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Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Dash

"Apparently so, anyways, that door leads to the kitchen, and behind it, we got some small service entryway. I assume that's as good as we're going to get. Once we're in there, it looks like we're on our own."

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Viva Miriya
Jan 9, 2007

Magos Rho Epsilon Beta 250-50 "Rebel"
Initiative: 1d10+8 9 Spend Infamy Point to count as rolling 10 for 18 init
Rebel fires off a overcharged shot at one of the snipers arm. The shot "grazes" him and Rebel curses in binary, having wasted his opening volley and a chance to put points on the board.


Half action aim, half action (due to autosenses) to called shot some snipers arm off. BS 40 base +10 MIU for 50. Add +10 if target is under 50m range (doubtful). Setting is on Maximal
Called Shot, (Offhand) vs 50: 1d100 40
Damage Pen 13: 1d10+16 17
Damage Pen 13 FORGOT OVERLOAD DICE: 1d10 1
Replace Dos on one die for 2 DoS (lmao) total damage is 19 on a maximal shot. gently caress this



pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
40  40  30  30  30  50  35  40  40

Wounds: 18/18   Infamy: 6/7  Initiative: 1d10+8
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3[5] (Power Armour)  TB: 3
Armour: 13 (All)
Force Field: 50 Overload: 01-05
Awareness: 40[60] (Auto-Senses/Optical Mechadendrite)
Dodge: 30
Medicae: 80
Tech-Use: 80[90] (Combi-Tool)

Weapons: (Currently selected weapons are in BOLD)
Aleph-452 90m S/2/- 1d10+16[19] Pen: 13[26] Clip: 17/20 Rld: 2.5 Full Special: Legacy of Slaughter, Maximal, Reliable, Overheats
Maximal 100m S/2/- 2d10+16[19] Pen: 15[30] Special: Legacy of Slaughter, Maximal, Recharge, Reliable, Overheats
Lasgun 100m S/3/- 1d10+3 E Pen: 0 Clip 60/60 Rld: Half Special: Never Jams
Overcharge 100m S/3/- 1d10+4 E Pen: 0 Special: Never Jams
Overload 100m S/3/- 1d10+5 E Pen: 2 Special: Never Jams
Fallen Magos Power Axe 2d10+9 E Pen: 6 Special: Power Field, Unbalanced, Two Handed
G.C. Servo Arm 1.5m 2d10+14 I Pen: 10

Noteworthy Bionics
B.C. Black Blood: Rebel is always considered lightly wounded and also heals much faster, removing two points of Damage per day. In conjunction with the Prosanguine talent, 
Rebel may make a Tech-Use test after spending 10 minutes in meditation. Success heals 1d5 wounds + 1 for every 2 DoS. 
Rolling a 96 or higher causes Rebel to lose the ability of both talent and implant for one week.
B.C. MIU: Grants  a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry, and Weapon Skill tests when interfaced with MIU systems.
G.C. Cerebral Implants: Grants a +20 bonus to Logic and Lore tests as well as Unnatural Intelligence (+2) trait.
Luminen Capacitors: May recharge or power machinery with a successful toughness test.
G.C. Servo Arm: Can extend up to 1.5m from the back mounting and has a fixed strength value of 75 and Unnatural Strength (+7), 
always used no matter the user’s personal stats. The servo arm can lift heavy objects or allow Rebel to tether himself to a suitable to a suitable anchor as a Free Action. 
May also be used to strike as the Rebels’ reaction for the round or used to make a Standard Attack (so long as it is only used once per round).
Optical Mechadendrite: +10 to Perception test, may be used as a telescopic sight, IR torch and sensors ensures Rebel takes no penalties and in fact gains a +20 to 
vision-based Perception Tests at night.
  
Noteworthy Gear:
Combi-Tool: Grants a +10 bonus to Tech-Use tests.
Conversion Field: If the field blocks more than 12 points of damage from a single attack, the release of light acts as a photon flash grenade burst centered on Rebel. Rebel is unaffected by this.
Fallen Magos Power Axe: Counts as having a combi-tool built-in. User may attempt to corrupt Imperial Technologies and their Machine Spirits with them on a -30 Tech-Use test, 
rendering them damaged and unusable except by fellow Hereteks.
Unholy Unguents: Makes a weapon immune to jamming for a full game session, requires a full action to apply properly.

Noteworthy Gifts
Steel-hearted: Counts all enemy fear levels as one lower. Fear 1 enemies have no effect on Rebel.
Wreathed in Chaos: +10 to all interaction tests with Chaosy folks. +10 when intimidating his enemies.

Noteworthy Talents
Ambidextrous: Rebel may use any hand equally well for any task. Does not suffer -20 for actions with off hand. Reduces penalty for two weapon fighting to -10.
Combat Formation: All members of the party including rebel add +1 to Initiative and may also choose to use Rebel’s Intelligence Bonus for their Initiative roll rather than their Agility Bonus
Die Hard: Rebel may roll twice when suffering blood loss to avoid death.
Master Chirurgeon: Any successful heal attempt heals 2 additional wounds. If the character is in danger of losing a limb, Rebel provides them a +20 bonus on the toughness test.
Technical Knock: Rebel may unjam any gun he can touch as a half action, but may only do this on one weapon a round.
Two-Weapon Wielder (Melee): Can attack with two weapons.
Weapon-Tech: Once per combat encounter, Rebel may increase the damage and penetration of any weapon personally wielded by him by his intelligence bonus for one round. 
Weapon must belong to the Melta, Plasma, Power, or Exotic category to benefit from this.
Whirlwind of Death: Rebel inflicts additional melee damage to a Horde equal to half his WS bonus.

Special Ability
Traitor to Mars: Rebel gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.  

Viva Miriya fucked around with this message at 17:33 on Apr 7, 2018

Werix
Sep 13, 2012

#acolyte GM of 2013
Behind the Curtain
After the fight is broken up and Vincent is threatened with being kicked out, he does a quick walk around the publicly available areas. The concessions area is right below the arena with ramps leading up to the left side. The only exits he can find in and out of the area is the hallway heading back to security. He can tell by the dimensions of the place that the whole right side of the arena is unavailable. That is likely where the fighting pit is.

Soon Dash meets up with his human colleague and tells him about the passage in the stands. Upon entering it again, Vincent once again takes his bearings. This passage would be right below the stands and the ramp leading up to arena. So in theory, by going south they would head towards the weapons lock up. Seeming to be the best idea. the group heads that way first, past the kitchen. Thankfully no one seems to be using the hallways right now, so they make their way south. Eventually they find a door marked "weapons check". If they could get through the door, they'd be able to retrieve their weapons from the stasis crates they are in.

However, the door is a heavy steel door with three large crossbars going across the front that appear as though they would slide away if the door were unlocked. Next to the door is a rather opposing looking security lock.

Making note, the duo head north, past their clandestine entrance, and encounter a T junction. They could head right which would likely lead to towards the arena, assuming no more junctions. Going left would have them loop back towards the concession area and the back of the bar.

Okay, you have some options. If you try to steal your weapons back it is a -20 Security test or -40 Tech use test

Fight for your Life (or points really)

With the announcing done, Rebel's combat protocols kick in, and he fires upon one of the snipers, but the sniper ducks. Corvax does what he can to get close, trying to use the cover to his advantage. While totally out of sight of the top three snipers, he does find himself within view of Bulbonae and the three bottom snipers. Octuv launches his grenade. Two of the snipers cover their eyes and ears, but one of the three shakes his head, but is still focused on the fight.

Bulbonae walks over towards Corvax, power sword in one hand and combi-bolter in the other. "This should be a good fight! My marksmen will deliver pinpoint toxicity to you and your comrades. If you survive this fight we shall have to discuss tactics. However, I cannot have you getting too close to my men." The Terminator slowly lumbers on over towards Corvax, while leveling his combi-bolter at the marine. He pulls the trigger, only to be greeted by the sound all soldiers and marines fear, the telltale *click* of a jammed weapon. The Plague Sorcerer laughs in amusement at his own predicament.

Most of the snipers, other than the two concussed by Octuv place their weapons on the cover before them. The one not stunned of the lower three aims at the cloud of smoke that covers Octuv's position. Two in the upper group take aim at Rebel's position, and one moves out from behind cover. likely for a better fire line later.



White are waist high cover, yellow are 10 meter tall and block line of sight. so none of you have LoS on Bulbonae, but you do on his six snipers.

Couple things:
1. The arena is small, those are all one meter squares. So I took the liberty to move you father up Corvax.
2. Bulbone rolled a 99 and jammed his combibolter. Good thing I didn't go for using a power, yet.
3. With the full height cover, I'm operating under the rule of thumb from page 245, which is if you fire from around cover, your head and arms are exposed, so they can still hit you rebel if they have line of sight on the corner. If you don't fire during your turn, then I assume you're behind the cover. You can't shoot, yet at the same time benefit from full body cover.
4. One sniper got stunned for 2 rounds (now one remaining) and the other for six rounds (5 remaining).

Score:
Bulbonae: 4/15
Sovereign crew: 4/15

Ini:
Rebel
Corvax
Octuv
Bulbonae and crew

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

Giggling like a lunatic, Octuv slides his grenade launcher back into place on his back and points to the sniper. It doesn't matter that the poor bastard with the rifle probably can't see him yet. Any preysense cameras for the audience would, and that was the real point. No one was going to walk away saying Octuv of the Emperor's Children couldn't put on a hell of a show.

"Congratulations, sniper-still-standing! You're tonight's lucky contestant! Now, ladies and gentlemen, my lovely assistant will show him what he's won: A FREE HOLE IN THE HEAD!"

Octuv's Ramoran revolver clears the holster in less than a second and barks once. The flash of light reflected back into his eyes by the dense smoke cloud, the thin tendril of smoke following in the bolt shell's wake, and the bone-crunching recoil of a weapon custom designed to destroy: all of it music to Octuv's overtuned senses.

Auto-Senses let you make Called Shots as a Half Action, so Aim and Called Shot on the Sniper who's unstunned:

Called Shot (Head) vs 50 (50 -20 Called Shot +10 Aim +10 Accurate): 33

Damage Pen 6: 19 with Concussive (2).



pre:
Wounds: 14/14      AP: 10 Chest, 8 Rest
IP: 5/6    SB: 7      TB: 8     Movement: 6/12/18/36
Force Field: 45 (1-5 Overload)
Dodge: 50
Precog. Dodge (Fettered/Unfettered/Push): 60/70/85
WS:      30
BS:      50
S:    (7)30
T:    (8)40
Ag:      50 
Int:     45
Per:     40
WP:      62
Fel:  (7)50

Traits:

Unnatural Strength (4), Unnatural Toughness (4), Unnatural Fellowship (2), Darksight

Skills: Acrobatics +10, Awareness, Athletics, Dodge , Operate (Surface), Parry, Psyniscience

Talents: Ambidextrous, Bulging Biceps, Favoured by the Warp, Heightened Senses (All), Legion Weapon Training, 
Lightning Reflexes, Mighty Shot, Nerves of Steel, Quick Draw, Resistance (Heat, Cold, Poisons), Step Aside,
Target Selection, Unarmed Warrior

Psychic Powers:

PR 5

Sustaining: 

Precognitive Dodge: Reaction, -10 Perception Test. Counts in all respects as an Evasion test.
Precognitive Strike: Free Action, -10 Psyniscience Test. Grants +5 x PR to the first WS/BS test I make that turn.
Warptime: Half Action, Free Sustain. -10 WP Test. Grants Unnat. WS, BS, Agi (PR).
Celeritous Sense: Half Action, Free Sustain. +0 WP Test. +5 x PR to Per and Evasion tests, ZH on 9 or 10.
Regeneration: Full Action, Half Sustain, -10 WP Test. Grants Regen (4) and +PR to the Regeneration test.
Unnatural Healing: Half Action, +0 WP Test. Heals 1d10+PR Damage on touch, self or others.

