Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


2,651 to 2,700 of 2,987 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

After a quick deceleration after passing the door, Deleos touches the floor in a crouch, looking back at the closed door.

If there are visible controls:

Deleos quickly hits the 'Open' symbol and glances at the running Magos, ready to fire his jump pack again to close the distance. Using any remaining actions to follow the magos

else:

No time to find the control ... "Keep a secure distance to the door, I will leave a melta charge on the door!"
He set the big, red charge at the middle of the door, setting the timer to 5 seconds and then turns to follow the running magos. Using any remaining actions to follow the magos


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

"I think Brother Deleos agrees with my thoughts. We need our tech priest allies happy with us and any foe that wants to expel us, will follow us. We will fall back in an ordered manner, the hordes' numbers will work against them in the corridors. As for their lord, the junctions will allow us to flank it. Belay the melta bomb Deleos we do not know the integrity of this place and do not get too far ahead"
Moving towards the door, Pyros fires a short burst as he moves.
Bs 50+10semi auto+30 Horde of 31: 1d100 ⇒ 52 2hits +1 explosive rounds

Hit 1: 1d10 + 11 ⇒ (8) + 11 = 19+1x pen 4
Hit 2: 1d10 + 11 ⇒ (9) + 11 = 20+1x pen 4
Hit 3: 1d10 + 11 ⇒ (2) + 11 = 13+1x pen 4

Just realised that my Tactical Experience Distinction gives us +1 dmg on each hit against hordes if in squad mode. Not sure who else was in squad mode.
Couldn't find the toughness/armour soak for these guys so I think 9 down from Vartas 2/3 from me. Horde size 29/28?


Xing's fury at the manipulation of his squad and ambush on their allies, he unleashes a force yet unseen by his squad.

WP 85 + 10 range (test is Modified same as BS test for this power)

Unfettered: 1d100 ⇒ 2 PR 8

8d10 ⇒ (10, 8, 4, 1, 7, 10, 1, 5) = 46 Pen 8
Area of effect adds 1d10 hits: 1d10 ⇒ 3

Total hits 11.

Half action power, half action move.

Falling back! Xing repeats the order begrudgingly, wanting nothing more than to fight here and now.


New Combat: Round 1-

Enemy SOAK: 7AP, 8 TB Horde 40

Deleos 16--- Full move action to exit before the doors close. Barely makes it through in time.
Xing 15--- The Librarian unleashes multiple singularities that pull and twists at the Xenomechs bodies, tearing them apart and away to some unknown place. Mag. reduced by 11
Varryl 12+ --- ???
Pyros 12--- Takes a few quick shots with his bolter, destroying a few. Mag reduced by 3
Ulrich 10--- ???
Vartas 9--- Vartas unleashes fury upon the enemy, his heavy bolter cutting down 9 enemies. Mag reduced by 9
Lori 6---???

Remaining Horde Magnitude is 17

Horde 40 of "Flayed Ones"---

Deleos blasts away in a hurry while the kill team decides to fall back. Vartas Using the Watcher deedHears doors close and seal behind him and the sound of Deleos' jump pack vanish.

While some attack others are still deciding what to do. Even though the orders are to fall back, Vartas is the first to realize it's no longer an option.

Deleos, gonna wait to resolve your action until others post Round 1 actions. Also, you didn't roll a demolition test, depending on how things happen, you might recall that after you've left it and need to return to arm, but then theres orders not too...so just slowing it down til others have a chance to post. Gonna give 24 hours for posts, then I'll bot if necessary to finish round 1.

Deleos gets just inside as the door closes, cutting him off from the team. He sees Dante still running ahead of him, you know you could catch up to him next round using your jump pack, but your thoughts are on the door and the melta-bomb in your possession.


Techmarine/Forgemaster Rank 7

Varryl faces the oncoming horde with a fresh burst and a trail of fire as they close the gap.
1d100 ⇒ 42 v 70(50+10+10)
2d10 ⇒ (6, 7) = 13+4 pen 4
14
15
1d10 + 9 ⇒ (5) + 9 = 14pen 4
18
1d5 + 5 ⇒ (1) + 5 = 6 magnitude damage


Space Wolves Grey Hunter (Tactical Marine 7)

Ulrich sets himself with a snarl, firing into the charging mass of enemies with bolt pistol and plasma gun.

Short Range +10, Full-Auto +20, Magnitude +10, Signum Link +5, Bolter Mastery +10, Motion Predictor +10, Dual-wielding -10
Full-Auto (115): 1d100 ⇒ 48, 6 DoS, 5 total hits.
Enemy soak vs. plasma gun is 8, minimum damage is 13, magnitude reduced by 5.

Short Range +10, Semi-Auto +10, Magnitude +10, Signum Link +5, Bolter Mastery +10, Dual-wielding -10
Semi-Auto (95): 1d100 ⇒ 3, 9 DoS, 3 extra hits.
4 hits + explosive = 5 total hits.
Enemy soak vs Bolt Pistol is 11, minumum damage is 14, magnitude reduced by 5

If they are within 30 meters:
Lori charges into the few remaining foes at a word from Ulrich, tearing into them with her Mechanicus-enhanced jaws.

Berserk Charge +20
Bite (70): 1d100 ⇒ 47, 2 DoS, 1 extra hit.
Enemy soak vs. bite is 10, minimum damage is 11, magnitude reduced by 2.

