| Krish |
Krish's head snaps up just as Notch calls the alert over the vox. He surges to his feet and moves to the second car. Once there, Krish draws on the roiling maelstrom of the Warp and its infinite possibilities to twist probability for his allies and guide their strikes.
I hope this is not bad...
Focus power, Push.
Focus Power vs. 80: 1d100 ⇒ 44.
Krish, Simmins, Cormaeg, Monia, Tinavan, Notch, and Thudd all gain a +12 to all Weapon Skill and Ballistic Skill tests.
Well, it would have been a phenomena roll anyway, so now I feel less bad for pushing...
Psychic Phenomena: 1d100 + 10 ⇒ (31) + 10 = 41.
Rite of Sanctioning reroll: 1d100 + 10 ⇒ (83) + 10 = 93.
I like 41 best of the two. All plant life within 3d10 ⇒ (3, 1, 5) = 9 meters withers and dies.
| Monia |
this is in order of things happening :P
Psyniscience 41: 1d100 ⇒ 68 Nope, Monia feels the orks neaby but thats about all shes able to tell.
Before she even gets the chance to alert the squad that she sensed orks somewhere nearby, Notch, the Ogryns handler, alerts them all over their comms that they were already too close for comfort.
Not wanting to risk trying to jump across to the open-topped train cart, Monia just bides her time...
| The Ghost of War |
Agi roll for Krish to move over: 1d100 ⇒ 29
Krish makes it look easy to cross over to the other car.
A little jump over the unstable mesh-grid and he is through the door.
Simmins tries to follow suit, but a sudden jerk of the train causes him to stumble and crash face-first against the door of the second car and falls to the grid.
Only pure instinctive reflexes are saving him from rolling down and he finds himself clinging for dear life to the grid. His heavy weapon pulls hard on its strains, half-way over the edge!
Agi for Cort following Simmins: 1d100 ⇒ 47
Cort is following Simmins and now clings to the door of the first car, holding his balance - barely. Still, he extands a hand for Simmins to grasp, helping 'his' gunner back up.
Fluff for: loose a round looking into the abyss and blocking the door for anyone else. You make it over at the end of the round. Sad Good thing you didn't rolled any higher ... There is 'fun' to be hand with 5+ DoF *evil-gm-laughter*
@Cormaeg: That would have been way to easy, wouldn't it? ^^
I'll have the Orks act now, since I guess your actions are still pretty limited with the Simmins-blocked door.
The train continues to approach a full-parallel course, closing in a further 10 meters, now it is barely twenty meter below!
Furious by the well-placed grenade, the Orks return fire, focusing on hitting the Ogryn!
6d100 ⇒ (77, 46, 49, 96, 89, 17) = 374
6d100 ⇒ (91, 22, 61, 3, 65, 40) = 282
A rain of bullets is splashing against the side of the train, two are hitting the left arm of the Ogryn he uses to hold fast.
1d10 + 9 ⇒ (5) + 9 = 14 Pen: 2, I
1d10 + 9 ⇒ (5) + 9 = 14 Pen: 2, I
From the rear car, another two thick flame-trails are rising up towards the train ...
2d100 ⇒ (58, 43) = 101
... Thud'dr can see them disappear from sight on a direct collision course with the front car!
*CLONK* *CRASH*
Two resounding crashes echo from hull.
The car even shakes a little under the double impact.
You're not too sure, but those didn't sound like typical orkish projectiles...
| Simmins Olways |
Emperor preserve us you're a life saver Cort! Simmins breathes out as he yanks his stubber up and moves towards the guardrail. There was no time to catch his breath from his near death experience. It'd be just another scene to add to his extensive list of routine nightmares.
Working in tandem Cort and Simmins set up the stubber on the guard rail giving Simmins just enough time to squeeze a full auto burst into the rapidly approaching train.
2 Full action reload reduced to 1 full action by rapid reload split half between Simmins and Cort, leaving one half action for Simmins to full auto.
BS +30 size -20 speed + 10 Short Range +10 High ground 78: 1d100 ⇒ 37
5 DOS, so 6 hits
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Hit Location 73 meaning right leg
Righteous Fury hit 3: 1d5 ⇒ 2
| Krish |
Simmins, you forgot the +12 from Krish's psychic power. That is one extra hit.
Much of his concentration absorbed in maintaining his hold on the altered probability of battle, Krish is able to dial the power on his lasgun to the maximum setting and snap off a single shot at the approaching orks.