Weapons                      Rng      RoF       Dam             Pen       Clip        Rld      Qualities

Ramoran Bolt Revolver        45m    S/-/-      1d10+13X          6         5/6       2 Full    Best, Accurate, Concussive (2), Proven (3)
Legion Heavy Bolter         150m    -/-/8      1d10+15X          5        Infinite   Never     Best, SL, BF, Unreliable, Pain Vents, Cursed Metal, Tearing
Grenade Launcher             60m    S/-/-         ---           ---        5/6       2 Full    RDLS, Fire Selector, Noxious Discharge, Reliable (GC)
+Stun Grenades                                                             5/6                 Blast (3), Concussive (2)
Inferno Pistol               10m    S/-/-      2d10+13E         12         3/3       Full      Melta, Recharge
Force Sword                  ---     ---       1d10+14R          7         ---        ---      Balanced, Force

*SB, Mighty Shot, and Force damage already incorporated

Wargear:

GC Legion Power Armour: Darksight, +10 to Sight/Sound tests, Immune to Photon Flash/Stun Grenades, GC Helmet Augmentations.

GC Shimmering Robes: Force Field.

GC Rapturous Standard: All those dedicated to Slaanesh who can draw LoS to the backpack standard can reroll all failed 
WP tests and reduce all damage taken by 1 (to a minimum of 1).

GC Shrieking Soul: 6/6 Souls Captured. Bearer ignores Fatigue, Stunning, all Critical Effects except limb loss, blindness, or death, 
and all effects of being On Fire except for the damage. Captures the souls of any sentient being the bearer kills.
Once per session, captured souls can be unleashed as a Full Action. This is a psychic attack with a radius
of 1d10 per soul. All not dedicated to Slaanesh in this radius must pass a -20 WP test or be Stunned for 1d5
rounds and take 1d10 permanent WP damage.

Psychic Hood: +5 to FP tests. Can spend a Reaction to impose a penalty on any one FP test within WP meters. The wearer makes a FP (WP)
test and imposes a penalty of -10 x DoS on the other psyker's test. This test can alternatively be used to nullify a power that
directly affects the wearer, no matter the range. Success blocks the power's effects only against the psyker; other targets are
affected as normal. Nullification tests are treated as FP tests in all regards, including the possibility of Psychic Phenomena.

Psy-Focus: +10 to FP tests.

BC Recoil Glove

Dachshundofdoom fucked around with this message at 08:28 on Mar 2, 2018

Viva Miriya
Jan 9, 2007

Magos Rho Epsilon Beta 250-50 "Rebel"
Rebel runs along the north side of the arrena, sticking to the walls as he moves to close the distance with the northern group of snipers. He'll try to end behind LoS blocking cover, otherwise he'll stay low. Meanwhile his plasma gun vents the waste heat from his first shot.

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
40  40  30  30  30  50  35  40  40

Wounds: 18/18   Infamy: 6/7  Initiative: 1d10+8
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3[5] (Power Armour)  TB: 3
Armour: 13 (All)
Force Field: 50 Overload: 01-05
Awareness: 40[60] (Auto-Senses/Optical Mechadendrite)
Dodge: 30
Medicae: 80
Tech-Use: 80[90] (Combi-Tool)

Weapons: (Currently selected weapons are in BOLD)
Aleph-452 90m S/2/- 1d10+16[19] Pen: 13[26] Clip: 17/20 Rld: 2.5 Full Special: Legacy of Slaughter, Maximal, Reliable, Overheats
Maximal 100m S/2/- 2d10+16[19] Pen: 15[30] Special: Legacy of Slaughter, Maximal, Recharge, Reliable, Overheats
Lasgun 100m S/3/- 1d10+3 E Pen: 0 Clip 60/60 Rld: Half Special: Never Jams
Overcharge 100m S/3/- 1d10+4 E Pen: 0 Special: Never Jams
Overload 100m S/3/- 1d10+5 E Pen: 2 Special: Never Jams
Fallen Magos Power Axe 2d10+9 E Pen: 6 Special: Power Field, Unbalanced, Two Handed
G.C. Servo Arm 1.5m 2d10+14 I Pen: 10

Noteworthy Bionics
B.C. Black Blood: Rebel is always considered lightly wounded and also heals much faster, removing two points of Damage per day. In conjunction with the Prosanguine talent, 
Rebel may make a Tech-Use test after spending 10 minutes in meditation. Success heals 1d5 wounds + 1 for every 2 DoS. 
Rolling a 96 or higher causes Rebel to lose the ability of both talent and implant for one week.
B.C. MIU: Grants  a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry, and Weapon Skill tests when interfaced with MIU systems.
G.C. Cerebral Implants: Grants a +20 bonus to Logic and Lore tests as well as Unnatural Intelligence (+2) trait.
Luminen Capacitors: May recharge or power machinery with a successful toughness test.
G.C. Servo Arm: Can extend up to 1.5m from the back mounting and has a fixed strength value of 75 and Unnatural Strength (+7), 
always used no matter the user’s personal stats. The servo arm can lift heavy objects or allow Rebel to tether himself to a suitable to a suitable anchor as a Free Action. 
May also be used to strike as the Rebels’ reaction for the round or used to make a Standard Attack (so long as it is only used once per round).
Optical Mechadendrite: +10 to Perception test, may be used as a telescopic sight, IR torch and sensors ensures Rebel takes no penalties and in fact gains a +20 to 
vision-based Perception Tests at night.
  
Noteworthy Gear:
Combi-Tool: Grants a +10 bonus to Tech-Use tests.
Conversion Field: If the field blocks more than 12 points of damage from a single attack, the release of light acts as a photon flash grenade burst centered on Rebel. Rebel is unaffected by this.
Fallen Magos Power Axe: Counts as having a combi-tool built-in. User may attempt to corrupt Imperial Technologies and their Machine Spirits with them on a -30 Tech-Use test, 
rendering them damaged and unusable except by fellow Hereteks.
Unholy Unguents: Makes a weapon immune to jamming for a full game session, requires a full action to apply properly.

Noteworthy Gifts
Steel-hearted: Counts all enemy fear levels as one lower. Fear 1 enemies have no effect on Rebel.
Wreathed in Chaos: +10 to all interaction tests with Chaosy folks. +10 when intimidating his enemies.

Noteworthy Talents
Ambidextrous: Rebel may use any hand equally well for any task. Does not suffer -20 for actions with off hand. Reduces penalty for two weapon fighting to -10.
Combat Formation: All members of the party including rebel add +1 to Initiative and may also choose to use Rebel’s Intelligence Bonus for their Initiative roll rather than their Agility Bonus
Die Hard: Rebel may roll twice when suffering blood loss to avoid death.
Master Chirurgeon: Any successful heal attempt heals 2 additional wounds. If the character is in danger of losing a limb, Rebel provides them a +20 bonus on the toughness test.
Technical Knock: Rebel may unjam any gun he can touch as a half action, but may only do this on one weapon a round.
Two-Weapon Wielder (Melee): Can attack with two weapons.
Weapon-Tech: Once per combat encounter, Rebel may increase the damage and penetration of any weapon personally wielded by him by his intelligence bonus for one round. 
Weapon must belong to the Melta, Plasma, Power, or Exotic category to benefit from this.
Whirlwind of Death: Rebel inflicts additional melee damage to a Horde equal to half his WS bonus.

Special Ability
Traitor to Mars: Rebel gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.  

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Vincent

Vincent hunches down and peers at the locking mechanism for a long moment before sighing and looking back at Dash. "I never really dealt with breaking into places in my former life. You want to give this a shot?" He hums and says thoughfully, "Perhaps we could contact the Magos to see if he could walk us through it. He's probably busy but it might be worth the distraction."

Two questions: can we vox Rebel and if so, could we get some sort of advantage on the check.
I don't have tech-use or security, so this'll have to be Dash's check, for sure.


pre:
WS     BS     S     T     Ag     Int     Per     WP     Fel
60     31     70    40    50     25      30      40     30

Wounds: 15/15      IP: 7/7
Armour: All 8

Weapon           Range  Fire   Damage    Pen   Ammo   Clips  Reload  Special

Good Bolter      100m   S/3/-   1d10+5X   4    24/24    2     Full    Tearing

Relz'ulra        Melee          1d10+11E  8                           Power Field, Balanced, Thirsting, Piercing
[Power Sword +3dmg/pen Daemon, +3dmg Crushing Blow, Str not included.  +18 with STR.]

Ramoran Revolver 45m  S/-/-    1d10+10X  6     6/6     2     2FL    Accurate, Concussive(2), Proven(3)

Notable Abilities:
- Adriot (WS)	
- Dodge +10
- Parry +20 (+30 with Balanced)
- Counter Attack (free -20 attack after a parry)
- Blademaster (Reroll 1 miss per round)
- Crushing Blow
- Step Aside (May make 2 dodge/parry attempts per round)
- Auto-Senses: Dark Sight, Heightened Senses (Sight, Hearing), immune to
flash/stun grenades, Called Shot as Half Action

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution
Corvax

Musing's Estate, Arena:

Corvax kept his back to the high cover, but as he turned his head to the right, he saw the southern portion of the snipers taken out of commission by the noise marine's fire.

"What? Something wrong with your weapon, soldier?"

Taking the opportunity the jam provided, he wheeled around the cover, mounted the barricade and plunged downward at the closest underling from the height provided.


Apologies for taking just about forever, I got the PBP equivalent of writers block and then work got hectic.
Half-Action Move (I've got 6m in total, I assume mounting the white cover is just double?), Half-Action Swing at the closest sniper.
WS 60 + 10 Best + 0 Swift Attack: 1d100 34
2 Hits, both to the body, 1d10+20 Pen 8. (or 3, if we're doing the DH2-style tens-digit thing. I always forget if we are)

pre:
     WS   BS   S          T           Ag   Int  Per  WP   Fel          Inf
     60   30  70(+4)   40(+4)  40   40   30   40    60(+2)   68, 7/7 IP

Wounds: 10/18         Armour: CC Legion power Armor (10 Body, 8 Else)
Dodge: 50, Parry 100+  Corruption: 45

Legion Bolt pistol  30m  S/2/–   1d10+9X    Pen.4  8/8  Full Reload | Tearing
The Void Harvester  Melee —      1d10+20E   Pen.8       Balanced, +10WS, Devastating 3 
							Power Field, Terrorizer, D-Grip,
Ramoran Revolver 45m  S/-/-    1d10+10X  6     6/6     2     2FL    Accurate, Concussive(2), Proven(3)

Relevant Traits/Talents
Step Aside - 2x Dodge and Parry Reactions
Power Armor - +1 Size w/o -10 Stealth, +20 Str (Already added in statline)
Terrorizer - User gains Fear (1) for the duration of the fight after killing an enemy.
CSM Heightened Senses (+10 to hearing/sight)
Beguiling Gem - See Tome of Excess
pre:
     WS   BS   S   T   Ag   Int  Per  WP   Fel
     05   40   10  20  40(8) 20   40   35   40(8) 

Wounds: 4/4   Dodge: 50  Armour: 9 All (2 Synskin, 5 Ablative, 2 Natural)

2x Q'Sal Crystal Caster  15m  S/-/–   1d10+6E  Pen.5  5/5 Rld:Full.
Qualities: Razor Sharp, Crippling (6), Shocking (-20) test if absorbed/deflected
Add-Ons: Silencer, Red-Dot Sight

Relevant Traits/Talents
Ambidextrous/2WW/Gunslinger, Quick Draw, Hip Shooting. Mighty Shot (included above)

Werix
Sep 13, 2012

#acolyte GM of 2013
In a quick sprint, Rebel charges out of cover. As he approaches the first waist high cover he puts down his hand, and vaults over the cover, and does the same with the next blocky barrier as he passes behind Corvax. Sensing backup, Corvax runs into the open and mounts the plain barricade, stabbing down at the sniper. His first thrust goes straight through the sniper's torso, while he looks up at the marine, Corvax rips the weapon from the sniper and cleaves him in two, his body igniting into two clumps.

The crowd cheers, but the announcer booms on the intercom "We have our first kill of the fight, but remember folks, kills don't count, points do. Looking at the judges, they indicate that no points were awarded for that kill as the individual was already dead when they we lit on fire. We had to make that modification a few years back after a thousand sons sorcerer killed everyone save one opponent, and then lit the bodies on fire."

Octuv, more in the spirit of the combat, takes aim with his rare revolver, the very drawing of which elicits a gasp from someone in the audience who recognizes fine taste. The shot rings out from the revolver. It almost seems for a second that the sniper was going to remain dedicated to his shot, but at the last second he ducks, realizing that dodging the blow will grant the team just as many points as him making his shot will.

