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Game Master Swordwhale

Warhammer 40k - Only War game. Tribute game to the famous 'All Guardsmen Party'.
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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
Krish wrote:
How hard would the throw be to the fuel tanks on the third floor?

I think it's Strength x3 yards max range


Leni Tivnan Medic BS32 WS25 S29 A28 T25 I63 Will32 Fel30 Per26 Hp15/15 Fate2/2+1 Ins0 Cor7 30/30 4spare
Choon the Expendable wrote:
Krish wrote:
How hard would the throw be to the fuel tanks on the third floor?
I think it's Strength x3 yards max range

Thats base range for a throw. So you can throw up to double that without penalties, 2-3 times with -10 penalties and more than 3 times with -30 penalties. Pretty sure GoW will take a strength roll for extreme range tho. Probably even for far range


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

Throwing Grenade: 1d100 ⇒ 30

Cormaeg lobs a grenade at one of the groups of green skinned xenos before moving as fast as his old bones can manage, to claim another cover before all hell breaks loose.
He makes sure to stay relatively close to Thud, but not to close.
The Orks are likely to go for the biggest target, and thus he might require a little bit of aid to avoid being swarmed.

The biggest problem so far is to reach the rest of the orks without being cut to pieces by their return fire.


Waiting for Krish.
I answered in discussion if you did not yet saw it.
Will try to resolve this hell tomorrow.


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'm pretty sure this first level just went to pieces. Literally.


Male Sanctioned Psyker | Wounds: 13/13 | Armor rating: 4 | Fate: 4/4 |
The Ghost of War wrote:

Waiting for Krish.

I answered in discussion if you did not yet saw it.
Will try to resolve this hell tomorrow.

Sorry, I have had a hell of a day. I don't have time to do a full post tonight, but I will put one in first thing in the morning. If you need it faster than that, please bot me. I will start moving toward Thudd, though I do not want to get right next to him, and I will try to throw a krak grenade at one of the stormboyz.


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

Krish rushes into the room near Cormaeg before taking a krak grenade from his belt and thumbing the activation button. After a moment to aim his throw more carefully he hurls it with a grunt of effort at one of the orks wearing the crude fuel tanks far above them.

As his first grenade sails through the air, Krish carefully lobs a frag grenade at the four orks with heavy guns on the second level, then drops behind some cover next to Cormaeg.

Long Range Frag Grenade:
Athletics vs 60: 1d100 ⇒ 43, 2 DoS.
BS 32 -10(Long Range) +10(Standard Attack) +30(Unaware Opponent) +10(Aim)
Krak Grenade vs 72: 1d100 ⇒ 56, 2 DoS.
Blast(2), Concussive(0), Proven(4), Delayed
Damage: 3d10 + 8 ⇒ (1, 4, 10) + 8 = 23. 26X, Pen 6.
Proven boosts the damage to 26.
RF: 1d5 ⇒ 1.

Mid Range Frag Grenade:

BS 32 +10(Standard Attack) +30(Unaware Opponent) +10(Aim)
Frag Grenade vs 82: 1d100 ⇒ 81, 1 DoS.
Blast[1], Shrapnel [8], Proven[3], Delayed
Damage: 2d10 + 4 ⇒ (3, 1) + 4 = 8. 10X, Pen 2.

Actions:
R0: Run
R1: Half Aim, Krak Grenade
R2: Half Aim, Frag Grenade


Resolution-Post #1: Npcs, Bot-ed people, Simmins' nade
Blue-overall is calling to his fellow militia fighters, then rushes after Simmins and Cort.
"Emil, Richard, with me, after the stubber.
Zera, Costa: Cover us!"

The three of them take cover one desk further to the right and start left and right.
Their first salvo is pretty good, especially Blue-Overalls is taking huge junks out of one of the Orks with his combat shotgun, his two fellows scoring two hits each as well. A few heartbeats later, blue-overalls gun clicks audibly and he gets into cover to unjam his gun, while the other two score two more hits each.

The two remaining members, take up position at the doorframe, sending additional havoc into the room, targeting the two Orks brawling on the desk closest to the door.
These two struggle to find their targets, scoring only a total of two hits between them, out of what must have been 20 rounds at least.

Lucky remains at the doorframe as well, produces a krak grenade, pulls the pin and waits for one, then two heartbeats before lobbing it onto the desk directly in front of the double-door...
Once again, Lucky prooves ... lucky with his grenades and the krak goes off the moment it touches the desks far, right edge, catching all four neirby greenskin creatures in its powerful detonation - and also setting off Simmins primed-but-not-yet-exploded frag grenade!
The resulting detonation leaves no trace of the gretchins caught in between the two shockwaves.
Both Orks are thrown off the table and crash heavily to the ground several steps from the desk.
The one that was closest to the double-detonation looks quite done, with the better part of its leg blown apart and a gaping shrapnel wound in the chest.
The other one lands close to the double door, its face a bloody mess.

Resolution:

NPCs:
Let Lead Fly!: 6d100 ⇒ (2, 47, 43, 91, 42, 39) = 264
Let Lead Fly: 4d100 ⇒ (91, 51, 58, 67) = 267

Lucky:
Athletics +20+10(Short)-20(Cooking) 43: 1d100 ⇒ 24
Hit-Location: 1d12 ⇒ 6
Krak, direct hit: 3d10 + 8 ⇒ (10, 2, 6) + 8 = 26
(28, Pen:8 => 14, Pen:4 for blast targets => insta-kill of gretchins)
Ork Boy Toughness vs Concussive(10): 44-10: 2d100 ⇒ (98, 86) = 184
=> both stunned

Simmins' Shrapnels:
Close Ork 80+10: 1d100 ⇒ 55
Close Ork Reroll 40+10: 1d100 ⇒ 60
Shrapnel: 3d5 + 7 ⇒ (2, 2, 5) + 7 = 16

Far Table-Ork 80+10-45: 1d100 ⇒ 43
Far Table-Ork 40+10-45: 1d100 ⇒ 66
Shrapnel: 3d5 + 7 ⇒ (2, 5, 3) + 7 = 17

Tripple Group Mid-Left, TL-Ork: 50-30: 1d100 ⇒ 75
Tripple Group Mid-Left, TR-Ork: 50: 1d100 ⇒ 15
Tripple Group Mid-Left, B-Ork: 50: 1d100 ⇒ 56
Shrapnel: 3d5 + 3 ⇒ (2, 4, 2) + 3 = 11

Enemy Status:

Table Ork (far): bullet => 10, krak => 1, shrapnel => -1, stunned, bleed(1)
Table Ork (close): bullet => 10, krak => -3, shrapnel => -5, stunned, bleed(1)
Tripple Group Mid-Left, TR-Ork: shrapnel => 9

Wheew, more to come soon-ish


(Leni&Krish)
The squads medic first shot is a marvelous thing to behold. It zipps across the vast room and slices into the crude pipe connecting weapon and tank right below the latter. Thick fluid starts to flood out, immediately starting to burn brightly. The second lasbolt strikes the tank itself but does not manage to fully penetrate, leaving a visible dent behind.
It does not matter much though, as Krishs Krak grenade detonates at the same moment causing the already damaged fuel tank to blow up spectacularly. The two uppermost levels are immediately shrouded in thick black smoke and flame. Burning liquid is flowing down the staircases towards the second floor (the one with the gunners). His second grenade lands on point as well, slightly bouncing from the polished surface of the desk just as the shoota boys start reacting. The the rearward ones, already troubled with the incoming waves of burning fuel starts to shove and push each other to get away from the double danger.
Struggling Orks: 2d100 ⇒ (48, 33) = 81
The other two Orks are more keen to return fire than to get out of the danger zone and rush towards the balconies overlooking the floor below and slam their heavy guns onto the ornate rockrete, calling challenges to each other.

