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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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

1d5 ⇒ 4

As the last Ork falls, Ashora merely continues to fire--until the power cell runs dry, and she realizes she'd forgotten to switch her rifle back to standard fire mode against the grots! Grumbling to herself, she switches out the for a new cell and replaces the spent pack in its pocket. By this point, the xenos are well and truly routed, so she stands a bit to peer over the edge of the trenchworks.

"How bad is it down there? Who'd we lose?"


The result of the first attack (imperial side):
- 2 medium injured squadmates from the 1st (were inside the bunker)
- 3 light wounded from the 3rd
- a wounded medic with assistant - easily treated by herself
- 1 Thud'dr down to his last stubber mag
- 2 Ogryn down to their last ripper mags
- several dozen burned out Las packs
- 1 Doombringer with noticeable frontal damage (bulldozer blade currently out of order)
- friendly chimera with considerable frontal damage from multiple rocket hits. Still operational but repairs will be tough without heavy equipment and supplies
- northern bunker severely damaged - featuring a 2m hole
- southern second trench line severely damaged by enemy fire - currently providing no cover and impassable

Xeno side (reported to HQ):
- over a dozen heavy weapon teams
- multiple squads worth of Ork boys
- hundreds of gretchins including several slavers (codename: Runtherd)


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

Shots spent: 1d5 ⇒ 4

Leni gets to work on everyones injuries, making them stand in line while waiting for treatment just to remind them that they depend on her. She'll try to get a pack of cards while she's on it - trading for one or two of the coffein pills while both the treated fellows sergeant and the commissar are far far away and making sure to tell them to only use them in the most dire situations - they WILL get knocked out like a sack full of s!+$ once they wear off.

Medium injured does not exist in the rules, only lightly injured which is at or bellow 2x TB, heavily injured which is above that and criticaly injured -> crits, difference between lightly and heavily is -10 so just reduce the DoS by 1 if they are heavily injured.

Still vs 88
Medium injured teammate 1: 1d100 ⇒ 11 -> 7DoS +12hp
Medium injured teammate 2: 1d100 ⇒ 68 -> 2DoS +7hp
lightly injured teammate 1: 1d100 ⇒ 7 -> 8DoS +13hp
lightly injured teammate 2: 1d100 ⇒ 59 -> 2DoS +7hp
lightly injured teammate 3: 1d100 ⇒ 60 -> 2Dos +7hp


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

With permission, Thud'dr will help clear the southern trenches. When the towing detail is called again he will join that and try to get the other ogryn to go with him. With for ogryn the task of getting the wreck back should be relatively easy.


Wounds 9/14; FP 3/3

ammo: 1d5 ⇒ 4 42 total ammunition used.

With the immediate threat over Celephix swaps out her charge pack, making a mental note to get the near empty pack recharged.

"Priorities sergeant? The soldiers seem to be suffering from onset of exhaustion, presume injured and longest continually running will have priority for restoration cycle?"


Female Human Rank 1 Sergeant

"Alright, everyone take a minute to relax for a bit but we need to re-secure the perimeter and make sure no other Greenskins are in the area. 'Phix, if you can do anything to patch up the bunker, maybe with some vehicle scrap we can get from the field, that'd be great. Otherwise, high alert for the next bit."

1d5 ⇒ 5


Leni:

Medium wounded was just narrative for: lost some wounds that has to be treated, while light wounded was for 'you don't waste supplies for them - it will heal naturally'
1d100 ⇒ 39
You are able to find a trooper who makes the exchange. Two pills for his set of cards.

While Leni holds triage and patches everyone back up over the next few hours, the stress of the battle takes its toll. Everyone not on guard as the attack started has one level of fatigue until his/her next rest. Fatigue := -10 on all tests
The Ogryns start to dig out the collapsed trenches of the southern second line under the observation of the Commissar. A activity that will take at least three hours to complete.
No surviving Orks are left in sight. The sky is clear and the distant white sun stands high.


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

With four Ogryns working three hours is probably a world record for about of material moved per hour without heavy machinery. While they work they fall into a song in their steady, harsh native language. Their work shifts to match the rhythm and soon all four are working as one and making tremendous progress.

