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Dulsatae, Herald of Nurgle's Comforting Embrace Dulsatae flips a switch on his power armor and a loud *Thump* can be heard as his well maintained armor magnetizes to the deck. He silently walks out into the corridor and starts to stride towards the junction ahead, to have that much of a head start for when the depressurization begins. The followers of the Emperor will know fear as the Deathguard stands immobile, as a Deathguard should, while they are sucked out into space.
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# ? May 12, 2014 05:09 |
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# ? Apr 29, 2024 02:47 |
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Julian "Hold on a second before you detonate, let me get the screamer out of it first. No point in wasting and already summoned daemon when we can just point it down a hallway instead." He quickly erases some of the arcane markings drawn on the hull of the torpedo, scratching over carved marks and wiping off the assorted bodily fluids that had been used to summon and bind the daemon. The screamer materialises at the front of the torpedo, and a brief battle of wills ensues. Moment later, Julian walks into the damage control room with a now rather docile screamer floating behind behind him. "Suggest you open all hatches you have remote access to first, but all ready on my part." Rolls are on Orokos under MANDOZERS BLACK CRUSADE, I'm assuming I wont the daemonic mastery test since the screamer would have needed to roll far below zero to beat me. pre:Archtype: Thousand Sons Sorcerer Pride: Wealth Disgrace: Gluttony Motivation: Perfection WS:42=30+12 BS:41=30+11 S:42=30+12 T:31=30+4-3 Ag:30=30+8-3-5 Int:53=30+18+5 Per:46=30+16 Wp:61=30+19+5-3+5+5 Fel:46=30+11+5 Wounds:22 Corruption:30 Infamy:50 Skills: Athletics Awareness Common Lore (War, Imperium) Dodge Forbidden Lore (Adeptus Astartes +10, The Horus Heresy and the Long War, Psykers +10, Warp +10, Daemonology) Linguistics (Low Gothic) Scholastic Lore (Occult +10, Legend) Logic Psyniscience +10 Navigate (Surface) Operate (Surface) Parry Command Scrutiny Talents: Psy Rating 4 Ambidextrous Bulging Biceps Legion Weapon Training Heightened Senses (Hearing, Sight) Nerves of Steel Quick Draw Resistance (Cold, Heat, Poison, Psychic Powers) Unarmed Warrior Ancient Warrior Strong Minded Meditation Warp Sense Disarm Infused Knowledge Favoured by the Warp Warp Lock Foresight Peer (Mortal Followers of Tzeentch) Minion of chaos (Rubric Marine) Hatred (Space Wolves) Traits: Amphibious Unnatural Strength +4 Unnatural Toughness +4 Unnatural Willpower +2 Psyker Rubric of Ahriman Fear 2 Gifts and Rewards: Face of Tzeentch Daemon Weapon Powers: Boon of Tzeentch Wind of Chaos Precognition Glimpse Labyrinthine Conundrum Blade of Baleful Might Gear: Best Craftsmanship Legion Power Armour -Scavenged Reconstruction -Vox Link -Auto-senses -Recoil Suppression -Careful Maintenance -Sustainable Power Source -Warp Charms --Counts as psy focus --Armour counts against Warp Weapons -Aetheric Wave Spars Legion Bolter -Fire Selector -Red-dot Laser Sight -2 clips Tzeentchian inferno bolts -3 Clips Kraken Rounds Legion Combat Knife Legion Bolt Pistol Aconitum (daemon legacy force sword) -Binding Strength 1 -Willpower 60/WPB 8 -Fateweaver -Impervious -Sorcerous Force -Living Magic -Warp Flame -Legacy of Change -Artful pattern -Fast -Precise Talisman of Tzeentch Psychic Hood Ritual Kit Prosperan Channeling Crystal (refluffed Q'Sal Crystal Spire, embedded in power armour) Golden Eye of Tzeentch Advances: (8700/8750) Thousand Sons Sorcerer archtype -4100 Simple Willpower -100 Intermediate Willpower -250 Infused Knowledge -400 Favoured by the Warp -400 Warp Lock -400 Foresight -300 Forbidden Lore (Psykers) +10 -200 Psyniscience +10 -200 Forbidden Lore (Adeptus Astartes) +10 -200 Scholastic Lore (Occult) +10 -350 Psy Rating 4 -750 Wind of chaos -300 Blade of Baleful Might -300 Minions of chaos (Rubric Marine) -500 Forbidden Lore (Daemonology) -100 Forbidden Lore (Warp +10) -200 Acquisitions: Wealth: Psychic Hood 1st: 3x Kraken Rounds 2nd: Aetheric Wave Spars upgrade for armour 3rd: Fire Selector and Red-dot Laser Sight for Legion bolter 4th: Prosperan Channeling Crystal (refluffed Q'Sal Crystal Spire) 5th: Golden Eye of Tzeentch Rolls: Characteristics: http://invisiblecastle.com/roller/view/4484872/ PA mod: http://invisiblecastle.com/roller/view/4484821/ Daemon Weapon Ability 1: http://invisiblecastle.com/roller/view/4484969/ Daemon Weapon Ability 2: http://invisiblecastle.com/roller/view/4484973/
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# ? May 12, 2014 05:19 |
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Kothurchu With the Screamer controlled and the torpedo armed to blow, Kothurchu moves towards their chosen path, his bolt pistol and power sword drawn. As a precaution he activates his magnetized boots with a heavy *CLUNK* just incase the depressurization got out of control "Anyone too weak to hold up against the void is welcome to grab on," he says with a small chuckle. Zikan fucked around with this message at 00:52 on May 15, 2014 |
# ? May 12, 2014 22:07 |
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Chloe Well it looks like everyone else is busy with...explosions and daemons. Well whatever gets the job done! She saunters over to spot that's hopefully safe from the explosions and fiddles with her bolter, feeling irritated.
