Welcome to the Guard!

Game Master Swordwhale

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


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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

Once the initial flame burst dies down and the infrared backwash subsides enough for him to see better, Aurius looks through the smoke for Orks that were still within the smokescreen; he didn't want to risk firing his Plasma Pistol too close to his allies.

Semi-Auto Plasma Pew vs BS39+10(H-Aim)-10(Fati)+10(range): 1d100 ⇒ 26 3 DoS for 2 hits (I keep thinking Semi-Auto is at -10 for some reason; but its not.)
Damage 1: 1d10 + 6 ⇒ (2) + 6 = 8 E, Pen 6 Damage
Damage 2: 1d10 + 6 ⇒ (5) + 6 = 11 E, Pen 6 Damage

"Sir, I'll do what I can to draw them down towards me while you all move up and around towards the Primary Target! My plasma shots should be bright and enticing enough to distract them away from you!" Aurius tells the Commissar as he takes note that he is the furthest away from the rest of the group.

Ammo: 6/10


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

Not being able to see in the smoke Bolus starts singing a hymn of fire and retribution as he pumps more promethium up from the tank of his flamer.

He tries to judge from the orkish screams where the greatest concentration of them would be.

Per 26: 1d100 ⇒ 94

But failng to do so he aims his flamer at the only visible ork and sprays the holy fire through the nozzle of his, to him, sacred weapon.

Flame! E Pen 2: 1d10 + 4 ⇒ (10) + 4 = 14

Fureh: 1d5 ⇒ 3

I think the cone of effect is pretty much the same as last time

Then he follows the Commissar onward.


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

B!~~%&@s...

Taking a breath to steady himself, Liam aims carefully and lets loose a burst of semi automatic lasfire at the foul xeno.

Aim, overcharge, semi automatic fire, fatigue (BS 32 + 30 + 10 - 10): 1d100 ⇒ 70
No dice...


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

That ork is probably very dead, so Pete launches a grenade in the general direction of the big machine and advances.

45+10single-10fatigue: 1d100 ⇒ 92
Damage profile:2d10+2X, Pen:2, Blast[1], Shrapnel[5], Proven[3]
damage: 2d10 + 2 ⇒ (1, 3) + 2 = 6= 8 damage to whatever it lands on because I obviously missed.


A combination of ludicrous amount of lasbolts, hotshot beams and burning promethium at point blank range takes down the frontmost Ork, leaving nothing but ash of the Xeno. To further the havoc inside the hall, Pete shoots a grenade right into the smokescreen - the effect if any is drowned by the swoooosh of Bolus flamer, which fills the area in front of him with additional promethium and black, stinking clouds of smoke.
Aurius is taking potshots with his plasma pistol at barely discernable targets at the far end of the smoke filled area.
Lind starts to lead the advance, after the immediate danger seems to be taken care of. Avoiding the center of the havoc due to the amount of burning promethium, secondary explosives and the general pack of breathable air, he takes a slight detour through the edge of the smokescreen to the north of his previous cover.
Wayland moves to follow the lead of the Commissar, only to discover that his luck has run out. A stray bullet, fired wildly from an unseen Ork, hits his helmet, causing his head to snap back from the impact force and he slumps to the ground like a wet sandsack.

Medicae +20:

He has not suffered a direct hit, but the impact force has taken him out for good for at least a couple of minutes. Worst case he has a fractured skull and brain bleeding - nothing you could cure in the heat of battle - or really without the help of an actual chirurg.

He has informed me that his RL has vastly complicated and he sadly cannot keep up with regular pbp posting.


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

Medicae (Int 49 + 20 + 20 -10): 1d100 ⇒ 75

"Sorry sir, he's down and out.
Fractured skull, possible internal bleeding.
Without a proper facility he may be a goner."


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

"Pull him back into cover. The sooner we take that thing out the sooner he gets proper treatment.
Good luck Trooper Thantus. Remember a dead soldier is no use to the emperor"

The commissar presses on while looking for targets in the smoke.

Half action - move towards the cover.
Delay action - fire unaimed at any orks that become visible in the smoke despite the heat messing with the googles.


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 moves up to cover with a good sight line on the machine in the middle and braces.


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

Bolus marches in lock step with the Comissar who is leading from the front.

As soon as the Commissar stops Bolus halts as well and sprays out yet more flame right ahead of their leader. Clearing the way forward with flame and fire.

