Welcome to the Guard!

Game Master Swordwhale

Warhammer 40k - Only War game. Tribute game to the famous 'All Guardsmen Party'.
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WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

Nice! The fire rate on a Multilaser (I assume you're firing the turret gun?) is -/-/5, so with +20 Aim and -10 Full Auto, and -10 Long Range you've got a final BS36, and with a roll of 10 that's 3 DoS which means you hit 3 times.

You can choose whether to allocate multiple hits to the same target or to multiple targets if they're close enough together. Your initial hits are headshots, additional hits are allocated according to the chart on pg. 246 of the Corebook.

Mulilasers deal 2d10+10E Pen2. Good shooting!


Imperial Operator

i will be shooting at the roket boyz. 2 on the one that nailed my tank for 10. And 1 on the one that hit it for 1. Will roll now

-Posted with Wayfinder


Imperial Operator

on the one that hit for 10
Hit 1: 2d10 + 10 ⇒ (4, 7) + 10 = 21 Pen 2
Hit 2: 2d10 + 10 ⇒ (8, 9) + 10 = 27 Pen 2

and on the one that scored a minor hit
Hit: 2d10 + 10 ⇒ (5, 3) + 10 = 18 Pen 2

"TAKE THAT YOU FILTHY GREEN SKINS!" can be heard over the vox as the main gun of the Doombringer lets out a barrage of laser fire against the rocket wielding orks

-Posted with Wayfinder


Initial Action: Call it Round 0

The Ork horde appears at the hilltop and is spraying wild fire. The gretchins and Choppa-Boys are start running down the hill towards you.

Double Round 1:

Ashora kills one Loota wielding a deffgun with a superior shoot the the leg. One of the other Lootas notices this and sends burst to the nest. One heavy shell hits the sniper nest's cover and sends a burst of dust and mud into the nest but she ducks quickly underneath it – shielding her eyes. Celephix scores a well-placed hit on another Lootam which should have killed it, but the Xeno is still standing and sends a rocket at Doombringer which does minor damage (1). The rest of the squad struggles with the long distance and misses their initial attacks.

An onrushing Ork is shooting into the mass of gretchins making them run even faster. A few fall behind and get chopped to death by the Orks running behind them...

Double Round 2:

The sniper team retaliates with a double tap killing the deffgun attacker. Through the scope she is able to see another Loota with a large rocket launcher aiming in her direction and her heart is skipping a beat …

Meanwhile Celephix scores glancing hit on the wounded Ork but he still stands while Thud'dr and Leni each scores hits on the onrushing Gretchins which send the little greenies back into the horde and you see them trampled by their comrades. Doombringer opens up with the Multilaser on the onrushing horde still adjusting to the distance killing some of the smaller creatures. You said in your first post that you open up on the onrushing horde. Will go narrative here and take your rolls for turn three below.

The Orks answer with devastating attacks: one rocket slams into Doombringer – blasting a chunk out of the bulldozer blade (8 damage – forgot the blade) - another hits the bunker blasting a huge hole in it and showering anyone inside with deadly shrapnels (4 damage after armor) - and a third one rushes towards the sniper nest. The resulting blast removes the nest completely but Ashora and her spotter were able to roll out of it mere moments before the explosion.

Double Round 3:

Ignoring the fact that she now stand wide open, Ashora quickly kills the attacker with a well placed shot, simultaneously Leni, Celephix and Faye brings down the Xeno Celephix was shooting at for some time before. Finally Doombringer takes deadly revenge on its two attackers with a barrage of well placed shots, leaving nothing but ash from the two lootas. All lootas are dead by now!

Thud'dr and the remainder of the 1st together scores hit after hit on the onrushing Gretchin horde, killing nearly a third of the horde in a hail of lasbolts and solid projectiles. The horde is now slightly more spread Gretchins are now at +- 0: small –10, medium horde: +10 and has covered about 100m and is now about 300m from the trenches.

