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

Ok, Dozer blade, you're up. Everyone else, watch for an ambush


Breacher WS 26, BS 35, S 33, T 35, Ag 45, Int 35, Per 30, WP 29, Fel 40, Wounds -3/10, FP 2/2

Humming a little tune, Asbjörn begins to approach, singing to himself.
"Requiem will lead, destruction and glory will follow."


The operators power their armoured steeds onwards towards the blockade, trusting in the power of their engines to get past this obstacle as the sun raises over the hills and lits up what lies just beyond the obstacles...
It is an Ork strongpoint!
You can make out two heavily reinforced trenches, more tank stoppers and a massive bunker-watchtower with several huge guns mounted on no less than three floors surrounding the first 90-degree turn of the street.
Further south, the complete road is blocked by a massive wall-gate spanning the entire street, flanked by two more sturdy watchtowers tipped with guns
Orks and Gretchin rush over the semi-blocked street towards their positions - like vermin once the light is flipped on.

You know where they are.
They know you are coming.
Everyone's heavy stuff is within range.
The game is on.

+++ Fortification ahead, road blocked!
Forward units fan out, take out that tower.
Get the basilisks some coordinates as well!
+++

Imperials, Orks: 2d10 ⇒ (7, 1) = 8
You're up!

Awareness +0:

Beside the Imperial-pattern tank stoppers, there are bigger metal constructs in between that do not look imperial in nature.
Their metal bars way thicker than normal and about cylindrical rather than blocky...


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Awa 11: 1d100 ⇒ 10 1 DOS
Single shot No range penalty called shot low tower gun BS 52 + 10 single shot +15 braced 77: 1d100 ⇒ 71 1 DOS

Felix radioes up what she sees Seems there's thicker cylindrical things in between the stoppers, not Imperial that's for sure, Sir Then she fans out as per instructions, making sure her lascannon is pointed at the tower. She squints at one of the large guns on one of the lower floors and fires!

Start firing on the open targets rushing us. Make it hard ground to run over at least! she tells the other gunners.


A note on terrain and movement:
- Street: Doubles movement range for vehicles (so you can move 2 squares with a normal move or 5 squares with double speed)
- Plains: Normal vehicle movement
- Hills (brown areas): Half basic movement (so 0.5 / 1 square). Full speed with an Operate +0 test
@Drivers: Feel free to move your tanks around the map. Remember that you can only turn 90° per half-move distance, e.g. one square straight to turn your tanks facing by 90° right/left.


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

Good eye, Felix! Let's not find out what those are then.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Huh, confused on the movement. So if Felix wanted to move and keep the lascannon pointed at the tower she'd have to make two moves? One move would move W and turn 45 degrees to SW then another to move SW and turn 45 degrees back to facing West? Oh and a normal move is a Half Action or Full Action?


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

Heads up! Psy, I need coordinates for as many of those strong points as you can get!
Main guns on me! Hull guns, track with us if you can, but maintain speed. If you can't track then engage targets of opportunity.
Drivers, we're splitting their fire. Salvus, Invictus, go right. Dies Irae, you're with me on the left!
Sponsons, LIGHT UP THEIR S**T!
Ok, gunners, here we go. Aiming at the tower base. Let's cut that tree down! Las delay .66! 3...2...1..FIRE!

coordinated Attack vs 53: 1d100 ⇒ 78
dagnabbit, well, at least you get BS +5/participant.


Valens Psi WS28 BS35 S37 T38 AG34 I50 Per31 WP34 FEL32 Wounds 13/13 FP0/1 Salvus Main Gunner

"Confirmed, Leutenant. Prioritizing strongpoint coordinates over shooting the tanks' main gun."

He queries the Leman Russes cogitator for the current coordinates, then aligns
the main guns sights on the strong points, reading off the range from its range finder and applying it along with the gun heading to the tanks coordinates - resulting in the most accurate coordinates of the strong points he can get
Tech Use Own Coordinates: 1d100 ⇒ 34 7DoS
Logic(50I+10) - apply Range and direction to own coordinates: 1d100 ⇒ 33 2DoS

Probably going to take a few rounds with how slow the main gun swings around. If a logical pattern appears, like a constant distance between strongpoints, then Psy will start to use logic more than the gun sights to get the coordinates.


Sergeant | Wounds: 0/17 | Armor rating: 4 | Fate: 0/3

Without a word Kersin simply aims and fires slightly more than a half-second after the others fire.

BS 42 +15 Braced -20 Called-Shot +20 Twin-Linked +10 Half-action Aim +20 Coordinated Fire +?? its a building = 87 +??
BS 42 + 60 max bonus = 102

Coordinated Fire vs 102: 1d100 ⇒ 77, 3 DoS.
Damage: 5d10 + 10 ⇒ (3, 6, 3, 9, 8) + 10 = 39E, Pen 10.
Damage: 5d10 + 10 ⇒ (3, 10, 8, 9, 2) + 10 = 42E, Pen 10.
Righteous Fury! Not sure how this would work against a building...


Female Human Operator; Driver Invictus|| Wounds:11/11; Corruption: 0; Insanity: 0; Fate: 1/1 || WS25; BS35; S31; T35; Ag48; Int28; Per36; WP28; Fel32

Tried to post a few times before the site went BLEGH but, in short, feral will fire Invictus' main gun with an AP shell at the designated target with the following boni: Braced, Half-Aim (if applicable), Coordinated fire and whatever else we might get for shooting at a building.

