Skyfall- An Only war story (Completed) (Inactive)

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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... DM, could one use Assail to throw a grenade at an enemy... then have said grenade explode on said enemy?


Add a -20 to your test and you can try. Though can can also just throw it normally with a -10 for long range, if it's more than twice your throwing distance(or -30 for extreme, which is 3 times)

Actually I'll say this: you can add the damage of the Assail (still with the -20) but I'm adding a secret chance it will explode in your face

So a -20 psy test with extra damage and more chance of explosions.
Do you feel lucky


Ogryn

Duncan pulls the trigger on his weapon, and realizes he has run out of ammo... without missing a beat, he charges the ork directly in front of him and bashes it with his ripper... to no effect. The confusion radiating from his face is palpable.

62: 1d100 ⇒ 78


Botting Davien to keep things moving
Flame breathe under 65: 1d100 ⇒ 18
2 hits
1d10 + 4 ⇒ (4) + 4 = 8
1d10 + 4 ⇒ (3) + 4 = 7

Rolls and stuff:

Dodge: 1d100 ⇒ 7
Fire: 1d100 ⇒ 54
fire damage: 1d10 ⇒ 1
Willpower: 1d100 ⇒ 46
Agility: 1d100 ⇒ 48
Charge: 1d100 ⇒ 5
1d10 + 6 ⇒ (2) + 6 = 8
1d10 + 6 ⇒ (9) + 6 = 15
Charge Krevlor: 1d100 ⇒ 84

The Mutant facing Duncan is set on fire by Davien.
Ducan is charged by one of the smaller ones who swings it's axe at his head
Make a dodge or parry or take 15 pen 2 damage the the head
The other Hulking Mutant charges Krevlor but misses it's swing

Orange=11
Red=17
Yellow=5
Orange=Still Dead


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

Krevlor scrambles for his hunting lance and thrusts it forward. "God Emperor Protect me!"

Hunting Lance 59: 1d100 ⇒ 5
WS34+10 Single Attack+5Cohort+10Hulking=59
X Damage Pen 7... if not evaded: 2d10 + 6 ⇒ (3, 4) + 6 = 13 Substituting DOS so 15 damage
Concusive 3 so a -30 Toughness check. Failure means its stunned for one round per degree of failure


sorry, didn't realize I was up.


They're no need to post to post in order. I'm notcreqlly keeping trackvof that in favour ofca more smooth playing experience


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

Previous round's reaction:

As the mutant charges Krevlor, Jak's servo-arm darts out snapping at the creature.

With a 2m reach, I should be able to hit the thing from here.
WS 39 +10(standard attack) +5(weapon quality)
Standard attack vs 54: 1d100 ⇒ 75.

Current round's actions:

Following up his first strike, Jak aims a short burst into the mutant attacking Krevlor. He first sets the selector back to its normal power setting, attmpting to conserve his remaining charge.

WS 28 +30(point blank range attack) +10(aim) -20(firing into melee) +5(volley fire)
Standard attack vs 53: 1d100 ⇒ 11, 5 DoS. 3 hits.
Damage: 1d10 + 3 ⇒ (3) + 3 = 6E, Pen 0.
Replace with DoS. Total damage is 8E, Pen 0.
Damage: 1d10 + 3 ⇒ (9) + 3 = 12E, Pen 0.
Damage: 1d10 + 3 ⇒ (10) + 3 = 13E, Pen 0.
Righteous Fury: 1d5 ⇒ 1

Ammo: 21/60


| 1 IP | 2 CP WS 31 BS 41 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|

Seeing Krevlor in danger, Notch swiftly draws his own hunting lance and charges at the mutant!

WS 31 +20 charge +10 hulking +10 ganging up = 71

Charge! 71: 1d100 ⇒ 8

X Damage, Pen 6: 2d10 + 3 + 2 ⇒ (6, 3) + 3 + 2 = 14

Substituting in 7 degrees of success, that is 18 damage, pen 6 X, to the right leg.