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# ? May 13, 2014 04:42 |
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Khûlan Ur-Dair Khûlan left the room and intensely studied the nearest wall during the sorcerer's rituals. Counting the rivets would hopefully keep her mind off the noises coming out of the other room. She cared not about the raven god and his sorceries, but the damnable axe might decide now is a good time to start carving people to shreds. Briefly she contemplated what would happen if she threw the creature out into the void once the boarding torpedo was gone. Probably not anything good, come to think of it. The dogfaced god was a useful ally, and disposing of his mighty gift was sure to turn him against her. pre:Wounds: 16/16 Damage Mitigation: 7 armor All, TB = 3 Skills: Traits: Brutal Charge (4) Unnatural Strength (4) Quick and the Dead WS BS S T Ag Int Per WP Fel 63 32 50 38 36 30 38 55 40 pre:3d10+5 R 3 Felling (6), Tearing, Unwieldy, Warp Weapon +8 Crit Damage Null (-20 on enemy psyker Focus Power Tests) No penalty for Called Headshots, which are taken at half actions Heal 1d10 on kills Frenzy test on drawing (+0 WP test)
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# ? May 13, 2014 16:24 |
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Elapsed Mission Time: 11 Minutes As Kayleen moves to set a meltabomb in the back of their boarding torpedo, Julian stays her hand and approaches the boarding torpedo. A few moments later the screamer appears bound to the Thousand Sons Sorcerer’s will and following behind him like a dutiful dog. The boarding torpedo is still covered in the mutated flesh metal on the exterior and some of the exterior but it no longer appears to be alive like it was writhing along its entire texture during the flight over. Kayleen sets the meltabomb quite masterfully, returns to damage control central and after opening all passageways and doors on this deck manually, detonates the meltabomb. Dulsatae notices the sounds of wind violently blowing across his back as air is sucked out but he doesn’t move an inch, a centimeter, nothing unless he and his magboots will it. He proceeds down the corridor towards the intersection and sees a body fly past him, a sailor in coveralls who came flying across from the intersection to their boarding torpedo’s ”left”. His screams and curses turns into screams of hysteria, as the last thing he sees before being vented to space is the twisted and nightmarish visage of a Death Guard Plague Marine. Lysander and Corypheus, whilst you are both studying the maps locates nothing of importance on this deck besides this damage control room within easy reach. This deck appears to contain a lot of living spaces and the galley/food storage. As he searches through the computer, he stumbles on a function that highlights medical for him, as well as any other important locations on the map display. Ammunition Storage, Plasma Storage, Promethium Storage, other Control Rooms, and Medical are all able to be highlighted as well as paths to them and whether or not there are blockages, which would be highlighted in red. The nearest medical bay is located on Deck 32, specifically at bull’s-eye 32-40-60-L. Galley and Living spaces aren’t far at all, the galley would have been up the intersection to the right had you taken the left but since this deck is being vented to space, and anything near you is irrelevant. If you want to grab some foodstuffs nearby though, continuing along the path to the galley will lead you to dry storage and cold storage. The stores in those areas won’t be vented to space simply because it’s kinda hard to fit an entire shelf through a doorway if not being moved by human hands. Plus Ice Cream is what’s kept in cold storage! Maybe the idea appeals to you for a fleeting moment but you all continue studying the map and come to the following realizations. Nearest compartment highlighted under the Ammunition storage function is on Deck 34, apparently a small arms locker. Nearest Compartment for Ammunition Storage for shipboard weapons is also on Deck 34. Small arms locker at 34-50-64-M and the stores for the gun decks located on the same deck are at 34-60-100-M which is very close to the exterior of the station and the location of the actual guns which are around the 110 mark from centerline. Nearest Plasma Storage for the multiple reactors powering the station are very close to the Reactors themselves.Decks 69, 49, 29 all have major sections of them devoted to the storage of Plasma fuel for the reactors and are within 20 compartments of the centerline aka the center of the station. Reactor controls are also on the same decks. Nearest Promethium Storage is Deck 28. You also note around Decks 1 and 2 there are special colored areas on the map different from the other “regular” promethium storage areas. They are very close to very large open areas and within open areas. You have found the various hanger and flight decks on the station of which there appear to be 8, 3 on each side of the station and 2 on opposite