Ostog the Unslain

Knutr Gunhildsson's page

144 posts. Alias of Jereru.


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Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

At least one, yeah :P


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

-Use any pack tactics, maybe?- says Knutr while taking a good spot from where to charge in case the monster appears close to any of his comrades.

I don't have my books here, can't remember which squad modes we have avaliable lol


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr raises his claws in the air, howling like a mad man.

-Yeaaaaaaaaahhhh!!!!!

Then, covered in blood, he faces the crowd.

-C'mon! Is that all you got! Bring it on!


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

My father was from Rheinland, so closer to Luxemburg than to Netherlands but still close :P


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Dodge 65%: 1d100 ⇒ 29

Knutr swiftly jumps and avoids the rolling mass, then proceeds to use his claws again, hoping to be more effective this time.

Not sure how you're finally handling the Double Team talent and the Gang rule, so I'll just Attack normally without Two-Weapon combo, to avoid the penalties.

Lightning Claws 60 +10 Size =70%: 1d100 ⇒ 76
Dmg if successful: 1d10 + 18 ⇒ (2) + 18 = 20 E Pen 8

Lightning Claws, Swift Attack 60 +10 Size =70%: 1d100 ⇒ 72
Dmg if successful: 1d10 + 18 ⇒ (5) + 18 = 23 E Pen 8

Bah.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

remember that Double Team does add a +10 on top of the regular ganging bonus, and an extra +10 if both combatants have Double Team.

As Vorenthar speaks and lunges in, Knutr howls and clinks his claws together, making the static energy clasp, then he wildly attacks the same monster as Vorenthar did.

-For Russ!!!

Weapon Skill 60 +10 Size +10 Gang +20 Double Team -20 2-Weapon = 80%
Lightning Claws, R 80%: 1d100 ⇒ 24 => 24 or 42, whichever seems better (since I don't know what kind of location table those things have).
Lightning Claws, L 80%: 1d100 ⇒ 58 => 58 or 85
Lightning Claws, R (Swift Attack) 80%: 1d100 ⇒ 63 => 63 or 36

Damage, LC R: 1d10 + 18 ⇒ (4) + 18 = 22 E Pen 8 (Powerfield)
Damage, LC L: 1d10 + 18 ⇒ (4) + 18 = 22 E Pen 8 (Powerfield)
Damage, LC R, (SA): 1d10 + 18 ⇒ (5) + 18 = 23 E Pen 8 (Powerfield)


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

1d10 + 7 ⇒ (6) + 7 = 13


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Heightened Senses (Sight, hearing, smell) +10
Awareness 50-30: 1d100 ⇒ 2


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr doesn't stop even for a second. He faces his opponent and fiercely strikes once and again, like a hungry wolf.

Every time he delivers a blow, though, he moves his eyes in the direction the hand is going to come from. -I hope he understands.

With every attack, Knutr spits, shouts, swears and growls. He drinks blood, rages and frenzies. He tries to be the focus of the people's attention. He'll be in the light, offering a show and letting his other brothers communicate in the shadows.

If you think there's any roll needed, feel free to roll for me to speed up.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr charges recklessly against the nearest enemy, eyes red in fury.

Will go into solo mode and activate Burst of Speed, which increases his AGI bonus in +2. This gives him a Charge Movement of 27m., which I hope is enough to hit the enemy at 28m. since the remaining metre can be covered by my arm length. If you rule against it, then I'll just run and engage the one running towards me. And shout and spit a lot.

Charge attack, Lightning Claws, 60+10=70% 1d100 ⇒ 27 => 27 Left Arm (Sure Strike)
Damage 1d10 + 18 ⇒ (6) + 18 = 24 E Pen 8 Power Field


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Awareness-10=40: 1d100 ⇒ 7

Knutr runs as fast as he can, trying to gain some terrain and thus corner the enemies as soon as they come into the battleground.

Run 42m.


I'm fine with playing, use your own style. Least I can do if you're gonna do the dirty work is let you manage your way.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Oh, yeah! Dig It? Yeah!


