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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| 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|

"It looked like those mutants that were attacking the mutant tribes."


To everyone searching the bodies

Scrutiny at +30, Awareness at +10 or perception at -10:

You find a small black scroll on one of the mutants bodies.
It reads as follows:
"The Steel Seakers refused our orders and told Domonic. Their Engine Seer was also spotted with a true copy of the holy text. We must assume the worst. Disable as much of their Ants and transportantion as you can. We will strike them with our full force in 3 days, on the promised day. For the Emperor with Four Arms"


Ogryn

48: 1d100 ⇒ 91

Duncan happily plays with his ant.


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

"Who can understand the minds of mutants, it'd be best not to try I'd say. They were well armed."


| 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 65: 1d100 ⇒ 76

Awareness 45: 1d100 ⇒ 73

Notch loots, and moves on.


The rest of night passes without incident and in the morning Lord Dominastrum calls a meeting.
He stands on top of the Chimera tank, the chained Mutant kneeling next to him and a Commissar standing behind the mutant, a bolt pistol in his hand.
"Scavengers, we have been betrayed. As you know last night we were attacked by a band of mutants, mutants hired and armed by the Palace. " he holds up a black scroll.
"This scroll is an execution order for each and every one of us. The reason is simple, Mutants have infiltrated the Palace and are trying to destroy our society and way of life. As Scavengers we are their biggest threat. We are the only one who can stop them for we do not suffer mutants live"
A sharp crack fills the air, the comissar lowers his smoking bolt pistol and the mutants dead body falls off the Chimera.
"An army of mutants follows us but I have a plan. Not far from here is metal tower that the engine seers believe was once a void craft called the Omnissiahs Wraith, possessing great weapons. We will strike towards it, capture it and use it to wipe the filth out"

His speech done he climbs down from the tank. Orders filter through the group and you are told that you are part of the advanced guard to seize the Omnissiahs Wraith.

Please let me know if you have any last minute preparations before you head off


| 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 listens intently, not that surprised at the explanation given recent events.

Scrutiny 35+modifier: 1d100 ⇒ 50

He tries to make sure that as much as possible the camps' weapons and ammo that need to be moved are transported via his gang's recently acquired servo-ants.

As he puts it to the others:

"Things go well, we're seen to be helping. Things go belly up, we have a stash."


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

I would like to use the night to begin assembly of the autocannon. Hopefully I can avoid fatigue, but it would have been nice to have had it during that last fight...

While the others settle in for the night, Jak finds a place where he can work on their collection of autocannon parts. To Jak, this is as close as he gets to prayer. Time slips by as the pieces of the weapon filter through his fingers...

Crafting an Autocannon:
Base 58 +10(combi-tool) -10(conditions)
[ooc]Tech-Use vs 58: 1d100 ⇒ 18, 5 DoS.

Tech-Use vs 58: 1d100 ⇒ 6, 6 DoS.
Tech-Use vs 58: 1d100 ⇒ 78, 3 DoF.
Tech-Use vs 58: 1d100 ⇒ 16, 5 DoS.

13 Net DoS
I still need to spend two hours finalizing it.

As the sun rises and the camp comes back to life, Jak puts aside the mostly assembled autocannon and the few remaining pieces. Stretching as he comes to his feet, he hears the call for a meeting from Lord Dominastrum.

Toughness vs 55: 1d100 ⇒ 55.
Wow...

With an effort, and swaying a little at first, Jak staves of the weakness of his flesh and shoves the fatigue of the night's work aside. He who had been blessed with the sacred gifts of the Great Machine would not succumb to mere tiredness! Particularly not that incurred by pursuing the work or his calling!

***

After the meeting, Jak joins Notch in packing their equipment, though he does claim one servo ant for his own transportation.


Davien combs through the journal he had from their first encounter when he manages to find some of the now lacking rare free time.

cryptology1-60: 1d100 ⇒ 22


Davien:

"I have learned how to see the futher but I can only open the minds of others to this gift. At least for now"
Fortelling
Focussing his preternatural senses onto another person or object,
the psyker receives a brief glimpse of the future.
Prerequisite: Perception 35
Action: Full Action
Focus Power: Difficulty (–10) Psyniscience test
Range: 5 metres x psy rating
Sustained: No
Subtype: Concentration
Effect: The psyker chooses a single character or item within range
and receives a brief and unclear image of the future, giving him
a rough idea of one thing that will happen to the target within a
number of minutes up to the psyker’s PR. The GM decides what
information the psyker receives, with additional degrees of success
on the Focus Power test yielding more important information. For
example, the psyker might learn that the character will be the target
of an attack or will himself become violent, or that a cogitator will
be accessed by an unknown individual. The psyker cannot select
himself as the target of this power.

