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  • Locked thread
MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
listen



On the edges of the Screaming Vortex, where reality and chaos meet, there exists an unnamed region of endless turmoil. Here, the Warp eddies and boils through space, eager to catch any voidships that happen to wander too close. Many of these ships are ripped asunder, their crew left to freeze in the coldness of the void. If they're unlucky, they will be dragged screaming in to the Vortex itself, to endure a fate worse than death. Many of the shipwrecks are uninhabitable husks, drifting aimlessly through the void. Some, however, appear to be untouched, their halls and decks still intact, if not eerily empty. These wrecks often become the homes of pirates and reavers, from which they raid Imperial space.

It is within one such wreck, called the Astoria, that the PLOINHOLE SURFERS sit, in a dimly-lit room, relaxing after a wild concert. The warlord reaver of the Astoria, Spector, invited the SURFERS to play for him, to celebrate his birthday. A sickly old man enters the room - their manager, Loog. "Right, lads. Smashing performance, once again, although it'd be nice if we didn't have to replace half your gear after each show," he says with a grin, showing a mouth full of decayed teeth. "Lads, I've got good news and bad news. The good news is I've lined up another gig for ya. Big job, on Apollo, should be good. The bad news is, well, that grox you killed on stage? Turns out it was a prize bull, a gift from Spector's daughter. Apparently he loves the things, go figure. Anyway, he's right pissed and wants your heads. Thankfully he's still hammered so you've got some time before he sorts himself out, but you're gonna want to get yourselves off this ship right quick, yeah?"



Welcome to the game thread. Post your character sheets.
  • Ignus Cornwall (Werix)
  • ANIMAL (DeathSandwich)
  • Screamin' Mimi Blastovich (Vicissitude)
  • Grimes (Viva Miriya)
  • Urianger aka Big Narstie (John Dyne)

Recruitment Thread

MaliciousOnion fucked around with this message at 23:43 on Jul 5, 2017

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DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

ANIMAL
The Green Room

ANIMAL is the first to situated in the green room after the show, completely covered head to armored boot in grox blood. He wasn't the one to start the sacrifice of the grox, but he was the one to discover exactly how much blood the raging lizard beast had in it. It wasn't his fault honestly, the thing had already blundered into the pyro zone and got itself lit on fire, it just seemed like an open invitation to make it part of the show. It's not like the others in the band weren't doing their part of the sacrifice as well.

Upon hearing the tiny, old human's assessment of the situation the giant blood-soaked drummer nods his head and says "Yeah. Yeah, Which way to shuttle? How many future corpses in the way?"

-----------
It's going to be incredibly hard for me to write a guy who only speaks in one word phrases, so he's going to be a touch more eloquent outside of performances/combat/raging/whenever is narratively convenient , though still kind of simple.

pre:
Name: ANIMAL
Archetype: Khorne Berserker
Pride: Wealth - +20 req, -3 WP
Disgrace: Greed - +4 Corruption, -10 commerce
Motivation: Violence - +5 Corruption, -3 Int
Alignment: Khorne

Characteristics
Characteristics
WS:   55 = 30 + 20 +5[Khorne Berserker]
BS:   30 = 30 + 0
S:    80 = 30 + 20 +5[Khorne Berserker] +20 [Power Armor] +5 [Advance]
T:    50 = 30 + 20
Ag:   50 = 30 + 20
Int:  27 = 30 + 0 -3 [violence]
Per:  30 = 30 + 0
WP:   47 = 30 + 20 -3 [wealth]
Fel:  30 = 30 + 0

Infamy: 36
Corruption: 29 = 15 [Archetype] +5 [Starting exp] +4 [greed] +5 [Violence]
Wounds: 17

Skills:

Athletics +10
Awareness
Common Lore (War)
Dodge
Forbidden Lore (Adeptus Astartes, Daemonology, The Horus Heresy and The Long War)
Intimidate +10
Linguistics (low gothic)
Navigate (surface)
Operate (surface)
Parry +10
Survival

Talents:

Ambidextrous
Ancient Warrior
Berserk Charge
Bulging Biceps
Cold Hearted
Fearless
Flesh Render
Frenzy
Furious Assault
Legion Weapon Training
Lightning Reflexes
Heightened Senses (Hearing, sight, armor)
Nerves of Steel
Pity the Weak
Quick Draw
Resistance (Cold, Heat, Poisons, psychic powers)
Sure Strike
Swift Attack
Two Weapon Wielder (Melee)
Unarmed Warrior

Traits/Mutations
Amphibious
Unnatural Strength (+5)
Unnatural Toughness (+4)
Brutal Charge (4)

Avatar of Slaughter: Once a combat, after a full round move, spend infamy to force enemy -10 wp or take -20 against player

Unstoppable Wrath: Spend infamy to make opposed strength check to ignore parry
OR make a +0 toughness test to ignore effect of injury, stun, fatigue, or death for a round

Mark of Khorne: Gains Resistance (Psychic Powers), Brutal Charge, and increases Unnatural strength by one

Gear:
2 legion frag grenade
2 legion krak grenade

Two Good Quality Accursed Crozius 
-Upgraded to best quality as part of the ascension
-Legacy of Rage: +10 to weapon skill for melee attacks, -10 int and per while wielded, frenzy as a free action
-Weapon 1 - Ragged: One weapon gains Tearing

DRUM (Best Quality Ragged Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Tearing, Special)
STIKK (Best Quality Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Special*)
- Accursed Crozius give wielder hatred against anyone he engages in melee, Opponents cannot use defensive stance against the Crozius

Infernal Star 

Best Quality Legion Power Armor 
-+5 Intimidate
-Power Armor Customization: Remnants of Mutation (Slayer Limb)
-All Subsystems Online


Experience: 4500/4500
Khorne Berserker (3600)
Two Weapon Wielder (500)
Swift Attack (300) [K]
Strength Advance 1 (100) [K]
pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
55  30 60[80] 50  50  27  30  47  30
 
Wounds: 17/17  Infamy: 3/3  Initiative: 1d10+5 
Half Move: 6 Full Move: 12 Charge: 18 Run: 36
SB: 11[13] (Power Armour)  TB: 9 
Armour: 9[11] (All/Body) FF: 50 (Overload: 1-5)
Awareness: 30[50] (Auto-senses/Heightened Senses)
Dodge: 50
Parry: 65[85] (Balanced/B.C. Accursed Crozius)

Weapons: (Currently selected weapons are in BOLD)
DRUM (Best Quality Ragged Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Tearing, Special*)
STIKK (Best Quality Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Special*)
*Accursed Crozius give wielder hatred against anyone he engages in melee, Opponents cannot use defensive stance against the Crozius

 
Special Abilities
Avatar of Slaughter - Once per combat, after a full round move action, spend infamy to make enemy take a -10 Willpower test.
If they fail, they suffer -20 to target the Berzerker on their next turn. Stacks with all other penalties.

