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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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

I think you're missing a few [Dice] expressions there, boss


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 looks Aurius over for a moment, scratching his chin as he considers how to put it.
"Well, there won't be any lasting damage, assuming you don't take any further hits.
You'll probably be put up for a couple of days, and unless we can get you into a proper facility within roughly twelve hours, I'd say you'll get some angry scars that'll never truly fade.
As you are now, the worst thing MIGHT be some slight stiffness in your left shoulder joint."


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

"Good thing scars aren't a problem and I'm a righty so, all things considered, came out of it alri-" and is interrupted as tiny, angry green blobs flood into his view; the gretchin having made it all the way to them.

"Ahhh...Throne..." and Aurius draws his knife from its over-the-collarbone sheath and gets into the thick of things stabbing and hacking at the gretchin. He hoped that, much like the squig, he would be all but impervious to their primitive weapons.

WS34 + 30 All Out - 10 Fatigue = 54
STABBIN: 1d100 ⇒ 31 3 DoS
If it bleeds, we can kill it: 1d5 + 3 ⇒ (2) + 3 = 5 Rending Damage, Pen 0


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

Soak: 3TB + 5 Armor leaving 0 damage


BS 37
Single Shot +10
Red dot +10
Fatigue -10
Aim +10
No range bonus because engaged in melee
= 47

Single Shot vs 47: 1d100 ⇒ 29 3 DoS, 47 -> 74 right leg
Damage: 1d10 + 4 ⇒ (9) + 4 = 13

Looking at the ugly green gnome that just poked his armor the commissar catches its gaze and locks it in a hateful stare, slowly bringing his hs las pistol up while breathing "THIS is how you wage WAR, xenos filth" before blowing off the gretchin leg at the hip.
Probably not going to be anything left to intimidate but just in case. Rolling on Fel since I'm not exactly using my physical strength to do the intimidating
Intimidate(Fel) vs 42: 1d100 ⇒ 25 2DoS


some dice:

Morale: 4d100 ⇒ (17, 22, 11, 70) = 120
Flaming!: 15d10 ⇒ (6, 3, 2, 6, 2, 9, 4, 10, 1, 7, 3, 7, 6, 3, 2) = 71

After dispatching one of the Orks with a display of calm superiority, two of the remaining ones actually hold their ground, while the other two run away, screaming horribly loud.
Bolus and Anatoly are still locked in melee with their respective enemies.

Pete, Liam, anyone passing an Awareness +20:

To your horror, the flaming burst of Bolus did NOT take out all Gretchins out (yet) and four of the little buggers (brightly ablaze and screaming mad) are carried forward by blind panic (and momentum) right towards the group!
It will be only seconds now, before they will crash into the (very one-sided) melee...


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

v65+10 half aim is 75 if still at close range, more if point-blank: 1d100 ⇒ 87 - crap
X, Pen:2, Blast:1, Shrapnel:5, Proven:3: 2d10 + 2 ⇒ (8, 6) + 2 = 16

Pete pops a shot of at the buggers, but it's awfully hard to hit a target like that...


Barely outside of point blank, unless you declare a ready action for when they get THAT close.
On the other hand this falls under the category of severe DON'T if using a launcher weapon loaded with HE and/or shrapnel warhead ...

Scatter dir: 1d10 ⇒ 10
dist, 2DoF: 1d5 + 2 ⇒ (2) + 2 = 4
Lucky Pete (again). That could have went bad with another set of rolls. Like: "oops-I-just-shot-the-ground-in-front-of-my-feet-with-my-grenade-launcher"- bad ;-)
Cpt. Rnd: 2d100 ⇒ (96, 10) = 106
2d10 + 3 ⇒ (8, 5) + 3 = 16 I, Pen:0

The grenade detonates a couple of meters behind the maddened-burning horde, taking one out of the calculation by a lucky hit from a zipping shrapnel which explodes the head of the burning gretchin like a well-done water-melon hit with a forge hammer.


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 shifts to catch any remaining gretches in his cone of fire if he can do so while avoiding his team mates. Certainly the gretchen who poked at him gets hit.