sides of the centerline. The ones on the centerline seems to be for shuttles/landers whilst the 8 others are dedicated to star fighters, bombers, and transport craft judging by their size. You do not know what’s currently in those areas, the map only shows the purpose of compartments possibly a description if you are lucky, and the various airtight doors that are honeycombed throughout the stations passageways. If you’d like to know their fighter complement and/or whether they have landers/transport ships capable of taking you planeside you’ll need to take a prisoner or make your way to flight ops on Level 04. That means you are going to the bridge of the station. Or just pick a bay and check it out yourselves. Damage control rooms appear to be scattered across the ship every 3 or so decks. Elapsed Mission Time: 20 Minutes Gravity is still active on your deck, it appears no one damaged the generators and Engineering hasn't shut them off yet. Dulsatae: the sense of sound is nonexistent since sound cannot travel through a vacuum. That said you spy at the intersection to your left the muzzle of a plasma gun and half the faceplate of of a guard soldier. You recognize it as environmentally sealed carapace, the armor of the soldier is green and the lamp pack is off. You see him as he is preparing to fire and see him flip the switch to maximal, a red laser sight centering on your chest plate. You see other red laserdots appear on your body as well, at least 2 more perhaps 3. They are not aware of being spotted even though you are looking right at them underneath your helmet. You don’t even need to move your head to see them, just your eyes. On the opposite corner you see 2 lasgunners, one taking a knee and the other standing above him. You do not see anyone else visible. What will you do Plague Marine? Ok the “Flying Squad” got 3 DoS to hide themselves and you got 4 DoS to spot them. I’m gonna resolve this as such in your favor. You see them but you see them as they are about to shoot you. You have the chance to act first and they are within 10 metres of you. Also note that you use High-Grade Promethium rules as listed in the OOC thread OP so bump that range to 40m. Enjoy! Werix Init 14 “Flying Squad” Init 8 I'm posting this because Mandozer is a dummy and got himself probated.
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# ? May 15, 2014 02:28 |
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Dulsatae, Herald of Nurgle's Comforting Embrace Dulsatae slowly turns his head and body towards the squad, tilting his head slightly. They looked cold, it was only proper for Dulsatae to introduce them to Grandfather's warmth. He slowly walks forward while dousing them in plague-flame. As i have hip shooting, I can make a move action and take a single shot from a weapon. SO walk towards the plasma gun guy while flaming the group. Since I have the recoil suppression gloves, I have the flamer in one hand and plague sword in the other. pre:WS BS S T Ag Int Per WP Fel Inf 51 59 (10)60 (14)71 44 40 43 37 39 50, 5/5 IP Wounds: 40/40 Armour: 12 Body, 10 All Else. Dodge: 44, Parry 71 Corruption: 30 Weapons:(all include relevant talents and traits like rapid repload) Name Type Rang RoF Dam: Pen Clp Rld Spcl Legion Combibolter Basic 80m S/4/– 1d10+9X 4 40 1Full Tearing, Twin-Linked Legion Bolt Pistol Pis 30m S/2/– 1d10+9X 4 8 half Tearing D. of Warmth Basic 40m 1d10+12 7 N/A N/A flame, spray, toxic (3), -Plague carrier:gains toxic 3, deals 2d10 toughness if fail, contagious next 7 rounds -Voidchill: weapon does 1d10 toughness damage if it scores a wound. Name Type Rang RoF Dam: Pen Clp Rld Spcl L. Miss. L. Heavy 300m S/-/- † † 3 1.5rnds -3 clps frag, 2 krak Name Type Rang RoF Dam: Pen Clp Rld Spcl L. Plasma Gun Basic 100m S/2/– 1d10+12E 10 24 2.5 Maximal, Overheats L. Knife Melee — -- 1d10+10R 2 Plague Sword Melee — -- 1d10+13R 4 Balanced, Toxic (2) Relevant Traits/Talents Ambidextrous Bulging Biceps Legion Weapon Training Exotic weapon training Heightened Senses (Hearing, Sight) Nerves of Steel Quick Draw Resistance (Cold,Heat,Poisons) Unarmed Warrior Lightning Reflexes Rapid Reload Double Team Deadeye Shot Fearless Jaded Mighty shot Hip shooting
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# ? May 15, 2014 03:16 |
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Dulsatae does not hesitate, setting fire to the corridor whilst advancing. The Plasma gunner pops back into cover as does one of the lasgunners. The one who was kneeling doesn't react nearly fast enough and is consumed by unholy fire. His buddy tries to pull him back into cover to put out the flames but is overcome by the contagion and falls over on his buddy’s dead body, burning alongside him. The plasma gunner doesn't hesitate, even despite seeing the grisly demise of his comrades and fires a maximal shot at the Plague Marine. A masterful shot that Dulsatae dodges easily, the shot burning straight through the bulkhead off his right shoulder. Immediately the rest of his squad bursts into action, soldiers filling the corridor going