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Viva Miriya
Jan 9, 2007


quote:

It is the year 781 of the 31st Millenium, 775 years since the Drop Site Massacre at Istvaan V that brought the Horus Heresy into full swing, a conflict that lasted 7 years and left the Imperium shattered. 760 years since the end of Great Scouring after Horus's defeat that seen the Traitor Legions driven into the Eye of Terror. Once inside, the various Legions splintered apart due to various causes. The Emperor's Children and the World Eaters because of the Slave Wars and Skalathrax, The Alpha Legion so it could better carry out its work of insurrection and deception, the Night Lords so they could better bring the terrors of the night to the people of the Imperium before being driven back into the Eye themselves. The Iron Warriors into "Great Companies" lead by their captains, their Warsmiths each having their own ambition, whilst the Thousand Sons turned to dust, the surviving Sorcerors going forth on their own to seek knowledge and power by their own means. The Death Guard, so they could better spread the loving embrace of Nurgle's plagues and death whilst the Word Bearers, though an exception as they remained mostly a unified legion, still had to split apart to spread the gospel of Chaos. Even the Sons of Horus, lost without the warmaster devolved into infighting. All of these warriors, split into warbands that fight for their own purposes and their own reasons, even amongst themselves. Until now.

quote:

The Current Cast
Dachshundofdoom: Lysander (Nurglite Apostate)
Werix: Dulsatae (Death Guard Plague Marine)
Waci: Julian (Thousands Sons Sorcerer)
Xun: Chloe Sigismund (Tzeentchian Renegade)
MaliciousOnion: The Clawman (Idolitrex Magos of Forge Polix)
Ronwayne: Kayleen (Unaligned Transhumanist Heretek)
Lord Koth: Corypheus (Q'Sal Magister Immaterial)

quote:

Order of Battle
Squad Bonecrusher (10 Man Squad of Black Legion Chosen under Champion Bonecrusher)
Squad Julian (PCs+Minions, detachment of Squad Bonecrusher)
Squad Rachmann (20 Chaos Space Marine Chosen and Havocs)
Squad Ripper (20 Chaos Space Marine Raptors and Chosen)



Raiders of the Black Fleet
You have all been riding inside this disgusting, twisted, and mutated daemonic boarding torpedo for the past 12 hours. No light besides the cherry of a lho, a lamp pack. The shock of being launched out of the Infant Annihilator's Torpedo tubes in a broadside spread was certainly rough, even a bit painful but as the torpedos seem to have run out of fuel, you drift to your objective in total darkness. If the Stations gunners picked you up you'd die in a flash or be vented to space to suffocate to death. And then that whole thing with getting your soul chewed up by the gods and warp daemons. Yeah this sucks rear end. Did we mention yet how wretched the Screamers farts are whose bound to this torpedo and guiding you to its target. Anyway whatever warp magics were included in its creation has saved you all as suddenly you feel a sudden rush of inertia like you were launched. 15 minutes later you've slammed into the station and hearing the screech of twisted metal and the screams of the daemon. The maw of the boarding torpedo opens and you see light for the first time in what seemed like ages. The red lights of the station that signify "Night" for the crew are on as all of you pour out. Kayleen deploys a signal jammer she was issued to block communications across the station whilst keeping Black Legion comms clear. All the squads check in as they clear into the station. Your section is quiet but as the rest of the squads vox in you hear bolter fire and blood curdling screams combined with the rev of chainsword cutting into flesh. You hear it all clearly as if these guys were right next to you.

Initial Vox Traffic posted:

+++Ripper on deck, we breached on one of the gun decks, moving to secure this deck.+++
+++Rachmann here, clean breach. Bullseye in this hallway puts us at 50-120-80-L. We're heading up from here to the flight decks.+++
+++This is Bonecrusher, there should be about 2 million souls on this station. Kill them, kill them all!+++

Off the side to the right as you all fan out in the passage way you see a plate with some numbers that look alot like what Rachmann called out.
The red panel says 24-14-88-C. Kothurchu, and Corypheus have some clue to what it means whilst everyone else is clueless having not spent much time aboard voidships to notice things like this. Dulsatae, Kayleen, and Chloe in Particular are loving clueless and just can't even remember what that poo poo means. To your left and right are void doors that are automatically closing to seal the rest of that section off from the void and stop the loss of air. The daemonic torpedo here writhes and twists like a snake even though its stuck and has driven you through multiple layers of the ships passageway, chewed through it even. Across to the right you think you spied some sort of maintenance door but you gotta think fast. One of you can get past the closing void doors and hold it open for the rest of the party, you can blast it open, or however you wish. Your team has no need to fear the void either through gifts of the gods or environmentally sealed armor. How do you wish to proceed from here?


If you require a map I will post one but tl;dr Behind you is the daemon engine, to your left and right are passageways with doors starting to seal shut on you. They will close within the next 5 seconds but you can probably blow them away easily you have lascutters friends. Left passageway seems to lead down to more hallway and you spy an intesection there, right hallway is just a straight shot so far.

