10 ⇒ (8, 8, 3) = 19 Atleast its far away
Will the brothers know its something that I caused? Hopefully not.
Before Xing can charge towards the entrapped foe he's taken back by the sudden appearance of a Daemon Prince and immediately switches his focus towards it.
Full action Charge the Daemon Prince:
Charge +10 WS, MC Sword +10, (83) vs 1d100 ⇒ 20 5DOS
Melee 2d10+2 E 2 Balanced (2 handed) +8dmg/+8Pen (PR 8)
2d10 + 10 + 6 + 14 ⇒ (3, 6) + 10 + 6 + 14 = 39 E Pen 10 (Psy weapons bypass Daemonic TB, Void Knight adds WP bonus (6) to dmg vs Daemons)
EDIT:
Had wanted to do killing force, but after re-reading Warp Walk, I cant, so deleted that WP test. Also forgot to add my SB to the attack. Oh and my Sword is no longer Rending, its Energy and chance to catch fire
| Blood Angel Chaplain Deleos |
Seeing the Demon ripping into teal-space, Deleos switches target instantly. Turning his external vox to overload capacity he addresses the squad, hardening their will, presenting them the holy Aquila on top of his Crozius Arkanum Quick drawing it as Sign of Duty.
Behold, choosen of the Emporer, the Icon of his ever lasting Will, the holy symbol of a billion billion people. This a dark hour, a Great Lord of the Warp is opposing is. This THING is insulting the very air we breath, contaminating the ground we all stand on and threatens our very souls. It is our Duty to see this Abomination banished back to the hell it came from! It is our Duty to repel all of it's tricks and all of his attacks with the full resolve of the emperor's finest! Stay true to your Father's Names: ROBOUT GUILLIMAN, LEEMAN RUSS, ROGAL DORN, VULKAN, SANGUINIUS! Be sure that the Emporer will watch this fight and should you die doing your duty, he will welcome you as one of his true grandsons! Now come Brothers! With me! Purge this Demon! FOR THE EMPEROR!
Icon of Duty: hardened will +10WP for this encounter, all killteam. Free Action.
I know it is uncommon but in this circumstances and with my zealous demeanor: May I take temporary lead and oath: Oath of Liturgy of Battle (will give us ALL the fearless trait and as a full action (the above speech) I can give us all the hatred Demon Talent for +20 WS vs the Demon.
| BayouSnowman |
Hammern, the first to enter the chamber and hear the words of the Inquisitor is blinded by his rage and his chapters history of hatred for the Thousand Sons instantly. He unleashes a deadly barrage of plasma and bolts that rip the Chaos Sorcerer, sending him flying off into a corner with limbs exploding off in different directions. Leaving little for Deleos or Pyros to attack as Deleos charges forward on his jump pack and Pyros skillfully shoots passed him to land a small controlled explosion in front of him before the Sorcerers body is decimated. While the armor of a marine would have normally offered more protection it seemed to have done little for the sorcere as what you see exploding in the rush of combat is actually an unarmored male. The illusion dispelled, the deception too great, the actions irreversible, you slowly see the scene unfold and are powerless to act. The temporal fluxes effect has skewed time and reality and now all you hear is laughter coming from who previously appeared to be the Inquisitor.
Pyros, none of your rolls are helpful currently and you wouldn’t be able to make so many so quickly, especially after your full action. Though we’re not in combat time, so I’ll give you some further info about the Inquisitor later, as that was the first roll and the most appropriate one. However, it won’t come to you right now, but later it will and could be important.
Brother Varryl moves to shield the Inquisitor while his brothers leap to attack, however upon arriving things quickly seem different than they first appeared. You reach the Inquisitor and protect him from the initial blasts, but soon the figure before you begins to shift and you hear the laughter coming from him. A mad laughter, hysterical even, as it watches the marines unknowingly obliterate the charge they were sent to rescue.