If the commissar asks what they are singing, Notch will explain that it is an Ogryn song to the gory of the Emperor. If anyone else asks out of earshot of said commissar, he will translate,
Cut the snow
Lay the snow
Make your snowy bed

Shape the snow
Freeze the snow
Snow Tigers won't be fed

With the comment that Ogryn have over 50 words for snow so something is lost in translation.


Wounds 9/14; FP 3/3

Celephix assesses the bunker, is it near totalled or can it be patched?


It's integrity is still stable, so it is patchable with the right material.


Female Human Rank 1 Sergeant

Awareness Test: 1d100 ⇒ 5 vs Per 41(paranoia) for 3 DoS

Faye will patrol and scan the area around the trench lines and bunker(s) to make sure that it's all clear.

Unless anything comes up, she'll give the all clear for those not on watch to relax and recoup unless they have any specific tasks they wish to accomplish/need aid with.

if nothing goes HORRIBLY WRONG:

"Alright, everyone who's not on watch, at ease. Get some rest in. We don't know if or when they'll be back and I want everyone in top shape in that scenario."


Faye detects no trace of danger and gives the rest signal to her (extended) squad.


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 obeys and gets his rest. Once that's done he gets back to work.


Imperial Operator

sorry folks. ISP issues. Can i try to fix doombringer? No greenskin is going to get the better of her yet. Not while im her pilot

-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

With a relieved sigh, Ashora & Malchior go to their rest. Some hours later, they arise & set to work helping with the trenchworks--repairing berms, hauling dirt, scooping out firing slits, whatever is required.

They work quietly, the heady rush of battle having now faded, and try not to think about the dozens of corpses now littering the no-man's land.

"I hope they don't stink too badly. What do you think got into their heads, to just rush at us pell-mell like that?" Malchior remarks during one brief rest, to no one in particular.


Imperial Operator

Ren begins to work on Doombringer. He works on her till he was sure she is fixed and ready to go. Grumbling sometimes about orks and rockets. Not quite sure exactly what. But you get a feeling not to interrupt him

-Posted with Wayfinder


Imperial Operator

Repair+Tech+MIU+Bonus 70: 1d100 ⇒ 60 2 DoS. -40min. So just over 7 hours of work

-Posted with Wayfinder


"As far as I know? They're fungus so should be pretty compost-y if they bake in the sun a bit. Otherwise, s'like I said when I gave y'all a brief description: They're stupid and they like a good fight. Nothing more to it." Faye shrugs.

"So long as they don't ever get too close to us, I'm a happy camper." she continues over the coms as she heads to her sleeping area to get out of the sun while not on watch and calm down a bit, her nerves having been on edge ever since they arrived at the front.

"Anyways, for the most part we should hear or see them comin' a mile away though I have read reports that they have their own version of commandos...Now, if y'all don't mind, I'm goin' ta go take a breather before my watch starts. Ya know where to find me if things go sideways." And with that, she just *plops* onto her folded up bedroll, sighs heavily, then gets as comfortable as she can.


Female Human Rank 1 Sergeant

And In my haste to post, I derped out LOL *sigh*


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

With a somewhat apprehensive look out at the hills, Ashora spits out a piece of grit and ventures, "Not that I'm volunteering, but has anyone scouted out those hills? Do we have any idea what's out there? Artillery, heavy armor, field fortifications? Can't see crap from here."


setup post for the night and also the next days. Leaving you some time to react and role play with it. Actions is coming next week.

The day passes by with recuperation time, repairs and first aid for the few wounded. Slowly the guard cycle comes back online and the nerves cool down again.
With the singing of the Ogryns the sound of repairs from Doombringer and the Bunker, the prayers from the priest of the 4th and the bellows of the Commissar you can feel the routine coming back again.
As the evening approaches you feel the cold creeping in the trenches. Now that the clouds and sun are gone, the temperature drops deep - below 0 degree mark and still dropping as the night gets old - and it is getting really uncomfortable. To make things worse, a harsh wind approaches from the south and your home world instincts tell you that bad weather is coming - fast.
Everyone on guard during the night has to pass a toughness test -20 each hour on guard (+-0 if you wear bad weather gear which introduce a -10 on all hearing-based perception skill tests and all agi based tests) or get 1 level of fatigues, and may fetch a cold. Sleeping in the trenches implies the same but at -30 for not moving around and you may risk frost fever. Inside the bunker/Doombringer its warmer and you do not have to roll.


