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

"We told them on the vox but they're more concerned with having us fill out forms than get more details on that... not that we have more to say really."


The priest and his squad knows and they probably reported it


| 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|

"I wonder what they'll want of us after this."


A few hours later an order comes through for all "native" troops to gather.
When you get there you see the Collapsed Crossfire, the Ghosts of the Undead, the Society of the Betrayed and the Ghosts of the Undead Savanger squads are already there as well as a Commissar who's leading this meeting.
"Listen here shitstains, you have been given the honour of leading the first charge against the Xenos. You are to advance to the city of ... Calamity and take it's southern gate. Then you will call in targets for an aerial assault.
You don't understand what that means?
I'm not surprised that you don't.
It means you hit your vox bead shout some coordinates, and you better not be wrong, and our boys drop from the heavens and kick the ass that you can't.
Any questions!


| 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 calls back:

"The coordinates are for what we need blown up, right?"


"The coordinates are landing areas for the Helldivers, though an armoured column will be following you after you secure the gates"


| 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|

"Gotcha. We'll do it!"


Unless anyone has anything else to add I'll be starting the battle tomorrow


| 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|

Fine by me!


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

Krevlor very much got the impression that pointing out they were scavengers not outright soldiers wouldn't be well recieved. I guess we are soldiers now..."


You and the other 4 squads are quickly able to get within sight of the city gates without any problems.
At either side of it you see the famous statues of the Emperor, his 4 arms spread wide to welcome you.
From your vantage point on a ridge you can see that it's been fortified with a trench and sandbags.
You can see one Autocannon at either side of the gate

Perception +0:

There looks to be about 30 cultists in the trenches, mostly armed with lasguns but there are about 6 stubbers that you can see

There is about 100 meters of clear ground in font of the trenches


| 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: Awareness or Perception? Same for me, in any case.

1d100 ⇒ 48

Notch whispers:

"Autocannon on the left, autocannon on the right. Time to sneak ahead."

Notch tries to get his ant to move quietly...moving up along the left flank.

Notch Stealth with camo cloak while riding 74: 1d100 ⇒ 73

1 DoS


My mistake awareness


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

Krevlor seems to be more concerned with remaining unnoticed for now than spotting things... an interesting if flawed survival technique.

Awareness 45: 1d100 ⇒ 84
Stealth 13: 1d100 ⇒ 7


Both Notch and Krevlor are able to sneak closer to the trenches and it looks to be about 30 cultists in the trenches, mostly armed with lasguns but there are about 6 stubbers that you can see.


| 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|

How close?


Davien moves with them.

stealth1-60: 1d100 ⇒ 47


Your about 50m away


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

"I could hold here. If they spot you start shooting the grenade launcher, a few frag grenades should give them something to think about... or move forward with ye, if we draw fire from elsewhere some smoke grenades might reduce their effectiveness." Krevlor whispered as they appraised their enemy.

By stubbers do you mean stub guns or stub automatics... or heavy stubbers? Because I'd be far more concerned about heavy stubbers.


Heavy stubbers


| 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|

"Time to send those coordinations.", Notch mutters, plotting said coordinations and reaching for his microbead.


Just so you know you do have 20 other scavangers with you
and the cultist haven't put up much of a fight against you so far.
Also the coordinates are for when you break into the city


| 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|

Ah, I misunderstood.

"Nah, not yet. This isn't inside the city after all. Let's sneak into charge range and seize some heavy weapons. Mowing them down with their own guns is a notion unless someone has a better plan."


Awareness -10:

You spot a separate group of scavangers (about 5) hiding in some nearby trees.
Judging by there marking they're loyal to Dominstrum


| 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|

Awareness 25: 1d100 ⇒ 20


| 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. Five scavs. Pretty sure they're Dominstrum's. We need to snuff them too."


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

"We're going to be outnumbered almost two to one then, we best close fast once we are close enough to pounce on them."