(I hope to finish up resolution today but it may get tomorrow morning to get the Orks reaction together too.)


(Krish cont.)
One of the struggling Orks wrestles his comrade around and to use him as a shield against the coming explosion!
Pure dumb luck has it, that neither of the two is hit by the shroud of shrapnels, although the Ork used as a shield is burned by the outer reaches of the explosion itself.
The gunner Orks are not punished by their decision and no wounds appear on their backs either.
The Emperor gives and takes.

Rolls:

ToHit: 80(Base): 1d100 ⇒ 99
Damage: 3d5 + 7 ⇒ (1, 2, 4) + 7 = 14 R, Pen:0
ToHit: 40(Base): 1d100 ⇒ 52
Damage: 3d5 + 7 ⇒ (4, 5, 1) + 7 = 17 R, Pen:0
ToHit: 80(Base)-45: 1d100 ⇒ 84
Damage: 3d5 + 7 ⇒ (2, 4, 4) + 7 = 17 R, Pen:0
ToHit: 50(Base)-45: 1d100 ⇒ 23
Damage: 3d5 + 3 ⇒ (1, 4, 5) + 3 = 13 R, Pen:0
ToHit: 50(Base)-45: 1d100 ⇒ 90
Damage: 3d5 + 3 ⇒ (4, 2, 4) + 3 = 13 R, Pen:0

(Cormaeg)
Scores a dead-center throw on a triple-group of Orks.
The Orks underneath whose feet the frak grenade came to a rest is blown apart by fire and shrapnel for good, his close by kin suffer partial detonation and shrapnel trauma as well but remain standing!

Rolls:

blast: 2d10 + 8 ⇒ (9, 3) + 8 = 20
Direct hit Damage: 3d5 + 7 ⇒ (1, 4, 2) + 7 = 14 R, Pen:0
ToHit: 80(Base): 1d100 ⇒ 20
Damage: 3d5 + 7 ⇒ (3, 2, 4) + 7 = 16 R, Pen:0
ToHit: 40(Base): 1d100 ⇒ 91
Damage: 3d5 + 7 ⇒ (1, 4, 3) + 7 = 15 R, Pen:0
ToHit: 80(Base): 1d100 ⇒ 60
Damage: 3d5 + 7 ⇒ (1, 2, 2) + 7 = 12 R, Pen:0
ToHit: 40(Base): 1d100 ⇒ 85
Damage: 3d5 + 7 ⇒ (3, 1, 1) + 7 = 12 R, Pen:0
ToHit: 80(Base): 1d100 ⇒ 3
Damage: 3d5 + 7 ⇒ (4, 4, 1) + 7 = 16 R, Pen:0
ToHit: 40(Base): 1d100 ⇒ 80
Damage: 3d5 + 7 ⇒ (1, 3, 1) + 7 = 12 R, Pen:0
ToHit: 50(Base)-30: 1d100 ⇒ 88
Damage: 3d5 + 3 ⇒ (1, 2, 5) + 3 = 11 R, Pen:0

(Thud'dr:)
Thud'dr sends the previously looted Ork grenade with a heavy throw against the chest of one of the Orks in the same group as Cormaeg from where it bounces off and to the ground before exploding with the force of a Krak grenade but still sending a filling of shrapnel flying.
One more Ork goes down bleeding heavily, the last of that group remains standing despite multiple holes and lots of blood spurting out from them.
Having arrived at the far west of the room, Thud'dr opens up on the closest Ork on the table with the lengthiest burst the limiter on the ripper allows. All shells hit the Ork standing on the desk, destroying its torso and flinging it from the desk, where it lands heavily on the back, bleeding ... a lot.
gotta retcon that part, since a fire-limited Ripper does not have the option for full auto. This I changed to better represent the fluff description of the weapon. Once you get the bone'ead cybernetics you are allowed to have the limiter removed :-)

GM-only:

Ork'nade:
Dud?: 1d4 ⇒ 3
Blast: 1d4 ⇒ 3
Shrapnel: 3d5 ⇒ (1, 5, 3) = 9
Damage: 6d5 ⇒ (4, 3, 3, 3, 4, 3) = 20
ToHit: 80(Base)+Modifiers: 1d100 ⇒ 97
Damage: 3d5 + 7 ⇒ (1, 5, 3) + 7 = 16 R, Pen:0
ToHit: 40(Base)+Modifiers: 1d100 ⇒ 9
Damage: 3d5 + 7 ⇒ (2, 5, 3) + 7 = 17 R, Pen:0
ToHit: 80(Base)+Modifiers: 1d100 ⇒ 32
Damage: 3d5 + 7 ⇒ (3, 3, 5) + 7 = 18 R, Pen:0
ToHit: 40(Base)+Modifiers: 1d100 ⇒ 59
Damage: 3d5 + 7 ⇒ (4, 2, 2) + 7 = 15 R, Pen:0
ToHit: 50(Base)-30: 1d100 ⇒ 61
Damage: 3d5 + 3 ⇒ (2, 4, 3) + 3 = 12 R, Pen:0
Thud'dr PB Ripper! BS41+30+20: 1d100 ⇒ 16
D1: 1d10 + 11 ⇒ (1) + 11 = 12 I, Pen: 6
D2: 1d10 + 11 ⇒ (1) + 11 = 12 I, Pen: 6
D3: 1d10 + 11 ⇒ (4) + 11 = 15 I, Pen: 6

(Simmins #2)
Dakka!: 1d100 ⇒ 9
After his acrobatic display, Simmins and Cort send a stream of lead into the far right corner, showering the standing Orks with shells, scoring half a dozen hits on the exposed targets, shredding the first and wounding the second seriously, flinging it to the ground beyond the desk it was standing on.