With concussive (3)


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Ogryn

Parry:21: 1d100 ⇒ 21 I did not foorsee that.

Duncan catches the axe on his ripper and smiles as his return blow swings down towards his foe. Happily thinking of the emprah he begins bellowing out a battle hymn... off key and the words are wrong... but the heart is there.

82: 1d100 ⇒ 9All-out plus CQB
1d10 + 8 ⇒ (7) + 8 = 15


Botting Davien: 1d100 ⇒ 90
Both Notch's and Krevlors attacks hit the mutant in the. Talk about team work

Rolls and stuff:

red maths tb bonus 9 at 17
Parry: 1d100 ⇒ 72 no
It's head explodes
fire damage: 1d10 ⇒ 3
Parry: 1d100 ⇒ 86
Willpower: 1d100 ⇒ 24
Attack: 1d100 ⇒ 100

Toughness: 1d100 ⇒ 13
Attack: 1d100 ⇒ 37
Attack: 1d100 ⇒ 58
damage: 1d10 + 6 ⇒ (8) + 6 = 14
damage: 1d10 + 6 ⇒ (9) + 6 = 15tearing
damage: 1d10 + 6 ⇒ (4) + 6 = 10
damage: 1d10 + 6 ⇒ (5) + 6 = 11tearing

Jak's shots hammer into it's body causing it to stagger.
Krevlors hunting lance strikes it's head knocking it off it's feet before Notch strikes downward decapitating it.
The last large mutant tries to put out it's flames but it's unsuccessful
Duncan's attack hits it's target square in the head with the sound of the struck bell.
It also goes all out and hits back with 2 attacks at Ducan's legs
Ducan make a parry test or take 2 hits for 15 pen 2 (right leg) and 11 pen 2 (left leg)

There's a distant roaring sound and an explosion. A wave of pressure crashes into the outer hull and through the broken windows. The deck tilts beneath your feet as the ship is rocked
Everyone make a strength test (+0) or be knocked prone

Mutant strength rolls:

1d100 ⇒ 43
1d100 ⇒ 47

The smaller (orange) mutant is knocked off it's feet but the last large one remains standing.


Orange= crit 1
Red=Dead
Yellow=5 on fire fatigue 2
Purple=Still Dead


Map of current fight


Ogryn

1d100 ⇒ 70

Duncan is prone and at 13 wounds left

Duncan lands with a thud as the structure heaves under his feet. Missing not a beat, he throws himself to his feet and strikes again at his foe.

1d100 ⇒ 95 Nope


| 1 IP | 2 CP WS 31 BS 41 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|

Woohoo! Teamwork!

Strength 28: 1d100 ⇒ 68

Notch blasts the mutie's head into ruin - and is off balance at just the wrong moment. He is knocked onto the ground. He picks himself up, draws his warblade, and advances to back up Duncan.


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

Krevlor loses his footing. He draws his laspistok as he steadies himself against the wall.

Strength test 31: 1d100 ⇒ 44


strength30: 1d100 ⇒ 79

Davien who was attempting to gather the twisting energies again is knocked clean off his feet by the impact.

What the Frag was that!?!? He reactively shouts out.

He doesn't bother standing yet, but instead focuses on removing the two remaining threats. He takes out one of his standard issue krak grenades, pulls the pin and uses the telekinesis he had been practicing to hurl it at the yellow mutant, hoping the force imbeds it into the creature before it detonates.

assailpr2,50: 1d100 ⇒ 30

assaildamage: 1d10 + 2 ⇒ (2) + 2 = 4 pen 2

grenadedamage?: 2d10 + 4 ⇒ (2, 2) + 4 = 8 concussive 0, pen 6


Rolls and stuff:

Fire: 1d10 ⇒ 4
Willpower: 1d100 ⇒ 10
Agility: 1d100 ⇒ 89
attack: 1d100 ⇒ 54
on feet: 1d100 ⇒ 88
1d10 + 6 ⇒ (7) + 6 = 13
1d10 + 6 ⇒ (4) + 6 = 10

The larger mutant is knocked off it's feet, still on fire.
The smaller one gets to his feet and attacks Ducan
Parry of take 13 damage pen 2 to your chest

Orange= crit 1
Yellow=17 on fire fatigue 3

Map of current fight


| 1 IP | 2 CP WS 31 BS 41 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|

Notch does his best to shank the fiery mutant!