Unstoppable Wrath - Spend an infamy point to make a opposed strength check to ignore a successful parry,
OR - Spend an infamy point to make a single +0 Toughness check to ignore injury, stunning, fatigue, or even death for a round.
 
Noteworthy Talents
Berserk Charge
Fearless
Flesh Render
Frenzy
Furious Assault
Lightning Reflexes
Resistance (Cold, Heat, Poisons, Psychic Powers)
Swift Attack
Two Weapon Wielder (melee)
 
Noteworthy Traits
Unnatural Characteristics (S+5, T+4)
Darksight (Auto-Senses)
Brutal Charge (4)

Noteworthy CSM Implants

DeathSandwich fucked around with this message at 13:46 on Jun 26, 2017

Werix
Sep 13, 2012

#acolyte GM of 2013

Ignus Cornwall, Pyrotechnics

Ignus kicks back in the corner of the room, leaning against one rusted bulkhead. He removes his helmet, and the corner of the room lights up as the constantly flaming skin of the marine begins to dance. The magical warp fire that consumes his flesh leaves him unharmed, and thankfully does not harm his armor. It will however set anything else flammable alight. It has lead to an odd practice where he has had to start smoking Lho out of a pipe, or use a lho holder. Right now he is doing the later, first holding a lho to his face to ignite it, and then sticking it in the holder, carved out of the femur bone of some Imperial Priest.

"Anyone else need a light?" he offers before he sits back and thinks to the show they just had. went pretty routinely. Only problems were when one of those Slaaneshi brought a grox on stage. Animal bits the drat thing's head off and then Grimes held it over one of the pyrotechnic displays. The cooked remains sit on the table in the room, being eaten by the others.

Ignus starts to hum a catchy poppy tune to himself while enjoying his Lho when Loog bursts in. A performance at the Apollo, great! Then as soon as Loog talks about how the current table centerpiece was some prized grox or some such, Ignus sighs and stubs out his lho, and puts his helmet back on, the corner of the room once again hidden in darkness. He pulls out his shotgun and half cocks the pump, making sure that one of his "Flamer Breath" rounds was already in the chamber without ejecting it. "sure, lets make our escape," he says as he makes sure his flamer, melta, and power axe are all in place. His more mundane weapons like the chainsword and bolter in a road case somewhere. "But I sure won't be disappointed if we need to light some Idiot assholes up."

pre:
Archetype: Forsaken
Alignment: Unaligned
Pride: martial prowess
Disgrace: Destruction
Motivation: Violence


Characteristics:

WS:  5=30+15+5(pride)   
BS:   40=30+10
S:    40=30+10
T:    60=30+20+5(advance)+5(mutation)
Agi:  50=30+20+5(advance)
Int:  22=30-5(pride)-3(motivation)
Per:  40=30+10
WP:   50=30+15+5(advance)
Fel:  26=30-4(disgrace)

Wounds: 18
Infamy:42 
IP: 4
CP: 25


Skills:
Acrobatics
Athletics
Awareness
Commerce
Common Lore (War)
Dodge +10
Forbidden Lore (Adeptus Astartes, The Horus Heresy, The Long War)
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Parry
Survival +10


Talents:
Ambidextrous
Bulging Biceps
blind fighting
Combat master
Excessive wealth
Hatred (astartes)
Heightened Senses (Hearing, Sight)
Hip shooting
jaded
Legion Weapon Training
Mighty shot
Nerves of Steel
Quick Draw
Rapid Reload
Resistance (Heat, Cold, Poisons)
sound constitutionx1
Storm of iron
Unarmed Warrior

Traits/Other:
Amphibious
Unnatural Strength (+4)
Unnatural Toughness (+4)
resourceful

Mutations; burning body. Give off light, +5 toughness

Gear:

Legion Power Armour
-scavenged Reconstruction
--Sustainable power source
--Recoil suppression
--enhanced ceramite plating
Legion bolterx4 mags
Legion combat knife
legion chainsword
legion shotgun
-inferno shells clips x 100
legion frags x4
Best quality Legion flamer w/ extended mags
Legion melta
Legion Power axe

Acquisitions:
Best quality legion flamer w/ extended mags (-10 Rare, +10 EW, +10 resourceful, +10 single, -20 best quality)
Legion melta (-30 ER, +10 single, +10 EW)
Power axe (-30 ER, +10 single, +10 EW)
Inferno shell clips x100 (scarce +0, EW +10, +10 EW, vast -20)

xp spent 4450/4500
Rapid reload 300
Infamy +5 500
Excessive wealth 300
Combat master 500
Hip shoot 500
Mighty shot 750
Storm of Iron 500
Dodge trained 350
willpower simple 250
toughness simple 350
agility simple 250 

Werix fucked around with this message at 23:22 on Jul 6, 2017

Viva Miriya
Jan 9, 2007


Grimes
"gently caress em if they can't take a joke. Let's go to the next gig." Grimes says as he starts hustling onto the shuttle.


pre:
Name: Grimes
Archetype: Noise Marine
Pride: Foresight (+5 Per/-5 Fel)
Disgrace: Wrath (+5 Per/-2 WP/-1 Wound)
Motivation: Perfection (+5 Per/-3 Int/-3 WS)
Alignment: Slaanesh
Special Abilities: Dread Wail, Intoxicating Uproar
 
Characteristics:
WS  40 (30 + 13 - 3[Motivation])
BS  50 (30 + 15 + 5[Archetype])
S   40[60] (30 + 10) [Power Armour]
T   40 (30 + 10)
Ag  40 (30 + 10)
Int 30 (30 + 3 - 3[Motivation])
Per 70 (30 + 20 + 5[Archetype] + 15[Passions])
WP  40 (30 + 12 - 2[Disgrace])
Fel 32 (30 + 7 - 5[Pride])
Inf 32 (32)
 
Wounds: 18 (19 Starting - 1[Disgrace])
Infamy Points: 3
Corruption: 20
Experience: 4,500/4,500
Banked Experience: 0
 
Alignment Counter (KNST): 0/0/3/0
Advances:
Charm (100) [Slaanesh]
Deceive (100) [Slaanesh]
Deceive +10 (200) [Slaanesh]
Exotic Weapon Proficiency (Blastmaster) (500)
 
Skills:
Athletics 
Awareness +10
Charm
Common Lore (Screaming Vortex,War)
Deceive +10
Dodge +10
Forbidden Lore (Adeptus Astartes, Daemonology, The Horus Heresy and the Long War)
Intimidate +10[+20] [Disturbing Voice]
Linguistics (Low Gothic) 
Navigate (Surface)
Operate (Surface)
Parry