Enemy Status:

Tripple Group Mid-Left, TR-Ork: shrapnel => dead
Tripple Group Mid-Left, TL-Ork: blast => 10, shrapnel => 2, bleed(1)
Tripple Group Mid-Left, B-Ork: blast => 10, shrapnel => 6, bleed(1)
Triple Group Left, Table-Ork: ripper => 0 => -1 => -4, bleed(2)
Double Group right, B-Ork: NPC fire => 0 => Simmins =>dead
Double Group right, T-Ork: NPC fire => 8 => Simmins => -3, prone

(woof, that was a lot of flying lead&metal. Will look into Ork reaction asap.)


Shoota-Boyz:
The left one lays down saturation fire to Simmins, Cort and the three militia-men, the right one targets the easiest target in the room: Thud'dr.
The praying Ork clearly is enjoying himself and seems more interested in blasting the desks than the soldiers taking cover behind. Not a single shot hits any of the five making up the right flank. Still, the amount of fire is troublesome... Pinning test, +20 for the ridiculous bad shooting of the Ork
Thud'dr is not as lucky, but still, the Emperor (partially) protects and he is only hit by a single exploding shell (left arm, 13X, Pen:4), three more hit the desk before him (shredding it quite well) and several more zipping past overhead cratering the wall behind.
The struggling shoota-boyz solve their issue the orkish way - the one used as a shield now lies unconscious after a head-butt and the winner joins his two fellow on the balcony.

Boyz:
The lefternmost group rush towards the obvious target (Thud'dr) with the default warcry of their species (WAAAAAGH!!!) and start swinging their crude axes against the Ogryn.
Thud'dr manages to parry the first strike with his oversized chainsword (to his own surprise) but the second Ork (attacking from the other side) lands a decent strike on his right arm.
The sole other standing Ork on the first level, looks around himself, seeing targets everywhere. He starts moving towward the Ogryn but switches around to attack the weaponless Krish as he notices two other of his kin trading blows with the Ogryn already.
It clearly miscalculates and buries his choppa in one of the already damaged chairs, splintering it.

???:
From high above a deep, growling, furious voice shouts:
"Wazz'a doin' ya gizz?!
Zogg off yer smokin', eya!
Boss is zoggin' da hummiez reaaal gud right now!
I wanna see this."

GM-Dice:

Shoota-Boy w. Shoota: BS27+10+10+10+20=77: 1d100 ⇒ 47
Shoota-Boy w. Shoota: BS27+10: 1d100 ⇒ 95
Shoota Hit: 1d10 + 7 ⇒ (6) + 7 = 13 Pen:4
Ork w. Cleava: WS36+10 vs Parry: 11: 2d100 ⇒ (48, 2) = 50
Ork w. Cleava: WS36+10 vs Parry: 11: 2d100 ⇒ (32, 47) = 79
Choppa hit: 1d10 + 6 ⇒ (6) + 6 = 12R, Pen:2
Ork w. Cleava: WS36+20: 2d100 ⇒ (79, 66) = 145

Finally: Squad up! Map updated.
That was a pretty damn good start.
I did resolve this so thoroughly, because ... Orks are just that though.
I would have skipped most of this on pretty much any other foe and be like 'yeah, they are blown up good'. But these guys .... wheeew, they can really take a beating.


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

Krish, though he looks unarmed to the Ork, is most decidedly not unarmed. Through the Emperor's grace he is armed most potently both in mind and body.
Krish bets on the Ork's disdain for the 'simple stick' he holds in his hands and his 'weak humie body' and swings a swift spinning strike at the Ork.

BS 39 +10(Standard Attack) +10(craftsmanship).
Standard Attack vs 59: 1d100 ⇒ 20, 4 DoS.
Damage: 1d10 + 3 + 6 ⇒ (6) + 3 + 6 = 15E, Pen 5.

If damage is dealt to the Ork:
As the staff penetrates the Ork's defenses it begins to flash and arc with violet energy. With a small grin, Krish pushes on the immaterium and a pulse of violet electricity arcs down the staff's psy-reactive circuits and into the foul Xenos.

WP 50 +30(Pushing PR to 6)
Focus Power vs 80: 1d100 ⇒ 48, 3 DoS.
I will spend one FP to add a success to this test for a total of 4 DoS.
The Ork will need to make an opposed Willpower test, and will suffer 1d10 points of unsoakable energy damage for every net DoS Krish has.

Psychic Phenomena: 1d100 + 20 ⇒ (42) + 20 = 62, Banshee Howl.
Psychic Phenomena: 1d100 + 20 ⇒ (58) + 20 = 78, Perils of the Warp.
I will choose Banshee Howl.

Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to pass a Challenging (+0) Toughness Test or be deafened for 1d10 ⇒ 5 rounds.

Toughness vs 36: 1d100 ⇒ 84.

EDITED: I forgot that I had decided not to feint because using the force staff is also a half action so I needed to save it. Edited to remove the feint roll.


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

My current soak is 12. I take 5 from the shot and 1 from the melee hit. Now at 16 wounds
Thud parries the blow with his ripper and the hefty weapon easily takes the blow. Thud sees the real threat and these little ones were not it. Still, he can't have them poking around while he dealt with the others up top. He grabs the damaged table and tosses it up onto it's side on top of a nearby table metres away! Then he casually shoots one of the baby orcs in the face and moves up into his improvised cover.

str to flip the table and toss it forward vs 66: 1d100 ⇒ 29
boom vs 81: 1d100 ⇒ 37 - 5Dos
+4 Pen, +4 Dmg, Proven(3), Bleed(2): 1d10 + 8 ⇒ (7) + 8 = 15 - 19 damage


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

Leni is please with the Orks exploding like that. She'd like to continue with high damage moves like that but she has to concede that the orks in front of her are getting uncomfortably close. And they might be down but orks tend to get up sooner rather than later.

She switches to semi auto blasts the stunned ork in front of her.


BS 32
Semi Auto +0
Brace +10
Aim +10
Stunned +20
Short Range +10
=82

Semi Auto, Overload: 1d100 ⇒ 63 2DoS for 1 hit on semi
Damage: 1d10 + 5 ⇒ (7) + 5 = 12 Pen2

Looking at the shared notebook there are some changes on how single/semi/full and distance affect +X on the aim roll I'm not using correctly yet. Going to look at that soon


@Choon: No shooty non-pistols while engaged in melee, sorry.


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

Really? That's surprising. Ok. I'll retcon a bit. Thankfully the Ripper also counts as a war hammer because of just how staggeringly overbuilt it is!


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 only thing that'll change is the damage. I rolled a 37 vs melee skill of at least 51 for 4 DoS. The d10 roll was a 7. +2 for warhammer and +7 for two handed str bonus +2 for Unnatural Str gives us a total of 18. Pen 0, Impact.

Thud, after tossing a full table around like a toy, takes his Ripper and clobbers the orc standing in his way of cover directly on the leg! His foe properly punished, he advances to his cover.