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

Does this apply to me at all? This place may just feel like home now.


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 knows on instinct that cold is not something to mess around with, even if you're naturally resistant like him. He pulls out native furrs that cover him from head to toe.

target is 70: 1d100 ⇒ 12
sleep shift in trench dugout, target is 40: 1d100 ⇒ 81

In spite of his natural resistance to the cold Thud'dr wakes up groggy and grumpy.


Female Human Rank 1 Sergeant

Her moma and papa not having raised no fool, Faye quickly puts on her bad weather gear once her breath starts condensing in the air.
Which means I'm at +/- 0 for Hearing Perception thanks to the Paranoia I got giving me +10 - actually kind've glad I failed that test in hindsight :p

Toughness Test to see if Faye Gets the Sniffles: 1d100 ⇒ 66Fail, 2 DoF with Toughness 46.

7 More Toughness Tests, 1 per hour of watch?:

Toughness #2: 1d100 ⇒ 1 Pass,4 DoS and the first time I roll a 1 on d100
Toughness #3: 1d100 ⇒ 51 Fail, 0 DoF
Toughness #4: 1d100 ⇒ 38 Pass, 0 DoS
Toughness #5: 1d100 ⇒ 42 Pass, 0 DoS
Toughness #6: 1d100 ⇒ 86 Fail, 4 DoF
Toughness #7: 1d100 ⇒ 14 Pass, 3 DoS
Toughness #8: 1d100 ⇒ 83 Fail, 3 DoF
Total of 7 DoS, 9 DoF, 2 Success w/o Degrees, 1 Fail w/o Degrees

Unsure if you meant roll once for the whole watch or once every hour of the watch, so I just went with rolling all of them so you can choose how to go about it.

Despite being a tough lady, Faye lived in the more temperate regions of their Homeworld and wasn't acclimatized to being in such cold, despite her gear keeping her relatively fine.

Still, she sucks it up and does her best while she on watch to make sure that none of the Orks sneak up on them. Hopefully, in their stupidity, a whole lot of them froze to death.


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

Breath frosting in the air as the sun sets, Ashora shivers and fishes out the cold weather gear from her rucksack. As night fell, she and Malchior took shelter in the bunker, emerging in the grey light of predawn to start her shift.


Wounds 9/14; FP 3/3

Tests:

T35: 1d100 ⇒ 84 Fail +4DoF
T35: 1d100 ⇒ 38 Fail
T35: 1d100 ⇒ 7 Pass +2DoS
T35: 1d100 ⇒ 94 Fail +5DoF
T35: 1d100 ⇒ 23 Pass +1DoS
T35: 1d100 ⇒ 8 Pass +2DoS
T35: 1d100 ⇒ 56 Fail +2DoF
T35: 1d100 ⇒ 78 Fail +4DoF

Celephix wraps up as warmly as she can... but still Celephix feels the chill of cold, the little heat generated from her internal coils doing little to guard against the chill through the tendrils of metal running through her.

If I feel rough enough after than first roll, can I retreat to the bunker and keep watch as best as I can from there? After comfirming with whoever's in charge while Faye is bunked down.


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

After patching everyone up Leni jawns and heads back to her blanket fortress in the bunker - which includes - as mentioned before - any blankets left unattended for long enough for her to appropriate them.


Starting with Celephix' shift, the temperature really becomes a problem and forces her and the other guards back into the idling vehicles or the heated bunkers, only to take periodic guard walks which became less frequent the longer the night gets as the temperature drops even lower. All men retreat to either the bunker or the Chimera, even the tough Ogryn leaves his hole behind, after the snow started to fall at about 1 o'clock in the night. With the Ogryn in the bunker, it now is really crowded inside, but its also reasonably warm that way, after Celephix fixed the hole in the bunker with a layer of salvaged armor plating from the walker.

I split you between the two location, with the majority in the bunker. See the new, upcoming map.

GM's rolls of Frozen Doom:

Ashora 30-20+30-20=20: 1d100 ⇒ 78
Celephix 33-20+30-20=23: 1d100 ⇒ 8
NPC 25-20+30-20=15: 1d100 ⇒ 36

K1 58: 1d100 ⇒ 77
K2 58: 1d100 ⇒ 68
K3 58: 1d100 ⇒ 53
K4 58: 1d100 ⇒ 3
K5 58: 1d100 ⇒ 29
K6 58: 1d100 ⇒ 3

South:
Watch 15: 1d100 ⇒ 71
K 58: 1d100 ⇒ 37

Ashora:

Your first part of the night shift is over and everything is fine - beside curses from all the sleepers in the chimera every time you leave for a short walk.

