Welcome to the Guard!

Game Master Swordwhale

Warhammer 40k - Only War game. Tribute game to the famous 'All Guardsmen Party'.
Tactical-Map|| Shared notebook


1,151 to 1,200 of 6,987 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Human -2/12; WS 35;BS 27;S 34;T 32; Agi 31; Int 27; Per 26;WP 32; Fel 53; Fate 0/2; Insanity 20

init: 1d10 + 3 ⇒ (4) + 3 = 7

Commissar! Bolus shouts with his hands going to his flamer Permission To Disembark so I may bring The Emperor's Holy Flame To The Treacherous Orkish Filth!


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

"Denied, Father. We will disembark as one when it will be of the greatest service to the Emperor."


Round 1:
Lt. Harker's calm voice accompanies the first salvos of fire coming from the tigh-grouped battlegroup.
"One quick assault with the small guns to thin them out.
Aim well, conserve ammo.
Operators: Keep distance, don't let them get any closer.
Hellblazer, clean up the rest with some fire."

Hell of a lot DakkaDakka:

Multilaser-Full-Auto 33-10+10+15+10=58: 1d100 ⇒ 38
Multilaser, Type:E, Pen:2: 2d10 + 10 ⇒ (4, 3) + 10 = 17
Multilaser, Type:E, Pen:2: 2d10 + 10 ⇒ (6, 4) + 10 = 20
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (7, 3) + 8 = 18
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (7, 10) + 8 = 25
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (1, 6) + 8 = 15
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (4, 5) + 8 = 17
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (5, 9) + 8 = 22
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (4, 5) + 8 = 17
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (5, 5) + 8 = 18
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (3, 4) + 8 = 15
Heavy Bolter, type:X, Pen:5, Tearing: 2d10 + 8 ⇒ (1, 5) + 8 = 14
Heavy Bolter Full Auto 33-10+10+15+10=58: 4d100 ⇒ (32, 22, 78, 49) = 181
NPC Guardsman Burst-Attack 35+10+10=55: 6d100 ⇒ (91, 38, 88, 15, 36, 74) = 342
Lasgun, Type:E, Pen:0, Reliable: 1d10 + 3 ⇒ (5) + 3 = 8
Lasgun, Type:E, Pen:0, Reliable: 1d10 + 3 ⇒ (9) + 3 = 12
Lasgun, Type:E, Pen:0, Reliable: 1d10 + 3 ⇒ (10) + 3 = 13
Lasgun, Type:E, Pen:0, Reliable: 1d10 + 3 ⇒ (2) + 3 = 5
Lasgun, Type:E, Pen:0, Reliable: 1d10 + 3 ⇒ (3) + 3 = 6
GM-PC Kalemis 44+10+10=64: 1d100 ⇒ 38
Lasgun, Type:E, Pen:0, Reliable: 1d10 + 3 ⇒ (9) + 3 = 12
Lasgun, Type:E, Pen:0, Reliable: 1d10 + 3 ⇒ (8) + 3 = 11

Under the onslaught of three heavy bolters, one multilaser and a multitude of lasgun shots, two of the three advancing Ork squads suffer severe existence failures. The third one is still on it's feet, only getting slightly slowed down by the lasgun fire coming from Parrot and yourself.
Pvt. Kalemis scores two good hits, causing an Ork to stumble and fall to it's knees, but getting up again... only to get finished by a combined attack from Pete and the Commissar!
The remaining Orks continue their rush towards Parrot, crossing half the distance in the process. Those two Orks throw one of their grenades each towards the Imperial vehicle at the end of their run - only ten meters from the vehicle.

They see me rolling ...:

Orkboy Grenade 27+10: 1d100 ⇒ 54
dir: 1d10 ⇒ 1
Orkboy Grenade 27+10: 1d100 ⇒ 84
Dir: 1d10 ⇒ 4

Luckily they are as bad in throwing as with their guns, and the grenades both fall short.
The resulting explosion shakes the chimera, but doesn't seem to inflict any real damage. A quick 'All Clear' from Ensing Laya confirms that.

