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Game Master Swordwhale

Warhammer 40k - Only War game. Tribute game to the famous 'All Guardsmen Party'.
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It's super secret.


WS 33, BS 38, S 30, T 31, Ag 36, Int 30, Per 32, WP 47, Fel 64; Wounds 5/5, FP 2/4 | +15 command on a ship | Currently:

Hrumph!


WS 33, BS 38, S 30, T 31, Ag 36, Int 30, Per 32, WP 47, Fel 64; Wounds 5/5, FP 2/4 | +15 command on a ship | Currently:

more ammo?: 1d100 ⇒ 16


m Griz Findley Storm Trooper BS51 WS30 S34 A44 T49 Int26 Will32 Fel26 Per42 Wounds14/14 Fate1/1

Trade(armourer) Rolls - int 26 +20 = 46

Custom Grip: 1d100 ⇒ 27
Modified Stock: 1d100 ⇒ 25
Trigger Adjustment: 1d100 ⇒ 78


Req rolls, in descending order of rarity.
Req roll (Light carapace)(Rare): 1d100 ⇒ 49
Req roll (Bolt pistol ammo)(Rare): 1d100 ⇒ 97
Req roll (Red dot sight)(Scares): 1d100 ⇒ 62


m Griz Findley Storm Trooper BS51 WS30 S34 A44 T49 Int26 Will32 Fel26 Per42 Wounds14/14 Fate1/1

Requisition: Red dot sight

"Reason? Oh right you need to write down why I need that on this mission."
He pats Betzi, his Hellgun. "See usually we fire those in bursts or full auto
if the big stuff shows up. But this time we have lots of tin openers with us.
Like this ironed shirt 'Archy' guy. And the Commissar. So I'm expected to shoot
the small stuff away from them. And there's no such thing as reloading Betzi you
see. No charge pack"
He points at his backpack. "So I'll have to do
single shots most of the time. And those better hit or Archy and the Commissar
might get in trouble. So a red dot sight would be suuuuuper helpful keeping them alive."

Requisition, scarce item: 1d100 ⇒ 36


The Munitorum scribe seconded to the Chief of Logistics is mustering the Trooper before him.
"Hmm-Hmm. Yes, but actually no.
You see, we have only three left.
Down to reserves you see.
And if I were to give you one, I'd only have two left.
And that would mean I'd have to fill Forms 5837F to 5837K.
In triplets!
Can't do.
The only thing I could do, is assign this item you are asking for to you as part of a field test according to protocol 982A-68826T.
You would have to bring it back WITHOUT damage and fill out a Test Report afterwards."


m Griz Findley Storm Trooper BS51 WS30 S34 A44 T49 Int26 Will32 Fel26 Per42 Wounds14/14 Fate1/1

Who knew it could be so helpful not to feel anything? No anoyance even hearing that kind of not-my-problem sort of reason. Also no regret in not getting what he wanted
"It's okay - if you're out you're out. I'm not going down there for a stroll - I'm going to storm bunkers and get shot at. There's no way I cann garantuee it coming back in one piece. Still as I said it's fine. I'll go without it. What was that reason again? You still have some but you'd have to fill out some refill forms. Got it. I'm sure the Commissar and Archi Ordinance guy are gonna know what that means and that you just followed the regulations. See you!"
Griz trots off without the item.


The scribe blushes red and actually stands up behind his chair as he replies.
"It's called Operational Reserves according to Memento-2947Z-61864T-70193478284.M32!"


m Griz Findley Storm Trooper BS51 WS30 S34 A44 T49 Int26 Will32 Fel26 Per42 Wounds14/14 Fate1/1

Griz turns around and scratches his chin.
"Aye. As I said I understand. No worries. You'll have to write that down tho if you want me to tell them about it. Not gonna remember that string of numbers and letters in my head."