As the sniper ducks and the shot rebounds off the cover where he just was, the large score display ticks up to 5 and the announcer once again speaks. "Sometimes discretion is the better part of scoring, and cowardice can pay! Some participants think it isn't fair, that ducking out of the blow gets a point, but our host doesn't care! It encourages contestants to be more selective in their attacks!"

The snipers under Bulbonae's command are experts. The two on the northern end tracked Rebel until he was out of sight, and immediately tracked their barrels onto Corvax once he showed himself. Being in such sort range of snipers who had spent so much time aiming proves to be an initial issue for Corvax, as they both are able to easily hit him, aiming for the head.

That is if Corvax wasn't so lightning fast.

Both shots ring out, almost in unison, and the marine bends backwards, almost losing his footing. The crowd cheers, while the score for the Sovereign crew ticks up by two. The announcer once again interjects; "Woah ladies, gentlemen, and others, that is one agile marine! Looks like the newcomers are learning quick the difference between the kill, and scoring!"

Bulbonae laughs at the acrobatic display, and he and his terminator armor slowly stomps towards Corvax. "Good show so far! I will admit, when I was told I would be going against just three of you, I almost protested due to my concern that it would not be challenging enough! I certainly will learn some lessons to bring back to my warband from this!" The Plague Marine gives out another shout. "Oh, what a pretty little gem you have there, a weaker fool would be distracted by it, is that the idea?"

The plague marine brings his force sword down in a well aimed blow at Corvax's leg. Having given his all to dodge the sniper shots, the marine can do nothing to stop the force sword from bisecting his leg. Knowing it is a force weapon, Corvax prepares himself for the mental assault, but finds it does not come. The marine gives yet another wet laugh "oh worry not! While I could have channeled myself into that blow, that likely would have killed you, and with only three of you, I need you alive as long as possible to get points!"

To illustrate his point, the score ticks up again, tying the group up. One of the stunned snipers shakes his head and clears it from the stun grenade blast.




Score:
Bulbonae: 6/15
Sovereign crew: 6/15

Ini:
Rebel
Corvax 9/18
Octuv
Bulbonae and crew

[/quote]

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

"Oh, boo. You people have no sense of the dramatic! The potential aesthetics of your brains splattered through the air, gone! Art, denied by your selfish desire to survive! Well, you've forced my hand! Here comes the moment you've all been waiting for!"

Octuv sprints forward and skids into full cover right in front of the southern sniper position, smiling wide. He'd never get another chance like this one. The time had come for the climax.

Run to the full cover in the bottom left.

pre:
Wounds: 14/14      AP: 10 Chest, 8 Rest
IP: 5/6    SB: 7      TB: 8     Movement: 6/12/18/36
Force Field: 45 (1-5 Overload)
Dodge: 50
Precog. Dodge (Fettered/Unfettered/Push): 60/70/85
WS:      30
BS:      50
S:    (7)30
T:    (8)40
Ag:      50 
Int:     45
Per:     40
WP:      62
Fel:  (7)50

Traits:

Unnatural Strength (4), Unnatural Toughness (4), Unnatural Fellowship (2), Darksight

Skills: Acrobatics +10, Awareness, Athletics, Dodge , Operate (Surface), Parry, Psyniscience

Talents: Ambidextrous, Bulging Biceps, Favoured by the Warp, Heightened Senses (All), Legion Weapon Training, 
Lightning Reflexes, Mighty Shot, Nerves of Steel, Quick Draw, Resistance (Heat, Cold, Poisons), Step Aside,
Target Selection, Unarmed Warrior

Psychic Powers:

PR 5

Sustaining: 

Precognitive Dodge: Reaction, -10 Perception Test. Counts in all respects as an Evasion test.
Precognitive Strike: Free Action, -10 Psyniscience Test. Grants +5 x PR to the first WS/BS test I make that turn.
Warptime: Half Action, Free Sustain. -10 WP Test. Grants Unnat. WS, BS, Agi (PR).
Celeritous Sense: Half Action, Free Sustain. +0 WP Test. +5 x PR to Per and Evasion tests, ZH on 9 or 10.
Regeneration: Full Action, Half Sustain, -10 WP Test. Grants Regen (4) and +PR to the Regeneration test.
Unnatural Healing: Half Action, +0 WP Test. Heals 1d10+PR Damage on touch, self or others.

Weapons                      Rng      RoF       Dam             Pen       Clip        Rld      Qualities

Ramoran Bolt Revolver        45m    S/-/-      1d10+13X          6         5/6       2 Full    Best, Accurate, Concussive (2), Proven (3)
Legion Heavy Bolter         150m    -/-/8      1d10+15X          5        Infinite   Never     Best, SL, BF, Unreliable, Pain Vents, Cursed Metal, Tearing
Grenade Launcher             60m    S/-/-         ---           ---        5/6       2 Full    RDLS, Fire Selector, Noxious Discharge, Reliable (GC)
+Stun Grenades                                                             5/6                 Blast (3), Concussive (2)
Inferno Pistol               10m    S/-/-      2d10+13E         12         3/3       Full      Melta, Recharge
Force Sword                  ---     ---       1d10+14R          7         ---        ---      Balanced, Force

*SB, Mighty Shot, and Force damage already incorporated

Wargear:

GC Legion Power Armour: Darksight, +10 to Sight/Sound tests, Immune to Photon Flash/Stun Grenades, GC Helmet Augmentations.

GC Shimmering Robes: Force Field.

GC Rapturous Standard: All those dedicated to Slaanesh who can draw LoS to the backpack standard can reroll all failed 
WP tests and reduce all damage taken by 1 (to a minimum of 1).

GC Shrieking Soul: 6/6 Souls Captured. Bearer ignores Fatigue, Stunning, all Critical Effects except limb loss, blindness, or death, 
and all effects of being On Fire except for the damage. Captures the souls of any sentient being the bearer kills.
Once per session, captured souls can be unleashed as a Full Action. This is a psychic attack with a radius
of 1d10 per soul. All not dedicated to Slaanesh in this radius must pass a -20 WP test or be Stunned for 1d5
rounds and take 1d10 permanent WP damage.

Psychic Hood: +5 to FP tests. Can spend a Reaction to impose a penalty on any one FP test within WP meters. The wearer makes a FP (WP)
test and imposes a penalty of -10 x DoS on the other psyker's test. This test can alternatively be used to nullify a power that
directly affects the wearer, no matter the range. Success blocks the power's effects only against the psyker; other targets are
affected as normal. Nullification tests are treated as FP tests in all regards, including the possibility of Psychic Phenomena.

Psy-Focus: +10 to FP tests.

BC Recoil Glove

Dachshundofdoom fucked around with this message at 12:10 on Mar 23, 2018

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Dash

"I'm not the best thief in the galaxy, but let's give this a try, shall we?" Dash looks over the lock and gets to work. Doesn't seem all that much worse than the lock in the brig he busted himself out the night-cycle he made his run from it. He focuses for several moments, worried that he's about to set something off, when it clicks open. "Gods I love me sometimes."

Security Base TN 35-20. [47] Reroll: [6]

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution
Corvax

Musing's Estate, Arena:

The legionnaire reached a gauntleted hand down to the necklace where the Beguiling Gem was set.

"Not a fan of it? I think it suits me very well, all things considered."

He lowered himself somewhat, ready to dodge out of the way of any incoming blows. If the team were focused on him, his allies could pick them off until they could rack up the score on the tough, bloated marine. Whether the gem's magic worked or not, if they remained preoccupied with him they would surely lose.


Going Defensive Stance. 3 reactions and he gets -20WS to hit me.

pre:
     WS   BS   S          T           Ag   Int  Per  WP   Fel          Inf
     60   30  70(+4)   40(+4)  40   40   30   40    60(+2)   68, 7/7 IP

Wounds: 10/18         Armour: CC Legion power Armor (10 Body, 8 Else)
Dodge: 50, Parry 100+  Corruption: 45

Legion Bolt pistol  30m  S/2/–   1d10+9X    Pen.4  8/8  Full Reload | Tearing
The Void Harvester  Melee —      1d10+20E   Pen.8       Balanced, +10WS, Devastating 3 
							Power Field, Terrorizer, D-Grip,
Ramoran Revolver 45m  S/-/-    1d10+10X  6     6/6     2     2FL    Accurate, Concussive(2), Proven(3)

Relevant Traits/Talents
Step Aside - 2x Dodge and Parry Reactions
Power Armor - +1 Size w/o -10 Stealth, +20 Str (Already added in statline)
Terrorizer - User gains Fear (1) for the duration of the fight after killing an enemy.
CSM Heightened Senses (+10 to hearing/sight)
Beguiling Gem - See Tome of Excess

Viva Miriya
Jan 9, 2007

Magos Rho Epsilon Beta 250-50 "Rebel"

Rebel moves up to the corner of the pillar and sights in on the northern most sniper. His weapon beeps excitedly as it overheats, almost to its limits before releasing an ultraviolet death ball center mass.

Half Action to move 2 squares west, half action to Standard Attack IP to boost roll by +10. Roll comes out to 40 base + 10 Standard Attack +10 Short Range +10 IP + 10 MIU= 80 BS to hit.
Standard Attack vs 80: 1d100 53 3 DoS. Razor Sharp applies.
IP to boost damage for rest of encounter with Legacy Weapon trait (overkill)
Maximal Plasma Damage Pen 30 (Razor Sharp/Overkill): 2d10+19 34


pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
40  40  30  30  30  50  35  40  40

Wounds: 18/18   Infamy: 4/7  Initiative: 1d10+8
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3[5] (Power Armour)  TB: 3
Armour: 13 (All)
Force Field: 50 Overload: 01-05
Awareness: 40[60] (Auto-Senses/Optical Mechadendrite)
Dodge: 30
Medicae: 80
Tech-Use: 80[90] (Combi-Tool)

Weapons: (Currently selected weapons are in BOLD)
Aleph-452 90m S/2/- 1d10+16[19] Pen: 13[26] Clip: 14/20 Rld: 2.5 Full Special: Legacy of Slaughter, Maximal, Reliable, Overheats
Maximal 100m S/2/- 2d10+16[19] Pen: 15[30] Special: Legacy of Slaughter, Maximal, Recharge, Reliable, Overheats
Lasgun 100m S/3/- 1d10+3 E Pen: 0 Clip 60/60 Rld: Half Special: Never Jams
Overcharge 100m S/3/- 1d10+4 E Pen: 0 Special: Never Jams
Overload 100m S/3/- 1d10+5 E Pen: 2 Special: Never Jams
Fallen Magos Power Axe 2d10+9 E Pen: 6 Special: Power Field, Unbalanced, Two Handed
G.C. Servo Arm 1.5m 2d10+14 I Pen: 10

Noteworthy Bionics
B.C. Black Blood: Rebel is always considered lightly wounded and also heals much faster, removing two points of Damage per day. In conjunction with the Prosanguine talent, 
Rebel may make a Tech-Use test after spending 10 minutes in meditation. Success heals 1d5 wounds + 1 for every 2 DoS. 
Rolling a 96 or higher causes Rebel to lose the ability of both talent and implant for one week.
B.C. MIU: Grants  a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry, and Weapon Skill tests when interfaced with MIU systems.
G.C. Cerebral Implants: Grants a +20 bonus to Logic and Lore tests as well as Unnatural Intelligence (+2) trait.
Luminen Capacitors: May recharge or power machinery with a successful toughness test.
G.C. Servo Arm: Can extend up to 1.5m from the back mounting and has a fixed strength value of 75 and Unnatural Strength (+7), 
always used no matter the user’s personal stats. The servo arm can lift heavy objects or allow Rebel to tether himself to a suitable to a suitable anchor as a Free Action. 
May also be used to strike as the Rebels’ reaction for the round or used to make a Standard Attack (so long as it is only used once per round).
Optical Mechadendrite: +10 to Perception test, may be used as a telescopic sight, IR torch and sensors ensures Rebel takes no penalties and in fact gains a +20 to 
vision-based Perception Tests at night.
  