All vehicles but Hellblazer reverse course and try to put some distance to the Orks, nearly matching their speed downhill.
Hellblazer though speeds on a direct course towards the Orks - both ignition flames of it's two heavy flamers active and ready...

That's vehicle vs infantry in the open for you there.
Without going all out that is...


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete does as ordered and stays on semi-auto.
same mods, I assume (45): 1d100 ⇒ 23 - 2 dos
energy: 1d10 + 3 ⇒ (8) + 3 = 11


Male Human Storm Trooper Wounds: 18/18 Fate: 1/1 WS34; BS39; S39; T54; Agi32; Int30; Per27; WP30; Fel29; Insanity: 11; Fatigue: 1; Corruption: 1

Aurius continues firing making the most out of having a near-infinite supply of lasgun ammo.
Semi-Pew 39 (I forgot to half-aim last time): 1d100 ⇒ 13 3 DoS, 2 hits.
1st Damage: 1d10 + 3 ⇒ (9) + 3 = 12 Energy Damage, Pen 0
2nd Damage: 1d10 + 3 ⇒ (2) + 3 = 5 Energy Damage, Pen 0

+++if we have a brief respite after murdering these orks+++

Seeing the orks evaporate under a hail of energy and physical bolts, Aurius lets his lasgun rest, grunts in amusement then goes back to his original side of the Chimera and resumes his lookout duties.

While at his post, he gets on the squads internal comms: "Lord Commissar, have we had any intel on what orkoid forms we're likely to encounter while in here? Their "boyz" are a given, sir, but what else? Walkers? Or did they send all of theirs out in that prior engagement out on the approach? I'm ready for a fight - any fight - but having prior knowledge of what ungodly xenos spawn we'll be facing would be good knowledge to have; saves us from nasty surprises."


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

Seeing as the bulk has been disintegrated already Lind leans back and resumes watching the surrounding area while the troopers finish off the greenskins. He keeps an extra eye on the greenskin that went down to Petes last lasbolt.

Respite:

"Either Sir or Commissar will do. No intelligence regarding enemy troop disposition has been made available. Thus seeing how they have enough of the walker contraptions to literally throw them against us unsupported I'll regard those as filling in the slot of 'best' in the age old wisdom of 'expect the best but prepare for the worst'. As for the upper end of the spectrum I'd say it is unlikely we'll have the honour to take out the warboss so far out front but we're heading for a large... outpost, so expect an individual capable of holding a community of the sort together. Including all the equipment that goes along with such status. Mainly vehicles stolen from us and debased by their crude equivalent of our tech priests."


WS38 BS44 S37 T44 Ag35 Per31 Int27 WP38 Fel25 l Crit 0 l Wounds 17/17 l Fate 1/1 l Insanity: 6 l Corruption: 0 l Conditions: none

Adroit doesn't speak, just sets her jaw and sends a spray of las-bolts down-field at the approaching Orks, cranking her gun-port to Overcharge.

Semi-Auto vs 44: 1d100 ⇒ 2 5 DoS Damage: 3d10 + 9 ⇒ (4, 6, 5) + 9 = 24 Final: 9E Pen2; 11E Pen2; 10E Pen2


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

It was ruled that gun ports have no overcharge setting and Overload required a tech use +30, unfortunately.


WS38 BS44 S37 T44 Ag35 Per31 Int27 WP38 Fel25 l Crit 0 l Wounds 17/17 l Fate 1/1 l Insanity: 6 l Corruption: 0 l Conditions: none

K, drop the damage by 2 each and ignore the Pen, I'll remember next time


A volley of lasgun bolts prepare the two remaining Orks neatly for the follow-up cleansing by the a short burst from the heavy flamer turret of Hellblazer leaving nothing but ash in the wind from the two Xenos.

From the discovery of the ambush to the last Ork dying no more than twenty seconds have passed.
This was so much easier than you last combat it is nearly comical.