WS 31 -5 poor craftsmanship warblade +10 aim +10 single attack +10 hulking = 56

Warblade vs yellow mutant 56: 1d100 ⇒ 91


Ogryn

1d100 ⇒ 51

Duncan takes the blow to the chest and growls as he drops his weapon and attempts to his hands around the mutant's throat.

1d100 ⇒ 42 That is a grapple but he can use his reaction to try and dodge.


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

Krevlor moves up beside Notch to try to help him take down the ork.


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

*Friendly targets: 3*
*Hostile targets: 2*
*Range to targets: 7m*
*Probability of hit on combatant: 52.63%*
*Probability of hit on friendly target: 31.578%*
*PROBABILITY UNACCEPTABLE*
*Engaging melee protocol...*

With so many of his allies in melee with the mutants, Jak forgoes his ranged attacks and charges forward. Coming up just behind Duncan, the reach of Jak's servo arm is enough. reaching between the combatants, the servo-arm strikes at the

WS 39 +20(gang-up) +20(charge) +5(melee orders) +5(weapon quality)
Charge Attack vs 89: 1d100 ⇒ 24, 7 DoS.
Damage: 2d10 + 14 ⇒ (4, 1) + 14 = 19I, Pen 10.
Replacing the 1 with 7 from DoS, damage is 25I, Pen 10.


Davien Willpower under 65, flame breath: 1d100 ⇒ 27
1d10 + 4 ⇒ (7) + 4 = 11
1d10 + 4 ⇒ (1) + 4 = 5

Rolls and stuff:

Parry: 1d100 ⇒ 91
Willpower: 1d100 ⇒ 30
Attack: 1d100 ⇒ 51
1d10 + 4 ⇒ (2) + 4 = 6
1d10 + 4 ⇒ (9) + 4 = 13
1d10 ⇒ 10
Flame crit: 1d5 ⇒ 4
The energy ripples all over the character, scorching his body with horrid third-degree burns and inflicting
1d10 ⇒ 4 levels of Fatigue. The target may only take a Half Action on his next Round

Duncan grabs the mutant and holds it up giving Jak the opportunity to cave it's chest in with his servo arm killing it.
Davien vomits more fire onto the large one, who ignoring the flames gets up and jams a large needle into Duncan's chest.
Duncan make a dodge or parry test or take 13 damage pen 3 Toxic
Toxic:

Make a toughness (+0)test or take 1d10 ⇒ 1 damage (energy to the chest). Ignore armour and toughness

Orange=Dead
Red=Dead
Yellow=8 on fire fatigue 7
Purple=Still Dead


Ogryn

1d100 ⇒ 66

Duncan attempts to block the needle with the creature in his hands, but manages to move too late to stop the blow.

1d100 ⇒ 76

Yeah, I'm at one wound so...

The Emprah smiles upon Duncan and gives him a surge of strength to continue taking the fight to the enemy.

3 fate to heal: 3d5 ⇒ (4, 3, 5) = 12

With the sudden second wind, Duncan roars rage in the face of the creature that stabbed him so...Grab: 1d100 ⇒ 77 ...but, misses horribly.


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

Krevlor shots at one of the mutants but only hits fire!
Laspistol Vs Yellow 52: 1d100 ⇒ 58


| 1 IP | 2 CP WS 31 BS 41 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|

Notch keeps stabbing and stabbing at the burning mutant!