prone, taking knees by the corners, or standing over their comrades. Lasguns on overload light up the corridor but all the soldiers shoot wide, hitting all over the corridor. The Sergeant, stepping over the dead bodies in the middle opens fire with a Bolter, his spray of bolts going wide. Elapsed Combat Time: 5 Seconds Dulsatae continues his advance firing another burst from his flamer bounding across the intersection and turning around checking his tail. He reports contact on the vox with an imperial guard squad and reassures his comrades he has the situation well in hand. As he runs past the burning bodies of an entire guard squad minus the sergeant and a soldier with a lasgun. They break formation and take cover, every man for himself. The lasgunner falls back whilst the sergeant, more determined goes after the Plague Marine. He primes a krak grenade and throws it at the Plague Marine. Dulsatae is too slow to dodge the toss and it strikes true. The Sergeant is horrified to see that it has absolutely no visible effect. Dulsatae is too numb to pain to feel the damage but a slight bit of damage is done nonetheless. (Sergeant has Touched by the Fates [1] and so I’m letting him RF you, he rolled a 10 on damage, take one damage). Elapsed Combat Time: 10 Seconds A second squad appears behind Dulsatae, 2 Plasma gunners, normal lasgunners with grenades on their webbing, and their sergeant. Plasma Gunners drop prone in the middle of the hallway and fire first as the rest of the squad moves forward after they fire throwing krak grenades in unison at the order of their sergeant. The first plasma shot goes wide and the second strikes true but the Plague Marine barely feels it as the sungun burns a small hole in his chest (take 5 damage). The krak grenade barrage lands, only 3 grenades landing close enough to the marine to do damage. This too the plague marine barely feels (take 3 damage total from that). Their sergeant joins his men in the attack firing a burst from his bolter. 3 bolts hit Dulsatae striking him in the right leg where it manages to actually faintly register, his leg again, and a shot center mass. Again attacks have seemed to have no effect. Only the sunguns are effective and no doubt is he is trying calling for reinforcements and more, never mind that your vox jammer has locked down all frequencies except your own. (Sergeant has Touched by the Fates [1] and so I’m letting him RF you, he rolled a 10 on damage, take one damage) Dulsatae responds in the usual fashion, setting them all ablaze as the entire squad is well within his cone of fire. 7 of them are consumed by the flames including one of the plasma gunners, the one who hit him squad in the chest. They still maintain their cohesion amazingly and haven’t broken unlike the other squad. The Sergeant, one plasma gunner, and a lasgunner manage to crouch run and dive behind a corner. The sergeant from the first squad dives for the plasma gun his fallen comrade had, diving onto his body which was freshly killed. He picks up the sungun and tries to fire but it’s on recharge. Worse, diving onto the charred body of his comrade caused him to be contaminated by said body and he hacks and coughs in his armor as he is wracked by pain from merely touching the guy. The other lasgunner from his shattered squad and keeps running. Elapsed Combat Time: 15 Seconds The second squad’s sergeant orders a disengagement as the guardsman run to escape Dulsatae’s wrath. The only person who remains is the sergeant of the first squad wracked by pain who Dulsatae runs through with his plague sword finishing the poor bastard. Dulsatae reports on the vox that he engaged two squads of guardsmen and shattered them. How do you all respond to this? Grand total of 10 damage received over the course of 3 combat turns, half of that being a good plasma gun shot and facing down 2 veteran squads of imperial guardsman. Enough said. Also remember since vox is jammed station wide they need to go hold up in a compartment that has a sound powered telephone. Viva Miriya fucked around with this message at 08:21 on May 15, 2014 |
# ? May 15, 2014 05:13 |
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Dulsatae, Herald of Nurgle's Comforting Embrace Dulsatae pulls the plague sword out of the last Guardsman, watching vile ichor and blood drop off the blade into the already decaying body. The Death Guard thumbs his vox, "Warning, I have encountered and destroyed two squads; though four ran away. Assume we are compromised, form up on my position and let us begin to move." The marine smiles to himself as he realizes he and the Tzeentchian have both drawn blood before the Khornate, "Do not touch any of the bodies; they carry the blessings of Nurgle now, and he always wants to spread his love." Dulsatae then waits for back-up to arrive; not that he needs it, but so they too may walk the path of glory. come on folks, pre:WS BS S T Ag Int Per WP Fel Inf 51 59 (10)60 (14)71 44 40 43 37 39 50, 5/5 IP Wounds: 30/40 Armour: 12 Body, 10 All Else. Dodge: 44, Parry 71 Corruption: 30 Weapons:(all