Lt. Harker barks a 'Move On' order and Battlegroup Gamma-12 continues as if nothing had happened on it's course into enemy territory ...

***************************************************
It gets late on your first day of searching your quadrant. Six hours have passed with endless cruising over shattered ground. Two time you had to destroy a watchtower on your way, both times making quick work on the few remaining Orks - who were not as 'cunning' as the first ones you encountered - they just charged head first towards the armored column after their tower got destroyed.

Now that the evening crops near, the front Sentinel 'Hawkeye' has spotted an Ork camp just behind the next hilltop! The pilot ('Pvt. Miller') tells about a couple of smashed together tents surrounded by a fence of scrap metal and guarded over by four watchtowers equipped with heavy weapons - at least one with a rocket launcher. She guesses the amount of Orks inside to number at least 20 and about as many of the smaller kind.

Harker launches a quick vox-conference with the commanders of the chimeras.

"I think this is NOT the big camp we are sent to destroy. Not even those cretins from the Intelligence can possibly mistake this camp for a MAJOR encampment.
On the other hand, it also can't be counted as a small camp with a crew count of at least five dozen Orks and noticeable defenses anymore...
Our orders would allow to circumvent the camp and continue our search for the big one ...
But I am in favor of raiding that camp right now - I don't want to know them in our rear as we attack the main camp. Another possibility would be to split forces, one attacking this camp, the other searching on.
Thoughts?"


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

Commandnet:

"They are large enough to impede reinforcement. They have to go. I'd rather not alert the big encampment while dealing with this one tho. Circle around the camp for a recon sweep. If nothing turns up enter the camp from the side furthest from the rocket launchers - the mindless brutes will charge at us leaving the stationary heavy weapons behind."


Command Net:

The quick reply of the Commissar ends the discussion quickly.
Lt. Harker summaries this quickly.
"Well, then it is settled. The Commissariat wants to be on the safe side when it comes to Orks it seems.
What is your plan, Commissar?
A rapid ride-by-attack, hoping they will follow us afterwards?
Or surround them and attack from afar to draw them out?"

Ensign Hector 'Brazer' Jin - Commander of the Hellblazer - speaks up after him.
"Well, in nether of the two scenarios are we of much help.
Our effective range is 30m and my men have short range weaponry only at their disposal.
Maybe we could prepare an ambush in case they really follow you?
Another option would be a sabotage mission in the deep of the night. I have a explosion specialist with me, who could level the towers if we bring him close and silently. Followed by a coordinated all-out attack with the tanks could be successful as well."

@Everyone else
The convoy has finally stopped after hours of restless driving. You can hear the Commissar talking with someone over the vox - it seems like a council of war is held. The motors are idling and the gunner you know little about comes to the back, eating some field rations with gusto.
"Eh, eat now or never I guess. We found a camp nearby.
Seems like the bosses want it gone before dawn."


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete breaks out some "food" as well. Better in your belly than in your pack when you need it.
We'll circle around and attack from the weak side, if there is one, or try to draw them out. Don't get comfortable, everyone. If they're talking about it that means it's not the large camp, but it's large enough to impede reinforcement.


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

Command Net:

"The Commissariats role is an advisorial one, leutenant. I take full responsibility for the decision not to bypass the encampment however the choice of tactics will stay in your hands, as it should be. Your experience and training will do the emperor proud.

My advice on this matter is to do recon first. There is no reason to walk into an enemy ambush while setting our own.
As for the attack, I don't see why we would surround the encampment, drawing fire from all heavy weapons at the same time. Pick a tower, fire from maximum distance and move in as required. Best case the beasts natural aggression draws them into our fire to the last xenos scum. Worst case they don't engage letting us pick them off as we please while moving in.
Keep enough distance to stay manouverable but overlap lines of fire as much as possible.
Hellblazer takes the center where they can reach either flank quickly as quick response to a massed assault where their short range anti-crowd weaponry can shine."