Amirault: You recognize the first part of the number as what deck you are on. You know you are below the "main deck" (Deck 1) 49 levels. Additionally, from your time in the Legions you know that on ships or stations that have a significant flight complement, the main deck is the Hanger Level. You think the second number is like a mile marker or something to help you figure up how far to the front or back of the ship/station you are. Also you hear voices down to the right and see the door to one of the compartments on station. From your angle you can't read the plate above the door because the void door is blocking your line of sight as it comes down.

Chloe: You too hear voices down the right and hear people speaking low gothic. You hear a chair or something knocked over and what you swear are a few people scrambling around.

Clawman: You hear voices down to the right and see the door to one of the compartments on station. From your angle you can't read the plate above the door because the void door is blocking your line of sight as it comes down.

Corypheus: C=Ship control and fire control compartments. Also you know what deck you are on.

Julian: Being the one who bound these daemons to the torpedos you know how to release them. You also know screamers are basically animals without much intelligence. It will probably view you initially as hostile but can be dominated and directed where to go run amok in the ship.

Edit: SCHOLASTIC LORE (SPACE STATION): 1d100 8

Ok this is what you know.
You know that you are on Deck 24, Frame 14 so that means you are close to the "Front" of the station, you are 88 compartments starboard from the center of the station and the compartment to the right is either Ship Control or Fire Control related. Because thats what the C in 24-14-88-C stands for. In the list linked above do the following.

Delete G replace with P
P will be Plasma Storage where plasma is kept in storage to fuel the Plasma Reactors
R will be Fusion Reactors
I'll adjust that list as needed.



Kothurchu: You recognize that the first part of the number on the plate, a bullseye is what you remember it being called, is the deck number you are on. You also know you are on the starboard side of the station from the centerline, 88 compartments away from the center of the station infact.

Viva Miriya fucked around with this message at 18:46 on Nov 5, 2014

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Viva Miriya
Jan 9, 2007

Ronwayne posted:

Kayleen
:words:
Override Door: 1d100 12 11 DoS :psypop:

You quickly crack open a security panel next to the right door with your combitool and start messing with wires. Within 3 seconds you have overridden the security lock on the door. Pressing the green rune on the keypad rewards you with the door opening immedietely with a hiss. You feel a light breeze as air is being sucked out from the gaps around where your daemon torpedo made its entrance. If not for its presence clogging up the hole, air would be rushing out quite violently and rapidly. You repeat the same steps to the other door and for good measure you restore both panels so that they do not appear to have been tampered with in the least.

Viva Miriya
Jan 9, 2007

Oh yeah, get your combat blocks made now please.

Viva Miriya
Jan 9, 2007



Index
Light Blue Rectangles: Doors
Grey Lines: Bulkheads
Grey Rectangles attached to Grey Lines: Signs
Red Lightning Bolt: Group Location

The doors in the hallway are airtight ones that can seal off an air from the void. The one to the right is just a regular compartment door though it too can become airtight if need be. It just requires manual operation to be sealed in such a manner.

Viva Miriya
Jan 9, 2007

Oh hey in non combat situations like this or even in some combat situations I allow for you to make your own rolls on orokos. Campaign is MANDOZERS BLACK CRUSADE. The roll don't count if I can't see it by clicking on that. I will also periodically, when I feel appropriate, test for you and not tell you poo poo about it unless something happens that you should know about.

Viva Miriya
Jan 9, 2007

Lord Koth posted:

Corypheus
:words:
Manifesting Flicker at Unfettered Level.
Manifesting Flicker: 1d100 25
Hey first off just use the bbcode function thats right there after the roll, make things easier. Now the update.

As you go through the opened blast door and pass through the walls to the door on the right you catch the eye of a panel on the door in red with white lettering, it reads Damage Control. As you enter the room and circle it you see the following things. You see 4 imperial navy sailors in a bit of a panic. The one closest to the door is on his face, the chair at his station knocked down as he reaches for a drawer and tries to grab a las pistol. The 2nd man has his las pistol and is moving to the door. 3rd is at his station where there is a map of the entire station, though the computer display is currently focused on this deck and the various frames, compartments, and doors. He slams his vox piece down in frustration as he tries to report to the bridge. The 4th man is making his way to a red telephone, putting the receiver close to his face and begins talking. "DC Deck 24 to DC Central come in DC Central. DC Deck 24 to DC Central is anyone on this line." The vox is jammed but this has to be a backup form of communication. What do you do?