Status:
Ulrich:
Wounds: 9/23

Bolt Pistol: 7/14
Plasma Gun: 20/30
Storm Bolter: 50/60 Kraken, 60/60 Vengeance, 60/60 Witch

Lori:
Wounds: 7/20


The squad lays waste to the remaining enemies with Lori finishing the last one, as it dissappears while still in her jaws. Immediately another Vox message by text is received by the team.

Now their Lord must come, it can not resist. Eliminate it, then we shall all be free.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

By HIM on Terra, who is that?! Why can he know that!
Unmodified Int 40, if he thinks of the arming problem: 1d100 ⇒ 5

"Following Dante now. The placed melta charge was not pre-armed as I am used to and I do not possess the knowledge to arm it properly. You have to break through yourself. Deleos out."


Soon after receiving the message the other three doors in the chamber open, all except the one to your rear, which you all notice is closed by now.

Awareness, hearing, - 50

Spoiler:
You notice an unfamiliar humming sound that's barely audible, it is getting louder, but slowly, you have a minute or so to act before it arrives.

3DOS+:

After listening you're able to determine the origin, it is coming from the center hallway through the recently opened door.

The stench and sight of corpses, skins both human and xenos is too much to for most minds. How have they gone? What are they? Regenerating machinery? Everyone roll 1d4 for insanity points.


Deleos leaves the Melta bomb and catches up to Dante easily, though he doesn't stop running, As soon as you catch-up he lifts off from the ground as though he had a jet pack and flies more quickly towards his brothers.

just giving you a chance on narrative time to act. If you want to do something or just follow, let me know. Otherwise I'll jump you both forward to the next encounter.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Lucian keeps his heavy bolter ammo feed cycling as the last of the horde vanishes and another mysterious text message arrives.

Awareness 100-50: 1d100 ⇒ 44

"Does anyone else hear that?" Lucian asks. "A strange humming, which seems to be getting louder. I cannot discern it's origin."

The chamber is now a charnel house of machine parts, skins both human and xeno, and flowing fluids both organic and inorganic. The true horror of these xeno-things and the threat they represent to the Imperium seeps through Lucian's mental defences, shaking the foundations of his belief in the unending Imperium of Man.

Insanity Points: 1d4 ⇒ 4


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

I do not roll for Awareness nor Insanity right?
While they both make quick speed through the large floors of the base, Deleos is quiet for some moments before addressing the Magos - his blood boiling with an well-known hunger for the fight and the blood of his enemies. Leaving his Brothers in a fight sits ill with the Blood Angel and he needs the moments to build his calm manor again.
"Magos, I will support you in securing communications and the entry to this place."
After a short moment, he adds: "Did you received any text messages via vox, in the last couple of hours?"


Hearing Per 65 -40 (25) vs 1d100 ⇒ 40

Xing see's all the doors open but fails to hear anything of significance. I hear nothing Xing replies to Vartas' warning. We must be ready for whatever comes. Looking around at the carnage and pondering the possibilities of the creatures he can imagine little worse.

1d4 ⇒ 2

Aid the wounded while there is time. I am going to use one of the injections we installed on route to this system. It should steel our bodies temporarily, surely this "Lord" will be more formidable than these xenomechs...

Using the permacreate injection, don't recall exact details, but gives us TB bonus and maybe Unnat. TB +1? Not sure, will check, anyone else have that in their profile?


Deleos just role for insanity 1d3, as you've witnessed enough already and he considered the impact this foe could be to the Imperium. You roll a little less from avoiding the scene after fighting the two hordes.

Med test for healing possible from Varryl. Tech use to repair Lori could be done by anyone with the skill.

demolition simple +0:

A Melta bomb might not breach the doors. The materials are unknown and you're unsure of the impact you'd make. You aren't optimistic. Passing this test once means you could freely place one explosive without rolling again.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

kk, don't know how to rp it right now, will just put the roll and then rp it later on if thats ok, as he has time to reflect.
Steps towards the Black Rage: 1d3 ⇒ 1


Space Wolves Grey Hunter (Tactical Marine 7)

Heightened senses, auspex, unnatural perception(x2).
Awareness (110-40): 1d100 ⇒ 34, 3DoS.

Insanity: 1d4 ⇒ 1 points.

Though highly unsettling, even to the hardened mind of an Astartes, Ulrich's mind adapts fairly well to the new information. Regenerating machines are new and heretical, but teleporting foes are nothing he has not encountered before.

He steel his mind and turns his attention back to the situation at hand. Turning his head slightly from side to side, he nods to Vartas, "I hear it as well, Brother." It is coming from that center hallway."

Is there anywhere that we could take cover or fortify a position in this room?


Dante doesn't reply in Gothic, you've yet to hear him speak. He merely shares his head up and down as he moves quickly to the extraction point.


There is cover behind the 4 pillars surrounding the main alter in the middle of the chamber. Wide enough to cover a single Marine.


Vartas and Ulrich can shoot from the cover of the second floor while the rest of us engage it on the ground level...Brother Varryl, my wounds are not severe, see to Ulrich first if time allows... If I may borrow your combo-tool, I will attempt to repair Lori while time allows. Xing waits as long as possible, but when it gets close, he'll leave enough time to make it to the center pillars for cover, suggesting others do the same. I can protect us from ranged attacks with a fog. Forcing it into melee range.