Xing’s void fog descended as his brothers attack and he channels the warp and readies himself for battle, but is interrupted by a greater disturbance across the room. Drowning out the laughter of the Inquisitor under Varryl the marines feel a sudden and overwhelmingly intense aura of despair and death. The cause and origin unclear, each marine must come to terms with what is happening:
As the wave of despair fills the room everyone can hear an unfamiliar voice that comes from everywhere, but yet nowhere you can see.
You thought the Gods would take no notice? You thought they would stand idly by as you planned their destruction? Hahahahaha the voice laughs deeply drowing out the laughter of the Inquisitor. I am the son of all and shall kneel to no other father. I, the first of my kind, shall prove myself once again to all my fathers and bathe myself in your blood as I slowly devour your souls. FOOLS! All of you shall bear witness to the end, for no force, ancient or new, can divide Chaos! The Champion of Malice is no more!
Then an explosion of raw warp energy that is tainted and corrupted with millennia of hate and chaos washes over the area and through the fabric of reality you see an enormous deamon step into sight. Towering high above you is a Daemon Prince unlike any other you may have been unfortunate enough to encounter. Wings spanning meters wide on both side, with chains and skulls attached to the ends drapping down and swinging with his movements. The horned Daemon Prince is ancient and bears little armor. A chain loin cloth and minimal armor on his legs and arms, his immense chest is bare, with an eight pointed star embezzled into his skin. His minotaur like legs and reptilian like tail sway behind him, while one hand holds a large and unholy looking sword larger than any marine.
You may make a FB Lore: Demonology or something else you feel is appropriate for more info
The being smiles in delight as Xing rushes forward in a charge to meet him, easily stepping aside and immediately reacting with an unnatural speed.
Dodge (58) vs 1d100 ⇒ 56 Success
Lightning attack: (x3) WS
1d100 ⇒ 82 reroll (combat master)
1d100 ⇒ 40
1d100 ⇒ 44
1d100 ⇒ 41
Damage:
Chaos-forged sword
Hit 1: 2d10 + 25 ⇒ (6, 9) + 25 = 40 R dmg, Pen 6, Felling
Hit 2: 2d10 + 25 ⇒ (2, 8) + 25 = 35 R dmg, Pen 6, Felling
Hit 3: 2d10 + 25 ⇒ (2, 9) + 25 = 36 R dmg, Pen 6, Felling
| BayouSnowman |
The first Daemon Prince was Be'lakor. A human who rose up and gained the favor and spite of all four Chaos gods. Uniquely powerful and just as loyal to one as the other. After him, Chaos recognized their mistake and from then on chose only Daemon Princes devoted to them. This Daemon, from the way he talks is ancient and the stories of his destruction across worlds and time is daunting.
| Brother Varryl |
init: 1d10 + 6 ⇒ (2) + 6 = 8
Temporal Flux: 1d10 ⇒ 4
WP: 1d100 ⇒ 69 v 70
Grapple/Pin to Ground: 1d100 ⇒ 6 v 64(34+10 aim +10 standard +10 from Prone)
Killing Strike(1 FP to make it impossible to avoid)
grapple Test: 1d100 ⇒ 38 v 110(50+30 PA+10Machinator Array+30 3 servoarms)
If won, Ready action to force plasma torch into the Son's forget so shot goes directly into his throat.
Reaction Shot Plasma Torch: 1d100 ⇒ 43 v 60 (50+10 Grappled)
| Blood Angel Chaplain Deleos |
Posting here so everyone sees it: The post above will give all of us the following: +10 WP and +20WS vs. Demons for the rest of the encounter. I will use it as first full round action (instead of the full attack action which was illegal + unecessary after my charge), spending 2 fate points for one remaining.
