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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As Leni starts to think about ways to find out whether the trains are still running, Cormaeg suddenly holds up a hand, stopping the idle talking.
"Something is coming from the right... Closing in..."

Krish:

During the sudden silence, you finally find the piece of mind to focus on the very faint echoes in the immaterium around this place.
You feel the disturbance of this place.
It seems to miss the masses of people coming and going through here somehow.
But it is long, since the last living being passed here.
Only the ever more sporadic passing of metal entities rushing over the rails now remains.
Then you are interrupted by the voice of Sybyll coming from behind you, somehow though, her words seem to echo the feelings you had during your trance...


"Lonely. Emptiness.
Nothing remains but forgotten darkness.
And failing machines,
discard and forgotten,
grinding themself to dust,
following orders long since null."

The gloomy voice of Sybyll really matches this place.
But ... it is really rubbing your nerves the wrong way.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Tell me where it's comin' from and I'll set up a suppression field! Simmins says with his Stubber at the ready.


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 right tunnel, idiot! Notch says and he moves toward the center of the platform to maximize the spread of his flamer. Thud moves in front of the civvies and the wounded and sets his shield as protection for them.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Whose right darn it? Speak the right lingo!

Okay okay. Simmins sets up the stubber to cover that tunnel.


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

Notch points toward the right as you're facing the tracks. That way!


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

"Right, get ready. But remember what I said, check your targets, don't fire until you know they are unfriendlies."

"Who knows? We might just meet something on this planet NOT out to kill us for a change."

A thought suddenly strikes Cormaeg, the possibility that the traumatic experiences that the civilians had endured might have opened Sybyll to something.
Could she be some form of seer? Her ramblings certainly SOUNDED prophetic.

If what is coming now is a machine, which admittedly is not exactly long odds, I may have to speak to our pair of psykers later...


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

Krish moves up to the edge of the platform all the way next to the right wall with his staff at the ready.


After everyone got into position, you have to wait two nerve-wrecking minutes, while the sound of the approaching-something grows every louder.
At first it is faint, but soon it is loud enough to drown any non-shouted conversation. It is cacophony of metallic whirring, clicking and scraping intermixed with a high pitched singing of lethal-level electrics.
As the sound has swelled to level loud enough to pain the ears, you suddenly notice a bright light appearing inside the tunnel and closing in on you quickly... and only the Sergeants explicit orders make you hold your fire, hands trembling in anticipation of battle...
...
... then a massive train rushes into the station, brakes emitting a horrible sound of metal scratching over metal. Bright fireflies spring from the decelerating train and steam billows all around it.
With a final jerk, it stops and a blaring, synthetic voice announces:
"TRAIN 7-BETA ARRIVED AT GATE 762-EPSILON.
NEXT STOP: GATE 782-ALPHA, HAB-BLOCK-ECCHELON.
PASSENGERS: BOARD NOW.
ALL PRAYS TO THE OMNISSIAH."

The train has clearly seen better days.
Its dark (is it blue, is it violet, is it black, hard to tell) sides are torn, dented and scrapped from a multitude of smaller crashes and passes through too narrow tunnels from the look of it. It has seen combat too, several bullet holes all along its side and a massive hole in the second compartment (from some kind of explosive) makes that very clear.
Nevertheless, the doors to its four compartments open (some more slowly and screeching than others) and a flickering light stabs out from inside.

There's a map 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

This nightmare machine is exactly what Thud was worried would come, but when the doors open a friendly light shines into the darkness! A beacon to the sky in the terrible darkness! Thud practically herds everyone else on board.


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

Yep, the wording checks out, got to have that talk with the psykers as soon as possible.

"Well, you heard the canned voice, next stop hab-block Ecchelon. Is that where we want to go?"


"All lines pass through two stops in every direction from here, Sarge.
Only then do they split up.
But Hab Ecchelon sounds right for general direction.
If it is the wrong one, we have to change trains at the Iron Cross gate."

Ralph's memory seems to come back better and better.
While at first he was struggling with the names under lines, memory seems to come back now that you are on the way!

@All: everyone going in the same cabin? What ch one? 2nd from the left is the one with the blast-hole in its side.
@Choon: you got a pm totally unrelated to what is happening here. I think pm notifiers are still broken, so here: have a pling


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

"Right, since it's clearly been fired on before, we should take our place in the least damaged cars for maximum protection."

If you look, does it look like there would be a problem to go between the carriages?


It seems to be intended to do so, but the compartments are connected via a not-too-stable, non-fixed grid.
No problem crossing during a stand-still, not trivial during travel.