Human -2/12; WS 35;BS 27;S 34;T 32; Agi 31; Int 27; Per 26;WP 32; Fel 53; Fate 0/2; Insanity 20

Praise Be To Our Esteemed Leaders. Truly the Emperor's hatred for all Xenos guides them this day. However we do it, the important thing is that the green filth will be eradicated this day and the next and the next


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete adds, Get your long range options ready, gunner. If the commissar has his way we're gong to fire and maneuver a lot.


Command Net:

"Thank you for your trust, Commissar.
Considering our constrained supply for the heavy weapons ...
we cannot simply shell them out, like I normally would.
Seems a more indirect route is necessary to remain combat capable.
Commissar Ansley, I hear you have quite some capable man under your command,
including several Storm Troopers?
Take them and Blazer's demolition expert and any stealth capable men on a recon
mission to the camp. Night should have fallen untilo you reach it.
Take note of the defences, set explosives where necessary and report them back.
We'll prepare an attack during the later part of the night, attacking
with all our might in one big attack.
You will trigger the explosives and signal us,
as soon as the beasts become aware of us - or if you get detected early on."

Harker ends his planning with that, switching to another channel -
probably reporting the encounter to HQ.
Meanwhile Ensg. Blazer continues.
"I will send MacVyger and his shadow over to your Chimera.
Take good care of the two, they are a real asset and a good team.
But don't let Pvt. Smith throw grenades - he will tell you that he can ...
He can not. It's a proven fact."

Sgt. Domingos takes the last to speak up - having remained silent for most of
the discussion.
"Me and two others here were quite capable hunters on Serenus.
We ... the two of them are at your disposal for the mission as will -
if you wish to have them."


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete looks at the two storm troopers, Aurius, Adroit, if the ammo situation is worse than I thought we're probably going to go in first to set explosives and recon. Let's hope it's not that low. Getting that close to a greenskin camp is not my idea of fun.


Male Human Storm Trooper Wounds: 18/18 Fate: 1/1 WS34; BS39; S39; T54; Agi32; Int30; Per27; WP30; Fel29; Insanity: 11; Fatigue: 1; Corruption: 1

I hope you've at least given MacGuyver a paper clip and rubber band so that he can bail us out of literally any situation if/when we get into trouble!

Aurius grunts and swallows the nutrient bar he was breaking his teeth on before answering."I wouldn't be surprised if thats what they were talking about right now. If we were at our main target, they would've told us already so that means that this is just a speed bump and it being a speed bump means we don't want to waste our big ammo on them which then means taking down any exterior emplacements, which means coming in under the cover of night...on foot because our transports aren't quiet..." And he readies his weapons as he finishes his sentence.

"Lets just hope that their tiny beady red eyes suck at seeing in the dark and that they create such a perpetual racket that they won't be able to hear us coming if we're moving at walking speed."


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete nods and refrains from giving the order before it's given. He already made that mistake once. The squad should know where this is headed.
Pete starts locking and loading. It takes him longer than the others even with his nervous tick of checking them constantly and being the specialist in the group. He readies his launcher, Laagun, sidearm, the Melta, and the commissar's laagun. Most of this is carried by Mord, an old, grizzled vet who doesn't speak much and looks like he's trying (and failing) to fight back bad memories all the time. Pete is armed with his Lasgun and is holding out the Commisar's chainsword and lasgun for him when he comes down from the commander's perch.


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

Command Net:

"I appreciate the offer but I'd rather not muddle the line between squads more than necessary. We'll take specialist MacVyger and Pvt Smith. As for bringing them back, the Emperor protects. And we'll throw in plenty of cover and supporting fire to make the job an enjoyable one for him on earth.
I'll expecting specialist MacVyger with all explosives that can be set aside for this side mission."

Leaving the Command Net open he closes the top hatch and climbs down into the crew department. Looking around the troopers already getting ready he takes the provered weapons and while holstering them says: "Expecting to go on a walk I see. Well you'll be happy to know that the leutenant decided to oblige you. We're going on a little night stroll with the demolition expert next door to show the ugly green frakkers what a good fireworks show is.Naturally we want this to be a suprise and not everyone is adept in the art of sneaking around like a juvie coming home from a a bender so keep an eye out for us loud fools."