The shots from the remaining Orks fall short by at least 50m at the moment, so you have a few moments of safety before they get into range again, now that their heavy weapons are killed.

We are now in the third double round. Ashora has a half action left. The rest have posted round-3 actions before. And may post a double action for round 4.

I hope I got covered everything and resolved everything now. Sorry for the confusion. Maybe double rounds were not that useful as I thought?

Resulted in about seven different counting's ....


Imperial Operator

Doombringer:

28/35HP... got some repair work in my future

-Posted with Wayfinder


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 it'll be fine now that we have a clear handle on the chronology

half-Aim +10
comrade +5
Braced in Trench +10
Full auto -10
Range -10
= +5
base 36+5= target of 41
attack 1: 1d100 ⇒ 24= hit + 1DoS= 2 hits
damage, Impact, Pen2: 2d10 + 8 ⇒ (9, 2) + 8 = 19

attack 2: 1d100 ⇒ 56= miss

As the enemy closes Thud gets much more accurate, much to the detriment of the green skins


Imperial Operator

Pew Pew Goes the Lazer! BS 36: 1d100 ⇒ 13 3 DoS

Once again the main gun blazes to life as Ren fires at the remaining Orks, hitting 3 of them

All Pen 2
Ork 1: 2d10 + 10 ⇒ (5, 3) + 10 = 18
Ork 2: 2d10 + 10 ⇒ (8, 3) + 10 = 21
Ork 3: 2d10 + 10 ⇒ (7, 7) + 10 = 24

If they are closer and not long range any more, i have 1 more hit
Ork 4: 2d10 + 10 ⇒ (2, 5) + 10 = 17

-Posted with Wayfinder


WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

Ashora will use her Turn 3 half-action drop prone into cover; she's not as worried about the small-arms that the Boyz and Gretchins wield


End of round 3:

Rolls of some incompetent fools:

Joe's
Lasbarrage 1: 30: 1d100 ⇒ 61
Sunburn: 1d10 + 3 ⇒ (10) + 3 = 13
Lasbarrage 2: 30: 1d100 ⇒ 48
Sunburn: 1d10 + 3 ⇒ (6) + 3 = 9
Flamers
Lasbarrage 3: 30: 1d100 ⇒ 16
Sunburn: 1d10 + 3 ⇒ (5) + 3 = 8
Lasbarrage 4: 30: 1d100 ⇒ 72
Sunburn: 1d10 + 3 ⇒ (10) + 3 = 13
Grumpies
Lasbarrage 5: 35: 1d100 ⇒ 18
Sunburn: 1d10 + 3 ⇒ (8) + 3 = 11
Lasbarrage 6: 35: 1d100 ⇒ 62
Sunburn: 1d10 + 3 ⇒ (4) + 3 = 7

Hideous GM rolls of DOOM:

Evades:
1st Dodge 30: 1d100 ⇒ 32
2nd Dodge 30: 1d100 ⇒ 31
3rd Dodge 30: 1d100 ⇒ 22

Surprises?
1d10 ⇒ 10

Start of round 4:
Ren's barrage washes over the second wave consisting of the larger Orks, two are hit in the chest but keep going despite the fatal looking injuries. The their Ork in fact manages to dodge the lasbolts in the last moment by kicking a gretchin into the trajectory of the shot. Thud'drs attack washes over the gretchins killing two outright. Two more gretchins are killed by multiple lasbolt hits from the 1st.


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

Target still 41

attack 1: 1d100 ⇒ 45 - still a hit
damage, Impact, pen2: 1d10 + 4 ⇒ (5) + 4 = 9
attack 2: 1d100 ⇒ 95- jam

This is why there are automatic fire limiters on Ogryn-issued weaponry. Thud never let's up on the trigger and the stubber spews death at a rate it simply want designed to maintain. The mechanism heats up and suddenly there is a crunch as the belt jams. Notch audibly curses over the gunfire and Thud looks like a child with a broken toy. A second later Notch announces over comms, Thud is jammed! I'm working to clear!


