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|

Awareness with auspex 35: 1d100 ⇒ 49

"If we can't see 'em, we can still frag 'em!", says Notch as he aims and launches his frag grenade, aiming just behind the crates Jak is referring to.

Aiming for a spot, not an enemy. Hopefully the blast radius will still mess with them, especially if they want to dodge out of the way. Draw, aim, throw.

56 = 36 BS + 10 Single Shot + 10 aim

Throw of 56: 1d100 ⇒ 89

Rolls for drift direction and distance: 1d10 ⇒ 81d10 ⇒ 8

Damage: 2d10 ⇒ (7, 7) = 14


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

Krevlor couldn't make out the enemies details but he often found shooting things in the head had the desired result!

Awareness: 1d100 ⇒ 54
BS27+12/Aim+10/Accurate+10/Single Shot+10 Short Range=69
Longlas 69: 1d100 ⇒ 20
Energy Damage Pen 1 to the head: 1d10 + 4 + 2d10 ⇒ (4) + 4 + (5, 6) = 19


Rolls and stuff:

Dodge: 1d100 ⇒ 32
Stealth: 1d100 ⇒ 65
Attack long range: 1d100 ⇒ 80
Attack swift attack: 1d100 ⇒ 1
Stab at duncan: 1d10 + 4 ⇒ (1) + 4 = 5
Toxic: 1d10 ⇒ 6
Stab at duncan: 1d10 + 4 ⇒ (10) + 4 = 14
Toxic: 1d10 ⇒ 9
Stab at duncan: 1d10 + 4 ⇒ (2) + 4 = 6
Toxic: 1d10 ⇒ 4
Crit: 1d5 ⇒ 1
Fire: 1d100 ⇒ 34
The attack causes energy to course through the target’s arm leaving him Stunned for 1 Round, and the arm is
useless until the target receives medical treatment.
Struck by the full force of the attack, the target is sent reeling to the ground; smoke spiralling out from
the wound. The target is knocked Prone, Stunned for 1d10 ⇒ 6 Rounds, and suffers 1d5 ⇒ 1 levels of Fatigue. In
addition, he must make a Challenging (+0) Agility Test1d100 ⇒ 62 or catch fire (see Special Damage on page 266).

Notch's grenade knocks off Ducan's head as he charges forward and goes off down an empty hallway, exploding harmlessly.
Krevlors shot is dodged by the dark robed figure but he he struck with the full force of Davien barrage and is knocked off his feet and is on fire.
A third pops up from behind some crates and take a pot shot a Jak but misses. He's at 23 meters
With perfect form second runs at Duncan and swings 3 times with a third clawed hand.
Dodges or parries remove them in the order top to bottum

Stab at Duncan pen 2: 1d10 + 4 ⇒ (1) + 4 = 5
Toxic (0): 1d10 ⇒ 6
Stab at Duncan pen 2: 1d10 + 4 ⇒ (10) + 4 = 14
Toxic (0): 1d10 ⇒ 9
Stab at Duncan, pen 2: 1d10 + 4 ⇒ (2) + 4 = 6
Toxic (0): 1d10 ⇒ 4
Crit: 1d5 ⇒ 1 right arm
The slashing attack tears free anything that was held in this arm.
Enemy 1: crit 6, fatigue 1, on fire, stunned for 10 rounds
Enemy 2: in melee combat with Duncan 18 meters
Enemy 3: in cover (chest and legs) 23 meters


A toxic(0) test means you make a -0 toughness test to resist the poison. Toxic(5) is make a -50 toughness test to resist the poison
The order of the attacks against Duncan is head, head, arm


Ogryn

Parry21: 1d100 ⇒ 60
1d100 ⇒ 55

Duncan does not have to save vs. toxic on the two hits that do not do damage so only the one actually does anything... unfortunately that anything is half his max wounds. Also, your crit would be head not right arm, do you want me to save against the ringing or just continue with the action? Also also, if you do chose the dropping of the arm, how would that effect a two handed weapon such as my ripper?


My mistake. Just save against the ringing but remember that these attacks are pen 2.
What's your total soak?


Ogryn

6 toughness bonus, 4 armor, -2 pen is still 8.

1d100 ⇒ 71 1 level of fatigue.

Duncan swings his ripper around in an attempt to injure the clawed mutant in front of him...

All Out, CQB, Fatigue, 62 : 1d100 ⇒ 64

...and misses as he swings at the doubled vision.


Male Human Tech-Priest Enginseer | Wounds: 8/13 | Armor rating: (Body 6)(Head 4)(Arms/Legs 2) | Fate: 3/3 |

Jak jumps out of cover and rushes forward at a dead run, reaching the opposite side of the cover behind which the mutant freaks had been hiding. Throwing himself into cover, Jak readies himself for the next rush forward to the last shooter.