+10 standard attack
+12 psychic power
+30 size
+10 short range
+10 high ground
-20 speed
Total: 84
Standard Attack vs 84: 1d100 ⇒ 17.
Overload: 1d10 + 5 ⇒ (8) + 5 = 13E, Pen 2.
| Choon the Expendable |
Third takes the shots like only Thud can. Two high-gauge bullet holes, two hearty laughs at the paltry wounds.
I take a total of 8 wounds. Now at 21.
Thud braces with his shoulder against the side of the car and brings up his Ripper. This is the kind of fight it was made for!
Full Auto, rear car.
Base 40+12krish-10auto+20conditions
Scatter, normal range: +20 BS, +1 hit per 2 DoS, Blast(1)
Total vs 82
1d100 ⇒ 32 - 6 hits
Impact, blast1: 1d10 + 8 ⇒ (3) + 8 = 11
Impact, blast1: 1d10 + 8 ⇒ (9) + 8 = 17
Impact, : 1d10 + 8 ⇒ (9) + 8 = 17
Impact, : 1d10 + 8 ⇒ (5) + 8 = 13
Impact, : 1d10 + 8 ⇒ (5) + 8 = 13
Impact, : 1d10 + 8 ⇒ (7) + 8 = 15
| Cmd-Keen Medic |
With the lack of firing places and hearing the impacts Leni opts to get her lasgun ready and moves to the center of the car - who knows where the next unexpected ork will crunch through the supposedly solid metal?
| Cormaeg MacCammon. |
"Not a projectile, but coming at high speed...like something...landing!"
Drawing his chainsword and reeving it up, Cormaeg looks to the others.
"Prepare for repel!"
"Notch! We may have enemies on the roof, be prepared for them to come to you if they don't go after us."
| The Ghost of War |
After Cormaegs warning shout, everyone has just enough time to prepare themselves before the central bulwark on the ceiling is ripped open with brutal force and an iron-clad Ork drops in, smoke and short gouts of flame hissing from the massive rocket-contraption strapped onto his back.
It wields the typical cleaver-and-shoota combination favored by many Orks, although this ones cleaver was obviously heavily modified and sparks crackle along its edge.
The car trembles as its iron boots hit the floor immediately beside Leni and Yuri.
Its warcry is defeaning inside the iron box.
WAAAAAAAAGH!
Ini: Leni, Cormaeg, Monia, NPCs, Stormboy: 5d10 ⇒ (9, 8, 6, 7, 10) = 40
Order:
Stormboy
Leni
Cormaeg
Monia
NPCs
Despite expecting boarders, the Ork is too quick and stabs at Leni before anyone can get off a shot at the beast!
2d100 ⇒ (90, 9) = 99
But Leni easily side-steps the crackling weapon of the Ork!
Simmins and Thud'dr let loose a staggering amount of solid projectiles into the second Ork-filled compartment.
Somehow, their accuracy is uneerily precise, missed shots pinging of the metal hull only to find an Ork leg to bury themself into after all.
Its like magic - really.
The Orks in the seconds compartment, with nowhere to run, are shredded and pools of orkblood spray the inards of the other train.
From the eight Orks, at least three are done for and two more seems to be bleeding out on the ground.
Leaning over Simmins shoulder, Krish shoots off the leg of another one, causing him to topple with a roar.
A roar?
With all that weapon reports, the distance and the rush of wind from the fast travel, how could you possibly hear the Orks shout?
And why did it sounded so close and more like a warcry than a shout of pain?
Meanwhile, the second train gets up ever closer, now nearly level with your one, and you can see the remaining Ork shout and wave their weapons in your direction. no more high-ground boni
One is even trying a jump across, clearly mad-intend to get into melee with you - but the distance is still a bit too far and he tumbles into the depth.
Less Ork Dakka: 4d100 ⇒ (47, 2, 52, 18) = 119
Evades: 4d100 ⇒ (2, 46, 75, 99) = 222
While less rounds than before, there is still some return fire coming from the Ork-train, two bullets finding their marks, one hitting the bulging bicepts of Thud'dr, the other the smaller arm of Simmins.
Simmins: 1d10 + 7 ⇒ (10) + 7 = 17I, Pen 2
Thud'dr: 1d10 + 7 ⇒ (7) + 7 = 14I, Pen 2
| Cormaeg MacCammon. |
Cormaeg snarls in anger at seeing the medic attacked, knowing how vital she will be for their survival.