Feral Pews: 1d100 ⇒ 11 vs BS?? or 85 if using Bekkas BS for 7 DoS?

"Ya heard the man!" is all Bekka gets in before the roar of the Leman Russ' cannon causes the whole tank to shake and kick up particulate matter that, somehow, was able to settle in, on and around the vehicle.


With the first rays of the morning light on your back, more than three dozen battlecannons, lascannons, multilasers and autocannons open up at once, throwing their deadly powers against the Ork stronghold.

NPCs Serenus, PDF, Alerians: 3d100 ⇒ (85, 45, 40) = 170
Foul Mekk-ery?!: 1d100 ⇒ 26

But the stronghold is not only protected by multiple layer of meter-thick armor plates - no - it has some kind of shield as well!
Concentrated lascannon beams are bent, dissolved and deflected off, solid projectiles disappear in a green Blitz! and cannon shots detonate premature.
From the massed salvo, less than a handful of shots manage to penetrate the shields and hit home!

Awareness -20, Mac receives +20 on this:

If you're not mistaken, the only hits that made it through the shield, where those that happen to hit the shield at the same time with another attack of a different type, e.g. a cannon shot made it through due to the fact that a split second before a lascannon had hit the very same area of the shield.
Not sure if you understand what I mean with that, PM me if you did not get that and I will try again...

Armor plates dissolve into molten slag of iron, man-sized dents deform its outer structure and blasted off fragments fall off where the attacks hit.
But behold, wherever an armor plate is ripped off or blasted through, another layer appears below the first, keeping the tower-bunker standing firm and threatening.

As the first salvo ebbs away, the big guns of the tower face down at you in a most frightening manner ...
Intimidate vs ALL gunners, drivers & commanders, -10 on all tests if you fail until you snap out of it: 1d100 ⇒ 8 ohhh, that are 5 DoS you have to beat there. It is a fear effect. Remember that you take a +10 for having an officer on board
... then they unleash hell at you.
Rokkitz, Zapp-Gunz, Kannon, Rokkitz#2: 4d100 ⇒ (20, 23, 63, 83) = 189
Random Target selection: 4d10 ⇒ (5, 4, 6, 4) = 19 That was lucky
NPC evasions: 4d100 ⇒ (69, 21, 79, 5) = 174
Still in a tight formation, there is not too much room for evasive maneuvers and the brutal return fire finds targets way to readily...
One of the majors tank, directly beside Invinctus, takes a long series of rocket hits head on and momentarily disapears behind a big fireball.
Armour save: 1d100 ⇒ 90
Critical: 2d5 + 3 - 4 ⇒ (3, 1) + 3 - 4 = 3
The sturdy construction of the Leman Russ endures though and it reappears as the fireball shrinks back down - but it is badly damaged and the impact had thrown it off course - it is now on a collision course with Invictus! No visible steering is happening, so either its crew is momentarily (or finally) disabled or its steering systems has taken damage, either way, you better dodge this one... (with a normal operate check, costing you a half action)
Another tank to the back of the Requiem takes a glanzing hit from a brizzling energy weapon. Despite the fact that its operator evaded a full hit, all its external lights go off, its battle horn in blazzing at full power and its vox is transmitting nonsense on all bands.
Many more shells fall close (and some really not so close) to the imperial formations, but either they do not hit anything or the thick armor (not to mention the Emperor) protects.

@Psi: I guess it is one round per check, so you rolled two rounds there and have a good set of coordinates at the end of the following round.

Round 2: Imperials up!
Drivers, remember to move your tanks around if you move.


"Damn it, they have a void shield in place!
Scatter! Scatter!
Keep the pressure up.
We'll have to wear it down the hard way.
Chimeras, keep firing until you're dry!
Serenus 1st: You fire together with me once you're reloaded.
Alerians: Alternate fire with us, so we can keep up the pressure in between reload cycles!"


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

awareness vs 33. Aka I super need to train this one: 1d100 ⇒ 65
fear vs 47: 1d100 ⇒ 21 - 3 DoS

It's not really the tower itself that was scary. Put that tower behind a void shield, however.
Oh by His balls...
But if there's one thing an officer doesn't do it's show that fear. So, with the creeping tingle of dread spreading through his chest, Mac starts barking.
We're on the Major's command! All sponsons fire into that shield! Even if you're not firing at anything important, keep the pressure up!

----When he receives coordinates from Psi----

Mac hops into the artillery band and starts relaying info as fast as possible.


Sergeant | Wounds: 0/17 | Armor rating: 4 | Fate: 0/3

Awareness vs 3: 1d100 ⇒ 32.
Yup...

Fear vs 42: 1d100 ⇒ 15, 3 DoS.
So will this use normal "snap out of it" rules on subsequent turns?

Kersin feels the cold wash of fear slide down his spine and clench muscles all over his body. When the tower fires and none of the shots hit his squad, Kersin breathes a quick prayer of thanks to the Emperor as he double checks the exciter coil charging meters.


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'll be using snap or if it next round.


Valens Psi WS28 BS35 S37 T38 AG34 I50 Per31 WP34 FEL32 Wounds 13/13 FP0/1 Salvus Main Gunner


Awareness Per31 -20(Difficulty) -20(Untrained)
not even possible.