Tech use 50 +10 combitool (if Varryl has and loans one.) +10 Cortex vs 1d100 ⇒ 81


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Awareness65-50: 1d100 ⇒ 51 3dof
Insanity: 1d4 ⇒ 1

Although never having fought this sub-unit of the enemy, Pyros' years of experience and knowledge of this type of foe, allow him to shield himself against the horror strewn before him.

"Brother Varryl, I can assess the door, you look to our brothers and their wounds. I agree with Brother Xing's plan so as soon as patched, take your positions. "

Demolition 60: 1d100 ⇒ 184dos

"Hmm, without greater knowledge of the materials I am not optimistic of blowing this door. I will arm and place a charge, but not activate it. If we succeed then we can look at other means of blowing the door, if the fight goes badly, we can activate it at the push of a button with a 10second delay and how it gives an option to retreat."

Sorry about taking ages to post. If there is still time, Pyros will assist Xing in repairing Loki. If one person can assist Xing that should push his fail to a success as he gets+10 from my mentor ability.


Techmarine/Forgemaster Rank 7

Medicae: 1d100 ⇒ 94 v 70
2dof
FP Reroll: 1d100 ⇒ 36
3dos
14 wnds healed

Varryl performs rushed ministrations to his injured brothers. On more than one occasion his instruments come startling close to further opening his patient's wound.

I don't believe I have a multi tool. Only a bunch of mechadendrites.


Xing attempts to repair Lori but fails, he can't really be sure where to begin and nearly does more harm than good. Afterwards he heads towards the center of the chamber and takes cover.

Pyros sets a demolitions charge and orders everyone else into position. He makes it to the center throne with Xing.

Varryl tends to Ulrich's wounds Not sure if you're lightly or critically wounded, assuming its light, if so, healed 14, if not, it'll be less and has enough time to make it to the center throne for cover.

Vartas and Ulrich: Vartas can run like the wind and barely make it up in time. Ulrich may easily ascend to the balcony or remain below and move to the center.

Everyone roll initiative:

1d10 + 4 ⇒ (7) + 4 = 11 (Enemy)

As the noise grows audibly louder, the kill team realizes time is running out and hurries to take positions. The center Throne sits about 50m from the center hall entrance, though you aren't able to see far, as it descends just after entering it. Something is coming up fast.

In the blink of an eye, the large leg less abomination appears flying straight into the main chamber. A large torso of metal and Emerald green protrude from a grav-platform the glides effortlessly towards the kill team.

1d100 ⇒ 4 Unnatural Perception test 6 DOS: If you wish to conceal or hide, it's versus 6DOS, otherwise, your position is probably known...though you wouldn't know this IC.

It flies full speed, hovering just above any marines height, wielding a large bladed weapon in one hand, and an eerily looking gauntlet on the other hand that's surrounded by green flames.

Enemy is within 20m of center throne when ITS turn begins. If your initiative is higher than its, then assume its within 50m. Lower initiative than it, and its 14m away. Anyone above is also within 50m unless you wish to be opposite the side it entered, in which case its 50m to center throne + whatever distance it is away from the throne on the other side, ~20-30m (70-80m total).

Size Hulking

This round: -20 to BS tests against it for this round, +10 WS tests


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Lucian moves towards the centre of the chamber, using the pillars to provide a modicum of cover for his enlarged frame. He plants his feet and channels the ancient generator's energy into the multi-melta, which begins to hum and glow.

Without warning, a mechanical abomination flies into the chamber. It's weapons appear formidable and it glides silently at surprising speed.

Initiative (using Pyros' Int bonus): 1d10 + 6 - 3 ⇒ (8) + 6 - 3 = 11
Tactics (Defensive Doctrine) 50: 1d100 ⇒ 86 3DoF+IB5+1=3 rerolls

Lucian tracks the xeno-mech with his multi-melta, establishes a slight lead, and unleashes a gout of superheated nuclear energy at the thing.

Half Action to Aim, Half Action to multi-melta it. My Init is inconveniently the same as the bad guys, which might matter because if it's within 30m of me that's Short Range with +10 to hit and the Melta quality would double my weapon's Pen to 24. Can't remember what the Init tie breaker is though.

BS65+10(Aim)+10(Size)-20(Speed): 1d100 ⇒ 34
Damage: 2d10 + 16 + 2 ⇒ (6, 7) + 16 + 2 = 31 31E Pen 12, Blast 1, Melta

Wounds 16/23
Heavy bolter 202/250
Multi melta 11/12
FP 4/5
No demeanours used
Student of the Codex rerolls 3/3


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Initiative: 1d10 + 6 ⇒ (4) + 6 = 10

Rushing from placing the melta bomb, Pyros only just makes the centre in time and therefore is slow to react to the approaching creature. He wracks his brain for details of what this might be, whilst aiming carefully down his weapon. Just as he is about to fire, he feels a nagging feeling and adjusts how much he leads the creature, firing a 'killing strike' straight at it.

"Bring it down!"

F Lore Necrons 60: 1d100 ⇒ 51

Attack combi-melta BS 50-20+10 red dot +10 half aim+10 short range: 1d100 ⇒ 70 1dof
FP reroll: 1d100 ⇒ 3 5dos

Dmg: 2d10 + 14 ⇒ (1, 10) + 14 = 25 pen 24
RF: 1d10 ⇒ 2
Short range 'L arm' hit, 5dos, 27E dmg pen 24, 1FP used to reroll to hit, 1FP used for killing strike (can't dodge or parry).