He quickly moves into combat with the Ork, but keeps on the defensive until everyone can get into a better position.
"Medic Tivnan, disengage!"
Guarded attack
-10 for guarded
+10 for single attack
+10 for outnumbering the enemy
Attack: (Ws +10) 1d100 ⇒ 74
Damage (Tearing): 2d10 + 6 ⇒ (10, 5) + 6 = 21
What a sweet damage roll wasted on such a terrible to-hit roll
| Choon the Expendable |
full auto, standing brace +5 vs 57: 1d100 ⇒ 55 - by the skin of my teeth!
Impact, Blast1: 1d10 + 8 ⇒ (5) + 8 = 13
Thud has a much harder time hitting the orks now, but anything can happen if you fire enough shells!
The roar was impressive coming from all the way over in the other train. Thud roars back!
Notch still thinks his flamer is unwise with all this cross wind.
I am now at 17/29 wounds
| NPC Ork |
Ork parry: 1d100 ⇒ 39
The Ork meets the lethal stab of the Sergeant with his bristling knife, blocking the thrust with a crash of metal on metal. Sparks fly as the chainsword tries and fails to eat through the obstacle!
"Oi-Oi-Oi, found'a pinky wiff da fightin' spirit!
Zogg off, Bomba, 'eese are all mine!"
| Simmins Olways |
Oh dear two of the melee are in the wrong car.
Dodge=33: 1d100 ⇒ 42
Simmins isn't able to get out of the way of the hit and grunts in pain Soak 8-2, to have 11 wounds, which means 6 left. One more good hit and he goes down I think.
He tries to ignore the significant amount of pain that shoots through his arm to fire back at the damn filthy xenos that hurt him.
BS -20 speed + 10 Short Range -10 Auto + 10 Aim +12 Krish 50: 1d100 ⇒ 100
ONly to be met by a sound from his stubber that sounds like a screeching metallic death rattle than the familiar and comforting stubber.
Oh no, using a fate point here.
No, No, NO! Simmins smacks the misbehaving machine against the rail and desperately jams down on the trigger.
BS -20 speed + 10 Short Range -10 Auto + 10 Aim +12 Krish 50: 1d100 ⇒ 29
Whatever was wrong (maybe a rogue bullet) seems to have been shaken loose by Simmins tough love and the sweet sound of bullets speeds through the air again.
3 DOS 3 Hits
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Wounds 6/17, Clip 51/75, Fate point 0/1
| Cmd-Keen Medic |
"Holy motherf... AYE SARGE!"
As Leni sidesteps the attack she is already fully focused on getting her skin out of the melee, stepping backwards towards while keeping the ork in focus to not give it another chance to strike at her.
Disengage, half move away from the Ork without getting an AOO. Preferably towards the wall connecting the two car to the one Thud is currently in. But she is not picky in a pich.
"Did it say bomber just now?"
| Cormaeg MacCammon. |
"Yes Tivnan, it did. Remember, there were TWO impact crashes on the roof. We've got another passenger up top."
The old Sergeant were now completely focused, the surroundings being completely clear, the noise fading away to the background, and the fear gnawing in his stomach completely ignored.
In addition, everything seemed to slow down just a touch, allowing him to note things that would normally pass him by.
This Ork for example had three broken tusks in it's left lower jaw, signs of it's right ear having been torn at some point and healing badly.
In addition it was not as large as most specimens that he had been fighting to this point.
Perhaps it was a young-ling? It might make sense that the younger one were the ones using jetpacks as they would weigh less.
Assuming of course Orks were capable of such basic logic.
| Choon the Expendable |
awareness vs 19: 1d100 ⇒ 56
awareness for notch?: 1d100 ⇒ 10 - Im going to assume that makes it.
In between the dual cocophany of Thud and Simms both going to town, Notch picks out a noise like an ape trying to open a tin can. He looks up. We've got company! Thud, THUD! Beating time! he gestures to reinforce the message. Thud stops firing and stows his ripper as he turns to face the inside of the car...
| Krish |
Awareness -10 not possible.
Though Krish is unable to hear the sounds from above, he does notice Thud stowing his ripper and readying his many-toothed blade. Maintaining his focus on the swirling probabilities of the battle, Krish sends one more overloaded lasgun shot across the gulf between the cars. If he can pick out one that seems like a leader, he will target that one, otherwise he will aim for one that is wounded.