@Choon: fyi, there are AoOs even in the grimdark future ;-)

Again, an example of hidden information in a sidebar (p.244) wrote:


"If a character is engaged in melee with one or more
opponents and he leaves combat with them (such as
fleeing or moving to another target) without using the
Disengage Action, each of his opponents gets a free
Standard Attack against the fleeing character. Such a
free attack is made in addition to any other attacks the
combatant receives during his Turn."


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

In exchange for cover from those guys up top, I'll take it


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

The elderly Sergeant revs up his chainsword and steps up next to the beleaguered Krish, attempting to help him lay their foe down quickly.

Single attack +10
Aim +10
Outnumbering +10
Attack (Ws + 30):
1d100 ⇒ 32
Damage (Tearing 2, Bleeding 2): 2d10 + 6 ⇒ (3, 9) + 6 = 18
Taking 9, so 15 points with 2 in pen, with a possible 2 more points if it has no armor in the body, or if the pen surpasses it, assuming I got all this right.


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

Cort rebraces the Stubber to point North and Simmins aims and fires at the closest Ork on the second level.

Brace Half Aim Full Auto penalty for lower ground? target 68?: 1d100 ⇒ 8

Every shot hits anyway with Storm and around 7 DOS!

Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Replacing one of the 1 with the DOS to turn a 7 into a roughly 13

RF: 1d5 ⇒ 4
RF: 1d5 ⇒ 5

Ok I think the hits are going Body, Body, Arm, Head, Arm, Body as the reverse is 60. SO RF4 is going to Head and RF5 is going to Body.
Head Impact4
...(4): Test Toughness (+0) or get stunned 1 round and knocked prone
Body Impact 5
...(5): Internal damage! knocked prone, 2 rounds stunned, Toughness (+0) or 1d5 fatigue-level
5 body kinda overrides head 4 I think!


@Krish: The Ork clearly did not expect to be hit with a walking stick, thus its cleava comes up late - too late to block the crushing blow to the head from your force staff! The crunching impact sound terrible and would have been enough to 'advice' any human foe to reconsider. The Ork just looks surprised and a little enthusiastic.
@Thud'dr: Clubbing his way out to get into coverof the newly flipped desk, the two Orks both hit you with their cleavas - but they obviously did not expect you to move out of the fighting, as bother their strikes, while hitting, lack the bestial strength to really hurt. 2x 8I, Pen:2 Quite the opposite of your own hit, which left a visible dent in the Orks leg.
@Leni, Lucky, Milia-Door-Men: All four of you have the same issue with an Ork in spit-distance, and put several rounds into the prone and bleeding Ork. What remains afterwards, does not look pretty and is pretty certainly not going to get back up.
Cormaeg: While the Ork was not able to block Krishs attack, his movement gets in the way of your strike and your chainsaw meets the Ork Cleava in a shriek of steel and flying sparks. (he parried with a '1', otherwise it looks good)
@Simmins: you do have to test versus pinning, to see if you can leave cover. And yes, shooting back/over your cover is also considered 'leaving cover' - as that is the entire reason of supression fire - keeping the enemy from shooting back. You can re-assign that 8 to pass the pinning and just roll another attack if you like - your call.
@Cort, Militia-Men-with-Simmins: Cort is flinching under the heavy barrage and ducks low, but pops back up with his sidearm drawn and fires a snap-shot at the Dakka-ork. The shot pings against the solid balcony though. Another quick shot from one of the militiamen meets the same end. Only one of the militias seem to have enough wits to withstand the barrage: blueoverall. Instead of remaining behind cover like his comrades, he actually pushes forward, rounds the front-right desk to shoot at the downed Ork again - and again. Something personal maybe? Anyway, that Ork is most likely out of the calculation as well.

GM-dice:

Ork Parry 36 vs Krish, Thud'dr, Cormaeg: 3d100 ⇒ (38, 94, 1) = 133
Ork w. Cleava: WS36+10 vs 9: 4d100 ⇒ (30, 38, 46, 37) = 151
Cleavas Bite: 1d10 + 6 + 1d10 + 6 ⇒ (2) + 6 + (2) + 6 = 16
Pinning, Cort, NPCs: 4d100 ⇒ (96, 91, 50, 80) = 317
Cort, NPCs Snap-Shoting WP test: 3d100 ⇒ (39, 86, 28) = 153
Snap-Shots: 2d100 ⇒ (80, 61) = 141

Waiting for @Simmins before resolving the Orks.


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

wp +20 58: 1d100 ⇒ 36

woot


Nice roll.
All body/leg hits impact on the balcony cover, #3-#6 are hits.
Will resolve in a while.


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

Jeez, so not only is the ork stronger, tougher and meaner, it's also faster.
I'm going to have to kill it and steal it's extra reaction then!
Just you watch me, I'm going to do what I've done in pretty much every battle so far, roll well only to have the enemy dodge anyway, heh.
The emperor really does have a sense of humor.


Don't fear, once they are really into combat, they start going all out pretty much every round, which leaves them wiiiide open - aka killing any and all evasions.
Of course, they do get a +30 on their attacks AND a second strike with the same modifiers should the first one hit.
@all: will not get the round completed today :-/
Got a student doing his thesis to babysit mentor, so that killed my afternoon. Will come first thing tomorrow.


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

Somehow, this fails to reassure me. Can't imagine why...


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

Both hits fail to penetrate the Ogryn's thick hide.


@Thud'dr: Roaring wildly, the two Orks follow you and are briefly joined by a third one that pulls itself up from the ground, despite most of its chest missing from your Ripper salvo, swinging its weapon two-handedly with a gutural, animalistic roar before collapsing to the ground as the strain of that last attack finally overwhelms the creatures toughness. Still, its last swing did connect with the cornered Ogryns bulky chest (11I, Pen:2). The other two Orks, laugh at the demise of their kindred and throw themselves against you with renewed vigor! You are able to block the first, but the second batters your hip again (10I, Pen:2).

@Cormaeg & Krish: Your melee is quickly joined by another Ork picking itself back up and looking more dead than alive, taking a swing at Cormaeg. The walking-stick-to-head-motivated Ork returns the favor with a double chop of his blade. But both of you manage to parry their strikes with your respective weapons!

@Leni, Lucky, Milia-Door-Men: Another well-done Ork (bleeding all of the place) picks itself up and sluggishly walks towards the four of you, weapon raised, then stops and obviously tries to decide which one of you to attack. In the end he decides to go after not-so-Lucky. The sluggish swing is easily dodged though. To the right of the corridor a door flies open and an utterly ridiculous looking Ork steps out, clad in the bloodied robes of a nobleman, a loooong necklace brimming with what can only be human teeth and a polished golden walking stick. In typical Ork manner it is roaring: "Zoggit off. Ya moshin' 'stirbed Sir Toofingtons drowsy. Stupid boyz ..." before trailing off as he takes in the four imperials at the door fighting with one badly wounded Ork boy.