Viva Miriya fucked around with this message at 23:18 on May 10, 2014

Viva Miriya
Jan 9, 2007

Lord Koth posted:

Corypheus
97 = 62[WP] + 25[PR(5)] + 10[Psy-focus]
Manifesting Storm of Change: 1d100 81[/i]
Storm of Change Damage (Radius 4m/Pen 9/Felling 4): 2d10+7 18
Elapsed Mission Time: 10 seconds.
You reappear into the material world, everyone in the room oblivious to your presence. From your hands fly ethereal fire, controlled but no less deadly in all directions. The sailors in this compartment scream as they are horribly mutated whilst their souls and minds are burned from within. Within 5 seconds, the flames die down, everyone inside the compartment except Corypheus is dead, a look of pure horror etched onto each of their faces. Damage Control for Deck 24 is secure and the red telephone is hanging from the wall. None of the electronics seem to be damaged either.

Viva Miriya
Jan 9, 2007

Gonna pass out, I'll update the information on the map tommorow and hopefully everyone has checked in by then.

Viva Miriya
Jan 9, 2007

Intruder Alert
Elapsed Mission Time: 2 minutes
Khûlan Ur-Dair and Kothurchu
Its quite simple really how you are going to be responded to. First damage control will do their jobs and seal off damaged sections and attempt to find the source of the breach, especially in the case of a boarding party like what is happening now. They will lock down all doors except for certain ones to drive the enemy forces in a certain direction and have combat troops intercept you and pin you down. Once you are fixed they will deliver the killing blow from all angles. It will certainly allow for tons of bloodshed but with 20,000 able bodied men and women of the corpse emperor's Imperial Guard and Navy with lasguns, autoguns, shotguns, and grenades. Not to mention heavier weapons like flamers, bolters, and the odd plasma/melta weaponry. Eventually you will be overwhelmed. The key to boarding action is to move quickly and take control of engineering/propulsion. Control the doors, power, and air supply and you can control the station. You expect you have 5 to 10 minutes before the commanders realize whats happening and piece together the full picture. You also know that Squad Ripper, having drawn first blood, will receive the brunt of the initial response. Looking over to the damage control screen which shows the map of the whole ship you see the following things.

Kayleen
"Petty Officer Jones are you still there. Clear this line." Is what you hear as you pick up the red telephone. "DC 24 this is DC Central report!" is the last thing you hear before transmitting your code phrase. The response is decidedly negative but not as bad as it could be "What in the hell was that shrieking. Who are you? Where is jones?. Meanwhile as you look towards the computer display, access the map and pull up deck 24's schematics, you notice that from frames 88 to 100 are red in a straight line, assuming where you breached. The map also shows breaches on Deck 50 (Rachmann's Squad), Deck 36, and Deck 14. Similar Frame numbers from the centerline, all starboard of the center. You begin the procedures to vent the entirety of this Deck, opening all doors. Air is being rerouted to the other decks in this venting procedure and is being filtered out. The venting is more successful in the frames behind where the boarding torpedo punched through at aka the exterior compartments of the station. Those areas get vented to space completely in mere minutes.

You wanna vent this level and the interior in a reasonable timeframe you need to move the ride that got you in out the loving way back into space. Estimated time to vent this deck is 20 minutes at this speed but with a big gaping hole in the hull and no obstructions you can get it down to 5 with no atmosphere on this entire level. You'll have to open vents to cause further venting of atmosphere above and below you.

In regards to immediate results, this corridor and the passageway/intersection to the left have no atmosphere. You hear an alarm klaxon before it goes silent as the hallway is vented. "General Quarters, General Quarters, all hands man your bat" is all you catch before the air finally booshes itself out of the hallway. Your own room still has atmosphere until you open the door and the sound powered telephone is still going off demanding answers. What are you gonna tell them?

Also note from this station you can access schematics for every level of the ship, identify each compartment by its purpose via the standard numbering, and locate other damage control rooms on various decks. You can do everything DC Central can do but can be overriden by DC Central. I'm going to need another tech-use test at -30 difficulty to lock DC Central out of overriding this control rooms commands.

Viva Miriya fucked around with this message at 17:50 on May 11, 2014

Viva Miriya
Jan 9, 2007

GM reminder, Julian aka Waci can release the daemon inside and free it. Then dominate it.

Viva Miriya
Jan 9, 2007

quote:

Basic squad wargear allotted for mission
2 Lascutters
12 Meltabombs
2 Siege Auspex (Deathwatch Rites of Battle pg. 146)

First you need to unbind the daemon or its gonna soak quite a bit of that melta bomb damage. That said after that I'll allow a meltabomb to blow clean through the boarding torpedo. It won't be dislodged but it'll have a giant loving hole in it so that air will get sucked out of it super fast. I'd recommend you either make use of magnetic boots or be clear of the area after detonation because that light breeze I described in the OP is gonna become quite violent decompression if Kayleen does her thing to vent the deck in the most expedient manner. You will either moving slow as poo poo with magboots or you will get vented out to space unless you test agility to grab something and strength to hold on. That said if you want to take a space walk on purpose and breach elsewhere, you do have lascutters to get you back into the hull but it'll take time.