Getting impatient the rest of the scavangers charge into the trenches of the Loyalist forces

GM Rolls and stuff:

Scavengers: 1d10 + 3 ⇒ (6) + 3 = 9
Loyalists: 1d10 + 4 ⇒ (7) + 4 = 11
Notch: 1d10 + 5 ⇒ (9) + 5 = 14
Jak: 1d10 + 3 ⇒ (9) + 3 = 12
Duncan: 1d10 + 2 ⇒ (1) + 2 = 3
Davien: 1d10 + 3 ⇒ (9) + 3 = 12
Krevlor: 1d10 + 3 ⇒ (5) + 3 = 8

Initiative order:
Notch,
Davien, Jak,
Loyalists,
Scavengers,
Krevlor
The characters who succeeded in stealth rolls get to go first out of order


| 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 drives his ant to charge the nearest heavy bolter position, mandibles and warknife closing in!

However, both miss their mark in their haste.

Warknife vs surprised bolter crew on a charge 31-5+20+30 = 76: 1d100 ⇒ 92

1d5 roll while checking for righteous fury on a 10: 1d10 ⇒ 2

Ant Bite vs surprised bolter crew on a charge 30+20+30 = 80: 1d100 ⇒ 95

Damage, R: 1d10 + 3 ⇒ (6) + 3 = 9

At least Notch is possibly offering ganging-up bonuses to someone...


Davien follows after notch, his force staff flaring to life.

staff,charge,surprised1-70: 1d100 ⇒ 97 ok, I won't have access to the books again until sometime in the middle of next week, but is an "aim" feature for melee combat? I want to use the staff some, but looking at a 1-40 to hit seems sorta... meh. haha

antcharge1-: 1d100 ⇒ 12

damage: 1d10 + 3 ⇒ (3) + 3 = 6 venom?


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

Krevlor charged up alongside Notch. As he drew close he thrust his blade towards the heavy stubber gunners cheek while his mount bit deeply into the mans thigh.

Warknife vs surprised heavy stubber crew on a charge 34-5+20+30+10: 1d100 ⇒ 70
Roll for Righteous Fury: 1d10 ⇒ 10
Righteous Fury: 1d5 ⇒ 3
Damage 5+3+3=11 Damage. Target stunned for 1d5 ⇒ 1 rounds. Helmet torn off and stuffering from blood loss.
Ant Bite vs surprised bolter crew on a charge 30+20+30+20 = 90*: 1d100 ⇒ 17
Damage, R: 1d10 + 3 ⇒ (3) + 3 = 6
Subbing in DOS for a 9 so 12 rending damage


Rolls and stuff:

Dodge under 45: 1d100 ⇒ 14
Dodge under 45: 1d100 ⇒ 54
Dodge under 45: 1d100 ⇒ 38
Dodge under 45: 1d100 ⇒ 88
Jak under 64: 1d100 ⇒ 69
Attack Duncan: 1d100 ⇒ 41
Autocannon: 3d10 + 8 ⇒ (6, 1, 2) + 8 = 17
Attack Notch: 1d100 ⇒ 64
Attack Krevlor: 1d100 ⇒ 23
pen 2: 1d10 + 5 ⇒ (2) + 5 = 7
Attack Davien: 1d100 ⇒ 81
Attack Jak: 1d100 ⇒ 30
1d10 + 4 ⇒ (3) + 4 = 7
Scanagers hit: 1d100 ⇒ 2
Jak dodge: 1d100 ⇒ 69
Loyalist attack: 1d100 ⇒ 82
1d100 ⇒ 64
1d100 ⇒ 60

The loyalist forces open up with their heavy weapons on the charging scavengers. Duncan takes a autocannon shot to the chest Dodge or take 17 damage pen 6
The scavengers charge take the loyalists be surprise and kill 5 loyalist with hunting lances.
Krevlor takes a poison blade to the chest Pen 2 7 damage make a toughness or take 1d10 ⇒ 1 damage ignoring armour and toughness
The loyalist that got bitten by Davien's any slumps over unconscious
Krevlors attack tears across a loyalist head knocking him down and stunning him


| 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|

Party up?