Jak:

The work goes well. Your on track to creating a common quality Autocannon with a few more hours work

Notch:

Happy number dice for supplies: 1d100 ⇒ 12
Your able to get an extra hunting lance for everyone and an additional Ant to carry it as well as additional stablights

Five squads and the Chimera race ahead of the main convoy.
By nightfall your able to get to one of the Omnissiahs Wraith.
It sticks out of the ground at a 45 degree angle, looking like a broken blade. Large cannons stud it's sides
A red robed Engine seer gets out of the Chimera and conducts a ritual before a large gate, 3 Ants wide. After an hour the gate opens and you are ordered into a large metal cavern.
Dominastrum orders you to explore the upper floors and try to get to one of the cannons.


| 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 grins as he walks up with a fresh ant - loaded with hunting lances and stablights.

"We have the honour of carrying additional supplies for the camp."

*********

Notch gawks at the sight of the Omnissiah's Wraith.

"Some solid tech there!"

When ordered to scout, he replies:

"Aye! It's what we're here for, right?"


Ogryn

Duncan wanders slightly ahead of the group, ready to draw enemy fire in the case of another ambush.


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

"Dunc! Don't get too far ahead, the ancestors don't give up their secrets easily." Krevlor calls out also worried that the big guy might get lost. "Notch, your auspex might help us spot threats our eyes can't."

Krevlor keeps his longlas in hand while getting his lamp pack charged up. "We try to find the big guns like the boss said but there may be other bits of tech about that can help us achieve that goal!" ...and we might be rewarded with keeping some to use. "If you see something not right point it out to Jak or Notch before you touch it. Oh and something we can leave trail markers with, this place is a bit of a maze."


| 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|

"Sounds good Krev!"


It looks like there's two ways of going up from here.
The first is a spacious, if dark set of stairs and the second is an small elevator that you might be able to get working again, due to the counterweight still being hoisted
The elevator will need a tech use test to get working but it's size means it triggers Duncan's But it Dark in Dere trait, which you can over come with a -10 command test


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

"Dunc, if we can get this elevator working will you go inside with us. We'll stay with you the whole time."

Command 20 or less: 1d100 ⇒ 84


| 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 Notch draws out his combi-tool, he says:

"You keep working on Dunc. We'll keep working on this iron spirit!"

Tech-Use 44: 1d100 ⇒ 85


Ogryn

Duncan stairs at the small metal box and blanches visibly. "Dunc climb," He says emphatically "Dun climb good." And he begins to back up towards the stairs, warily staring down the evil contraption as he does.


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

"Dunc you can sit out here with me for a bit. Let's go over how to take care of your ant again, a rider and his ant need to take care of each other after all." For now Krevlor settles on keeping Dunc about.


The party resigns itself to the stairs, trudging up into the dark.
You climb for several hours before reaching a door.
Beyond it you hear horse guttural voices talking.
Make an Athletics test or take 1 fatigue

Awareness at +10:

The voices are too deep to be human


| 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 feels the drain from pounding boots upstairs.

Athletics 8 +10: 1d100 ⇒ 85

1 fatigue

He listens.

Awareness 55 with auspex: 1d100 ⇒ 11

And stops, getting his pistol ready.

"Hold up. Those voices up ahead. Not human. Too deep."


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

Athletics 21 or Less: 1d100 ⇒ 52
"More mutties? No decency to come down and give us a reason to stop on the stairs." Krevlor made sure to wind up his lamp pack in case the fight kept going. Longlas at the ready and double checked his medkit before nodding at the others/


Ogryn

Athletics 22: 1d101 ⇒ 2
Awareness48: 1d100 ⇒ 84

"Me open? The simple minded giant waits for orders, ready to unleash unmitigated destruction on the enemies of the four armed emporer.


athletics: 1d100 ⇒ 56 what does fatigue do again? I don't have access to the book atm. [/dice]

one moment... davien reachs out to see if any other psykers are nearby.

psynisience1-55: 1d100 ⇒ 95 [ooc] thats about 4 DoFs. Haha.