Talents:
Ambidextrous
Ancient Warrior
Bulging Biceps
Deadeye Shot
Disturbing Voice
Exotic Weapon Training (Blastmaster, Sonic Blaster)
Heightened Senses (Hearing, Sight)
Legion Weapon Training
Lightning Reflexes
Light Sleeper
Marksman
Mimic
Nerves of Steel
Quick Draw
Resistance (Cold, Heat, Poisons)
Swift Attack
Sure Strike
Unarmed Warrior  
 
Traits:
Amphibious
Unnatural Strength (+4) 
Unnatural Toughness (+4)
 
Gifts of the Gods:
Slayer Limb (Legacy Blastmaster)
 
Current Equipment
Legion Power Armour
- Remnants of Mutation (Slayer Limb)
- Auto-senses
- Bio-monitor and injectors
- Enhanced Ceramite Plating
G.C. Legacy Blastmaster "Bassmaster" (Instrument: Bass guitar/Slayer Limb)
-Legacy of Rage/Merciless Pattern
- Ability #1: Massacre
B.C. Legion Power Sword w/Storm Field
B.C. Conversion Field
2 bottles of Space Marine grade alcohol
2 doses of Obscura


pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
40  50 40[60] 40  40  30  70  40  32
 
Wounds: 18/18  Infamy: 3/3  Initiative: 1d10+4
Half Move: 5 Full Move: 10 Charge: 15 Run: 30
SB: 8[10] (Power Armour)  TB: 8 
Armour: 8[10] (All/Body) FF: 50 (Overload: 1)
Awareness: 80[100] (Auto-senses/Heightened Senses)
Dodge: 50
Parry: 40[60] (Balanced/B.C. Power Sword)

Weapons: (Currently selected weapons are in BOLD)
Bassmaster (Explosive Crescendo) 250m S/2/- 3d10+12[19] E Pen: 10[17] Special: Blast (4), Crippling (1d5), Devastating (4), Never Jams
Bassmaster (Hail of Noise) 150m S/3/- 1d10+14[21] E Pen: 8[15] Special: Crippling (1d5), Devastating (3), Never Jams, Storm
Legion Power Sword 1d10+18 E Pen: 8 Special: +10 WS, Balanced, Storm Field
 
Special Abilities
Dread Wail: Noise Marines are capable of manipulating the many amplifiers and sonic weapons incorporated into their armour 
to truly devastating effect thanks to their intimate knowledge of battlefield acoustics. Once per combat encounter, a 
Noise Marine may spend an Infamy Point to either increase the Damage and Penetration of a sonic weapon he is wielding by an 
amount equal to his Perception bonus or to force everyone within 50m to make a Hard (– 20) Willpower Test to resist the effects of 
the Noise Marine’s choice of either Fear (2), 1d5 levels of Fatigue, or becoming Stunned for 2 rounds.   
 
Intoxicating Uproar: Noise Marines are renowned for their extraordinarily acute hearing and the
complete abandonment with which they surrender themselves to the unique ecstasies of their perverse gift. Noise Marines gain a +20 
bonus to any Test involving Hearing. In combat, a Noise Marine gains a +2 bonus to Toughness, Fear, and Pinning Tests for every 
other active participant or point of Horde Magnitude (up to a maximum of 12). However, in order to disengage from combat, 
a Noise Marine must make a Challenging (+0) Willpower Test  
 
Noteworthy Talents
Deadeye Shot/Sharpshooter: Grimes reduces the ranged penalties of making called shots by 20, reducing the usual penalty to 0.
Heightened Senses (Hearing/Sight): Grimes gains +10 to any tests specifically involving these senses.
Lightning Reflexes: Roll twice for initiative.
Nerves of Steel: Grimes may reroll failed WP tests to avoid or recover from pinning. Additionally he gains a +10 bonus to WP tests to resist intimidation.
 
Noteworthy Traits
Dark Sight [Auto-senses]: Grimes is able to see normally even in areas of total darkness. He also never takes a penalty for fighting in areas of dim or no lighting.
Unnatural Characteristics (S+4/T+4): Value is added directly to the relevant Characteristic Bonus. Also whenever Grimes succeeds on a test utilizing these characteristics, 
he gains bonus DoS equal to half of the Unnatural Characteristics value.
 
Noteworthy CSM Implants

Viva Miriya fucked around with this message at 19:04 on Jul 6, 2017

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Blastovich

"Wasn't much of a joke. Just a happy accident. You saw it. The grox walked into the pyro."

That... wasn't so much true as it was a lie. The various stagehands and even some of the band decided to cajole the poor beast on stage and in that general direction. But Mimi does his best to look innocent while he tunes his 'instrument', the demon tendons that form the strings needing a bit of attention after that last solo. Too chafed and in need of a bit of oil and tender affection.

"Better to just move on for now. This Spector will take a fancy to a new pet soon enough and we'll be back for an encore before you know it."

pre:
Name: Screamin' Mimi Blastovich
Archetype: Noise Marine
Alignment: Slaanesh
Pride: Martial Prowess
Disgrace: Betrayal
Motivation: Perfection


Characteristics: 
WS:  42 (30+10) [+5 Pride] [-3 Motivation]
BS:  50 (30+15) [+5 Archetype]
S:   50 (30+ 0) [+20 Equipment]
T:   40 (30+10) 
Ag:  50 (30+20) 
Int: 22 (30+ 0) [-5 Pride] [-3 Motivation]
Per: 50 (30+15) [+5 Archetype]
WP:  40 (30+10) 
Fel: 60 (30+20) [+5 Motivation] [+5 Advance]

Wounds:   17/17 Wounds: 1d5+16 17
IP:        3/3    
Infamy:     37 Infamy reroll because I hosed up :v: 1d5+33 37
Corruption: 25 [+5 Disgrace] 

Skills:

Athletics
Awareness +10
Charm +10
Common Lore (Screaming Vortex)
Common Lore (War)
Deceive +10
Dodge +10
Forbidden Lore (Astartes)
Forbidden Lore (Heresy)
Forbidden Lore (Long War)
Intimidate
Interrogation
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Parry


Talents:

Ambidextrous
Ancient Warrior
Bulging Biceps
Deadeye Shot
Exotic Weapon Training (Sonic Blaster)
Hard Target
Heightened Senses (Hearing, Sight)
Hip Shooting
Jaded
Legion Weapon Training
Lightning Reflexes
Light Sleeper
Marksman
Mimic
Nerves of Steel
Peer (Mortal Followers of Slaanesh)
Quick Draw
Resistance (Cold, Heat, Poison)
Unarmed Warrior


Traits:

Amphibious
Fear 2
Unnatural Strength +4
Unnatural Toughness +4


Gifts/Other:

Dread Wail
Face of Slaanesh
Intoxicating Uproar


Gear:

Sonic Blaster
*Best Legion Power Armor (+5 Charm)
 - All subsystems
Legion Bolter
 - 4 Mags
*Legion Plasma Pistol
 - 3 mags
*Good Lightning Claw
2 Legion Krak


Advances:                4500/4500

Noise Marine                  3600
Charm                          100
Charm +10                      200
Fellowship +5                  200
Hard Target                    300
Deceive +10                    200

John Dyne
Jul 3, 2005

Well, fuck. Really?