Flame! E Pen 2: 1d10 + 4 ⇒ (6) + 4 = 10

Clip 2/6


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

Bolus would of course adjust the cone of fire if the Commissar has a better angle to suggest :)


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

You're doing very well roasting the ugly frakkers alive ; )
we just can't go through there right now - besides trivial things like getting burned some more ourselves it'd be rather unpleasant to encounter an ork in melee range because we can't see through the smoke despite the googles because of the heat.

"Very nicely done Father. Give it a short pause now we need the heat to die down enough to see with our googles so we can go further in. You may indulge them with grenades in the meantime."


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

Precision fire no longer being an option with the thermal backwash being unleashed by their most pious Father Bolus, Aurius holsters his Plasma Pistol and takes out his Hellgun, loading a frag grenade into the underslung grenade launcher.

Quick Draw not being a talent Aurius has, his turn will pretty much be spent swapping out weapons.

"I don't plan on dying during a pitstop, sir." he replies back, the click of the launchers tube audible as he finishes his sentence.


Bolus, Commissar Ansley, MacVyger and Pete advance towards the hidden danger
with causion. And with reason, as two brightly-aflame Orks charging towards
them, howling with pain and bloodlust... but collapsing dead a couple of meters
before reaching melee distance. The three of them have covered about half the
distance to their target. Since they circled most of the smoke-cloud, they now
have a better view on their target as well.

Lind, Bolus, Pete:

Underneath the cloth-sheat you can see movement and a low humming noise can be
heard which sounds like the idling of a powerful engine. Right in front of the
thing, two Orks with powerful weapons have taken cover behind a sturdy
workbench, both spraying full-auto fire into the smoke-shield. They are both so
focused on the joy of firing wildly, that they are completely oblivious of your
advance. 15m from you

Liam and Aurius are holding back, the medic taken care of the fallen squad
member, the Storm Trooper changing to his main weapon. Thrice they have to bless
the sturdy workbench they have taken cover behind, as heavy SP rounds impact
against it. As the Storm trooper looks back up, he faces a small group of
Gretchins, that seem to have circled the thick of the fighting by huddling
along the southern wall. With a shriek filled with surprise, anger and barely
hidden cruelty, the four small creatures leap forward!
10m from your position

I will try to update the map shortly. Sorry for the long brake, but I
have brought you a new player to apologize ;-)


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

Ghost:
With no Orks around to stop me, and a distraction to use, I would like to use my manipulator to try and break the cage door open.

Break open door (Str+20=60): 1d100 ⇒ 86.


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

BS45-10fatigue+10single+10short+20?unaware+5brace+10 half aim=I can't miss.
1d100 ⇒ 89 - 1DoS
X, Pen:2, Blast(1), Shrapnel(5), Proven(3) vs the nearer Ork: 2d10 + 2 ⇒ (8, 7) + 2 = 17

Pete leads things of with a bang.


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

Under normal circumstances, Aurius would have ignored the gretchin, letting another guardsman deal with the threat as he put his superior gear and training to use killing Orks.

These were not ordinary circumstances. He aims his weapon at the trio and shoot off a frag grenade at them with the aim of eliminating a minor - but still significant - threat ASAP.

BS39+10(Half)+10(Short)+10(Single)-10(Fatigue)=59: 1d100 ⇒ 54 1 DoS
Damage: 2d10 ⇒ (2, 8) = 10 Explosive, Pen 2, Blast 1, Shrapnel 5, Proven 3
2 -> 3 final damage of 11


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 grenades are already flying and the commissar has no time to switch out his pistol before they go off he tries to go for an aimed shot.


BS 37
Fatique -10
+10 for short range(<20m)
aim +10
red dot sight +10
unaware target +30
Aimed shot -20
= 67

Aimed shot at whatever is outside cover. preferably a head: 1d100 ⇒ 97
Lining up the short, with the ork in his red dot sight he pulls the trigger but the pistol fizzes with a small flash instead.
HS Pistols are not realiable... Ammo: 0/40 +2Clips


Anatoly:

The door seems to be made of something really sturdy, since all your tries are in vain. Nothing can be done here with brute force alone.
The lock of the door seems really primitive and crude though...


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

A grenade seems like a good idea, might as well follow the storm troopers lead.

Unfortunately, a quick glance makes Liam suspect the enemies might be just outside of how far he could lob an egg, so with a sig he instead sends a swarm of las bolts at them.