Also Govtcheese: 6 DoS is enough for me to say you lock out DC Central from overriding your changes. They have their own tech priests on station who will try to reverse what you've done but its not likely they'll be able to stop the venting of this deck and possibly more decks before they backhack you and regain control. Lets say 30-60 minutes of uninterrupted control if you were to walk away from this console now. If you jack in at any damage control room you can replicate the results as well as stymy any attempts to rehack the DC controls.

Viva Miriya fucked around with this message at 03:09 on May 12, 2014

Viva Miriya
Jan 9, 2007

Dulsatae does not hesitate, setting fire to the corridor whilst advancing. The Plasma gunner pops back into cover as does one of the lasgunners. The one who was kneeling doesn't react nearly fast enough and is consumed by unholy fire. His buddy tries to pull him back into cover to put out the flames but is overcome by the contagion and falls over on his buddy’s dead body, burning alongside him. The plasma gunner doesn't hesitate, even despite seeing the grisly demise of his comrades and fires a maximal shot at the Plague Marine. A masterful shot that Dulsatae dodges easily, the shot burning straight through the bulkhead off his right shoulder. Immediately the rest of his squad bursts into action, soldiers filling the corridor going prone, taking knees by the corners, or standing over their comrades. Lasguns on overload light up the corridor but all the soldiers shoot wide, hitting all over the corridor. The Sergeant, stepping over the dead bodies in the middle opens fire with a Bolter, his spray of bolts going wide.

Elapsed Combat Time: 5 Seconds
Dulsatae continues his advance firing another burst from his flamer bounding across the intersection and turning around checking his tail. He reports contact on the vox with an imperial guard squad and reassures his comrades he has the situation well in hand. As he runs past the burning bodies of an entire guard squad minus the sergeant and a soldier with a lasgun. They break formation and take cover, every man for himself. The lasgunner falls back whilst the sergeant, more determined goes after the Plague Marine. He primes a krak grenade and throws it at the Plague Marine. Dulsatae is too slow to dodge the toss and it strikes true. The Sergeant is horrified to see that it has absolutely no visible effect. Dulsatae is too numb to pain to feel the damage but a slight bit of damage is done nonetheless. (Sergeant has Touched by the Fates [1] and so I’m letting him RF you, he rolled a 10 on damage, take one damage).

Elapsed Combat Time: 10 Seconds
A second squad appears behind Dulsatae, 2 Plasma gunners, normal lasgunners with grenades on their webbing, and their sergeant. Plasma Gunners drop prone in the middle of the hallway and fire first as the rest of the squad moves forward after they fire throwing krak grenades in unison at the order of their sergeant. The first plasma shot goes wide and the second strikes true but the Plague Marine barely feels it as the sungun burns a small hole in his chest (take 5 damage). The krak grenade barrage lands, only 3 grenades landing close enough to the marine to do damage. This too the plague marine barely feels (take 3 damage total from that). Their sergeant joins his men in the attack firing a burst from his bolter. 3 bolts hit Dulsatae striking him in the right leg where it manages to actually faintly register, his leg again, and a shot center mass. Again attacks have seemed to have no effect. Only the sunguns are effective and no doubt is he is trying calling for reinforcements and more, never mind that your vox jammer has locked down all frequencies except your own. (Sergeant has Touched by the Fates [1] and so I’m letting him RF you, he rolled a 10 on damage, take one damage)

Dulsatae responds in the usual fashion, setting them all ablaze as the entire squad is well within his cone of fire. 7 of them are consumed by the flames including one of the plasma gunners, the one who hit him squad in the chest. They still maintain their cohesion amazingly and haven’t broken unlike the other squad. The Sergeant, one plasma gunner, and a lasgunner manage to crouch run and dive behind a corner. The sergeant from the first squad dives for the plasma gun his fallen comrade had, diving onto his body which was freshly killed. He picks up the sungun and tries to fire but it’s on recharge. Worse, diving onto the charred body of his comrade caused him to be contaminated by said body and he hacks and coughs in his armor as he is wracked by pain from merely touching the guy. The other lasgunner from his shattered squad and keeps running.

Elapsed Combat Time: 15 Seconds
The second squad’s sergeant orders a disengagement as the guardsman run to escape Dulsatae’s wrath. The only person who remains is the sergeant of the first squad wracked by pain who Dulsatae runs through with his plague sword finishing the poor bastard. Dulsatae reports on the vox that he engaged two squads of guardsmen and shattered them. How do you all respond to this?

Grand total of 10 damage received over the course of 3 combat turns, half of that being a good plasma gun shot and facing down 2 veteran squads of imperial guardsman. Enough said. Also remember since vox is jammed station wide they need to go hold up in a compartment that has a sound powered telephone.