Scarab Sages

2d10 + 20 ⇒ (2, 6) + 20 = 28
2d10 + 20 ⇒ (5, 5) + 20 = 30
2d10 + 20 ⇒ (7, 7) + 20 = 34
2d10 + 20 ⇒ (3, 5) + 20 = 28
2d10 + 20 ⇒ (4, 8) + 20 = 32
2d10 + 20 ⇒ (3, 7) + 20 = 30
2d10 + 20 ⇒ (9, 10) + 20 = 39
2d10 + 20 ⇒ (5, 1) + 20 = 26
Int: 1d10 + 10 ⇒ (8) + 10 = 18
Fate: 1d10 ⇒ 10
HP: 25 + 1d5 ⇒ 25 + (2) = 27
re-roll the 26: 2d10 + 20 ⇒ (3, 7) + 20 = 30


WS 40, BS 35, S 64, T 57, Ag 20, Int 18, Per 25, WP 32, Fel 28, Awareness 25, Wounds 29/29, FP 2/3 |Warhammer [throwing arm] | Currently: Just fine

grenades: 1d5 - 1 ⇒ (2) - 1 = 1


WS 40, BS 35, S 64, T 57, Ag 20, Int 18, Per 25, WP 32, Fel 28, Awareness 25, Wounds 29/29, FP 2/3 |Warhammer [throwing arm] | Currently: Just fine

Lugga/Igor is mostly complete. He needs a proofing check, but he's good enough for now.


Requisition Laspistol(Common): 1d100 ⇒ 50
Armorer vs 46 - Grip: 1d100 ⇒ 32
Armorer vs 46 - Stock: 1d100 ⇒ 7
Armorer vs 46 - Trigger: 1d100 ⇒ 72
Armorer vs 46 - Home Materials: 1d100 ⇒ 78
Requisition Red Dot sight: 1d100 ⇒ 93

No idea what requisition back on board of the ship counts as but I don't think the new character is getting anything. Guess all the other characters already cleaned out the stores. Is it possible to swap the regimental issue lasgun for the laspistol?


Requisition - Smoke Grenades: 1d100 ⇒ 10
Requisition - Camo Cloak: 1d100 ⇒ 9


Sergeant | Wounds: 0/17 | Armor rating: 4 | Fate: 0/3

By the by, Kersin has the Combat Formation talent, so everyone can add 1 to their intiative checks if he is involved, and if you have less, you can use his Int Bonus of 4 instead of your own agi bonus.


Trade(Armorer) Quick Release vs 46: 1d100 ⇒ 69


Requistion: Telescopic Sight(average): 1d100 ⇒ 100

ffs...


WS 33, BS 38, S 30, T 31, Ag 36, Int 30, Per 32, WP 47, Fel 64; Wounds 5/5, FP 2/4 | +15 command on a ship | Currently:

Age system test for my Best Stub Pistol
age: 1d100 ⇒ 50
Recent counts as old
origin: 1d100 ⇒ 21
Civilized: +10 to get ammo, -20 to modify
owner category: 1d10 + 3 ⇒ (2) + 3 = 5
owner: 1d10 + 3 ⇒ (9) + 3 = 12
Error: result has no entry
owner category: 1d10 + 3 ⇒ (7) + 3 = 10
owner: 1d10 + 3 ⇒ (1) + 3 = 4
A psykers weapon. Still bears a trace of the immaterium from the many times the veil was rent asunder around it.
Rolls to manifest psychic powers gain +5 for anyone close to this weapon (~10m).
quirk: 1d19 + 1 ⇒ (6) + 1 = 7
uncommon: 1d10 ⇒ 9
Possessed (9)
This weapon is possessed by a low level daemon
Dmg +3, Pen+3, Clip +50% (boni are inverted to penalties if used within consecrated area, e.g. imperial temples, cathedrals or in the immediate vicinity of an ordained cleric – or similar holy persons)
On a malfunction roll of 3 or lower, the character gains one point of Corruption instead of the normal malfunction result
Whenever the wielder gains Corruption, he gains another one any checks to resist gaining Corruption are two steps harder
The weapon resists common maintenance and repair attempts and instead repairs itself within one day
Should the daemon ever be exorcised, the weapon gains the Comatose quirk instead


Sergeant | Wounds: 0/17 | Armor rating: 4 | Fate: 0/3

REmind me what galvanizing presence does?