Willpower 60: 1d100 ⇒ 92
and here goes the last one ...^^
Willpower 60: 1d100 ⇒ 85
it isn't funny anymore o.O
Even in the mids of his own fiery speech, the overwhelming presence of the Demon Lord has its effect on Deleos. Scolding himself he struggles to hide his feelings and problems from his fellow marines, the way of all the sons of Sanguinius since the death of their beloved father.
GET A HOLD OF YOURSELF! The eye of your father and your fathers father lies uppon you! Don't fail them in a time like this!
| Brother Xing |
WP Test: 80 +10 from Chaplain (90) 1d100 ⇒ 57
No stranger to Daemons and their doings, Xing's resolve remains pure as he pushes forward with a single purpose. Destroy!
Reactions: Step-Aside and Wall of Steel:
Dodge: 60 +20 (Flip Belt) (80)1d100 ⇒ 78
Parry: 63+10 (MC Weapon)+20 (Chaplain) (93)1d100 ⇒ 18
Counter-Attack @-20,+20 Chaplain WS 63+10 (73)1d100 ⇒ 4
Parry: 63+10 (MC Weapon)+20 (Chaplain) (93)1d100 ⇒ 70
Counter-Attack @-20,+20 Chaplain WS 63+10 (73)1d100 ⇒ 2
Xing dances with the grace of an Eldar Harlequinn, steping aside the first blow, then positioning himself to parry and counter the next strikes. Leaping high with his flip-belt he counters the two attacks and strikes again for the creatures head, keeping both hands on his sword and adding his strength and hatred for all things daemonic into every blow.
2 Hits with counter-attack: Talent gives RF on 8-10
Melee 2d10+2 E 2 Balanced (2 handed) +8dmg/+8Pen (PR 8)
2d10 + 10 + 6 + 14 ⇒ (10, 5) + 10 + 6 + 14 = 45 E Pen 10 **RF add 1d10 dmg.= 50 E, Pen 10 (Psy weapons bypass Daemonic TB, Void Knight adds WP bonus (6) to dmg vs Daemons)
Melee 2d10+2 E 2 Balanced (2 handed) +8dmg/+8Pen (PR 8)
2d10 + 10 + 6 + 14 ⇒ (1, 5) + 10 + 6 + 14 = 36 E Pen 10 (Psy weapons bypass Daemonic TB, Void Knight adds WP bonus (6) to dmg vs Daemons)
Confirm RF:
1d100 ⇒ 14 Confirmed
Dmg: 1d10 ⇒ 5
Next Round:
Initiative:
1d10 + 6 ⇒ (9) + 6 = 15
Temporal Flux:
1d10 ⇒ 10
Oh s@&!, an additional action right? The dice have been good to me today. Will post later. Gotta get dinner. Happy New Years!
| Pyros V'estian |
Temporal flux: 1d10 ⇒ 8
Initiative: 1d10 + 4 ⇒ (7) + 4 = 11
WP 50-10 +10 chaplain +10 oath +10 resistance psychic powers: 1d100 ⇒ 90
No cohesion loss due to Salamander solo mode passive ability just wanted to know how to roleplay this bit.
'At Rank 5 and above, the Battle-Brother becomes so self-reliant that his Kill-Team does not suffer any loss of Cohesion from any attack, effect, or event that affects him.'
"We cannot win this, we will be lost, but I will die as a son of Vulkan on the anvil of war!"
Too far away to charge, Pyros grimly advances launching another krak genade at the monstrosity as he does.
Krak 45+5 signum+20 ganging up + 20 double team -20 melee + some size bonus: 1d100 ⇒ 47 2dos + size benefit
Dmg: 3d10 + 4 ⇒ (6, 3, 7) + 4 = 20 total 20x 6 pen to R leg
Opening a vox channel to Hammern he states. "Brother I do not think we can best this foe and our mission has already failed, we must get word to the Inquisitor's ship to destroy this place when we fail."
| BayouSnowman |
Initiative Block:
Xing-15
Pyros-11
Varryl-8
Deleos-8
Vartas??
Hammern???