WS38 BS44 S37 T44 Ag35 Per31 Int27 WP38 Fel25 l Crit 0 l Wounds 17/17 l Fate 1/1 l Insanity: 6 l Corruption: 0 l Conditions: none

Adroit grunts in acknowledgement. "If you've got explosives I could try to sneak 'em into camp."


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete looks down at the thirty-four grenades strapped to him in various places. I want to see what the other explosives the other guy has. I have plenty to bring down the towers, but they're all designed for my launcher and would be tricky to set up in just the right way to cut instead of just blow up while hiding/shooting orks at the same time.


Human -2/12; WS 35;BS 27;S 34;T 32; Agi 31; Int 27; Per 26;WP 32; Fel 53; Fate 0/2; Insanity 20

If The Flames Of Retribution are required then I am at the service of the expedition Commissar!


Male Human Storm Trooper Wounds: 18/18 Fate: 1/1 WS34; BS39; S39; T54; Agi32; Int30; Per27; WP30; Fel29; Insanity: 11; Fatigue: 1; Corruption: 1

"I can also help with the stealth work to get the explosives in and Father, let's hope it doesn't come to it; that said, in the event that it does, whats our exit strategy?"


A few minutes after the initial talk, two guardsmen are walking over to your
idling chimera. One is a decently good looking man with slightly overlong,
brown hair - which stands up like on electricity.
He wears a small bandolere of grenades and a wide array of tools in an
utility belt - including but not limited to: a flashlight, a knife, two
rolls of ductape, several pincers of various size, a lascutter and a pouch
obviously filled with wire and ruber bands.
The man on it's side is a deep black of enormous proportions, shouldering a
remarkable big pack over his right shoulder and a near-Ripper-Gun sized
assault shotgun in a sling under the other.

The handsome-one knocks at your ramp and intruces himself as 'Speschialischt MacVyger' with a remarkable slow and wide-grinned accent. The black shakes hand with everyone - he has a crushing grip - and introduces himself as 'Smith' with a wide, perfectly wide grin.


Male Human Storm Trooper Wounds: 18/18 Fate: 1/1 WS34; BS39; S39; T54; Agi32; Int30; Per27; WP30; Fel29; Insanity: 11; Fatigue: 1; Corruption: 1

"Well, well, this looks like its going to be one helluva party."
He says eyeing their own specialist and the two newcomers.


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

Earlier:
"I'm sure we'll have plenty of opportunity to take out the ugly monstrosities up close and personal when the contingency measures start kicking in. We'll talk tactics when the specialist arrives and we know what we actually have available."

As they arrive:
"Specialist MacVyger, Trooper Smith. Welcome to the hiking fellowship. You may have a seat, this won't take long.
Our assignment is pretty simple - we're going to bomb anything we manage before the AFV come in and mop up.
The plan is simple. We walk over there so they won't be alerted. Trooper Thanthus and Kalemis, you scout the camp from a distance using our nice google gadgets to stay well out of their sight range and pick a spot for us non-stealthers to set up an ambush to cover the retreat. Once that is done they take Specialist MacVyger in to set as many charges as they can, staring with the watch towers and moving on to the outer tents if possible. The moment something goes wrong you report it and get the hell out of there, detonating all charges set in the camp once you're clear. Then lure anything that is still on your tail into our amush site. Meanwhile the AVFs are already on their way to mop up anything that's left.
Specialist MacVyger, do you have enough explosives to set a nice welcoming present at the ambush site as well?
Everyone: Any questions?"


"Hrmm, depends on the conschtruction of the towers and schtuff.
Schould be nuff for blowin' da hell out of the towers for schure ...
an I guesch a few funny-ol-mines or improvisched-ones schould be left asch well.
Sum of you good with the crackersch?
Maybe we culd schpeed fings up if schplittin da settin?"