Duncan first then top of initative. I kust realization that I left him out of the bottom of the order


| 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|

Warknife vs bolter crew member, single, aimed 31-5+10+10 = 46: 1d100 ⇒ 23

1d5 roll while checking for righteous fury on a 10: 1d10 ⇒ 6

So damage is 8 Rending damage, Pen 0 (1d5+3+2)

Ant Bite vs surprised bolter crew on a charge bolter crew member, single, aimed 30+10+10 = 50: 1d100 ⇒ 92

Damage, R: 1d10 + 3 ⇒ (10) + 3 = 13

Evasion:

Dodge 54: 1d100 ⇒ 28


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

Krevlor clenches his teeth as the blade slices into his flesh but shakes off the poison.
Dodge 34: 1d100 ⇒ 85
Toughness: 1d100 ⇒ 20

Krevlor and his mount focus their efforts on finishing off the stunned gunner.
Warknife vs surprised heavy stubber crew 34+5+10+10+20=79: 1d100 ⇒ 19
Roll for Righteous Fury: 1d10 ⇒ 1
Substituting DOS 7+3+3=13

Ant Bite vs stunned crew on a charge 30+10+10+20=70*: 1d100 ⇒ 34
Damage, R: 1d10 + 3 ⇒ (6) + 3 = 9


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Ogryn

Duncan smiles as he tosses mister boom while he holds on to mister boom's shoe.

1d100 ⇒ 5


Davien channels the energy of the warp to aid him and his comrades in their melee. prescience1-75: 1d100 ⇒ 72 add an extra 8 to BS/WS. Is making a melee attack a full or half action?


It's a half action. Also aim actions give a +10and is a half action


It's a half action and aim actions are also a half action and give you a +10. Standard attacks ate also at a +10


Rolls and Stuff:

Duncan grenade: 2d10 ⇒ (2, 4) = 6
Dodge Notch: 1d100 ⇒ 52
Dodge Krevlor: 1d100 ⇒ 48
Toughness krevlor: 1d100 ⇒ 37
Attack Krevlor: 1d100 ⇒ 47
Attack Notch: 1d100 ⇒ 4
1d10 + 4 ⇒ (10) + 4 = 14
1d5 ⇒ 2
Attack Davien: 1d100 ⇒ 39
1d10 + 4 ⇒ (2) + 4 = 6
Attack Duncan: 1d100 ⇒ 60
Scavengers: 1d100 ⇒ 83
Loyalists: 1d100 ⇒ 86
Domistastrum forces: 1d100 ⇒ 7

Ducan's grenade lands squarely in the middle of the autocannon team but the loyalist flak armour absorbs the brunt of the explosion but does throw off their aimLow damage rolls :(
Notchs attack cuts deep into his foe but overexpends leaving himself vunerable to a vicous cut towards his head
Dodge or take 14 damage pen 2 to your head and suffer the below critical injury. Also as it's poisoned make a toughness test or take 1d10 ⇒ 6 damage

Notch critical:
The attack slices open the target’s scalp, which immediately begins to bleed profusely. Due to blood pouring
into the target’s eyes, he suffers a –10 penalty to both Weapon Skill and Ballistic Skill for the next 1d10
Turns. The target must pass a Challenging (+0) Toughness Test or suffer from Blood Loss.

Krevlor and his ant strike down at his prone opponent cutting open it's leg and torso drenching it in it's own blood.

As Davien focues on his powers the Loyalists take this opportunity to strike at his leg. Dodge or parry or take 6 damage pen 2. as it's poisoned make a toughness test or take 1d10 ⇒ 4 damage

With the Scavengers charge absorbed their now evenly matched with the loyalists, the loyalist having the advantage in defenses, the scavengers having the advantage in fury.
This all changes when Dominastrums men attack.
They hit the Loyalists like a hurricane, punching through and taking out one of the autocannons, moving with a nearly supernatural speed and grace
Enemy wounds:
Krevlors crit -6
Notch 2,
Duncan 1
Order:
Krevlor,
Duncan,
Notch,
Davien,
Loyalists,
Scavengers,
Dominastrum squad
Forces strenght:
Loyalist:14
Scavengers (not counting PC's): 19
Domnistrums: 5


| 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: I rolled a successful evasion test already. Huzzah! Was that where the 2 wounds are coming from on Notch?

Notch drives on his ant to assault the nearest gun crew!

Warknife vs ??? crew member on a charge 31-5+20 = 46: 1d100 ⇒ 41

1d5 roll while checking for righteous fury on a 10: 1d10 ⇒ 9

Damage is 10 Rending damage, Pen 0 (1d5+3+2)

Ant Bite vs ??? crew member on a charge 30+20 = 50: 1d100 ⇒ 2

Damage, R, Toxic (2) Primitive[7: 1d10 + 3 ⇒ (6) + 3 = 9


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Just one attack. Didn't notice your roll. Your fine


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

Krevlor stabs at the next closest enemy... but his mount puts it's mandibles around the figures neck...