Aimed semi automatic overcharge burst(Bs 32, aim +10, short +10, fatigue -10) :1d100 ⇒ 42
damage: 1d10 + 5 ⇒ (5) + 5 = 10 2 in pen


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

Ghost:
How far away are my tools and such? Also, is there anything in the cage that I can use to either reach my tools or pick the lock? And would it be tech-use or security to open it?


Anatoly:

Something between 1 1/2 and 2 meters from the very edge of your cage. Just barely within range of your utility mechandrite I would say. Roll a %-dice per item you want to fetch from the bench. On a 50 or less you can get it, above it is frustratingly out of your reach.

Since the lock is very simple in nature, that would be a +30 Security test, were your utility mechandrite can be of much help (and allows you to add the usual +10 bonus of it).


They see me rolling ...:

Gretchin Dodge 36+0: 1d100 ⇒ 81
3 Gretchin Shrapnel vs 80/50/50: 3d100 ⇒ (40, 87, 11) = 138
Shrapnel Damage: 2d10 + 3 ⇒ (7, 6) + 3 = 16I, Pen:0

The Gretchin Aurius was aiming at, makes a very surprised expression, as he
gets the propelled grenade squarely against the chest, half burying itself into
his skin. Of course this expression only remains for the fraction of a second,
afterwards the gretchins can be found at every surface within three meters. One
of his comrades goes down to one of the zipping shrapnels - a fist sized hole
in his tiny body. A third dies from a lasbolt churning away it's minuscule arm.
The final advancing Gretchin stopping dead in its track, looking around
stupefied at the sudden death of all its comrades ...

Some way north of this carnage, Bolus, Lind, Pete and MacVyger surprise attack
the entrenched Orks with fire and grenades.

They see me rolling ...:

Shrapnel Damage: 2d10 + 3 ⇒ (2, 7) + 3 = 12I, Pen:0
Shrapnel Damage: 2d10 + 3 ⇒ (9, 10) + 3 = 22I, Pen:0

The ensuing carnage is a sight to chill even the hardest of souls. The Orks don't
even have the time to register their deaths, before they get blown to pieces -
which are immediatly incinerated by cleansing promethium.

The rumble coming from the hidden object intensives to a level, that makes
vocal communication difficult. If someone ever stood near a starting flyer ...
its a worryingly similar sound!

Anatoly:

Beside a sudden increase in the sound of battle, a high pitched wining sound starts to fill the building.
It is very similar to the sound of a starting jet engine, you have become very familiar over the last couple weeks working on 'Bird Eye'...


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

Looking at the jammed weapon for a moment the commissar decides he'll have plenty of time to fix it while trooper Gerring takes apart whatever contraption is in front of them. Tucking the microphone of his combead closer to his mouth he taps the send button: Squad Vox "Forward team, close the distance NOW.". As he starts running towards the cover the orks just exited via explosion he changes to the command channel: "Contraption resembling flyer attempting takeoff. Attempting to prevent."


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 immidiately dashes forward with the commisar to the cleared cover and switches to his melta.


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

We must Fire At that Unholy Xeno Vehicle Bolus bellows through burned lips. By his side the dour and silent Elisabeta suddenly launches into a very righteous oration.

We are born to die. It is inevitable. And it comes. But the gift given to us by the Holy Emperor on his Golden Throne in Glorious Terra is that we may die in service to him. And pull down down with us in our last moments the filthy and foul Xenos that threaten his domains and his children. So Let Fly I say. Let Fly with our weapons and let loose on them the Fury of Our War!

Characters within communication range may re-roll all damage rolls for the next round. Not exactly sure what round this is but it should affect everyone's next round I think!


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

Not having any Krak Shells for his launcher, Aurius just starts booking it towards the rest of the squad to regroup but not before taking a shot at the remaining Gretchin with his hellgun just to make sure they don't have a tiny surprise later on.

BS 39+ 10 (Short)+ 10 (Single) - 10 (fatigue) = 49
BS49 Single Pew.: 1d100 ⇒ 24 3 DoS
Damage: 1d10 + 4 ⇒ (3) + 4 = 7E Damage, Pen 7
Damage Reroll: 1d10 + 4 ⇒ (4) + 4 = 8 E Damage, Pen 7
Might as well make use of the ability - if only I didnt roll garbage haha! That is, if I am in communication range; having a combead link with Bolus I assume I am.


