Skyfall- An Only war story

Game Master Solar27

Map of current fight
This is a Warhammer 40K story set on the world of Skyfall, where 5,000 years ago demons and angels warred in the heavens and broke the sky. Now pieces of that war rain down upon the land and you are the Scavanger teams sent to reclaim those pieces of lost technology that might survive, from an area called the Skybreak.

This is your life and it's not an easy one, the Skybreak takes as much as it gives but it gave you hope of better times.

At least it did, until they came


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| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Spending 250xp for my second Agility advance.

Banking 50xp.


My landlady is repainting everything right now so there won't be any updates until everything dries (probability Monday)


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Understandable!


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Ogryn

Happy Thanksgiving to all and to all a good bite.


sorry all, didn't have posting access past week.


No problem. I won't be able to update until Monday so try to post by then if you can


I'm taking a few days off to deal with sone Christmas stuff (shopping etc). I'll update this over the weekend


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Cool.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

No problem.


Let me know what your going to do with your prisoner


Does anyone want to interrogate your prisoner before I move things on?


Let me know your questions by the end of the week.
I plan on doing something low pressure and fun like the festival over the holidays to give us all a bit of a breather and I want to start it by the 23rd


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Fair. I may be unavailable tomorrow. Feel free to bot Notch if necessary.


The next post will be on the 31rst of December.
Have a good holidays everyone


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

A happy Emperor's Day to all!


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

3 Common or more available items: Clip Harness, Filtration Plugs, Grapnel and Line

Scarce or lower item: Red-Dot Laser Sight for Lucius-Pattern Lasgun

Very rare or lower item: GC Camo Cloak

From Dunc: Multi-key


Ogryn

Dunc wish he could give everyone eight handmade gifts, but Dunc no good at knitting.


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Dunc has a big heart.


Happy New Year


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Happy new year!


I forgot to mention your loot from the last fight was 2 frag grenades, 2 Synskin and 2 needle rifles
Also 300 exp for everyone


Also armour take 3 days to make, weapons 2 days and everything else 1 day with modifiers equal to the difficulty of the acquisition roll


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Huzzah!

Notch would very much like one of those synskins, if no one objects.


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Here's the availability table I'm using, in case anyone lost the first one:

AVAILABILITY REQUISITION MODIFIER
Ubiquitous (UB) Automatic
Abundant (AB) Easy (+30)
Plentiful (PL) Routine (+20)
Common (CM) Ordinary (+10)
Average (AV) Challenging (+0)
Scarce (SC) Difficult (–10)
Rare (RA) Hard (–20)
Very Rare (VR) Very Hard (–30)
Extremely Rare (ER) Arduous (–40)
Near Unique (NU) Punishing (–50)
Unique (UN) Hellish (–60)/GM's discretion


Ogryn

Hey notch, Duncan already got krev a narth.


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

*checks again*

Cheers for pointing that out Dunc. I must have read the wrong dice result.

I'll revise.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

So I did the get a new mount thing in the first week. Do you mean that we can just build the mount we want? And what do you mean by a dragon?


Yes in the first week and yes whatever you want. Also I just think that dragons are cool.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

I agree! Dragons are cool. I will see what I can put together.. lol


gonna use 800 exp for PR 4, with enough left to spare to get another psychic power, I wanted to get the groups opinion on this. There are a couple of powers i was thinking of-
Telekinetic Dome- leave me with 100 exp to bump my WP, good defensive ability
Molten Beam - anti-tank/big scary boi
Sunburst - more artillery (basically 1 hit per DoS)
Fiery form
Scryer's gaze (wound need to upgrade my psyniscience rank to get this one) but leaves me with 100 xp to bump my willpower. potentially useful coming up.

I'll list what each power does in spoilers at the end of this post. alternatively, I could start saving for PR 5 XD.

Items I think I got-
one refractor field (thanks Dunc!) (we could grab a lascannon or a plasma gun with this guys! anyone wanna call in the heavy fire support? haha) although, I was wondering if it would be worth it to skimp out and get a poor quality conversion field. it goes from 1-30 (overload on 10) to a 1-50 (overload on 15) because I plan on getting more into the thick of the fight now since I have hopefully some good armor and force staff the coin flip is looking better.

Force staff (poor quality, which gives a -10 on the roll right?)

one scarce item of my choosing (TBD)( I missread this, I thought I could only do upper/lower once each. If that is not the case I would have attempted the upper deck twice for the real good goodies. Could I reroll or swap it if that is the case? the roll was a 10 so it would have passed either XD. If not thats fine, I'll either grab something fun or a poor quality carapace armor suit.

another question, the librarium bonuses are only active inside the

What does the party think, should I continue down artillery powers, or would you rather I pick up some stealth powers?

scryier's gaze:

7–4: Scrier’s Gaze ResultsDoSResult
1 Single Threat: The psyker manages to focus his view on a single key manoeuvre the enemy is either planning, or currently enacting. This could be an ambush, an all out assault, or a flanking manoeuvre, ambush, an all out assault, or a flanking manoeuvre, but regardless of its nature, it is a key manoeuvre to the enemy’s plans.

2 Troop Movements: The psyker’s visions stretches over the entire battlefield, able to see the movement of all allied and enemy troops. However, he is unable to focus his vision enough to see the exact number and makeup of each unit.

3 Troop Numbers: The psyker controls the focus of his vision, he is aware of all previous effects and is also able to discern the number and makeup of each individual unit.