Celephix:

As your shift is nearly over (so about 3 o'clock in the morning) your goggles show you three big heat signatures right above the trench line, slowly climbing down. The blobs cover a wide area with 10 or 20m between each of them and seem slightly larger than a human - although you were warned that heat signatures gets bigger the colder the surrounding is. The signatures are also somewhat in a flow, getting bigger, smaller, nearly disappearing just to pop up again. Its like the goggle's machine spirit are struggling with some interference or simply are about to cease to function.
You know that all men of the 1st and all your comrades are ether inside the vehicle or in the bunker with you - nether was left in the frozen trenches as far as you know.


Wounds 9/14; FP 3/3

Celephix calls out on the radio to anyone who's awake and paying attention.

Radio:

[b]"Three heat signatures at approximately [co-ordinates], possibly orc by the size. My goggles do not appear to be functioning effectively - can anyone confirm?"[/ooc]

If anyone is either awake or seems to be sleeping lightly in the bunker she'll say the same to them and get them to take a look.


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

Blinking awake from her doze, Ashora shakes her head to clear it, then clicks her micro-bead on. "Uh, come again, I didn't catch those coordinates. Let me take a look..."

Climbing out of Doombringer's hatch, she and Malchior make their way to the lip of the first trench network, carefully scanning the area. Awareness vs 30: 1d100 ⇒ 97

If she doesn't see anything:

"Hold a sec, not picking anything up, going to grab a better overwatch" So saying, she and Malchior make their way towards the second trench network, where the lay themselves prone & continue checking for signs of movement.

Awareness vs 30: 1d100 ⇒ 29


Ashora:

Standing atop the Chimera in the middle of the snowy winds shows you nothing but swirling white and darkness. But after walking the few meters towards the second line you can make out two large heat signatures now inside the trenches en route to the bunker. You too get problems with your goggle as the heat signatures seem to get larger, shrink then pop up again as you follow their way. The two you can see are apx 10-20m from the bunker entry.

Vox reply on Cel's call:

The two remaining Storm Troopers of the 1st are up in the bunker with you but are checking towards north and west. They report no additional contacts.

Nothing else beside Ashoras response.


Light sleepers are Faye and Thud'dr according to their respective sleep time.
So you two wake up due to Celephix' voxing action. The others are still sleeping until anyone starts shouting/shooting or wakes them up directly. We're in the middle of the night, after a rough day after all!


Wounds 9/14; FP 3/3

I assume it's too dark to see anything without the goggles...


Now that they are closing in on you and the bunker you may have a chance. Otherwise yeah, its really dark and its snowing to top it off! You can roll another awareness -10 and without the +30 from the goggles of course if you want to give it a shot.


Female Human Rank 1 Sergeant

Eyes snapping open at the vox convo with a brief mention of "Orks", Faye immediately grabs her lasgun before speaking:

"Come again, 'Phix? Confirm unknown presence in the trenches?"

And she cautiously walks over to the bunker door and takes cover to the side of the entry while waiting for a reply.


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 sits up, a hand already on his gun. He doesn't like the tones going around, so he and Notch make their way toward the trouble just in case. They take up positions next to Faye.


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

"Sighting confirmed, I've got two heat sigs headed towards the bunker. Heads up in there guys, my visor's acting up and I can't get a clear read on them. Malchior and I are moving to follow, weapons cold for now."

Don't want to kill another friendly she thinks with a guilty lurch in her guts. Waving Malchior ahead of her, the two of them pick their way towards the bunker, the sniper keeping about five meters behind her spotter. Nervously she flicks her longlas to its max setting.


Female Human Rank 1 Sergeant

"Roger that, Kail. Thud, unless they're green, no kill. Got it?"
As she waits for the intruders to make the first move.


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 nods and braces his Shredder.