include relevant talents and traits like rapid repload) Name Type Rang RoF Dam: Pen Clp Rld Spcl Legion Combibolter Basic 80m S/4/– 1d10+9X 4 40 1Full Tearing, Twin-Linked Legion Bolt Pistol Pis 30m S/2/– 1d10+9X 4 8 half Tearing D. of Warmth Basic 40m 1d10+12 7 N/A N/A flame, spray, toxic (3), -Plague carrier:gains toxic 3, deals 2d10 toughness if fail, contagious next 7 rounds -Voidchill: weapon does 1d10 toughness damage if it scores a wound. Name Type Rang RoF Dam: Pen Clp Rld Spcl L. Miss. L. Heavy 300m S/-/- † † 3 1.5rnds -3 clps frag, 2 krak Name Type Rang RoF Dam: Pen Clp Rld Spcl L. Plasma Gun Basic 100m S/2/– 1d10+12E 10 24 2.5 Maximal, Overheats L. Knife Melee — -- 1d10+10R 2 Plague Sword Melee — -- 1d10+13R 4 Balanced, Toxic (2) Relevant Traits/Talents Ambidextrous Bulging Biceps Legion Weapon Training Exotic weapon training Heightened Senses (Hearing, Sight) Nerves of Steel Quick Draw Resistance (Cold,Heat,Poisons) Unarmed Warrior Lightning Reflexes Rapid Reload Double Team Deadeye Shot Fearless Jaded Mighty shot Hip shooting
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# ? May 15, 2014 05:25 |
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Lysander Lysander activates his magnetized boot soles and moves out into the airless hallways, Naff at his heels as always. As he moves on Dulsatae's position, he laughs at the carnage and voxes, "Excellent work, Death Guard. Nurgle is surely pleased." Lysander falls into position with the Plague Marine, beckoning the others onward. "Let us not dawdle any longer, warriors of Chaos; Nurgle may be eternally patient, but Abaddon is not, and we have a job to do."
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# ? May 15, 2014 06:22 |
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Kayleen "Are the plasma guns comprimised as well? Gods dammit. Okay tall, grim, and gooey, hold still." A variety of pointy, scary tools pop out of Kayleen's wrist. "I'd say that this might sting a little, but I'm pretty sure your remaining nervous system is a bunch of rotting string connected by farts." She jams the blade in expertly and in a few moments withdraws the Narc, sterilizing it before retracting it back into her arm. "That'll hold for now, lets get moving like you said." Kayleen forms up behind the others. "Lets get moving to the nearest reactor control/engineering bay and see what carnage we can cause there." She hefts the assault laser. "We haven't killed a single mechanicus drone yet and I'm beginning to get a little Khorney here." Roll to patch up Dul http://orokos.com/roll/193220 10 DoS=+10 wounds restored Ronwayne fucked around with this message at 08:49 on May 15, 2014 |
# ? May 15, 2014 07:26 |
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The Clawman Before following the others, the Clawman draws a cable from beneath its robes and slots it into a port on the cogitator, downloading the schematics of the ship into its internal datavaults.
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# ? May 15, 2014 09:04 |
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Chloe Chloe hurries to join up with the group, falling alongside Kayleen. "Oi, explosion girl. Which way to the armory? I'd like to see if these idiots have anything nice stashed." A station this size better have some neat ammo squirreled away. Too bad about the dead guardsmen, drat nurglites for making everything they touch unusable.
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# ? May 15, 2014 11:34 |
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Ciro Peizerat Ciro tucks his game away and trudges out into the hall, his magboots thumping loudly. When he finds there's still gravity, he disengages them, and hurries to meet up with the Deathguard. "I bet that smells terrible," he comments as an aside to whoever happens to be near him at the moment as he regards the husks. He toggles the soul goggles embedded in his helmet, giving a long scan around. His fellow invaders blaze particularly bright, but he tries to focus on keeping oriented and not walking into a wall or something. Still, all he can really see are brief ghosts of white and red, blending together through the walls as too many people to easily count dash around. It's impossible to keep track of, at least for him. After a bit, it becomes a bit obvious that Ciro is getting dizzy trying to make sense of this or that, and he finally flips the goggles off again. "Whoa." IPlayVideoGames fucked around with this message at 04:09 on May 17, 2014 |
# ? May 15, 2014 14:03 |
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Corypheus Far more interested in studying the Screamer currently following Julian to pay any mind to the charred and/or rotting bodies they were now stepping over, Corypheus did pause for a moment when the question came up of where to go next. Leaning on his staff, he answers their sniper's question. "Closest arms locker on this level should be this way, and I suppose it's as good a target as any. Besides we want to get to the control room anyways, and that should be on the way."