@Simmins: Your salvo is blasting one of the Ork gunners good, opening a horribly wound in the left side of its cheek and blasting the gun out of its hand. Following basic Ork logic, it roars madly, pulls out a cleava and rushes down the stairs towards you. The Ork recently used as a blast shield returns to the balcony, looking not that healthy but nevertheless slams its large weapon onto the balcony. The other two shoota-boyz are firing at the loudest enemy - that is you. One is missing so far as to nearly endanger Leni back at the door. The other though ... is hitting bulls-eye, so to speak. One solid round the size of Thud'drs forward phalanx smacks into your helmet and - barely slowed - into your skull (11I, Pen:4, Bleed(1)). Blood is dripping down your forehead and you feel rattled. The latter one might come from the fact that the Ork sinks several rounds into your cover. Once you get enough calm to take a look, the desk offers five deep holes in its surface, all of which in places that sheltered your body from more pain.

???: "Bizzok, Gizzmo. Get me da hummies heads and teef. Meke 'em stop zoggin' da boyz. I cannut properly enjoy da boss-show wif dad noise."

Gm-dice:

Ork w. Cleava: WS36+20 vs 9: 2d100 ⇒ (25, 65) = 90
Cleava: 2d10 + 9 ⇒ (1, 2) + 9 = 12
Ork w. Cleava: WS36+20 vs 9: 4d100 ⇒ (99, 16, 24, 56) = 195
Cleava: 2d10 + 6 ⇒ (4, 3) + 6 = 13
Ork w. Cleava: WS36+30 vs 29: 2d100 ⇒ (73, 11) = 84
Ork w. Cleava (Follow-up if first hit): WS36+30 vs 29: 2d100 ⇒ (37, 22) = 59
Ork w. Cleava: WS36 vs 47: 2d100 ⇒ (76, 98) = 174
Ork w. Cleava: WS36 vs 32: 2d100 ⇒ (79, 38) = 117
Shoota-Boy w. Shoota: BS27+10+10+20: 2d100 ⇒ (3, 93) = 96
Shoota Hit: 1d10 + 8 ⇒ (3) + 8 = 11

About Bleed(x):

You loose x wounds per round, without reduction from armor/toughness.
You can attempt to stop the bleeding with a medicae +0 (-10 for each X > 1) test yourself each round or have someone else do that for you. Aiding another is possible for this. Can be attempted untrained.
Upon taking the first point of critical damage from bleeding, you get a Toughness test to stop the bleeding.

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

With Pen 4 the only soak is toughness of 4.. so 11 - 4 = 7 Wounds

Status update: Wounds 7/17, 59/75 Stubber Clip #3 loaded, 67/75 Stubber Clip #2, 35/75 Stubber Clip #1 Fate 1/1 Bleed(1)

Leni... Medic.. Bleeedin! Simmins manages to scream out as a very very good hit penetrates all of his impromptu defenses. He's committed though and can't really do anything except keep shooting. This time at the shoota out of cover and stumbling towards him.

Even though it should be an easier shot the stress of the situation seems to be getting at the gunner and only two hits actually land.

Short Range this time target 78 I think: 1d100 ⇒ 71

One DOS, two hits

Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14


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

My base soak is 12, so I take 1. Now at 15 wounds
Thud only barely feels two handed swing and feels the other feeble strikes not at all. He looks at the little Ork like he's been insulted and retaliates with a brutal gun butt of his own!
vs 51: 1d10 ⇒ 9 - 6 DoS
damage, impact: 1d10 + 11 + 2 ⇒ (2) + 11 + 2 = 15 - replacing for 19 damage
For two handed stuff I've forgotten where my Unnatural Str. bonus goes in the equation. If it's before the 1.5* then my str damage is 11 ([6*1.5]+2). I've assumed this above. If it's also multiplied then my str damage is 12 ([6+2]*1.5) and my damge goes up to 20. I know it's not much, but still. A point's a point.


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

Leni grimaces but swallows the stream of profanity for once. Instead she reaches for her combead to send a single click for 'acknowledged'.

Looking at the tactical map I believe Leni is not yet considered as in melee with the orks

She lets her lasgun fall into its straps. She needs both of her hands. One of them goes for the camo cloak, drawing it closer in hopes of keeping a 'low profile' while the other hand grabs the belted up grenades.

As she moves past the almost dead Ork and Lucky she throws an apologetic "Medic duty" his way.
Having reached halfway to Simmins she uses the bandage around the nades' splints to draw them all, before hurling the bandolier of live grenades towards the newly arrived ork.

Skill: Stealth vs 28: 1d100 ⇒ 77 5 DoF
Throw grenade belt vs 32: 1d100 ⇒ 3 3 DoS
Ork dodge?: 1d100 ⇒ 87 Probably not

Her sneaking is clumsy at best, too much other things on her mind. Her throw towards the newly arrived ork on the other hand is dead on, to the point where it wouldn't be out of place if the strap of the bandolier got cought on the orks tusks instead of just landing near it.


Actions:
Combined movement/stealth/draw action. We did add the house rule that you can draw weapons as part of a movement action like in pathfinder right?
Attack(Throw Grenade)


This should be fun. Nade Damage according to the rule book:
Krak: 2d10+8 Pen2 Blast(1) Shrapnel (4,8) Proven(3) Delayed
Frag: 3d10+8 Pen6 Blast(2) Concussive(10) Proven(4) Delayed
The bandolier consists of 2 frags and 2 kraks sooo

Frag: 2d10 + 8 ⇒ (6, 3) + 8 = 17
Frag: 2d10 + 8 ⇒ (5, 7) + 8 = 20
Krak: 3d10 + 8 ⇒ (10, 4, 9) + 8 = 31
Krak: 3d10 + 8 ⇒ (9, 4, 8) + 8 = 29
Shrapnel < 1m: 3d5 + 7 ⇒ (3, 4, 5) + 7 = 19
Shrapnel < 1m: 3d5 + 7 ⇒ (5, 4, 2) + 7 = 18
Shrapnel 4m 80% chance: 1d100 ⇒ 38 yes
Shrapnel 4m 80% chance: 1d100 ⇒ 6 yes
Shrapnel 4m: 3d5 + 3 ⇒ (1, 4, 1) + 3 = 9
Shrapnel 4m: 3d5 + 3 ⇒ (2, 4, 4) + 3 = 13

Not sure I used the explosives rework correctly here but that'd be 156 damage to the new orks' face.
Delayed thought so it still gets that 'gtfo' action. Which I believe works against agi so shouldn't be too easy for an ork.
And if it manages to throw the nades back then I'll probably use a fate point to make it reroll.