Viva Miriya fucked around with this message at 08:21 on May 15, 2014

Viva Miriya
Jan 9, 2007

Gonna update tommorow, net problems fixed. I need to know one thing. Are you following schizotek whose bad rear end loving daemon axe i'm pretty sure can carry his char through a ton of poo poo to the bridge which means going UP all the way. Are you going for reactor control? What. I need a group decision, I can handle schizotek splitting solo, as we've clearly demonstrated at least one PC in this gruop can handle entire formations let alone multiples.

Viva Miriya
Jan 9, 2007

So by the time I wake up tomorrow hopefully you guys have figured out which group you wanna be in and if you want to go your own way. I'd be happy to entertain you either way.

Viva Miriya
Jan 9, 2007

So looks like whichever way you are going you are going UP. bravo, update later tonight

Viva Miriya
Jan 9, 2007

With Khûlan Ur-Dair rushing forward taking a right at the corridor (taking her closer to the CENTER of the station) and searches for a lift or staircase to lead her up to the control center, which would mean the bridge. Anyone who knows anything knows the bridge would be at the highest point in the station or voidship. The bloodthirster within her axe approves of the plan but whispers still of her weakness at taking this long to think of it, how undeserving of Khorne’s honors she was, and how she would fail inevitably. How he would inherit her soul in death and her body in the interim. Following close on her heels is the Tzeenchian Sniper Chloe, Korthurchu and Kayleen. The rest of the group proceed straight down the corridor where thanks to the others, they know where the nearest lift is to take them to level 01.

Team Catch-A-Ride
Your way forward is unimpeded until you get into the lift, a service elevator that could carry about 20 people in full combat gear and is sufficient to carry your two space marines, company, and all your combat gear. You can get off directly at D01, Main Deck where the hangers would inevitably be, L01 which would be the launch decks, or somewhere else to throw off the security personnel. It’s inevitable that lift activity would be tracked by those in the damage control centers and possibly could be overridden unless Kayleen put the fix in and she isn’t with you, she went with the control center team following Khûlan. Do you call for her to come back, go without her and override the lift security protocols yourselves? Perhaps something else? We’ll get back to your story in a moment

Team Blood Guts and Glory
As you all charge forward you encounter no resistance as you rush forward except for a guardsman who Khulan cuts down absentmindedly, probably one of the 4 you were told escaped. Khulan has finally tasted blood but even this offering is weak, though acceptable. It’s not a battle and certainly far from sufficient. Chloe sees something wrong with various ceiling tiles, they are off color, look like they are made of a different material. One of them pops down revealing twin Heavy Bolters and she shoots it with her Plasma Sniper blowing it apart with ease. She shouts out “Sentry Turrets!” on the vox as more turrets deploy, one turret for every major part of this corridor. The only person alert enough to heed her warnings is Kayleen who turns, seeing a Sentry turret drop behind Chloe and returns the favor lighting up the second turret. And then the corridor goes dark the lights shutting off where they are standing, up ahead, and behind them. If there was atmosphere on this deck they’d be able to hear the lights shut down as it’s like a circuit breaker was cut or hear the servos move. Or hell even hear the shots that would tear up the deckplate.

Sentry Turret #3235673 drops down in the darkness, switching to preysight as it acquires the closest target near its post. Alternative directives were unable to be transmitted directly due the personnel responsible for the security being vented to space on this deck and unable to remote control the turret themselves. So it fell back on its presets: snuff out any signs of life within detection range. 12 Heavy bolter shots strike out all over the deckplate around Korthurchu, 2 shots striking him in the right arm and in his plasma gun destroying it and causing the liquefied hydrogen inside to ignite exploding as well killing the khornate outright. His power armour no longer environmentally sealed and heavily damaged due to the combination of exploding plasma weapon and mass reactive heavy bolts blowing off his hand and exploding inside his arm, his fate is all but sealed right! (#rekt, Burn IP and lose whatever infamy (you roll) to live and continue with 1 wound or game over buddy! See pg. 308 for details in core and make the rolls yourself in Orokos under MANDOZERS BLACK CRUSADE, MEANWHILE.) AND ARE PARTIALLY BLOCKED BY THE REFRACTOR FIELD WHICH KORTHURCHU NO DOUBT LEFT ON THE WHOLE TIME. (Refractor field overloads for the first shot, take 11 wounds and suck poo poo. Also your armor is no longer environmentally sealed, better patch that loving gaping hole in your forearm because unless I'm missing something, this isn't battletech and theres no Harjel to autoseal that poo poo for you! Half action to slap some repair cement which undoubtably comes with your armour and patch it is what I'm gonna call it because how hard is it to FILL BULLET HOLE. I won't even require a tech-use test. Delay longer than a combat turn and i'm gonna gently caress with your air supply eventually though.)