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

"FATIGUE
Not all injuries in Only War are lethal. Exhaustion, combat trauma, or swapping licks with bare fists can all leave a character battered but more or less intact. Fatigue measures the amount of non-lethal injury a character can take over the course of game play. Characters gain Fatigue from certain types of attacks, Grappling, some Critical Effects, and other Actions that push them beyond safe limits. Fatigue is measured in levels. A character can take a number of levels of Fatigue equal to his Toughness Bonus and still function, albeit with some side effects. Should a character take a number of levels of Fatigue in excess of his Toughness Bonus, he collapses, unconscious for 10–TB minutes; after the character awakens, his levels of Fatigue revert to a number equal to his Toughness Bonus. Characters suffering from any level of Fatigue suffer a –10 penalty to all Tests."


As you charge though the door you see 3 large green men, one of which towers over the others. The 2 smaller ones have crude swords, while the larger one has a rifle of some kind
You hear 2 more behind a wall
Make a fear(1) test

They screen WAARGH and charge at you

Rolls and stuff:

Ork: 1d10 + 3 ⇒ (3) + 3 = 6
Jak: 1d10 + 3 ⇒ (6) + 3 = 9
Notch: 1d10 + 4 ⇒ (3) + 4 = 7
Davien: 1d10 + 3 ⇒ (7) + 3 = 10
Krevlor: 1d10 + 3 ⇒ (4) + 3 = 7
Duncan: 1d10 + 2 ⇒ (2) + 2 = 4

Initiative
Davien
Jak
Notch
Krevlor
Green men
Duncan


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

Krevlor almost panics for a moment... these mutants only had two arms... they weren't even as big as Dunc! "Eat lasbolt mutties!" Krevlor aims and shoots his longlas at the big one on overcharge mode! Diane fired off a paniced shot.
Fear 40 or less: 1d100 ⇒ 85
Fate point to reroll 40 or less: 1d100 ⇒ 31
27.BS+10.Aim+10.Accurate+10 Single Shot+5 Volley Fire+5 Custom Grip+2 Modified Stock.+10 Short Range=79
Longlas 79 or less: 1d100 ⇒ 74
Energy Damage to chest. Pen 1, Felling (4): 1d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Is the big one hulking?


| 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 had forgotten OOC about Notch's Lucius pattern lasgun. Once we're past the need for auspexes, he would have drawn that instead of a las pistol.

Willpower 36 + 10 resist fear: 1d100 ⇒ 86

Fate point to reroll, hoping for 46 or less: 1d100 ⇒ 36

FP: 0/1

Notch nearly bottles it but stands firm - and shoots!

"BITE LAS, MUTIE!"

BS 36 +10 aim +10 single shot +10 short range = 66

Shoot the mute!: 1d100 ⇒ 75

Damage in case the mute is hulking: 1d10 + 5 ⇒ (2) + 5 = 7


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

Athletics vs 17: 1d100 ⇒ 63.
1 Fatigue

Legs working like the pistons that Jak wished they were by the time they reached the top, he silently and laboriously follows the others up the darkened stairs.

Awareness vs 36: 1d100 ⇒ 28.

Recognizing the voices as non-humans, Jak's servo arm unfolds and clamps a couple of times. The motion is very reminiscent of someone loosening their muscles before a strenuous task.

Fear vs 37: 1d100 ⇒ 13.

Unfazed by the severely aberrant appearance of the foes, Jak calmly raises his lasgun to his shoulder and opens fire.

28 BS +10(short range) +10(standard attack) +10(hulking) -10(fatigue)
Standard Attack vs 48: 1d100 ⇒ 70.


fear: 1d100 ⇒ 84 thats a fail. 4 degrees.

Davien freezes in surpirse at the green coloured mutants.