Daemon Prince- 8
Chaos Sorcerer- 6
10 Rubric Marines- 6 (same as Sorcerer)
Round 1:
As the Daemon's laughter fades and Xing charges forward, the 10 Rubric marines lying on the ground begin to become animated and rise for battle.
Will resolve actions once more have posted and/or I have time. Leaving the office, going home, happy new years everyone!
10 Rubric Marines will begin to get up at the end of round 1 and into round 2. Round 3 they will be able to attack. They are in a circle around the Sorcer, some within range of everyone (Both point blank and Charge) All are prone and unaware so its +30 to attack them. Mixture of arms among them, bolters and power swords.
| Blood Angel Chaplain Deleos |
At the end of his speech the full weight of the Demons presence hits Deleos soul and something inside him gives way.
Suddenly the chamber is gone and he is with the strike force of his Primarch Sanguinius at the height of the Horus Heresy on board of Horus' damned battle barge.
A greater Demon and a full unit of traitor Marines stands between him and his beloved father, engaged with the arch traitor Horus himself. All he knows is that he MUST defeat those who stand between him and his father or all will be lost.
Letting out a uncontrolled cry of pure wrath and hatred he is ready to fight with all he got until both his hearts has long since stopped beating. Nothing will stopp him from fight his way through those traitors and warp filth.
2.Round Full Action entering blood frenzy (+10WS,S,T,WP -20BS, In, immune to stun, pin, fatigue and fear) Now the party really can start. Likely to go back to solo mode when clashing with the first enemy for even more melee destruction...
| Brother Lucian Vartas |
Initiative: 1d10 + 4 ⇒ (7) + 4 = 11
Temporal Flux: 1d10 ⇒ 7
With a ripple of light and a loud crack, Lucian surges forward into this time stream, heavy bolter raised towards the daemon.
Everyone gets +3 on their test against the aura from my Shining Example ability
WP vs daemon aura 45+3: 1d100 ⇒ 94 Loss of 1 Cohesion, sorry guys
Helmet speakers on maximum volume, Lucian's voice rings out as he opens fire on the daemon prince. And Saint Drusus held his blade aloft, and the light of The Emperor did shine upon the daemon. The daemon recoiled, and Saint Drusus advanced upon the creature.
Half Action to recite Litany of Saint Drusus to make my next attack Sanctified, Half Action to Full Auto the daemon prince with my heavy bolter. I've assumed Short Range (<75m), no penalty for attacking into melee due to Target Selection.
BS 65+10(Short Range)+10(Motion Predictor): 1d100 ⇒ 25 6 DoS, 6 hits
Damage: 2d10 + 14 ⇒ (3, 7) + 14 = 24 21X Pen 8 Sanctified
Damage: 2d10 + 14 ⇒ (4, 9) + 14 = 27 23X Pen 8 Sanctified
Damage: 2d10 + 14 ⇒ (4, 5) + 14 = 23 19X Pen 8 Sanctified
Damage: 2d10 + 14 ⇒ (5, 1) + 14 = 20 19X Pen 8 Sanctified
Damage: 2d10 + 14 ⇒ (3, 8) + 14 = 25 22X Pen 8 Sanctified
Damage: 2d10 + 14 ⇒ (1, 5) + 14 = 20 19X Pen 8 Sanctified
Wounds 21/23
Heavy bolter 238/250
FP 5/5
No demeanours used
| Brother Ulrich Hammern |
Initiative: 1d10 + 6 ⇒ (2) + 6 = 8.
Temporal Flux: 1d10 ⇒ 3.
Round 1
Base 50, Psychic Resistance +10, Chaplain bonus +10, Oath +10, Aura -10.
Willpower 70: 1d100 ⇒ 24.