1d100 ⇒ 71


Resist Fear:
Wp34

No officer on Salvus, so no +10 either.
Not possible either, not against 5DoS

Resist Fear: 1d100 ⇒ 59

Psy tries to ignore the incoming ordnance and concentrate on his work getting the coordinates ready but seeing the blessed tanks around him get shredded by a single salvo shakes even his well oiled faith in being kept safe by the will of the Omnissiah.
His hands shake as he adjusts the turret towards the last landmark required for his calculations and the equations being loaded from his memory storage seem... somehow hazy to him.
-10 this round means applying logic succeeds with 1DoS instead of 2DoS


Breacher WS 26, BS 35, S 33, T 35, Ag 45, Int 35, Per 30, WP 29, Fel 40, Wounds -3/10, FP 2/2

Awareness (per -20): 1d100 ⇒ 39 No dice...
Fear test (Wp +10): 1d100 ⇒ 31 1 DoS


Female Human Operator; Driver Invictus|| Wounds:11/11; Corruption: 0; Insanity: 0; Fate: 1/1 || WS25; BS35; S31; T35; Ag48; Int28; Per36; WP28; Fel32

Awareness 16 (36-20): 1d100 ⇒ 24 Nope!
Fear! -10 (mod) + 10 (officer!) vs 28: 1d100 ⇒ 72 DoS.

Dodging Peeps! Operate 68 - 10 (LR) + 10 (MIU): 1d100 ⇒ 50 1 DoS

"WHAT IN THE-" is all Bekka gets to say before she jerks the controls strongly to avoid the incoming armored vehicle.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Fear35: 1d100 ⇒ 51

Felix grits her teeth and tries her best to concentrate on driving her tank. The shock of seeing her well aimed shot just.. bounce off the tower made it feel like they were rushing headlong into the jaws of a monster.

Reload! she says to the crew We're firing at the damned tower on Mac's Mark!

She continues moving in the S pattern she'd established earlier, spreading out while still keeping her gun aimed at the looming tower.

Fire on Mark Single shot No range penalty called shot low tower gun BS 52 + 10 single shot +15 braced - 10 fear 67: 1d100 ⇒ 24

5 DOS


We go with 18s rounds (3 vanilla rounds) for the time being, so you can fire each round plus move further each 'round'.
Drivers: You have three rounds worth of movement per 'round' until further notice, so 3 squares if moving with normal speed, or 7 if doing double-moves (or whatever combination you want to take)

With a short kickdown, Invictus gets out of the way of the out-of-control tank which soon grinds to a halt behind you as it reaches the steep side of the hill to your right.

The tracks grind on the steep, rocky hills surrounding the street as you fan out while your crew is hastily reloading the battlecannons - or watch the recharge bar with feverish eyes urging it to go up faster...

Meanwhile, Mac is in his element.
Shouting his men to order, counting down the next salvo - all while relaying Psi's fire support coordinates to the Artillery group several clicks behind you.
The man on the other end of your vox, sounding like a pretty old fellow if your ringing ears are any judge, wants to know:
"Fire for effect or walking fire?"

Knowledge War/IG +20 or Tactica Imperialis +40:

Fire for effect means immediate full salvo of all artillery pieces without any preliminary shots to check coordinates and conditions.
Walking fire starts off with single rounds and asks for fire observant feedback. Once on target, the full salvos will start.
The Primer recommends walking fire in case of: nearby allied forces (to minimize friendly fire) or if only mediocre-precise targeting informations are available.
Fire for Effect on the other hand is useful for devastating surprise attacks as it gives the enemy no chance to get into safety.

Enemy turn coming online soon, but wanting to post this in case of site failure.
Plus giving you guys something to play with :-)


This is an NPC alias for the green beasts

Dakka-Targets?: 4d10 ⇒ (2, 5, 6, 7) = 20
As the attackers reload and scatter, the Orks somehow keep up their insane rate of fire!
Rockets, solid shells, energy beams, suicide gretchins - they throw everything they got in your average direction (although the latter are so packed with explosives and thus slow that they have no hope in reaching you before being blown to bits).
Rolls of fate!: 8d100 ⇒ (96, 79, 39, 59, 20, 67, 79, 32) = 471

Another series of rockets pass overhead Invictus and requiem ... only to hit the Majors Hammer ... but no explosions happen.
The Ork loaders must have forgotten to prime them, or all 10 detonators were damaged. The Majors voice goes missing from the Command link for a few seconds following this incredible lucky happenstance (to be replaced with a sermon from Barthomolew "Flamewall", drowning the net with a prayer to the Emperors protection).
A massive artillery-sized explosive shells lands in the midst of four Chimera transporters and shreds the weaker side armor of two of them, leaving a massive crater in the middle of the road. One has to be evacuated as something inside catches fire.
The fearsome green Blitzz energy weapon tries to target Salvus, but the erratic moves of Felix ensures that the Ork gunners miss them by a fair margin.

Squad up. First tripple round.


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

IT vs 82: 1d100 ⇒ 18
Adjust coordinates toward the city by the standard shell spread distance and fire for effect. Mac orders. Hopefully that would put the center of the barrage on the back part of the shield while the strays fell on the front along with their own battle cannon shots. Hopefully that would stress the shield enough to break it..
Ok, going to roll twice for coordinated fire as we should be able to get two shots off in three rounds.
conmand, coordinated fire vs 53, round 1: 1d100 ⇒ 85 - I might have to in-learn this skill...
conmand, coordinated fire vs 53, round 2: 1d100 ⇒ 90 - like, really. The BS bonus is stop up though, at least.