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 turns to focus on the new arrival, hoping that Krish can finish the original foe off quickly, or that he himself can end the new one first.
At the same time, faced with the hyper aggressive orks, Cormaeg instinctively falls back on the old figure eight pattern.

Single Attack +10
Guarded attack -10

Attack (Ws 37): 1d100 ⇒ 60
Damage: 2d10 + 6 ⇒ (2, 3) + 6 = 11
The orks are not big enough to get a bonus for size are they? Not that it matters for THIS attack...
So far, none of my characters have been all that useful in combat


@Simmins: While you struggle with all the blood clouding your field of vision, the latter part of your short burst is on target and throws back the Ork to the ground, widening the already massive holes in its body. A body looking like the resulting mess does not have the right to get back up again and even the charging Ork would have agreed to that - would he not be busy being dead by now.
@Thud'dr: It is *tonk* time. The ripper proves to be harder than ork bones (once again). The arm of the offending ork boy breaks halfway between elbow and wrist, causing the Choppa to fall to the ground with a heavy *thud*. Reverse-engineering stat profiles, I think that you do multiply the Boni gained from unnatural scores. but you do not multiply buffs, like ferocity or psyker powers
@Leni: From the corner of your eyes you see fancy-Ork casually walk towards the wall between the corridor and the main battlefield, without so much as a sidelong glance at the bundle of grenades that bounced against his hip. After rounding the corner already halfway to Simmins, you suddenly come to a shocked halt, as fancy-Ork emerges from a wickedly green glowing energy nexus that appeared out of nowhere. You can smell the ugly words 'Ere We Go!. To make things worse, fancy-Ork is now fancy-Ork-with-green-lightning-spewing-eyes. @Krish: You feel a powerful psychic power being used behind you and receive a split-second mind image of two mind-boggling huge ork-like faces laughing cruelly.

GM-Dice:

'Ere we go!': 1d100 ⇒ 57

Krish to go and Cormaegs resolution pending.


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 sees the green light, sees his friends in a desperate melee, and something in his mind goes *tink*. This is not acceptable. This was wrong! This must stop! Not again! Not Notch again! Emprah Protek! Thud Protek!
Probably raging next round. My friends are in danger!


@Cormaeg: You are far from satisfied with your swing, it feels far to slow to hit anything and indeed, the Ork is able to parry your whirring sword with its axe-like choppa again!
@NPCs Door: The bearded fellow who took position near Leni, gives her a bit of covering fire, aiming to take down the badly injured Ork in her way with a carefully aimed shot. He puts a round through the Orks neck, nice and clean, opening the way for Leni in the wake of the dying Ork. The other militiamen is gasping at the green-shimmering nexus of not-reality below which a bandolero of grenades roll around with wise eyes, babbling: "W-W-Witchcraft!"
@NPCs Desks: Both pop up behind their cover, get into firing position and send short burst of gunfire against the gunner orks atop the balcony. They score a total of three hits on two targets.
@Cort: Is getting worked up and yells courses (along lasbolts from his pistol) at the orks before quickly ducking back behind cover. His aim is true - but center mass, resulting in two nearly perfect aligned scorch-marks in the balcony.

GM-dice:

Ork Parry WS36: 1d100 ⇒ 7
Militiamen w. Autogun: BS25+10+10+5-20 vs Ork Dodge 9: 2d100 ⇒ (14, 36) = 50
Militiamen Break Pinning BS30+10+30: 2d100 ⇒ (9, 48) = 57
Militiamen w. Lasgun: BS25+10+10+20 vs 9: 4d100 ⇒ (55, 22, 63, 23) = 163
Autogun Hits: 1d10 + 4 + 1d10 + 4 + 1d10 + 4 ⇒ (5) + 4 + (4) + 4 + (6) + 4 = 27 Pen: 1, Bleed(1)
Cort breaks Pinning? 35+10: 1d100 ⇒ 49
Cort w. Laspistol: BS35+10+20-10 vs 9: 2d100 ⇒ (13, 78) = 91

Last call for @Krish before botting.
Will move us in four@-ish hours if I do not hear anything until then.


...Or not.
Surprise presentation killed my afternoon.
Will move us tomorrow morning.
@Krish: Grace period was extended ;-)


@Krish: You decide that it is about time to get rid of the Ork before you, so you swing your staff and ready your powers to obliterate the Xeno upon impact. The swing is terrible but the Ork is just that wide open after that the tip of your staff barely touches the hulking chest of the Xeno. But that is all you need. Your summoned, otherworldy energies stream into the foul body of the greenskin and detonate its chest from within. Steaming particles *flopsch* to the ground on all sides, leaving only the lower parts of two heavily muscled legs behind.
===================================
@Shoota-Boys: The shot Ork suddenly remembers the two humiez behind the desk who reappeared and shot him. Quickly re-aimingpointing his gun, he retaliates. Middle-boy goes after @Simmins again, obviously keen to reproduce his miracle shooting from before. Left-boy cannot decide and goes full-spray into the melee between @Krish, Cormaeg and one of his kind. Neither Simmins nor the militmen are hit but more desks are shredded all around. The wild salvo into the melee, rightfully hits the attackers kin, throwing it agains the far wall where it slumps the ground, leaving a long and bloody trace behind. (Cormaeg&Krish still have to test for pinning)
@Melee-Boys with Thud: The merciless beating continues...The hits come in like heavy rain. Once, twice, thrice, four times! (12, 16, 15, 14, each R, Pen:2, Bleed(1) if you take damage beyond soak)
@Fancy Weirdboy: (had his out-of-order move action to evade certain anihilation by Leni)
@Burna-Boy: A burning xeno is coming out of the smoke, slowly treading towards the stairs leading down to your level, tendrils of smoke rising from its blistering skin. One of the burna-boys actually survived and is coming towards you!

GM-dice:

Krish Attacks! 39+10+20+30 vs 36: 2d100 ⇒ (95, 52) = 147
Krish Channels!: 2d100 ⇒ (34, 74) = 108
Weapon Damage: 1d10 + 4 + 4 ⇒ (6) + 4 + 4 = 14 Pen: 5
Psi-Damage: 5d10 ⇒ (4, 2, 8, 5, 7) = 26
Exploding Ork on a 2: 1d2 ⇒ 1
Shoota-Boy w. Shoota: BS27+10+10+20 vs Militiamen 20: 2d100 ⇒ (65, 100) = 165
Shoota-Boy w. Shoota: BS27+10+10+20 vs Simmins 13: 2d100 ⇒ (68, 96) = 164
Shoota-Boy w. Shoota: BS27+10: 1d100 ⇒ 20
Cormaeg to Hit 9: 1d100 ⇒ 13
Krish to Hit 39: 1d100 ⇒ 49
Cormaeg to Hit 41: 1d100 ⇒ 29
Ork-on-Ork damage: 1d10 + 8 ⇒ (3) + 8 = 11 Pen:4
Ork w. Cleava: WS36+30+20 vs 20: 4d100 ⇒ (48, 56, 73, 83) = 260
Ork w. Cleava (Follow-up if first hit): WS36+30+20 vs 20: 4d100 ⇒ (29, 76, 61, 88) = 254
Ork-Dmg: 1d10 + 6 ⇒ (4) + 6 = 10
Ork-Dmg: 1d10 + 6 ⇒ (10) + 6 = 16
Ork-Dmg: 1d10 + 6 ⇒ (4) + 6 = 10
Ork-Dmg: 1d10 + 6 ⇒ (3) + 6 = 9

Squad up! You were mostly lucky this round. Bad shooting from Orks, a RF without major trouble against Thud and a friendly-fire incident on the enmy side.