Urianger the Illest in All Senses, aka Big Narstie

Urianger coughs wetly, making a wretched sound in the back of his throat before he hocks a massive wad of sputum onto the floor of the ship. He sniffs, brushing under his nose with a gauntleted hand before glancing up at their manager; when he speaks, his voice is thick and choked, mostly from his earlier bout at the mic. "Can we talk this guy down? I mean, could I talk this guy down since I didn't even touch the creature?" He gives Animal a glance as he says this. "Or did we at least get paid in advance?"

All in all, Urianger wasn't much concerned with their host's anger. He could probably tough it out if the guy got too hands on, and if push came to shove they could always take away the one thing that keeps Animal calm and sane and point him at Spector.


Name: Urianger
Archetype: Plague Marine
Pride: Fortitude
Disgrace: Betrayal
Motivation: Nihilism
Alignment: Nurgle

Characteristics:
WS 30
BS 30+20
S 30
T 30 +10+5+20
Ag 30-10-3
Int 30-3+10
Per 30+20
WP 30+5-3+10
Fel 30+20
Inf 19+13+5

Wounds: 23/23
Infamy Points:
Corruption: 20+5+5


Skills:
Athletics
Awareness+10
Common Lore (War, Rap Music)
Dodge
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War, Heresy)
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Parry +10
Intimidate +10

Talents:
Ambidextrous
Bulging Biceps
Legion Weapon Training
Heightened Senses (Hearing, Sight)
Nerves of Steel
Quick Draw
Resistance (Cold, Heat, Poisons)
Unarmed Warrior.
Die Hard
Bolter Drill
Exotic Weapon Training (Plague Knife)
Fearless
Iron Jaw
Hardy
Hip Shooting
Rapid Reload
Deadeye Shot
Blind Fighting

Traits:
Amphibious
Unnatural Strength (+4)
Unnatural Toughness (+4)

Special Abilities
Abominable Physiology: The numerous parasites and virulent diseases that eat away at a Plague Marine’s armour and liquefy his diseased flesh also make him unnaturally resistant to harm. A Plague Marine never suffers Damage or other negative effects from Diseases, poisons, or the Toxic Quality unless he chooses to suffer these effects (although he can still be infected by Diseases as normal, and can spread them to others).

Hideous Resilience: Plague Marines have been known to walk unflinching through terrible fire and shrug off mighty blows that would cleave other Space Marines in twain. As a Reaction, a Plague Marine may make a Difficult (–10) Toughness Test. If he succeeds, he reduces the Damage from the next hit he suffers before the beginning of his next Turn by 1 per Degree of Success he scores on the Test. If he reduces the Damage to 0 this way, he gains the Fear (1) Trait to the foe whose attack he so easily withstood.

Infectious Miasma: Plague Marines are revolting testaments to the horrific bounties that await those who embrace the Lord of Decay, their bodies dripping with foul pestilences and contagions that hinder their opponents in combat. A Plague Marine may spend an Infamy point to release the swarms of bloat-flies, corpse-gases, and other vile contagions housed within his bloated frame. For the next 1d5+1 Rounds, at the start of the Plague Marine’s Turn, each other character within 10 metres of the Plague Marine suffers a single hit for 1d10 Energy Damage with the Toxic Quality, ignoring armour that is not environmentally sealed.

Gifts of the Gods:

Starting Equipment
Legionnaire Power Armour
Legionnaire Bolt Pistol
Legionnaire Combat Knife
four magazines for starting weapon.
Legion Boltgun with 2 magazines
Plague Knife
3 Blight Grenades
2 Legion Krak Grenades.

Acquisitions
Legion Heavy Bolter
Legion Combi-Bolter


Experience: 4350/4500
Advances:
Plague Marine 3600
Mighty Shot 400
BS +5 250
T+5 100

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
ANIMAL

Animal beams in a rictus grin when Urianger shoots Animal a glance.

Still smiling, he runs a gauntleted finger down the breastplate of his armor to collect a bead of blood that he pops in his mouth. His eyes light up and ANIMAL starts bobbing his head, saying "Mmmm, Salty. I need something sweet to go with it. Did the roadies bring any candy?" as he turns to start rummaging through empty equipment containers and the patchwork clothing bags that the roadies kept.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Animal's search turns up only a half-empty flask of rotgut; everything else worth eating having disappeared long before the show finished. Loog shakes his head at Urianger. "Nah, Spector's a right knob when he's angry; he won't listen to reason until he's holding someone's head. We got fifty percent of our fee up-front, but a lot of that's gonna have to go to replacing equipment - again," he says, shooting a glance at Animal and Mimi. "We can worry about that later, though. Right now, I just wanna get outta here before I lose my skin." Grabbing a manky satchel, Loog heads to the door and peeks out. After a moment, he motions for the band to follow him and says, "Coast is clear, let's go."

The SURFERS follow Loog through the bowels of the Astoria, the grimy little manager chattering away the whole time. "You lads try grox oysters? Delicious, they are! Me ma used to fry 'em up, real delicacy back home. Here, c'mon, we'll head through the whore pits, should be pretty quiet about now," he grins, leading the band members down a debris-strewn corridor and into what was once a macrobattery bay. Now, the cavernous room is something akin to a shanty, with rooms being built on every available surface. While there are a few cries of ecstasy coming from rooms, Loog's prediction was accurate - most of the prostitutes are resting after a big day's work, and the band are only propositioned by a handful of men and women as they pass through.

From behind them, a voice calls out, "Hey, it's that band!" The SURFERS turn around to see eight of Spector's goons emerging from a doorway, adjusting their armour. One of them calls out, "You're the ones what Spector's looking for! This must be our lucky day, huh boys?" His companions laugh and elbow each other roughly as they grab their weapons. "We can do this the easy way or the fun way," the speaker says with a smile.