Full run is 18m. Should get me to the cover the closer enemies were using.


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

Krevlor curses before Davien set the man on fire. Now grinning he fires at the third figure.

BS27+12/Aim+10/Accurate+10/Single Shot+10 Short Range=69
Longlas 69: 1d100 ⇒ 69
Energy Damage Pen 1 to the head: 1d10 + 4 ⇒ (3) + 4 = 7


| 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|

Seeing a target, Notch forgets all about his bodged grenade throw and opens fire!

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

Las Shot 66: 1d100 ⇒ 81


Botting Davien: 1d100 ⇒ 62
I think thats 1 hit
1d10 + 6 ⇒ (1) + 6 = 7
fire: 1d10 ⇒ 2
shoot Krevlor: 1d100 ⇒ 41
Damage: 1d10 + 1d10 ⇒ (3) + (6) = 9toxic 5: 1d10 ⇒ 2
dodge fire: 1d100 ⇒ 1
dodge las: 1d100 ⇒ 20
2 passes
stab Duncan: 1d100 ⇒ 12
pen 2 toxic 0: 1d10 + 4 ⇒ (1) + 4 = 5
Toxic: 1d10 ⇒ 4
pen 2 toxic 0: 1d10 + 4 ⇒ (1) + 4 = 5
toxic: 1d10 ⇒ 6
pen 2 toxic 0: 1d10 + 4 ⇒ (8) + 4 = 12
toxic: 1d10 ⇒ 3
The enemies dodge the teams attacks and return blows against Duncan and Krevlor


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

Krevlor fails to avoid the shot and takes it in the shoulder. He quickly tries to remove the poison he can feel causing agonizing pain and then starts patching up the wound site.

Dodge: 1d100 ⇒ 96
Medicae: 1d100 ⇒ 764 Wounds taken. Then fixed with Medicae


| 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|

Notch keeps firing, eager to bring down a foe!

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

Shot, 66: 1d100 ⇒ 26

Damage: 1d10 + 5 ⇒ (10) + 5 = 15

Crit to chest: 1d5 ⇒ 2


Ogryn

dodge: 1d100 ⇒ 33
tough: 1d100 ⇒ 19
Duncan takes the blows in stride, shrugging off the worst of it. Unfortunately he now flails ineffectually not being able to land a blow against his foe.
attack: 1d100 ⇒ 97


Botting Jak and Davien
Jak Charge: 1d100 ⇒ 6
Servo Arm to head: 2d10 + 10 ⇒ (6, 8) + 10 = 24
Davien warp stuff: 1d100 ⇒ 87

Rolls and stuff:

throw: 1d100 ⇒ 76
scatter: 1d10 ⇒ 2
distance: 1d10 ⇒ 5
Fire: 1d10 ⇒ 10
2d10 ⇒ (9, 2) = 11

Jak charges the figure attacking Ducan and smashes it's head to pieces, killing it.
Notches shot punches through the cover and knocks the sniper off it's feet. It gets up again and throws a grenade at Duncan and Jak.... but misses.
As this happens Davien witch fire reaches the grenades of the downe assasin, detonating them.
Jak and Duncan make dodge rolls or take 11 explosive damage to the chest
Enemy 1: Splatted by Jak
Enemy 2: It's burning corpse is exploding
Enemy 3: It's out of cover and has taken 5 wounds


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

Krevlor's next shot goes wide as he hastily tries to line up another shot.

BS27+12/Aim+10/Accurate+10/Single Shot+10 Short Range=69
Longlas 69: 1d100 ⇒ 81


| 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|

Notch laughs at the burning spectacle and he shoots again at the sniper.

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

Shoot! 66: 1d100 ⇒ 91


Davien moves closer to the remaining enemy and tries to breach their mind, ordering them to throw their weapon to us and fall.

dominatepr21-65: 1d100 ⇒ 44


Male Human Tech-Priest Enginseer | Wounds: 8/13 | Armor rating: (Body 6)(Head 4)(Arms/Legs 2) | Fate: 3/3 |

Sorry bout that, I somehow missed that I was up...

Dodge vs 35: 1d100 ⇒ 92.
6 armor, TB3, cybernetic bonus 2 TB, 0 wounds.

With his attention firmly fixed on the remaining foe, Jak is caught entirely by surprise when the grenades at his feet cook off.
Grunting with the discomfort of close explosions, Jak spares a glare back toward the psyker before fixing his attention on the remaining sniper.

EDIT: I forgot the +2TB for cybernetic limbs, which if I am reading correctly includes mechadendrites. No damage suffered.


Ogryn

Don't cant dodge due to all out attack. 1 wound.

1d100 ⇒ 91

Duncan charges the only target standing... and almost runs past as he slides along on the gore.