Toughness is enough to soak

Flame E PEN 2: 1d10 + 2 ⇒ (1) + 2 = 3

Canister 7/10 remaining


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

Aw fraggin hell!

"We got incoming!"

Not willing to use grenades in what is almost close quarters combat already, Liam aims and readies himself to fire as soon as the foe enters optimal range.

Delay until point blank range


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 leaves his flame aside and brings his chain sword down on the gretchens' head!

WS35+Hatred 10 - Fatigue 10 35: 1d100 ⇒ 2 4 DOS!

Rending pen 2: 1d10 + 2 ⇒ (8) + 2 = 10
Tearing reroll: 1d10 + 2 ⇒ (7) + 2 = 9

Using first roll for 10. Does DOS give me anything?

The priest glories in the sound of the buzzing teeth of his sword tearing into the head of the filthy Xenos.


And another enemy of mankind meets its final destiny: Death by the hands of one of HIS loyal servants.
And a pretty gory one at that as the cleric cleaves through the small Xeno's ripcage.
as usual you could substitute DoS for one rolled damage die. Not that this matters with those damage rolls.
If you have swift attack/lighting strike you get additional hits per DoS akin to burst/full auto


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

Thanks GM. Will try to remember. Swift Attack/Lighting Strike on a melee chain sword priest sounds like a fun build. Multiple hits with Tearing on each one. Plus Hatred! Too bad ranged is way better from what I know of Only War. You have to get to Space Marine level to make melee viable right? Am I wrong on that?


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

Though unable to dodge the attack from the gretchin, its pathetic knife glances off of Anatoly's Omnissiah-blessed body. He grins as the strength of the Omnissiah's gifts are proven once again, and the weapon in his ballistic arm carefully lines up a shot and fires into the creature's face at point blank range.

Half-Action Aim, Half-Action Standard Attack.
Base 28, Size -10, Standard Attack +10, Aim +10
Lathe-Las vs 38: 1d100 ⇒ 26, simple success.
Damage (Tearing): 2d10 ⇒ (10, 4) = 14, 10 + 6 = 16E Pen 2.
Righteous Fury: 1d5 ⇒ 2.


Male Tech-Priest Enginseer | Wounds: 14/14 | Armor rating: 9 head,body,arms; 6 legs | Fate: 1/1 |
Bolus wrote:
Thanks GM. Will try to remember. Swift Attack/Lighting Strike on a melee chain sword priest sounds like a fun build. Multiple hits with Tearing on each one. Plus Hatred! Too bad ranged is way better from what I know of Only War. You have to get to Space Marine level to make melee viable right? Am I wrong on that?

I miss Deathwatch...


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

"In his name!" Liam declares as he squeezes the trigger, praying that he'll be able to stop the burning mob.

Semi auto fire, point blank range (BS 32 + 30): 1d100 ⇒ 94

Sadly, him on earth seems to be otherwise occupied, probably busy keeping the astromomican running, and can't be bothered to smile on a simple guards medic at the moment.


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

Awareness 27 + 20 -10: 1d100 ⇒ 17
Seeing the flaming Gretchin headed towards them as they emerge from the gout of burning promethium Bolus dowsed them in, Aurius hurriedly brings his Hotshot lasgun to bear and fires a salvo at the orkoids.

Semi-Auto Pew 39: 1d100 ⇒ 3 4 DoS for 2 or 3 hits, I forget :p
Damage 1: 1d10 + 4 ⇒ (6) + 4 = 10 Energy Damage, Pen 7
Damage 2: 1d10 + 4 ⇒ (3) + 4 = 7 Energy Damage, Pen 7
Damage 3: 1d10 + 4 ⇒ (7) + 4 = 11 Energy Damage, Pen 7

And his salvo of overcharged bolts find their mark amongst the tiny, flaming bodies, his desire to remain relatively out of the way overruled by the need to not have the squad be set alight - again.


Between the grenade launcher a Lasgun and a hellgun on burst mode, the burning tide is finally dispatched - the last one falls to the ground a mere meter before the Storm Troopers feet.

With two more easy shots, the turn coat gretchins are killed nearly absentmindly from the squad.

You're free of immediate threats.


