Valeros

Brother Valerio León's page

193 posts. Alias of GenThunderfist.


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Male Crimson Fists Techmarine

"I have one of the missile launchers that I may be able to use to punch through those Chimeras. First we should focus on the pillbox however, as we need that husk moved in order to get the Colonel's men through that door."

Valerio moves forward with Castil, readying a Frag Grenade as he moves.


Male Crimson Fists Techmarine

How far away is this rebel pill box, and am I able to make out a rough estimate of how many forces might be in it?


Male Crimson Fists Techmarine

"I copy Brother-Commander, I'm getting into firing position now."

Valerio moves to one of the slits along the top of the gatehouse, setting himself into a position with which to cover his comrades advance.

"In position."


Male Crimson Fists Techmarine

Valerio voxs Brother Lucian, "Brother Commander Vartas, do you see the gates opening? The console has accepted the commands, however if the rebels had tamped with the gates in order to keep them closed I would be unable to work anything from this gatehouse. In that case, we will need to crack the gate manually."


Male Crimson Fists Techmarine

Valerio gives the commands to open the gates in order to allow Col. Folken's assault to continue.

"I will try to see what I may be able to access through this console. I fear it may not be much..."

Valerio digs through the console, hoping to gain access to the facilities main components.


Male Crimson Fists Techmarine

"Thank you Brother Castil. Watch this one if you please, I do not need any interruptions as I try and work the machine spirits into a more...helpful nature."

Valerio moves to the control consol, and begins work to try open the way for Col. Folken and his men. He calls his Sevo-Skull to his side to aide him, and begins his work.

Tech-Use (90): 1d100 ⇒ 59
3 DoS


Male Crimson Fists Techmarine

Valerio takes a deep breath, preparing himself for the onslaught.

"Mark!"

Half Action to Throw Grenade, Half Action to move into the room after Brother Castil
BS(50): 1d100 ⇒ 77
FP reroll
BS(50): 1d100 ⇒ 24
2 DoS

Valerio tosses the grenade into the room above him. He moves quickly, with his Shotgun in one hand he hauls himself up the ladder, using only one arm to throw himself up into the room. He can feel the surge of strength from Castil and reminds himself to thank his brother.


Male Crimson Fists Techmarine

Valerio takes the missile launcher. "Copy Brother Commander. May the light of the Emperor guide you." He claps Lucian on the shoulder as he moves to Brother Castil, readying himself for the assault. He shrugs the launcher into place on his back and withdraws his Astartes Shotgun and a Photon Flash grenade.

"Brother, I suggest that we move to the gatehouse and use a more standard Breech and Clear method to remove the danger of any combatants. I will be using the Photon Flash grenade in order to minimize collateral damage to any controls we may still need to use. Please watch your aim, I would like to keep the controls operational until such a time that it becomes unwise."

Valerio taps his fire selector to using Solid Slug rounds, and sets off for the gatehouse. He runs into position to the left of the ladder, keeping himself close to the wall. He readies his grenade and awaits Castil to be in position.


Male Crimson Fists Techmarine

"Brothers, there are a many sewer lines, runoff slues, and entryways that we could use to enter the facilities - however Colonel Folken will not be able to move his armors through these passages. Alas, I am afraid his only option is through the main gate.

Supposing that the Rebels have managed to wrest control of the gate, much the same as the defenses, then we could bypass their controls by either a full reset of the systems from within the gatehouse, or forcibly remove their controls by disabling the power to the gatehouse which will force the machine-spirits to submit to our needs.

Both of these tasks are, at their base, very straight forward. However, if it turns out that these Rebels also straight forward, it is entirely possible that they could have just welded the gate shut. In this instance we would need to gather enough explosives to crack the gate open, and Colonel Folken will have his entrance."


Male Crimson Fists Techmarine

Rolling dice to see if I remember anything about Manufactorums, their access points, and emergency protocols - specifically quick ways to open main gates in an evacuation in which standard measures (such as main gate controls, etc.) are unavailable.
Forbidden Lore: Adeptus Mechanicus(60): 1d100 ⇒ 51


Male Crimson Fists Techmarine

Valerio moves out and into position. He quickly scans the area for threats. Once visually and then once more with his Auger Array.

Awarness(70): 1d100 ⇒ 34
Awarness(80): 1d100 ⇒ 39


Male Crimson Fists Techmarine

"Brother, with all do respect, I believe the time for subtly and subterfuge have long passed. Although I agree that it may be possible, I find it more likely that the rebels have withdrawn and concentrated to the Manufactorum. Judging by their tactics utilized here in the Crossroads, they are not one for forward scouts and maneuverability. They are more likely to have heavily fortified expecting an attack than to have scouts and resources dedicated to preventing one.