{ooc]I'm not counting mechadendrites for that unless they are specifically being targeted due to the fact that they stick out from you rather than being a part of you[/ooc]
1d100 ⇒ 98
The last Mutant throws it's weapons down and fall to his knees.
The explosion engulfs Duncan and Jak, as well as their comrades Val and Mord (They are now heavily injured)


Quick, grab him while he is disoriented, it won't last long. Davien calls to the burlier members closer to the final enemy.


| 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|

Notch advances, warblade in hand, ready to gut the mutant if there's any trickery from it!


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

Krevlor leaves the restraining and securing of the area to the others while he sets about tending to the wounds of his allies.

Medicae for Dunc 81: 1d100 ⇒ 96 No benefit
Medicae for Jak 81: 1d100 ⇒ 56 7 Wounds Back
Medicae for Val 71: 1d100 ⇒ 26 A mere two days...
Medicae for Mord 71: 1d100 ⇒ 14 A mere single day!


Were still in combat but I'll give you the first roll and save the rest for later


Ogryn

Grab 48: 1d100 ⇒ 35

Duncan attempts to wrap his arms around this enemy.


Dodge grapple: 1d100 ⇒ 86
Slip free: 1d100 ⇒ 69
The Cultist struggles in Duncan's grasp but is unable to break free

[ooc]You all can join in on this grapple is you want to speed this up[ooc]


| 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|

Notch advances so that the cultist can see his vicious warblade.

"Simmer down, robes, or you'll get a taste of this!"

Intimidate Untrained 8 + modifiers for situation and large weapon?: 1d100 ⇒ 43


Jak's vox unit crackles into life.
"<<Dominastrum to anyone at the Marco Cannons. Fire now. The enemy is in the optimum firing range but closing fast.>>"

Scavanger forces= 75%
Loyalist forces=90%


| 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|

How has the cultist responded? Still resisting?


Male Human Tech-Priest Enginseer | Wounds: 8/13 | Armor rating: (Body 6)(Head 4)(Arms/Legs 2) | Fate: 3/3 |

Jak's voice is more mechanical than usual, and the words come out very quickly as though a recording had been sped up 50%, "Control that creature. I will try to deploy the cannon."

Jak crosses the room to the "control" for the cannon and attempts to verify if it is still ready to fire.

Int 48 +10(skill) +10(combi-tool)
Tech-Use vs 68: 1d100 ⇒ 63, 2 DoS (+1 from unnatural int).


Currently it's struggling in Duncans grasp. I'll wait to see what he wants to do and them roll a bunch if dice to fast forward the grapple.
It's a tech use (+0) or a operate (+20)to fire the cannon


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

Krevlor leaves the technical issues to the tecnically inclined and focuses on trying to patch people up before more mutants come to assail them.


Ogryn

Sorry, was waiting to see if everyone was joining in on the grapple. Squeeze him till he passes out.


Male Human Tech-Priest Enginseer | Wounds: 8/13 | Armor rating: (Body 6)(Head 4)(Arms/Legs 2) | Fate: 3/3 |

I assume the operate is the voidship variety?


I'll take any operate because who would have that


Grapple attack Duncan: 1d100 ⇒ 89
Grapple attack enemy: 1d100 ⇒ 62
Grapple Duncan: 1d100 ⇒ 3
Grapple enemy: 1d100 ⇒ 20No damage but still grappled
Grapple attack Duncan: 1d100 ⇒ 8
Grapple attack enemy: 1d100 ⇒ 96
Damage: 1d5 + 3 ⇒ (2) + 3 = 52 fatigue
Grapple Duncan: 1d100 ⇒ 60
Grapple enemy: 1d100 ⇒ 73
Grapple attack Duncan: 1d100 ⇒ 14
Grapple attack enemy: 1d100 ⇒ 74
Damage: 1d5 + 3 ⇒ (5) + 3 = 83 fatigue 2 past soak
Grapple Duncan: 1d100 ⇒ 94
Grapple enemy: 1d100 ⇒ 84
Grapple attack Duncan: 1d100 ⇒ 26
Grapple attack enemy: 1d100 ⇒ 12
Damage: 1d5 + 3 ⇒ (1) + 3 = 4 4 fatigue
Grapple Duncan: 1d100 ⇒ 11
Grapple enemy: 1d100 ⇒ 66
Grapple attack Duncan: 1d100 ⇒ 2
Grapple attack enemy: 1d100 ⇒ 46
Damage: 1d5 + 3 ⇒ (2) + 3 = 5 5 fatigue and it passes out

Ducan patient squeezes the figure and after a few moments in stops struggling


| 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|

As soon as he sees Duncan start squeezing the frakker, Notch says:

"I'll go help Jak!"

And jogs off to do precisely that.

Aid with Operate (surface)

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