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.

Will: 1d100 ⇒ 56
So I'm still pinned... am I allowed to move further away from the grenade while staying in the trench?

Will: 1d100 ⇒ 86


Yiu get a plus 30 if you haven't been shot so you actually passed. Also yes


awareness1-40: 1d100 ⇒ 31

Noticing the officer, davien urges his ant forward (half move) trying to get within range (20m iirc) and channels the warp, attempting to take over the officers thoughts.

dominate1-80: 1d100 ⇒ 58

Order reinforcements to a different gate, this side is under control.

hope that works, I think I remember there being other gates, if I'm wrong, just to a different part of the city.


@Davien great idea unfortunately Duncan just put an anti tank round through that officers head, he could not be more dead. Feel free to post another action with the same rolls


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Dominastrum: 1d100 ⇒ 46
Scavengers: 1d100 ⇒ 76
Loyalist: 1d100 ⇒ 75
That's 4 left outside of PC action so lets wrap this combat up

The covering fire of the Loyalists falters and the combined Scavenger, Dominastrum forces surge forward, ending them.

The way to the city is now clear.

Abstracting stuff to keep this flowing. To simulate that this is a war zone take 1d5 damage (dodgeable) per DOS of failure.
So if you fail by 40 take 4d5 damage which you can make a dodge or parry test to avoid

Hunt down Loyalists:

Make an attack roll.
If you succeed gain +20 to all other rolls and narrative benefits

Rally survivors:

Make a command test at +10
If you succeed gain +20 to all other rolls and narrative benefits

Scout:

Make a stealth +0 test
Gain the answers to one question per DOS

Heal allies:

Make a medicea +0 test.
Gain +20 to all other rolls and narrative benefits

Loot supplies:

Make a requisition test based off perception

Hack enemy comns:

Make a -10 tech use test.
Ask one question per degree of success


Make up to 3 rolls on the above table


| 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|

As the momentum of the battle firmly turns against the Loyalists, Notch says over the squad channel:

"We're going to get some answers - and take out some heretics while we're at it!"

Notch begins to accomplish just that, Krev's gift of a Lucius-pattern lasgun still proving its worth.

Hunt down Loyalists with Red-Dot Sighted Lucius 66: 1d100 ⇒ 18

"Head shot!"

Scout with camo cloak and bonus from first roll 94: 1d100 ⇒ 85

"Where is Dominastrum!?"

Hunt down Loyalists with Red-Dot Sighted Lucius and bonus from first roll 86: 1d100 ⇒ 51

"I'll get you in my sights, you sonofa-"


"Dominastrum was last seen entering the Engine-Seers factories"


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

Krevlor mostly set about quickly patching up soldiers until he saw an enemy lieutenant though wounded very much alive and trying to crawl into cover... one crack from his lasgun and the man was dead.

Spotting the man had a refractor field gorget around his neck Krevlor got a bit greedy and made forward to claim it... only seconds later to dive into another trench as a mortar round whistled almost directly onto the corpse.

"Dunc! I found a new weapon you might like." He called out a few seconds later as he hefted up an axe so large it really needed to be in the hands of an ogryn to do it justice.

Medicae 34: 1d100 ⇒ 98
Fate Point to Reroll: 1d100 ⇒ 17
Hunting Down Loyalists with Longlas 57: 1d100 ⇒ 52
Scavenging for a refractor field VR 55 or less: 1d100 ⇒ 81
Dodge 74 or less: 1d100 ⇒ 13
Scavenging for a Great Weapon 75 or less: 1d100 ⇒ 39


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Ogryn

(Ok, I just had to do this...)

Duncan picks up the new axe and flies into a rage as he rushes the front lines.
"WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
52 for charge: 1d100 ⇒ 43

Smashing into the enemies last fortified pill box he rushes insides becoming a whirlwind of destruction.
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
83 for all out and the +20: 1d100 ⇒ 64

And emerges raising high the axe he has used to crush the resistance to Imperial Rule.
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGHHHHHHHHHHHHHHHHHHHHH... FO DA EMPRAH!!!! WE GO SMASH DEM!!!!!!!"
68 from the +40 to rally survivors.: 1d100 ⇒ 21


can I use psyker powers for attacks?