+++ Confirmed. Fire-for-Effect. Offset 1.0-West. +++
Offset: 1d4 + 1 ⇒ (2) + 1 = 3
1d100 ⇒ 41
dir: 1d10 ⇒ 6
dist: 1d5 + 5 ⇒ (4) + 5 = 9


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Felix spreads out a little further in a S pattern before judging them to be scattered enough. She takes a deep breath and fires again at the mutli eyed beast of a tower staring back at her.

Fire on Mark Single shot No range penalty called shot low tower gun BS 52 + 10 single shot +15 braced - 10 fear + 15? Coordinated shot 82: 1d100 ⇒ 79

Bare 1 DOS. Thanks Mac!


Sergeant | Wounds: 0/17 | Armor rating: 4 | Fate: 0/3

Again, Kersin is silent as he concentrates on coordinated firing.

BS 42 +15 Braced -20 Called-Shot +20 Twin-Linked +10 Half-action Aim +20 Coordinated Fire +?? its a building = 87 +??
BS 42 + 60 max bonus = 102
Coordinated fire vs 102: 1d100 ⇒ 67, 4 DoS.
2 hits.


Breacher WS 26, BS 35, S 33, T 35, Ag 45, Int 35, Per 30, WP 29, Fel 40, Wounds -3/10, FP 2/2

"Pesky critters aren't they? Let's make sure we wrap them up nice and tight and run them over with our tracks.
Heh, can't wait to get back for all the praise and cheer we'll receive when we get this done."


Female Human Operator; Driver Invictus|| Wounds:11/11; Corruption: 0; Insanity: 0; Fate: 1/1 || WS25; BS35; S31; T35; Ag48; Int28; Per36; WP28; Fel32

"Now, now, Asbjorn, don't be gloatin' before we actually confirm mission success! Wouldn't want it ta bite us in the rear."

Shooting the main cannon: BS 35 + 15 Braced + 10 Half-Aim + 20 Coord + ?building = 80
BS 80 cannon pew: 1d100 ⇒ 62 1 DoS

In the meantime Bekka will perform evasive maneuvers when not firing the main cannon or "line up shot" when the cannon will fire; so, over 3 rounds 3 possible Operate Tests = Agi 48 + 20 + 10 MIU - 10 LR
Operate 78 #1: 1d100 ⇒ 70 straight success
Operate 78 #2: 1d100 ⇒ 69 straight success
Operate 78 #3: 1d100 ⇒ 313 DoS


Bot The AdMech to keep us going
PewPew: 5d100 ⇒ (70, 68, 36, 79, 71) = 324
Keeping up the fire from the secondary guns, everyone is waiting for the next big salvo as Mac counts down the (way too long stretched) seconds...
In that incredibly long break between 1 and 0, everyone reflexively flinches as the sound of falling artillery overcomes the sound of battle.
Luckily, this time it is allied artillery. Not that it matter much, if the targeting is off though. After all, there is no such thing as friendly fire.
The salvo falls south-west of the tower, many actually fall into the chem-waste lake and cause several waves of the dissolving liquid to roll over the surrounding area.
A quarter of the earthshaker shells hits the Ork shield though, together with your salvo!
Mekk Trickery!: 1d100 ⇒ 70
This time, the void shield is strained and is not able to hold back as many shots as before.
Two earthshakers make it to the ground and create sizeable fireballs and craters while half of your salvo make it through to the target!
Felix lasbeam clips one of the massive gun barrels but her aim was not as precise as she had hoped. Knowing Ork tech, this thing is probably still functional, despite a semi-melted barrel - but maybe now even less accurate.
The double-beam from the Annihilator-pattern main gun, strikes true as well, the full power of the gun now obvious as it actually cleaves through the base of the tower, melting several layers of armor plates in the process!
The tower now has a very neat torso-sized ragged hole in it, only two meters above ground.
Bekka, Feral and Psi are less lucky and their attacks are blocked by the shield.
The majors tank, firing at your mark as well, manage two more hits on the tower (the rest of their salvo is absorbed as well) but only manage to blast off another layer of armor plates near the massive rocket launcher array at the top.

Perception +0, +30 for Felix, +10 for main gunners:

After your salvo hit, the shield takes on another color, deeper green and now fully visible, instead of only visible as it is hit.
As the change happens, you notice that thin, barely visible streams of green light from several places around the tower connect with the shield.
Tracing the beams back to their origin, you notice that they either come from those cylindrical tubes build into the tank stoppers or have their origin somewhere in the ork trenches north and south of the street.

Shortly after that salvo, the command vox cracks.
+++ "Trudan-2 and Trdan-6 coming in hot.
Drop ETA less than one minute.
Requesting exact drop coordinates." +++

In addition to anything going on, Salvus and Invictus are getting a better view at the Ork held area around the s-curve.
In addition to the big tower you are currently trying to bring down with all force, there are two slightly smaller ones flanking a massive iron gate that blocks the street.
How do you want to go to? Many of you are closing in hard on the tank stoppers.
You could navigate around them, but it will cost you a lot of speed to do so. Remember that each move+90° turn is a half a round.
Use the arrows I added to the map to indicate where you intend to drive to. Or use free-hand sketches to plot your course.
Enemy round will follow soon.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Do we want to go in there even? Shouldn't we just sit outside and pound the towers to dust before sending in minesweepers?