Warknife vs surprised heavy stubber crew 34+5+10+10=59: 1d100 ⇒ 6
Roll for Righteous Fury: 1d10 ⇒ 5
Da,age 3+3+3=9

Ant Bite vs stunned crew on a charge 30+10+10=50*: 1d100 ⇒ 30
Damage, R: 1d10 + 3 ⇒ (10) + 3 = 13


Ogryn

Duncan will hard trudge towards the trench at full speed.


Botting Davien
Attack under 48: 1d100 ⇒ 99
Ant bite: 1d100 ⇒ 34
1d10 + 3 ⇒ (3) + 3 = 6

Rolls and stuff:

Dodge Notch: 1d100 ⇒ 86
Dodge Krevlor: 1d100 ⇒ 84
Dodge Davien: 1d100 ⇒ 12
Toughness: 1d100 ⇒ 92
Poison: 1d100 ⇒ 81
Shoot Duncan: 1d100 ⇒ 12
pen 6: 1d10 + 4 ⇒ (1) + 4 = 5
Loyalsits: 1d100 ⇒ 41
Scavengers: 1d100 ⇒ 69
Dominastrum: 1d100 ⇒ 43
Davien attack of opportunity: 1d100 ⇒ 74
Surpressing fire: 1d100 ⇒ 76

Krevlor and Notch finish off their opponents and Daviens runs back to the second line of trenches.
Duncan's Mountain Ant carries him into the first line of trenches, tough he does get a glancing shot Make a dodge test or take 6 damage pen 3

The second line of trenches focuses on suppressing fire to hold back the tide of attacking forces, killing one Scavengers in the process.
Make a -20 willpower test or become pinned

Awareness =0:

You spot an officer at the back picking up a vox unit.
It looks like he's calling for backup


Force Strength
Loyalist:11
Scavengers (not counting PC's): 18
Domnistrums: 5

Initiative:
Krevlor,
Duncan,
Notch,
Davien,
Loyalists,
Scavengers,
Dominastrum squad


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

Krevlor moves his mount into the trenches. "There's an officer making a call on the vox back there."

Will Save 10: 1d100 ⇒ 34
Awareness 45: 1d100 ⇒ 6


| 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 16: 1d100 ⇒ 36

Awareness 35: 1d100 ⇒ 98

Notch drives his mount for the trench to end up near Krevlor.

"Everyone, kill that officer!"


Ogryn

1d100 ⇒ 52 Duncan does not seem to try to dodge from the incoming fire, though his natural sturdiness and armor weathers the rounds without showing any sign of injury. 1d100 ⇒ 48 spending a fate on that roll. 1d100 ⇒ 2 Whether it is true bravery, or more likely a lack of understanding he is in any true danger, the Ogryn stands smiling his little smile as he pulls the loud gun around and shouts out his new favorite battle cry... "WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH" 1d100 ⇒ 2 Somewhere the twin gods of Gork and Mork smiled down upon him as he screamed out his new call. He may not have been born orky, but he was sure hurty and shooty enough that they would call him home in the end. ready, semiauto, 2 rounds hitting, Pen 6, target is the officer they are shouting at him to shoot. 3d10 + 8 ⇒ (1, 9, 3) + 8 = 21 3d10 + 8 ⇒ (8, 7, 4) + 8 = 27


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Botting Davien
Pinning: 1d100 ⇒ 50
Davien dives for cover

Rolls and stuff:

Dodge: 1d100 ⇒ 92
1d100 ⇒ 61
Scavengers: 1d100 ⇒ 35
Dominastrum: 1d100 ⇒ 21
Loyalists: 1d100 ⇒ 15
Grenades: 1d100 ⇒ 51
Scatter: 2d10 ⇒ (6, 7) = 13
Grenades: 1d100 ⇒ 16
Damage: 2d10 ⇒ (6, 1) = 7

Duncan's attack pops the officers head like a balloon and goes through him hitting the vox operator behind him. His second shot hits a third Loyalist killing him.
The remain Loyalists throw grenades into the trenches. One of which lands in your section of the trench.
Make a dodge test or take 7 damage pen 0
The suppressing fire drives the Scavengers and Dominastrums forces t ground, killing two

Force Strength
Loyalist:8
Scavengers (not counting PC's): 16
Domnistrums: 5

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