It would be quicker to travel with the convoy rather than walk. The men are already in danger, whether we travel by foot or not, and us delaying our aide any longer only increases their danger. We may still be able to move to flank, in order to maximize the efficiency of the Assault, but I am certain walking to the battle is not going to gain us any advantages."


Male Crimson Fists Techmarine

Storm Quality only works if you are firing full auto, so any other kind of shot does not activate this ability.

Also Storm Quality only adds extra hits, not extra damage as your math figures. The difference is minute but important.

It's the reason that a Bolter will not harm the Chimera as effectivley as a Missile Launcher. Damage Reduction (Tougness, Unnatural Toughness, Armor, Etc.) all activates off of Hits, not Damage. So although my Bolter is doing less Damage, I will most likely end up doing more Wounds.

For Example

Enemy reduces damage by 10 (AP + TB)

BS 50
Roll 10

4 DoS

Astartes Bolter on Full Auto does 4 Hits. Assume Max Damage, no RF.

120 X

Storm Bolter on Full Auto does 8 Hits. Assume Max Damage, no RF.

152 X

Now, so far your math is solid, however the enemy has yet to calculate it's wounds.

Total Wounds from Astartes Bolter: 80 X

Total Wounds from Storm Bolter: 72x

In the end, the Storm Bolter is worse per DoS exponentially based off of how much damage reduction a target has; at DR = 0 it's slightly better, at DR = 19 (you do 0 wounds per hit) my bolter outstrips it by a mile and at DR =/> 30 we are equal (both do no damage). This is of course discounting RF (which if you look at the dice count Both the Astartes Bolter and Storm Bolter have the same chance of an RF.)

I would choose an Astartes Bolter over the standard human Storm Bolter any day due to a better reliability for damage. You have a small chance to do slightly more than me on a Full-Auto burst, which isn't worth the penalty of doing no damage if the cards aren't in your favor.


Male Crimson Fists Techmarine

Valerio looks at the device Brother Castil has brought to him. He makes a motion for his Servo-Skull to come to his side as he begins to inspect the device, using it as a small aide.
Tech-Use (70): 1d100 ⇒ 63

"Brother Castil, I believe I could fix this - however it is worth mentioning that this is nothing more than a standard Storm Bolter and is not of Astartes quality. I can fix the grip and trigger configuration to accommodate you if you should wish to use it, but I would think that an Astartes Bolter should be of better use than this. I would suggest that we give this to the Guardsmen, who may be able to put it to better use."


Male Crimson Fists Techmarine

Brother León goes to try and help the recovery teams as best he can until he receives further orders.


Male Crimson Fists Techmarine

Valerio finally gets to a firing position in the second building.

I believe I am facing the side of the Chimera? If so, is this building large enough to get a vantage point on it's rear?


Male Crimson Fists Techmarine

Round 7 Actions

Valerio keeps moving to get into a decent firing position.


Male Crimson Fists Techmarine

@Lucian/Elyas -

I never meant to make it seem that I thought scouting out another building was a bad idea or anything. I agree that it was necessary to check it for combatants.

I was simply saying that it took too long and would have been better served returning to combat quickly. It matters not now since Zedkiel seems MIA, but as Castil has proved, even lower BS can make an effective combatant and Zedkiel had a Bolter since it's standard Issue and he didn't specify that he DIDN'T take it.

@Elyas-

Although you do only have a bolt pistol, it really doesn't matter. You have high speed and a jump pack. If you weren't comfortable with running across or through the battlefield it would have been easy to continue your march around the outskirts and still have been there within plenty of time to lay waste to the rebels. Between the fog and penalties for movement, it's doubtful you would have been hit by anything you couldn't either dodge or ignore due to the fact it would do very little damage.

I understand orders are orders and this is all something that realistically should have been discussed a little earlier, however I am saying that waiting on the enemy to come to us has cost us in purely time alone. A combat that could have only been a few rounds has lasted 7, likely to go on for at least 2+ more.

Again, I'm not - and never have - been saying that the call wasn't good or justified.

--

Now that the Chimera is here and the Mortar Team has left we need to focus fire on that Chimera. The Ogryns literally will not be anywhere near us for 2 rounds as they run across the Plaza, and they are headed directly for the building we just left...so that's like another 2 rounds of them trying to find us. The Trench Rebels really can't hit us, and supposing they do we will take minimal damage. That leaves the Chimera as the only important target that can reliably A) Hurt us and B) Act against us immediately. Further more, it's going to wreck those Hellhounds, and I would like to try and save them.