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

Aurius I think the GM is going to let us hold on to this for our shots on whatever is under the cover. It might be good to hold onto it until then!


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

True enough especially since I'm more likely to use my Plasma Pistol on Maximal at that point if we're shooting at a Vehicle :p

Besides, the reroll netted me 1 damage so...yeah.


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

Ghost:
Still need to know if I can find anything to help me recover my tools or unlock the lock and which roll it will be.


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

Ghost:
So I actually have a manipulator mechadendrite, the strong and unsubtle claw (I am planning to try and get a utility one if/when we are successful with this mission). The manipulator can reach 1.5m, but it is highly advisable to not handle delicate things with it, so I will try for the tool kit first.

Moving to the very edge of the cage and pressing against the bars, Anatoly slips his manipulator between them and reaches out with it at its fullest extension to try and reach his tool kit.

Look, ma! No hands! (50): 1d100 ⇒ 33.

As the manipulator grabs the tool kit, Anatoly mutters a prayer of thanks to the Omnissiah for His gift of such blessed limbs.

With his tools in hand, Anatoly moves back to the lock. Removing his combi-tool from the tool kit, Anatoly whispers yet another prayerr to the Omnissiah, this time to ask for His forgiveness for interacting with such crude and blasphemous tech as these Orky things.

I am assuming that is enough action for one round.


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

Liam grunts as he sees Aurius moves, he then taps his combead, wanting to make sure he wasn't acting without clear orders.

"Commissar, should I remain with the wounded or rejoin the push?"


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

Pretty sure my word-contingent for this round is already used up, answering as soon as I can ^^" IC


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

Ghost:
Anatoly takes the combi-tool to the lock, trying to free himself.

Base 49, +30 simple/crude, +10 combi-tool, -20 untrained
Security (69): 1d100 ⇒ 85, 1 DoF.
Security (69): 1d100 ⇒ 98, 2 DoF.
Security (69): 1d100 ⇒ 6, 6 DoS.

After several seconds struggling with the lock, The Omnissiah blast this foul Xenos filth! Anatoly finally gets it open, understanding at last that the lock was so very crude that he was simply giving it too much credit; he could have opened it with his fingers.

Not sure how many rounds that takes.


Anatoly:

It takes you most of the time the (suspected) imperial forces fight against the Ork guards to pick the simple lock of the door.
You make it over to the workbench where your stuff is located to find that ...

Roll three d10 and consult the following table. Losses do stack.
1-2 - You're lucky. Nothing is missing at the moment. You are fully stocked!
3-4 - Some ammo was not restocked/stolen. You miss one clip of ammo from one of your basic or heavy weapons.
5-6 - Some explosives where not restocked/stolen. You miss two grenades of your kit.
7 - Running low on ammo. All your weapons miss half of their usual (standard issue) ammo (rounded down).
8 - Running low on explosives. Half your standard issue explosives are missing (rounded down).
9 - Damaged Equipment. Half of your equipment is badly damaged and was not repaired yet. Roll a d100 and see what the ghosts of war has taken from you.
10 - Your comrade is dead. If you never had one, you loose half your wounds instead.

Still cursing about the looting-nature of Orks, you turn around, just in time to be a full witness of what is about to happen...

With a roar of unchained fire half of the cloth-sheat burns away, the front half gets sucked into four massive turbines, shredded to tiny bits before getting combusted in the inside and emitted as thick black exhaust at the back of the engines.
Before you is a techno-monstrosity, that is hard to describe and probably never to forget. You already know, that no one will ever believe you even one word of this.
At the very back of the ... vehicle ... is the chassis of an Ork Warbuggy, enclosed by multiple layers of overlapping metal plating and painted to look like a massive ork head, complete with maw and red painted teeth. Upon the 'head', the thing sprouts a big turret that would put the battlecannon of the 'Fist' to shame.
The buggy-chassis is connected to the four flyer-turbines by multiple thick metal pipes.
To top all of it, the turbines themselves are connected by two spinning chain-weapons of giant proportions, forming a big, shrieking X of death. To make things even worse, every turbine has a side-waggon manned by an Ork and each waggon is outfitted with a heavy weapon...
For a very short moment you wonder how that thing intends to move without wings, wheels or tracks. Then a massiv, armored fist sprouts out from the buggy, its index and small finger spread wide and you hear it scream something like "Letz rock'em'ead, boyz!!" Then the ground starts to shake like a violent earthquake and your ears nearly burst from a ludicrous amount of noise ork-music that is emitted from a dozen or more speakers built into the bottom of the Buggy and the turbines.
As you manage to look back at the thing, it hovers unsteadily a few feet above ground-level...