Yes


| 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|

"To the enginseer factory!", Notch whoops!


I'm moving timings foward this Sunday to the final encounter
Refresh all fate points and gain 500 exp


AS the squad approaches the Enginseer factory you see a group of heavily armed servitors guarding the main gate.

Scrutiny +0 or tech-use +20:

This group has seen heavy combat. Judging by the rents in their armour probably against the loyalists.

On the ground next to them you see the body of a Helldiver.

An auspex pings you and the group pivots towards you.
"Designation Steel Seekers detected, Lower your weapons and follow us to the Blessed ForgeMaster. Resistance would be inefficient"


| 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|

Scrutiny 35: 1d100 ⇒ 73

Tech-use 64: 1d100 ⇒ 44

Notch whispers over the microbead:

"Big tears on their armour. Heavy fighting here."

@GM: How many servitors do we see? And what is their armanent?


12 servitors, custom made weapons and armour.
Most have a shock weapon melee weapon and an autogun but 4 have power fists and plasmaguns.
Each is armoured with the equivalent of heavy carapace armour.
The craftmanship look best quality, if a bit damaged.
This was probably made by the ForgeMaster or a senior mago's


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

"We might be able to run but I don't think we can fight them... I say we go with them, worst case we can call in for an artillery strike to prove our dedication to the Emperor."


| 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 takes another glance at the servitors, and nods.

"Yeah, let's go."

He calls out to the servitors:

"We're coming!"


The group is lead deeper into the Factories heart passing signs of battle damage and fortifications. Ruined machines block passes forcing you to take a winding route.
Soon you escorted up a tower, through lumen lit corridors, into a simple metal room.
In it's center, hung in a web of cables, hangs a red robed figure, covered as much by the cables as it's robes
An Optical mechadendrite rotates towards you.
"Former Scavenger squad, designation Steel Seekers, you have been summoned here to verify the true/false values of avenues of attack.
The Forge has been approached by Lord Dominastrum of the Scavengers and General Sigismund Hallerman of the Helldivers. Both have approached the blessed forges with strategies of defeating the Xeno's.
General Sigismund Hallerman of the Helldivers has suggested detonating the forges sacred Plasma core. This would cause an explosion with a blast radius above that of all theoretical attainable distances guaranteeing the lost of life to all personnel and machines in the city.

Lord Dominastrum of the Scavengers has suggested interfacing the plasma core with a blade. This blade has been examined by Adept A68. A68 subsequent attacked all near by personnel and has subsequently terminated.

As a force that has fought alongside both forces do you have any additional data into the True/false values of these emissaries plans?"


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

Krevlor hesitated for just a moment before answering know he was pushing for the end of his own life... but perhaps the salvation of his soul. "Lord Dominastrum is in league with demons and vile forces. General Sigismund Hallerman is leading the only faction not corrupted by xenos or demon. If it is a choice between the two the Generals course should be taken."


"Should we follow unit Sigismund Hallerman's rank General's plan all life in this city will die.
All machine spirits will pass to the Forge God.
The statues of the Scavengers guild will be destroyed along will all other culture.
Query, how is annihilation better than corruption?


| 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 speaks up:

"Better to be blown up than be corrup[ted against everything you believe in. Because the daemons and the xenos both want that - there is no option which leaves the city safe. Hallerman has the right of it."


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

Krevlor considered. "When you're treating some injuries sometimes you need to remove the tainted flesh, sometimes a whole limb. That or lose the patient. The corruption will spread to other areas, more machine spirits and citizens will be corrupted. Deal with it now before it's too late."


"Your data has highlighted the uncertainty of the Dominastrums plan and the inherent risks involved.
As ForgeMaster I am hereby invoking the right of destruction.
Data exload, this will require the reaching the central core. Xeno's Hostiles are active in the tunnels leading towards them. As ForgeMaster I am requesting your aid in this endevour.
Do you comply?"


| 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|

"Yes, we're ready to hunt some bugs!"


Ogryn

"We make tings go boom?"


