Vale Temros

Brother Solar's page

153 posts. Alias of PhilOfCalth.


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White Consuls Tactical Marine 1

Raziel asked an important question, we were all waiting for the response. I know our GM was away on military service, so I didn't want to push him


White Consuls Tactical Marine 1

Heavy weapon systems activated


White Consuls Tactical Marine 1

Was there a button?


White Consuls Tactical Marine 1

Solar will back off in the direction of Lanius


White Consuls Tactical Marine 1

Lets continue to stall them. Keep aneye out for anything using the distraction to ambush us


White Consuls Tactical Marine 1

How many turns away is Raziel?


White Consuls Tactical Marine 1

Solar falls back out of assault range and attempts to flank the servitors, keeping an eye out for any movement beyond that may be the magos.
Perception: 1d100 ⇒ 1

"Brother N'Keln, Brother Lanius. If they continue to press forward, perhaps you can both take them out as quietly and cautiously as possible."


White Consuls Tactical Marine 1

My bad!


White Consuls Tactical Marine 1

Not willing to fall into meta-gaming (again) Raziel and Lanius are the only ones who know about the talisman, I thought. Solar's reasons for not initiating battle are as follows

Switching to vox only Solar responds
"I fear the magos may be cowering nearby and could be injured by our fire. Let us try to avoid a conflict that may draw more of the enemy"


White Consuls Tactical Marine 1
Watch Captain Tiberion wrote:
The keen analytical skills of the Astartes and the advanced sensor arrays of their power armor has picked up on the internal respirator and neural clusters.

Solar will aim at the neural clusters as he speaks both into his external speakers and wide spectrum array vox.

"Magos if you are there, get your toys to stand down before we have to break them! This is not the emperor's work!"

Command 64: 1d100 ⇒ 54


White Consuls Tactical Marine 1
Watch Captain Tiberion wrote:


Those of you in the bay, initiative test please.

Sorry I missed this!

Iniative: 1d10 + 4 ⇒ (5) + 4 = 9

Do they look like they have any weak points?
Perception 62: 1d100 ⇒ 24


White Consuls Tactical Marine 1

Solar will fall back into cover, gesturing for the others to do the same. As he does so he will shout
"Stand down in the name of the Emperor's Angels of the Deathwatch! Magos, if you are there we have come to retrieve you from this doomed planet."

I'm not sure if commanding Servitores will do any good, but here goes

Command 64: 1d100 ⇒ 24 4 degrees of success if I can!


White Consuls Tactical Marine 1

"There's something more machine than man up there. Lightly it's our target" Solar will follow the noise of the servos, gesturing for others to follow.


White Consuls Tactical Marine 1

Awareness 62: 1d100 ⇒ 70
Fate point reroll
Awareness 62: 1d100 ⇒ 34

Does the inside of the elevator shaft look climbable?


White Consuls Tactical Marine 1

Solar will assist for a +10. If someone else would assist while N'Keln covers us (overwatch), in case something nasty jumps out


White Consuls Tactical Marine 1

Solar moves forward with the rest of the team keeping an eye on the shadows for another ambush.
Awareness 62: 1d100 ⇒ 42


White Consuls Tactical Marine 1

I forgot to take into account the magnitude of the horde. If it's 20 or more I scored another hit


White Consuls Tactical Marine 1

Solar will move into cover and take a quick glance over the area to ensure nothing is sneaking up on the marines.
Awareness 62: 1d100 ⇒ 44

If I can find cover within a half move I will also fire, otherwise I will full move to the best position to get a commanding view of the battle, while finding the best cover I can

Semi-auto (target 60): 1d100 ⇒ 38 2 degrees of success so 2 hits, or 3 vs a horde
I don't think I need to roll damage. The min damage I can do with each shot is 10 pen 4 and a termagent it TB3 armour 3 so I'll always do magnitude damage with a bolt gun.


White Consuls Tactical Marine 1

I don't get an action this turn do I? I need to wait for the termagaunts to go again, don't I?