Space Wolves Grey Hunter (Tactical Marine 7)

Ulrich summons Lori to follow, then sprints up to balcony level taking some cover behind the rail. The sight of this new floating abomination brings an involuntary snarl from Ulrich's throat as he sights carefully at the enemy and opens fire.

Concealment: I cannot get 6 DoS, much less 7. Pretty sure he knows Ulrich is there...

Storm Bolter:
Short Range +10, Semi-Auto +10, Signum Link +5, Bolter Mastery +10, Dual-wielding -10, Moving Target -20
Semi-Auto Attack (65): 1d100 ⇒ 2, 6 DoS = 8 total hits.
Tearing, Kraken Rounds
Damage #1a: (2d10 ⇒ (8, 1) = 9) 8 + 13 = 21X, Pen 8.
Damage #1b: (2d10 ⇒ (7, 10) = 17) 18 + 13 = 31X, Pen 8.
RF: 1d10 ⇒ 8
Damage #2a: (2d10 ⇒ (8, 10) = 18) 17 + 13 = 30X, Pen 8.
RF: 1d10 ⇒ 7
Damage #2b: (2d10 ⇒ (3, 5) = 8) 5 + 13 = 18X, Pen 8.
Damage #3a: (2d10 ⇒ (4, 8) = 12) 8 + 13 = 21X, Pen 8.
Damage #3b: (2d10 ⇒ (8, 5) = 13) 8 + 13 = 21X, Pen 8.
Damage #4a: (2d10 ⇒ (6, 7) = 13) 7 + 13 = 20X, Pen 8.
Damage #4b: (2d10 ⇒ (5, 9) = 14) 9 + 13 = 22X, Pen 8.

Plasma Gun:
Short Range +10, Full-Auto +20, Signum Link +5, Bolter Mastery +10, Motion Predictor +10, Dual-wielding -10, Moving Target -20
Full-Auto Attack (85): 1d100 ⇒ 72, 1 DoS = 2 total hits.
Volatile
Damage #1: 1d10 + 11 ⇒ (1) + 11 = 12E, Pen 10.
Damage #2: 1d10 + 11 ⇒ (10) + 11 = 21+ 9 = 30E, Pen 10.
RF: 1d10 ⇒ 9

Status:
Ulrich:
Wounds: 9/23
Bolt Pistol: 7/14
Plasma Gun: 15/30
Storm Bolter: 40/60 Kraken, 60/60 Vengeance, 60/60 Witch

Lori:
Wounds: 7/20


Deleos and Dante continue at full speed towards the extraction point. The last you hear is something was approaching and the squad prepares to intercept, but you are out of vox range by the time the rest of the squad engages. While on route you know they encountered significant forces in your absence. Brother Ulrich's bio-monitors do not look good at least view and you are out of range by now, with no update.

You and Dante arrive and carnage barely begins to describe what you see. No one is reachable by vox, neither your squad or team you left at the extraction point. While the defenses seem intact, you see no one standing, a few body parts strung about.

Please give me an awareness test.
Dante awareness: 1d100 ⇒ 17


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

As the vox contact begins to fade:
"Deleos for team: Have faith in yourself as you were made into the Emperors finest decades ago and have improved your abilities ever since. I expect to see you all in best conditions later. Nearing end of vox range. The Emperor protects. Deleos out."

Later upon arrival:
As the two utterly different warriors arrive at the base in a rush of heated air, Deleos raises the Crozius and trails the wrist mounted storm bolter over the battlefield.
Awareness 60: 1d100 ⇒ 82
Seeing the carnage and the missing defenders, knowing that his Brothers are likely fighting off hordes of abominations right now, distracts Deleos as he has to fight off another daring grasp of the blood curse his chapter is plagued by since the day of their chapter's father. Knowing that he has just gone one step further down the stair towards the black rage fuels his growing rage even further. His gloves tightens their powerful grip around the sign of duty further. Come at me cowards and I will gladly end your unnatural existence.


Throne Room, Round 1:

Initiative:
1. Vartas 11+
Enemy 11
2. Pyros 10
3. Varryl ??
4. Xing ??
5. Ulrich
6. Lori

Ulrich and Lore are last, and above on the balcony. You didn't roll initiative and just saying last b/c you ran up to the top and got into position.

Both Vartas and Enemy have same total rolls and same AG and AG bonus, so it'll be on the highest dice for initiative, Vartas had 8, Enemy 7, Vartas is first.

PR 45 vs 1d100 ⇒ 92

Vartas takes a shot with the melta weapon and hits the creature hard, it doesn't slow and shows no signs of being phased. As it moves though, Vartas does notice a slight variation in its appearence, as if its not all there at one time, very similar to Xing's warp walking ability. The resemblement is slightly disturbing. Using Watcher Deed, others don't notice anything unusual or draw a connection.

As the enemy nears the center it fires from the gauntlet while raising a sword, an emerald flame of unknown composition washes over the center throne area and engulfs it in green flames. Everyone in the center must dodge the flames, cover does not protect. Failure, means an additional roll to see if you catch on fire.

Who it attacks in melee:1d4 ⇒ 1

Just as fast as it fires, it swings a sword nearly the size of an Astartes at Vartas, the Ultramarine who drew first blood and stands tall in his mighty armor.

WS 1d100 ⇒ 74

The swing misses barely, the height of its hovering too high as it struggles to navigate the pillars.