I am.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Hi guys! back from my holidays! :)


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr's eyes turn red as he faces the Hellions leader. All his rage and frustration discharge at once, trying to punish him for all that the Eldars have being doing to Knutr and his battle brothers.

The leader tries to knowck out Knutr, but he notices just in time and steps aside swiftly.

Parry roll 60% 1d100 ⇒ 58 (Powerfield)
If I end up failing due to any unknown penalty I'm going to use a FP, please feel free to reroll for me to speed the gameplay.

Knutr moves out of the weapon's way and profits from the gap in the Dark Eldar's defence, raking him with one of his claws.

Counterattack roll 60-20=40% 1d100 ⇒ 36 => Body

Damage 1d10 + 18 ⇒ (5) + 18 = 23 E Pen 8 Powerfield

Tasting blood for a second time, Knutr falls deeply into a killing frenzy and attacks reiteratively, letting all out for good.

-For Russ, for the Emperor and for everything!

-DIE!
Lightning Claws Attack Right Hand 60-10=50% 1d100 ⇒ 1 => 01 Head
Damage 1d10 + 18 ⇒ (7) + 18 = 25 E Pen 8 Powerfield

-YOU!
Lightning Claws Attack Left Hand 60-10=50% 1d100 ⇒ 29 => 29 Right Arm
Damage 1d10 + 18 ⇒ (10) + 18 = 28 => Righteous Fury
1d100 ⇒ 8 => 1d10 ⇒ 6+28=34 E Pen 8 Powerfield

-SCUM!
Lightning Claws Swift Attack Right Hand 60-10=50% 1d100 ⇒ 44 => 08 Head
Damage 1d10 + 18 ⇒ (6) + 18 = 24 E Pen 8 Powerfield

Knutr's hair and beard are all red, and he is standing on the eldar's body, trying to catch his breath, when he suddenly raises his arms and shouts at everyone.

-YEAAAHHHHHHHHH!!!!


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Cheeeseeee... *drools*


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

I want to leave notice that I'm going on holidays to France, starting Friday and for a whole week. I'll try to log in, but can't asure anything. Please bot me as needed. Sorry about the inconvenience.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr charges wildly, itching to try his new claws (pun intended)

-Dieeeee!!!!!!

Charge action as Full.

Charge w/ Lightning Claws 60+10=70%: 1d100 ⇒ 75
FP Reroll: 1d100 ⇒ 31 => 13 Right Arm

Damage if successful: 1d10 + 18 ⇒ (7) + 18 = 25 Pen 8


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr swears in silence at the xenos avoiding his grenade. The he realises he's the target of a stratagem to grapple him in a net, and tries to avoid it using his reflexes.

Dodge roll 65% 1d100 ⇒ 20

It seems Knutr is successful, but he's aware that the eldars have many tricks up their sleeves.

In case Dodge is not allowed or there's any trick, here's the WS roll 60% 1d100 ⇒ 57

Now, how far are they and specially how high? Am I able to charge? Man, how I miss my jump packs :P


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

-Now!

Throw the Grenade 35%: 1d100 ⇒ 25


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Dodge 65%: 1d100 ⇒ 99

Knutr tries to roll away from the shooting but, as he is getting accustomed to his new appendixes, he fails to do it in time. However, he doesn't seem to feel any pain - either his armour is too thick or the projectile is too subtle.
He stands again on his feet and readies himself to throw the grenade, but trying not to show it until the last second.

Actions: ready action or overwatch, triggered by the Hellions entering range.

Damage is not enough to penetrate soak, so idk if I still need to roll vs the poison, but just in case, here it is:

Poison Resistance 40%: 1d100 ⇒ 90 Bear in mind Unnatural Toughness
Poison Resistance Reroll 40%: 1d100 ⇒ 10


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr bends on his knee, trying to wear the just found weapons without the Hellions noticing. His plan is, when they're close enough, to throw the grenade and blind them, and then use the lightning claws to harvest death and gore among them.

Actions: put on the lightning claws and then ready action to throw the grenade when they enter reach.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

-Search. More. Sod the grenade. Sod the Librarian, he could have done the power earlier. Sod the grenade again. These bastards are flying, I need something solid with which to push them off of their skimmers. Search, for Leman's sake! Search, you bastard! Something proper! Wait... something... the grenade... Mmmmm, I might have a plan...