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

"Seconded. Not that my opinion matters tho right Sarge?" Leni actually peaks out the tip of her togue with that remark

"That thing is loud, ugly and full of holes. If I didn't know it was here long before the orks I'd think they actually built it. At the very least they would probably very much like it. Can we sweep all the compartments with a dose of flamer, Sarge? Just to make sure no purple frackers apear out of previously thin air."


Glad to finally leave the tunnel, Thud'dr pushes on and enters the second compartment with his handler, slightly having to squeeze through the double-doors.
Everyone else follows Cormaeg into the first wagon, hoping to stay as close as possible to the engine block.
A few seconds after everyone moved through the doorframe, the door close with a resounding, snapping sound and the whirring and sirring increase in volume and the train starts to move out with a sudden jerk that causes everyone to search for a handhold.

The interior of the compartment is ... functional.
There are no seats in sight and only here and there handholds in the form of durable plastec grips sprout from the ceiling.
Beside the semi-transparent doors (made of a thick armaglass), no windows are crafted into the hull.
Dull glowglobes are set into the ceiling at regular intervals, surrounded by tiny scriptures in high gothic and there are standard issue bulwark-doors at both ends showing off the cogskull symbol of the Omnissiah. One connects the compartment to the engine, the other one must certainly lead to the second compartment with Notch and Thud.
The floor is quite clean but dusty and carries the vibration of the accelerating train all too well.
In the mid of the ceiling, another bulwark probably allows access to the roof of the compartment - if one has a mean to reach it, as the ceiling is nearly three meter high.
All in all, the shuttles that were used to deploy you on this planet, had more features than this compartment - and those were meagre as well.


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 couldn't be happier. Well, he could, but given the circumstances this was a big step in the right direction. He keeps his shield toward the hole in the side, but the three meter ceilings are a welcome thing and they were finally out of that horrid place.
Things are looking up!


What is the squad doing during the train ride?
Given that you have to wait for at least two stops, you will probably be spending some time here...


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

Notch proves that he's really a Guardsman at heart and almost immediately passes out.
Thud is far too paranoid to sleep. As long as he was down here in the cramped darkness he would be on high alert. He keeps a constant vigil as the train travels on its track. Most of the time he's "reading" his Imperial Cult Picture Scripture and trying to sound out simple words.


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Really not much to do for Simmins, Closed tube seems like a real bad place to use a stubber so he'll have his shotgun out instead and kinda be avoiding the civilians out of embarrassment.


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

Krish will brace his back into a corner, sit on the floor and meditate as well as he can. He will also periodically use Psynicience to try to sense as much as he can, in particular any strangeness coming from Sybill.


Krish:

She (or anyone else but Monia for that matter) does not appear to be an active Psyker (or worse).


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

Monia, still weary and very much a guardsman in this respect, takes any opportunity to rest. She posts up opposite of Krish, takes a swig from her canteen and forces herself to eat a ration bar to keep her energy levels up.

On the upside, at least the lack of windows meant that anyone on the outside of the Mars-Alpha Pattern Mechano-Motive Engine would be unable to see them.

The downside was, orks being orks, they probably wouldnt know that there were any xenos on the outside until they started shooting the craft up for the fun of it.


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

"Alright, I don't think I'll do any treatments on this rumbling heap of junk. If we run over a piece of junk once we'll have a medical tool stuck in places where it does NOT belong. No use letting the wonuds get infected thought. So everyone with even a small wound step up, gotta disinfect that with a dose of good old high grade alcohol."
No medic roll for that, just making sure the wounds don't get infected, that includes removing large pieces of clothing from the wounds and disinfecting them but nothing more.

With that a round of 'pssssst' "ouch!" "Next!" comences.
After being done Leni looks for a 'cozy' places at the back of the wagon. Sitting down far towards the center as possible with still having wall behind her. She cradles her lasgun so she won't accidently pull the trigger but is ready to heft it in a moments notice - then dozes off just enough so she'll still instinctivly react to commands.


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

"Hmmph, it may be difficult to report in from down here. Psyker Monia, make the attempt. Better we learn if it is so now rather than later.
And if you can get contact, advice them on us being in a possible area of radio interference."

"Everyone else, we'll set up a rotation of keeping watch, anyone not on watch, take the chance to eat, rest and check your weapons.
It may be a while before we have another chance like this."

"First watch is mine, but before that, Psyker Krish, Psyker Monia, join me at the back of the car, we need to have a little talk."


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

With the aid of his staff, Krish rises to his feet and joins Cormaeg at the back of the car.


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

Krish, Monia:
"That woman, Sybill worries me somewhat. Her rambling have been oddly...prophetic.
I don't know anything about your powers, but is it possible that her experiences might have woken some ability in her?
It is possible of course that she is merely in shock and her rambling sounds prophetic due to being about an area she knows well enough.
But I'd rather you keep an extra eye on her just in case."