Pyros then fires his own weapon after careful aim but it seems to pass through him, or rather a blurry image of it if Pyros maintains sight long enough to see.
Killing Strike is only for Melee and used in combination with "All out Attack" so you can keep that 2nd FP.
1d100 ⇒ 48

Varryl and Xing's actions:

Ulrich fires a volley from atop of bolters, taking a slight risk firing so many bullets into the melee with his brothers.
1d100 ⇒ 22
1d100 ⇒ 77 hit
1d100 ⇒ 96 hit
1d100 ⇒ 61 hit
1d100 ⇒ 25
1d100 ⇒ 15
1d100 ⇒ 16
1d100 ⇒ 48

Some of the hits pass through, while others detonate on the machine. Nice, not many hit, but your RFs all did


Techmarine/Forgemaster Rank 7

Preround
Varryl sprints to the front most pillar, ready to draw the enemy's focus.
Init: 1d10 + 7 + 1 ⇒ (1) + 7 + 1 = 9 JoI +FLL

Delayed by his impact against the pillar Varryl thumbs his Stormshield to life as he sights his weapon on the attacker's suspensor. Specialized logic engines whirr softly in his skull as they attempt to predict the targets next position.

Free action to activate shield
Full action aim
Reaction Logis Implant.


Initiative:
1d10 + 6 ⇒ (1) + 6 = 7

Brother Xing is slow to react, he allows his brothers to strike first before he takes a turn, hoping they draw it in closer.

Dodge: 1d100 ⇒ 28

When the creature approaches and fires a wall of green flame, Xing dodges to avoid the flames, easily sidestepping the attack and tries to time his attack to avoid putting his brothers in the path of the Gravity wave.

Though his Warp Walking ability may have protected him, he took no chances with the mysterious green flames. His kill team already badly wounded, he wanted to forgo a melee and attempted to pin the target for everyone's benefit.

Gravity Wave Psy Power (PUSH)
WP 85 + PR Bonus vs 1d100 ⇒ 84
Psy Phenom:1d100 ⇒ 97
Psy Perils:1d100 ⇒ 1
WP test to avoid insanity and being stunned: 80 vs 1d100 ⇒ 55

Gravity Wave:

Action: Full, Opposed: Special, Range:5m x PR, Sustained: Special
Description: The Librarian summons a wave of kinetic energy and force blasting those in its path. The power works exactly like a shot from an Adeptus Astartes Graviton Gun and may be focused to pin a single target at the push level. A successful attack deals 2d10 points of Impact damage, Pen =PR. The attack has the flame quality, everything caught in its area of effect is subject to extreme gravitational forces in a 30 degree cone and must make a Very Hard (–30) Strength Test or be knocked down. A being that fails its Strength Test and is thrown into a solid object or surface from a standing position takes 1d10 points of impact damage to their body. This damage may be increased at the GM’s discretion depending on the surface the being is thrown into (electrifi ed, covered in spikes, has a sharp corner) or how far the being is thrown or falls.
At the Push Level, the ability may be focused onto a single target and pin one target up to Enormous size. A pinned target takes a further 1d10 points of Impact damage + the base PR of the Librarian, that ignores armour every round until the target escapes the beam or is crushed to death. When the power is used to pin a target, the Librarian can sustain the power each round as normal. Moving or attempting any physical action while pinned requires an Opposed Strength Test vs the WP of the Librarian, which gains a +5 x base PR. The blast may also shatter fragile objects, collapse weak floors or structures, jam machinery, damage vehicles, rupture storage tanks, or cause any other sort of mayhem as the GM sees.

Xing screams in pain, its audible over the vox loud and clear, though he maintains his composure and attempts to hold it down for his team to finish it off.

Dmg: 2d10 ⇒ (2, 10) = 12 Pen 12
RF-..(need to confirm? Others didn't...just in case)
WP 85 + PR Bonus vs 1d100 ⇒ 68
RF-1d10 ⇒ 2
Pinning Dmg: 1d10 + 12 ⇒ (10) + 12 = 22 (ignores armor)
Only need to confirm once:
RF-1d10 ⇒ 5

I already activated mine, but we all have them, finally found the info on them:

Lumacrete Injections info::
Once injected with Luma-Crete, a character gains The Flesh is Weak Trait equal to half of his Toughness Bonus (rounding up). He also gains the Resistance (Heat) Trait, and a +10 bonus to any Tests made to resist the effects of radiation. This effects last for 5 hours, and once it wears off marines must pass and (+0) toughness test or gain level of fatigue.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Lucian sees the beam of superheated gas strike the xenomech, but notices that what he first took to be heat haze was in fact the creature sliding in and out of phase with the universe, as he had seen Xing do in the past. "This creature is protected by phase distortion. Xing, Varryl - is this psychic or mechanical in origin?" he asks across the squad vox.

As he finishes, alien fire washes over his armour. The bulk of the ancient Terminator armour means that Lucian is unable to dodge, but he barely notices the heat from within the thick plascrete. The creature's sword slides past him with a whisper as Lucian readies the multi-melta for another shot.


Flame attack Damage:
1d10 + 9 ⇒ (5) + 9 = 14 Pen 5

Deleos and Dante:

While Deleos doesn't initially see Elijah or much else in the wake of the destruction, Dante motions towards a corner behind a barrier and moves quickly to his companion who is lying on the ground, the only apparent survivor of the attack. He remains intact, but badly damaged and scratched, while no one else remains, only body parts.