Well that's what my brain comes up with after a 10h session writing my thesis followed by riding the trains with ludicrous amounts of delay home...
Also reading up on speed freakz fluff may have something to do with it.
Man I wish I could draw that thing *lol*, but here's an URL to the basic appearance.
Just substitute the lasers with chain-weapons and add little weaponized-side waggons at the side of each turbine,
and subwoofers at the bottom of the whole thing.


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

"Now that's...that's just not right..."


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

Visions of a glorious death before him Bolus marches to a position where he can hopefully get both side wagons in the cone of his fire.

Flame! E Pen 2: 1d10 + 4 ⇒ (2) + 4 = 6
Flame! Righteous Oration Re roll E Pen 2: 1d10 + 4 ⇒ (10) + 4 = 14
Yup using second roll

FUREH: 1d5 ⇒ 5

Spurred on by Elisbeta's morbid yet somehow inspiring monologue, the priest's fire washes over the ork heavy weaponry as he screams!

FOORRRR THE EMPRAAAAHHHHHHHHHHH!

Clip 1/6


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

45-20(called shot)-10fatigue+20size+10brace+10(short)=55
aiming for the subwoofers so propulsion?: 1d100 ⇒ 40 - 2DoS
I'm going to wait for the good father to inspire us, but I wanted to get this posted while I could
Damage E, pen12: 2d10 + 10 ⇒ (2, 4) + 10 = 16
Damage reroll E, pen12: 2d10 + 10 ⇒ (8, 9) + 10 = 27
Clip 9/10

Pete knows in his gut that being here was going to be a bad idea as soon as his melta went off. This kind of weapon tended to draw attention. Her pops up and fires at the subwoofers then scoots from the area to another bit of sturdy looking cover. Hopefully the monster would only fire where he was, not where he was going.


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

Ghost:
1d10 ⇒ 9 - Half of my equipment is damaged
Ghosts of war: 1d100 ⇒ 46, not really sure what that means.

1d10 ⇒ 5 - Both of my frag grenades are missing

1d10 ⇒ 9 - ...The rest of my equipment is damaged
Ghosts of war: 1d100 ⇒ 48


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

Pausing a quarter of a second to marvel at the stupidity of it all the commissar drops his useless pistol and draws his 2 frakk grenades instead. Talking to the troopers and on squadnet: "Aim for the chains or the engines. Set them lose and they do our work for us."

Taking the opportunity while the big thing is still only hovering in place and the throw easy he lets the nades cook for a moment so they'll actually explode, not get shredded without going off, then throws them in front of the nearest turbine - letting them get sucked in without actually having to hit all that close


BS 37
Fatigue -10
Effing Big Target +??
Stationary Target +??
Actually sucking in the Shot +??
No malus for range as long as it is within 36m(maximum throwing distance) - marksman talent
=??? No idea about those mods, should be a pretty easy throw tho.

2 Krak Grenades: 1d100 ⇒ 26 At least 1 DoS, probably several
Damage first grenade: 3d10 + 6 ⇒ (5, 2, 3) + 6 = 16 Proven[4] turns that into 5+4+4 +6=19 Damage Pen 6
Damage second grenade: 3d10 + 6 ⇒ (8, 1, 5) + 6 = 20 Proven[4] Turns that into 8+4+5 +6 =23 Damage Pen 6
Both going off inside the turbine, or in front of them sucking the explosion into it.


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

Inspiration and monologue has already happened. Reroll away!


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

Seeing the unholy orkoid tech abomination before them, Aurius draws his Plasma Pistol and fires off a shot that makes the safety warnings for an overload shriek in protest, aiming for another one of the engines; thank the Emperor this contraption had very large and clear weak points!