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 commissar takes a moment to check the surroundings for other threats. Seeing none he turns to Pete.
"Trooper Gerring and Trooper Thantus cover squad Blazer. Everyone else with me!"

With that he turns towards the bunker and breaks into a sprint.


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 finds some cover and braces. He guages the distance to the embattled Chimera near by and keeps an eye out for threats.

Did we draw all the creation heat off the chimera or is there something I should be shooting at?
If that's nothing I can effectively destroy/kill I'll go into overwatch.


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 the burning tide refers to the gretchins, so those squig hordes should still be up for grabs =3


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 puts his sword away and gets his flamer back out and follows the Commissar.


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 want to be sure I'm not wasting my 'nades, sir. :)


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

"Roger that, sir." And Aurius tries to find a spot to hunker down and rest his hotshot on as he scans the immediate area around the advancing "Commissar and Friends" for threats but takes a second to reload the underslung grenade launcher on his primary weapon with another Frag Grenade.

Between me and Pete, don't we still have a f+@~ton of grenade launcher grenades?


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

I'm carrying a downright unreasonable amount of explosives right now, including launcher 'nades. If I get hit with enough X damage and roll poorly we won't have to worry about the speeder thing because I'm pretty sure I'd turn the entire camp inside out.


Choon the Expendable wrote:
I'm carrying a downright unreasonable amount of explosives right now, including launcher 'nades. If I get hit with enough X damage and roll poorly we won't have to worry about the speeder thing because I'm pretty sure I'd turn the entire camp inside out.

Not to mention critical energy damage that may cause all your stuff to cook off, or bad luck with a launcher-jam roll ... ;-)

The squad splits up, leaving Pete and Aurius behind while the greater part presses on under the lead of the commissar.
The Assault group gets within throw range (<10m) of the bunker uncontested as suddenly the backdoor of the bunker opens and an Orkboy steps outside, quickly followed by a second one. Both are equipped with roughly circular but flat metallic objects - large enough for an average human to stand on easily.

Tech-Use -10 / Com. Lore Tech +0:

The shape reminds you of anti-vehicle mines used by the Imperial Guard to defend roads or other high priority choke-points against an armored assault.

They seem to be very surprised to see you and are somewhat slow to react.
Surprise round for you.

Meanwhile Pete and Aurius become witness of the carnage a heavy flamer can inflict at close distance, as the turret-mounted heavy flamer of the besieged chimera finally opens up with streams of liquid flames that eradicate two of the three groups of squigs in one quick burst.
That last group though has the nerve to climb and jump all over the chimera, obviously intent to attack the remaining soldiers that are seeking cover behind the APCs armored frame.


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

"Don't know what it is they are carrying, but it can't be good news for us.
...
Die Xeno scum!"

Having elected not to change the setting of his weapon, he fires on overload.
Semi auto burst, short range (Bs 32 + 10): 1d100 ⇒ 13
Damage: 1d10 + 5 ⇒ (4) + 5 = 9
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Both to body, both with 2 in pen


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 does what comes very naturally and lets loose with his flamer.

Flamer E Pen 2: 1d10 + 1 ⇒ (1) + 1 = 2

It seems the tube of the flamer might be getting gunked up as less flame comes out than Bolus expects. But, Fire is fire.

Canister 7/10 remaining


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

"Stop and fire"
Coming to a halt the commissar takes a moment to aim at the first boy, then fires.

BS 37
Single Shot +10
Red Dot +10
Close Range +10
Fatigue -10

Single Shot vs 57: 1d100 ⇒ 77
But this time his marksmanship forsakes him.


They see me rolling ...:

Orkboy Agility 35+0: 2d100 ⇒ (75, 95) = 170
MacVyger Lasgun 32+10-10: 1d100 ⇒ 68
Orkboy On-Fire? 35+0: 2d100 ⇒ (85, 81) = 166
Orkboy Pinning 26+20: 2d100 ⇒ (31, 67) = 98
Orkboy Ini: 1d10 + 3 + 1d10 + 3 ⇒ (10) + 3 + (10) + 3 = 26
Orks on Flames: 2d10 ⇒ (3, 4) = 7

MacVyger opens up with the others, but his aim follows the lead of the Commissar - this time this was not the best thing to do as he misses the two Orks as well.
Not so the squads medic, that lands two solid hits on the front Ork, leaving two nice holes in the body of the Xeno.
But instead to drop dead as a normal human beeing would, it simply shouts it simple-minded Warcry (WAAAAAGH!) and charges the group.
His run just brings him into the midst of Bolus flames which cause not much visible damage, but causes the creature to topple over and roll around the ground, burning.
Not so the second Ork which had found a bit of cover from the opened door to be very helpful in evading Bolus attack.