A main issue is that I think it's facing us...and almost all vehicles have the heaviest armor in the front in this game. Many of our guns won't punch through it to do damage without relying on higher dice rolls. To reliably hurt it we will need to move to the side, and even better if possible the rear.

Thoughts?


Male Crimson Fists Techmarine

--Round 5 Actions--

With the Mortar-Team outside of his line of sight, and the Ogryns still a ways away across the open Plaza, Valerio ops to fire upon the North-West Autocannon Team. His mounted bolter swings into position, and after the briefest of pauses, lets loose a round of Kraken Bolts.

Full-Auto Burst vs. Autocannon Team

BS(70): 1d100 ⇒ 3
6 DoS, 4 hits total. Split them 2 for each target.

Damage: 3d10 + 13 ⇒ (5, 1, 7) + 13 = 26
Damage: 3d10 + 13 ⇒ (5, 3, 5) + 13 = 26
Damage: 3d10 + 13 ⇒ (3, 6, 5) + 13 = 27
Damage: 3d10 + 13 ⇒ (10, 7, 2) + 13 = 32
BS(60): 1d100 ⇒ 83

1st Target Total Damage: 44 X
2nd Target Total Damage: 54 X

Wounds: 23/23
FP: 2/5
Clip(Kraken): 16/28
Clip(Standard): 24/28

--Round 6 Actions--

"Copy Brother-Commander Vartas" Valerio pushes off from his cover and sprints toward the stairs, jumping down multiple at a time.

Full Action Run, 30m towards the building the rest of the team has/is moving towards.


Male Crimson Fists Techmarine

Is it the same for the building we're moving to?


Male Crimson Fists Techmarine

If we must fire the missile this round, that's fine as long as we move right after. Make sure to mention you if you are in cover, or take an action to move into cover because it's possible we're going to take some shots since they have that flare up.

The Ogryns cannot reach us for around 3+ rounds still. They are actively running across an open field just as they have been for the last 4 rounds of combat, beyond that they are stupid and continually falling to their own pit traps. So unless Spooks takes a 180 and decides the Ogryns have jet-boosters where their feet should be we don't actually have to worry about them breaching our current position. Furthermore everything besides the Ogryns are not moving because they aren't that stupid, it's technically safer in the trenches.

Although they are still an enemy, and still a threat, I feel that our time is better served if only 1 person "prepares" for the Ogryns, whether that be shooting at them, or waiting for them to show up so they can stab them. Our true threat lies within that Mortar team and handful of Heavy Weapons teams. Del disappeared, but that Multi-Las that hit him was pretty hefty, and Autocannons are no joke either. Once we have moved to a better position, hopefully with a Line of Sight to that Mortar Team, I suggest we have 1 Person on the Ogryns, 4 on Mortar & Other Heavy Weapons. The best bet is for Full Auto Bursts because we are going to be taking a continuous -20 to all BS tests through the fog. Also, assuming that we have extra hits you can have it hit multiple targets and from what I've seen every HW Team seems to have around 3+ people.

Castil, although I understand you don't have much in ranged combat I would suggest that at the very least you leave the building you are currently in, seeing as it is the one lit up brighter than a Christmas Tree at the moment. The Plaza is more-or-less devoid of cover, and filled with Pit Falls besides. Your best bet would to either circle around until you are within range of literally anything, or just Suppressing Fire anything that moves since you don't have to succeed at any BS test in order to do it, considering the goal of it isn't to kill anything.

Zedkiel and Elyas, I know you have been scouting the other building at the moment, but we have lost a lot of time and resources dedicated to that. Although helpful and a decent course of action, at the end of the day it's 2 less combat actions for the last 4 rounds, and we are up against a small army at the moment. If either of you have a line of sight it would help a lot to lay down some fire on that Mortar Team so that the building you are in doesn't get targeted as well. Soon enough they'll have the whole Plaza lit up and then our Advantage is completely lost.


Male Crimson Fists Techmarine

Although I agree that the Hauler is dangerous, it's only me and you out in the open so to speak. The others are moving toward the next building. That leaves only 3 targets total for everything to shoot at...and we've left a lot of enemies on the table so far. The Hellhounds will probably soak a good bit of fire, however I wouldn't want us necessarily to stick around and soak the other half either.