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

So I guess no asploding bunker after all since they are all too busy being dead to shoot at us =3

"Nothing better to see than very dead xenos m$#$+~#@!@%&, especially if they had big guns before getting perforated into dead-ness."

Leni switches over to firing at the other group of big greenskins.
Aim(Half)
Single Shot: 1d100 ⇒ 73
Aim(Half)
Single Shot: 1d100 ⇒ 80

She tries to line up her shots with Aubrays fire but the adrenaline finally makes her hands tremble too much to hit anything, firing in the dirt around them after all.


Female Human Rank 1 Sergeant

"Roger that Notch, the big guns are down so you've got some time."

"Fire for effect people, we're thinning them down!"

And Faye sets her sights on the remaining Orks and fires off some Overload shots into them.

BS31 + 10 (Aim) + 10 (single) + 10 (trench) + 5 (comrade) - 20 (range?) = 46

Pew 46 #1: 1d100 ⇒ 61 Miss
Pew 46 #2: 1d100 ⇒ 34 DoS, neato!
1st Shot: 1d10 + 4 ⇒ (1) + 4 = 5 laaaaaame
Ammo: 46/60

And there goes my Double-Round 4 actions.


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

Okay, GM pointed out that the bunker rokkit moved from round 3 to round 2 in the new description, so it happens before they eat dust. I had missed that! So revising:

Leni coughs out some bunker dust and gets up, removing dust from her armor looking around "Anyone feeling like dying make a gurgling sound now before the shooting starts, drowning it out."(stand, half action)
Listening for a moment and hearing nothing she looks at Aubrey who is also getting up and gets back to the firing slit(brace, half action)
and tapping her combeat Leni reporting, M!~&!#+!~$!* got a damn good hit but we're alive in here - for now.

This replaces the first round of Aim(Half) and Single Shot


Wounds 9/14; FP 3/3

Celephix will keep firing

Aim and Fire Skill 36 + 10aim +10trench +10single +5comrade -30range = 41
Will target orks and fire on Overload.

If only grots are available to shoot, will switch down to standard fire.
Think we're still at 'extreme' range, but if we're merely long range will up to burst fire.

attack:: 1d100 ⇒ 88 Miss

attack:: 1d100 ⇒ 6 dmg:: 1d10 + 4 ⇒ (6) + 4 = 10 E Pen0

Ammo (16 shots used / 44 remaining)


Female Human Rank 1 Sergeant

Yeah I think we still are 'Phix. Luckily I rolled a 3 to hit so my shot is still good :D


WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

Turn 4 (still double rounds?)

"Any word from the other trench lines, Sarge? Or are we the only ones who got asked to dance?" Ashora takes a moment to scan the hill-line, concerned that this wild assault might be only a vanguard force. Perception vs 30: 1d100 ⇒ 78

After a few seconds of distracted glancing, she growls in annoyance and turns her attention fully back to the noisily approaching mob of xenos. "Ten Thronegelt says the little guys run once the big ones are dead." she remarks to Malchior as she checks her range on the nearest Ork.

"What idiot would take that bet? Of course they'll run, hell, I'd run too." Malchior mutters back.

BS vs 107: 1d100 ⇒ 55 6 DoS Damage: 3d10 + 5 ⇒ (5, 7, 3) + 5 = 20 Sub 3 to 6 for 23E Pen2

16/40 ammo charges expended


Female Human Rank 1 Sergeant

"Negative, Private, no news from the Commissar as of yet. Since ya mentioned it: Everyone near the southern portion of our little love nest, keep an eye out to make sure we ain't gettin' flanked!"