His mind reeling from the weight of what he has done, Ulrich is somewhat slower to react than his brothers, but his will is strong and he does not allow the unnatural presence of the Daemon Prince to unsettle him or to weaken the bonds that have been forged among his brothers. His voice comes across their internal Vox channel, surprisingly calm for a Space Wolf but intense with the passion behind his words, <<My brothers, we are The chosen of the Allfather! We are more together than we are alone. This creature will NOT take that from us! We are HIS hand where he cannot bring his own to bear. We are HIS sword where his own cannot cut. We are all HIS children. We are Brothers! Do not let doubt of that fact seep into your minds! This creature will fall before us in HIS name, or we will die as Brothers! WE ARE THE ADEPTUS ASTARTES!>>
Base 50, Chaplain bonus +10, Oath +10, Pyros' armor +10, Aura -10.
Willpower 70: 1d100 ⇒ 25, 4 DoS.
Assuming that is enough, we still have 11/11 cohesion.
Finally giving voice to the pain of being tricked into killing the one who they had come to rescue, the rage of being denied his kill, and the stubborn defiance of the Space Wolves, Ulrich lets loose a wildly chilling howl.
<<Watch for their mistakes, Brothers! They will betray themselves!>>
Activating the Fire for Effect Attack Pattern as a free action. All within support range may use their reactions to make a Semi- or Full-Auto attack.
Cohesion: 9/11
I ran out of time, I will post my attacks tomorrow.
| Brother Ulrich Hammern |
Sorry, Pyros, I didn't see what you said over the vox. I will have Hammern respond in round 2.
Ulrich's weapons begin to fire again as the echoes of his howl fade away. The double thunder of his storm bolter drowning out the sound of the plasma gun spitting forth its miniature suns. His attacks converge on the towering form of the Daemon.
Two-Weapon(ranged) -10, Semi-Auto +10, Close range +10, Signum Link +5, Ganging Up +20, Double Team +20
Semi-Auto Attack 105: 1d100 ⇒ 100.
FP re-roll: 1d100 ⇒ 6 = 9 DoS. 5 hits (bolter drill).
Felling(1), Tearing
Damage #1: 2d10 ⇒ (8, 6) = 14. 8 + 11 = 19X, Pen 9.
Storm #1: 2d10 ⇒ (7, 4) = 11. 7 + 11 = 18X, Pen 9.
Damage #2: 2d10 ⇒ (10, 1) = 11. 10 + 11 = 24X, Pen 9.
Righteous Fury 75: 1d100 ⇒ 29, Damage: 1d10 ⇒ 3.
Storm #2: 2d10 ⇒ (5, 6) = 11. 6 + 11 = 17X, Pen 9.
Damage #3: 2d10 ⇒ (5, 6) = 11. 6 + 11 = 17X, Pen 9.
Storm #3: 2d10 ⇒ (4, 7) = 11. 7 + 11 = 18X, Pen 9.
Damage #4: 2d10 ⇒ (6, 9) = 15. 9 + 11 = 20X, Pen 9.
Storm #4: 2d10 ⇒ (5, 4) = 9. 5 + 11 = 16X, Pen 9.
Damage #5: 2d10 ⇒ (9, 5) = 14. 9 + 11 = 20X, Pen 9.
Storm #5: 2d10 ⇒ (2, 7) = 9. 7 + 11 = 18X, Pen 9.
Firing in Maximal Mode.
Full-Auto Attack 125: 1d100 ⇒ 23 = 10 DoS. 5 hits.
Volatile, Recharge, Overheats, Reliable
Damage #1: 2d10 + 12 ⇒ (3, 1) + 12 = 16E, Pen 12.
Damage #2: 2d10 + 12 ⇒ (8, 9) + 12 = 29E, Pen 12.
Damage #3: 2d10 + 12 ⇒ (8, 4) + 12 = 24E, Pen 12.
Damage #4: 2d10 + 12 ⇒ (9, 5) + 12 = 26E, Pen 12.