Noteworthy Gear:
Combi-Tool: Grants a +10 bonus to Tech-Use tests.
Conversion Field: If the field blocks more than 12 points of damage from a single attack, the release of light acts as a photon flash grenade burst centered on Rebel. Rebel is unaffected by this.
Fallen Magos Power Axe: Counts as having a combi-tool built-in. User may attempt to corrupt Imperial Technologies and their Machine Spirits with them on a -30 Tech-Use test, 
rendering them damaged and unusable except by fellow Hereteks.
Unholy Unguents: Makes a weapon immune to jamming for a full game session, requires a full action to apply properly.

Noteworthy Gifts
Steel-hearted: Counts all enemy fear levels as one lower. Fear 1 enemies have no effect on Rebel.
Wreathed in Chaos: +10 to all interaction tests with Chaosy folks. +10 when intimidating his enemies.

Noteworthy Talents
Ambidextrous: Rebel may use any hand equally well for any task. Does not suffer -20 for actions with off hand. Reduces penalty for two weapon fighting to -10.
Combat Formation: All members of the party including rebel add +1 to Initiative and may also choose to use Rebel’s Intelligence Bonus for their Initiative roll rather than their Agility Bonus
Die Hard: Rebel may roll twice when suffering blood loss to avoid death.
Master Chirurgeon: Any successful heal attempt heals 2 additional wounds. If the character is in danger of losing a limb, Rebel provides them a +20 bonus on the toughness test.
Technical Knock: Rebel may unjam any gun he can touch as a half action, but may only do this on one weapon a round.
Two-Weapon Wielder (Melee): Can attack with two weapons.
Weapon-Tech: Once per combat encounter, Rebel may increase the damage and penetration of any weapon personally wielded by him by his intelligence bonus for one round. 
Weapon must belong to the Melta, Plasma, Power, or Exotic category to benefit from this.
Whirlwind of Death: Rebel inflicts additional melee damage to a Horde equal to half his WS bonus.

Special Ability
Traitor to Mars: Rebel gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.  

Viva Miriya fucked around with this message at 17:37 on Apr 7, 2018

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Vincent

Vincent pats Dash on the back as the bars slide away from the door. "Well done, now the only question is if we can get away with walking around with our weapons or if we should just scope out the room and come back when we are ready to do some killing?"

Do we have any inkling if we'd be able to just walk around with weapons if we retrieve them? Could we reenter the room without another test now that Dash has defeated the lock?

Werix
Sep 13, 2012

#acolyte GM of 2013
Warp Storm's 11

Vincent and Dash easily crack their way into the weapons store room. Thankfully, no guards are located inside. They see rows upon rows upon rows of weapon lockers in the dim light. A small console near by lets them plug in numbers. They try Dash's box, and a remote gantry system on the ceiling brings forth a box, and when Dash uses the key, the weapon lockup opens, and his gear is inside, the same for Vincent.

So long as the duo have their weapons, they would be unable to go back out to the publicly available areas, they would be stopped for sure. Back behind the scenes as they are now, it doesn't much matter. If someone catches them, they would be stopped anyway, and if the guards around here are the "shoot first" kind of guards, it is best to have your weapons anyway.

Then thought turns back to the T-Junction back up the way. They could head right, in the direction that the contestants went. Or the duo could head left, towards the unknown.


Here is a little map. Not to scale. Three rooms are labeled. The large red area is the arena generally, the smaller is the ramp going from concessions to the arena. The gray is the hallway, with the t junction visible. The green square is the hidden access door Dash found.

Fighting Time.

Rebel fires his plasma gun at one of the snipers, and while he tries to dodge out of the way, the ancient plasma gun finds its mark, the blast melting straight through the chest high cover and engulfing the sniper is plasma flame. The audience actively boos, as the announcer takes verbal jabs at Rebel. "For a member of the Dark Mechanicus, the tech priest from the Sovereign sure doesn't care about finesse, or precision! That kill gained no points, and now that target is no longer available to get further points on! At this rate they'll loose just by not having enough points, and the crowd knows what happens if you defeat your enemy but still lack your points!"

YOU loving DIE!!!! The whole arena shouts in unison.

"That's right," the announcer continues. "it is better to let your opponent reach max score first, since, if you survive, the arena fight ends, and you are just disqualified from further fighting! Wipe out your opponent without having the required points for the match and,"

YOU loving DIE!!!! the arena again shouts.

Meanwhile, the rest of the Sovereign crew seems to get the point. Corvax puts is weight on his back leg, and raises his sword in a vertical defense posture, while Octuv.

Bulbonae continues to engage Corvax in a sparring of words. "Oh yes, the gem does very much suits you. Though I have just met you, you do seem to be rather flashy, one note, and unable to deal with someone of superior will." Bulbonae clutches a shrived looking hive or dried pustule hanging from his neck, and mutters softly some arcane words to himself. Blood starts to slowly leak from the joints in the very modular and square cover, while at the same time an incessant buzzing can be heard by everyone in the arena.

The blood starts to smoke and fog up the area. The buzzing intensifies, and the blood fog seems to instantly be populated by various flying insects. Bulbone stares at Corvax as though waiting for a reaction, to which the marine only responds by tapping his helmet, indicating his Osmotic Gill Life sustainer is fully operational.

However, Rebel's armor has never been environmentally sealed. He coughs a little, but seems to resist the miasma for now. Bulbonae speaks towards the cough, "Yes tech priest breathe deep, convert to Nurgle's embrace, and you will find that this fog is a boon not a blessing." His snipers seem unaffected by the foul fog. The remaining sniper in the north aims at Rebel, while the two not stunned in the south seem to Overwatch in the general direction of the pillar that Octuv is behind.



Okay, Bulbonae used Nurgle's Rot, which is in the core book if you want to read up on it. In general, He is doing 1d10+7 per turn (Pr of 3, CB of 4 from tainted) toxic (4) to everyone within a 15 meter bubble not alligned to Nurgle, and who does not have environmentally sealed armor. I had him use the power before checking sheets and seeing that Corvax has the osmotic gill and is immune. He rolled just a 1 on damage this turn, so he didn't damage Rebel, yet.

Also, while in the radius, you take -5 WS, BS, Int, Per, and fel tests from the flies, unless you're Nurgle aligned.

Score:
Bulbonae: 6/15
Sovereign crew: 6/15

Ini:
Rebel
Corvax 9/18
Octuv
Bulbonae and crew

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

Octuv dares a peek around the corner and sees the waiting snipers, flinching back before they can act. More importantly, he sees the cloud of disease and horror that shrouds most of the arena. The rebreather in his helmet wouldn't save him from that, but it didn't need to. Time to bring the pain. He reaches down and grabs the shimmering pink orb that hangs from his neck.

"Two can play at that game, Nurglite. I've been waiting patiently, oh so patiently, and now the time has come. Feel the pain of every sentient being who has fallen at my hands! Feel the wrenching agony and heat of a chimera exploding around you, feel your eardrums burst from the cacophony in the instant before my heavy bolter saws you in half! Prove to Slaanesh that you can drink deep of the well of pain, or CHOKE ON ITS WATERS AND KNEEL BEFORE ME!"

Octuv squeezes. The orb trembles, emitting a high keening, and then flashes with warp lightning as the agonized souls trapped within are abruptly set free, their anguish rippling through the Warp and attacking the minds of everyone in the arena.

Triggering my Shrieking Soul as a Full Action. This counts as a psychic attack targeting the minds of everyone within 6d10 meters, and since Corvax and I are Slaaneshi and Rho has Machine, no friendles will be affected.

Scream for Me, Soul!: 23 meter blast centered on Octuv, anyone in the radius who is not immune must pass a -20 WP test or be Stunned for 1d5 rounds and take 1d10 permanent WP damage.

Also since this counts as a psychic attack, Bubonae can treat the WP test to resist it as a FP test instead, but obviously that will trigger Phenomena.


pre:
Wounds: 14/14      AP: 10 Chest, 8 Rest
IP: 4/6    SB: 7      TB: 8     Movement: 6/12/18/36
Force Field: 45 (1-5 Overload)
Dodge: 50
Precog. Dodge (Fettered/Unfettered/Push): 60/70/85
WS:      30
BS:      50
S:    (7)30
T:    (8)40
Ag:      50 
Int:     45
Per:     40
WP:      62
Fel:  (7)50

Traits:

Unnatural Strength (4), Unnatural Toughness (4), Unnatural Fellowship (2), Darksight

Skills: Acrobatics +10, Awareness, Athletics, Dodge , Operate (Surface), Parry, Psyniscience

Talents: Ambidextrous, Bulging Biceps, Favoured by the Warp, Heightened Senses (All), Legion Weapon Training, 
Lightning Reflexes, Mighty Shot, Nerves of Steel, Quick Draw, Resistance (Heat, Cold, Poisons), Step Aside,
Target Selection, Unarmed Warrior

Psychic Powers:

PR 5

Sustaining: 

Precognitive Dodge: Reaction, -10 Perception Test. Counts in all respects as an Evasion test.
Precognitive Strike: Free Action, -10 Psyniscience Test. Grants +5 x PR to the first WS/BS test I make that turn.
Warptime: Half Action, Free Sustain. -10 WP Test. Grants Unnat. WS, BS, Agi (PR).
Celeritous Sense: Half Action, Free Sustain. +0 WP Test. +5 x PR to Per and Evasion tests, ZH on 9 or 10.
Regeneration: Full Action, Half Sustain, -10 WP Test. Grants Regen (4) and +PR to the Regeneration test.
Unnatural Healing: Half Action, +0 WP Test. Heals 1d10+PR Damage on touch, self or others.

Weapons                      Rng      RoF       Dam             Pen       Clip        Rld      Qualities

Ramoran Bolt Revolver        45m    S/-/-      1d10+13X          6         5/6       2 Full    Best, Accurate, Concussive (2), Proven (3)
Legion Heavy Bolter         150m    -/-/8      1d10+15X          5        Infinite   Never     Best, SL, BF, Unreliable, Pain Vents, Cursed Metal, Tearing
Grenade Launcher             60m    S/-/-         ---           ---        5/6       2 Full    RDLS, Fire Selector, Noxious Discharge, Reliable (GC)
+Stun Grenades                                                             5/6                 Blast (3), Concussive (2)
Inferno Pistol               10m    S/-/-      2d10+13E         12         3/3       Full      Melta, Recharge
Force Sword                  ---     ---       1d10+14R          7         ---        ---      Balanced, Force

*SB, Mighty Shot, and Force damage already incorporated

Wargear:

GC Legion Power Armour: Darksight, +10 to Sight/Sound tests, Immune to Photon Flash/Stun Grenades, GC Helmet Augmentations.

GC Shimmering Robes: Force Field.

GC Rapturous Standard: All those dedicated to Slaanesh who can draw LoS to the backpack standard can reroll all failed 
WP tests and reduce all damage taken by 1 (to a minimum of 1).

GC Shrieking Soul: 0/6 Souls Captured. Bearer ignores Fatigue, Stunning, all Critical Effects except limb loss, blindness, or death, 
and all effects of being On Fire except for the damage. Captures the souls of any sentient being the bearer kills.
Once per session, captured souls can be unleashed as a Full Action. This is a psychic attack with a radius
of 1d10 per soul. All not dedicated to Slaanesh in this radius must pass a -20 WP test or be Stunned for 1d5
rounds and take 1d10 permanent WP damage.

Psychic Hood: +5 to FP tests. Can spend a Reaction to impose a penalty on any one FP test within WP meters. The wearer makes a FP (WP)
test and imposes a penalty of -10 x DoS on the other psyker's test. This test can alternatively be used to nullify a power that
directly affects the wearer, no matter the range. Success blocks the power's effects only against the psyker; other targets are
affected as normal. Nullification tests are treated as FP tests in all regards, including the possibility of Psychic Phenomena.

Psy-Focus: +10 to FP tests.

BC Recoil Glove

Dachshundofdoom fucked around with this message at 06:43 on May 18, 2018

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution
Corvax

Musing's Estate, Arena:

"One note!?"

He pretended to become enraged at the comment, lashing out with easily parried blows at the Plague Marine until he saw an opening on one side and struck a wounding blow across the odious marine's ceramite plates.

quote:

"Two can play at that game, Nurglite... AND KNEEL BEFORE ME!"

Corvax found himself quietly anticipating the oncoming storm as Octuv spoke. As the wave of screaming pain enveloped the arena, he drank in the torment, somewhat invigorated despite his wounds.