White Consuls Tactical Marine 1

Iniative: 1d10 + 4 ⇒ (3) + 4 = 7

Anyone in squad mode remember what we have activated

Activated Squad Modes:
* Coordinated Strike - +2 damage to opponents already wounded by a member of the team while the squad mode was in effect *Activated*
* Tactical Spacing - 1 - Full action allows battle brothers to share reactions *Activated*
* Considered Defence - Cost 3 - May choose: +4 cover Ac, Move up to his AB, +1 reaction per turn. Choice may be changed as a half action *Activated*


White Consuls Tactical Marine 1

Awareness 62: 1d100 ⇒ 93 If no-one else passes I'll use my FP


White Consuls Tactical Marine 1

To the Commissar:
"We may be sending a survivor your way. Be sure to cover his aproach"

Unless someone is opposed I say we continue to double time and let the assault marines catch up. The civilian can be sent towards the Guardsmen and they can cover him as he nears them


White Consuls Tactical Marine 1
Watch Captain Tiberion wrote:
The distant sound of las fire snap and the thud of a heavy echo in the distance.

"Guardsmen report. What have you engaged?


White Consuls Tactical Marine 1

Perception 62: 1d100 ⇒ 54 Just!


White Consuls Tactical Marine 1

"In that case we should move on and allow you to catch up with us. That should minimise the time wasted here."


White Consuls Tactical Marine 1

"Brothers. Status update. Are you in need of support?"


White Consuls Tactical Marine 1
Watch Captain Tiberion wrote:
Aye, Lord, we shall. Be advised that we cannot see into the platform itself. Once you have entered the building our fires will be masked.

"Very well. Keep me informed of anything moving"


White Consuls Tactical Marine 1

Brother Solar will go into overwatch in the direction of the blip, preparing a semi-auto shot if any nids approach.

He will also attempt to contact the guardsmen.
"Commissar Sander, we have detected a possible civilian in the train station. Requesting you give us overwatch while we extract the unfortunate. Please fire on any hostiles approaching our position."


White Consuls Tactical Marine 1

"Distance? Perhaps we can have the assault marines retrieve this individual while we cover them from here. Thoughts brothers?"


White Consuls Tactical Marine 1

The Mechanius use it over Gothic as it is more efficient. We're passing verbal messages over binary now, but it's inefficent because we have to translate it back to English!


White Consuls Tactical Marine 1

How many life forms? Any of them larger than human size?


White Consuls Tactical Marine 1

@Calculus - Do you want to scan the station as we pass it?


White Consuls Tactical Marine 1

Can we comunicate with the Guardsmen via Vox/combead?


White Consuls Tactical Marine 1

Considering the GM says all our evidence points to location 8/9 I say we haul backside in that direction! We should probibly clear out the gatehouse before we move onto Central Control. I'm not comfortable with leaving it behind us as we enter central control.

"Unless there are objections I suggest we double time it to the gatehouse en route to central control"

Awareness to scan the station (location #2) on the way by target 62: 1d100 ⇒ 94 Solar doesn't think of looking that way


White Consuls Tactical Marine 1

"Let us follow their lead brothers"

Is it location 2 that Calculus and the Guardsmen identified as the most lightly location of the magus?


White Consuls Tactical Marine 1
"N'Keln the fireforged wrote:
"We need to find this Magos and get done with our objective, should we really be slowing ourselves down with these guardsmen?"

"Our honor is what separates us from the traitor legons, brother. But you are correct we should make haste"

Watch Captain Tiberion wrote:
Sir, we've been looking around the terrain around this area, and we think that hill top over yonder with the bunk atop would be a decent extraction point. With your permission, we'd like to set up there with a small attachment.

"As you wish. Be advised, there is a tunnel dug into the bunker, you will need to secure it. We will randevu with you there. Take the landhauller, it will speed your journey"


White Consuls Tactical Marine 1

"Have your men split into teams and search this area for anything of use or anything that may help us locate or communicate with the the Magos."

Solar turns to his brother of the Iron Hands
"Brother Techmarine, might you be so good as to see to the repairs of the land hauler. Assuming they are minor enough it will allow our allies to travel with us without slowing us down"

Switching off the external coms, Solar contacts their transport thunderhawk, if he can
"This is Brother Solar, we have found approximately 25 survivors of the Imperial Guard. There may be more civilians, what is our capacity to evacuate them?"


White Consuls Tactical Marine 1

Can you put such useful links in the campaign info page so they're easy to find in future.

@Calculus - Do you want to have a look at that land hauler?

How many does it carry? What does it look like? etc?


White Consuls Tactical Marine 1

I found the Map

I've completely forgotten where we are on that map and where we were going. Calc had figured out an idea for where he might be, but I can't even remember where that was!

Are we anywhere near the overturned land hauller at #6?