Per + 30 61: 1d100 ⇒ 37

Felix lets out a loud HAH! of satisfaction as the tower starts to buckle a bit. Just getting shots through the damn shield was enough to get her feeling better. Her sharp eyes also catch sight of something interesting.

Sir she radios to the command channel linking their group I see green strings of energy comin' off the shield, they're going to either the tubes on the stoppers or the trenches to the south and north of the street. Maybe we shoot off the tubes and see what happens? What d'you think Psy? THere's also two smaller towers flanking a real large iron grate ahead.


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

perception vs 33: 1d100 ⇒ 15

I see it too! Good eyes!
Psy! I need exact coordinates for the north and south energy links in the Orc trenches now! I have ordinance incoming. Link with the two birds Trudan-2 and Trudan-6 on hot approach for data transfer.
All tanks, Focus all fire on the odd cylinders in the tank barriers!

++Trudan-2 and Trudan-6, standby for coordinate data transfer++

Major, spotted possible power sources in the odd cyninders in the tank barriers and in the North and South trenches. Incoming airborne directed to the trenches. Recommend focus fire on the cylinders.

Mac's channel toggle is going to wear out at this rate!

command to get it all done quickly? vs 53 +10 for peeps in my squad?: 1d100 ⇒ 27 at least 3 DoS


This is an NPC alias for the green beasts

@Choon: You signed for the job of Commander, didn't ya? :-)
The return fire intensifies as more and more imperial weaponry is brought to bear on the tower and the forward elements get closer.
The two towers guarding the gate now fire at you as well as a myriad sources of small arms fire from the two trenches causing an alarming amount of ping and ziing sounds as they ricochet off the thick armor plates of your tanks.
But the real critters are those massive guns build into the three towers!
Ork Target Selection on a Whim: 6d10 ⇒ (3, 1, 7, 1, 5, 10) = 27
Ork Targeting: 12d100 ⇒ (13, 76, 75, 97, 23, 65, 55, 61, 67, 75, 72, 36) = 715
The frightful rocket launcher atop the main tower sends a never ending stream of rockets into the rear elements of the formations, causing havoc amongs the rearguard of Chimeras and Alerian tanks. Tank commands will hear several damage reports and can figure out that a Leman Russ has been disabled and two Chimeras totally destroyed by the long salvo.
Not that you have too much time to worry about others, as the massive kannons of the tower now track Requiem and Dies Irae.
Despite the neck-breaking evasive maneuvers Asbjörn shows off, he cannot escape every single one of the massive explosive shells that they lob at you. Eventually, one of the shells hit home - but somehow Asbjörn still manages to turn the front armour towards the attack, which likely saved everyones bacon.
Still, the force of the impact is horrible and throws your tank of course and back a couple of meters, as if a giant kicked Requiem like a plaything. The armor holds together, but some orange warning indicators warn you from taking much more punishment like that.
Everyone on board of Requiem has to pass a Toughness +10 test or be stunned for 1d3 rounds.
The remainder of the return fire is sun-blocking in volume ... but utterly off-target and easy enough to evade for the targeted tanks...


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

toighness vs 44: 1d100 ⇒ 56
1d3 ⇒ 1

Mac hits his head on the tank side wall and sees only a blurr for a moment, and hears only ringing. Hopefully his orders before were enough...


+++ That's good news for a change, Mac.
Knew that thing had to have a weak spot.
Chimeras: Lula, Crossroads Guardian, Believer and Saintskeep follow Requiem towards northern trench. Deploy squads and support drop assault.
Chimeras: Duma, Lil'John and Treebreaker follow Salvus towards southern trenches. Deploy squads and support drop assault.
Dies Irae, provide support for Salvus' group.
Alerian, Squadron #2 and #3. Take rearguard elements and try to circle south and get to the flanks of that gatetowers.
Everyone else: Focus fire according to the coordinates of Requiem.
...
We will grind them! +++


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Acknowledged. Heading towards the South Trenches. Felix radios back.

Reload and fire on the cylinder right in front of us! she orders the tank crew. I want you lot to have two shots in that before I unload the cannon on it!

Move one space west and then one space south west on Two rounds of Driving. Third round is pausing to fire at the cylinder.

Lascannon Fire on Mark Single shot No range penalty called shot cylinder on south tank barrier gun BS 52 + 10 single shot +15 braced - 10 fear + 20 Coordinated shot + 10 Half Aim 97: 1d100 ⇒ 66
4 DOS

If her crew manages to take the cylinder out in their two rounds of firing then she will switch aim to the back tank barrier with the cylinder


Breacher WS 26, BS 35, S 33, T 35, Ag 45, Int 35, Per 30, WP 29, Fel 40, Wounds -3/10, FP 2/2

Toughness +10: 1d100 ⇒ 100
Stunned: 1d3 ⇒ 1

"Gnngh..."

The impact is more than enough to send Asbjörns head slamming back against his seat, and unfortunately, he had removed his helmet earlier to avoid getting sweat in his eyes.

The result being that he now finds himself unable to see beyond the black spots dancing in front of his eyes.