Feint, Single Swing (TNs 70 and 80, respectively): 2#1d100 28 74
So he's gotta beat 6 DoS to use a reaction against my swing. I won't sub in DoS for damage, if it matters. Trying to keep Tubby alive for points.
pre:
     WS   BS   S          T           Ag   Int  Per  WP   Fel          Inf
     60   30  70(+4)   40(+4)  40   40   30   40    60(+2)   68, 7/7 IP

Wounds: 10/18         Armour: CC Legion power Armor (10 Body, 8 Else)
Dodge: 50, Parry 100+  Corruption: 45

Legion Bolt pistol  30m  S/2/–   1d10+9X    Pen.4  8/8  Full Reload | Tearing
The Void Harvester  Melee —      1d10+20E   Pen.8       Balanced, +10WS, Devastating 3 
							Power Field, Terrorizer, D-Grip,
Ramoran Revolver 45m  S/-/-    1d10+10X  6     6/6     2     2FL    Accurate, Concussive(2), Proven(3)

Relevant Traits/Talents
Step Aside - 2x Dodge and Parry Reactions
Power Armor - +1 Size w/o -10 Stealth, +20 Str (Already added in statline)
Terrorizer - User gains Fear (1) for the duration of the fight after killing an enemy.
CSM Heightened Senses (+10 to hearing/sight)
Beguiling Gem - See Tome of Excess

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Vincent

Vincent gingerly lifts the daemonic blade from its warded box. It paid to be cautious when the blade was angered and practically glowed with a desire for blood. As they rearm, Vincent says, "Let's take a look down that left hallway we haven't explored yet. Can't see what good there'd be in us jumping into the arena or back into the stands. We'll just have to be cautious and kill anyone that we can't avoid. You want to take point, or shall I?"

I have stealth and Agi 50, so I figure whichever of us has the better stealth skill might want to lead us.

pre:
WS     BS     S     T     Ag     Int     Per     WP     Fel
60     31     70    40    50     25      30      40     30

Wounds: 15/15      IP: 7/7
Armour: All 8

Weapon           Range  Fire   Damage    Pen   Ammo   Clips  Reload  Special

Good Bolter      100m   S/3/-   1d10+5X   4    24/24    2     Full    Tearing

Relz'ulra        Melee          1d10+11E  8                           Power Field, Balanced, Thirsting, Piercing
[Power Sword +3dmg/pen Daemon, +3dmg Crushing Blow, Str not included.  +18 with STR.]

Ramoran Revolver 45m  S/-/-    1d10+10X  6     6/6     2     2FL    Accurate, Concussive(2), Proven(3)

Notable Abilities:
- Adriot (WS)	
- Dodge +10
- Parry +20 (+30 with Balanced)
- Counter Attack (free -20 attack after a parry)
- Blademaster (Reroll 1 miss per round)
- Crushing Blow
- Step Aside (May make 2 dodge/parry attempts per round)
- Auto-Senses: Dark Sight, Heightened Senses (Sight, Hearing), immune to
flash/stun grenades, Called Shot as Half Action

Viva Miriya
Jan 9, 2007

Magos Rho Epsilon Beta 250-50 "Rebel"

Rebel walks up to Bulbanoae and stands just shy of a meter's distance from the terminator. He nonchalantly beats on the plague marine with his servo arm whilst staring down the sniper.

Machine trait I believe allows Rebel not to care about the fog. If i'm wrong, i'm wrong. WS base 40 +10 standard attack + 10 Double Team+ 30 All Out Attack=90. Just looking to soften the dude up some.
Servo Arm swipe vs 90: 1d100 89

Connects barely
Servo Arm Pen 10: 2d10+14 19

Servo Arm has a ranged listed as 1.5m so I'm gonna take advantage of it.


pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
40  40  30  30  30  50  35  40  40

Wounds: 18/18   Infamy: 4/7  Initiative: 1d10+8
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3[5] (Power Armour)  TB: 3
Armour: 13 (All)
Force Field: 50 Overload: 01-05
Awareness: 40[60] (Auto-Senses/Optical Mechadendrite)
Dodge: 30
Medicae: 80
Tech-Use: 80[90] (Combi-Tool)

Weapons: (Currently selected weapons are in BOLD)
Aleph-452 90m S/2/- 1d10+16[19] Pen: 13[26] Clip: 14/20 Rld: 2.5 Full Special: Legacy of Slaughter, Maximal, Reliable, Overheats
Maximal 100m S/2/- 2d10+16[19] Pen: 15[30] Special: Legacy of Slaughter, Maximal, Recharge, Reliable, Overheats
Lasgun 100m S/3/- 1d10+3 E Pen: 0 Clip 60/60 Rld: Half Special: Never Jams
Overcharge 100m S/3/- 1d10+4 E Pen: 0 Special: Never Jams
Overload 100m S/3/- 1d10+5 E Pen: 2 Special: Never Jams
Fallen Magos Power Axe 2d10+9 E Pen: 6 Special: Power Field, Unbalanced, Two Handed
G.C. Servo Arm 1.5m 2d10+14 I Pen: 10

Noteworthy Bionics
B.C. Black Blood: Rebel is always considered lightly wounded and also heals much faster, removing two points of Damage per day. In conjunction with the Prosanguine talent, 
Rebel may make a Tech-Use test after spending 10 minutes in meditation. Success heals 1d5 wounds + 1 for every 2 DoS. 
Rolling a 96 or higher causes Rebel to lose the ability of both talent and implant for one week.
B.C. MIU: Grants  a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry, and Weapon Skill tests when interfaced with MIU systems.
G.C. Cerebral Implants: Grants a +20 bonus to Logic and Lore tests as well as Unnatural Intelligence (+2) trait.
Luminen Capacitors: May recharge or power machinery with a successful toughness test.
G.C. Servo Arm: Can extend up to 1.5m from the back mounting and has a fixed strength value of 75 and Unnatural Strength (+7), 
always used no matter the user’s personal stats. The servo arm can lift heavy objects or allow Rebel to tether himself to a suitable to a suitable anchor as a Free Action. 
May also be used to strike as the Rebels’ reaction for the round or used to make a Standard Attack (so long as it is only used once per round).
Optical Mechadendrite: +10 to Perception test, may be used as a telescopic sight, IR torch and sensors ensures Rebel takes no penalties and in fact gains a +20 to 
vision-based Perception Tests at night.
  
Noteworthy Gear:
Combi-Tool: Grants a +10 bonus to Tech-Use tests.
Conversion Field: If the field blocks more than 12 points of damage from a single attack, the release of light acts as a photon flash grenade burst centered on Rebel. Rebel is unaffected by this.
Fallen Magos Power Axe: Counts as having a combi-tool built-in. User may attempt to corrupt Imperial Technologies and their Machine Spirits with them on a -30 Tech-Use test, 
rendering them damaged and unusable except by fellow Hereteks.
Unholy Unguents: Makes a weapon immune to jamming for a full game session, requires a full action to apply properly.

Noteworthy Gifts
Steel-hearted: Counts all enemy fear levels as one lower. Fear 1 enemies have no effect on Rebel.
Wreathed in Chaos: +10 to all interaction tests with Chaosy folks. +10 when intimidating his enemies.

Noteworthy Talents
Ambidextrous: Rebel may use any hand equally well for any task. Does not suffer -20 for actions with off hand. Reduces penalty for two weapon fighting to -10.
Combat Formation: All members of the party including rebel add +1 to Initiative and may also choose to use Rebel’s Intelligence Bonus for their Initiative roll rather than their Agility Bonus
Die Hard: Rebel may roll twice when suffering blood loss to avoid death.
Master Chirurgeon: Any successful heal attempt heals 2 additional wounds. If the character is in danger of losing a limb, Rebel provides them a +20 bonus on the toughness test.
Technical Knock: Rebel may unjam any gun he can touch as a half action, but may only do this on one weapon a round.
Two-Weapon Wielder (Melee): Can attack with two weapons.
Weapon-Tech: Once per combat encounter, Rebel may increase the damage and penetration of any weapon personally wielded by him by his intelligence bonus for one round. 
Weapon must belong to the Melta, Plasma, Power, or Exotic category to benefit from this.
Whirlwind of Death: Rebel inflicts additional melee damage to a Horde equal to half his WS bonus.

Special Ability
Traitor to Mars: Rebel gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.  

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Dash

"I agree, we're committed now, whatever comes. I'll take point, these things are suppressed...somehow." Dash draws the odd bolter revolver loaded with whisper rounds. "But if they're not dead before they hit the ground, you're going to need to finish the job." Dash pulls on his cham cloak and takes point.

Going Left. Agility 60+stealth+10,+20 Cham cloak= Stealth TN 90, +1 DoS on Successful roll from Adroit.

Werix
Sep 13, 2012

#acolyte GM of 2013
Fighting Time.

Rebel moves towards the Plague Marine and swings at him with his servo arm. The weapon slams into the marine's left leg. The Plague Marine barely flinches, and gives a quick sideways glance at the Tech Priest. Corvax takes advantage of the slight distraction by faking a blow at the Plague Sorcerer's leg, but then jamming his sword into his torso. The Plague Marine looks straight at Corvax and laugh-coughs more pestilence at him.

Then Octuv used trinket based warp fuckery, and ruined everyone's fun.

An ear shattering blast erupts from the Shrieking soul held by the Slaaneshi Marine. The snipers all start to convulse, eyes rolling into the back of their heads and spittle running down their faces. Even Bulbonae, a sorcerer in his own right, is unable to muster the willpower to resist, and while his reaction is not as strong as his minions, he does start shaking his head as if trying to shoo away one of his flies.

The next couple minutes are filled with boos from the crowd as the combatants from the Soverein take advantage of the incapacitated state of their enemies, and call out melee hits and ranged shots on their convulsing forms. In short order the Sovereign score board ticks up to 15, and a loud buzzer is heard. The announcer gets on the horn.

Well, ladies, gentlemen, and eldrich abominations that defy standard gender classification, the judges tell me that the team from the Abominable Sovereign did technically score enough points to win against Bulbonae and his snipers. Everyone go get some food and a lot of drink before the next fight!"

The movable arena floor lowers down all of the barriers, and then each member of the Sovereign crew find themselves surrounded by the arena floor in their own box, as they are lowered back down into the ready area.

Viva, you forgot the -5 to WS and BS from the Nurgle's Rot, but you also forgot the +10 bonus to his from size, so you still barely hit. Machine makes you immune from breathing, but Nurgle's rot is more than just a disease, it is muck and pestilence in the air. Also I misread, Corvax is not immune either, his armor just counts towards the damage since it is sealed.

Then Octuv's broke rear end poo poo stunned everyone for five whole turns, which I assume everyone would have taken their sweet time to get all the called shots they want on everyone and win the match. I'll leave it up to you all if you actually finish off Bulbonae or not.


Sneak job.

Freshly armed, Vincent and Dash head off, with the Pilot taking the lead. Heading left at the T-junction, the two have no trouble going through the winding corridors and making their way past enemy patrols.

The two find themselves in a small atrium towards the back of the asteroid. The atrium is full of pict screens displaying short clips of past fights; almost like some sort of small museum of greatest hits from the arena. Their are two exits from the room. One continues in a general left direction while the other exit, if their internal compasses (or HUD compasses) is right leads to the sky bridge to the main compound. The Security is top notch however, and seems to have a built in security code pad, key reader, palm reader, and asks for a vocal sample. The system is top of the line, and cracking it would be difficult.

Okay, found one potential exit, but it is super guarded, and would need a -40 security test to overide. You could also keep exploring, or maybe wait and see if anyone comes and opens the door?

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

Even now, Octuv was still bursting into short bouts of giggles and snickering, waving to his unappreciative audience. The crowd's reaction had told him all he needed to know: truly, that was avant-garde. No truly great artist was appreciated in his time. He returns his revolver to its holster and motions to Bubonae.

"If you haven't bludgeoned him to death yet, I say we let him live. There's no shame in being broken by a Shrieking Soul, and it would hardly be satisfying to end him like this. Let him learn from this experience and move on to greater things, spurred on by this failure. Or perhaps he'll return to face us once again, so we can end him in a far more GLORIOUS manner!"

e: oops forgot to roll addiction for that blue fire I used

Addiction vs 77: 81

Addiction Reroll vs 77: 64, down to 4/6 infamy points

Dachshundofdoom fucked around with this message at 06:44 on May 18, 2018

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution
Corvax

Musing's Estate, Arena:

Corvax sighed and powered down his power sword, maglocking it to his hip in a practiced flourish.