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

"Yes we will Dunc, we're going to make a very big boom and the God Emperor will be happy with us."


The ForgeMaster gathers his servitors and leads the party down into the underforge.
As the journey continues the Forgemaster directs the servitors down side passages until only one servitors is left with the group.

Ask the forgeMaster why it's doing this:

"Enemy contacts have been reported in those areas. The servitors should hold/secure that area for long enough to prevent them from interfering with our task"

Awareness at -20 for low light (+0 with night vision):

There's a group of 10 small xenos being lead by a large xeno's in front of you. It looks like they might be setting up an ambush.


| 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|

"Forgemaster, what are the servitors doing?"

""Enemy contacts have been reported in those areas. The servitors should hold/secure that area for long enough to prevent them from interfering with our task""

"Oh. Good idea!"

*************

Awareness +0 with photo visor and auspex 55: 1d100 ⇒ 98

"Looks clear."


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Davien didn't like it. After all, the entire reason he left Dominastrum to begin with was because he didn't want to wind up dead. He had heard stories and myths of people that could teleport large distances with a thought.. how he wished he could do so now. Anything to survive. The sword was likely housing whatever that being Samus was. Davien wondered if a deal would even work at this point.

As the Forgemaster discussion happened, Davien broke out of his own thoughts. Is there anyway for us to be out of the city when this core goes hot?

awareness1-18: 1d100 ⇒ 97

psynscience1-58: 1d100 ⇒ 67

unfortunate, if I had 800 more EXP, I could gate of infinity us out 8 kilometeres, which would likely give us a chance.


Krevlor awareness: 1d100 ⇒ 10
Well that's under
Duncan awareness: 1d100 ⇒ 39
Krevlor is able to spot the telltale signs of an ambush up ahead

"There is a teleportarium in the underForge not far from our destination but non who have gone through it have ever returned.
There are many great artifacts buried underneath here, the mag dome that is rumored to hold the bulk of the Skyfall above our heads."


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

"It'll be a tall enough order to achieve our mission. Lets deal with one problem at a time like the ambush being set up ahead." Krevlor gets his grenade launcher ready and loads a drum of frag grenades.


| 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|

"Frack. Well, get ready to frag them first!"

Notch attempts to blend into the scenery for a counter-ambush.

Stealth 74 with camo cloak: 1d100 ⇒ 35


Rolls and stuff:

initiative enemies: 1d10 + 4 ⇒ (7) + 4 = 11
initiative Notch: 1d10 + 5 ⇒ (8) + 5 = 13
initiative Duncan: 1d10 + 2 ⇒ (1) + 2 = 3
initiative Krevlor: 1d10 + 3 ⇒ (10) + 3 = 13
initiative Davien: 1d10 + 3 ⇒ (1) + 3 = 4

The party comes to an area that looks like it was a garden long ago, before the forge was built around it.
Once lush grass and hedges grew, now they struggle to survive under a few dim lumenin strips and broken pipes.

There lurking in that rotting vegetation is more of those xeno's.
Notch goes first for a successful stealth roll
Initiative:
Notch,
Krevlor,
Xeno's
Davien,
Duncan

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 has his ant move behind concealment in the form of the bushes as he takes aim, and launches a krak grenade at the largest alien!

Ant move to behind whatever concealment/cover is available. Notch aims and fires with a krak grenade at the big one.

41 BS + 30 surprise +20 size +0 range +10 aim +10 single shot = Capped at +60 = 101

Fire! 101: 1d100 ⇒ 20

9 DoS!

Explosive Damage, Pen 6: 2d10 + 4 ⇒ (4, 9) + 4 = 17

Swapping in 9 DoS for 9+9+4 = 22 Damage, pen 6 to the head

Has camo cloak on, which may affect shooting when he's not moving

Dodge Roll, hopefully with a positive modifer as per Only War p121:

Dodge! 66: 1d100 ⇒ 61


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

Krevlor fires the frag grenade before he can make out the full form of the enemies.