Kicking things in motion - feel free to debate / rp to your hearts content
with flashbacks and the-likes as usual

After the arrival of the two specialists and a quick tactic discussion,
you start your nervous walk towards the Ork camp.
Mere seven kilometers over cracked wasteland in the black of the night, knowing
that greenskins are in front of you - and hopefully ONLY there - it is NOT the
pleasent stroll in the park.

Keeping an eye open for any potential cover and ambush place, approaching
carefully after crossing half the distance, it takes you about 2 hours to get
actually close (within 1 kilometer) to the camp.
It is lit from within by - according the the flickering light - bonfires and
you can clearly hear the voices of dozen Orks shouting at each other, occasional
clashes of weapons and dirty laughter and singing.
The amount of noise they make is enough, to make you confident that the
occasional clirr, clank of your equipment and more or less heavy
foorfall will not be heard from that far out.
What is much more troubeling are the four incredible bright, flak lights that
are mounted on top the camps watchtowers and are criss-cross-waved over
the wastelands in seemingly random intervals by the 2 Orks standing atop each of
the towers...
Until now, they did not get close to you, but things will get dangerous
if you approach any closer.
Otherwise, you cannot make out much more details at this distance.
It is about midnight by now.
The initial plan, has scheduled the attack for 4 o'clock in the morning.

The area around the you is full of small cracks and uneven - no real place
for a perfect ambush, but enough to - probably - hide yourself from sight
if dropping prone and taking cover in one of the cracks.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete looks for any sign or sound of a generator. Taking that out should take out the lights and cause enough confusion let them do their job a little easier...
trained awareness vs 29+ any bonuses from our goggles: 1d100 ⇒ 4
Boom! That's at least 3 DoS


Human -2/12; WS 35;BS 27;S 34;T 32; Agi 31; Int 27; Per 26;WP 32; Fel 53; Fate 0/2; Insanity 20

To hear the enemy so close and yet not be bringing the wrath of the Emperor on their foul Xenos heads rankles me deeply! Bolus grumbles.


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Just give us a moment, father. This delay will only make the Emperor's wrath more glorious. Pete says as he adjusts his goggles.


Pete:

You can make out some thick cables running down one of the heavy legs of the watchtower - maybe that delivers the required energy to the lights?


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

The lights are supplied by thick cables that run down a legs of the watchtower. That's unfortunate. I was hoping to see a clear central generator. In any case, they should be easy to short out or sabotage when we get there. The problem is getting there.


Human -2/12; WS 35;BS 27;S 34;T 32; Agi 31; Int 27; Per 26;WP 32; Fel 53; Fate 0/2; Insanity 20

Specialist, These cables start somewhere just as all rivers of evil have their source in some foul source of heresy and wickedness. Perhaps we can follow these cables and find this central spout of foul power?


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Indeed we could, Father. You're right. We just need to be extra careful about it until we get those lights gone.


Human -2/12; WS 35;BS 27;S 34;T 32; Agi 31; Int 27; Per 26;WP 32; Fel 53; Fate 0/2; Insanity 20

These Are Dark Times where the Servants of the Glorious Emperor Must Use The Shadows While The Vile Orks Use The Light As A Shield Bolus remarks and then, having said his peace, lapses into contemplative silence.


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

"The Emperor provides his subjects what they need, does he not Father? Tonight we need darkness.
Troopers Thantus and Kalemis. Time estimate to circle the compound without being detected?"


Logic +0 / Survival +0 / Navigate Surface +10:

If keeping the distance of 1 kilometer, that would mean a round course of nearly ... 10 kilometers.
In this condition ... between 2.5 and 3 hours of travel.


Male Human Storm Trooper Wounds: 18/18 Fate: 1/1 WS34; BS39; S39; T54; Agi32; Int30; Per27; WP30; Fel29; Insanity: 11; Fatigue: 1; Corruption: 1

Woof I'm untrained in any of those :x

Can Aurius Do The Thing -20: 1d100 ⇒ 73 He cannot.

"Terrains too rough and uneven for a proper estimate sir. Coupled with the dark and any potential hazards concealed therein, if I we're to hazard a guess, I'd be putting the operation at risk or, at the very least, potentially increasing our odds of failure."