Elijah speaks They appeared out of no where, destroyed everything in sight, I barely survived because of my barriers, but my Potentia Coil is damaged.

Another Awareness test please.

Dante 1d100 ⇒ 9

Dante begins repairing and aiding his brother, ignoring all else.


1d100 ⇒ 24

The being hovering above the squad dodges the gravity wave that bursts forth from Xing with ease.

Pyros attempts to consider the nature of the being, but it's unlike any necron he has ever heard of. It's terrifying to say the least, such a strong and powerful foe is yet unknown or confirmed to exist. Either it is new, which is unlikely given what you know of the necron, or no one has survived an encounter with one to tell the tale.

Varryl has yet to act, moving to round 2 in 24 hours or whenever Varryl updates.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

"Damned creatures! Did they some servo skulls? We should re-establish communications with the team ASAP."
Awareness 60: 1d100 ⇒ 89
Deleos also moves towards the fallen Mechanicus agent, convinced that the enemy is currently attacking his Brothers. Gnaa, what's with these perception rolls?


Techmarine/Forgemaster Rank 7
Brother Varryl wrote:

Preround

Varryl sprints to the front most pillar, ready to draw the enemy's focus.
[Dice=Init]1d10+7+1 JoI +FLL

Delayed by his impact against the pillar Varryl thumbs his Stormshield to life as he sights his weapon on the attacker's suspensor. Specialized logic engines whirr softly in his skull as they attempt to predict the targets next position.

Free action to activate shield
Full action aim
Reaction Logis Implant.


My bad Varryl, saw the pre round heading and figured it was the round before he came that you aimed. Since it's this round you don't dodge so you maintain the aim. You need to roll to see if you catch fire.

Enemy test: 1d100 ⇒ 26

Round 2

1. Vartas 11+
Enemy 11
2. Pyros 10
3. Varryl 9
4. Xing 7
5. Ulrich
6. Lori

Deleos doesn't notice anything beyond the two warriors conversing in binary. Finally the chatter breaks and Elijah says I have lost contact with our servo skulls. Too bad on the awareness tests... If you're around long enough then another test will be warranted, but if you leave soon, then not.

1d5 ⇒ 2

The machine charges towards Pyros from above and swings the large sword with lighting speed.

1d100 ⇒ 82 hit 19 Pen 5
1d100 ⇒ 10 hit 19 Pen 8
1d100 ⇒ 37 hit 20 Pen 8

Voidblade (1d10+14 R; Pen 4; Felling [1], Razor Sharp,Tearing, Unbalanced)

2d10 + 14 ⇒ (5, 2) + 14 = 21
2d10 + 14 ⇒ (2, 5) + 14 = 21
2d10 + 14 ⇒ (6, 3) + 14 = 23


Techmarine/Forgemaster Rank 7

Forcefield: 1d100 ⇒ 54

Not hit.

Surrounded by unnatural fire, Varryl squeezes off a tight burst from his Tecxorcism gun.

1d100 ⇒ 24 v 100
(50+20-20+10+10+10+10+10)
Aim-Melee+Logis+Burst+Size+Short Range+Signature (Master)
3d10 ⇒ (5, 9, 6) = 20
Dam =+4+7 Weapon tech pen4+7 weapon tech
16 pen 11
20 pen 11
17 pen 11
All have shocking.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

"Can he be transported? They might return at any moment. We should regroup with my team quickly."


Gravity Wave Psy Power (PUSH)
WP 85 + PR Bonus vs 1d100 ⇒ 14
Psy Phenom:1d100 ⇒ 73

Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the
exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points
unless they can pass a Difficult (–10) Willpower Test.

2d10 ⇒ (3, 4) = 7

Sorry to my ranged guys, that frenzy is gonna mess with you.

Xing focuses again trying to catch the hovering machine in a gravity well, but not all goes as expected. I will try to pin it down! he yells, letting his team know he is still in the fight after his last moments of screaming in agony. Xing feels a violent discord ripple forth from him in all directions, but doesn't know the effect it will have on his allies or the enemies.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Someone remind me what Frenzied does? I suspect it'll impair my ability to shoot this round, so I'd like to know what it does so I can plan my action.


It'll affect you round 3, people lower initiative it affects them this round. Means you can only can do melee, gives you some bonuses and penalties to stats.


Round 1 damage everyone should deal with except Ulrich is 14, pen 5 felling (1). If hit roll for AG for catching fire, I'll handle damage rolls for the second round if needed, putting the fire out in yourself is a half action - 20 AG test, (if memory serves correctly from book, correct me if I'm wrong.) but I'll allow you to use full action and simple +0 AG test if you prefer. Vartas can sacrifice his reaction and use full action to extinguish the flames.
Round 2
1. Vartas 11 on fire, yet to act
Enemy 11
2. Pyros 10 hasn't dealt with fire attack from round 1 and is attacked by necron.
3. Varryl 9 attacks the necron
4. Xing 7 uses psy power
5. Ulrich no action yet
6. Lori no action yet

Waiting for Pyros and Vartas to act so I can resolve in order. 24 hours I'll resolve as is.

For round 3, Vartas, Pyros, Varryl, will be frenzied. I'll post those frenzy details in discussion tab for everyone.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I think I can ignore this round's fire damage, as Pen 5 and Felling (1) reduces my soak to exactly 14. Might be a different matter next round though.