Male Crimson Fists Techmarine

So now that they have successfully hit us with a targetting flare we really should just forgo attacking until we are hidden away in a different building again. Then the primary target should be the Mortar Team, assuming they live through the Glorious Cannon's onslaught.

Since we took the Fog Lights out of commission they have had a difficult time hitting us, but the targeting flare can't be removed as easily as simply shooting a light.


Male Crimson Fists Techmarine

"Copy. Brother-Commander Vartas, it would also behoove us to take care of the mortar team as quick as possible. It would appear they are firing targeting flares, it will only be a matter of time before they will be able to effectively target us again."

Valerio turns to the truck, keeping himself whatever cover he has left. He thumbs the fire selector back over to Kraken Bolts and allows himself a small smile.

Suppressing Fire vs. Rebel Hauler, FP to add 10, FP to add a degree of success

BS(60): 1d100 ⇒ 4
6 DoS, 4 hits total

Hit 1 Damage: 3d10 + 5 ⇒ (2, 5, 2) + 5 = 14
Hit 2 Damage: 3d10 + 5 ⇒ (5, 7, 9) + 5 = 26
Hit 3 Damage: 3d10 + 5 ⇒ (7, 10, 5) + 5 = 27
RF: BS(50): 1d100 ⇒ 6
RF Damage: 3d10 + 5 ⇒ (10, 4, 5) + 5 = 24
RF: BS(50): 1d100 ⇒ 94
Hit 4 Damage: 3d10 + 5 ⇒ (2, 5, 9) + 5 = 21

Hit 1 Total: 20 X
Hit 2 Total: 29 X
Hit 3 Total: 50 X
Hit 4 Total: 27 X

Wounds: 23/23
FP: 2/5
Clip(Kraken): 20/28
Clip(Standard): 24/28


Male Crimson Fists Techmarine

+++Round 2 Actions+++
Seeing the Ogryn dance around his shot shoots anger through Valerio, he's about lay into the creature with another onslaught when the Fog Lights catch his eye. He looks down to the men in the trech and notices them pointing to the kill-team and making adjustments to their aims. They can see us clear as day...

He remains in cover, peaking out only to quickly order his bolter to fire upon the fog lamps.
Full Action Semi-Auto Burst

BS (80): 1d100 ⇒ 12
6 Dos, 2 total hits

Rounds slam into the light

Damage: 3d10 + 5 ⇒ (8, 2, 4) + 5 = 19
Damage: 3d10 + 5 ⇒ (8, 10, 6) + 5 = 29
BS (70): 1d100 ⇒ 46
Damage: 3d10 + 5 ⇒ (8, 4, 6) + 5 = 23

Total Damage: 77 X

As he knocks out the Fog Light, a well placed Las Blast strikes him in the chest. He can feel it's searing heat, but Valerio is not meaningfully hurt.

6 Damage - (10 AP + 4 TB + 1 nAP) = 0

+++Round 3 Actions+++

Valerio remains in cover, firing on the second Fog Light.
Full Action Semi-Auto Burst

BS (80): 1d100 ⇒ 9
7 Dos, 2 total hits

Rounds slam into the light

Damage: 3d10 + 5 ⇒ (5, 4, 7) + 5 = 21
Damage: 3d10 + 5 ⇒ (5, 3, 8) + 5 = 21

Total Damage: 51 X


Male Crimson Fists Techmarine

Still here, will post in just a bit.


Male Crimson Fists Techmarine

Valerio slowly releases the breath he was holding as his sights line up on the Ogryn's head, switches his Fire Selector to Kraken Rounds, and pulls the trigger.

Semi-Auto Burst, Called Shot vs. Ogryn's Head.
BS(40): 1d100 ⇒ 45
FP reroll
BS(40): 1d100 ⇒ 2
3 Dos, 2 total hits
Just as he's about fire the Ogryn throws back it's head and begins to laugh about something or other. He waits a moment before depressing the trigger.

Damage: 3d10 + 5 ⇒ (10, 6, 10) + 5 = 31
RF: BS(40): 1d100 ⇒ 66
RF: BS(40): 1d100 ⇒ 86
FP Reroll
RF: BS(40): 1d100 ⇒ 20
Damage: 3d10 + 5 ⇒ (6, 5, 5) + 5 = 21
Damage: 3d10 + 5 ⇒ (10, 5, 6) + 5 = 26
RF: BS(40): 1d100 ⇒ 67

Total Damage: 78 X

EDIT: I forgot my initiative
Initiative: 1d10 + 4 ⇒ (9) + 4 = 13

Wounds: 23/23
FP: 4/5
Clip (Kraken): 26/28
Clip (Standard): 28/28


Male Crimson Fists Techmarine

Valerio slowly draws a bead on the Ogryn as it seemingly bumbles around out of the trench.