WS- 41, BS- 28, S- 42, T- 41, Ag- 31, Int- 39, Per- 26, WP- 42, Fel- 46, Wounds 12/15, FP 0/2, Awareness: 6/16(sight) Reasonable Commissar

"Galvanizing Presence: The presence of a Commissar is enough to instill fear into the hearts of all guardsman in his vicinity. Often this fear is greater than the fear of many fearsome foe the guardsmen my face during their struggle for the Emperor.

The Commissar counts as having the Fear(2) trait for the purpose of applying the Terrify special use of the Command Intimidate skill.

In addition, the Terrify special use will affect all members of a squad."


Sergeant | Wounds: 0/17 | Armor rating: 4 | Fate: 0/3

Kersin's Bolt Pistol

Quality: 1d100 ⇒ 91 - Good.
Age: 1d100 ⇒ 12 - New.

  • Gain random upgrade
  • Gain Reliable until damaged
    Origin: 1d100 ⇒ 92 - Famous Forge.
  • Praised Pattern: Gain +30 to interact with Cult Mechanicus
  • Work of Artisans: Counts as Best-Quality
  • Forge of Origin: 1d6 ⇒ 3 - Telestoria
  • +2 dmg, +2 pen, Proven(3)
    Quirk: 1d10 ⇒ 1 - Common 1d5 ⇒ 4 - Defensive
  • -5 BS on offensive actions
  • +5 BS on defensive actions


  • WS 33, BS 38, S 30, T 31, Ag 36, Int 30, Per 32, WP 47, Fel 64; Wounds 5/5, FP 2/4 | +15 command on a ship | Currently:

    400xp! Now what to spend it on...


    WS 22, BS 29, S 34, T 36, Ag 52, Int 44, Per 42, WP 35, Fel 31, Awareness 52, Wounds 9/16 Crit 5, FP 1/1, 1 burnt | Frags:0 Krak:0 Smoke: 5 Haywire: 0 |Stub Pistol | Insanity 2 ; corrupt 6 | Currently:

    MacVyger in progress!
    He is super sneaky and tech-able with Medicae +10 and Security trained!


    WS 22, BS 29, S 34, T 36, Ag 52, Int 44, Per 42, WP 35, Fel 31, Awareness 52, Wounds 9/16 Crit 5, FP 1/1, 1 burnt | Frags:0 Krak:0 Smoke: 5 Haywire: 0 |Stub Pistol | Insanity 2 ; corrupt 6 | Currently:

    wounds: 6 + 1d5 + 2 ⇒ 6 + (1) + 2 = 9
    fate: 1d10 ⇒ 1


    Kenneth Medland - Ministorum Priest: Rector Erudite BS22 WS24 S24 A24 T30 Int35 Will33 Fel52 Per23 Wounds6/15 Fate0/0

    Stat: 1d20 + 20 ⇒ (11) + 20 = 31
    Stat: 1d20 + 20 ⇒ (15) + 20 = 35
    Stat: 1d20 + 20 ⇒ (2) + 20 = 22
    Stat: 1d20 + 20 ⇒ (1) + 20 = 21
    Stat: 1d20 + 20 ⇒ (4) + 20 = 24
    Stat: 1d20 + 20 ⇒ (13) + 20 = 33
    Stat: 1d20 + 20 ⇒ (4) + 20 = 24
    Stat: 1d20 + 20 ⇒ (4) + 20 = 24
    Stat: 1d20 + 20 ⇒ (10) + 20 = 30
    Reroll lowest: 1d20 + 20 ⇒ (6) + 20 = 26

    Fate: 1d10 ⇒ 1 1 Fate point
    Wounds: 9 + 1d5 ⇒ 9 + (3) = 12


    Kenneth Medland - Ministorum Priest: Rector Erudite BS22 WS24 S24 A24 T30 Int35 Will33 Fel52 Per23 Wounds6/15 Fate0/0

    Kenneth Handflamer
    Age: 1d100 ⇒ 39
    Origin: 1d100 ⇒ 40
    Common/Uncommon Owner: 1d10 - 1 + 1 ⇒ (3) - 1 + 1 = 3
    Owner: 1d10 ⇒ 9
    Quirk Category: 1d10 - 1 ⇒ (10) - 1 = 9
    Quirk: 1d10 ⇒ 4

    Scarab Sages

    I probably won't be checking in tomorrow, so Merry Christmas!


    Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

    Some req time then, let's see...

    Base (Second specialist):25
    Time spent in front -10
    Front active +30
    War condition -20
    Special +20

    Medikit (Average(prof +10): 1d100 ⇒ 31
    Drum (not belt) inferno rounds (Rare/prof -10): 1d100 ⇒ 6
    Field Suture kit (Average/prof +10) 1d100 ⇒ 60
    Chamelion Cloak (Rare/prof -10): 1d100 ⇒ 44


    Male Tech-Priest Enginseer | Wounds: 14/14 | Armor rating: 9 head,body,arms; 6 legs | Fate: 1/1 |

    Base (Second specialist):25
    Time spent in front -10
    Front active +30
    War condition -20
    Critical Mission +20
    TN: 45

    Laud Hailer (scarce -10) vs 35: 1d100 ⇒ 82
    4 Stummers for squad (average +0, quantity -5) vs 40: 1d100 ⇒ 8
    Static Generator (very rare -30) vs 15: 1d100 ⇒ 86
    3 Screamers (scarce -10, quantity -5) vs 30: 1d100 ⇒ 60
    Power Axe (very rare -30) vs 15: 1d100 ⇒ 92
    Multikey (scarce -10) vs 35: 1d100 ⇒ 13

    WOW .. the dice hate me today!


    WS 22, BS 29, S 34, T 36, Ag 52, Int 44, Per 42, WP 35, Fel 31, Awareness 52, Wounds 9/16 Crit 5, FP 1/1, 1 burnt | Frags:0 Krak:0 Smoke: 5 Haywire: 0 |Stub Pistol | Insanity 2 ; corrupt 6 | Currently:

    Base 45
    Remote/timed detonators: 1d100 ⇒ 32


    Male Tech-Priest Enginseer | Wounds: 14/14 | Armor rating: 9 head,body,arms; 6 legs | Fate: 1/1 |

    I forgot to hand out stummers to everyone. I will do that in just a sec.

    EDIT: Just a sec in game that is....


    Male Tech-Priest Enginseer | Wounds: 14/14 | Armor rating: 9 head,body,arms; 6 legs | Fate: 1/1 |

    Hey guys, sorry for the radio silence. It seems that Paizo has eaten another of my posts. I will get it re-typed and re-posted in the morning.


    Cuthbert's milestone rolls:

    First Blooding
    BS Test against 43: 2d10 ⇒ (5, 4) = 9
    54, failed by 11, 2 degrees of failure
    Outcome: 2d10 ⇒ (1, 10) = 11
    10, 10 - 10 = 0, Catastrophic Failure, 2d5 Insanity, +2 Corruption
    Insanity Gained: 2d5 ⇒ (5, 1) = 6

    Assault on Hive Spire 1
    1d5 ⇒ 1
    BS Test against 43: 2d10 ⇒ (9, 7) = 16
    97, failed by 54, 6 degrees of failure
    Outcome: 2d10 ⇒ (3, 9) = 12
    39, 39 - 30 = 9, Stranded, 2d5 Insanity, +1 Corruption
    Insanity Gained: 2d5 ⇒ (5, 3) = 8

    Assault on Hive Spire 2
    1d5 ⇒ 3
    Stealth Test against 15(untrained): 2d10 ⇒ (4, 1) = 5
    41, failed by 26, 3 degrees of failure
    Outcome: 2d10 ⇒ (1, 9) = 10
    19, 19 - 15 = 4, Lost Battle, 2d5 Insanity
    Insanity Gained: 2d5 ⇒ (4, 2) = 6


    En Route to Atria
    INT Test against 31: 2d10 ⇒ (10, 4) = 14
    4, Succeeded by 27, 3 degrees of success!
    Gellar Field Incident: 2d10 ⇒ (5, 6) = 11
    Safe!