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# ? May 15, 2014 18:16 |
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The Clawman "Indeed," the Clawman agrees, "turning the weapons of our enemies against themselves is an excellent motivator of fear." It absently strokes the hair of the severed head hanging from its belt.
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# ? May 16, 2014 03:20 |
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Julian Julian follows the rest of the group, looking for a closed door not on their route which they could open and send the screamer through. When he finds one, he steers the daemon through it, urging it to search the station for Imperial citizens and do to them what daemons did. With the daemon sent on its way, he follows Kayleen. A thought occurs to him. They some times do that. "If we got to a sufficiently central control room, do you think you could steer the station? I realise these things aren't exactly the height of mobility, but there has to be some way to make it move. We could take out our next objective after the station too if we could seize the control centre and set the station on a course to crash into it." Waci fucked around with this message at 04:01 on May 17, 2014 |
# ? May 17, 2014 03:14 |
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Kayleen She nods. "Conceptually possible, but at this point I'm somewhat concerned more about our point of egress once this is concluded. We're relying on the other squads for our lift out of here. Until we know for sure what they're doing, and by that, we've actually stepped into the escape shuttle, we should be considering what our options are for getting off this place once we're ready to blow it to pieces."
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# ? May 18, 2014 04:38 |
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The Clawman "There is always a way out," the Clawman says. "These pathetic fleshlings are always ready to flee. We can take one of their own craft. It may aid in our landing, too." It consults the station schematics it downloaded, looking for shuttle bays and emergency lifeboats.
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# ? May 18, 2014 14:58 |
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Khûlan Ur-Dair By this point Khûlan could feel the daemon whispering and clawing at the edge of her consciousness. They were wasting too much time, and she'd erred by not taking the lead to begin with. The disgusting corpse warrior being allowed to secure so many kills while she dawdled about waiting for a course of action was making the daemonic axe pulse with outrage and fury. Without even really considering it she began heading towards where she thinks the bridge or whatever controlled this station might be, flatly announcing to the group: "I'm going to the control centre." Starting out at a jog, that quickly developed into a sprint, she thundered down the hallway, not bothering to check to see if any of the group followed. gently caress 'em. pre:Wounds: 16/16 Damage Mitigation: 7 armor All, TB = 3 Skills: Traits: Brutal Charge (4) Unnatural Strength (4) Quick and the Dead WS BS S T Ag Int Per WP Fel 63 32 50 38 36 30 38 55 40 pre:3d10+5 R 3 Felling (6), Tearing, Unwieldy, Warp Weapon +8 Crit Damage Null (-20 on enemy psyker Focus Power Tests) No penalty for Called Headshots, which are taken at half actions Heal 1d10 on kills Frenzy test on drawing (+0 WP test)
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# ? May 18, 2014 19:47 |
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Corypheus Having no particular desire to charge off in a random direction after the blasphemous Khornate worshipper, Corypheus stays right where he is. He'd follow if the rest of the squad did, but he didn't see much to lose from her, and possibly the other followers of the Blood God, charging off and doing their own thing. Clicking his vox over to a specific line, he has a dry message. Waci, Ronwayne, MaliciousOnion: "Well, a distraction from those conducting important tasks is certainly nice. So, odds on her having no clue where she's going?" Clicking it back to the entire squad present, he has suggestions. "Well, it certainly would be more efficient to split up. We need to secure a means of egress and hit their command center, and possibly raid their weapons caches while we're at it. As Khûlan seems to want to take care of the second, perhaps we should get moving on the first? We can meet up with her there, as I don't think she has the skills required to program this station into crashing."
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# ? May 19, 2014 02:45 |
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Dulsatae, Herald of Nurgle's Comforting Embrace Dulsatae looks down at Kayleen as she works, his nerves indeed deadened by Nurgle's Rot to the point that the pain barely registers; he wasn't even aware he was injured until the heretek began poking and prodding at his body, "Thank you little one," he wheezes through dried corpse-like lips, "your comments wound me far more than the weapons of the enemy. My nervous system is not held together by flatulence; I would request saving such remarks for those who deserve it, unless you would like to experience the rot of nurgle first hand." With his wounds patched, Dulsatae looks down at his armor, angered about damage it had received and the work it would take to restore the damage. Hours sanding away paint and reapplying the colors of his legion were ahead of him. As Khûlan charges down the hallway, all Dulsatae can do is watch with detached fascination. Khornates were always so predictable. "If we are going to split up, then perhaps more than just little Khûlan should handle the control center? I lack her enthusiasm however, I shall aid in capturing an egress vehicle; as we will also need to hold the vehicle as well."