WS 31 -5 poor craftsmanship warblade +10 aim +10 single attack +10 hulking +20 gang up = 76

Warblade vs yellow mutant 76: 1d100 ⇒ 61

Warblade Damage: 2d5 + 4 ⇒ (3, 2) + 4 = 9


Just realised I made a mistake with the wounds of the last Ork, it had actually take 17 more damage so it should be dead by now
Botting Jak: 1d100 ⇒ 32
2d10 + 14 ⇒ (1, 8) + 14 = 23
Botting Davien: 1d100 ⇒ 99
Parry: 1d100 ⇒ 82
fire: 1d10 ⇒ 1

The rest of the party gang up on the last mutant and quickly hill it, with Jak landing the killing blow.

The comm tower is now secure, all that remain is to call the Lightening Lances to power the room so that you can contact the Reckless Dawn and find out about these Helldivers.

The Ruined Spire in the center of the room looms menacingly, mutant tech jutting out of it.

If you have Common Lore (tech):

That Spire is not part of the standard set up.

Psyniscience at +30:

There's something in the spire. Strange eyes stare back at you and you get the impression of claws, fins and rat like teeth
Make a willpower test (-10) or gain 1d5 corruption points


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

"Sound off if you've got any fresh wounds to be tended to."


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

Jak surveys the scene taking in the wounded, the dead, and the fact that all of his team have survived. Without a word he begins to approach the bizarre tech in the middle of the room, "This part of the device is not necessary for standard communications equipment. I think we should disconnect it if we can do so without compromizing the standard functionality of these communication devices. I think we should do that prior to calling for power..."

Jak will get close enough to try and visually identify a way to disconnect it without disabling the other equipment.

Tech-Use vs 58: 1d100 ⇒ 65.
Fate reroll: 1d100 ⇒ 27, 4 DoS


| 1 IP | 2 CP WS 31 BS 41 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|

"Definitely. We need that out!"

Notch offers his assistance to Jak.

+10 to tech-use and +1 DoS if accepted and roll succeeds


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

"Definitely. We need that out!"

Notch offers his assistance to Jak.

+10 to tech-use and +1 DoS if accepted and roll succeeds

Fully aware of Notch's skill with machines and their spirits, Jak accepts the man's help with no comment.

That will bring it up to 6 DoS...


sorry all, hopefully my post rate will return to normal in a few days.

I am, surprisingly, fine. I wonder what that quake was? He mentions offhandedly as the others work.

As they look over the spire, he does a quick psynscience check for the area.

psy1-55: 1d100 ⇒ 32 +30 for the spire

will1-45: 1d100 ⇒ 65

1d5 ⇒ 3

as Davien reels away from the sight in the spire, he almost shouts to the others.

Just destroy it, turn it into molten slag! He doesn't look back to the spire.

alriiight, 12 corruption points already, lets gooooo


Working together Jak and Notch are able to disconnect the Spire, at least you think so. The wiring connecting it to the rest of the system was strange and arcane with wires twisted into suggestive symbols and shapes.
You got a strange suggestion that the spire was fighting you
Notch and Jak make a willpower test or gain 1d5 corruption

Davien:

Make a willpower test or gain the following Malignancies (from page 308)
1d100 ⇒ 4
Palsy: The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by 1d10 ⇒ 4


will1-45: 1d100 ⇒ 80
will1-45: 1d100 ⇒ 10 spend fate point to reroll


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

"Lets leave them deal with the machine spirits Dunc. They didn't hurt you did they? I was a bit shaken when they attack but I'm glad you were here to help us stop them." Krevlor smiles up at the Ogryn as his nerves begin to settle.


Ogryn

Duncan stares back at Krevlor. His lumpy face breaking into a uneven smile as a little blood trickles from his lip. A few ragged wounds stand open and the veins along his left arm have turned black from the toxic gunk pumped outward from the mutant's cracked off needle that had barely missed his heart.

"Dunc no hurt. Dunc need nap."


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

Shuddering slightly in revulsion of feel of the corrupted machine, Jak takes a moment to steel himself.