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 take 1, 5, 4, 3 = 13 wounds! Now at 2. I'm going to use my only fate point to heal 1d5 ⇒ 5. Now at 7
bleed heals?: 1d100 ⇒ 49-no.
My actions to come in a bit. Orks gonna die!


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

all out melee vs 81ish: 1d100 ⇒ 81 - Holy Crap look at that! 3 DoS because of Unntural!
rend: 2d10 + 12 ⇒ (9, 1) + 12 = 22 - Replacing 1 with the 3 for 24 damage
The sounds of heavy cuts can just be heard over the din of battle. Thud is wounded, grievously so, but where his body fails, his Faith soars! As blood runs down his arms and side in small rivulets he rears up to his full height and RAORS, EMPRAH PROTEKS! I AIN'T DEAD YET. YOUS DED, GREENIES! FOR DA EMPRAH! Frenzy
His weapon descends on the little orks with implacable rage and audible speed, and, as if guided by the Emperor's own hand, the wild swing actually comes down on target!


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

What to do, what to do...?
Well, I guess I should test for pinning first and then we'll know. heh.

Pinning: 1d100 ⇒ 71

Going nowhere...

Trapped behind the makeshift barrier, Cormaeg quickly ducks down from the lethal storm of bullets in the air.
At the very least, no enemies were in direct contact with him anymore, but he also found himself stuck in place.

Curses! This is NOT the time to be pinned down!

Unable to do much, he retrieves his las pistol, arming his off hand just in case he has to stay in place much longer.

"We need those shooters cleared! Let them taste the emperors wrath!"


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

Leni stares at the greenskin for a split second before screaming at him "You're between me and my patient you ugly son of a grox!"
before shoving her lasgun into his ugly green mouth and pulling the trigger.


Aim +10 (A bit of a stretch to call sticking the gun in its face aiming but she has that action, so might as well count it as that ~)
Called Shot -20
Las sight +10
Point Blank range I guess? he did appear right in front of Leni +30
= 62

Called Shot: 1d100 ⇒ 71 3 DoF... Well maybe he 'dodges' into it?
Called Shot: 1d100 ⇒ 89 Not sure about its stats but that might just work
Lasgun on overload: 1d10 + 5 ⇒ (1) + 5 = 6 Pen 2 - not going to change anything but yeah, for the record

Not Lenis round


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

Leni's shout causes Simmins to realize that something is happening behind him. He turns his head and blanches as he sees what looks like Leni taking on a Psyker Orc 1 on 1 right next to him and Cort.

Cort! Rebrace on that thing! Millita try and take that burner out! he shouts. There were so many high priority targets that the shooters raining lead around him had dropped to third.

Cort rebraces in one round. Simmins Point Blank Burst on Weirdboy

BS 48 + 30 Point Blank + 10 Brace 88: 1d100 ⇒ 38

Oh yeah that's 8 hits @ 6 DOS

Sarge... there's a witch in our backlines! SARGE! he shouts over the roar of the Stubber even as blood continues to pool around him.

Status update: Wounds 5/17, 51/75 Stubber Clip #3 loaded, 67/75 Stubber Clip #2, 35/75 Stubber Clip #1 Fate 1/1 Bleed(1)

Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Stubber I Pen 3 Mighty Shot: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Turning the 1 into a 12 with 6 DOS. not even one RF :(


@Thud'dr: You curbstomp one of your assailants into submission. That is to say, you smash in the Orks skull hard enough to make its chest burst open like a fruit. (you are still clubbing away with the ripper, so no eviscerator dmg for you)
@Leni: Your hasty shot is scorching the unprotected flesh of fancy-orks right cheek. That one would hurt a human like a b****, but the Ork does not look troubled. Actually, he is looking past you at something or someone behind you with clear interest.
@Simmins: While Leni's attack is visibly not powerful enough to trouble the Ork, your salvo is on target. Dead on target. The ork buckels and shakes under the fussilade, its fancy dress ripped into bloody ribbons. As you have to stop the burst due to slowly loosing control of the spread, the Ork still stands, despite the half a dozen bleeding holes in its body. Leni, on the other side of the Ork is now well doused in bright-red blood. (Reworked stubber has a burst RoF of 6. But it also has a raised base damage of 2, which is a net damage boost against tough enemies)

GM-dice:

Ork parry WS36: 1d100 ⇒ 63
Weirdby vs Simmins Dodge 35: 1d100 ⇒ 50

@all: Weirdboy, Burnaboyz and the funny guys further upstairs are all +10 to hit due to size. @Simmins:I added another point of damage to reflect another DoS -> damage resulting from that.
@Krish: You're up.


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

Krish ducks below the edge of the table as full auto fire spatters all around.

Pinning vs 50: 1d100 ⇒ 68.
FP Reroll
Pinning vs 50: 1d100 ⇒ 65.

I guess the emperor wants me to stay behind this table then...

"Shit shit shit shit..." Crouched behind the table, with enemies all around, Krish is very concerned. Things have gone suddenly very sideways. He peers up over the top of the table and sends a wave of exhaustion crashing down over the ork that was shooting at him, with a prayer to the Emperor that the ork in front of him does not end any his life in the next few moments.

Enfeeble:
Using the push level. (Krish does not respond well to being pinned while enemy psykers are running amok... sorry if this is bad...)
Focus Power (Enfeeble) vs 80: 1d100 ⇒ 27, 6 DoS.
The shoota needs to score 6 or more DoS on an opposed Willpower Test or be stunned for one round.
Psychic Phenomena: 1d100 + 10 ⇒ (30) + 10 = 40, Unnatural Decay.
Psychic Phenomena: 1d100 + 10 ⇒ (18) + 10 = 28, Veil of Darkness.
Gonna go with Veil of Darkness.

As the violet glow surrounds the ork shoota, stygian blackness falls over Krish and everyone in that half of the room.

Veil of Darkness:
For a brief moment (effectively the remainder of the Round), the area within 3d10 ⇒ (1, 3, 10) = 14 metres is plunged into immediate darkness.