Kayleen turns in the darkness, homing in on the muzzle flashes of the heavy bolter with her enhanced cybernetic eyes and autosenses and opens fires…and gets nothing (Jam result, need a IP or you don’t shoot poo poo. Also pausing the combat here so you can contemplate what just happened. And no this isn’t me trying to keep you guys together, it’s a byproduct of something else that happened recently. Can you guess what?)
Chloe, with her plasma sniper rifle on recharge, lets it drop to her chest on a sling and pulls out her plasma pistol in a flash and shoots the turret but it overheats glowing way too blue and way too hot to be safe! (You need to spend an IP too or eat poo poo. See the overheat quality in core and and make the rolls yourself in Orokos under MANDOZERS BLACK CRUSADE.)

Elapsed Mission time for both teams: 26 minutes

Considering one PC got a crit result that would blow up whatever is in hand, which I'm gonna assume is the plasma gun because it made sense to me and you were not expecting this poo poo you lucky gently caress, all but 2 PCs failed their awareness checks to see this and blow their way out of this ambush, and the two who get a turn this turn both jammed/overheated I'm gonna stop autopiloting here and let you guys figure out whats up. Also I didn't bother rolling for the first two turrets since Xun and Ronwayne both had weapons that would easily slag a tarantula turret if you hit it once with a decent roll so I let it be a given. Zikan was in crit 3 and I took the liberty of blowing up his plasma gun to get a kill if it wasn't for that DASTARDLY refractor field, which overloads anyway so he just gets heavily wounded instead of killed outright. Thought for the day, what happened recently that would give imperial forces a clue to deploy automated sentry turrets on a deck that would probably kill anything on sight and therefore be unusable without supervision under normal conditions? Get back to me when you figure that out friends.

Oh yeah for this scenario, assume that you go before the turret.

Viva Miriya fucked around with this message at 23:20 on May 20, 2014

Viva Miriya
Jan 9, 2007

MaliciousOnion posted:

The Clawman

Peeling back one of the elevator's panels, the Clawman begins rummaging through the electronics and wires found behind it. It plugs itself into the main interface and starts sending binary commands both internally and externally, seeking to cut off and control the elevator independent of the rest of the station.


Going to try and spoof the system into thinking the lift isn't moving, when it actually is :spooky:

Tech-use 60 + 10 from utility mechadendrite.


Tech Use vs 60 (-10 to get the desired result): 1d100 90
reroll with IP
Tech Use vs 60 (-10 to get the desired result): 1d100 60
Burn yourself a IP automatically to do this, you barely pull off the result you intended otherwise you roll high enough to break the electronics and have the elevator read out of order for the short moment it'll take for you to unfuck the damage you've inadvertently caused. However considering whats happening on station, a light going red on some console is not likely to be noticed. You may reroll the test without spending an IP at -20 to do the combination of repairing any damaged wiring from your first override and do what you originally intended. Roll it on orokos under MANDOZERS BLACK CRUSADE if you wish to try your luck.

Viva Miriya
Jan 9, 2007

Just to clarify: No one is acting but Xun and Ronwayne. When they are done everyone else can act we are still in the SURPRISE ROUND. Guys in TEAM CATCH A RIDE may post as normal, guys in Team BLOOD GUTS AND GLORY may post what they'd like to do! but until its your turn I'm not acting on poo poo. Therefore as a sideeffect, debilitating plasma injuries such as above don't happen until they happen.

Viva Miriya
Jan 9, 2007

CisMaleTheSensitiv posted:


Team Blood Guts and Glory
:words:

Sentry Turret #3235673 blows up and is turned into slag by Kayleen's multi-laser. Khulan probably continues running down the hallway oblivious, Korthuchu is still heavily wounded, and Chloe never fired her Plasma Pistol to have a horrible accident. Lysander is probably surprised as well. The gently caress you gonna do?

If you use the space marine grade narthecium on a non space marine then the human will likely die. Luckily you have also been provided with narthecium toned down for humans, with similar benefits.

Viva Miriya
Jan 9, 2007

IPlayVideoGames posted:

Ciro Peizerat

While the elevator controls are fiddled with, Ciro turns back around to watch down the hall they came from for any imperium death squads that may have taken offense to the raid.

Sorry for the shitposting. PC died, doing it from phone.

You do not see anything out of the ordinary in your corridor to your left and your right from inside the lift when you poke your head out. You guys are clear for now.

Viva Miriya
Jan 9, 2007

Zikan, Kayleen can fix your forcefield with a -30 (Very Hard) Tech-Use test.