Knutr's mind works at high speed to construct the plan. He doesn't even want to say, just in case their comms are tapped.

Ok, let's search anyway, that'll give the impression that I'm desperate. They could act over confidently...

Search more 25+10+10=45%: 1d100 ⇒ 24 => 2 DoS +1 Fate = 3 DoS

You said Half Action? Search more! I have a plan for the grenade, but a grenade is one use only...

Search 45%: 1d100 ⇒ 36


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

As much as I would like Regroup as an available manoeuvre, I think our cohesion is not that great by now, so Oath of the Astartes would benefit us more.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr responds to Cato.

-That is a good tactic, but we can twist it a bit. Let us not stay all together in a small ground. We can cover a wider area, and then let them less room to manoeuvre (yes, I used that spelling :P). If I stay here, as the point of the formation, I can charge their best ranged and neutralise it.

Initiative 1d10 + 7 ⇒ (6) + 7 = 13


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Man, this helmet is more than 20,000 years old!


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr walks to the centre of the arena, kicking dead bodies on his path. He poses defiantly, helmet in hand so that everyone can see his face. After picking some weapon from the sand, he stands in the centre, puts his helmet on and adopts an offensive stance, ready to charge anything that enters his range.

Knutr wants to apear as if he's going to charge at first sight, but he is going to evaluate instead and maybe retreat to let the ranged marines soften the resistance. It will depend also on how much Cohesion we have who0s the leader and what weapons he could find.

Speaking of weapons: Knutr is looking for something resembling a sword or anything that's balanced enough to parry. A Power Sword would be ideal... ;) 2 weapons would also be fine, since he now has the Two Weapon Wielder trait.

Search 25% (+10 if Heightened Sight kick in): 1d100 ⇒ 68
Space Wolf reroll: 1d100 ⇒ 55 => 3 DoF, 2 DoF if Heightened Sight.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

-And to think that these sacred relics are here, dessecrated by these... these... arrgh!

Knutr receives the psychical message of the witch and, unable to speak, reacts both with anger and pride.

-We Space Marines are always ready to die, you scum!

I assumed we are paralysed or something like that. If we're not, that last sentence will be yelled, not just thought.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.
Cato Rufus wrote:
My wedding is now only 17 days away

I'm sorry, mate... *taps his shoulder* :P


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

I wonder if we get to modify the roll with +-1 as per the rules... I would stick to mine anyway, but maybe someone wants to change... *looks at Vorenthar*


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

-Fools, we're only slaves to the Emperor's will... He won't let us down!

1d10 ⇒ 5 => A Fury Like Lightning (+5 Agi, +1 Init)

-This armour... is talking to me. It's telling me about the great heroes that have donned it. I feel proud... I think the armour has chosen me.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Well, all (or most) Marines have vision enhancements even without power armour.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.
Feliks wrote:
Knutr for MVP in this one.

Awww, man... I feel flattered. Wanna make puppies tonite? ;)

Just kidding, thank you. I love the Tactical Modes, I think it's a fantastic mechanic that adds a lot of flavour and I try to use it every time I can. Sadly, as Gathrix said, the rulebook is sooo poorly written...


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Ok, I'll vote myself because the Tactical Advance strategy was super sound...

Na, seriously :P You all did so great I don't know what to do, so I'll vote Feliks because he's a wolf buddy... tie break, you know.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Yeah, it's been long, I bet we all will need to review.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Knutr, beard and chest covered in blood, raises his arms and growls.

-Yeaaaahhhhhhhhhh!!!!!

He looks at the crowd with hatred and bloodlust, giving them a moment for rejoice and hiding his real feelings.

-Enjoy your show for now, scum... let's see who's the last one to laugh.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

woo-hoo enjoy it ;)


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

-Die, Xenos scum!