You're about 40m away, there's light cover all around. Spector's men are in power armour; six are carrying bolters and various melee weapons, one is wielding a heavy flamer and one has a thunder hammer. If you're initiating combat, post a combat block and roll your own dice.


Sorry for the delay, work has been poo poo, followed by a man-cold. Praise Nurgle.

Viva Miriya
Jan 9, 2007

how bunched up are they

Werix
Sep 13, 2012

#acolyte GM of 2013
are they astartes or humans?

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Drums?

Viva Miriya
Jan 9, 2007


https://www.youtube.com/watch?v=Kr0tTbTbmVA

Viva Miriya
Jan 9, 2007

https://www.youtube.com/watch?v=MO-RUqbQGus

Grimes
Lightning Reflexes: 2#1d10+4 7 14
"AH YES HOW FORTUNATE YOU ARE TO HAVE FOUND US!" Grimes yells out as his armour goes from simply playing his normal walking soundtrack to amplifying in response. Grimes levels Bassmaster at the most bunched of up the goons and lets loose a double burst of explosive bass on the middle most one. Both shots impact on the lead goon and splatter pieces of armor and gore all over their companions, with the sonic blast spraying the survivors with similar shrapnel. "LOUDER! LOUDER!" as the Noise Marine then deigns to move to some cover

Half action SA burst and then Half move to cover. Grimes will focus on maximum casualties instead of any particular guy. GM's call on target. If its possible to catch Thunder Hammer guy with splash damage, cool but otherwise Grimes don't care. Grimes just wants to experience the pleasure of the cacophony. Grimes luvs to murder.

SA Burst vs 60 (Short Range): 1d100 35 3 DoS, 2nd hit applies. Shots to the body.
Bassmaster (Explosive Crescendo) Blast 4, Crippling 1d5, Pen 10: 2#3d10+12 27 27
ZEALOUS HATRED ON THE SECOND SHOT
Zealous Hatred Energy Body: 1d5 1


pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
40  50 40[60] 40  40  30  70  40  32
 
Wounds: 18/18  Infamy: 3/3  Initiative: 1d10+4
Half Move: 5 Full Move: 10 Charge: 15 Run: 30
SB: 8[10] (Power Armour)  TB: 8 
Armour: 8[10] (All/Body) FF: 50 (Overload: 1)
Awareness: 80[100] (Auto-senses/Heightened Senses)
Dodge: 50
Parry: 40[60] (Balanced/B.C. Power Sword)

Weapons: (Currently selected weapons are in BOLD)
Bassmaster (Explosive Crescendo) 250m S/2/- 3d10+12[19] E Pen: 10[17] Special: Blast (4), Crippling (1d5), Devastating (4), Never Jams
Bassmaster (Hail of Noise) 150m S/3/- 1d10+14[21] E Pen: 8[15] Special: Crippling (1d5), Devastating (3), Never Jams, Storm
Legion Power Sword 1d10+18 E Pen: 8 Special: +10 WS, Balanced, Storm Field
 
Special Abilities
Dread Wail: Noise Marines are capable of manipulating the many amplifiers and sonic weapons incorporated into their armour 
to truly devastating effect thanks to their intimate knowledge of battlefield acoustics. Once per combat encounter, a 
Noise Marine may spend an Infamy Point to either increase the Damage and Penetration of a sonic weapon he is wielding by an 
amount equal to his Perception bonus or to force everyone within 50m to make a Hard (– 20) Willpower Test to resist the effects of 
the Noise Marine’s choice of either Fear (2), 1d5 levels of Fatigue, or becoming Stunned for 2 rounds.   
 
Intoxicating Uproar: Noise Marines are renowned for their extraordinarily acute hearing and the
complete abandonment with which they surrender themselves to the unique ecstasies of their perverse gift. Noise Marines gain a +20 
bonus to any Test involving Hearing. In combat, a Noise Marine gains a +2 bonus to Toughness, Fear, and Pinning Tests for every 
other active participant or point of Horde Magnitude (up to a maximum of 12). However, in order to disengage from combat, 
a Noise Marine must make a Challenging (+0) Willpower Test  
 
Noteworthy Talents
Deadeye Shot/Sharpshooter: Grimes reduces the ranged penalties of making called shots by 20, reducing the usual penalty to 0.
Heightened Senses (Hearing/Sight): Grimes gains +10 to any tests specifically involving these senses.
Lightning Reflexes: Roll twice for initiative.
Nerves of Steel: Grimes may reroll failed WP tests to avoid or recover from pinning. Additionally he gains a +10 bonus to WP tests to resist intimidation.
 
Noteworthy Traits
Dark Sight [Auto-senses]: Grimes is able to see normally even in areas of total darkness. He also never takes a penalty for fighting in areas of dim or no lighting.
Unnatural Characteristics (S+4/T+4): Value is added directly to the relevant Characteristic Bonus. Also whenever Grimes succeeds on a test utilizing these characteristics, 
he gains bonus DoS equal to half of the Unnatural Characteristics value.
 
Noteworthy CSM Implants

Viva Miriya fucked around with this message at 16:08 on Jul 9, 2017

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
ANIMAL

ANIMAL softly pouts about the lack of sweets on the jaunt over to the waiting shuttle. Despite having little to nothing to do with the disappearance of the snacks, ANIMAL can't help but blame Loog, making a mental note to deal with his insubordination later just like the other ones.

When he hears the goons shouting at them, ANIMAL stops in his tracks and takes the opportunity to turn his half empty flask of rotgut into a completely empty one. His mood was already foul for missing out on his sweets, and all he had was the rotgut flask to wash down the blood he had occasionally been picking off his armor and eating. Spinning on his heels, he hocks a bloody spitball on the ground and fastens his helmet on and nods to the man with the Thunder Hammer, saying "Mine are better." as he unslings Drum and Stikk off his back.

He advances, pressing his armored body against a flakboard lean-to and yells out "ANIMAL needs new cymbals, who wants to audition?"

-----

Half action to advance up a couple of meters and post outside of Heavy Flamer range, 36 meters or so out. Half action Guarded Action for +10 to my next dodge. Hoping flamerguy can be shot down by someone else and I can advance in, or that Thunder hammer guy starts moving in on us so I can charge at him. Full YOLO if Ignus is moving in so will I. Will settle up in cover 22 meters downrange or so (so 18 meters away from the enemies), but spaced out from the heavy flamer enough that I'm not going to get both me and Werix lit up should he decide to flame one of us.