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

We have nav:surface from the regiment, I thought.
nav.(surface) vs 40: 1d100 ⇒ 19
I call it 2.5-3 hours if we keep at 1 km from the base, sir. That would leave us precious little time to set the charges.


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

I believe thats operate(surface) -> driving around in a car or something similar but lets go with it.

"And not enough to show for it. Gerring and MacVyger what are our options on delayed or remote detonated charges? Thantus and Kalemis distraction to get in or to get out?"


WS38 BS44 S37 T44 Ag35 Per31 Int27 WP38 Fel25 l Crit 0 l Wounds 17/17 l Fate 1/1 l Insanity: 6 l Corruption: 0 l Conditions: none

"What kind of distraction? They got a motor pool? We could steal something with thick armor and big guns and drive it around shooting orks for you..."


Male Human Storm Trooper Wounds: 18/18 Fate: 1/1 WS34; BS39; S39; T54; Agi32; Int30; Per27; WP30; Fel29; Insanity: 11; Fatigue: 1; Corruption: 1

"If we have remote charges with a decent range, we could cause the distraction on the way in, draw as many of them out, have our sappers plant charges, retreat and then once they head back to camp, blow our marks to hell with as much collateral as possible. Problem with that, sir, is Orks arent ones to give up the chase if it means a good fight and this deep in orkland we dont want the ruckus of them chasing us down to draw stragglers in and bolster their numbers."

"Conversely, we can attempt to time our fireworks with the arrival of the big guns. Sneak in prior to their arrival, plant what we need to then once the column draws near, blow it to hell and use the threat of our rides as cover to get out of there and regroup."

"At least these are the options that immediately spring to my mind.

Other options include, should we have em, launching flares above their base to simulate an air strike. Main problem is that it would most likely illuminate us on our way in.

We could plant a small cache of explosives at a blocked up area and blow it from a distance with our nade launchers to simulate a group breaching through some rubble looking for a fight. Sadly, we dont have any remote lasguns to help sell the illusion - though they just might be that stupid- and use the potential distraction to make our way in.

Personally, I'm all for waiting for the big guns to draw near to provide support once we blow it all to dust though Adroit raises a good point."


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

Lind smiles.

"I'm rather counting on their innate aggression doing half the job for us. We'll just set some charges and conceal the fact that no one is there with 2 smoke grenades.

At the very least it'll draw the lights of the towers long enough to get through, probably a whole lot more than that since the beasts will expect a fight at the commotion and go rushing there - and probably off into the distance failing to find anyone there.

Since none of us will want to be in the direction they go charging off that depends on being able to either set them off remotely or timed properly but I trust MacVyger will be able to help us out there.

So I'll take that as a vote for using the distraction when its time to get out. In a perfect world that is when the big push starts but in the real world battle plans never last that long. Some say they die at the first contact with the enemy."


Lind Ansley BS37 WS32 S30 A30 T31(T29 2 hours) In28 Wp41 Fel42 Per21 Fate 0/1 Ins18 Wound3/17,Crispy 13/40 +2Clips

I assume the search lights crisscross only outside the compount and there being enough space in the dark to make it through when timed right?
Also since all maps showed the ork hills to the west of our positions I'll assume we're approaching the camp from east.

"Well then, lets get this done. These ugly xenos frakkers ain't going to die from old age.

First step we're setting the distraction about a click to the north just outside their spotlight range.
Next we'll set up an ambush here. A bunch of frag nades with their pins in the proper direction and connected with a piece of wire would do but I'm happy to take a proper remote detonator and charges.

Thantus and Kalemis watch the spotlights while we're on this, they may seem random but any living creature is bound to have a sense of habit or rythm to them even if they don't intend to. Once the distraction and ambush site are up you take MacVyger and Gerring in.

Prime objective ThantusGerring are the towers.
Prime objective KalemisVyger is the generator
Secondary objective KalemisVyger is a possible command tend

Tertiary objective for both is to turn the side of the camp facing us into a remote detonated explosive trap, much like the ambush site here but on a much bigger scale.