Willpower vs 37: 1d100 ⇒ 71.
Corruption: 1d5 ⇒ 2.

Unconsciously wiping his hands on his clothes to try and get rid of the feel of the twisted device, Jak turns to the other communication equipment to give it an inspection before trying to waken the spirits.

Do any of the other machines we need look corrupted or damaged?


None others. I'm ruling that tech-use as the your characters de-warping this whole thing to the best of your abilities (Though you only have mundane tools and knowledge to do so). All that's left is to call the Lightening Lances to get power to the whole thing


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

With a satisfied nod Jak turns to the rest of the team, "The profane device has been decoupled from the communication hub. I am prepared to vox to the Lightning Lances to call for this system to be energized. Are there any reasons I should not do so?"


| 1 IP | 2 CP WS 31 BS 41 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|

Willpower 36: 1d100 ⇒ 93

Corruption: 1d5 ⇒ 1

Notch wipes his hands with a rag, but still feels somehow unclean.

He shakes off the notion and replies:

"I say do it, Jak! We've spent long enough at this!"


Forgot about this detail, so I'm adding it now

To anyone looking out the window:

A large chunk has been gouged out of the mountain range between you and the city of Defiance and you can now see the city.
A streak of destruction leads straight into it's slums and at it's end you can a scorched, wiggling mass of flesh and chitin about the size of the ship your currently on.
Long tendrils snake out of it and drag ramshackle buildings into what looks like a massive mouth.
In the distance you see figures streaming out of it and strange birds flying around it


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

"Let me help you clean up, you'll sleep better with a few bandages and I've got some plants that'll help." Krevlor set about sewing up some of the wounds and cleaning the areas so they wouldn't get infected.

Medicae 81: 1d100 ⇒ 51
Seven wounds back for Dunc


| 1 IP | 2 CP WS 31 BS 41 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|

Notch glances out the window. Then he walks over to it, wide-eyed and staring out.

GM:

I hesitate to bring it up but do we need to make fear tests from looking out the window? Or risk some other form of insanity gain?


Notch:

No, There are no mechanical effects


| 1 IP | 2 CP WS 31 BS 41 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|

GM:

That's fine. I'm happier that I asked.


Since know ones objecting lets move this on
Jak's vox unit buzzes.
"Lightning Lances to Steel Seekers, what's your status. Has the com tower been secured?


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

"Are you ok Notch. What should we tell them, are you ready for to energise the machine spirits like ye were saying?"


| 1 IP | 2 CP WS 31 BS 41 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|

"There's...a gigantic *thing* eating the city! Sod it, let's start shooting!"


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

Sorry, it was been one hell of a last few days...

<<Affirmative, 'Lances. Com tower secure. We are ready for power circuits to be closed.>>


"Acknowledged. Sending power now"
After a moment power washes through the room lighting up the screens and lumen strips.
Text scrolls across two consoles in the room, each at either side.
The leftmost displays a simple message.
Imperial contacts: 1. Connect? Yes/No

The rightmost displays logs

Logs:

This is Lance Corporal Fredrick, on day 43 post explosion. Still no word from the rest of the ship or any other despite our hails.
Nor will there be
Food ran out today except for each other and the last cog head says that he has exhausted options to repressurise the outer corridor. You saw what happened when they tried to get out
He also says we'll impact the planet in 999 days.
One bit of good news is that as we never deployed it the data deamon remains contained.
No I wasn't
To any who finds this, know that I did my duty to the end. He died shamefully

Nice work uncoupling that old shell but I had longs since escaped it. Now go over to the other console and send me to the other ship. Here I'll even show you how

To anyone reading this gain 2 corruption points and make it willpower test (-10) or do as the above text says.
If your interrupted by anyone you can try again to snap out of it


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

Jak scans over the two monitors, his brow furrows as he tries to make sense of the logs displayed on the second monitor.

Willpower vs 27: 1d100 ⇒ 43.
Well then.

After a moment, Jak moves over to the other console and begins inputting commands.

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