BS39+ 0 (semi) + 10 (half-aim?) + 10 (range?) + ?? (Size) - 10 (fatigue) =49+??
BS49+??: 1d100 ⇒ 21 At least 3 DoS for 2 hits.
Maximal Damage 1: 2d10 + 8 ⇒ (4, 8) + 8 = 20E Damage, Pen 8
Maximal Damage 2: 2d10 + 8 ⇒ (6, 6) + 8 = 20 E Damage, Pen 8
Damage 1 Reroll: 2d10 + 8 ⇒ (7, 8) + 8 = 23 E Damage, Pen 8
Damage 2 Reroll: 2d10 + 8 ⇒ (8, 10) + 8 = 26 E Damage, Pen 8

Going to be using both re-rolls and Ooooohhh Righteous Fury!
RF: 1d5 ⇒ 1
Firing 2 shots on maximal takes the 6 remaining ammo in my Plasma Pistol. 0/10


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

If I'm at short range my pen is increased to 24. In other words, I really hope youall are a good distraction because my shots are going to be super hard to ignore...


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

Youre using a microwave gun, I'm firing miniature sun-balls at it, Bolus is drowning them in fire, and the Commisar just put a figurative potato in their tailpipe so, really, its a toss up :p


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

Forgot about the reroll. Both on the low side of average, so rerolling both
Damage Krak grenade 1: 3d10 + 6 ⇒ (2, 10, 5) + 6 = 23 Proven[4] makes that 4+10+5 +6 = 25 Pen 6
Damage Krak grenade 2: 3d10 + 6 ⇒ (4, 10, 6) + 6 = 26Pen6

And double RF =D
RF1: 1d5 ⇒ 5
RF2: 1d5 ⇒ 3
Probably motive systems? 5 -> no result because it didn't move but since it's a skimmer it still crashes - if any damage was done
3 -> Notive systems impairded condition if any damage was done


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

I'm assuming we're scattering around this thing too. Tactically it's what we should be doing so the big machine can't hurt all of us with one attack. Bolus just did it so he could burn as many Xenos as possible in one go. It works out!


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

Well, this is a fine mess...

Liam, realizing that he has gone through his charge pack at an alarming rate, elects to hunker down and reload before doing anything else.


Soo, I am back. I'll start to work things up a bit. It may take a bit ;-)

Anatoly:

The scene before you is a terminally depressing one. Your gear, once in
immaculate condition, has suffered badly by the hands of your captors.
Your lasgun is muddy, scratched and the barrel slightly dented it looses
the reliable property and gains unreliable instead and cannot be fired with
variable power or it might sponaneously explode in your hands
, the
sidearm all but destroyed by the brutish Orkhands. All enginseer gear that
was not directly connected to your body is heavily used and sports dents, dirt
and blasphemous markings in orkish language Any bonus it yields is halved,
rounded down
, the armor you received after joining the regiment is mising
completly, obviously looted by some Ork to wear it into battle. Same goes for
the small set of grenades you had with you.
Everything can be repaired with some time at hands, but for the immediate
situation, you have to work with this. Bad luck, you got there o.O


More at a later time. Just wanting to answer some questions at the moment,
so Anatoly can keep going.


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

Huzzah! May the carnage commence!


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

Nearly shaking with rage as he inventories the condition of his gear, Anatoly collects the equipment, cleaning off what filth and blasphemous symbols he can in a the pressing situation. These filth will pay in full measure for this profanation of the Omnissiah's gifts. As if what they did to the 'Eagle Eye' was not enough already. Once he has his gear, he takes up his lasgun, carefully activating the weapon and staring in dismay at the damage to it.

With a few quick prayers to try and quiet the machine spirit in the abused weapon, Anatoly turns back to the roaring abomination. How can I turn my knowledge of this monstrosity back upon it.

Trying to remember a weakness of the foul and heretical machine.
Tech-Use(59): 1d100 ⇒ 40, 1 DoS.

I do not think he would be able to simply collect his gear and move on. He would HAVE to do a little cleaning/fixing before hand, so that will pretty much be all of his actions for the round. If not for the next round also, up to you.


Anatoly:

Certainly not ;-)
I'll rule that looking over the thing and cleaning your stuff (a bit) is two rounds worth of actions.

A quick glance over the abomination and you are pretty sure, that the thing SHOULD NOT move at all.
It is hard to decide on a weakness, since in your eyes the construction is ONE BIG weakness to begin with.
Probably the turbines, since they are imperial tech, will prove very robust.
You have worked yourself on them for countless hours and know exactly how durable they are.
One crucial part seem to be the cross-connecting pipes that connect the bike-part with the rest?

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