Taking the time to Aim

"Brother-Commander, I have the Ogryn in my sights. Orders?"


Male Crimson Fists Techmarine

Valerio moves to the end of the building and carefully surveys the battlefield.
Awareness(60): 1d100 ⇒ 58

He listens as his Brothers begin to form plans, when suddenly the giant creature steps forward
Common Lore: Imperium(60): 1d100 ⇒ 61
Valerio knows this creature, it's on the tip of his tongue but he just can't place it. He searches for the word, mouthing them and shaking his head due to frustration. Suddenly he hears Lucian, Ogryn.
FP reroll
Common Lore: Imperium(60): 1d100 ⇒ 10
Awareness(50): 1d100 ⇒ 39

Valerio let's Lucian finish, his brow furrowed.
"Brother Vartas, I do not believe an Ogryn is capable of leadership, much less any thought beyond the next few moments of it's own existence. I would estimate that the Ogryn down there is simply territorial, much like a beast of the wilds; it wishes we would leave what it would consider it's 'grounds' or 'territory'." Valerio smiles slightly as he jokes,"Worry not though, if it be a wild beast, we shall hunt it just as we would any other. I am merely observing that we should not draw hasty conclusions from the whines of trapped prey." Valerio lets out a small laugh as the Ogryn finishes it tantrum and clambers around pointing out many of the now exposed traps in the process.


Male Crimson Fists Techmarine

Round 2 actions

Valerio's eyes widen as he spies the Autocannon Team moving down the stairs.

"Brother-Commander, Traget is moving down the building, presumably fleeing. I shall pursue and try to hinder their movements. I cannot reach them before they exit this floor however."

Valerio moves towards the stairs, keeping cover between himself and the enemy.

Half action Movement to Cover

Once there Valerio moves a hand to a small panel under his helmet. His fingers flip a few small switches and run over a button, and a low hum starts to come from his Vox unit. The hum grows, becoming louder and shriller. Soon it is an ear-splitting cacophony reverberating through the entire floor of the building.

I'm assuming Feedback Screech is a Half Action. Unprotected creatures within 30m may make a WP test in order to not be reduced to only using 1 Half Action on their next turn.


Male Crimson Fists Techmarine

I suppose my round 2 actions don't make much sense now, pity. I'd delete the post if the timer hadn't ticked off. In the mean time I'll wait out the final couple of actions of round 1 before launching into Round 2. Although I'll take care of the Psychic Phenomenon now since it doesn't much effect who/what I attack or move to.

WP (40): 1d100 ⇒ 32
Valerio is caught unaware as suddenly his is staring deep into the Warp, his eyes glaze over as his stare becomes even deeper, mesmerized by the sight before him. "This siren's song is not for you. You are a Son of Dorn, a Priest of Mechanicus, a Man of the Imperium. Ignore it."

He shakes his head as the vision fades, managing to stay grounded in his duties and his mind focused on purer pursuits.


Male Crimson Fists Techmarine

ROUND 2 ACTIONS

I'm assuming I can see the Truck from the 2nd story
Valerio hears the Truck screaming around the corner and turns to face it. His shoulder mounted Combi-Melta whirrs as it slowly tracks the target. Valerio activates his Logis implant in order to simplify the targetting of the vehicle and, with a simple unspoken command from Valerio, it fires.

Full-Auto Burst vs. Rebel Truck

BS(90): 1d100 ⇒ 2
8 DoS, 4 total hits

Damage: 3d10 + 5 ⇒ (5, 1, 8) + 5 = 19
Damage: 3d10 + 5 ⇒ (8, 8, 9) + 5 = 30
Damage: 3d10 + 5 ⇒ (10, 4, 6) + 5 = 25
RF(90 + 10 possibility): 1d100 ⇒ 96
Damage (RF): 3d10 + 5 ⇒ (4, 1, 8) + 5 = 18
Damage: 3d10 + 5 ⇒ (5, 4, 5) + 5 = 19

Total Damage: 113 X

Toughness Test(50): 1d100 ⇒ 39
No Fatigue gained!

Clip (B): 24/28


Male Crimson Fists Techmarine

sorry, forgot initiative and damage for the grenade
Aonowledging Elyas Valerio withdraws a drag grenade instead.