"I certainly expected a bit more enthusiasm. Do they know what it takes to charge that device of yours?"

Crossing his arms, he looked at the Plague marine and shrugged.

"I'm unconcerned for his welfare either way, personally. Do what you wish, of course."

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Vincent

Vincent eyes the security system on the door to their right. It appears totally uncrackable to his untrained eye. Just a mass of buttons, panels, slots, and other arcane mechanisms that safeguard the passage. "Not sure we can crack this one too, let's stick with the path of least resistance and come back if need be. We can ambush someone later if we want to bypass this lock."

Not sure lightning will strike twice, luck wise. Let's keep moving unhindered.

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Dash

"Agreed. We're gonna need the Magos for that one."

Concurring, there's very very little chance Dash is cracking a -40 security test, even with a multitool. Let's keep going

Viva Miriya
Jan 9, 2007

Magos Rho Epsilon Beta 250-50 "Rebel"

"Today's enemy can become tomorrow's friend. Let him live."

Werix
Sep 13, 2012

#acolyte GM of 2013
Why can't we be friends?

As the effect from the Shrieking Soul wears off, the pit fighters opt to let Bulbonae live. The Nurgle Sorcerer shakes his head, and then give a laugh as he walks off with three. "You all fight well. That trick you used at the end was a dastardly move, if I did not know better, I would think you all followers of Tzeentch." As the group leaves the arena, Bulbonae's tone becomes more serious than it has been, his voice a gurgle without the joviality in it. "You could have ended my life, but you did not, I, and Nurgle, thank you. Your crew has begun to gain a reputation among psykers in the Vortex. You were also magnanimous to Ra'tut'seh. The Circle of Sorcerers in the Vortex not from Q'sal is small, and he spoke highly of your skill."

When the group gets to the staging area under the arena, they are greeted by the hostile eyes of the Dark Eldar, who stop their preparations to stare at the Sovereign's command crew. Bulbonae leads the group away, and adds a whisper to his tone. "You have done something to anger that Kabal of Dark Eldar friends. I overheard them talking before our match. While they intended to fully participate in this grand game, upon your arrival that plan changed. They talked about completely forsaking the rules to do everything they can to kill you. That would be suicide, our host has a myriad of traps and daemon engines below this arena that he unleashes on teams that do not abide by the rules. They risk that fate to kill you. That does not relieve you from having to follow the rules. So you will have to deal with an enemy that does not wish to win, while trying to make sure you win yourself."

Bulbonae bids you all farewell, when the servitor comes to the group. "Congratulations on your win. The next match will also be to 15 points. You may pick a handicap. Master Musing calls this handicap the 'gladiator's dilemma'. If you accept the handicap, the arena will be arranged so that your opponent will be situated atop a tiered ziggurat that you will have to fight up, though selecting this handicap will net you 5 points. They are also being offered the same deal," The servitor points across the ready space to an identical servitor talking to the Dark Eldar.

"If you choose the handicap and they choose the handicap, the arena will be organized in a way similar to the last set up, but littered with traps and neither team gets the points. If you opt not to take the handicap and they do, you will instead get placed on top of the ziggurat structure. If both teams opt not to take the handicap, then you will be arranged in a way similar to the last fight, with no traps. You are not allowed to discuss this with your opponents."

Sneaky-beaky like

Realizing that the door would be a lot more difficult to crack than it is worth, Dash and Vincent continue on away from the arena. A few twists and turns through some cramped maintenance corridors later, and the two find themselves at a slightly better sight. Before them lays a storeroom with pallets and pallets of alcohol on them. One smaller door, leads towards what they think is the concession area. Another, larger door, seems to lead somewhere. Remembering the spoke and wheel layout of this asteroid fortification, it is very likely the door leads to the next connecting asteroid.

The problem is, six guards are loitering around a card table set up in front of the door. They seem preoccupied with their game, but engaging them would require being quick, and potentially quiet.

Sorry guys it took *checks notes* OVER A MONTH for me to update. I had been waiting for two of the three arena folks to post about what to do with Bulbonae, and then by the time Jolinaxas posted, well, early June was busy/Fallout 76 announcement had be sucked down the fallout 4 hole. But here we are, posted, back on track.

Arena team, post your discussion on taking the handicap, and keep in mind Bulbonae's intel.

Sneaky team, you seem to have run into a dead end. You can potentially make it to the next asteroid, but you need to get past six guards. Discuss how you'd wish to do so. If you choose a violent option, you will get surprise bonus for the first round. (+30, and they can't react.)

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

"Ah, how gracious of you! My most sincere thanks, Bubonae. These Dark Eldar just don't learn, do they? We'll have to teach them another lesson, I suppose. I'm in favor of accepting the handicap regardless, but let's see if I can't listen in on what they're saying."

Using minimal power so as to avoid drawing attention, Octuv sharpens his senses to a razor edge and listens for the sound of the Dark Eldar speaking. As he does, he reaches out and grabs Corvax's arm, channeling a quick burst of healing energy through his armor and into his wounded flesh. "You're welcome," he mumbles distractedly.

Like I said, I'm voting for taking the handicap either way, but nobody said Octuv had to play fair.

Celeritous Sense (Fettered) vs 90 (62 +0 Difficulty +15 Fettered +10 Psychic Focus +5 Psychic Hood): 89

Unnatural Healing (Fettered) vs 90 (62 +0 Difficulty +15 Fettered +10 Psychic Focus +5 Psychic Hood): 58

Unnatural Healing Wounds Restored: 8, so Corvax regains 8 Wounds.

Werix
Sep 13, 2012

#acolyte GM of 2013
Octuv calls upon the warp to enhances his senses to overhear the discussion of the Dark Eldar as they prepare for battle. He especially focuses in on the one having a conversation with the Servitor representing their host. He can barely hear the conversation but he does, and overhears every last bit of it.

But the cursed xenos are speaking in their fowl tongue. Octuv can hear it all, but for the life of him, cannot understand any of it.

The servitor remains on stand-by awaiting the decision of the Sovereign's crew.

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution
Corvax

Musing's Estate, Arena:

"A curious offer. I don't see why not."

As the shooting pain stopped, Corvax felt himself finally back down from the adrenaline-fueled high of combat. He lowered his voice as Octuv enhanced his own hearing.

"Thanks. Do you think there's anyone close to us in points, given our penchant for these handicaps?"

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Vincent

"Looks like they are on break." Vincent whispers in a gravely voice. "Could wait them out. Gutting them seems like a last resort kind of thing. We'd have to hide the bodies." He pauses for a beat. "And the blood. Might get some keycards though." He surveys the room, looking for alternative paths through the space.

Could we have a map or detailed layout of the room we're in? I'm wondering if we could sneak around (potentially setting up a distraction in the process) or if it's clear lines of sight after we leave the spot we are currently standing.

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

Octuv lets his power recede, disappointed, but feeling like laughing anyway. The results of that little experiment were so prosaic as to be surprising.

"I have learned... that I do not speak Eldar. As for points, Corvax, who can say? I like handicaps, regardless. They're the spice of murder."

Werix
Sep 13, 2012

#acolyte GM of 2013
The (Agonizer) Gauntlet

Speaking for the rest of the group, Octuv indicates the group would take the handicap. A few minutes later, the other servitor leads the Dark Eldar up one of the Elevators to the arena. The Servitor seeing to the Sovereign crew turns to them and says, "Congratulations! Your opponent has opted to not take the handicap. Since you have, then you get the Handicap! The arena is being arranged into the tiered structure right now, and your challengers are being allowed to take their defensive positions. Good Luck to you!"

After a few minutes, the servitor leads the group to a near-by elevator. It raises up into an massively changed arena. Before the group is a massive tiered structure constructed out of malleable blocks of the arena. Most of the former arena are large blocks extending high up into the air. Running down the middle of the blocks is what can best be described as a valley made of four tiers. The lowest one the squad was on, and then three higher ones. And each higher one has Eldar on it.

While it would take an expert to make out what each specific type of eldar is, it is clear that they've gathered into groups, and don't bother to wait for any buzzer.



I know some of those are hard to see. I'll be zooming in the map based on where the fighting is, but right now that is the set up. For ease of combat sake, I have split them into three groups, and each group has a shared initiative.

Group 1: 19 Initiative (Succubus and 4 blood brides.
Group 2: 12 Initiative (Incubus Klavex and 3 other Incubus)
Group 3: 16 Initiative (Archon, 3 Trueborns with splinter cannons, 2 Sslyth, 1 Medusae


Sneaky-beakie like

The duo survey the glorified walk in freezer they are in. The spectators above must consume an insane amount of alcohol at these events, as the pallets are piled up to the ceiling. Additional time spent shows more traffic to the group than they originally thought. Every so many minutes some servitors will enter the refrigerated warehouse from the direction of the arena, and remove various boxes and take them with them. The guards playing cards don't seem to notice or pay any mind to the noise being made by the servitors, so their perception towards intruders is likely impaired, if they heard a foot step, they might assume it is a servitor.

The layout of the large pallets would allow the two to sneak up rather close to the six, but they could not make it to the large pressure door without being seen, assuming the guards are still there.

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

"Typical Dark Eldar overconfidence. We're going to take them apart, piece by piece."

As usual, Octuv's early advance is slowed by his focus being turned towards the Warp.

Initiative: 12

Celeritous Sense (Unfettered) vs 90 (62 +0 Difficulty +25 Fettered +10 Psychic Focus +5 Psychic Hood): 98, great start

Celeritous Sense (Unfettered) vs 90 Standard Reroll: 14

I'm definitely casting that before anything else either way. Half Action move forward, assuming I'm not already tied up in melee. If I am in melee, I'll shoot at an attacker with the bolt revolver if they somehow don't have any dodges left, or just Guarded Action if that's not the case.

e: Apparently I forgot to actually include fluff here. Oops?



pre:
Wounds: 14/14      AP: 10 Chest, 8 Rest
IP: 4/6    SB: 7      TB: 8     Movement: 6/12/18/36
Force Field: 45 (1-5 Overload)
Dodge: 75
Precog. Dodge (Fettered/Unfettered/Push): 85/90/90
WS:      30
BS:      50
S:    (7)30
T:    (8)40
Ag:      50 
Int:     45
Per:     40
WP:      62
Fel:  (7)50

Traits:

Unnatural Strength (4), Unnatural Toughness (4), Unnatural Fellowship (2), Darksight

Skills: Acrobatics +10, Awareness, Athletics, Dodge , Operate (Surface), Parry, Psyniscience

Talents: Ambidextrous, Bulging Biceps, Favoured by the Warp, Heightened Senses (All), Legion Weapon Training, 
Lightning Reflexes, Mighty Shot, Nerves of Steel, Quick Draw, Resistance (Heat, Cold, Poisons), Step Aside,
Target Selection, Unarmed Warrior

Psychic Powers:

PR 5

Sustaining: 

Celeritous Sense (PR 5)

Precognitive Dodge: Reaction, -10 Perception Test. Counts in all respects as an Evasion test.
Precognitive Strike: Free Action, -10 Psyniscience Test. Grants +5 x PR to the first WS/BS test I make that turn.
Warptime: Half Action, Free Sustain. -10 WP Test. Grants Unnat. WS, BS, Agi (PR).
Celeritous Sense: Half Action, Free Sustain. +0 WP Test. +5 x PR to Per and Evasion tests, ZH on 9 or 10.
Lash of Submission: Half Action, +0 Opp. WP test. PR range. Victim's actions are chosen by me for PR turns (only 1/2 action per turn).
Regeneration: Full Action, Half Sustain, -10 WP Test. Grants Regen (4) and +PR to the Regeneration test.
Unnatural Healing: Half Action, +0 WP Test. Heals 1d10+PR Damage on touch, self or others.