Round 1:
Initiative Order:
Orks: 13
Group:
4d10 ⇒ (1, 7, 5, 1) = 14
...
lower than 13, so Orks go first


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 moves to a position where the cowardly xenos in the doorway will be in range of his flame as well as the foolish one rolling on the ground. If he can aim the fire inside then so much the better. But the two that emerged are his prime focus. He fires it up again.

Flame e pen 2: 1d10 + 2 ⇒ (3) + 2 = 5

He manages to coax a little bit more flame out than last time.


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

Initiative: 1d10 + 3 ⇒ (9) + 3 = 12 Acting after at least those two orks.

The commissar trains his pistol on the door, waiting for the other ork to stick his head back out.
Overwatch action on the door, with single shot waiting for the next greenskin to come out
"Finish the one on the ground, then nades into the bunker. Father carry on."


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

Common Lore(Tech) vs 69: 1d100 ⇒ 75, failure.
Tech Use vs 49: 1d100 ⇒ 43, success.
What is the blast radius of the mines?

Anatoly speaks through the squad vox even as he triggers his las gun, pouring fire into the same Ork as the others, <<The devices seem to be anti-vehicular mines. Approximate blast radius...>> His mechadendrite aims and fires a split second later, but the shot goes wide as Anatoly is seemingly distracted by dragging data out of his memory.

Anatoly would like to move into some kind of cover if possible.

M36 Lasgun:
[ooc]Close Range +10

Semi-Auto Burst vs 38: 1d100 ⇒ 27, 1 hit.
Damage: 1d10 + 3 ⇒ (4) + 3 = 7E, Pen 2.
Clip: 55/60

Ballistic Mechadendrite(Lathe-Las):
Standard Attack vs 38: 1d100 ⇒ 79, no hits.


Anatoly:

There are different kind of mines, but most are shaped charges with a very small explosion radius, not more
than one or two meters - but whatever is in its center, will likely be reduced no nothing but ash in the wind.

The enginseer scores another hit on the onrushing beast, but the lasbolt only scorches the leg of the
Xeno.
The beast continues his charges, attacking the squad leader with the circulat, metallic object which it
wields like a frying pan.
Chaaarge! 37+20: 1d100 ⇒ 88
Luckily the beast misses the Commissar by several hands width.
Party up


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


BS 37
Single Shot +10
Red Dot+10
Aim+10
Fatigue-10
=57

Single Shot va 57: 1d100 ⇒ 66
The commisar takes a moment to center the pistol on the ork but the burns make him flinch right as he pulls the trigger and the shot goes wide
Ammo 36/40 +1


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

<<...2.73 meters. You do not want to be inside that perimeter when the mine is triggered, or your duty to the Emperor will finally end....Because you will be dead.>> Anatoly fires his the las weapon on his mechadendrite again from point blank range before moving back a few meters.

Standard Attack +10, Point Blank Range +30.
Lathe-Las vs 68: 1d100 ⇒ 60, simple success.
Damage (tearing): 2d10 ⇒ (10, 2) = 12, 10 + 6 = 16E, Pen 2.
Rightous Fury: 1d10 ⇒ 7, 4 critical damage.
Location: 06 - Head.


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

Realizing that his gun is empty, Liam falls back and focuses on reloading.

Half action to move, half action to rapid reload.

If I blow up, there won't be anyone to try and stabilize the others.
Better be tactical here.


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 Bolus can move so that both orks are in flame range and the rest not then he will do his action from above. If the charging ork is dead then he will move closer to the hiding ork so the flame can cover it as well as the interior of the bunker.