Damage #5: 2d10 + 12 ⇒ (8, 6) + 12 = 26E, Pen 12.
| Brother Xing |
Second Actions for round 1 from Temporal Flux
Xing parries and counter-strikes with nearly the speed of light, out maneuvering the Daemon prince and striking again before his brothers have even finished firing their first shots. The temporal flux having the strangest effects on the marines, Xing seems to harness the energy and ride the momentum with preternatural speed.
Wish Xing had that talent :)
Xing takes a shot across the creatures body as he finishes up parrying and counter-striking, before the Daemon can even react.
You and your fathers are no match for the Emperor and his sons!
Attack WS: 63+10 (MC Weapon)+20 (Chaplain) (93)vs 1d100 ⇒ 63
Melee 2d10+2 E 2 Balanced (2 handed) +8dmg/+8Pen (PR 8)
2d10 + 10 + 6 + 14 ⇒ (6, 8) + 10 + 6 + 14 = 44 E Pen 10 **RF add 1d10 dmg.= 46 E, Pen 10 (Psy weapons bypass Daemonic TB, Void Knight adds WP bonus (6) to dmg vs Daemons)
RF on 8-10 vs Daemons:
Confirm:1d100 ⇒ 49
Add 1d10 dmg:
1d10 ⇒ 2
| BayouSnowman |
Was waiting on my brother to finish up the round's actions, gonna post this in chunks, as its a lot and need to think things through. Post 1 of 2
Initiative Block:
Xing-15
Pyros-11
Vartas-11
Hammern-8
Varryl-8
Deleos-8
Then Enemy goes:
Daemon Prince- 8
Chaos Sorcerer- 6
10 Rubric Marines- 6 (same as Sorcerer)
Round 1:
Brother Varryl attempts to grapple the Chaos Sorcerer but he's quick to react and struggles to break free.
Opposed ST test to break free: 1d100 ⇒ 8 6 DOS
Must beat 6 DOS or he breaks free. If you already rolled this test you can use your score, but I can't tell what your DOS are..remember, max -/+60 cumulative modifier on rolls.
Xing's ferocious counter-attacks catch the Daemon off guard and it struggles to keep up with his swiftness:
1d100 ⇒ 30
1d100 ⇒ 60
The Daemon is able to step-aside one hit but takes a gash to the face from the second, too slow to react.
1d100 ⇒ 77
His face catches fire from Xing's weapon, an black unholy fire burning at its very essence.
The Daemon seemingly unaffected by the Temporal Flux is able to match Xing's speed and attempts to parry his unexpected second attack to the body.
1d100 ⇒ 8
The Daemon then counter-strikes out of anger against Xing.
Before you ask, You can't counter-strike a counter-strike..that'd be endless. Applies to you, the Daemon, and anyone else. Normal attacks can be parried and countered, but counters can only be parried..Maybe IRL we could go through that, but on PBP it'll just take forever. Cool?
1d100 ⇒ 61
2d10 + 25 ⇒ (6, 10) + 25 = 41 = R dmg, Pen 6, Felling
Pyros launches another grenade at the Daemons leg, it explodes on contact but he doesn't even seem to notice as it doesn't appear to do any damage.
Deleos, lost in thought, finally snaps back to his senses and into a Blood Frenzy.
Will resolve the rest tonight hopefully, gotta get out of the office and get some dinner.
| BayouSnowman |
The sudden explosion that caught him by surprise and draws his attention momentarily. His glances shortly but deeply, then the 8 pointed star glows bright fiery red. The size of the Daemon and brightness of the glow is easily noticed by the Marines.
Brother Vartas unleashes precision shots all across the Daemon.
1d100 ⇒ 12 1d100 ⇒ 561d100 ⇒ 941d100 ⇒ 100 1d100 ⇒ 701d100 ⇒ 86
The first 2 shots explode around him but the last 4 pass unhindered and explode on the Daemon. Each shot damaging him but not shaking his resolve.
| Brother Varryl |
Temporal Flux Round 2: 1d10 ⇒ 1
Lucky SoB. I was going to start cutting his head off this round. At least my fatass is on him so he can't run away. Not without the help of his Rubrics at least.