Weapons                      Rng      RoF       Dam             Pen       Clip        Rld      Qualities

Ramoran Bolt Revolver        45m    S/-/-      1d10+13X          6         5/6       2 Full    Best, Accurate, Concussive (2), Proven (3)
Legion Heavy Bolter         150m    -/-/8      1d10+15X          5        Infinite   Never     Best, SL, BF, Unreliable, Pain Vents, Cursed Metal, Tearing
Grenade Launcher             60m    S/-/-         ---           ---        5/6       2 Full    RDLS, Fire Selector, Noxious Discharge, Reliable (GC)
+Stun Grenades                                                             5/6                 Blast (3), Concussive (2)
Inferno Pistol               10m    S/-/-      2d10+13E         12         3/3       Full      Melta, Recharge
Force Sword                  ---     ---       1d10+14R          7         ---        ---      Balanced, Force

*SB, Mighty Shot, and Force damage already incorporated

Wargear:

GC Legion Power Armour: Darksight, +10 to Sight/Sound tests, Immune to Photon Flash/Stun Grenades, GC Helmet Augmentations.

GC Shimmering Robes: Force Field.

GC Rapturous Standard: All those dedicated to Slaanesh who can draw LoS to the backpack standard can reroll all failed 
WP tests and reduce all damage taken by 1 (to a minimum of 1).

GC Shrieking Soul: 0/6 Souls Captured. Bearer ignores Fatigue, Stunning, all Critical Effects except limb loss, blindness, or death, 
and all effects of being On Fire except for the damage. Captures the souls of any sentient being the bearer kills.
Once per session, captured souls can be unleashed as a Full Action. This is a psychic attack with a radius
of 1d10 per soul. All not dedicated to Slaanesh in this radius must pass a -20 WP test or be Stunned for 1d5
rounds and take 1d10 permanent WP damage.

Psychic Hood: +5 to FP tests. Can spend a Reaction to impose a penalty on any one FP test within WP meters. The wearer makes a FP (WP)
test and imposes a penalty of -10 x DoS on the other psyker's test. This test can alternatively be used to nullify a power that
directly affects the wearer, no matter the range. Success blocks the power's effects only against the psyker; other targets are
affected as normal. Nullification tests are treated as FP tests in all regards, including the possibility of Psychic Phenomena.

Psy-Focus: +10 to FP tests.

BC Recoil Glove

Dachshundofdoom fucked around with this message at 00:42 on Aug 3, 2018

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution
Corvax

Musing's Estate, Arena:

Corvax surveyed the battlefield after the servitor's departure, and switched his helmet vox frequency to the Sovereign's own.

++Three distinct forms of high ground advantage. And using the wall directly in front of us as cover is only profitable until the entire swarm gets here. They are, however, eager to murder us. That may lead them to rush, each tier at their own pace, to us in manageable groups.++

He pointed a gauntleted hand at the Noise Marine's impressive external sound systems.

++Do you mind patching me in to broadcast? I think we can use their eagerness against them.++

Initiative (Pick Best of These Two): 2#1d10+4 7 10
Not sure if there's an appropriate skill test (or if one would even be possible, given that they maybe don't speak Low Gothic), but I guess we'll try to aggravate them into not just camping forever or acting cohesively.
pre:
     WS   BS   S          T           Ag   Int  Per  WP   Fel          Inf
     60   30  70(+4)   40(+4)  40   40   30   40    60(+2)   68, 7/7 IP

Wounds: 10/18         Armour: CC Legion power Armor (10 Body, 8 Else)
Dodge: 50, Parry 100+  Corruption: 45

Legion Bolt pistol  30m  S/2/–   1d10+9X    Pen.4  8/8  Full Reload | Tearing
The Void Harvester  Melee —      1d10+20E   Pen.8       Balanced, +10WS, Devastating 3 
							Power Field, Terrorizer, D-Grip,
Ramoran Revolver 45m  S/-/-    1d10+10X  6     6/6     2     2FL    Accurate, Concussive(2), Proven(3)

Relevant Traits/Talents
Step Aside - 2x Dodge and Parry Reactions
Power Armor - +1 Size w/o -10 Stealth, +20 Str (Already added in statline)
Terrorizer - User gains Fear (1) for the duration of the fight after killing an enemy.
CSM Heightened Senses (+10 to hearing/sight)
Beguiling Gem - See Tome of Excess

Viva Miriya
Jan 9, 2007

Magos Rho Epsilon Beta 250-50 "Rebel"

"Then lets get to cover. We'll slaughter them as they come in." Rebel says as he runs forward.

Run to the wall. Get ready to receive.

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
40  40  30  30  30  50  35  40  40

Wounds: 18/18   Infamy: 4/7  Initiative: 1d10+8
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3[5] (Power Armour)  TB: 3
Armour: 13 (All)
Force Field: 50 Overload: 01-05
Awareness: 40[60] (Auto-Senses/Optical Mechadendrite)
Dodge: 30
Medicae: 80
Tech-Use: 80[90] (Combi-Tool)

Weapons: (Currently selected weapons are in BOLD)
Aleph-452 90m S/2/- 1d10+16[19] Pen: 13[26] Clip: 20/20 Rld: 2.5 Full Special: Legacy of Slaughter, Maximal, Reliable, Overheats
Maximal 100m S/2/- 2d10+16[19] Pen: 15[30] Special: Legacy of Slaughter, Maximal, Recharge, Reliable, Overheats
Lasgun 100m S/3/- 1d10+3 E Pen: 0 Clip 60/60 Rld: Half Special: Never Jams
Overcharge 100m S/3/- 1d10+4 E Pen: 0 Special: Never Jams
Overload 100m S/3/- 1d10+5 E Pen: 2 Special: Never Jams
Fallen Magos Power Axe 2d10+9 E Pen: 6 Special: Power Field, Unbalanced, Two Handed
G.C. Servo Arm 1.5m 2d10+14 I Pen: 10

Noteworthy Bionics
B.C. Black Blood: Rebel is always considered lightly wounded and also heals much faster, removing two points of Damage per day. In conjunction with the Prosanguine talent, 
Rebel may make a Tech-Use test after spending 10 minutes in meditation. Success heals 1d5 wounds + 1 for every 2 DoS. 
Rolling a 96 or higher causes Rebel to lose the ability of both talent and implant for one week.
B.C. MIU: Grants  a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry, and Weapon Skill tests when interfaced with MIU systems.
G.C. Cerebral Implants: Grants a +20 bonus to Logic and Lore tests as well as Unnatural Intelligence (+2) trait.
Luminen Capacitors: May recharge or power machinery with a successful toughness test.
G.C. Servo Arm: Can extend up to 1.5m from the back mounting and has a fixed strength value of 75 and Unnatural Strength (+7), 
always used no matter the user’s personal stats. The servo arm can lift heavy objects or allow Rebel to tether himself to a suitable to a suitable anchor as a Free Action. 
May also be used to strike as the Rebels’ reaction for the round or used to make a Standard Attack (so long as it is only used once per round).
Optical Mechadendrite: +10 to Perception test, may be used as a telescopic sight, IR torch and sensors ensures Rebel takes no penalties and in fact gains a +20 to 
vision-based Perception Tests at night.
  
Noteworthy Gear:
Combi-Tool: Grants a +10 bonus to Tech-Use tests.
Conversion Field: If the field blocks more than 12 points of damage from a single attack, the release of light acts as a photon flash grenade burst centered on Rebel. Rebel is unaffected by this.
Fallen Magos Power Axe: Counts as having a combi-tool built-in. User may attempt to corrupt Imperial Technologies and their Machine Spirits with them on a -30 Tech-Use test, 
rendering them damaged and unusable except by fellow Hereteks.
Unholy Unguents: Makes a weapon immune to jamming for a full game session, requires a full action to apply properly.

Noteworthy Gifts
Steel-hearted: Counts all enemy fear levels as one lower. Fear 1 enemies have no effect on Rebel.
Wreathed in Chaos: +10 to all interaction tests with Chaosy folks. +10 when intimidating his enemies.

Noteworthy Talents
Ambidextrous: Rebel may use any hand equally well for any task. Does not suffer -20 for actions with off hand. Reduces penalty for two weapon fighting to -10.
Combat Formation: All members of the party including rebel add +1 to Initiative and may also choose to use Rebel’s Intelligence Bonus for their Initiative roll rather than their Agility Bonus
Die Hard: Rebel may roll twice when suffering blood loss to avoid death.
Master Chirurgeon: Any successful heal attempt heals 2 additional wounds. If the character is in danger of losing a limb, Rebel provides them a +20 bonus on the toughness test.
Technical Knock: Rebel may unjam any gun he can touch as a half action, but may only do this on one weapon a round.
Two-Weapon Wielder (Melee): Can attack with two weapons.
Weapon-Tech: Once per combat encounter, Rebel may increase the damage and penetration of any weapon personally wielded by him by his intelligence bonus for one round. 
Weapon must belong to the Melta, Plasma, Power, or Exotic category to benefit from this.
Whirlwind of Death: Rebel inflicts additional melee damage to a Horde equal to half his WS bonus.

Special Ability
Traitor to Mars: Rebel gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.  

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Dash

"We could cause an accident? Push one of palettes over and onto them, they jump up, yelling and cursing, we use that instant to take them? Regarding the blood, this is wine storage, even a servitor will break a case occasionally, they must have a janitorial device for quick mopping up of liquids." Dash looks around to see that he's not just talking completely out of his rear end, and then, with Vincent's consent and assistance, looks for a way to start causing an environmental incident to neutralize at least some of the guards so they can take out the rest and then hide the evidence. Where were the others and what was taking so long?

This is going to depend on how many people Vincent can stab with lightning attack. We need to get the Surprised +30 modifier for him to maximize the number of hits he can deal out, in addition to maximizing the amount dropped by the accident. Ideally he can ice them all in one go. If not things get dicey. My bolt pistol is suppressed, somehow, but that only helps with one dude and maybe a runner. Hopefully there's a sci-fi future mop somewhere in the room that can soak up fluids.

Ronwayne fucked around with this message at 18:14 on Aug 5, 2018

Werix
Sep 13, 2012

#acolyte GM of 2013
What a load of ...

Vincent and Dash develop a rather simple, yet potentially effective plan. Drop a damned stack of liquor pallets on the guards playing a card game right by the exit of this asteroid. Dash takes cover around a corner pallet, while Vincent pulls out his sword, slashes at the sides of the pallet stacks to loosen the shelving supporting them, and then rushes at it with his shoulder.

And the plan couldn't have worked better.

The whole stack of pallets, nearly 35 meters high tumbles like a falling tree on top of the table. The guards don't even realize it is happening until it is too late, and none of them manage to get out of the way as the giant refridgerated warehouse is filled with the sounds of shattering glass. The sheer weight crushes most of the guards instantly. At leas one guard has his leg pinned and shouts out in agony, but a quick shot from Dash silences him. Some groaning can be heard under the boxes, but Vincent quickly dispatches it with his sword, tiptoeing through the small lake of champaigne mixing now with blood.

The door to the next asteroid is locked, but a quick search of one of the guards reveals a key card which thankfully opens this door, much less secured than the other one to the main asteroid manor. a quick jog through the connecting umbilical and going through another door leaves the two with an entirely different sight. They are on a small platform with a lift next to it, jutting out over a sea of junk. Mountains of metal would be more precise. The asteroid is as big as the other, but the entire hollowed out space is dedicated to storing all this junk. Looking out over it, they see the remains of vehicles, and even daemon engines, intermingled with all types of other trash.

In between the mountains servitors nearly the size of dreadnoughts wander between the piles. They mostly have giant grasping claws and power snips that could cut a land speeder in two. They move to the piles, finding the largest bits of scrap and breaking it down, moving those to smaller piles. There is an oppressive heat, but no source can be found.

Dash notices between piles of scrap another platform like theirs in the distance. First they'd need to make it across this rusted landscape.

The (Agonizer) Gauntlet

The Succubus and the Blood Brides quickly dart forward, but not as the trio would wish. The Succubus takes position at the top of the ramp, while some of the rest run up to the half wall at the top and crouch behind it as cover. However, before crouching, one of them takes a small orb from her belt and throws it at the group with a wink. It arcs through the air, landing and giving a bit of a bounce. If the bounce was unintentional, it seems like it didn't much matter, as the trio are caught in the blast of an eldar plasma grenade.

The plasma grenade, despite all its flash, can't help to even dent power armor and astartes genetically modified toughness. The same goes for Rebel's additional augmented protection. The crowd bursts out laughing at the eldar when it becomes clear that the grenade had no impact, and only furthered to make the crew of the Sovereign look cooler.