Dubious Dice Rolling:

Celephix 33-10: 1d100 ⇒ 56
Thud'dr 29-10: 1d100 ⇒ 89
Faye 31+10-10: 1d100 ⇒ 96

Ini:
K1: 1d10 + 3 ⇒ (9) + 3 = 12
K2: 1d10 + 3 ⇒ (7) + 3 = 10

Celephix: 1d10 + 3 ⇒ (9) + 3 = 12
Thud'dr: 1d10 + 2 ⇒ (9) + 2 = 11
Faye: 1d10 + 3 ⇒ (6) + 3 = 9
Ashora: 1d10 + 4 ⇒ (8) + 4 = 12

K1 lobb 27+30: 1d100 ⇒ 49
2d10 + 5 ⇒ (9, 5) + 5 = 19 Pen2, Blast (2)
K2 lobb 27+30: 1d100 ⇒ 11

Despite them coming within earshot of the bunker, no one of the three guarding the door are able to get a clear glimpse on the approaching contacts before the situation escalates really fast.
Within one blink of an eye, two large wooden sticks with big cylindrical heads fly through the door of the bunker, one coming down near the door, the other sailing well past you, right in the middle of the bunker and sleeping men! At the very same moment, several loud explosions are coming from the south and you hear the distinctive WAAAAAAGH! from way too close!
Everyone standing at the door may dodge the grenade that just landed at your feet and goes BOOOM! the moment its head hits the floor! Otherwise take 19 Pen:2 damage to the legs! Ouch!
Behind you a distinctive 'zssssst' sound becomes audible and the bunker starts to fill with a green vapor that bites in the eyes and make you gag.
Everyone in the bunker: Toughness test -20 or get disabled for 1d5 rounds where you cannot do anything but gag for air and search frantically for your respirators which offer +20 and a additional test each round. Anyone passing the test will suffer a -10 on all test nevertheless due to watering eyes! It stinks!

Start of Combat! Round One incoming ...

Init Order:

Kommando 1
Kommando 2 (rotated up for easier rounds)
Celephix
Thud'dr
Ashora
Faye

In the light of the sudden explosion, anyone with the time to look, can see two crouched figures in the process of standing up and charging the door of the bunker, wielding excessively large axe-like weapons wearing weird purple capes that you are unable to look at for more than a few moments.
The two Orks reach the door of the bunker in their turn, but only one can pass the door at a time.

Your up! And ... good morning to those sleeping in the bunker ;-)


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

"How in the hell..." Malchior breathes, bringing his lasrifle to bear even as Ashora takes aim at the xeno by the bunker door. With a wordless scream she fires.

BS47 +10 Aim, +10 Accurate, +10 Single, +10 scope, +10 Close Range, +5 comrade
BS vs 102: 1d100 ⇒ 43 6 DoS Damage: 3d10 + 5 ⇒ (5, 9, 8) + 5 = 27 replace the 5 with a 6 for 28E Pen2 (Body) + forcing a Pinning Test


Spoiler:

Kommando: 4 critical, body
Fatigue: 1d10 ⇒ 1
WP 36+10: 1d100 ⇒ 82 pinned
-10 on all actions, only half action next round

The laser energy of the high power longlas hits the Ork square on, cooking the foul skin away leaving horrible burns. The Ork howls in pain, looking around in utter surprise and drops to a crouch.


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

dodge untrained, -10 agility, target 22: 1d100 ⇒ 88
toughness, target 40: 1d100 ⇒ 27 = 1DoS
Toughness bonus=6, pen 2 means 15 taken. 29 wounds means I still function just fine.

The grenade goes off at Thud'dr's feet. He notices, and chooses to ignore it. His prodigious bulk simply absorbs the damage.

toughness-20 test, target 40: 1d100 ⇒ 22 = 1DoS
The gas has some unavoidable effects. Those orks were about to have slightly more unpleasant "unavoidable effects".


WS:35
Point blank range +30
Braced +10
Gas -10

shredder to the face, target 65.: 1d100 ⇒ 56 = hit
impact damage, Pen 2, proven 5, +2 damage: 1d10 + 10 ⇒ (6) + 10 = 16

The ogryn uses his braced position and fires his brutal Ripper directly into the face of the Ork outside who just got zapped by the Snipergirl.
EVERYBODY OUT! he bellows, the first clearly ineligible words he's said since you meet him. He then roars at the orcs and beats his chest. His hulking frame makes the ceiling look short, like a giant standing in a dollhouse.