    A New World a New War
    1d10 ⇒ 9
    -2 to next d10

    Karakathonia 1
    1d10 - 2 ⇒ (5) - 2 = 3
    BS Test against 43: 2d10 ⇒ (6, 2) = 8
    62, failed by 19, 2 degrees of failure
    Outcome: 2d10 ⇒ (3, 1) = 4
    31, 31 - 10 = 21, Trench Invasion, 3d5 Insanity, D5 corruption.
    Insanity Gained: 3d5 ⇒ (5, 3, 4) = 12
    Corruption Gained: 1d5 ⇒ 1

    Mechanical Effect = 38 Insanity, 4 Corruption,
    Story Effect = Not a very happy soldier,

    I'll read up on what all that means mechanically and then get to writing up his story so far and spending some XP.

    Cuthbert is intended to be a grunt soldier. Lasrifle in hand, trudging to war, surrounded by madness.

    While I'm here...
    Wounds: 8 + 1d5 ⇒ 8 + (5) = 13


    Mental Trauma (10 Insanity) against 42: 1d100 ⇒ 33
    Mental Trauma (20 Insanity) against 42: 1d100 ⇒ 11
    Mental Trauma (30 Insanity) against 42: 1d100 ⇒ 95

    One failure, 6 degrees
    Trauma: 1d100 + 60 ⇒ (86) + 60 = 146
    1d5 ⇒ 1
    Struck dumb for 1 day


    Male Brawler WS 47, BS 34, S 41, T 52, Ag 32, Int 30, Per 26, WP 38, Fel 39, Wounds 16/16, FP 2/4

    Ok, so I decided to roll for what Cormaeg did BEFORE he officially entered the game.

    First Blooding

    Ws (at the time 37): 1d100 ⇒ 22 1 DoS
    Double result: 1d10 ⇒ 4 Encountered Ork Kommando
    Result: 1d100 ⇒ 85 +10 for 1DoS for 95 IE Critical success

    Assault on Hive Spire pt1

    Where? 1d5 ⇒ 4
    Command (Fel 39 +10): 1d100 ⇒ 29 2Dos
    Result: 1d100 ⇒ 74 +20 2DoS Wall breaker

    And then he took charge of the next mission.
    Yeah, with this level of luck, he might just be going places.


    Male Brawler WS 47, BS 34, S 41, T 52, Ag 32, Int 30, Per 26, WP 38, Fel 39, Wounds 16/16, FP 2/4

    Chimera #2
    Condition (+10): 1d100 ⇒ 52
    Variant: 1d10 ⇒ 2
    Main gun: 1d10 ⇒ 6
    Hull weapon: 1d10 ⇒ 4
    Extras? 1d10 ⇒ 7
    Extra weapon: 1d5 ⇒ 4

    Chimera #3
    Condition (+10): 1d100 ⇒ 86
    Variant: 1d10 ⇒ 1
    Main gun: 1d10 ⇒ 9
    Hull weapon: 1d10 ⇒ 5
    Extras? 1d10 ⇒ 4
    Upgrade #1: 1d10 ⇒ 1
    Upgrade #2: 1d10 ⇒ 5


    Currently: Being a Turret

    Thud has currently:
    Ripper: 48 round mag, 3 reloads
    Evicerator with executioner rounds (at least 1, rest to be rolled)
    Ogryn shield
    2 Orgyn Frags, 2 Kraks, 1 smoke
    Grenade Launcher with ammo

    Requesting from the Lt.:
    -as many charges of Executioner as I can (common)

    -Mauler Cannon (very rare)
    heavy, 60m, s/2/-, 3d10+8 I Pen6 ammo40 2full, Ogryn Proof, Twin Linked 50kg
    It's basically twin linked autocannons rebuilt with a stronger frame/grips/etc., fire limiters, and triple harness built for Ogryn in situations like this one that require MOAR DAKKA. From Shield of Humanity

    - Carapace armor (scarce?)