End of double Round 4:
Going double rounds until you tell me you don't like it and the situation is more ... confusion than 'shot that fish in that barrel'

The squad rushes back to firing positions after the previous onslaught and returns fire once more. The cursing of Thud'dr echoes loud in the trenches as the heavy stubbers jams after killing another gretchin. Faye and Celephix both scores glancing hits on a rushing Ork why does not even flinch.
Ashora's heart is ice-cold after her near-death experience and she takes aim for another kill at the Ork illuminated by Faye and Celephix's fire. But just as she pulls the trigger, the Ork decides to shout some orders/curses/nonsense? at the gretchins before him and the shot falls short. dodged with a 5! Notice that you no longer get that neat +30 fopr shooting unaware targets now that your hideout is gone so you may have to recalculate your modifiers.

Hideous GM rolls of DOOM:

Evades:
1st Dodge 30: 1d100 ⇒ 5

Things out of sight:
Com 40: 1d100 ⇒ 65
vs.
Com 40: 1d100 ⇒ 24
=
50+30-20: 1d100 ⇒ 11


Ahh, forgot your allies for end of round 4!

Rolls of some incompetent fools:

Joe's

Lasbarrage 1: 30: 1d100 ⇒ 57

Sunburn: 1d10 + 3 ⇒ (1) + 3 = 4

Lasbarrage 2: 30: 1d100 ⇒ 22

Sunburn: 1d10 + 3 ⇒ (1) + 3 = 4

Flamers

Lasbarrage 3: 30: 1d100 ⇒ 50

Sunburn: 1d10 + 3 ⇒ (2) + 3 = 5

Lasbarrage 4: 30: 1d100 ⇒ 91

Sunburn: 1d10 + 3 ⇒ (2) + 3 = 5

Grumpies

Lasbarrage 5: 35: 1d100 ⇒ 88

Sunburn: 1d10 + 3 ⇒ (3) + 3 = 6

Lasbarrage 6: 35: 1d100 ⇒ 77

Sunburn: 1d10 + 3 ⇒ (4) + 3 = 7


Your trench mates seem to struggle with the sudden stop of heavy enemy fire and only one shot finds it's mark upon the chest of a gretchin - and glances harmlessly of - to the surprise of the little creature as well as the shooter!
You hear curses from the two grumpy Stormtroopers and see them switching their standard pattern lasrifles for the heavier hotshot lasguns with their lower range.
The Orks seem to speed up due to running downhills and missing precise fire and cover additional 50 meters - now 250 from the trenches and at the open plain, littered with debris, craters and vehicle wreckage. Some of the Orks shots come close now, and you are pretty sure they will get somewhat dangerous a few moments from now.

This will be handled as follows: the terrain is considered heavy nterrain and will slow them down a bit, on the other side there is a slight chance that you will miss due to cover/sudden changes in direction etc.
I'll handle this as if your targets have a force field with a rating of 5, so there is a 5% chance that a hit will be negated.
If you take the full round aim action, this chance will be negated. You simply take additional care to take your shot at the perfect moment.
Seems fine?


Female Human Rank 1 Sergeant

Seems fine to me! Seems a bit more fluid than just slapping on extra AP points for cover in this situation. Will post later in the day when I have a bit more time.


Imperial Operator

i take aim anyway for the tank. Will also post later. At work atm.

-Posted with Wayfinder


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

Works for me!

New Shot calc:
Aim(Half) +10
Comrade +5
Braced in Firing Slit +15
Single Shot +10
Range -10
= +30

Doubleround 5:
Aim(Half)
Single Shot for orks Single - 32 + 30: 1d100 ⇒ 76
Aim(Half)
Single Shot for orks Single - 32 + 30: 1d100 ⇒ 86

Lenis shots become a little more accurate again but still don't hit the mark


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

Thud'dr and Notch have trouble getting the overheated stubber cleared, but soon enough the weapon once again starts spewing death at the orks.

Round spent clearing
BS 36: 1d100 ⇒ 69 fail
BS 36: 1d100 ⇒ 28 pass
Magazine reloaded


Wounds 9/14; FP 3/3

Celephix will keep firing, again.

Aim and Fire Skill 36 + 10aim +10trench +10single +5comrade -10range = 61
Will target orks and fire on Overload.