Initiative: 1d10 + 4 ⇒ (5) + 4 = 9
Damage (X): 2d10 ⇒ (9, 5) = 14


Male Crimson Fists Techmarine

Valerio opens a private vox channel between his comrades.
"10 contacts just beyond these doors positioned defensivly against an assault, 5 above moving into firing position. Third Floor houses the autocannon teams."

Tactics Assault (70): 1d100 ⇒ 34
"Brother Vartas, our best course of action would be to do standard Breech and Clear tactics. On Mark throw grenades, wait, enter and clear those that are left. I have a grapnel so I can clear the top floor along with Brother Elyas, if you will accompany me. I will await your mark."

Valerio withdraws a Photon Flash Grenade and readies it to throw through the Second Floor window. In his other hand he holds his Assault Shotgun, the fire selector set over to Slug rounds.

ON COMMANDER'S MARK

Valerio tosses the Photon Flash Grenade through the window, and grabs his Grapnel from it's slot on his waist. As the grenade detonates Valerio fires his Grapnel and winches himself quickly up to the second floor.

BS (50 + 10 possibility): 1d100 ⇒ 55
Climb (40): 1d100 ⇒ 20


Male Crimson Fists Techmarine

"Hold Brothers, I can check what is beyond these walls so we may not be taken unawares."

Valerio focuses on his Auger Array, letting the cybernetic do it's work.
Awareness(70): 1d100 ⇒ 3
6 DoS

Tech-Use(60): 1d100 ⇒ 17
4 DoS


Male Crimson Fists Techmarine

Valerio quickly removes himself from the crashed Thunderhawk, ducking for cover as he suveys the surrounding landscape.
Awarness(50): 1d100 ⇒ 48

He listens to Brother Lucian's orders, nodding his head. "Understood Brother, we shall keep our heads low and our aim true." He is about to step into formation as he notices the pilot, trapped in the smoking wreckage, out in the middle of the open expanse. He feels his gut clench and his breath quicken. "I am sorry Brother Vartas, I will explain when we have more time. I will take full responsibility." Without much more explanation Valerio quickly breaks formation and runs to the doors to the cockpit. He grabs hold with his Servo-Arm, planting his feet deep into the wreckage around the Thunderhawk. He strains as he starts to pull with all his might, working to try and get an opening in the cockpit so that he can get to the trapped Astartes.

Strength Test(75 + 10 possibility): 1d100 ⇒ 1
8 DoS, I hope that's enough to get him out.

He pulls the pilot out of the wreckage, "You are sitting dead in the water out here, I can't leave you to that fate. Stay close and don't get dead." He claps him on the back as he forms back up with the group, ready to move out.


Male Crimson Fists Techmarine

We picked up most everything I think we need, but have extra req and no time left. So here's a final few things

Adding to Loadout:
Extra Kraken Clip [5 req]
Extra Slug Clip [4 req]

@Zedkiel
Picking up Astartes Combat Webbing Medicae Pouch [3 req] for you

Also
Master Crafted Chainsword [10]
Extra Kraken Clip [5]
Psy-Focus [15]
Photon Flash Grenade x 3 [15]


Male Crimson Fists Techmarine

Thank you Elyas

Adding to my Loadout:

MUI Cybernetic [15 req]

@Del
Basic Loadout gives you 3 Krak and Frag grenades as well as A Bolt Pistol with Standard Ammo, Do you want 3 more of each grenade and a second Pistol?

The Chainsword costs 10 req for a Common Chainsword w/ Dipole Maglock


Male Crimson Fists Techmarine

Alright, and with Lucian taking the leadership roll I suggest Oath of the Weapon.

It's not that I necessarily like or care about it's inherent bonuses, however I believe it's Squad Mode abilities will be a better selection for us, particularly Fire For Effect and Tank Buster.


Male Crimson Fists Techmarine

Valerio's Loadout:

Astartes Combi Melta [32 req]
* Arm Weapon Mounting
* Fire Selector
* Kraken Rounds

Astartes Assault Shotgun [13 req]
* Fire Selector
* Slug Rounds

Siege Auspex [7 req]

Astartes Grapnel [3 req]

Total Spent: 55 Req

I would also like to ask the group if it would be alright for me to spend an additional 15 req in order to take an MUI Cybernetic.

My Suggestion for other additional wargear is:

2 Strummers [10 req]
* Breech and Clear advantages as well as Infliltration advantages.
* 2 so that we can split up if we need to.