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# ? May 19, 2014 03:04 |
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Lysander Lysander scratches at a buboe on his neck, ignoring the irritated squeal of the Nurgling inside, then sighs and motions for Naff to follow him. "One Khornate charging off on her own will hardly distract them for long, Daemon Axe or not. The Ogryn and I will head after her and add to the distraction; hopefully we can draw their forces in the wrong direction, assuming she isn't charging in the right direction by accident. If you require backup, I will try to steer her rampage in your direction." Lysander then runs off after Khûlan.
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# ? May 19, 2014 03:20 |
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Kothurchu As Khûlan charges down the hallway, Kothurchu can feel the eyes of the group move towards him, all of them expecting him to charge along after her. To be fair he had not killed anything yet and the soft voice in his head was starting to grow bold in congratulating him on this peaceful moment. He speaks to Kayleen and the Clawman, "If you are worried about two worshippers of the Red God breaking something important for our escape it would be best if someone guided me to the control center via vox so I can lead that Fenris bitch and her "gift" from the Gods to a more productive worship of Khorne. Even better would be tagging along. There should be some lackeys of the Mechanius in the control center for your entertainment." He promptly exits the room and takes off in a full sprint after her along with Lysander, hoping that she hadn't gotten herself killed yet via that drat axe.
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# ? May 19, 2014 04:09 |
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Kayleen Kayleen nods at the plauge marine. It was customary for the more professional heretics to issue a warning before smiting people that annoyed them. "Well, and there they go. I guess its time to move for the control center so we can link up after we're done here. Or they get killed, whichever comes first." She and the drone begin to head down the corridor to her destination. "You know, its going to be hilarious if she gets killed and that axe gets damaged enough for the demon to pop on out. Maybe it and the screamer can have coffee and cookies." Ronwayne fucked around with this message at 04:33 on May 19, 2014 |
# ? May 19, 2014 04:29 |
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Ciro Peizerat "Really, it's probably better that she went off to feed that axe of hers instead of waiting," muses Ciro as others rush off to join Khûlan.
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# ? May 19, 2014 15:45 |
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Gonna update tommorow, net problems fixed. I need to know one thing. Are you following schizotek whose bad rear end loving daemon axe i'm pretty sure can carry his char through a ton of poo poo to the bridge which means going UP all the way. Are you going for reactor control? What. I need a group decision, I can handle schizotek splitting solo, as we've clearly demonstrated at least one PC in this gruop can handle entire formations let alone multiples.
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# ? May 19, 2014 17:03 |
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Reactor control
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# ? May 19, 2014 17:37 |
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Pretty sure Dachshundofdoom and Zikan are going along with Schizotek
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# ? May 19, 2014 17:38 |
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It seemed to me we were going to first secure our ride off this thing while schizo and who ever else futility attacked the command center. After we got our ride in place then we'd blow or crash or whatever it is we plan to do.
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# ? May 19, 2014 17:48 |
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Yeah, I'm heading off with Schizotek unless there's a problem with that for some reason.
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# ? May 19, 2014 17:51 |
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I was also under the impression we were securing a ride before making our way up to the control room to sabotage it into crashing into the planet. Not sure why reactor control was mentioned, as simply blowing it up is boring.
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# ? May 19, 2014 17:56 |
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So by the time I wake up tomorrow hopefully you guys have figured out which group you wanna be in and if you want to go your own way. I'd be happy to entertain you either way.
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# ? May 19, 2014 18:10 |
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Chloe Chloe watches the other humans run down the hall and looks back at the remaining....heavily armored space marines and robots. Hm. "Iiii think I'll go help out the khornates, don't think I could uh, do much here." She hurries out of the room in pursuit of everyone else, curing under her breath about drat impulsive khornates. Why couldn't they say something before running off screaming in ones and twos.