The fire continues to wash over Lucian, but the thick plascrete and reinforced systems withstand the heat. Ducking past the hovering xenoform, Lucian raises the shimmering form of his multi-melta and fires.

Half Action to disengage, Half Action to multi-melta the xeno

BS65+10(Short Range)+10(Size): 1d100 ⇒ 49
Damage: 2d10 + 16 + 2 ⇒ (9, 6) + 16 + 2 = 33 33E Pen 12, Blast 1, Melta

Wounds 16/23
Heavy bolter 202/250
Multi melta 10/12
FP 4/5
No demeanours used
Student of the Codex rerolls 3/3


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Round 1
Dodge flames 40: 1d100 ⇒ 90
Stormshield: 1d100 ⇒ 54
So Stormshield stopped me being hurt by the flames, not sure if that means I can still catch fire. Here is the roll in case.
Catch fire: 1d100 ⇒ 2

As the green flames lick out, Pyros, raises his shield and the in built forcefield allows the flames to lick over the top of him.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Round 2

Parry with Stormshield 50+15: 1d100 ⇒ 50 1dos

Stormshield hit 2: 1d100 ⇒ 89 3 dof

Stormshield hit 3: 1d100 ⇒ 31 2dos

FP reroll hit 2: 1d100 ⇒ 79 2dof

Parried 1st hit, take 21(-4 Toughness -2 armour= 15) and pen 8(-2 mantle) to head from 2nd, Stormshield stops 3rd. Down to 8 wounds.

Pyros parries the first strike of the abomination with his shield, the second strike cuts deeply through his helmet causing a deep cut to his head and exposing bone. Momentarily stunned he staggers and recovers, luckily his forcefield stopping the killing blow.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Recovering his wits, Pyros sees their only chance is to remove the enemy's ability to phase in and out, but also that as the enemy's focus, he must weather the storm. Invoking the tactics drilled in to him during his time on a dead station, he prepares himself for death and strikes where he hopes it will disrupt the xenos technology.

Not sure I can invoke both of these in the same turn, but both are half actions.
Living Death Half ction, Cost 2, Sustained, When the Battle-Brother suffers critical damage from a foe with the Necron, Tyranid or Daemon Trait, he reduces the amount (after armour and toughness) by 1+2 for every conscious and living member of the Kill-Team within support range. If killed he can fight on for a sigle round before dying, in which he can ignore fatigue or crippled limbs. Can then burn FP to not die. on me. And then
Killswitch: Half action, Cost 3, Sustained, Instead of a normal attack, the Battle-Brother makes an unmodified WS or BS test (depends on wpn) as a Full action. No effect for fail, success he can inflict (until the start of his next turn) 1/2 target's movement, -20 on Ranged, -20 on Melee, Temporarily negate one Trait (chosen by GM). attempting to disrupt the phase ability.

WS 55: 1d100 ⇒ 47

Cohesion is now 9. Also noticed our oath stops us taking insanity, so that earlier insanity should be irrelevant


Round 2
1. Vartas 11 catches fire
Enemy 11
2. Pyros 10 activates abilities
3. Varryl 9 attacks the necron
4. Xing 7 uses psy power
5. Ulrich no action yet
6. Lori no action yet

Vartas fires his Melta weapon at close range, 1d100 ⇒ 11 but it passes through the enemy.

Pyros is saved from the earlier flame attack by his shield, but is gravely wounded by the devastating attacks with the sword. Pyros then digs deep and recalls training he's never really had to employ, steeling his body and mind against further attacks, while pondering how he might disrupt the necron's abilities.

If shield blocks attack, no chance of catching fire, only when damaged. Was wondering how long it would take for squad abilities to be used, good thinking. However, as they are both half actions and the 2nd ability calls for a full action ws/BS test, it can't actually be done this round, you have no more actions. Also, round 3 you are in a frenzy, so I don't think you have the concentration to act for that ability, but as they are both sustained, round 4 you can take a full action to do it.

Varryl uses his arcane rifle in an attempt to disrupt the necron.

1d100 ⇒ 52
1d100 ⇒ 87
1d100 ⇒ 85

I checked shocking quality and was surprised how ineffective it is against armored foes, +10 bonus for every point of armor on the location hit to his toughness test. In this case Max +60 making it impossible to fail, I don't have the exact details of your rifle, if there's something special let me know, can't recall the book it's in and I'm on my phone, foxit reader is slow.

Xing attempts to to pin it again with his psy powers but does more than he intended. The blood of every marine near the necron boils and rage takes control as they are thrown into a frenzy, wanting nothing more than to face it in melee. The necron attempts to dodge the gravity wave but fails.
1d100 ⇒ 84

The necron is slammed to the ground and pinned by an invisible force. 2d10 ⇒ (10, 2) = 12 Pen 8


Round 2 Ulrich may act and fire.

Round 3:

The Marines are in a frenzy, everyone but Xing and Ulrich lose focus and move into attack the necron in melee.

1d100 ⇒ 16
Opposed WP test vs it's St for Xing to keep it pinned. 6DOS vs Xing's WP test. This gets tricky as it's an opposed test for every action, but since many will act and we can't wait for Xing to oppose it after every action he might take, just doing it once for the round. Though he can maintain the ability and next round it'll be another opposed test. I'll read up on the ability again and consider to make sure this is fair. For now, need that test Xing so I know if it can act vs the Marines that act before you in initiatives.