White Consuls Tactical Marine 1

tactics Drop Pod Assault -10 = 31: 1d100 ⇒ 21 I wasn't really expecting to get that one

"As I have said our mission pertains only to the Magos. The faith of this planetoid lies in the hands of others."
Solar takes a moment, dropping to one knee and removing his helm, in an attempt to show compassion.
"I understand that there are those you care about here, and hope is slim for them but the God Emperor has gifted you with a new mission. One which the faith of the entire sector relies on. As a member of the commiserate you must rally your men to this new challenge."
Solar replaces his helmet before finishing
"Do him well and the Emperor will see fit to spare the lives of you and your men to fight for him another day."

"Now on the matter of transport for you and your men. What can you tell me"

I can't see the map anywhere, but I seem to remember there being a motor pool of sorts


White Consuls Tactical Marine 1

Command +10 target 74: 1d100 ⇒ 39

In terms of background a White Consul would have a lot of experience in drop pod assaults, as it is their speciality. But Solar hasn't studied it. Can I roll with a negitive?
Also background wise Solar as a White Consul would have experience in working closly with the imperial guard. So I have Common Lore (Imperial Guard) if it's of any use


White Consuls Tactical Marine 1

Trusting his battle brothers to maintain a watch for another attack brother Solar approached the imperial guardsmen.
"Who's in charge here?"
When the young commissar identifies himself
"I need a sit rep on your squad and any other survivors in the area. Our mission is to search and retrieve a member of the Adeptus Mechanichus Biologis who crash landed here" Solar gestures towards the crash site "He is named Magos Vyakai and any information on his current location would be of great use to us, our mission and by extension the defence of the sector"
When the commissar finishes talking
"The next issue is what to do with you. If you can make it to the bunker north of this position and secure it we can extract you when we pull out. Alternatively, if you wish to further aid the emperors work you may join us. Understand that we cannot allow you to slow us down, the recovery of this magos is much important than the lives of your men. Perhaps, you are aware of somewhere that a vehicle can be procured in the area.

How many of them are there? Do you want any skill tests?


White Consuls Tactical Marine 1

Yes that was my plan anyway. I was just waiting for confirmation that the encounter was actually over.

Our extraction point is going to be near that satilite uplink isn't it?


White Consuls Tactical Marine 1

If we've lost our medic, do you think it would be a good idea to find someone to take it over? Surviving without a medic may be hard


White Consuls Tactical Marine 1

How's the warrior looking? Is it bloodied? Is it on it's last legs?
Also how do you work firing into hand to hand combat?
Assuming there's no/neglagable chance to be hit by friendly fire:
Solar switches to his boltpistol and combat knife and fires at the rearing beast
50+10 aim +20 size=80: 1d100 ⇒ 32 Taking advantage of the creature's distraction Solar's shot hits home
Damage: 1d10 + 9 ⇒ (1) + 9 = 10
Tearing: 1d10 + 9 ⇒ (8) + 9 = 17 Pen 4


White Consuls Tactical Marine 1

I'm going to fire up some persistant squad modes then use my rally cry to get back all the cohesion lost. Anyone who wants to know what they do have a look at my profile.

Coordinated Strike - Cost 2
Considered Defence - Cost 3 - Ultramarine/White Consul power that I can share with everyone on a -20 command test
Command -20 = 44: 1d100 ⇒ 41

Excelent! And then my rally cry will give us back 5 and leave us with Quintus's rally cry

For considered defence I'll take +4 cover AC


White Consuls Tactical Marine 1

Solar switchs to hellfire bolt rounds as he goes to three point stance and fires upon the warrior on semi-auto.

I doubt he's less than 50m from me for close range
Bs 50 + 10 semi-auto = 60: 1d100 ⇒ 23 Hit with 3 degrees of success. So 2 hits
Damage 1: 1d10 + 9 ⇒ (6) + 9 = 15Damage 1 tearing: 1d10 + 9 ⇒ (1) + 9 = 10 that's 15 damage that ignores natural armour
Damage 2: 1d10 + 9 ⇒ (7) + 9 = 16Damage 2 tearing: 1d10 + 9 ⇒ (10) + 9 = 19
Rightious fury: 1d10 ⇒ 3 22 damage that ignores armour

Updating my ammo count on my profile


White Consuls Tactical Marine 1

The nids have an assault marine to slow them. On turn 2 they will probably have 2.


White Consuls Tactical Marine 1

Move between the horde and the guardsmen, or order the guardsmen back.

Is there cover for the guardsmen to fall back to? Can I try to command them?


White Consuls Tactical Marine 1

I'm sorry, I knew it was good for engaging multiple targets but I couldn't remember why. The rule continues from page 241 to 242. Everyone in my killzone needs to take a pinning test

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