Brother Varryl slows to an imperceptible speed. His internal clock registers the longest five seconds of his life as the grapple merely ceases.
| BayouSnowman |
Brother Hammern unleashes a torrent of bullets and plasma at the Daemon with expert precision:
Storm Bolter:
1d100 ⇒ 2
1d100 ⇒ 40
1d100 ⇒ 36
1d100 ⇒ 53
1d100 ⇒ 51
1d100 ⇒ 71 Passes through
1d100 ⇒ 40
1d100 ⇒ 36
1d100 ⇒ 44
1d100 ⇒ 86 Passes through
Plasma Gun:
1d100 ⇒ 74Passes through
1d100 ⇒ 84Passes through
1d100 ⇒ 81Passes through
1d100 ⇒ 4
1d100 ⇒ 39
While less than half the shots make it through and damage the Daemon they do considerable damage, but its strange physiology makes it difficult to tell just how much.
| BayouSnowman |
Locked in a deadly duel with Brother Xing the Daemon swings his weapon violently and swiftly as he attacks multiple times at Xing's body.
1d100 ⇒ 64
1d100 ⇒ 13
Chaos-forged sword (2d10+25 R; Pen 6; Felling)
2d10 + 25 ⇒ (3, 4) + 25 = 32 R; Pen 6; Felling
2d10 + 25 ⇒ (4, 6) + 25 = 35 R; Pen 6; Felling
Round 2:
The Rubric Marines continue to rise and ready their weapons for an attack while the Sorcerer is somehow able to break free from the grapple as Varryl is frozen in time, leaving the sorcerer towering above him.
Temporal Flux: 1d10 ⇒ 3
Ok, that should be all that needs to be resolved from Round 1, minus the counter- attack that Xing still needs to handle. I'm no longer in the office on Weekends so its pretty much taken away my ability to post then. That should no longer be the case after Chinese spring festival. (Their biggest holiday and Winter Break for Students that follows the Lunar calendar and ends in the middle of February.
| Brother Xing |
Sorry for hold up, Winter Break here so I've got more classes than usual and less time for posting.
Round 1 stuff to resolve:
I dodged once and parried twice, leaving one dodge left from "Step Aside"
Dodge (80) vs 1d100 ⇒ 95 Failed
Xing fails to step aside the counter attack and the Daemon catches his right arm bypassing his Warp field.
45 vs 1d100 ⇒ 93
[ooc]TB 5, Armor 3, PR Defense 8 41-16=25 R dmg taken
23 Wounds, 2 on crit-table reduced to 1 b/c True Grit: Drop whatever is in my hand...But because my weapon is two handed can I keep hold of it with my other hand? Hope so...[/ooc]
Round 2:
Temporal Flux
1d10 ⇒ 4
Xing remains silent as the Daemon nearly takes his arm off, he stands his ground fearlessly.
But inside I'm screaming help me brothers. Dinner break over, got a class, will post my actions for round 2 later.
| Pyros V'estian |
Temporal Flux: 1d10 ⇒ 1
Locked in a sudden eddy of time Pyros watches the fight flashing past in front of him, unable to help his embattled brothers.
Wasn't sure who to help first, now I don't need to decide it seems. Sorry Xing! We are in big trouble!
| Blood Angel Chaplain Deleos |
As I read in the course of the campaign we can use the squad abilities of each other. Can we activate the Defensive Pattern of my Chapter "Feel No Pain" when Xing is hit? It is a free action and halves the taken damage after toughness and armour for 3 cohesion points for one round, could save Xings ass.
I could need another action for round 2, come on ...^^
Temporal Flux: 1d10 ⇒ 10
BÄM! Will post a furious charge on the demon later today, hoping to pull aggro from you Xing :-)