Dante doesn't reply but Elijah speaks for him. We will slow you down if you wish to return to your squad... I need some more time for my body to heal itself enough for me to walk on my own.

If you decide to wait another 5 minutes, give me an awareness - 20 test. RolePlay will figure into what you see.


Space Wolves Grey Hunter (Tactical Marine 7)

It seemed like you did not check for my plasma gun hits taking effect in round 1. Did they have no effect, or did I just not see where it happened?

Round 2

With unwavering aim, Ulrich unleashes another hail of gunfire at the hovering monstrosity, reciting one of the many Litanies to the Allfather he learned as a young Bloodclaw.

Storm Bolter:
Short Range +10, Semi-Auto +10, Signum Link +5, Bolter Mastery +10, Dual-wielding -10
Semi-Auto Attack (85): 1d100 ⇒ 45, 4 DoS, 3 total hits.
Tearing, Kraken Rounds. All Penetration 8.
Damage #1a: (2d10 ⇒ (6, 5) = 11) 6+13 = 19X.
Damage #1b: (2d10 ⇒ (2, 2) = 4) (replacing 2 with DoS) 4+13 = 17X.
Damage #2a: (2d10 ⇒ (7, 6) = 13) 7+13 = 20X.
Damage #2b: (2d10 ⇒ (4, 3) = 7) 4+13 = 17X.
Damage #3a: (2d10 ⇒ (10, 6) = 16) 23+13 = 36X.
RF: 1d10 ⇒ 10.
RF: 1d10 ⇒ 3.
Damage #3b: (2d10 ⇒ (8, 7) = 15) 8+13 = 21X.

Plasma Gun:
Short Range +10, Full-Auto +20, Signum Link +5, Bolter Mastery +10, Motion Predictor +10, Dual-wielding -10
Full-Auto Attack (105): 1d100 ⇒ 89, 1 DoS, 2 total hits.
Spend 1 FP to add +10 to the roll. 3 total hits.
Volatile. All penetration 10.
Damage #1: 1d10 + 11 + 7 ⇒ (10) + 11 + 7 = 28E.
RF: 1d10 ⇒ 7.
Damage #2: 1d10 + 11 + 9 ⇒ (10) + 11 + 9 = 30E.
RF: 1d10 ⇒ 9.
Damage #3: 1d10 + 11 ⇒ (2) + 11 = 13E.

Though Lori is snarling with eagerness to get her jaws on the foe and even growling at Ulrich at his commands to stay close, the fire and the familiarity of the Pack is enough to rein her in and she remains with Ulrich.

Status, Round 2:
Ulrich:
Wounds: 9/23
Bolt Pistol: 7/14
Plasma Gun: 10/30
Storm Bolter: 36/60 Kraken, 60/60 Vengeance, 60/60 Witch

Lori:
Wounds: 7/20

Round 3:

The hail of fire continues, unabated, from the balcony. Ulrich's Litany is louder now, audible to his brothers even over the reports of his two weapons.

Storm Bolter:
Short Range +10, Semi-Auto +10, Signum Link +5, Bolter Mastery +10, Dual-wielding -10
Semi-Auto Attack (85): 1d100 ⇒ 21, 6 DoS, 4 total hits.
Tearing, Kraken Rounds. All Penetration 8.
Damage #1a: (2d10 ⇒ (3, 4) = 7) 4+13 = 17X.
Damage #1b: (2d10 ⇒ (6, 4) = 10) 6+13 = 19X.
Damage #2a: (2d10 ⇒ (8, 9) = 17) 9+13 = 22X.
Damage #2b: (2d10 ⇒ (9, 2) = 11) 9+13 = 22X.
Damage #3a: (2d10 ⇒ (2, 3) = 5)(replacing 3 with DoS) 6+13 = 19X.
Damage #3b: (2d10 ⇒ (2, 5) = 7) 5+13 = 18X.
Damage #4a: (2d10 ⇒ (3, 6) = 9) 6+13 = 19X.
Damage #4b: (2d10 ⇒ (8, 10) = 18) 13+13 = 26X.
RF: 1d10 ⇒ 3.

Plasma Gun:
Short Range +10, Full-Auto +20, Signum Link +5, Bolter Mastery +10, Motion Predictor +10, Dual-wielding -10
Full-Auto Attack (105): 1d100 ⇒ 15, 9 DoS, 5 total hits.
Spend 1 FP to add +10 to the roll. 3 total hits.
Volatile. All penetration 10.
Damage #1: 1d10 ⇒ 3(replacing 3 with DoS) 9+11 = 20E.
Damage #2: 1d10 + 11 ⇒ (9) + 11 = 20E.
Damage #3: 1d10 + 11 + 9 ⇒ (10) + 11 + 9 = 30E.
RF: 1d10 ⇒ 9.
Damage #4: 1d10 + 11 ⇒ (7) + 11 = 18E.
Damage #5: 1d10 + 11 ⇒ (8) + 11 = 19E.

Lori paces near Ulrich, her eyes locked on the melee below, her snarls growing in intensity as her rage builds into a uncontrollable thing.
Using the round to enter Frenzy.

Status, Round 3:
Ulrich:
Wounds: 9/23
Bolt Pistol: 7/14
Plasma Gun: 0/30
Storm Bolter: 28/60 Kraken, 60/60 Vengeance, 60/60 Witch

Lori:
Wounds: 7/20

2,651 to 2,700 of 2,987 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Missions All Messageboards

Want to post a reply? Sign in.