3 Demo Charges [30 req]
* Demolition of Gun Emplacements

Multikey [15 req]
*Opens up the hive city

I would have agreed with an Astartes Signum and Links however, in order for them to be truly effective it costs us too much requisition for honestly very little reward in this instance. It would be better if we were against a smaller force, a more focused strike, or if we have a large amount of Req left over...which I honestly don't foresee.

@Lucian
If you spend the Req on a missile launcher you can always hand it off to someone else if we happen to need both your bolter and a missile firing at the same time.

@Zedkiel
The helmet is a good idea for an Apothecary. We are notably missing Flame so I think having a Flamer on hand is probably a good idea, the difference between a Heavy and Regular Flamer boils down to +7 Damage per shot and 4 extra shots before reloading, however it now counts as a heavy weapon. For only 5 requisition I would say that's a pretty good upgrade, but it's your decision.
As far as non-lethal grenades, if anything I would say maybe a Flash or two encase we were to run into a larger mob of contacts. The Blind grenades are helpful, however quite expensive, and if we HAVE to use them to save us from being shot that would mean we messed up somewhere big.


Male Crimson Fists Techmarine

Alright so some ideas that would be good as far as gear goes:

Astartes Missile Launcher - 10 req.

* Only 10 req for a good Anti-Armor/Anti-Infantry weapon
* Frag AND Krak Missiles are considered standard issue for this so we save Req. by not having to purchase the Krak upgrade.

Astartes Assualt Shotguns (assuming we do Breach and Clear) - 10 req

* Great Close Range weapon for cheap
* For 4 req can pick up Slug Rounds which lose Scatter but gain Felling(1) and Tearing
OR
* For 7 req can pick up Shedder Rounds and gain +1 Pen and Tearing

Melta Bomb - 12 req

* Good for Demo
* Anti-Anything
* Only really useful for setting up things, due to being Placed Explosive

Seige Auspex - 13 req (at least 1 for Half[7 req])

* Shorter range is a negetive
* Can see through thicker walls (necessary for at least the Gun Emplacements I'm certain)

Astartes Grapnel - 3 req

* Allows for easier climb/rappel
* 3-D movement in a Dense Urban area is necessary

Astartes Combi-Melta - 15 req

* Benefits of having a Melta
* Downside only 1 shot then reload necessary

Astartes Meltagun - 20 reg

* It's a Melta
* Downside; not a Bolter.

Kraken Rounds - 5 req

* Better Pen
* Better Range

Have to go back to work, finish ideas later, and post tentative list I would like to take for Valerio


Male Crimson Fists Techmarine

Valerio stares at the map hard, thinking of the options.
"I am in agreement with many of you brothers. A hard and fast attack are best, Shock and Awe as it may be. We will need to deploy via Thunderhawk in order to effectivly strike with enough time. Walking will not give us the time necessary to secure the area before Col. Folken and his men arrive.

I believe our best course of action is to destroy these three buildings," He points to the three larger buildings identified as enemy strong points."That is assuming collateral damage against Gun Metal City is acceptable of course."
Defensive Doctrine to identify the most likely locations for the larger gun emplacements.
Tactics: Defensive Doctrine (70): 1d100 ⇒ 64
"I have believe that it is highly possible these strong points house the larger gun emplacements, and are most like to hold a good amount of their forces. I doubt that any more than around 20% of their forces are stationed in or around the buildings, however it does represent their strongest asset within the Stygian Crossroads. Since Phyrr I have studied Demolitions and I believe in my abilities to take down the emplacements."

"The real danger is that assuming we take down all three buildings we will have no where to reliably move to, and therefore will be without cover from leftover forces who are like to simply shoot us as we leave the final building. As such it is possible that in lue of destroying every stronghold it would be better to capture at least one of them. The fight to capture it will be harder than the fight to demolish it, however I believe it necessary."

"After we take care of the strongholds I beleive it wise to work our way out from the buildings carefully, a full extermination of the remaining resistance, Breech and Clear tactics. We move carefully and purposefully through the surrounding urban area. It will provide us with plenty of cover and ambush points. However this is a double edged sword and it will provide our enemies with much of the same benefits."

Sorry for the quick wrap up here have to run back to work
"As for equipment, light armor, fixed gun emplacements, and troops. I suggest Melta at the very least as well as Demo gear. We have a seige Auger available, and I'm not sure how many we have other than the one I know of."

"Captain, is collateral damage approved, and do we know if civilians have been evacuated from the combat zones?"


Male Crimson Fists Techmarine

reporting in


Valerio bows deeply and makes the sign of Aquila, "Of course, I shall have the device to you momentarily."