Frag Grenade 52 Or Less: 1d100 ⇒ 41
Explosive Damage: 2d10 ⇒ (9, 6) = 15
Blast 3


Rolls and stuff:

master under 50: 1d100 ⇒ 71
1d5 ⇒ 5
1d5 ⇒ 3
1d5 ⇒ 4
Master under 60: 1d100 ⇒ 83
Minions under 53: 1d100 ⇒ 17
pen 3: 1d10 + 5 ⇒ (3) + 5 = 8
pen 3: 1d10 + 5 ⇒ (10) + 5 = 15
righout: 1d5 ⇒ 2
Minions: 1d100 ⇒ 54
Minions: 1d100 ⇒ 6
pen 3: 1d10 + 5 ⇒ (9) + 5 = 14
pen 3: 1d10 + 5 ⇒ (4) + 5 = 9
Minions: 1d100 ⇒ 94
Minions: 1d100 ⇒ 95
Minions: 1d100 ⇒ 45
Minions: 1d100 ⇒ 36
pen 3: 1d10 + 5 ⇒ (1) + 5 = 6
pen 3: 1d10 + 5 ⇒ (2) + 5 = 7
Minions: 1d100 ⇒ 90
Minions: 1d100 ⇒ 81

Notches Krak grenade knocks the Massive creature over and it gets up and shoots back with a massive bio cannon, missing.
The 3 of the smaller creatures are flung back by Krevlors grenade, badly hurt.
The swarm returns fire hitting the Forgemaster in the chest, a lucky shot punching through his armour. Black oil stains his robes.

Notch is shot at but he dodges.
Davien is also shot at. Make a dodge test or take 7 damage pen 3
Initiative:
Davien,
Duncan,
Notch,
Krevlor,
Xeno's
Wounds:
Master: 10,
Minions yellow, green, aqua at crit 1


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

Firing again with a thud from the depths of the barrel before a large explosion by the big ones head he hoped to harm it and finish off the smaller ones.

Frag Grenade 52 Or Less: 1d100 ⇒ 10
Explosive Damage: 2d10 ⇒ (9, 4) = 13
Blast 3


| 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 takes aim with his Lucius at the large creature, hoping to distract it from Krevlor's series of grenades!

41 BS +20 size +10 range +10 aim +10 single shot = 91

Lucius on highest power setting 91: 1d100 ⇒ 49

Damage, Pen 2: 1d10 + 5 + 2 ⇒ (9) + 5 + 2 = 16

16 energy damage, pen 2 to the left leg of the large alien.

Dodge Roll, hopefully with a positive modifer as per Only War p121:

Dodge 66 + modifier: 1d100 ⇒ 64


Ogryn

"Dunc can!!!" Val had been teaching him not to shout mutant war cries.

Suppresion should catch everything but the two on the forge master 21: 1d100 ⇒ 1

2 random targets getting hit in the head

3d10 + 8 ⇒ (2, 7, 7) + 8 = 24
3d10 + 8 ⇒ (5, 3, 7) + 8 = 23

-20 pinning test.


Botting Davien
PRESCIENCe: 1d100 ⇒ 47
That's prbably under everyone get a +6 to all weapon and ballistic skill tests

Rolls and stuff:

1d10 ⇒ 9
1d10 ⇒ 8
Charge Notch: 1d100 ⇒ 33
Shoot master at Notch under 50: 1d100 ⇒ 40
pen 4: 1d10 + 6 ⇒ (1) + 6 = 7
At Krevlor: 1d100 ⇒ 12
At Davien: 1d100 ⇒ 86
At Notch: 1d100 ⇒ 51
At Duncan: 1d100 ⇒ 37
pen 3 tearing: 1d10 + 3 ⇒ (8) + 3 = 11
pen 3 tearing: 1d10 + 3 ⇒ (5) + 3 = 8
Charge Notch: 1d100 ⇒ 14
pen 3: 1d10 + 3 ⇒ (8) + 3 = 11

Duncan's shots pop two of the smaller ones like meat balloons but the rest advance without fear.
One of the smaller ones shoots him in the chest
Make a dodge test or take 11 damage pen 3
Krevlors grenade takes out another 2 but the big one is unharmed.
Notch's shot slighty burns the big ones leg but it advances.
Notch is charged by a smaller one
Make a sidestep test for your mount or it takes 11 damage pen 3


Master: 11,
Minions aqua at crit 1

Map of current fight


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

Krevlor lined up another shot and hit one of the creatures in the middle once more. "For the Emperor!"