Sergeant | Wounds: 0/17 | Armor rating: 4 | Fate: 0/3

Toughness vs 54: 1d100 ⇒ 17.

Though his head feels rung like a bell, Kersin shakes it off and brings the main turret back in line with his target, one of the strange cylinders in the tank barriers.

BS 42 +15 Braced -20 Called-Shot +20 Twin-Linked +10 Half-action Aim +10 Standard Attack
BS 42 + 35 = 77
Lascannon vs 77: 1d100 ⇒ 74.
Damage: 5d10 + 10 ⇒ (5, 9, 2, 3, 4) + 10 = 33E, Pen 10.

If we still gain the benefit of coordinated fire, the second beam will also strike the target.
Damage: 5d10 + 10 ⇒ (9, 4, 3, 2, 2) + 10 = 30E, Pen 10.

His deep voice calls out inside the tank, "That was a hell of a kick! Is everyone okay?"


Female Human Operator; Driver Invictus|| Wounds:11/11; Corruption: 0; Insanity: 0; Fate: 1/1 || WS25; BS35; S31; T35; Ag48; Int28; Per36; WP28; Fel32

Invictus will go around the traps by turning right/heading north

"Hold on guys, gunna be some tight turns tryin' a get 'round these tank traps!"

"Feral, once the cannons loaded, tell me and I'll do what I can so that ya dont have to fiddle with the turret rotation."

And just before she begins to maneuver the tank, she gets a quick shot with her lascannon in.
BS35+ 15 Braced + 10 Single Shot + 10 MIU +/-??=80
BS80 Laspew: 1d100 ⇒ 94 Aaaaaaand it goes wide!


Let's see if the Alerians have some luck with their salvo
Shield: 1d100 ⇒ 31 (nope)
Another thunderclap roars over the battlefield as the rearguard elements, composed of Alerian battletanks and the older (and slower) PDF Chimeras send their salvo against the tower's void shield.
But after the previous, quite successful attack, this one is nearly completely deflected and less than a handful of shells make it through, doing no major damage.

Psi is feverishly working on the cogitators and targeting augurs of Salvus to put out those coordinates. Using the previous coordinated makes the task easier, so he transfers the position of both trenches shortly after the crew of Requiem comes back from the care-free world of momentary unconsciousness.
Intermixed with Psi's coordinates, Mac also receives the request for fire resolution corrections from the Commander of the artillery regiment on stand-by.
The vox (not to mention your brain) is really getting crowded by now (Command Test -10 or need a fully round per task as you are overwhelmed by the various demands).

Meanwhile, your half-squadron links up with the following elements to push against the Ork trenches together with the soon-to-deploy drop troopers - those freaks (who jumps out of a working airplane into a warzone without being an Astartes?!).
The turrets and lascannons aimed at the cylindrical shapes in the metal-mass of the tank-traps, hoping to take them out on the way to their destination…
Felix is the first to get a bead on the closest one after a sharp turn … and the arm-sized lasbeam strikes true, cleaving clean through the strange device!
Everyone feels a sensation not too different from that horrible inward-out-feeling of a warp translation in their guts the moment the device is dissolved by the massive energy attack. The complete tank stopper (as well as some of its surrounding, nearly 80m across) is swallowed by a green energy field of varying size and shape
The double-beam from Requiem slashes right into that green mist … 1d100 ⇒ 75 … and is deflected up into the air at an 45 degree angle!

(Forgot to mention this, but hitting the rather small objects inside the tank traps is difficult –20 in addition to requiring a called shot.
Given the destructive force of your guns, even a 'miss' has a good chance to damage the stuff as you blow bits out of the stoppers though)

As your split-up formations start to approach the tank stoppers the return fire from the big guns is (mostly) shifting to the rearward elements but a few shots are clearly aimed at Requiems and Salvus' attack groups!
Salvus': 4d100 ⇒ (52, 20, 94, 41) = 207
Requiem': 4d100 ⇒ (95, 35, 59, 61) = 250
... but again, the driving abilities of both drivers are a match for the Ork gunners, and they are able to evade the worst of the attack, while the Leman Russ armor easily shakes off the shower of shrapnel and blast effects from close-by misses of high-explosive shells and rockets.
What happens to your reargard is everyones guess as streams of rockets and energy fire zipp past overhead, but your concentration is required elsewhere now, as you have reached the line of massive tank traps now!
Squad up!


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

command -10 vs 43: 1d100 ⇒ 95
Mac, having just come back from being dazed, is overwhelmed by the requests for information! He prioritizes the artillery and gives them corrections for hitting the void shield first, then the drop coordinates centered on the trenches, then he focuses on coordinating his own squad's fire
coordinated fire v63: 1d100 ⇒ 73
No bonus damage, but the +5 per gun is still in effect
His mind feels foggy. Maybe his head harder than he thought!


The precision drop of a drop trooper company right into the Ork trenches together with another salvo of earthshaker rounds and precision fire on the strange projecting devices bring the turn in the combat - putting the Imperials on the top hand...
Nevertheless, the fighting for the Southern Approach access to Give Spire continues for well over an hour, including a short but fierce open field engagement against a half-dozen looted Leman Russ tanks - horribly mutilated and kustomized by Orks in addition to a nerve-wracking push through the already damaged Hive defenses until you reached a more or less defendable plaza, a short distance behind the hive gates.

