Wounds 9/14; FP 3/3
Hmm, what to play? May just go for a Weapon Specialist and play 'the soldier', but I'll take a look... stat: 2d10 + 20 ⇒ (9, 3) + 20 = 32
reroll: 2d10 + 20 ⇒ (2, 3) + 20 = 25 wounds: 1d5 ⇒ 2
Wounds 9/14; FP 3/3
Gear Perception(53): 1d100 ⇒ 54 well, then.
"I suppose we should be lucky the mines were not triggered by the shockwave." Celephix looks over towards the mine-stranded guardman, "Should we survive for a refit, I will endeavour to attain more sensory capability."
Wounds 9/14; FP 3/3
Tech-Use(84): 1d100 ⇒ 66 not my best work, pass +1 DoS, send it to armour points. Guessing I can't use extra +10 Tech Use from MIU interface (no MIU to link to)
Wounds 9/14; FP 3/3
'Phix moves to assist Leni as requested, her face-mask concealing the scent of rot and infection from her senses.
Wounds 9/14; FP 3/3
'Phix takes a moment to process... Doombringer, flamer, mines, fortifications. Priority?
Wounds 9/14; FP 3/3
Sorry, I've had a really bad week with family issues, and my depression has sent me on a downwards spiral, hopefully I'm through the worst of it, but I apologies for disappearing with no notice. Regarding the mechadendrites, the FAQ document gives it a standard weapon statline which I assumed meant that it gains the standard strength bonus, but not the additional +20 which is just to strength based checks (which would not through a direct reading translate as damage rolls). I'm not really expecting 'Phix to be a melee powerhouse, more relying on the defensive blade on her other 'dendrite to ward off at least some damage.
Wounds 9/14; FP 3/3
If I'm close enough to be caught in the blast, I guess I'm close enough to half-move to it? WP: 1d100 ⇒ 12 Celephix attempts to grab the grenade and hurl it back to the Ork side of the trench BS: 1d100 ⇒ 27 (not a specific target, just over that side and as far away from us as I can, if something's there it's a bonus).
Wounds 9/14; FP 3/3
"Target is xenos artillery position, I will try and keep this channel open, but our position is under heavy attack." 'Phix will turn her attention back to the onrushing ork and try and take a shot. Lost track a bit and don't have time to check all the mods so assuming I'm in the same area as Leni...
Wounds 9/14; FP 3/3
"Our CO is down, we have no ranking officer at this position, co-ordinates are incoming." Cutting the mic, Celephix calls over the com-bead. "I have artillery on the line, can anyone provide reasonable co-ordinates. Also if anyone is holding a CO Authorisation ID, it may make our request more persuasive."
Wounds 9/14; FP 3/3
Is the radio a field radio that can be picked up and moved or is it a fixed radio? If the latter can it be rigged to relay to/from the Comm-Beads (quickly?) Celephix works feverishly while almost chanting information in case they can hear over the radio. "This is Enginseer Celephis of Serenus First Guard under heavy attack, requesting air/fire support at co-ordinates [state co-ordinates here]. Our defences are failing." she repeats this in mechanical fashion as soon as there is the slightest chance a signal is getting through.
Wounds 9/14; FP 3/3
Remove Shrapnel(54): 1d100 ⇒ 10
Next Round:
EDIT: Actually I get another +10 from the utility Mechadendrite and maybe a further +10 if it has an MIU interface (probably not), so that should be a pass. Celephix busies herself with examining the device, and hums while repairing it, trying to ignore the chaos around her as she deals with something she can do...
Wounds 9/14; FP 3/3
Pinning: 1d100 ⇒ 50 Celephix attempts to steady her breathing. So many bullets firing through the air, and they seem to know whenever she tries to peek her head above the line. She whispers to the mantra of Enginseers to steady her nerves and moves along the trenchline to get nearer the bunker and chimera, readying a grenade as she does so... maybe if she can listen she could just hurl it blind if they got close?
Wounds 9/14; FP 3/3
Know:War(44): 1d100 ⇒ 35
Logic: 1d100 ⇒ 50 Hmm, don't have Logic for some reason... Is it -20 for untrained (don't have my book to hand from here)? if so that's a fail. "Passable construction, unlikely to withstand a sustained barrage, but better than unprotected trenchworks at least." Celephix analyses her own work. She see's the sky light up "Is that artillery?"
Wounds 9/14; FP 3/3
"Always fix, this fix that, never the right materials provided, no proper schematics." 'phix mutters to herself as she directs the servitor to construct some shelter over the trenches. Will prioritise any other scrap/supplies left around, then start to strip the vehicles down for plating to use as cover, due to presumed scarcity of time/materials, will go for interspaced 'shelters' in the trechline, give somewhere to run to, should artillery start falling.
Wounds 9/14; FP 3/3
I think they're mostly so that if playing with miniatures, your 5-person RPG group can still have a standard 10-man imperial guard squad. Without adding to more book-keeping.
Wounds 9/14; FP 3/3
Fair enough "First task, let's see what we have to work with." Inspect the recovered vehicles and if they look like they can be brought back to life, leave them alone for now, if not see if we can retrieve any armour plating for the bunker initially, can work on salvaging anything else later. Tech Use?(54): 1d100 ⇒ 79
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