Frag Grenade Vs Green 52 Or Less: 1d100 ⇒ 26
Explosive Damage for Green, Aqua and Yellow: 2d10 ⇒ (3, 6) = 9


Ogryn

Duncan continues to pour on the fire as he tries to take more of the creature.

1d100 ⇒ 52 Even with the bonus from guided fire and Davien that is going to be a miss on burst.


You get a +10 for range and another +10 for aiming (not counting the +20 for the size of the big one) so that should be a hit


| 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 is outraged by the creature goring his ant, so draws his hunting lance, and yells as he stabs at it!

Hammer of the Emperor p132: Sidestep - Perception 35 + 10 Survival -40 test +50 ant agility = 55

Sidestep 55: 1d100 ⇒ 92

Degrees of Failure are not higher than Notch's Agility bonus so he doesn't have to make a test to avoid being thrown. Also, he has the Skilled Rider talent (HotE p96).

Ant is now 3/14 wounds

Quick Draq hunting lance, aim, stab!

Weapon Skill 31 +10 aim +10 single attack +6 witchery = 57

Hunting Lance vs Small Xenos 57: 1d100 ⇒ 93

Oh, hells.


Ogryn

Missed the big ones being there, kinda saw the gaunts and went all gribbly.

3 hits on big guy.

3d10 + 8 ⇒ (10, 1, 7) + 8 = 26
3d10 + 8 ⇒ (4, 7, 4) + 8 = 23
3d10 + 8 ⇒ (3, 9, 4) + 8 = 24

angry emprah: 1d10 ⇒ 3


sorry

dodge1-30: 1d100 ⇒ 83
conversion1-50: 1d100 ⇒ 39 not that it matters much, with the armor I picked up, only 1 damage would have gone through XD.

Stay close to me!

Davien uses a new trick he had been working on and binds the warp energy around him and his allies into a thick, purple, shield like substance that helps keep them from getting killed by bullets.

telekinetic dome 1-80: 1d100 ⇒ 52

on a success, a dome appears within 5xPR meters of me which has a radius of 1/2 PR. It adds my PR to all armor for any attacks going through the dome. So, everyone that sits back with Davien gets 4 additional armor against damage(forgemaster included). I believe I will have to test each round to sustain both. It does not affect allied ranged attacks going out of it.


Rolls and stuff:

Dodge grenade green: 1d100 ⇒ 72
Dodge grenade Aqua: 1d100 ⇒ 77
Dodge grenade yellow: 1d100 ⇒ 94
Dodge master: 1d100 ⇒ 91
Aqua stunned test: 1d100 ⇒ 71
1d100 ⇒ 74
shoot Duncan: 1d100 ⇒ 37
Pen 3: 1d10 + 5 ⇒ (6) + 5 = 11
Pen 3: 1d10 + 5 ⇒ (6) + 5 = 11
shoot Duncan: 1d100 ⇒ 18
Pen 3: 1d10 + 5 ⇒ (7) + 5 = 12
Pen 3: 1d10 + 5 ⇒ (3) + 5 = 8
shoot Duncan: 1d100 ⇒ 69
Attack Notch: 1d100 ⇒ 74

Krevlors grenade hits all 3 and stuns one.
Duncan's shots rip into the master causing it to drop it's cannon and reel in pain Stunned for 1 round
The rest of the smaller ones switch targets to Duncan, hitting him in the right leg twice 11 pen 3 and 12 pen 3
The creature next to Notch narrowly misses his Ant

Master 47
Aqua -4
Green 3
Yellow 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|

"Get away from my ant!", shouts Notch as he drives the hunting lance at it once again!

Weapon Skill 31 +10 aim +10 single attack +6 witchery = 57

Hunting Lance vs Small Xenos 57: 1d100 ⇒ 68

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