+10 standard attack
+12 psychic power
+10 short range
+10 high ground
-20 speed (though I think this should not matter to projectiles or lasguns as the relative speed between the two cars is actually rather slow)
Total: 54
Standard Attack vs 54: 1d100 ⇒ 48.
Overload: 1d10 + 5 ⇒ (7) + 5 = 12E, Pen 2.
| Monia |
Seeing the Ork drop down in the midst of them much too close for comfort and a bit too close to her squad mates for her to "safely" set it on fire, Monia instead tries to mentally assail the xenos aberration before her.
WP 41 - 13 (Wp damage) + 15 (PRx5) + 10 (psy focus) = 53
WP53 +/- 0 for Dominate: 1d100 ⇒ 42 1Dos; Dominate command will be: "Show Bomba who's boss!" if this is a potentially suicidal act, he gets +20 to the opposed WP test. Otherwise, he gets +0
"How about you get out there and show 'Bomba' who's boss, Ork!" Monia shouts over the din of combat and the train in general, her words seeping with Warp Power.
| The Ghost of War |
@Monia: Nice call, I'll get you a +20 on the opposed test for that well-thought command!
1d100 ⇒ 92
The Ork is roaring.
"I told ya t'zogg off, Boomba!
Cut'ta will teach ya, ta find yer own beakiez ta play wiff!"
And with that, the Ork ignites the massive triple-rocket stripped to its back and tries to fly-jump up to the roof again!
1d100 ⇒ 32
Sparks fly as the metal-clad Ork is crash-passing through the actually-too-narrow bulkhead and is out of your sight a second later.
You hear loud shooting and shouting from the ceiling.
Everyone is still coughing and struggling with tears in their eyes from the pitch-black rocket-pack exhaust though - but the Ork is gone. For now.
Everyone hears a horrible screeching sound of metal grinding on metal coming from somewhere further back.
Maggy curses.
"Oh what now...?!"
Simmins continue to blast away at the Orks in the quickly approaching train.
Evades: 2d100 ⇒ (35, 2) = 37
One of his targets is ducking away under the salvo, another one behind him is caught by the salvo and staggers back under several hits.
As Thud AND Krish join in with two more hits, it finally realized that it was dead and falls to the ground.
Finally, the other train has crept up to their height, now both trains are running in parallel ... and the door of the still-closed compartment of the ork train opens.
But not sideways as you are used to - no. Its upper edge dislodges from the ceiling and lowers into a horizontal ... until crashing against the hull of 'your train', creating a slightly diagonal boarding ramp!
And from within, two handfull of Orks are rushing and struggling out, trying to be first on the train-door-no-boarding-ramp.
The frontmost is equipped with some kind of flame weapon he uses to melt through the hull of the third cart just now!
Then Notch shout out and rallies Thud causing him to break off the shoot-the-Ork-train party, looking around with slight confusion...
No Ork is inside the cart ... yet.
But from the sound of it, there is stomping and fighting going on up on your cart.
| Simmins Olways |
BS -20 speed + 10 Short Range -10 Auto + 10 Aim +12 Krish -20 danger +20 unmoving 50: 1d100 ⇒ 28
3 DOS, 3 hits
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Mighty Shot damage; I Pen 3: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Realizing the extreme danger of a flame throwing orc closing in on the group Simmins orders Cort:
Grab onto my belt and don't let go for the Emperor's sake!
then he leans out, aims, and fires. The chatter of the Stubber sprays a stream of hot lead onto the visible glow splaying over the leading orc from his own flamer even as Simmins hangs over what could be certain death!
Wounds 6/17, Clip 43/75, Fate point 0/1
| Choon the Expendable |
Third seeds what's going on. Started for a split second at the stupidity of it all (even from his admittedly dull perspective). He steps up to the ramp, takes his equally large hunk of metal that doubles as a sword, and strikes the ramp from the side in an effort to dislodge it!
Str vs 66: 1d100 ⇒ 71
But the cramped space prevents are truly good swing. It might still give the balancing orks a pretty good jostle though!
| Choon the Expendable |
Thud draws his sword and moves to where the orks will likely jump on board. Maybe he can bottleneck them and keep a few on the trecherous "ramp".
| Choon the Expendable |
Thud looks at the grate and tries to remove it with a swing of his sword.
str vs 66: 1d100 ⇒ 19
With a roll like that I may have severed the cars for you, Krish! That's 6 DoS!
| The Ghost of War |
Before I forget it:
Monia: note down a permanent FP.