You have permission to act as you see fit in there, including setting more booby traps to cover your retreat. Probably no point in keeping vox silence but try to keep transmissions to a minimum.
MacVyger share some of your explosives with Gerring.
And keep an eye on your chronos. Attack starts at 4am so I want everything ready at 3:50"


Logic +10, Awareness +0:

While there is hardly a regular pattern, you detet, that it seems to take the Orks some time to bring the lights to bear.
Usually it starts with one of them to stroll to the light, fiddling around a few seconds until the lights flame up, blinding them at first.
Another couple of seconds later, they start to wave the spotlights over the area in a 120° arc a few times, before the lights die out again.
Then the Ork 'Guards' usually sit back down or do something else.
So if you take careful watch of the guards, you can warn the stealth people some time ahead - probably enough to find a hideout.

Sneaking INTO the camp will be more difficult than to sneak TO it - given the bonfires burning in it's center and the amount of noise coming from it
seem to indicate lots of still-awake greenskins. Probably something that has to be decided short-term after taking a look at the actual situation inside...

MacVyger nodds at the Commissar's words and starts to talk and work ...
"Ahh, schure ving, Commissar. Timed-ones ahn tripwire-triggersch are not a problem at all - can make asch many asch you need, Schir!
Remote-triggered ... Ive ... three left, Schiir. If it comesch to worscht, I can recycle a combead for another - but I can connect multiple crackers to one
remote trigger if that helpsch."

He looks at Pete with the calculating eye of an expert.
"Schooo, you're a man of explosives as well?
Howsch your training schtatus? Do you need schome help - I can schend Schmith with you. Hesch not an expert, but hasch a gud eye for fatal-errorsch.
Anyway ... letsch schee how we dischtribute the schtuff ..."

With that he indicates Smith to set down the pack and starts to digg in it.
"Ahh, yeah there are sche minesch! Take a handful of them, Sir."
He provides you six movement-triggered, shaped mines (Claymores) that are easy to set-up Tech-Use +30
"An now da big crackersch ... Let'sch schee ..."
He staples three heaps of detonation packs around himself - 12 in height as the pack is empty.
"One fer me, one fer team-two, rest is operative reserve. Can't run dry here without need.
Two for each tower schould schuffice, schree to make schure, leaving schix fer targetsch of opportunity fer each group.
Scho ... scha dischtraction schuld only look funny, no real harm? Got juscht the right schtuff for that schort of fings right ... 'ere!"

His hands wield several small boxes with bright pictures and letters on it.
"Firecrackers ... for festivals. Makecha lot of nice colorsch, bangsch, schmoke and fire! The Orksch love 'em! Add a schmoke and it schuld be dischtracting asch 'ell!"


WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine Also Currently a Breacher named Sizzle

Pete shrugs under MacVyger's stare. I prefer my explosives airborne so having Smith would be a good idea. He pats his launcher.

The sheer amount of explosives the guy produces is impressive. Pete notes how to set each and isn't afraid to ask questions.

aware 29: 1d100 ⇒ 4
Man, Pete is on fire! I'm gong to die once I get in there...
I see why they're so random, Comissar... The guards are distracted by their own navel and anything else more interesting. Someone watching closely here should be able to warn us if a light is coming our way.


"Eh, no schame to aschk queschtions.
Itsch all schimple, look 'ere, an 'ere ... Thesche are the detonatorsch. Juscht connect this 'ere with that and da yellow one there and it sch schet.
Add thisch lil ticky-there an schet the time for party right an yur done.
Ahh an 'oursche say da primer-prayer scho de schpiritsch are awake an ready to go boooom!"

Take a temporary +10 to set time-triggered, detonation packs.
Smith will grant you an immediate reroll on any explosive test that fails by more than one DoF - that second roll is final even if worse.

1,151 to 1,200 of 6,987 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Welcome to the Guard! All Messageboards

Want to post a reply? Sign in.