Initiative = 9

pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
55  30 60[80] 50  50  27  30  47  30
 
Wounds: 17/17  Infamy: 3/3  Initiative: 1d10+5 
Half Move: 6 Full Move: 12 Charge: 18 Run: 36
SB: 11[13] (Power Armour)  TB: 9 
Armour: 9[11] (All/Body) FF: 50 (Overload: 1-5)
Awareness: 30[50] (Auto-senses/Heightened Senses)
Dodge: 50
Parry: 65[85] (Balanced/B.C. Accursed Crozius)

Weapons: (Currently selected weapons are in BOLD)
DRUM (Best Quality Ragged Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Tearing, Special*)
STIKK (Best Quality Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Special*)
*Accursed Crozius give wielder hatred against anyone he engages in melee, Opponents cannot use defensive stance against the Crozius

 
Special Abilities
Avatar of Slaughter - Once per combat, after a full round move action, spend infamy to make enemy take a -10 Willpower test.
If they fail, they suffer -20 to target the Berzerker on their next turn. Stacks with all other penalties.

Unstoppable Wrath - Spend an infamy point to make a opposed strength check to ignore a successful parry,
OR - Spend an infamy point to make a single +0 Toughness check to ignore injury, stunning, fatigue, or even death for a round.
 
Noteworthy Talents
Berserk Charge
Fearless
Flesh Render
Frenzy
Furious Assault
Lightning Reflexes
Resistance (Cold, Heat, Poisons, Psychic Powers)
Swift Attack
Two Weapon Wielder (melee)
 
Noteworthy Traits
Unnatural Characteristics (S+5, T+4)
Darksight (Auto-Senses)
Brutal Charge (4)

Noteworthy CSM Implants

DeathSandwich fucked around with this message at 01:09 on Jul 7, 2017

Werix
Sep 13, 2012

#acolyte GM of 2013

Ignus Cornwall, Pyrotechnics

Ignus hurries along with everyone else as their managers tries his best rush the group out of the vessel. When they reach the Whore Pits, Ignus's mind begins to wander. When he hears the screams of pleasure, he instead imagines them as screams of horror as he lights up the ramshackle huts as an offering to the Altar of Immolation. He is snapped back to reality when Spector's men confront them.

Ignus scans them and sees the one with a heavy flamer. Ignus smiles a toothy grin under his helmet. "fancy yourself a disciple of Immolation do you?" Ignus looks over the goon, sensing he is but an impostor. "you have only adopted the flame wretch. I was forged, and re-born in it." Ignus presses a small switch on his armor causing small vents placed strategically around the armor to open. With his ever burning body exposed to the air, flames jump out from the vents, giving Ignus the appearance of being on fire.

Laser focused on the impostor, Ignus makes a bee-line right for him, his power axe and shotgun almost jumping into his hands.

First of all, I think since Ignus is already on fire, I should be immune to the effects of being put on fire. Sure, flame weapons can still hurt me as normal, momentary increase in temperature, etc, but if I am already constantly on fire, how can I be lit on more fire?

ini against mooks: 1d10+5 13

Doing a full move and then hip shooting, so i am 28 meters from the flamer guy, in cover if I can be.

BS40+10single shot=TN 50
TN 50 shoot heavy flamer mook: 1d100 94

Miss, but no jam.



pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
50  40 40[60] 60  50  22  40  50  26
 
Wounds: 18/18  Infamy: 4/4  Initiative: 1d10+5
Half Move: 6 Full Move: 12 Charge: 18 Run: 36
SB: 8[10] (Power Armour)  

Armour: 8[10] (All/Body) TB: 10  
Dodge: 60
Parry: 50[40 power axe, 50 chain sword]

Combat Talents:
Ambi- No penalty for using off hand
Blind fighting: reduced obscured vision penalties by half
Combat master: can't be gained up on 
Hip shooting: can make full move and then one single shot
Mighty shot: Add half BS bonus to ranged damage (factored in below)
Quick Draw: Draw pistol, basic, one handed melee as free action
Rapid reload: cut rld in half (factored in below)
Storm of iron: additional damage to hordes equal to half BS
Unarmed Warrior: have natural weapons

Weapons: (Currently selected weapons are in BOLD)
Legion shotgun w/ inferno shells  30m s/2/- 1d10+8I Pen: 0 clp 9/10 rld: full spcl: reliable, scatter, flame
BQ legion flamer w/ extended mag 20m s/-/-/ 1d10+11E Pen:4 Clp: 8/8 rld: full spcl: flame, spray, reliable
Legion melta 20m s/-/-/ 2d10+15E Pen:12 Clp: 6/6 rld: full spcl: melta
Legion frags 30m  2d10+2X Pen:0 spcl: blast (4)
Legion Bolter 100m s/3/-/ 1d10+11X Pen:4 Clp: 24/24 rld: half spcl: tearing

Legion Power Axe  1d10+18E Pen:7  spcl: power field, unbalanced
Legion chain sword  1d10+13R Pen:3  spcl: tearing
Legion knife  1d10+10R Pen:2  

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Blastovich

"Oh, this is gonna be fun!"

Mimi immediately begins to move forward and snaps off a shot as he swings his sonic weapon to bear. The nimble movements that draw a lot of attention on stage serve him equally well in a firefight as he dances over to cover and really begins to wail.

Initiative: 2d10k1+5 9
Moving to cover and using Hip Shooting to snap off a shot on my way into cover.
Half Aim and Single shot as I move.
Single shot vs 70: 1d100 65
Damage: 1d10+9 13 Pen 4


pre:
WS     BS    S     T     Ag     Int    Per    WP    Fel  
42     50    50    40    50     22     50     40    60

Wounds: 17/17    Infamy: 3/3   Fatigue Level: 0    Initiative: 2d10k1+5
Ground: 5/10/15/25

SB: 9  TB: 8
Awareness: 60 (80 Sight, 100 Hearing)
Dodge: 60
Parry: 42

Armour: 11/9 [Body/All]

Weapons: 
Legion Plasma Pistol   30m  S/2/-  1d10+10 E  Pen 8  Clip: 12/12  3 Full  Maximal, Reliable, Overheats
Sonic Blaster         100m  S/2/4  1d10+9  E  Pen 4  Clip:  -/-
Legion Bolter         100m  S/3/-  1d10+9  X  Pen 4  Clip: 24/24   Full   Tearing
Legion Krak            27m  S/-/-  2d10+8  X  Pen 6  Clip:  2/2
Lighning Claw         Melee -----  1d10+15 E  Pen 8  Clip:  ---           Power Field, Proven, +1 Dam/DoS


Noteworthy Talents
Hard Target
Hip Shooting
Quick Draw

Vicissitude fucked around with this message at 02:09 on Jul 8, 2017

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
they're currently pretty bunched up, and they are CSM. feel free to change actions if this matters

Viva Miriya
Jan 9, 2007

MaliciousOnion posted:

they're currently pretty bunched up, and they are CSM. feel free to change actions if this matters

Enough to catch them all in a pair of blast 4 blastmaster shots spread out?