Viva Miriya
Jan 9, 2007

CisMaleTheSensitiv posted:

Team Catch-A-Ride
Your way forward is unimpeded until you get into the lift, a service elevator that could carry about 20 people in full combat gear and is sufficient to carry your two space marines, company, and all your combat gear. You can get off directly at D01, Main Deck where the hangers would inevitably be, L01 which would be the launch decks, or somewhere else to throw off the security personnel. It’s inevitable that lift activity would be tracked by those in the damage control centers and possibly could be overridden unless Kayleen put the fix in and she isn’t with you, she went with the control center team following Khûlan. Do you call for her to come back, go without her and override the lift security protocols yourselves? Perhaps something else? We’ll get back to your story in a moment

Elapsed Mission time for both teams: 26 minutes

I need to know what button(s) you press on the elevator, not because I have a fascination with elevator buttons but because there's a major difference between the hanger decks and the flight decks when you come out of said elevator, or any other deck you might want to hit. Also do you call for any of your team to come back to where you guys are, give them any directions over the vox, what. For Team BG, Kayleen in particular but anyone in the party with Khulan, including Khulan herself can grow a brain real quick and figure out a few more details on HOW you are going to hit the bridge/control centre. You are roughly 27-28 floors below where you need to be (Decks go up to 01 and anything above main deck is a "level" going from 01-04. Bridge is either on level 03 or 04, Flight Decks are on Level 01, Level 02 is astropathic communications/navigation and stuff. Figure out what you want to do and how you wanna take this whole station thing down and get back to me with some details.

Get back to me with this poo poo so I can update this thread and keep us moving. Don't wait on some other nerd to post some poo poo for you, if you wanna do a thing say you wanna do the thing. Sort out what thing you wish to do and go forth and pwn.

Viva Miriya
Jan 9, 2007

Update will be either in a few hours or tommorow at the latest. Its gonna be a doozy!

Viva Miriya
Jan 9, 2007

Kayleen would be able to do that if she got in the appropriate place. Fire Control is on THE BRIDGE. Also that would require some significant deceiving as well, sensor ghost work, whatever. Its gonna be really hard to do when theres no actual chaos fleet in the area infact I'll call it hellish difficulty (-60) on the tech-use and deceive tests but if you pull it off...HAHAAHAHAHAHAHAHAHAHAHA. It'll be an extended test as well, not sure what this means in 40k RPG terms yet but honestly I try to keep the rolling to a minimum anyway so we'll do it like this. Succeed period on both tests and it'll happen and any additional DoS will cut down the time frame to do this thing. I'm going to say to conduct an elaborate deception like this is going to be a team effort. Kayleen+any helpers hacking the gibson, spoofing the sensors, creating false readings, and then loving with the IFF to tag Imperial Warships who are no doubt trying to get underway as hostile. At the same time you need to bullshit the gunnery crews and the survivors of the station's command staff themselves, giving orders in the name of the vanquished Admiral who runs this poo poo.

This of course assumes your conquest of the bridge is swift and efficient.

On that note I had yet another sleepless night last night, good posts only come with rest so I'm gonna knock out and write this update when I wake up. I like the scheming, keep it coming.

Viva Miriya fucked around with this message at 16:49 on May 25, 2014

Viva Miriya
Jan 9, 2007

Ronwayne posted:

(the -60 t-u i can swing no prob, but uh, it is totally impossible for me to do a -60 deceive)

There is this thing called teamwork, have you heard of it?

Viva Miriya
Jan 9, 2007

Team Blood Guts and Glory
The other squads vox in at your request a quick situation report. The assault on the station appears to be going well.

Bonecrusher: “We’ve breached at Deck 32, proceeding to deck 29 to destabilize the reactors there. I’m sending 3 men to back up your team, they’ll meet you on the flight deck after they finish the fire drill. “
You hear the screams of men echoing into the vox and the occasional burst of flamers and bolters.

Rachmann: “Gundeck secured, we are moving to link up with Squad Ripper at deck 34. We are one down, watch your corners. They managed to set up a plasma cannon turret up and ambushed our point man when we were heading out to the lift. The crew died from the weapon overheating, loving ironic.

Ripper: “Ripper to Rachmann don’t bother, we’re at Deck 36 and we’re going to frag the ammo storage for the anti-ship guns at deck 34. RV at Deck 59, we’ll frag the plasma reactors then and get what we came for.

Satisfied, you find a stairwell to deck 23. Opening the vac sealed door with an override you all get inside and close the door behind you before proceeding up. Popping out of the stairwell you dive into a nearby compartment, a berthing area with triple bunk beds stacked all around the room. You snoop around and find the red telephone. What do you do with it?

Elapsed Mission Time: 28 minutes:

Team Catch-A-Ride
The Clawman pokes the button marked D01 and within 5 minutes the elevator has you where you have to go. Soon as the elevator opens and you all spill out and start heading down around the corner to the left, you find yourself on the main hanger deck for the starboard side of the ship. The area is simply massive, at least a kilometer in length with Imperial Navy Fighters, Bombers, and Transports all around. Multiple lifts are towards the end to bring up to 5 fighters up to the flight deck at once. You see various crewmen in red, purple, green, blue, and yellow shirts milling about loading munitions and fuel onto star fighters. Some are driving vehicles to tow fightercraft from the hanger to the lifts, pulling them out nose first and driving them backwards to said lifts. There are about 5 Fury class interceptors in line at the moment heading down the straightaway right this moment in such a manner. Void Masters are running to their craft that are on either side of the straight away, their rebreathers are hanging off the side of their helmets, laspistols on the hip of their G-Suits. Your arrival thus far has gone unnoticed and you all spread into the hanger proper, ducking behind vehicles, exposed promethium barrels, hiding underneath the undercarriage of Starhawk bombers which are toward the entrance to the flight line. You know the usual thing. You hear the sound of dozens of footsteps slamming down on the deck and rushing to this hanger.