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 takes two quick shots on the greenskins climbing on the chimera, aiming for a group if there is one.
v65+10braced: 1d100 ⇒ 34 - 4DoS
X, Pen:2, Blast:1, Shrapnel:5, Proven:3: 2d10 + 2 ⇒ (3, 6) + 2 = 11 - switching out DoS for 12
v65+10braced: 1d100 ⇒ 6 - 7? DoS!
X, Pen:2, Blast:1, Shrapnel:5, Proven:3: 2d10 + 2 ⇒ (4, 9) + 2 = 15 - switching out DoS for 18
Rounds complete!


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 group start engaging with the Orks, and not knowing exactly what is in the lead ones hands as he tries to bash the Commissar with it, Aurius will take aim, bracing himself on the cover he and pete are behind before, and try to blow its head off with a burst from his hellgun.

BS 39 +10 Aim + 10 Braced -10 Fatigue - 10 Called Shot (Head) + 0 Semi-Auto = 39; No Range Penalties due to Marksman as long as they are within 180m of us, a Hot-shots max range due to base range 60m. Also, Deadeye Shot Reduces the Called Shot Penalty.

BS39 Headshot: 1d100 ⇒ 88 4 DoF if it matters, also would I be shooting into melee?

But the Orks wild swings as he tries to take the Commissar down cause him to bounce into and out of sight and as Aurius pulls the trigger, a timely movement from the ork causes the shot to go wide and miss it.

Ammo 33/40


Round 2:
Pete sends two well aimed grenades to the support of the besieged squad. Despite the considerable risk of firing explosives that close to friendlies, it pays of well this time. The grenades find their mark, killing off several of the beasts. In addition the two quick detonation are well enough to warn the sieges troopers of the danger. A rapid series of shotgun fire reduces the remaining squigs to junky, well perforated heaps of bloody meat.
Nice rolls there. Could have gone plone shape really fast ;-)

The Storm Trooper is less lucky as both melee combatants move out of his line of fire just in the moment he opens up.
The same goes for Anatoly's shot, which misses the head of the Ork by a couple of inches due to the same movement.
Lind misses as well, giving the Ork another go at its attempt to carve in the head of the squad leader with an anti-vehicle mine.
Bolus, aware of the dangers his flamer would be for all combatants of a melee, circles the Ork and the commissar to bring the cleansing fire to the still-twitching Ork and hopefully any remaining Orks inside the bunker. The flames wash over the grounded Ork again and some part of the burning liquid even manage to flow into the bunker as well - causing the automatic fire directed at the disabled chimera to stop mere moments later.

Burns: 1d10 ⇒ 10
1d100 ⇒ 4
Boom?: 1d10 - 2 ⇒ (3) - 2 = 1
Omnomnom: 1d100 ⇒ 85

With horror, Bolus watches as the felled Ork raises again despite burning bright as a torch, gripping the metallic round object and takes a step towards him - half its face molten.
THOMBB
Then the mine cooks off due to the enormous heat taking the arm of the creature with it. Howling in pain the creature presses on and tries to bite the priest regardless! It's sluggish movement makes this attack easy to dodge after all.
Furious Clonk: 1d100 ⇒ 64
Clobk DMG: 1d10 + 4 - 2 ⇒ (3) + 4 - 2 = 5I, Pen:0
Boom?: 1d10 ⇒ 2
Meanwhile the Ork Lind faces takes another swing at the Commissar, this time the wild swing is much more dangerous!
Furious follow-up Clonk: 1d100 ⇒ 62
Clobk DMG: 1d10 + 4 - 2 ⇒ (2) + 4 - 2 = 4I, Pen:0
Boom?: 1d10 ⇒ 6
Not enough with that, the creature even uses its own momentum to attack again with the incredible dangerous, volatile battle-pan...
Both swings will connect, luck has it that neither detonates the mine though


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

Not knowing the hit will not detonate the mine the commissar attempts to dodge the first blow regardless

Dodge vs 20: 1d100 ⇒ 15 1DoS

2nd hit 62 -> 26 so left arm -> 8 soak
Taking the 2nd hit on the armored left arm he doesnt actually feel a thing.
Doing the only thing he can he aims and fires once more
Single Shot vs 57: 1d100 ⇒ 25 4DoS 57 -> 75, right leg
Damage: 1d10 + 4 ⇒ (6) + 4 = 10 Pen 7


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

Having reloaded, Liam realises that the chaotic nature of the melee makes it difficult to hit, Liam takes the opportunity to aim very carefully.