That well-though command saved you guys from a very nasty encounter.
Cort looks at Simmins as if he just turned into a reckless greenskin himself.
"You're mad!"
Still, he grabs the gunner at his belt with his hands, and puts both feet against the inner hull of the cart to counter the weight.
Hanging out of the rushing train, only held by his comrade, trying to control the bucking gun spewing bullets at the Orks ... an experience he will not forget anytime soon. (take a FP for that action!)
Having had no time to brace the gun anywhere, most of the salvo is missing, but some still hit!
The hit orks ... 2d100 ⇒ (73, 65) = 138 ... both loose their footing upon the bullet impacts and tumble into the depth!
Howling, the remaining Orks shoulder-throw them against the half-cut-through hull of the third compartment, all too eager to get in and away from the crazy human gunner: 3d100 ⇒ (8, 100, 47) = 155
The first Ork is surprised by a jerk and his shoulder tackle throws him into the abyss below, but the next, a real brute, at least the size of Thud'dr, powers through the weakened metal!
Another three follow him into 'your' train and are looking towards Thud and Krish with red-glowing eyes of battle lust!
Just as Krish readies his krak grenade, two Orks with rockets on their backs crash through the ceiling of cart two and land behind Thud and the psyker! Both look horribly mutilated and their fight still rages on, despite the one is missing his right arm and the other seems to struggle with his legs.
Over the chaos, a mechanic voice blares:
"Approaching Station: Omnissiahs Crossing.
Next stop: Central Hive Gate!"
A moment later you can feel the train starting to decelerate ...
| Cormaeg MacCammon. |
"That's not our stop, we have to get off the train."
Tapping his Microbead, Cormaeg broadcasts over the squads channel.
"Notch, Krish! We're approaching a stop we have to take to get where we are going, are you able to disembark?"
Turning to the civilians, Cormaeg gestures in the direction of the Ork train, unseen beyond the wall of their own carriage.
"Will the other train stop here as well, do you know? If not we may be able to limit the fight to only the orks that have boarded this one and possibly take them out back on the platform."
| 'Innocent' Citizen |
"many trains pass through there.
It's a high multi-level construct where trains hold at five or six different platforms connected by stairs.
I hate to change trains there.
The heights freak me out."
Ralph's reply comes quick but he doesn't look forward to what they are up to either way.
The hand holding the looted Ork gun trembles.
| Cormaeg MacCammon. |
"Well, I want a disciplined disembarkation. I will lead the way and engage any foes potentially on the platform, then Monia and Tivnan will join me.
Next the Pdf will go and find any possible cover to set up behind, finally the civilians.
Find cover and don't try to join in the fight, don't draw attention to yourself."
"When the others disembark from the second cart, we have to be ready to support them and try to keep the Orks from pouring out as much as possible."
| Choon the Expendable |
Notch steps up over Krish beside Thud and yells, Down!
As the grenade wielding psyker drops he sends a jet of holy promethium into the third cabin.
Thud spins and roars! Two orcs!
The sooner we get out of here the better, Sarge! Notch reports. You can hear Thud roaring in the background. We're heavily engaged!
Thud charges at the orc with the missing arm and attemptes to disarm him further!
base 41 +30charge +10 single swing?
vs 81: 1d100 ⇒ 7 - that's 9 DoS
rending, unbalanced, unnat.str: 2d10 + 6 + 2 ⇒ (1, 5) + 6 + 2 = 14 - replacing the 1 with the 9 for a total of 22 damage.
| Simmins Olways |
You can pull me back now Cort. Simmins says with satisfaction as three orks went tumbling into the depths. Couldn't ask for too much more from one blast.
Once he sees what's going on inside he reconsiders. Second thought maybe you should have just let me go. he mutters.
| Monia |
"By the Emperor...that worked!" is all Monia says in a surprised sigh; before snapping back to readiness.
Without anything else immediately trying to kill them again, she still maintains a readied posture even as the machine-voice spoke aloud, overpowering the sounds of combat.
As the Sergeant gives orders, Monia simply replies with a "Roger that, sir."