"The last thing we need is to attract more..."things" like that Ork..entity from before."


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

Cormaeg, monia:
"Sir, when we were on the last platform, I took note of the .. you could say mood .. of the warp. The sense of abandonment and a certain longing for the lost bustle of a busy tube station was everywhere. Her words evoked the same emotional response. While that aroused suspicion in me, I have as yet found no sign that she is developing any ability to influence or use the warp. She seems to have at most developed some sensitivity to it. I will continue to be vigilant, for you are absolutely correct that we do not want to encounter anything like the ork entity again."


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

Having the sergeant call them both over, Monia raises an eyebrow in curiosity and complies swiftly making her way over to the Sergeant.

Cormaeg, Krish:

"I have read cases of other humans having seemingly formed sympathetic relationships with the area they inhabit; being able to...feel...the life of the place and those within. If Krish says he hasn't found sign, then I'll take his word for it. For all we know, she's a latent psyker who's yet to awaken. Either way, if she doesn't die at some point, we're going to have to bring her in for testing."

"If you wish, we could have a chat with her?"

Attempting to comm command after their little chat:

++Command, this is Squad Cormaeg; 15 minute check-in. Do you read, over.++


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

Krish, Monia:
Cormaeg strokes his beard thoughtfully, then he comes to a decision.
"No, The suggestion she is a psyker might agitate her, or her family. At this point I would rather not risk agitating a bunch of war weary civilians with guns."

His eyes narrow and he leans closer, his voice becoming low and dangerous.
"There is also the possibility of them deliberately leading us into an ambush to get our gear.
Or the Administratum has been overrun by Orks already.
I'm relying on you two to be my eyes and ears for now."


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

Krish, Cormaeg:

"Roger that Sarge. If it comes to it, know that I can make em Hallucinate or put fear of the God Emperor into them. Can attempt some Mind Control but its not easy."


Monia quickly notes that the box cannot reach out of whatever tunnel network they are traveling through right now.
Everyone's half-dozen is interrupted after ten minutes by the sudden, stretching breaks and a deceleration force that causes everyone to seek for a handhold.
The first station.
Hab block Ecchelon.
The doors open...
... and no one is there to board the train.
The doors close again and the train accelerates into the darkness of the tunnel network...
Just fluff post.
Will push forward on Monday.


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

"Well, that is unfortunate. We will just have to make sure to call it in as soon as we leave the tunnels.
Make sure you mention that the trains are still running Monia. Our troops may be able to use them strategically. It could be valuable intel."

"Next time we approach a station, I want everyone combat ready, just in case there are any xeno waiting for us."


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

"Aye, sir. Will do." she nods sternly in acknowledgement.


The three next stop ("Hab Block Elias", "Cathedralis Imperialis Minoris" and "Upper Spire Lift 7") all passes by uneventful as well and everyone prepares for the important next stop: "Omnissiahs Crossing".
Ralph stresses that if the announcer says anything but "Administratum Sub-Block Beta-2", everyone has to get out on the next stop for a train-change.
Placing a friendly reminder that Thud and Notch are not in your compartment and don't get anything you discuss in here.

Soon, the sound and feel of the moving train slightly changes.
Your ears pop, as if a sudden change in air pressure and the whirring and sirring becomes less all-surrounding and more directed (from below).

Thudr'dr:

Through the hole(s) you can see what is happening first hand.
The trains has left the ever ongoing tunnels and is now travelling through a massive steel cavern - likely deep in the heart of the hive - that is criss-crossed by rails supported by a mind-boggling, complex network of support structures.
You can see at least two other trains traversing high upon other rails, traversing in different directions than yours.
Should you be brave enough to lean outside to look where the train is heading:
Spoiler:

The rail your train is following is taking a long upwards curve and heads towards a massive structure build in the core of the hall, where all rails seem to run together.


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

Spoiler:
Thud sticks his head out the hole at the first opportunity. The view is amazing! He rides like a dog with its head out of the window for as long as he can.


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

Cormaeg taps his microbead to the squads channel.

"Trooper Notch, come in, this is Sergeant MacCammon. This is important. If the next station we enter is announced as anything but "Administratum sub-block Beta-2 we are to leave the train.
Can you confirm instructions?"


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

Notch jerks awake and scrambles for a second. Ya, Ya, Copy, sir, Anything except Admin sub block Beta-2, confirmed.


2d100 ⇒ (97, 81) = 178

Thud:

Enjoying the view and rush of wind, you did not notice the deep blue train that is catching up on a parallel rail no more than five meters beside and slightly below you until the bright light of a rocket engine pierces through the darkness and an ill-aimed rokkit is spiralling past your compartment!
Looking around in surprise you finally notices the train running to the left and slightly-down ...
... and that it is crawling with Orks pointing towards you!
The other train looks even more torn and ragged than your own, two of its three remaining compartments have lost the upper part of their sides as well as the roof, allowing an easy view into its innards and its greenskin passengers.