If only grots are available to shoot, will switch down to standard fire.

attack: 1d100 ⇒ 34 dmg: 1d10 + 4 ⇒ (6) + 4 = 10 E Pen 0
Cover Field: 1d100 ⇒ 83

attack: 1d100 ⇒ 61 dmg: 1d10 + 4 ⇒ (10) + 4 = 14 fury: 1d10 ⇒ 2 = 16 E Pen 0
Cover Field: 1d100 ⇒ 92

Ammo (20 shots used / 40 remaining)


Imperial Operator

Ren barks a few orders as the gun aims down range and opens fire on the oncoming orks
BS 51 Pew Pew: 1d100 ⇒ 86

But them now being in cover and he cant get the precision shots of a single las, he misses them

-Posted with Wayfinder


WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

Snarling at her first miss, Ashora wipes a thin layer of dirt from the lens of her scope and takes a moment longer to aim. "No second chances, xeno scum" she whispers.

Full Aim +20, Scope +10, Accurate +10, Single +10: Total BS97

BS vs : 1d100 ⇒ 87 Ugh. Will spend a Fate Point to reroll.

BS vs 97: 1d100 ⇒ 4 Worth it! 10 DoS Damage: 3d10 + 5 ⇒ (5, 4, 1) + 5 = 15 Replace the 1 with a 10 for 24E Pen2


Female Human Rank 1 Sergeant

Faye and Jorgen keep shooting at the orks. Nothing pressing has been brought to attention just yet so she does her best to put down as many orks as possible before they reach the trenches and engage the squad in un-guardsman-like activities such as melee combat.

New Pew Pew Calcs: BS31 + 10 (Single) + (10 half-aim) + 10 (trench) + 5 (Buddy) - 10 (range) = BS56

Pew BS46 #1 - Overload: 1d100 ⇒ 71 Swing and another miss.
Pew BS46 #2 - Overload: 1d100 ⇒ 65 :|

Ammo: 42/60


End of double round 5:
Celephix is able to score two hits on her target, the later one cooking of large potion of flesh from the body of the Ork but he keeps on going although slighlty slower now. But not for long, as Ashora quickly finishes him off with a shot to the exact same spot Celephix has hit before, killing him off for good.
The rest of the squad ether misses their targets or battle with their weapons to clear jams.

Rolls of bad luck:

dodge Cel 30: 1d100 ⇒ 44
dodge Ashora 30: 1d100 ⇒ 54
Shoota Boy 1 27: 1d100 ⇒ 32
Shoota Boy 2 27: 1d100 ⇒ 36

The 1st kills off two more gretchins between their volley of lasfire but the Orks still keeps on going (another 25m, now 225m) firing wildly inaccurate shots over the trench line while running.

Rolls of some incompetent fools:

Joe's
Lasbarrage 1: 40: 1d100 ⇒ 39
Sunburn: 1d10 + 3 ⇒ (5) + 3 = 8

Lasbarrage 2: 40: 1d100 ⇒ 39
Sunburn: 1d10 + 3 ⇒ (4) + 3 = 7

Flamers
Lasbarrage 3: 40: 1d100 ⇒ 76
Sunburn: 1d10 + 3 ⇒ (3) + 3 = 6

Lasbarrage 4: 40: 1d100 ⇒ 52
Sunburn: 1d10 + 3 ⇒ (10) + 3 = 13

Grumpies

Lasbarrage 5: 35: 1d100 ⇒ 60
Sunburn: 1d10 + 4 ⇒ (8) + 4 = 12

Lasbarrage 6: 35: 1d100 ⇒ 29
Sunburn: 1d10 + 4 ⇒ (5) + 4 = 9


Imperial Operator

More Pew Pew vs 51: 1d100 ⇒ 9 think its 5 DoS

"Come on you sluggish tram crawler! Get that gun into position! Yes, that it... aaand...FIRE!" he lets out a much more accurate blast of the main gun, hitting as much orks as the gun could!