Rolls and stuff:

Dodge longlas: 1d100 ⇒ 92

Davien shock table roll: 1d100 ⇒ 57
Orange Ork shoot: 1d100 ⇒ 43
Purple Ork shoot: 1d100 ⇒ 17Hit to the right leg
Damage Notch: 1d10 + 4 ⇒ (3) + 4 = 7
Yellow Hulking Ork shoot: 1d100 ⇒ 14 Hit to the chest
Damage Duncan: 2d10 ⇒ (7, 3) = 10
Pen on Duncan: 1d10 ⇒ 9


Davien shock result:

Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from
doing so, may only take Half Actions and is at a –20 penalty to all Tests. Once away from the danger, he
must successfully Snap Out of It (see Shock and Snapping Out of It, page 305) to regain control

The three visible Green monsters shoot at the group, the smaller ones with pistols and the Hulking one with a lightening gun.
Notch is hit in his leg by a pistol shot and Duncan take a lightening blast to the chest.
Notch dodge or take 7 damage pen 0 to the leg
Duncan dodge or take 10 damage pen 9 to the chest

Two more monsters run around the corner, one with a large machine gun(red) the other with the cutting torch (Blue)


Big Ork= 7 wounds taken

Order
Duncan
Davien
Jak
Notch
Krevlor
Green men


Ogryn

dodge 6: 1d100 ⇒ 52

Duncan bellows as he manages to dodge directly into the blast, sparks and scorch smoke cascading off his front. He charges forward, and fires his weapon into the closest of his foes. He screams their cry back at them. "WAAAAAAAAAAAGHHHHHHHHHH!!!!!!"

76/86 if hulking: 1d100 ⇒ 49 3 success or 4 if hulking enemy.

Body, body, arm, head if hulking.

1d10 + 11 ⇒ (1) + 11 = 12
1d10 + 11 ⇒ (9) + 11 = 20
1d10 + 11 ⇒ (10) + 11 = 21
If Hulking: 1d10 + 11 ⇒ (5) + 11 = 16
Fury: 1d5 ⇒ 3


how far is "away"? Out of sight? Bottom of the stairs? Future actions will depend on how far Davien runs. IE, if past the stairs, he likely will call for help.

Davien pulls a denethor and flees back down the stairs. Tales of these mutants returning from his childhood.


Around the corner is fine


Also I forgot to tell you about that I updated this Map of current fight


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

Krevlor's hand starts to move towards his medkit but then Dunc starts to charge off. That wound will have to wait... "No more shooting Dunc with that gun muttie!"
Longlas Vs The Big One. 79 or Less: 1d100 ⇒ 18
Energy Damage Pen 1 Felling 4: 1d10 + 4 + 2d10 ⇒ (6) + 4 + (1, 7) = 18 Substituting in DoS instead of the 1. 24 Damage Pen 1 Felling 4

27.BS+10.Aim+10.Accurate+10 Single Shot+5 Volley Fire+5 Custom Grip+2 Modified Stock.+10 Short Range. +10 Hulk. -10 Dim Light=79


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

Jak sights carefully down his las gun and fires again into the biggest ork calling calmly for his comrade to add his own las fire.

28 BS +10(short range) +10(aim) +10(standard attack) +10(hulking) +5(volley fire) -10(fatigue)
Standard Attack vs 63: 1d100 ⇒ 64.

:(


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

Krevlor did one less damage actually. so 23 Damage Pen 1 Felling 4 to the leg


| 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|

Dodge vs leg hit 49: 1d100 ⇒ 64

Wounds: 5/10

"FRACK, THAT HURT! FRACK YOU BACK!", Notch yells in pain and anger as he shoots at the small one who shot him!

BS 36 +10 aim +10 single shot +10 short range = 66

Shoot the small one 66: 1d100 ⇒ 68

Damage: 1d10 + 5 ⇒ (9) + 5 = 14


Davien willpower to snap out under 45: 1d100 ⇒ 82
Feel free to move your characters on the maps if your moving
also you don't have a penalty for light

Rolls and stuff:

Ork dodge under 19: 1d100 ⇒ 27
Ork dodge under 10: 1d100 ⇒ 27
Ork dodge under 10: 1d100 ⇒ 73
blue
A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn.
Yellow
-8
Big
The blast of energy sears the flesh and bone of the target’s leg, leaving a nasty burn scar. The target may not
Run or Charge for 2 Rounds.
Orange under 24: 1d100 ⇒ 57
Big under 24: 1d100 ⇒ 68

The closest Ork's run causes him to dodge 2 of Duncan's shots but the rest catch him knocking the wind out of him.
Notchs las fire hits the Ork causing damage.
Krevlor las fire burns the leg of the large Ork causing it to stumble
The orks charge at the party but don't reach you yet Run actions for purple and orange
The big ork and the machine gun Ork fire widely but hit nothing

Yellow 8 wounds taken
Blue = -1 wounds
Big= -1 Wounds

Order:
Duncan
Davien
Jak
Notch
Krevlor
Green men


do I need to roll a check this round, or was that my check this round?