The Archon, for what it was worth, shouts down at the group in his alien tongue before he and the Gorgon disappear behind some of the man high pillars behind him. The three Trueborns heft their splinter cannons onto the half wall, and point them in the general direction of the top of the ramp.

Seems like the Eldar are in no mood to come on down.



Score:

Eldar: 0/15
Sovereign Crew 5/15

Group 1: (Succubus and 4 blood brides.)
Group 3: (Archon, 3 Trueborns with splinter cannons, 2 Sslyth, 1 Medusae)
Group 2: (Incubus Klavex and 3 other Incubus)
Octuv
Corvax
Rebel

Dachshundofdoom
Feb 14, 2013

Pillbug
Octuv

Octuv runs up the ramp and into cover, whipping his hand towards the nearest Bloodbride and sending a lash of warp energy into her soul before she can even react. Even through his overamplified vox speakers, the sneer in his voice is evident.

"You now serve me, puppet! Strike down any Eldar who draws near, but make no attempt to avoid death at our hands! Gentlemen, this one is at your mercy. Call your shots."

Octuv Half Moves 5 meters diagonally upwards to take cover with a one-square gap between him and the lowest Bloodbride, then hits her with Lash of Submission.

Lash of Submission vs 102 (62 +0 Difficulty +25 Unfettered +10 Psychic Focus +5 Psychic Hood) 9, so unless she can beat 11 DoS on an Opposed WP test, I decide all of her actions for the next 5 turns, with the restriction that she only gets 1 Half-Action on her turn and can't do anything with the Concentration tag.

Naturally, I choose that she just stands there and doesn't dodge. She can make Swift/Lightning Attacks on any of her fellow Deldar if they enter melee with her, though.


pre:
Wounds: 14/14      AP: 10 Chest, 8 Rest
IP: 4/6    SB: 7      TB: 8     Movement: 6/12/18/36
Force Field: 45 (1-5 Overload)
Dodge: 75
Precog. Dodge (Fettered/Unfettered/Push): 85/90/90
WS:      30
BS:      50
S:    (7)30
T:    (8)40
Ag:      50 
Int:     45
Per:     40
WP:      62
Fel:  (7)50

Traits:

Unnatural Strength (4), Unnatural Toughness (4), Unnatural Fellowship (2), Darksight

Skills: Acrobatics +10, Awareness, Athletics, Dodge , Operate (Surface), Parry, Psyniscience

Talents: Ambidextrous, Bulging Biceps, Favoured by the Warp, Heightened Senses (All), Legion Weapon Training, 
Lightning Reflexes, Mighty Shot, Nerves of Steel, Quick Draw, Resistance (Heat, Cold, Poisons), Step Aside,
Target Selection, Unarmed Warrior

Psychic Powers:

PR 5

Sustaining: 

Celeritous Sense (PR 5)

Precognitive Dodge: Reaction, -10 Perception Test. Counts in all respects as an Evasion test.
Precognitive Strike: Free Action, -10 Psyniscience Test. Grants +5 x PR to the first WS/BS test I make that turn.
Warptime: Half Action, Free Sustain. -10 WP Test. Grants Unnat. WS, BS, Agi (PR).
Celeritous Sense: Half Action, Free Sustain. +0 WP Test. +5 x PR to Per and Evasion tests, ZH on 9 or 10.
Lash of Submission: Half Action, +0 Opp. WP test. PR range. Victim's actions are chosen by me for PR turns (only 1/2 action per turn).
Regeneration: Full Action, Half Sustain, -10 WP Test. Grants Regen (4) and +PR to the Regeneration test.
Unnatural Healing: Half Action, +0 WP Test. Heals 1d10+PR Damage on touch, self or others.

Weapons                      Rng      RoF       Dam             Pen       Clip        Rld      Qualities

Ramoran Bolt Revolver        45m    S/-/-      1d10+13X          6         5/6       2 Full    Best, Accurate, Concussive (2), Proven (3)
Legion Heavy Bolter         150m    -/-/8      1d10+15X          5        Infinite   Never     Best, SL, BF, Unreliable, Pain Vents, Cursed Metal, Tearing
Grenade Launcher             60m    S/-/-         ---           ---        5/6       2 Full    RDLS, Fire Selector, Noxious Discharge, Reliable (GC)
+Stun Grenades                                                             5/6                 Blast (3), Concussive (2)
Inferno Pistol               10m    S/-/-      2d10+13E         12         3/3       Full      Melta, Recharge
Force Sword                  ---     ---       1d10+14R          7         ---        ---      Balanced, Force

*SB, Mighty Shot, and Force damage already incorporated

Wargear:

GC Legion Power Armour: Darksight, +10 to Sight/Sound tests, Immune to Photon Flash/Stun Grenades, GC Helmet Augmentations.

GC Shimmering Robes: Force Field.

GC Rapturous Standard: All those dedicated to Slaanesh who can draw LoS to the backpack standard can reroll all failed 
WP tests and reduce all damage taken by 1 (to a minimum of 1).

GC Shrieking Soul: 0/6 Souls Captured. Bearer ignores Fatigue, Stunning, all Critical Effects except limb loss, blindness, or death, 
and all effects of being On Fire except for the damage. Captures the souls of any sentient being the bearer kills.
Once per session, captured souls can be unleashed as a Full Action. This is a psychic attack with a radius
of 1d10 per soul. All not dedicated to Slaanesh in this radius must pass a -20 WP test or be Stunned for 1d5
rounds and take 1d10 permanent WP damage.

Psychic Hood: +5 to FP tests. Can spend a Reaction to impose a penalty on any one FP test within WP meters. The wearer makes a FP (WP)
test and imposes a penalty of -10 x DoS on the other psyker's test. This test can alternatively be used to nullify a power that
directly affects the wearer, no matter the range. Success blocks the power's effects only against the psyker; other targets are
affected as normal. Nullification tests are treated as FP tests in all regards, including the possibility of Psychic Phenomena.

Psy-Focus: +10 to FP tests.

BC Recoil Glove

Viva Miriya
Jan 9, 2007

Magos Rho Epsilon Beta 250-50 "Rebel"

"Targeting." Rebel says as he struggles to single out a limb for destruction. Rebel and Aleph-452 specializes in wholesale destruction, not precision dismemberment. Nevertheless a overheated plasma ball finds its way home and takes the Dark Eldar's fething leg off. A vox amplified voice screeches: SUCC!

Called Shot Left Leg on the lashed bloodbride. We're at a 60 on the called shot assuming short range, half action aim, standard attack, MIU. Maximal shot.

Called Shot v 50: 1d100 85

Spending an IP to reroll.

Called Shot v 50 REROLL: 1d100 44 (2 DoS)

Damage Pen 15: 2d10+16 23 (Replace 1 with 2 DoS)


pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
40  40  30  30  30  50  35  40  40

Wounds: 18/18   Infamy: 3/7  Initiative: 1d10+8
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3[5] (Power Armour)  TB: 3
Armour: 13 (All)
Force Field: 50 Overload: 01-05
Awareness: 40[60] (Auto-Senses/Optical Mechadendrite)
Dodge: 30
Medicae: 80
Tech-Use: 80[90] (Combi-Tool)

Weapons: (Currently selected weapons are in BOLD)
Aleph-452 90m S/2/- 1d10+16[19] Pen: 13[26] Clip: 17/20 Rld: 2.5 Full Special: Legacy of Slaughter, Maximal, Reliable, Overheats
Maximal 100m S/2/- 2d10+16[19] Pen: 15[30] Special: Legacy of Slaughter, Maximal, Recharge, Reliable, Overheats
Lasgun 100m S/3/- 1d10+3 E Pen: 0 Clip 60/60 Rld: Half Special: Never Jams
Overcharge 100m S/3/- 1d10+4 E Pen: 0 Special: Never Jams
Overload 100m S/3/- 1d10+5 E Pen: 2 Special: Never Jams
Fallen Magos Power Axe 2d10+9 E Pen: 6 Special: Power Field, Unbalanced, Two Handed
G.C. Servo Arm 1.5m 2d10+14 I Pen: 10

Noteworthy Bionics
B.C. Black Blood: Rebel is always considered lightly wounded and also heals much faster, removing two points of Damage per day. In conjunction with the Prosanguine talent, 
Rebel may make a Tech-Use test after spending 10 minutes in meditation. Success heals 1d5 wounds + 1 for every 2 DoS. 
Rolling a 96 or higher causes Rebel to lose the ability of both talent and implant for one week.
B.C. MIU: Grants  a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry, and Weapon Skill tests when interfaced with MIU systems.
G.C. Cerebral Implants: Grants a +20 bonus to Logic and Lore tests as well as Unnatural Intelligence (+2) trait.
Luminen Capacitors: May recharge or power machinery with a successful toughness test.
G.C. Servo Arm: Can extend up to 1.5m from the back mounting and has a fixed strength value of 75 and Unnatural Strength (+7), 
always used no matter the user’s personal stats. The servo arm can lift heavy objects or allow Rebel to tether himself to a suitable to a suitable anchor as a Free Action. 
May also be used to strike as the Rebels’ reaction for the round or used to make a Standard Attack (so long as it is only used once per round).
Optical Mechadendrite: +10 to Perception test, may be used as a telescopic sight, IR torch and sensors ensures Rebel takes no penalties and in fact gains a +20 to 
vision-based Perception Tests at night.
  
Noteworthy Gear:
Combi-Tool: Grants a +10 bonus to Tech-Use tests.
Conversion Field: If the field blocks more than 12 points of damage from a single attack, the release of light acts as a photon flash grenade burst centered on Rebel. Rebel is unaffected by this.
Fallen Magos Power Axe: Counts as having a combi-tool built-in. User may attempt to corrupt Imperial Technologies and their Machine Spirits with them on a -30 Tech-Use test, 
rendering them damaged and unusable except by fellow Hereteks.
Unholy Unguents: Makes a weapon immune to jamming for a full game session, requires a full action to apply properly.

Noteworthy Gifts
Steel-hearted: Counts all enemy fear levels as one lower. Fear 1 enemies have no effect on Rebel.
Wreathed in Chaos: +10 to all interaction tests with Chaosy folks. +10 when intimidating his enemies.

Noteworthy Talents
Ambidextrous: Rebel may use any hand equally well for any task. Does not suffer -20 for actions with off hand. Reduces penalty for two weapon fighting to -10.
Combat Formation: All members of the party including rebel add +1 to Initiative and may also choose to use Rebel’s Intelligence Bonus for their Initiative roll rather than their Agility Bonus
Die Hard: Rebel may roll twice when suffering blood loss to avoid death.
Master Chirurgeon: Any successful heal attempt heals 2 additional wounds. If the character is in danger of losing a limb, Rebel provides them a +20 bonus on the toughness test.
Technical Knock: Rebel may unjam any gun he can touch as a half action, but may only do this on one weapon a round.
Two-Weapon Wielder (Melee): Can attack with two weapons.
Weapon-Tech: Once per combat encounter, Rebel may increase the damage and penetration of any weapon personally wielded by him by his intelligence bonus for one round. 
Weapon must belong to the Melta, Plasma, Power, or Exotic category to benefit from this.
Whirlwind of Death: Rebel inflicts additional melee damage to a Horde equal to half his WS bonus.

Special Ability
Traitor to Mars: Rebel gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.  

Viva Miriya fucked around with this message at 13:36 on Aug 14, 2018

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Olanphonia
Jul 27, 2006

I'm open to suggestions~
Vincent

As the last gurgling gasps of the guards fade, Vincent turns to Dash and pats the pilot on the back. "Good plan. Took them completely by surprise. Won't be long now until the alarm is raised. Once the staff realizes the 'accident' isn't actually an accident, they'll come looking for us."

Putting action to words, Vincent jogs through the portal and through the umbilicals, stopping only once he reaches the junk room. "Probably don't want those servitors to mistake us for large bits of trash." he says as one of the machines effortlessly snaps a large chunk of metal into scrap. "Let's be cautious, but quick." He looks to the other man for confirmation and then tries to quickly map the location and bearing of the servitors before beginning to pick his way down the slope.

I'm not sure if this is stealth or something else. I figure we should try to pac-man it and avoid contact by skirting around hills of scrap.

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