Requiem: 1d100 ⇒ 79
Soon after the drop of the drop troopers, Requiem got hit by one of the dangerous energy weapons and is temporarily disabled . The crew managed to get the vox working within a minute and thus were able to provide invaluable coordination support in addition to fire coordinates for the artillery until the disrupting effects of the Ork weapon released the tank back into duty.

Invictus: 1d100 ⇒ 95
Luck – or fate? - turned against Invictus at the moment of victory. Just as the PDF pioneer squad blew up the mighty ork gate and the Iron Fist of the Serenus 1st powered through that gap, Invictus was hit by orkish artillery. A direct hit on ist turret all but disabled the main gun and sent showers of shrapnel throughout the innards of the tank. 'Feral' got the worst of it and was ripped to shreds, everyone else inside suffered at least a minor injuries. Following this, Invictus had to take a rearguard position, supporting the push with her secondary armament. After making it to the plaze inside the Hive, it was locked into defensive position together with several other damaged tanks to craft a makeshift barrier against constant Ork attacks.
(You had to burn one FP to survive)

Salvus: 1d100 ⇒ 77 (...wow, the dice don't like you all too much)
During the attack on Hive Spires gatehouse, the leading elements who breached the perimeter were shortly cut-off from the rest as a hideously aimed Ork rocket brought down the just-opened breach. Salvus was among those tanks who were trapped in that way and soon they got swarmed by Orks until the bolters ran dry and you had to defend the traped tanks with lasgun and bayonet until the remaining force blasted through another area of the wall and drove off the remaining Orks.
Jamis#1 lost an arm and barely survived, everyone else can show off at least one deep scar to proof the tale to any would-be doubter.
Salvus is in for a complete overhaul after suffering several hits at its vulnerable side during that very same engagement and is currently positioned as make-shift barricade beside Invictus at the 'Plaza of Heroes'.

Mission 3: Bloody Victory.
- 250xp
- Serenus 1st Armored Reserves reduced
- Strongpoint in the western sector of Hive Spire created: 'Plaza-West'


Mission 4: Meatgrinder
(Intro)

The good news: you have arrived at your destination. Your badly maintained vehicle (an old Mark-VII land truck) didn't failed on the way and didn't run on one of the many remaining anti-vehicle mines that can still be 'found' all over the streets of the Southern Approach. Your convoy also didn't get attacked by any leftover Ork forces and neither were you targeted by the scary Ork artillery inside the Hive.

The bad news: you have arrived at your destination. A multi-level maze of destroyed and collapsed buildings, burned out vehicles, heaps of rotting corpses, seas of burning promethium in the middle of streets, mines and discarded and unstable ammunition, razorwire, artillery and bomb duds inside of craters, not even the slightest notion of a frontline, not yet established supply lines, spontaneous artillery and air strikes by both sides seemungly oblivious of troop dislocation, the order to 'push deeper regardless' ... and Orks.

Orks everywhere.

Lone Orks, obviously lost in the maze, small groups of disorganized looters, Orks in vehicles doing races, dug in Ork playing shoot-the-imperials, blood-madened Orks running around on the search for their next kill regardless of their prey's allegiance...

It is less than an hour into your newest mission and you already dearly miss trench duty.
Your convoy arrived at the Hive two hours after midday, passing through a former Ork stronghold which once guarded the streets in front of the (remainder) of this ridiculously large city. The city is all but blasted apart by what must have been years of bombardment followed by a massed tank assault. A costly one if you are judge, as the area is littered with tank wreckages, some still burning, and the corpses of countless guardsmen can clearly been seen between the heaps of dead greenskins.
Then you had passed the actual city defenses, where bulldozer-blade equipped tanks had worked hard to clear a path for the convoy through dozen if not hundred of destroyed vehicles and tank traps which had blocked the blasted-open gate.

Finally you exit your transports on the only open place the speartip had managed to secure: a former place for governmental parades a mere hundred meter behind the gates and on the main level. It's nothing but a 5-cornered area of plasteel, cracked and blasted as everything else, with hastily erected defensive positions - made of intertwined Chimera tanks, razorwire and sandbags at every approach to the plaza. Inside, the remainders of the western assault forces, who have pushed this far, are trying to stay alive against an ever growing stream of Orks attacking this new attraction.
The few supply vehicles who have accompanied your convoy, are unloaded quickly and your COs have quickly pushed you forward ... and out into the depths of the city-now-warzone.

After a few massed engagements, where you were lucky enough to come late to the actual action, the new forces are split up further and further at every street corner to cover more ground until you are left with no more than a trio of local PDF soldiers serving as your local guides and three-man mortar team from a fellow Serenus 1 squad, in addition to your own squad.
Your orders are about as precise as your knowledge about your current position: find the location of the Ork artillery, report and dispatch any Ork forces you encounter and report position every 15 minutes.

At the moment, you are inside one of the massive Administration Spires that have given the Hive its name. They rise up in a roughly circular, fence-like way all around the 'Old-Mid', the oldest part of the city which predates imperial history. The main routes all pass below the Spires into the central but that massive, interlinked tunnel network is all but overrun with mutants, Orks and riddled with carve-ins - at least that is what your guides have told you. So you decided to take the only other way: through the Spires. What sounded to your backwaterish minds like a stroll through a couple of offices is in fact the search for a path through a full-blown town - inside of the superstructure of the Spire. A town complete with own hab blocks, streets, crisscross bridges, food stores, manufactories (according to your guide these are for data pads, auto-scribes and servitors) as well as an inconceivable number of compartmentalized offices of varying sizes, which offer seating for anything between a dozen and several hundred scribes and adepts. Twice, you had run-ins with a small group of stray Orks which were busy adding to the already existing state of decay and destruction and once your group crossed the way with a disgusting mutant creature that looked like a cross between a Gretchin, a servitor and a squigg.