Chainsword Attack 60+30(gang up+double team)=90%: 1d100 ⇒ 60 => Head (06)
Damage: 2d10 ⇒ (1, 10) = 11 => 10
RF: 1d100 ⇒ 30
1d10 ⇒ 9 => 9+10+13=32 Pen 3

Chainsword Swift Attack 60+30(gang up+double team)=90%: 1d100 ⇒ 60 => Head (03)
Damage: 2d10 ⇒ (4, 4) = 8 => 9+13=22 Pen 3

Hey Cato, nice trait that which lets you roll 1d1 ;)


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Str 50%: 1d100 ⇒ 34
Agi 55-10=45%: 1d100 ⇒ 61
FP
Agi 55-10=45%: 1d100 ⇒ 13

-Yeaaaaaahhhhhhrrrrllll!!!!!

With a mighty battle cry, Knutr throws himself into melee.

Chainsword Charge 60+10=70%: 1d100 ⇒ 52=> 25 or 52, will chose 25 (Left Arm) unless he seems to have more armour there.
Damage: 2d10 ⇒ (3, 1) = 4=>3+13=16 R Pen 3


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Initiative: 1d10 + 5 ⇒ (5) + 5 = 10


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

I'll give you some candy when you get back as a prize for post #300 :P


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

After disbanding the Razorwings, Knutr looks down and searches for the power maul.

-It will be useful if we find another big group of... Hey! Feliks! Don't leave me here alone!

Knutr runs to Feliks and quickly follows him, as it is clear his elder Brother has better senses, sharpened by the experience.

-It was a smart move to have brought a knife, Feliks. Can you locate the others?


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.
GM-Gathrix wrote:
in a remote location in the back of the book, like many important rules.

Sadly, this. The book could have been better written/organised.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

It's the Deathwatch rule for attacking a Horde in melee. Normal melee attacks don't follow this rule.

And Feliks got more hits than me.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.
Knutr Gunhildsson wrote:
So it's +10 instead of+15, and a -10 I forgot to deduce due to using a chainsword. That's 1 less hit per attack, so 5 hits total.

Actually I forgot to add another +20 for Ganging Up, so it was indeed 7 hits, but I guess it doesn't matter much now...


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

So it's +10 instead of+15, and a -10 I forgot to deduce due to using a chainsword. That's 1 less hit per attack, so 5 hits total.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Since I was close to Feliks, and given the actions, I'm going to assume I'm at melee range of the Razorwings. Also, since a Mag 30 Horde gives a +30 to Hit, I'm going to assume this one gives a +15. Just assuming for posting agility sake, please feel free to adjust as needed.

Knutr tries to grab the power maul, but then realises he let it fall before, when it overheated.

-Damn!

Full Melee Attack

Chainsword Attack 60+15=75%: 1d100 ⇒ 8 1 hit + 6 DoS (3 hits) = 4 hits
Damage 1d10+13 Tearing: 2d10 ⇒ (7, 1) = 8=>7+13=20 Pen 3
Damage 1d10+13 Tearing: 2d10 ⇒ (4, 1) = 5=>4+13=17 Pen 3
Damage 1d10+13 Tearing: 2d10 ⇒ (4, 2) = 6=>4+13=17 Pen 3
Damage 1d10+13 Tearing: 2d10 ⇒ (6, 5) = 11=>6+13=19 Pen 3

Chainsword Swift Attack 60+15=75%: 1d100 ⇒ 31 1 hit + 4 DoS (2 hits) = 3 hits
Damage 1d10+13 Tearing: 2d10 ⇒ (10, 2) = 12=>10+13=23 Pen 3
Ne need for Righteous Fury, I guess, since damage is rolled only to check if it goes through armour.
Damage 1d10+13 Tearing: 2d10 ⇒ (6, 4) = 10=>6+13=19 Pen 3
Damage 1d10+13 Tearing: 2d10 ⇒ (6, 5) = 11=>6+13=19 Pen 3

If all damage rolls surpass armour, that's 7 magnitude damage.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Sorry... Didn't the 'Razorwing Horde Mag 15' have an initiative of 9? I may have confused myself.


Space Wolf Sky Claw Rank 1 | Wounds: 23/23 | Fate: 4/5 | Active Conditions: None.

Initiative: 1d10 + 5 ⇒ (8) + 5 = 13

Will wait to check what does Feliks do and when does he act.

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