Weeew FP! Boy am I glad that that worked out hahah!
| Cmd-Keen Medic |
"Oy Monia you don't look nearly bulky and stupid enough to be ordering orks around but hey, I'll certainly take it."
Hearing Sarges command she moves over to the still closed exit and presses herself against the wall on its right side, lasgun held ready. Thus leaving the exit free but ready to go follow right after Sarge once he disembarks.
"Aye Sarge"
| The Ghost of War |
Thud'dr rams the still-not-whirring sword through the chest of the Ork with sheer brute force, dropping him dead over his kin.
Behind the Ogryn, flames flare up as Notch fills the cabin with a sustained gush of holy fire.
Then the new immolation priests steps aside for a moment, letting Krish drop the prepared grenade. Stripes of adherent tape cover its side and it smacks against the thick iron connectors with ease. As the Psyker stands back up, he has the safety ring of the grenade in his fist.
Its a matter of seconds before the connectors will be blasted (and maybe the rear of the second cart as well)!
Sparks fly, metal squeal and the deceleration force is getting stronger!
The dead Ork is shoved aside, and the second Ork with the smashed legs struggle to get a bead on the Ogryn with a weird looking gun. It is a short-barrelled contraption with a muzzle the size of a human fist. A belt of shells pends below the weapon, each massive shell bears a grinning ork face on the front and is painted in a bright yellow colour. A wicked blade extends a full two feet from the grip.
The Ork pulls the trigger ... 2d100 ⇒ (29, 49) = 78
... the report of the gun is brutal and the Ork manages to nearly miss the hulking Ogryn before him - but only nearly.
The thick shell hits the should of the Ogryn and ... 1d100 ⇒ 23
... a sizeable detonation shakes the cart, the blast catching the Ork as well as the Ogryn and throws them back two steps either!
Damage: 2d10 + 7 ⇒ (5, 7) + 7 = 19 Pen: 0, X
Test toughness -10 or get stunned for one round.
The Ork howls in pain as he is flung back, his face burned - but he laughts like mad as he pulls at the great lever at the side of the gun, chambering another explosive shell!
Everyone, say hello to Boomber!
Be clad, that Monia sent the other Ork after him, or he would have greeted seconded-cart-people with his boom-gun from above, firing through the ceiling-hatch...
| Simmins Olways |
Cort, take the stubber, get in the corner! Simmins says and, trusting his crabby friend, to do that, takes out his shotgun and fires a semiauto burst at 'Boomer'. His brand new shotty bangs out three impact shots in rapid succession at the legless monster so uncomfortably close to him.
The kick of the shotgun is intense, but compared to the roar of the Stubber it feels like gentle nudges to Simmins as he keeps it steady on the ork.
I think Cort taking the stubber and retreating won't cost Simmins any actions so Half action take out shotgun Half action fire semi auto
BS 48 Point Blank + 30 78: 1d100 ⇒ 24
6 DOS
I believe all 3 hit
Mighty Shot Scatter Proven 5 Pen 2 I: 1d10 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17
Mighty Shot Scatter Proven 5 Pen 2 I: 1d10 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
Mighty Shot Scatter Proven 5 Pen 2 I: 1d10 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17
Replace second 3 with DOS 6 for 14
Wounds 6/17, Stubber Clip 43/75, Shotgun 15/18, Fate point 1/1
| Choon the Expendable |
Now at 10/29. I've taken 55 damage so far. Wow
Was that ork of high enough rank to grant a temp fate point?
toughness vs 50: 1d100 ⇒ 87
if it was then I re-roll toughness. If it wasn't then i use my single point to re-roll anyway vs 50: 1d100 ⇒ 22 - there we go
Now THAT was a hit. Blood now clearly seeps from the ogryn. He's taken more than enough damage to kill a man. Twice. Notch yells his name as he dives from the impending detonation.
The blast knocks Thus back, ears ringing. He shakes his head and blinks his eyes as his feet take him back a couple steps from the blast. He booms, Emprah Proteks! and his vision clears! He steps around the ork to line him up with the gaping hole in the side of the cart, then rushes him, attempting to haul the brute straight out of the car or, failing that, at least get his shield in between him and that gun! He puts his whole weight behind it, hoping against hope that he can push the thing far enough, or that someone will shoot its legs.
Str vs 66+bad legs advantage?: 1d100 ⇒ 10 - at least 8 DoS. De Emprah is with me!