4+ Commander’s Plans: The psyker breaks through the veil of time, seeing the battle and its countless different outcomes. He is aware of all previous effects, and also knows details of the enemy commanders’ battle plans

telekentic Dome:

Extending his power over his allies, the psyker creates a shimmering dome of energy around them that deflects enemy fire as effectively as any bunker. Despite its sturdy protection, the dome feels no different than thin air, and allies and enemies alike can pass through it unheeded.The psyker chooses a point in range and line of sight, and creates a dome of invisible energy centred on that point with a radius equal to half the psyker’s Psy Rating, rounded up. All allies standing inside the dome gain a number of Armour Points equal to the psyker’s Psy Rating to all Locations against any attack that originated outside of the dome’s radius. However, enemies may still physically pass through the dome at no penalty.

Fiery Form:

The psyker engulfs his own body in the fire of the Warp. It spreads over every inch of his skin, transforming his very flesh into living Warpfire. Reborn a being of living flame, the psyker burns everything he touches, transforming his surrounding into a burning hellscape with every step he takes.While this power is in effect, all of the psyker’s melee attacks deal addition Energy Damage equal to his Psy Rating and gain the Flame Quality. In addition, at the end of each of the psyker’s Turns in which he sustains this power he emits a Psychic Blast centred on himself with a radius equal to his Psy Rating. All creatures within the area of effect, with the exception of the psyker, suffer 1d10 + Psy Rating Energy Damage with a Pen of 0 and the Flame Quality.

Molten Beam:

The psyker extend his palm towards his enemy and unleashes a concentrated, white-hot beam of energy. Such is the heat of the focused beam of Warpfire that armour melts to slag and flesh simply vaporises as it effortlessly cuts through them.This power is a Psychic Bolt that deals 1d10+5 Energy Damage, +3 per point of Psy Rating, with a Pen equal to twice the psyker’s Psy Rating, and the Melta quality.

Sunburst:

This power is a Psychic Storm that deals 1d10+2 Energy Damage, +2 per point of Psy Rating, with a Pen of 0 and the Flame Quality. up to Psychic rating additional hits

endurance:

A number of allies in range equal to the psyker’s Psy Rating, plus the psyker himself, recover Wounds equal to half the psyker’s Psy Rating, rounded up. They also may immediately overcome the effects of Pinning.This power is incredibly taxing and requires at least 12 hours of recovery before it may be used again


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Any of those could be useful but my vote is for Scryer's Gaze or Telekinetic Dome.

Poor quality armour is painful, it cuts your ability to dodge.


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Forbidden Lore (Archaeotech) 200xp from leafing through the Librarium and Enginarium.

150xp banked


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Thank you for the Detox and Narthecium gents.

I've got a grenade launcher going if someone wants to get the proficiency they can have it. Its a handy utility weapon for the squad to have.

Grenade Launcher
Blind Grenade Clip x3
Frag Grenade Clips x7
Krak Grenade Clip x2


@Davien I'll let you change it to the upper and yes the bonuses are only while your in the ship


@jak I'm moving things forward on Wednesday if you want to maje stuff like finishing off that autocannon


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Sorry for the delay, the end of the year was .. a trial. I will try to get my stuff resolved by Wednesday.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

What is the total xp earned (not counting starting xp)?


1500 exp not counting starting exp


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Thanks. My count was off.


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Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

I'll be spending the new xp and my banked XP on Infused Knowledge... nothing more annoying than being unable to even attempt the check.


| 1 IP | 2 CP WS 31 BS 36 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

It is such a useful talent. It does require investment in Intelligence to get the most out of it but well worthwhile.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Spending xp on Weapon Skill increase, Toughness Increase, Intelligence Increase, and Tech-Use +20.

Trying to make a dragon with the 12 points they give is .. impossible. I can get close but not quite all the way there...


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Are there no thunder hammers in OW?

I think for the Very Rare I will go for a power axe. Still working on the other items.

I have a mount writeup that is, I think, pretty awesome and close-ish to a dragon.

I will get my rolls for the second half thrown together today, including making that autocannon. @Skyfall - what is needed to assemble the autocannon?


Ogryn

Only war misses out on quite a few items. Bullgryn armor and gauntlets would be nice.


Only one tech use left on the autocannon


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Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.
Duncan "Dunc the Lunk" wrote:
Only war misses out on quite a few items. Bullgryn armor and gauntlets would be nice.

Only War came out in 2013, Bullgryns were added in 2014 to 40k... Fantasy Flight put out their Star Wars RPG in 2013. I remember being incredibly frustrated that the various 40k rpg lines clearly had less resources assigned to them. Bar Dark Heresy 2nd it felt like they put a skeleton crew on finishing books they had begun creating.

Black Crusades nurgle themed book has a whole load of stuff in it that is very unaligned and I have a hunch its because originally its got a bunch of stuff in there from a book they decided not to make.

Gear wise the various systemsbare largely compatible but Black Crusade and Dark Heresy 2nd are the most similar. But I haven't wanted to pull that thread too much. Both do have Thunder Hammer rules. I can't recall ever seeing a guardsman with one but it could happen... the CSM Lord from Blackstone Fortess also likes his Thunder Hammer despite what Chaos Marines usually having access to.


You could replicate it by adding a pistol grip to a motor and buying a shield, best quality would give you 3 Ap to your body.
Add that with carapace armour and you've got a close enough replica


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

@Skyfall - Is it okay to choose a bionic/cybernetic as one of the things "found"? If so, When can they be implanted?


Yes and they can be implanted immediately


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

@Skyfall - What did you think of the mount? Also, what are the restrictions on building stuff?

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