Full round aim


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 really paying attention to the mine Bolus screams in fury as the ork isn't cleansed by purifying flame. He shifts back to his chainsword but the swing goes awry.

WS35+Hatred 10 - Fatigue 10 35: 1d100 ⇒ 81

If Bolus can take a step back to get at least bite range away from the ork he will do so. Hopefully someone will be able to shoot it!

So Half Action to melee, Half action some sort of guarded step back?


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 as the target and the Commissar would not disengage enough for him to take a relatively risk-free shot, Aurius instead takes careful aim and waits for a moment to fire should one present itself.

Full Action Aim.


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

Anatoly moves forward once again, into point blank range and fires a single shot at the most injured Ork, realizing that they are still very dangerous until neutralized. He mutters targeting data and accuracy percentages and such the entire time.

Point Blank +30, standard attack +10
M36 Lasgun vs 68: 1d100 ⇒ 10, 5 DoS.
Damage: 1d10 + 3 ⇒ (6) + 3 = 9E, Pen 0.

At the same moment, his Omnissiah-blessed true-arm fires its small pistol as well.

Point Blank +30, standard attack +10
Lathe-Las vs 68: 1d100 ⇒ 2, 6 DoS.
Damage: 2d10 ⇒ (9, 10) = 19, 10 + 6 = 16E Pen 2.
Righteous Fury: 1d10 ⇒ 9, 5 critical damage, location 20.


With a fluid movement, the commissar places a well placed shot on the chest of the Xeno. While the Xeno still struggles, Anatoly wades into the fray, blasting off the head of the armless Ork that just tried to bite Bolus again, before swirring around and placing a sunbright lasbolt of his mechandrite-mounted weapon on the right arm of the remaining Ork - the very arm that wields the dangerous club...
The highly-focused light cuts through the elbow, leaving a gaping, cauterized hole behind. The arm (as well as the barely attached Xeno) go limb from shock and damage, the mine falls to the ground ... 1d10 + 1 ⇒ (4) + 1 = 5
...
But does not detonate.

Everyone but Lind, Anatoly and Bolus:

Seeing the melee ended early, your gaze wanders to the bunker ...
Just in time to see a huge ork emerge, carrying a monstrous weapon, that looks like the child of a heavy bolter, a ripper gun and an autocannon...
1d10 + 4 ⇒ (8) + 4 = 12
... Before you can react on this new threat, the creature opens up on the grouping of Lind, Bolus and Anatoly.

THUDD, THUDD, THUDD, THUDD
Something opens up with an automatic, heavy calibre gun at well to close range.
43+10+10-10: 1d100 ⇒ 79
Lind, Bolus and Anatoly find themselves in the midst of a bulletstorm and all they can do is duck for cover.
Pinning test+0 for you three. Now you can look into the spoiler of the other guys ;-)
And new round up.


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

"By the Emperor...Pete! Eyes up, we've got a big one." and he shifts his aim onto the big ork's head If I can, that is. and fires off a hotshot lasbolt.

BS39 + 20 + 10 Braced - 10 Fatigue - 10 Deadeye Called Shot + 10 Single Shot = 59

Single Pew 59: 1d100 ⇒ 84

But his fatigue catches up to him in this moment and an unintentional blink of the eyes causes his aim to shift and miss his shot.


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

WP 32: 1d100 ⇒ 69

Bolus scrambles for cover away from the hail of bullets.

So half turn that must be spent in going to cover, right?


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

Pinning vs 32: 1d100 ⇒ 39.

Anatoly dodges in instinctive reaction to find some kind of solid object that will protect the gifts of the Omnissiah from the hail of death.


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

Pinning 36 -10(Fatigue): 1d100 ⇒ 59

With no cover close by the only thing the commissar can do is to run away from the thing firing at him.

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