All pen 2
Shot 1: 2d10 + 10 ⇒ (2, 5) + 10 = 17
Shot 2: 2d10 + 10 ⇒ (4, 7) + 10 = 21
Shot 3: 2d10 + 10 ⇒ (3, 4) + 10 = 17
Shot 4: 2d10 + 10 ⇒ (4, 5) + 10 = 19
Shot 5: 2d10 + 10 ⇒ (10, 4) + 10 = 24

-Posted with Wayfinder


Only 4 DoS: rolled 9 + 40 = 49, so lower than your target of 51, while 9+50=59 would be higher than your target.
See how you calculate it?
Nevertheless this will weed out a few ones. Nice shooting ;-)


Imperial Operator

my bad. Thought every 10 past initial hit is an extra DoS

-Posted with Wayfinder


Oh of course, my calculation was off in this case, forgot the additional ;-)


Female Human Rank 1 Sergeant

MOAR PEWS; Definitely firing my lazor.

B56 (after bonuses)

Pew @56 #1: 1d100 ⇒ 98 ...wow. Yay for Reliable making it unable to jam.
Pew @56 #2: 1d100 ⇒ 16 Oh thank the Emperor, a hit finally with 4 DoS.
Damage: 1d10 + 4 ⇒ (6) + 4 = 10 Damage, Pen 0.

Ammo: 38/60

"Keep at is boys and girls, we're whittling them down! Do the Serenus 1st proud!"


Wounds 9/14; FP 3/3

Aim and Fire Skill 36 + 10aim +10trench +5comrade -10range = 51

Celephix makes a quick calculation and switches to burst mode, still on overload and prioritising ork targets

attack: 1d100 ⇒ 30 2 hits if I understand correctly?
dmg: 1d10 + 4 ⇒ (3) + 4 = 7 dmg: 1d10 + 4 ⇒ (3) + 4 = 7

attack: 1d100 ⇒ 27 2 hits again?
dmg: 1d10 + 4 ⇒ (8) + 4 = 12 dmg: 1d10 + 4 ⇒ (4) + 4 = 8

Cover Saves: 1d100 ⇒ 91d100 ⇒ 501d100 ⇒ 111d100 ⇒ 55 All actual hits

Ammo (32 shots used / 28 remaining)


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 ammo belt finally engages correctly and Thud'dr opens up on the xenos

target still 41
attack1: 1d100 ⇒ 48= miss but I hit another one in the right leg
damage: 1d10 + 4 ⇒ (4) + 4 = 8
attack2: 1d100 ⇒ 3= hit with 4 DoS so 4 hits
all are Impact, pen2, all apply to different targets
damage: 1d10 + 4 ⇒ (10) + 4 = 14 = RF: 1d5 ⇒ 3 = left arm is blown off, target dead
damage: 1d10 + 4 ⇒ (10) + 4 = 14 = RF: 1d5 ⇒ 2 = right arm is blown off, target dead
damage: 1d10 + 4 ⇒ (7) + 4 = 11
damage: 1d10 + 4 ⇒ (4) + 4 = 8
damage 2 location: 1d100 ⇒ 21 = right arm
damage 3 location: 1d100 ⇒ 57 = right leg
damage 4 location: 1d100 ⇒ 97 = right leg
Do you want us rolling these or do you want to do it?

Apparently his gun was half jammed this whole time because the bolter rounds rip into the xenos horde with fantastically terrible effect.


WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

As the trench-line's firepower gets increasingly concentrated on fewer and fewer xenos, Ashora decides to focus on the Orks furthest from Doombringer. Picking out an unwounded Ork she once again takes careful aim.

At her side, Malchior whispers, "These things are insane, they've barely crossed the halfway point and they're getting annihilated but they just keep coming! Scuttlebutt wasn't kidding about them being stupid. Maybe it's a trap? Surely nothing could be that recklessly dumb..."