That was your check but feel free to faith point it.


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

Krevlor keeps firing at the lumbering figure. "DIE MUTTIE!"

Longlas Vs Big Ork. 89: 1d100 ⇒ 44
Energy Damage Pen 1 Felling 4: 1d10 + 4 + 2d10 ⇒ (6) + 4 + (1, 9) = 20 Substituting DOS for damage 24

27.BS+10.Aim+10.Accurate+10 Single Shot+5 Volley Fire+5 Custom Grip+2 Modified Stock.+10 Short Range. +10 Hulking=89


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Ogryn

Duncan continues to spray down his enemies with reckless abandon. All the while echoing the noise they made.

"WAAAAAAAAAAAGGGGGGHHHHHHHHHHHHHHHHH!!!"

1d100 ⇒ 20 I am rethinking my whole build path.... Obviously meant to be a sniper.

Head Head Arm Body Arm Body

1d10 + 11 ⇒ (6) + 11 = 17
1d10 + 11 ⇒ (10) + 11 = 21
1d10 + 11 ⇒ (6) + 11 = 17
1d10 + 11 ⇒ (6) + 11 = 17
1d10 + 11 ⇒ (8) + 11 = 19
1d10 + 11 ⇒ (10) + 11 = 21

two furies
1d5 ⇒ 3
1d5 ⇒ 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|

Seeing the muties charging their position, Notch prioritises shooting the closest!

BS 36 +10 aim +10 single shot +10 short range / +30 point blank range +10 size ? = 66-96

Shoot closest mutie!: 1d100 ⇒ 46

Damage: 1d10 + 5 ⇒ (4) + 5 = 9


I forgot to mention, each square on the map is 1 meter


Botting Davien and Jak
Davien snap out of it: 1d100 ⇒ 75
Jak shoot: 1d100 ⇒ 61
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

Since you didn't specify I'm going to say that Duncan was shooting at the closest Ork[/ooc[

Rolls and stuff:

Big Ork dodge: 1d100 ⇒ 36
Ork Dodge: 1d100 ⇒ 86
[ooc]The target’s head bursts like an overripe fruit and sprays blood, bone, and brains in all directions. Anyone
within 4 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their
next Turn as gore gets in their eyes or on their visors.
10+ As above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon.

Duncan second attack under 76: 1d100 ⇒ 81[ooc]That's a miss :(
Yellow dodge: 1d100 ⇒ 81
[ooc[The attack grazes the target’s arm, causing it to spasm uncontrollably. All Tests involving that arm suffer a
–30 penalty for 1d5 Rounds.[/ooc]1d5 ⇒ 5
Yellow charge -27: 1d100 ⇒ 67
Blue charge 67: 1d100 ⇒ 7
Pen 5: 1d10 + 5 ⇒ (3) + 5 = 8
ORk shooting: 1d100 ⇒ 47
Explosions?: 1d100 ⇒ 44


The Ork closets to the party explodes in gore as Duncan's shots punch straight through it, nearly hitting the ones behind.
Duncan make an agility test or have a -10 for 1 round due to all the blood
Two Ork charge Duncan and the one with the Tourch lands a hit
Make a dodge or parry or take 8 Damage pen 5 to your chest
The large Ork is engulfed in flame as Krevlor shoots in in the chest.
It dies and it's spare clips explode.
The machine gun Ork advances while firing widely, hitting nothing

Jak and Notch badly hurt an Ork (Yellow)
Davien continues running


Forgot this:
Orks Blue and Yellow at -1
Map of current fight


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

Krevlor switches his longlas back to the standard setting while he waits for a clear shot and tries to put the mutant down...

Longlas Vs Yellow Ork. 79: 1d100 ⇒ 53
Energy Damage Felling 4: 1d10 + 3 + 1d10 ⇒ (2) + 3 + (9) = 14

[ooc]27.BS+10.Aim+10.Accurate+10 Single Shot+5 Volley Fire+5 Custom Grip+2 Modified Stock.+30 Point Blank Range. Shooting into Close Combat -20=79[/dice]


| 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 levels his lasrifle at the nearest mutant and keeps firing!

BS 36 +10 aim +10 single shot +30 point blank range -20 shooting into melee = 66

Shoot blue mutie!: 1d100 ⇒ 38

Damage: 1d10 + 5 ⇒ (7) + 5 = 12

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