He retrieves the Atomizer Cannon and brings it to the Keeper. As he is en-route to deleiver the weapon he sends another message to Brothers Elyas and Arkhos,

+++Findings inconclusive. Please ask for information regarding their procurement of such interesting technology. I have no information beyond that they did not find the weaponry in the Adeptus Bilogicus facility.+++


Valerio nods quickly, "Of course Brother-Keeper, I understand. Would it possible that we may be able to purge the device, and other such devices, and see them put into the service of the Emperor? Furthermore is there any data on Umbra Malygris and other similar tech heretics that have plagued the Calixis sector, such as the Forge Worlds they might have had control of and the various devices that they could have controlled, along with what has been found and accounted for? It could be of use to tracking down how such criminals as that of the Beasthouse came by such rare Archeotech."


GM:
*Ahem* Valerio clears his throat a bit before continuing, "I found the heraldry upon an Atomizer Cannon recovered from Phyrr. The cannon had been in the possession of Beasthouse members before the Kill-Team and I liberated it from them."


Just so everyone's aware, if you don't read spoilers, this conversation isn't super secret or anything. I'm just trying to avoid posting walls of text and keeping the recruitment/ship activity thread more-or-less clean.

GM:
Valerio ponders a moment, "I suppose about as well as any other day." He laughs before taking a more serious tone. "Unfortunately I do not come without an agenda. While cataloging and inspecting some of the tech recovered on Phyrr I came across something that perplexes me." Valerio withdraws a dataslate that contains a picture of the unknown heraldry. "May I approach?"


GM:
"Hail Good Brother Keeper!"

Valerio stops before the Keeper as he makes the sign of Aquila, careful not to overstep his bounds and staying behind the restricted line.


Forbidden Lore: Adeptus Mechanicus(60): 1d100 ⇒ 21

Hmm... Valerio looks around to see if he can find a Keeper or a Master of The Forge who might have a bit more information on the Heraldry than himself. As he looks he sends a message to Brothers Elyas and Arkhos

+++Brothers Elyas and Arkhos. There was an Atomizer Cannon among the assorted weaponry of the Beasthouse members. The Heraldry does not match that of the Adeptus Biologicus. Try to see if they have any knowledge of where these weapons came from; maybe at least who supplied it to them, although I fear that they may not know much.+++

I forgot to check the Traitor Legion Lore roll on my previous post

Between the Unknown Heraldry and the Prophetic Tale Valerio's mind was swirling with thoughts. He focuses on one item at a time, as he continues his search for a more knowledgeable ally he mulls over the Prophetic Verse.

Forbidden Lore: Traitor Legions(60): 1d100 ⇒ 25

Then, suddenly, it doesn't fit. The Obelisk and it's Verse feel out of place on a ship filled with the Children of Torment. He sends a quick missive, not having the time to discuss this as he would like, to Brother Castil, before hurrying on to the task of discovering the Mysterious Heraldry.

+++Brother Castil, The Verse on the Obelisk feels out of place. I doubt it could be attributed to the Children of Torment, much less any of the Traitors aboard that ship. I am not sure who could have inscribed it.+++


Valerio heads to the Armory in order to look over some of the tech and weaponry that had been recovered from the Beasthouse Members on Phyrr. He brings along his Servo-Skull assistant to help him wherever it can.

Tech-Use(70): 1d100 ⇒ 78
60+10 from Servo-Skull assistance. Can be additional +20 from Electo-Graph connection and Combi-Tool if possible.

Lore:Archeotech(60): 1d100 ⇒ 51

Lore:Heretical Tech(60): 1d100 ⇒ 14

Lore:Dark Tech(60): 1d100 ⇒ 77

Once Valerio has had his chance to look over the various implements recovered from Beasthouse he gets a comm relay to Brother Elyas to inform him of some questions he would like asked of the prisoners. The questions depend on my findings. Assuming I even recognize the fact that they have high-level Archeotech floating around.

As he is finishing up his conversation with Elyas, he receives the data transmission from Brother Castil.

Ciphers: Chapter Runes (60): 1d100 ⇒ 28
1 DoS

He gets a comms relay to Brother Castil.

"Brother Librarian Castil, this is Brother Techmarine Valerio León. I have not had the pleasure to formally meet your acquaintance yet, however I am certain it will be a great honor to work and serve with you; but I digress, I recognize these Chiphers. It seems to be part of a story or prophecy of sorts. I'm going to send you the translation now."

Valerio sends back a data transmission containing both the original text as well as the translated version.

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