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil

Viva Miriya posted:

Enough to catch them all in a pair of blast 4 blastmaster shots spread out?

Sure

Werix
Sep 13, 2012

#acolyte GM of 2013

MaliciousOnion posted:

they're currently pretty bunched up, and they are CSM. feel free to change actions if this matters

only difference is I might have used the melta instead of the shotgun, but I missed the attack anyway and I have quick draw, so I can fix it next round.

John Dyne
Jul 3, 2005

Well, fuck. Really?

Urianger the Illest in All Senses, aka Big Narstie

With a disgusted sigh, Urianger reaches around to the assortment of grenades on the back of his belt and pulls back what looks like a shrunken head, sloshing with nastiness and bearing two explosive charges on the temples. "You know, I really would rather talk this out, but.."

And the others were already opening fire and moving out on the enemy. Sometimes it sucked being the methodical thinker in the group. With a shrug, he twists the priming cap on the blight grenade and takes a step forward, hurling the grenade into the dead center of the enemy. He hisses through clenched teeth as it explodes, showering their foes with diseased shrapnel. He didn't much care for fighting them all at once, so maybe once they were all nice and softened up, he could do some real fighting.


Initiative: 1d10+2 6
Throw Grenade vs 50: 1d100 8
Grenade Damage: 2d10 16

16 damage, no pen, Toxic 2 and Blast 6.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Grimes' Bassmaster is up and firing almost as soon as the threat is levelled at the PLOINHOLE SURFERS, its sonic cacophony tearing into Spector's men. Although two of the enemies manage to escape the auditory onslaught, the rest are caught squarely in the blast and are quickly reduced to quivering piles of shattered ceramite and pulped flesh.

Ignus advances inexorably on the two survivors, eager to finish the job that Grimes started, although manages to only hit the already-dead corpses. With little else to do, he ducks behind a flimsy wall.

The two remaining enemies waste no time in retaliating. The bolter-toting henchman opens fire on the band but his shots go wide, missing everyone. The other, grasping his hammer in one hand, pulls a grenade from his belt and lobs it at the group. The grenade bounces off an awning and lands right in the middle of the group, before detonating with a crackle of electricity. The SURFERS feel the unshielded, non-critical subroutines of their armour shutting down as the haywire grenade scrambles their machine spirits. While the band struggle with their now-limp armour, the marine moves away from the pile of bodies and into cover.

Weighed down by over a hundred kilograms of unpowered ceramite, Animal strides forward as fast as he can, although he makes little headway, and only barely reaches Ignus' position. Mimi follow close behind, firing as he advances, but the unpowered armour is unfamiliar, and he struggles to compensate for the recoil.

Urianger's foul grenade sails across the battleground, hitting the bolter-equipped enemy squarely in the chest before releasing its noxious payload. Unfortunately for the marine, he decided to leave his helmet hanging from his belt, and he coughs and splutters as the virulent bomb works its magic on his body.



Initiative
Grimes
Ignus
Mooks
Animal, Blastovich
Urianger

Grimes outright kills six of the eight mooks in one hit :(, while the remaining two (bolter and thunder hammer) manage to dodge the attack. Ignus misses. Bolter mook misses. Hammer mook throws a haywire grenade, hitting everyone but Ignus (out of range) and Grimes (dodged). Haywire field is Major Disruption:

quote:

All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.
Animal moves 18m, now 22m away from mooks and not in cover.
Mimi moves 2m and ends up missing due to penalty.
Urianger's blight grenade is still on target. I flipped a coin for whether the mook was wearing his helmet and unfortunately for him it came up heads. Bolter mook takes 8 damage but passes his Toxic test.

Viva Miriya
Jan 9, 2007

Grimes
Lightning Reflexes: 2#1d10+4 7 14
"TEN POINTS!" Grimes roars out as he switches the beat to something more violent and rapid.Sonic blasts rip through the thunderhammer goon, making a mockery of his armour and liquefying organs with each bass clap.

Half Action Aim, Half Action Shoot
SA Burst vs 70 (Short Range): 1d100 5 7 DoS, all hits make contact starting from the body.
Bassmaster (Hail of Noise) Crippling (1d5) Pen: 8: 6#1d10+14 21 18 23 16 23 21


pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
40  50 40[60] 40  40  30  70  40  32
 
Wounds: 18/18  Infamy: 3/3  Initiative: 1d10+4
Half Move: 5 Full Move: 10 Charge: 15 Run: 30
SB: 8[10] (Power Armour)  TB: 8 
Armour: 8[10] (All/Body) FF: 50 (Overload: 1)
Awareness: 80[100] (Auto-senses/Heightened Senses)
Dodge: 50
Parry: 40[60] (Balanced/B.C. Power Sword)

Weapons: (Currently selected weapons are in BOLD)
Bassmaster (Explosive Crescendo) 250m S/2/- 3d10+12[19] E Pen: 10[17] Special: Blast (4), Crippling (1d5), Devastating (4), Never Jams
Bassmaster (Hail of Noise) 150m S/3/- 1d10+14[21] E Pen: 8[15] Special: Crippling (1d5), Devastating (3), Never Jams, Storm
Legion Power Sword 1d10+18 E Pen: 8 Special: +10 WS, Balanced, Storm Field
 
Special Abilities
Dread Wail: Noise Marines are capable of manipulating the many amplifiers and sonic weapons incorporated into their armour 
to truly devastating effect thanks to their intimate knowledge of battlefield acoustics. Once per combat encounter, a 
Noise Marine may spend an Infamy Point to either increase the Damage and Penetration of a sonic weapon he is wielding by an 
amount equal to his Perception bonus or to force everyone within 50m to make a Hard (– 20) Willpower Test to resist the effects of 
the Noise Marine’s choice of either Fear (2), 1d5 levels of Fatigue, or becoming Stunned for 2 rounds.   
 
Intoxicating Uproar: Noise Marines are renowned for their extraordinarily acute hearing and the
complete abandonment with which they surrender themselves to the unique ecstasies of their perverse gift. Noise Marines gain a +20 
bonus to any Test involving Hearing. In combat, a Noise Marine gains a +2 bonus to Toughness, Fear, and Pinning Tests for every 
other active participant or point of Horde Magnitude (up to a maximum of 12). However, in order to disengage from combat, 
a Noise Marine must make a Challenging (+0) Willpower Test  
 
Noteworthy Talents
Deadeye Shot/Sharpshooter: Grimes reduces the ranged penalties of making called shots by 20, reducing the usual penalty to 0.
Heightened Senses (Hearing/Sight): Grimes gains +10 to any tests specifically involving these senses.
Lightning Reflexes: Roll twice for initiative.
Nerves of Steel: Grimes may reroll failed WP tests to avoid or recover from pinning. Additionally he gains a +10 bonus to WP tests to resist intimidation.
 