@Krish: You clearly feel your power taking hold in the beasts mind, knocking it out cold.
@NPCs (door): The right guy is clearly suspicious of the big blob of explosives about to go off in the middle of the corridor and decides that now is a good time to sprint into the room. He is caught mid-move by sudden-darkness. Soon thereafter you hear a distinct clatter as if a ragtag of mismatching bodyarmor and autogun had just hit the floor. Left guy is flinging shells at the approaching burnaboy. His shooting is quite on-target.
@NPCs (desks): Are very keen to follow Simmins 'suggestion' and fire more lead at the burning burnaboy - one hitting home with all fired shots, the other missing horribly. Blue overall meanwhile manages to squeeze another jam out of his shotgun. After taking so many hits, the burning ork drops to his knees, roaring defiantly yet momentarily unable to force its body to move on.
@Shoota-Boys: Are momentarily startled by the massive DARKNESS that just jumped into being in the middle of the room. Then start laughing and joyfully fire their guns on full automatic fire right into the middle of it all. (break pinning is now at -10 for Cormaeg and Krish due to overlapping cones of fire)
@Choppa-Boy: Mostly ignoring the darkness, Thud'drs remaining enemy is happily swinging about, laughing all-the-while. The xeno manages to hit the Ogryn again - twice. (13 to the leg. 10 to the chest. Both R, Pen:2, remember to test for bleeding-stop)
@Fancy-Boy: Through the deep, sudden warp darkness, two green glowing eyes remain visible. Making matters worse, the small green dots of lightning starts to wriggle and then extend, split up and lengthen like living lightning, pressing ever deeper towards the center of darkness until it highlight a humanoid figure, seemingly cowering. As the darkness starts to fade, the green lightning remains. A wavering, otherworldly string connecting the weirdboy and witch!
@Nobz: Out of the slowly dissipating smoke in the third floor, a hulking figure strides out, a long and wickedly sparking gun held at the ready, surveying the battlefield. Of which the better part is covered in darkness at that moment. "Whuzza doing, ya gitz? T'ese be no moar than a handfull uf humiez!" The Nob levels his gun in the direction of the two militamen in the far right corner of the room and the guns starts whining and glowing like a very angry nest of irradiated Krieg-Bees...

Psiscience +10:

Whatever foul warp magic the Ork has woven, you feel connected to it in a most horrible way.
You feel your very life-force beeing connected to that of the Xeno...

Gm-Dice:

Militiamen w. Autogun: BS30+5+10+10 vs 9: 2d100 ⇒ (30, 42) = 72
Militiamen w. Autogun: BS30+10+10+10 vs 9: 2d100 ⇒ (74, 60) = 134
Militiamen w. Autogun: BS30+10+10+10 vs 9: 2d100 ⇒ (16, 54) = 70
Blue-Overall w. Shotgun: BS28+10+10+10 vs 9: 2d100 ⇒ (99, 11) = 110
Autogun Damage: 1d10 + 4 ⇒ (4) + 4 = 8 Pen:1, Bleed:1
Autogun Damage: 1d10 + 4 ⇒ (9) + 4 = 13 Pen:1, Bleed:1
Autogun Damage: 1d10 + 4 ⇒ (6) + 4 = 10 Pen:1, Bleed:1
Autogun Damage: 1d10 + 4 ⇒ (1) + 4 = 5 Pen:1, Bleed:1
Autogun Damage: 1d10 + 4 ⇒ (9) + 4 = 13 Pen:1, Bleed:1
Autogun Damage: 1d10 + 4 ⇒ (1) + 4 = 5 Pen:1, Bleed:1
Autogun Damage: 1d10 + 4 ⇒ (5) + 4 = 9 Pen:1, Bleed:1
Ork w. Cleava: WS36+30+30-20 vs 11: 2d100 ⇒ (9, 97) = 106
Ork w. Cleava: WS36+30+30-20 vs 11: 2d100 ⇒ (37, 20) = 57
Cleavy Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Cleavy Damage: 1d10 + 6 ⇒ (1) + 6 = 7

Everyone up.
Let's say the darkness dissipated now. You can RP-reference it, but it will not have any mechanical effects anymore.


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

Now at 5 wounds
all out vs at least 81: 1d100 ⇒ 78 - 3 DoS
damage: 1d10 + 12 + 2 ⇒ (10) + 12 + 2 = 24
righteous!: 1d5 ⇒ 1
bleed stop?: 1d100 ⇒ 4 - yes!

Thuds wounds close as he is hit again. The power of his faith, that of a child, is unshakable. He doesn't doubt, didn't question, even his simple subconscious is completely given over to his holy purpose of beating every last xenos to a chunky salsa! His ripper comes down again on the last ork blocking him from his allies to glorious effect!


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

Willpower vs 40: 1d100 ⇒ 74.

The orks ability to overwhelm his own defenses against warp powers without even having a contest of wills shakes Krish to the core. Finding himself still pinned by heavy auto fire whizzing by all around him with a melee weapon his hands and no targets close by to hit with it, Krish pulls out his last krak grenade, getting ready to throw it.


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

with blood dripping in his eyes and crazy warp powers firing in front of him Simmins does what he was trained to do.

BS 48 + 30 Point Blank + 10 Brace +10 Large 98: 1d100 ⇒ 7

That's a 10 DOS

He fires at the target right in front of him.

Stubber I Pen 3 Mighty Shot: 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Stubber I Pen 3 Mighty Shot: 1d10 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Stubber I Pen 3 Mighty Shot: 1d10 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Stubber I Pen 3 Mighty Shot: 1d10 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Stubber I Pen 3 Mighty Shot: 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Stubber I Pen 3 Mighty Shot: 1d10 + 6 + 2 ⇒ (3) + 6 + 2 = 11

So does replacing a 1 with a 10 from a DOS trigger a RF? :p Replacing 1 with 10 to turn 9 into 18. Rolling 2nd RF anyway for giggles.

I believe 7 turns to 70 which is body hits Body, Body, Arm, Head, Arm, Body

RF: 1d5 ⇒ 5 Body Internal damage! knocked prone, 2 rounds stunned, Toughness (+0) or 1d5 fatigue-level
RF: 1d5 ⇒ 3 Head Broken Nose! 1 round blinded, Test Toughness (+0) or get stunned for 1 round
RF: 1d5 ⇒ 1 Arm Let go of anything hold in that arm

Status update: Wounds 4/17, 51/75 Stubber Clip #3 loaded, 67/75 Stubber Clip #2, 35/75 Stubber Clip #1 Fate 1/1 Bleed(1) (Recalculated clip to account for 6 shots per auto instead of 8.


@Krish: Please roll me one wp-test for each of Simmins hits.
Basically, you are doing opposed Psy-rolls gainst the weirdboy here

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