BS vs 97: 1d100 ⇒ 78 3 DoS Damage: 2d10 + 5 ⇒ (10, 5) + 5 = 20 1st Righteous Fury!: 1d5 ⇒ 2

24/40 power cell charges expended


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

Aim(Half)
Single Shot Orks vs 63: 1d100 ⇒ 13 -> 5DoS, body location
Damage: 1d10 + 3 ⇒ (7) + 3 = 10

Aim(Half)
Single Shot Orks vs 63: 1d100 ⇒ 63 -> Hit, body location
Damage: 1d10 + 3 ⇒ (1) + 3 = 4

"Just freaking die already damn xenos scum I've got wounds to take care of."

Ammo Count=51/60 4spare mags


End of double Round 6:
With a devastating assault the squad kills off 4 of the remaining 6 Orks in a display of disciplined firepower. Thud'drs burst catches 4 gretchins, two of which are immediately killed, the third stumbles and got trampled but the last keeps on running with a wild shriek.

Rolls of bad luck and utter devastation:

Cover F: 1d100 ⇒ 23
Cover C 1: 1d100 ⇒ 84
Cover C 2: 1d100 ⇒ 37
Cover C 3: 1d100 ⇒ 79
Cover C 4: 1d100 ⇒ 81
Cover L 1: 1d100 ⇒ 93 -> blocked
Cover L 2: 1d100 ⇒ 61

Rolls of some incompetent fools:

Joe's

Lasbarrage 1: 30: 1d100 ⇒ 17

Sunburn: 1d10 + 3 ⇒ (4) + 3 = 7

Lasbarrage 2: 30: 1d100 ⇒ 100

Sunburn: 1d10 + 3 ⇒ (4) + 3 = 7

Flamers

Lasbarrage 3: 30: 1d100 ⇒ 42

Sunburn: 1d10 + 3 ⇒ (3) + 3 = 6

Lasbarrage 4: 30: 1d100 ⇒ 68

Sunburn: 1d10 + 3 ⇒ (7) + 3 = 10

Grumpies

Lasbarrage 5: 35: 1d100 ⇒ 20

Sunburn: 1d10 + 3 ⇒ (6) + 3 = 9

Lasbarrage 6: 35: 1d100 ⇒ 94

Sunburn: 1d10 + 3 ⇒ (8) + 3 = 11


With a 'frizzcrnzz' you hear the distinct lasgun jamming sound and cursing from the trench near you. Two other shots finds their mark but none was strong enough to disable one of the greenskins.

The front of the greenskins begins to thin out, the gretchins slow down, some even stop, looking around (maybe in fear?) and the two remaining Orks stop shooting and also slows down ...


Female Human Rank 1 Sergeant

"They're slowing down! Cut 'em all down! Don't let any of them live!"
Urge to shout the DW line of "SUFFER NOT THE ALIEN TO LIVE!" rising.

Faye will do exactly what she just urged the others to do and keep pumping Lasfire into the remaining Orks.

However, before doing so, she remembers that firing a ton of overloaded shots at enemies outside of primer-suggested effective range was possibly a waste of ammunition, all things considered, and lowers the power setting of her weapon back down to standard before continuing with her shooting.

BS56 Firing Half-Aimed Single Shots.
#1 BS56: 1d100 ⇒ 70 Blegh
#2 BS56: 1d100 ⇒ 35 Hit with 2 DoS
Damage: 1d10 + 3 ⇒ (8) + 3 = 11 Damage, Pen 0

Ammo: 36/60


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

Leni keeps at it as instructed

Aim(Half)
Singleshot ork vs 62: 1d100 ⇒ 39 - hit, 2 DoS location left arm
Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Aim(Half)
Singleshot ork vs 62: 1d100 ⇒ 98 - miss, no jam thanks to reliable


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

Target still 41
1d100 ⇒ 41= hit
I damage, pen2: 1d10 + 4 ⇒ (4) + 4 = 8
1d100 ⇒ 87

And the Stubber fire keeps marching on


WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

Ashora narrows her eyes, the lasgun barrel swings back towards one of the last remaining Orks and sends another lasbolt towards it.