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# ? May 20, 2014 00:24 |
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The Clawman The Clawman doesn't even look at the other group that split off, too busy calculating the fastest route to a means of egress. Team MaliciousOnion fucked around with this message at 11:33 on May 20, 2014 |
# ? May 20, 2014 11:25 |
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So looks like whichever way you are going you are going UP. bravo, update later tonight
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# ? May 20, 2014 17:52 |
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With Khûlan Ur-Dair rushing forward taking a right at the corridor (taking her closer to the CENTER of the station) and searches for a lift or staircase to lead her up to the control center, which would mean the bridge. Anyone who knows anything knows the bridge would be at the highest point in the station or voidship. The bloodthirster within her axe approves of the plan but whispers still of her weakness at taking this long to think of it, how undeserving of Khorne’s honors she was, and how she would fail inevitably. How he would inherit her soul in death and her body in the interim. Following close on her heels is the Tzeenchian Sniper Chloe, Korthurchu and Kayleen. The rest of the group proceed straight down the corridor where thanks to the others, they know where the nearest lift is to take them to level 01. Team Catch-A-Ride Your way forward is unimpeded until you get into the lift, a service elevator that could carry about 20 people in full combat gear and is sufficient to carry your two space marines, company, and all your combat gear. You can get off directly at D01, Main Deck where the hangers would inevitably be, L01 which would be the launch decks, or somewhere else to throw off the security personnel. It’s inevitable that lift activity would be tracked by those in the damage control centers and possibly could be overridden unless Kayleen put the fix in and she isn’t with you, she went with the control center team following Khûlan. Do you call for her to come back, go without her and override the lift security protocols yourselves? Perhaps something else? We’ll get back to your story in a moment Team Blood Guts and Glory As you all charge forward you encounter no resistance as you rush forward except for a guardsman who Khulan cuts down absentmindedly, probably one of the 4 you were told escaped. Khulan has finally tasted blood but even this offering is weak, though acceptable. It’s not a battle and certainly far from sufficient. Chloe sees something wrong with various ceiling tiles, they are off color, look like they are made of a different material. One of them pops down revealing twin Heavy Bolters and she shoots it with her Plasma Sniper blowing it apart with ease. She shouts out “Sentry Turrets!” on the vox as more turrets deploy, one turret for every major part of this corridor. The only person alert enough to heed her warnings is Kayleen who turns, seeing a Sentry turret drop behind Chloe and returns the favor lighting up the second turret. And then the corridor goes dark the lights shutting off where they are standing, up ahead, and behind them. If there was atmosphere on this deck they’d be able to hear the lights shut down as it’s like a circuit breaker was cut or hear the servos move. Or hell even hear the shots that would tear up the deckplate. Sentry Turret #3235673 drops down in the darkness, switching to preysight as it acquires the closest target near its post. Alternative directives were unable to be transmitted directly due the personnel responsible for the security being vented to space on this deck and unable to remote control the turret themselves. So it fell back on its presets: snuff out any signs of life within detection range. 12 Heavy bolter shots strike out all over the deckplate around Korthurchu, 2 shots striking him in the right arm Kayleen turns in the darkness, homing in on the muzzle flashes of the heavy bolter with her enhanced cybernetic eyes and autosenses and opens fires…and gets nothing (Jam result, need a IP or you don’t shoot poo poo. Also pausing the combat here so you can contemplate what just happened. And no this isn’t me trying to keep you guys together, it’s a byproduct of something else that happened recently. Can you guess what?) Chloe, with her plasma sniper rifle on recharge, lets it drop to her chest on a sling and pulls out her plasma pistol in a flash and shoots the turret but it overheats glowing way too blue and way too hot to be safe! (You need to spend an IP too or eat poo poo. See the overheat quality in core and and make the rolls yourself in Orokos under MANDOZERS BLACK CRUSADE.) Elapsed Mission time for both teams: 26 minutes Oh yeah for this scenario, assume that you go before the turret. Viva Miriya fucked around with this message at 23:20 on May 20, 2014 |
# ? May 20, 2014 23:06 |
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The Clawman Peeling back one of the elevator's panels, the Clawman begins rummaging through the electronics and wires found behind it. It plugs itself into the main interface and starts sending binary commands both internally and externally, seeking to cut off and control the elevator independent of the rest of the station. Going to try and spoof the system into thinking the lift isn't moving, when it actually is Tech-use 60 + 10 from utility mechadendrite.
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# ? May 21, 2014 01:00 |
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MaliciousOnion posted:The Clawman Tech Use vs 60 (-10 to get the desired result): 1d100 90 reroll with IP Tech Use vs 60 (-10 to get the desired result): 1d100 60 Burn yourself a IP automatically to do this, you barely pull off the result you intended otherwise you roll high enough to break the electronics and have the elevator read out of order for the short moment it'll take for you to unfuck the damage you've inadvertently caused. However considering whats happening on station, a light going red on some console is not likely to be noticed. You may reroll the test without spending an IP at -20 to do the combination of repairing any damaged wiring from your first override and do what you originally intended. Roll it on orokos under MANDOZERS BLACK CRUSADE if you wish to try your luck.
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# ? May 21, 2014 01:44 |
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# ? Apr 29, 2024 02:47 |
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Edit: nvm, surprise round shenanigans
Dachshundofdoom fucked around with this message at 02:11 on May 21, 2014 |
# ? May 21, 2014 02:09 |