Everyone else:

*BOOOM*
Suddenly and unmistakably, the echo of a distant explosion pierces the monotone sound of the travelling train!

The Witches:

Having been concentrating on the discussion with Cormaeg about Sybill, you had not checking your surroundings as frequent as before - but now, there is no denying it.
There are Orks nearby.
Their impossible, green presence seems to close in from the left and slightly ... below - however that may be possible inside a tunnel.
Roll psisense to make an estimate of their numbers and range if you want to.


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

What range are we talking about here? And are they opening or closing?


Imaging your train is running on a high-bridge and them coming up to near-your-level (starting at more than 30 meter low, creeping up as we type) on a different rail. You may try to look ahead to get an idea how both rails are continuing ... although I must inform (warn?) you that this is as a combined Int-and-Per test, as there are a lot of rails in here xD
This helps?


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

Kinda? I was just wanting to know if they're in effective weapons/grenade range. Being in an open can like that makes a grenade super tempting


Jup. Not the easiest throw and towards the end of a 'normal' humans throw range, but definetly possible and certainly a prompting target.
Go with:
+30 size (unless you want to hit a particular ork)
-20 speed
+0 range
+10 circumstance (aka high-ground)


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 spots the train of orks below and bellows a challenge! It's more of a roar, really, but still. And it's exactly what Thud needs right now. A distraction.

Notch gets on the comms.
Sarg! I've got three open-top cars of orks below and behind us on a parallel track! I'm pretty sure Thud's going to engage.

Thud reaches to his back and the ogryn-size frag grenades stored there. He pulls the pin with his teeth and waits for a moment, then he fires the grenade at the car like it's coming from a launcher!

cooking, base 40+20 mods
vs 60: 1d100 ⇒ 25 - 4 DoS
X damage, Pen:2, Blast2, Shrapnel 10, Proven 3, Cooked, aiming for the first car: 2d10 + 8 ⇒ (7, 4) + 8 = 19

Correction, Thud just cooked one of those big 'nades of his! We're officially engaged!


Neat roll!

GM rolls:

Which one?: 1d2 ⇒ 1 -> front wagon!
Ork evasions?: 6d100 ⇒ (90, 33, 26, 14, 76, 28) = 267 -> one direct hit, 3 dive to ground, 2 stand
Shrapnel-Fun! +15 for half-enclosed space: 3x65, 2x95: 5d100 ⇒ (70, 22, 56, 45, 56) = 249
Damage is @ -6
Lots of damage #1: 2d10 + 3 ⇒ (6, 5) + 3 = 14
Lots of damage #2: 2d10 + 3 ⇒ (2, 8) + 3 = 13
Lots of damage #3: 2d10 + 3 ⇒ (4, 10) + 3 = 17
Lots of damage #4: 2d10 + 3 ⇒ (7, 2) + 3 = 12
Lots of damage #5: 2d10 + 3 ⇒ (3, 3) + 3 = 9
Lots of damage #6: 2d10 + 3 ⇒ (6, 10) + 3 = 19

Rapidly spinning around its axis, the grenade flies true...
... and lands to the feet of a surprised Ork. Two of his comrades tries to jump away - but the enclosed space and well-timed throw ensues that none escapes the shower of deadly shrapnels filling the inside of the first wagon!
The one directly hit Ork is blasted apart by the force of the explosions and every single one of his comrades is bleeding from shrapnel wounds!
Two are down, unmoving for the moment - but given their resilience no one would bet that they are dead yet.

rest of squad up!


Guardsman / Heavy Gunner Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

How much space is there in the open cart? Simmins would like to setup the stubber on a railing there. Suppressive fire into a packed crowd of infantry is what it's made for.


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

"Squad, arm up, I want those Orks dead before they become an issue!"

Knowing that his chain sword will not be much use at this point, and that a las gun is not terrbly effective against Orks (from personal experience) Cormaeg attempts to inspire the others.

Inspire (Fel +10): 1d100 ⇒ 37


If Simmins were in the cart with the hole in it, he could certainly set up there using the hole to brace the gun.
There's of course the sliding door in your compartment as well ... but it is closed shut for good.
Passing through to Thud'drs compartment without incidents requires an agility +10 test

Yuri looks with an expression of disgust at the inside of the trains hull.
"Shall we just blast a few holes in it so that we can fire back or what?"


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

"Smash out the windows so you can brace your weapons against the panes."


*cought* no windows in ad-mech trains *cought*

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