Female Human Rank 1 Sergeant

Oh cool, dodge isn't trained and I have agi 31, this is going to be fuuuun.
dodge untrained = 11: 1d100 ⇒ 67I fail. with 13 Wounds and a TB of 4, I take 15 Damage which means 2 on the Crit table -> Explosive -> Leg which means I can only take half moves and actions for 1d5 rounds and am knocked prone. But I'm not dead...yet. Thankfully. If only I put on my armour first :(
Half Actions and Move duration: 1d5 ⇒ 1 oh thank the Emperor I'm not a sitting duck for long.
Toughness 46 -20: 1d100 ⇒ 12 for 1 DoS

Having been explosively knocked off her feet - but still thankfully attached to them - once the gas begins to flood the room, Faye take a deep breath and crawls to her supplies to get her respirator on.

"Get the Orks Thud, I'll follow you out soon!" she groans and coughs


Wounds 9/14; FP 3/3

Not sure if I'm by the door or not, rolling the dice anyway...

Dodge(15): 1d100 ⇒ 46 19-3TB-6Armor+2Pen=12dmg

Celephix's respirator is semi-permanently attached, so keeping that factored Toughness(35): 1d100 ⇒ 98, but the mask, it does nothing! rounds: 1d5 ⇒ 3


Ren'Shaw:

You too wake up due to the booming sound of several close by explosions that echo over the trenches.
Per 32+10: 1d100 ⇒ 69
Your sleepiness and missing line of sight makes it impossible to determine the origin of the explosions. In the back of Doombringer you hear several men waking up the hard way just like yourself, scrambling for their weapons.


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

Toughness - 20 vs 5: 1d100 ⇒ 99 -> 9 DoF
Leni wakes up to the explosion and immediately starts coughing her lungs out from the gas. Instead of grabbing her respirator right away she flees under her blanket fort, breathing the stale but breathable air for a few moments. She takes a few moments to breath before she starts to fumble for her filtration plugs from her bag without sticking her head out of the blankets


End of Round 1:

Incompetent fools:

T 10: 1d100 ⇒ 70

T 10: 1d100 ⇒ 11

T 10: 1d100 ⇒ 85

T 10: 1d100 ⇒ 71

T 10: 1d100 ⇒ 54

Hotshot 35+10+10: 1d100 ⇒ 20

dodge 37: 1d100 ⇒ 11

Sunburn 1: 1d10 + 5 ⇒ (10) + 5 = 15

Sunburn 1: 1d10 + 5 ⇒ (6) + 5 = 11

Cel Reaction: 1d2 ⇒ 1

The bunker fills with screams and gagging sounds as the soldiers wake up in hell. Only one of the grumpy old Storm Troopers is able to shake of the effects and open up with semi auto fire on the charging kommando, but the weird Ork manages to dodge both shots in a weird sidestep. Celephixs body shakes under the malfunction of her rebreather and all her implants fire up under the stress. Her palms emit electricity from her electoos, her utility arm swings around spitting clouds of holy invent and machine oil over everyone standing near her.

Then the ripper gun of Thud'dr is spewing massive rounds at the cowering, badly wounded Xeno Ashora gad sniper from behind-above. The impact of the first round throwing the Xeno three meters away, dropping the totally stunned body in a bloody heap down in the trench.

Start of Round 2:
The fun of shooting downed Orks is of short duration for Thud'dr as the second Ork who sidestepped the attack of the veteran so expertly moments before, charges him with his heavy axe-like weapon the creature wields with one arm. The speed of the creature is surprising as well as frightening.

Waaagh!:

Charge 38+20+10: 1d100 ⇒ 65
Choppa: 2d10 + 7 ⇒ (9, 6) + 7 = 22 R, Pen:2, Tearing -> 16R

The crude blade hits the broad chest of Thud'dr square on, leaving a huge cut in the Ogryn. dodge/parry or take 16R, Pen:2 to the chest!

@Ren: Are you still with us? I will stall your side of the fight for now, don't want to bot you in such a crucial situation ...


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

Stunned Rounds: 1d5 ⇒ 4

Leni is still busy with the suddenly arduous process of simply catching her breath under the blankets.


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

Willpower to search while coughing lungs out: 1d100 ⇒ 87
Nope, still too busy coughing

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