Welcome to Hive Spire, Mudfeet.
Everyone check in with your characters-to-bring (old or new) in the discussion thread.
Current Regiment XP: 1700
I need one commander-type which will get the lead in this - open to any character but a Psyker/Ogryn with the command skill @+0 or higher.
We will do mission gear, NPC introduction, etc in 'back-then' talk and jump right into action afterwards.


You are raising up from a way-short two-and-a-half minute rest following the encounter with the gretchin-servitor-rat and look at your Sargeant to make a decision.
The fight has been inside of a (now blasted) food store you entered through its basement. The only way out (beside backtracking) seems to be the front door leading out into an open street surrounded on all side by two story buildings and littered with debris, corpses and a couple of burned out vehicles beyond recognition.
There is a staircase leading up one floor but you couldn't find another way out beside three big windows overlooking the street.
Maggy, one of the three PDF guides and spotter of their mortar team, assumes that the street was once called 'Third District Shop Street' and should run several hundred meter deeper into the spire and into the average direction you should press on. That is if you walk the right direction, the small, worn out woman with shabby-blond hair adds with an exhausted grin.
Feel free to pop in and start RP, ask question and get a feel for the area, your squadmates, the NPC's and the situation...


Male Brawler WS 47, BS 34, S 41, T 52, Ag 32, Int 30, Per 26, WP 38, Fel 39, Wounds 16/16, FP 2/4

With a grunt the old, craggy Sergeant spat out a mouthful of dust coated phlegm in disgust at yet another lovely situation he found himself in.

At least it could be a lot worse, no wet behind the ears rookies in his squad this time.

"Everyone, check your gear and ammo! Before we move on, I want everyone to slot a fresh pack so we won't risk running dry the next time some big ugly shows it's head."


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 has just cracked open his book of scriptures when the rest is called. He shrugs and drops his book back to his side. It swings on the thick chain connecting it's spine to his belt and he rises back to his feet. His head nearly scrapes the ceiling.
Notch double checks his projection valves as ordered and glances over toward the two psykers. Yes, that was plural. There are Two of them. Nothing too warpy had happened so far, but having double the chance of being swallowed into the warp had him praying pretty hard.
Thud stares at the grizzley old man that kept bossing him around. He smelled of war and experience, but he is still new and he wasn't a friend. Yet.
Notch elbows Thud and grumbles something in the rumbling language of the Ogryn. Thud checks his clip. It was still full. He also checks his freshly bloody Evicerator, Booty's Send. It still wouldn't make the roaring noises the guy in the fancy hats said it should. Oh well. Maybe he needed to kill something bigger.
Good to go, Sarge. Notch reports.


Male Sanctioned Psyker | Wounds: 13/13 | Armor rating: 4 | Fate: 4/4 |

Leaning on his staff to take his weight off the Throne-forsaken chunk of pig-iron s$#+e they called a 'replacement', Krish automatically checks the charge pack in his lasgun. Yep, still full. Cause I haven't fired it yet. Isn't that fun...


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

Leni, having taken a spot towards the rear of the group as usual(it does not pay to have the squad medic in the vanguard) takes a quick glance at the charge indicator before lifting the gun back to eye level and dropping into a crouch and pointing the gun towards the open door.
"Permission to slot a new pack after the rest of the squad is done, sarge?"


Male Brawler WS 47, BS 34, S 41, T 52, Ag 32, Int 30, Per 26, WP 38, Fel 39, Wounds 16/16, FP 2/4

"Hnnh, permission granted Medic Tivnan."

Turning to the others, Cormaeg motions towards the crate brought along.
"The glorious workers of the supply depot have given us quite a feast, though not exactly what I have in my briefing slate."

"With that much extra ammo, even if it is only a bunch of half charged packs, we're not going to be hurting for a bit.
I'm more concerned about the extra medikit and the launcher though."

"Anyone but our medic trained in field dressing enough to carry the kit?"


Female; Temporary WP 28 Human; Rank 1 Sanctioned Psyker WS: 28 BS: 28 S: 30 T: 31 Ag: 26 Int: 29 Per: 31 WP: 41 Fel: 23 Wounds 13/13 Fate: 2 Insanity: 7 Corruption: 8

"The most field dressing training I've got sir, is how to cauterize wounds. Theres also the whole warpflame issue, sir. Probably not the best idea to have me carrying our medical supplies." Monia answered back as she adjusted her unused lasgun on its sling and began rubbing her temples again.
"Additionally, I am ready to proceed on your order."
Wonder what the newcomer can do... she thought as she looked around at the squad; she had not seen him use any of his powers yet nor had they really had the time to sit down and chat yet...


Male Sanctioned Psyker | Wounds: 13/13 | Armor rating: 4 | Fate: 4/4 |

Without taking his eyes off the entrances to the room, Krish speaks softly in answer, "No medical training, Sergeant, but by the grace of the Emperor, I can mend the wounds of those around me. Can't do it often though."

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