Noteworthy Traits
Dark Sight [Auto-senses]: Grimes is able to see normally even in areas of total darkness. He also never takes a penalty for fighting in areas of dim or no lighting.
Unnatural Characteristics (S+4/T+4): Value is added directly to the relevant Characteristic Bonus. Also whenever Grimes succeeds on a test utilizing these characteristics, 
he gains bonus DoS equal to half of the Unnatural Characteristics value.
 
Noteworthy CSM Implants

Viva Miriya fucked around with this message at 19:13 on Jul 13, 2017

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
ANIMAL

ANIMAL swears loudly as he fights his armor to move, getting into cover and set himself up for his next move.

----------

Finishing my move to 18 meters away in cover from thunder hammer guy so I can charge him next turn while hopefully being out of his charge range. If I can't unfuck my haywire armor than it sucks to be me I guess. I'm more than likely going to get out of this fight accomplishing precisely fuckall besides 'almost making it over there'.

pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
55  30 60[80] 50  50  27  30  47  30
 
Wounds: 17/17  Infamy: 3/3  Initiative: 1d10+5 
Half Move: 6 Full Move: 12 Charge: 18 Run: 36
SB: 11[13] (Power Armour)  TB: 9 
Armour: 9[11] (All/Body) FF: 50 (Overload: 1-5)
Awareness: 30[50] (Auto-senses/Heightened Senses)
Dodge: 50
Parry: 65[85] (Balanced/B.C. Accursed Crozius)

Weapons: (Currently selected weapons are in BOLD)
DRUM (Best Quality Ragged Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Tearing, Special*)
STIKK (Best Quality Accursed Crozius | Melee | 2d10+9e | Pen 9 | Balanced, Concussive(0, 2h), Felling (4), Power Field, Special*)
*Accursed Crozius give wielder hatred against anyone he engages in melee, Opponents cannot use defensive stance against the Crozius

 
Special Abilities
Avatar of Slaughter - Once per combat, after a full round move action, spend infamy to make enemy take a -10 Willpower test.
If they fail, they suffer -20 to target the Berzerker on their next turn. Stacks with all other penalties.

Unstoppable Wrath - Spend an infamy point to make a opposed strength check to ignore a successful parry,
OR - Spend an infamy point to make a single +0 Toughness check to ignore injury, stunning, fatigue, or even death for a round.
 
Noteworthy Talents
Berserk Charge
Fearless
Flesh Render
Frenzy
Furious Assault
Lightning Reflexes
Resistance (Cold, Heat, Poisons, Psychic Powers)
Swift Attack
Two Weapon Wielder (melee)
 
Noteworthy Traits
Unnatural Characteristics (S+5, T+4)
Darksight (Auto-Senses)
Brutal Charge (4)

Noteworthy CSM Implants

DeathSandwich fucked around with this message at 20:42 on Jul 13, 2017

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Werix
Sep 13, 2012

#acolyte GM of 2013

Ignus Cornwall, Pyrotechnics

As Grimes liquefies most of the enemies before them, all Ignus can do is look over his shoulder at the noise marine. The Flamatory Marine is disappointed he isn't able to end the one with the flamer, but he isn't mad; what matters most in war is killing one's enemies, and that's what happened. There are more than enough false believers, more than enough things in the galaxy to burn, to reduce to ash, so humanity can ascend from the ashes.

The flaming marine re-asses the situation, two marines left. If the enemy survives another onslaught from Grimes, then that leaves a bolter wielding marine, and one with a thunder hammer. The easy thing would be to melta the thunder hammer wielder; but Ignus was more considerate than the greedy grimes, and would leave that one to ANIMAL. Despite the fact Ignus despised ANIMAL for being a simpleton, there was some sort of a bond there since they were both recently loyalist marines.

Instead, Ignus turns his attention to the marine with the bolter. His left hand wielding the shotgun reaches behind his back as though he were going to itch himself somehow through his armor. Instead the hand seemingly reappears with a melta gun in hand. Ignus would rather start the marine on fire with his shotgun, but incendiary rounds do little damage to ceremite plating.

Leveling the melta at the bolter marine, Ignus lets go a beam of microwave radiation. Heat, but no flame.

Quick drawing the melta gun in one hand, power axe still in the other, gotta love recoil suppression on astartes armor.

Doing a full move and then hip shooting, so I am 16 meters from the bolter guy, in cover if I can be.

BS40+10single shot=TN 50
melta bolter dude TN 50: 1d100 45

Hits unless he dodges.

melta damage bolter goon: 2d10+15 24

I will be charging someone next turn, if there is one.


pre:
Primary Combat Block:
WS  BS   S    T   Ag  Int Per WP  Fel  
50  40 40[60] 60  50  22  40  50  26
 
Wounds: 18/18  Infamy: 4/4  Initiative: 1d10+5
Half Move: 6 Full Move: 12 Charge: 18 Run: 36
SB: 8[10] (Power Armour)  

Armour: 8[10] (All/Body) TB: 10  
Dodge: 60
Parry: 50[40 power axe, 50 chain sword]

Combat Talents:
Ambi- No penalty for using off hand
Blind fighting: reduced obscured vision penalties by half
Combat master: can't be gained up on 
Hip shooting: can make full move and then one single shot
Mighty shot: Add half BS bonus to ranged damage (factored in below)
Quick Draw: Draw pistol, basic, one handed melee as free action
Rapid reload: cut rld in half (factored in below)
Storm of iron: additional damage to hordes equal to half BS
Unarmed Warrior: have natural weapons

Weapons: (Currently selected weapons are in BOLD)
Legion shotgun w/ inferno shells  30m s/2/- 1d10+8I Pen: 0 clp 9/10 rld: full spcl: reliable, scatter, flame
BQ legion flamer w/ extended mag 20m s/-/-/ 1d10+11E Pen:4 Clp: 8/8 rld: full spcl: flame, spray, reliable
Legion melta 20m s/-/-/ 2d10+15E Pen:12 Clp: 5/6 rld: full spcl: melta
Legion frags 30m  2d10+2X Pen:0 spcl: blast (4)
Legion Bolter 100m s/3/-/ 1d10+11X Pen:4 Clp: 24/24 rld: half spcl: tearing

Legion Power Axe  1d10+18E Pen:7  spcl: power field, unbalanced
Legion chain sword  1d10+13R Pen:3  spcl: tearing
Legion knife  1d10+10R Pen:2  

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