BS vs 97: 1d100 ⇒ 20 8 DoS Damage: 3d10 + 5 ⇒ (4, 2, 6) + 5 = 17 Change the 2 to an 8 for 23E Pen2


Wounds 9/14; FP 3/3

Likelyhood Kail can remove the remaining two orks from play 81.4%, retargetting to smaller xenos.

Celephix switches back to the standard setting and burst fires at the Gretchen.

Aim and Fire Skill 36 + 10aim +10trench +5comrade -10range = 51

Burst: 1d100 ⇒ 25 3 hits dmg: 1d10 + 3 ⇒ (6) + 3 = 91d10 + 3 ⇒ (1) + 3 = 41d10 + 3 ⇒ (8) + 3 = 11

Burst: 1d100 ⇒ 99 Umm, nope.


Imperial Operator

what xenos are left?

-Posted with Wayfinder


WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

I *think* 2 Orks and an indeterminate number of Gretchin


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

Are there ever a certain number of gretchins?


WS28 BS47 S34 T36 Ag42 Int23 Per30 WP32 Fel26 l Wounds 15/15; 0 Critical l Fate 2/2 l Insanity: 2 l Corruption: 4

They're a Horde, so the rules are slightly different. GoW, are we using the Deathwatch horde rules or the OW squad rules, or something else?


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

Pretty sure we're using deathwatch horde rules since the gm called it a horde several times =3
Hordes are not defined by their numbers alone - break the morale of an angry mob and they stop being an unstoppable wave of destruction and instead become a large group of individuals and each one of them not wanting to die.
-> They use `magnitude` an amalgamation of both numbers and morale of the horde.


After their heavy weapons are disabled, their momentum lost and the enemy still at a far distance the remaining Orks are quickly dispatched by the squad.
Mop up narrative here. Everyone roll a d5. That's the number of shots at your current setting you will spend until the end of the fight.
As the last Ork toppels back, clutching his burned intestines, the remaining gretchins (about one third) break and seek to escape the disciplined fire from the imperial trenches. Most are killed but a few make their escape into the hills, quickly to minuscule to see for anyone but Ashora. You may keep on killing them until your charge pack runs dry, but even then one or two will likely escape due to numbers and them spreading out quickly, making it harder to find them in the barren hills

As the fire in your trenches ebb down, you are free to watch how your neighbors fare. They are currently dispatching the final greenskins with the help of their chimera which is cruising the battlefield, spraying lasfire from its turret and firing slids.

Fight over.
Everyone keep track on your ammo status. The fight (including cleanup) took about 20 minutes. Its now ~12:30 standard time and you all feel exhausted from your first battle. Most of you have some bruises from shrapnel and debris and your ears are ringing from the infernal sounds of gunfire.

1d5 ⇒ 3
1d100 ⇒ 5


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

As soon as they start running instead of fighting back Leni will sling her lasgun on her back and take out the medkit and starts treating everyone in the bunker, starting with herself.

She gets rid of the armor and removes clothing and shrapnel that was left in the wound, then disinfects the wounds and bandages them up before getting dressed again in full armor before starting the same procedure on Aubray


58 int
Medkit: +20
Help by an assistant trained in medicae: +10
(Assuming Aubrey can help through Medicae Auxilia, altho it only states 'during extended care')

First aid, herself, lightly wounded - vs 88: 1d100 ⇒ 87 Simple Success, +5hp
Patch up Aubray, wounded comrade -10 vs 78: 1d100 ⇒ 75 Success but no DoS, so worthless... fate point reroll
Reroll: 1d100 ⇒ 9 There we go - 6DoS, she'll be back up tomorrow.

She looks around the bunker if anyone else got hit. I think everyone else is in the trenches+chimera? and voxes: "Okay anyone in need of the gentle hands of mama Leni after the big bad green boys came to bully you?"

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