    - Heavy Stubber (rare, but +20)


    Sorry, I'm away from my laptop for a few days. Not sure what I'd try to requisition. I'll be back with my precious pdf's tomorrow so I'll check then.

    For the moment, Cuthbert is not very impressed with the local launchers and would like some extra ammo for his own launcher. I'm more than happy to chase down some hapless local and requisition it myself.


    Leni Tivnan Medic BS32 WS25 S29 A28 T25 I63 Will32 Fel30 Per26 Hp15/15 Fate2/2+1 Ins0 Cor7 30/30 4spare

    Requesting from the Lt.:

    - Medkit
    - Field Sutures
    - Map of the Target Region
    - Light Carapace armor


    Requesting from the LT:

    Riot shield - average
    Bolt pistol rounds (some? Not loads it's a single shot weapon!) - rare
    Carapace armour (or at least breastplate)- scarce
    Frag grenades - common


    Enginseer

    Tech use checks for chimaera maintenance (or at least a once-over). Target: 88 (presuming they're not compatible with an MIU, otherwise 98)

    Squad 1 chimaera: 1d100 ⇒ 26
    Squad 2 chimaera: 1d100 ⇒ 10
    Squad 3 chimaera: 1d100 ⇒ 98


    Currently: Being a Turret

    please be compatible with an MIU


    Not much Cuthbert would want to requisition, just some more rockets/missiles to be honest. I've got 6 Krak, I'd like a couple more and maybe some frag/scatter?

    Plus he would make sure to check the other launchers and the chimera are well supplied with ammo


    Enginseer

    Requisition:
    2 plasma pistol clips
    2 photon flash grenades
    Servo-skull with inbuilt auspex


    Male Brawler WS 47, BS 34, S 41, T 52, Ag 32, Int 30, Per 26, WP 38, Fel 39, Wounds 16/16, FP 2/4

    Ok, here we go, I'll try for some of the things, and you do the rest.
    Logistic Rating: 40
    Peer: +10
    Time spent on front: -10
    Front active: +30
    War condition: -10
    Total before mods for rarity: 50

    Thud:

    Mauler Cannon (Very rare, reduced to rare, -20) 1d100 ⇒ 27
    Carapace Armor (Scares, Reduced to Average, +/- 0): 1d100 ⇒ 45

    Leni:

    Carapace armor (See above): 1d100 ⇒ 2
    Suture kit (Same as Carapace armor): 1d100 ⇒ 95

    Max:

    Bolt shells (Rare, reduced to scareces, -10): 1d100 ⇒ 70
    Carapace armor (You know the drill):1d100 ⇒ 26

    Cuthbert:

    Frag missils (Scarces, reduced to average, bonus for being missiles +10(unless it was +20)): 1d100 ⇒ 86
    Scatter missiles (Rare, reduced to scarces -10, +10/20):1d100 ⇒ 92

    Duct:

    Plasma Clips (Rare, reduced to scares, -10): 1d100 ⇒ 14
    Photon flash grenades (Rare, reduced to scares, -10 (did grenades get bonuses)): 1d100 ⇒ 92

    Command (Fel +10): 1d100 ⇒ 90
    Ouch, no no, Reroll: 1d100 ⇒ 37


    Currently: Being a Turret

    Heavy Stubber requisition base 20 +20 regiment favored weapon -10 rare->scarce = vs 30: 1d100 ⇒ 7

    OH SNAP!


    Currently: Being a Turret

    requisition attempt 2, for Cuthbert's frag missile: 1d100 ⇒ 97 - fail
    requisition attempt 3, for Cuthbert's scatter missiles: 1d100 ⇒ 46 - success

    Ok. I'll be done. Come see me, Cuthbert. ;)

    Oops, I did the math wrong. The dice don't like you, man.


    So I think this should be against 20 for a private before rarity

    Requisition Riot shield average therefore 20: 1d100 ⇒ 87

    Requisition Frag grenades common therefore 30: 1d100 ⇒ 52
    Nope, ah well got my carapace.
    Is that a roll for random stuff then?

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