Perception, Intiative, and Stealth checks please. Roll them on orokos (or invisiblecastle!) under MANDOZERS BLACK CRUSADE and post in your reply. Describe how you hide in the hanger where there is plenty of poo poo to duck behind and people too busy to notice you unless you are being super obvious. People that smell of death and plague might want to get the gently caress from the rest of the squad and rub yourself with promethium to mask your poo poo, protip. And no you don't need any cream for the 3rd degree burns this may cause you in a fight you giant pussy.
Elapsed Mission Time: 32 minutes


Amirault The Black
When you breached, you took a detachment of 4 marines to the right while Bonecrusher took the other 4 went left. The butcher’s bill thus far has been the destruction of a major surgical suite on the station and murdering the entirety of 1st Battalion, 3rd Cadian Shock Troops in their bunks by bolter, chainsword, and flamer. It was too easy, like lambs to the slaughter. Around the time you are clearing the last compartment, the armory where a few soldiers have held up,you get vox orders from Champion Bonecrusher to get your rear end to Deck 23 and link up with a human strike team bound for the bridge, which you’ll be taking charge of before taking the bridge. With you are Mourna Burns the Innocent, a giant even amongst Astartes who hefts a Plasma Cannon and Cyrus the Red, carrying a flamer in his hand with a plasma gun on his back. You each have a meltabomb a piece and Cyrus has the lascutter. The nearest lift is 60 seconds away if you run for it. How do you proceed from here?

Elapsed Mission Time: 28 minutes

Welcome back dyne.

As far as GAME TIME poo poo, TEAM C-A-R and Team BGG/Dyne team are out of sync. You can still link up if you want but a scene or so has to go by first. At least 5-6 minutes worth of game time so you can get to where they are at.

Viva Miriya fucked around with this message at 15:45 on May 29, 2014

Viva Miriya
Jan 9, 2007

Yo my cousins from Paraguay just came into town, they'll be here for a few weeks. Two to be exact and you guys don't seem to be the most expeditious on posting so expect me to take the liberty of updating in like two weeks or whenever I'm not showing them NYC. :dealwithit:
Also if anyone is not up to date on posts by the time I get back they gonna get pwned out.

Viva Miriya
Jan 9, 2007

Hi just tell me your base TN assuming +0 modifiers except for skill/gear and let me worry about it a week or two from now if you passed or failed. Thanks in advance. Roll and state that stuff thats all you need to do. I have an idea of how this is gonna play out and its not gonna be like you think.

Word of the Day: Chaos
Edit: if your pc is content to follow whatever course of action proposed by another or most of the group, and you have no stuff you wanna do or say worth mentioning. All I require from you is for you to post the following: Check. That way I know you are still keeping up to date and to probably write some stuff to get your interest.

Viva Miriya fucked around with this message at 15:52 on May 29, 2014

Viva Miriya
Jan 9, 2007

I'm gonna update this tuesday because I'm sick and I'm doing shadowrun on monday.

Viva Miriya
Jan 9, 2007

I'm gonna update tomorrow or the day after tops sorry for the delay.
edit: Reviewing your posts, we are down to 10 players yay. This is more manageable for me anyway. Let me digest what you've posted and formulate the next part of this scene.

Viva Miriya fucked around with this message at 08:11 on Jun 5, 2014

Viva Miriya
Jan 9, 2007

So I'm not going to update at all (not for you hanger guys anyway) and this is why.

I have on the hanger deck the following players.
Waci, Werix, MaliciousOnion, IPVG, and Lord Koth.
Of which, I have 4 of you guys suffering from the effects of fear. Bless Werix for being the only person to take fearless in this group ahahaahahahaha. I literally cannot update for you until we resolve this.

Also l0l I forgot Lysander isn't with you guys and he and his ogryn passed fear tests. Reversal of Fortune, if you IP your fear tests you may take their rolls. You must specify if you are taking DACHSHUNDOFDOOM's ROLL or DACHSHUNDOFDOOM'S MINION roll for DoS purposes. First come first serve. Also I screwed up when rolling on shock and determing DoF. Subtract 10 from the roll of your shock rolls because you should have tested at your full WP not -10 like is normal for 40k systems cause heh heretics. Anywho, while I have no problem killing every single one of you, I believe you should be aware of your rights. Here's a major thing that could be your salvation.

quote:

When facing numerous Fear-causing foes, the Heretic
only counts the highest source of Fear each round. In other
words, they must only make one Fear Test each Round. In
addition, Heretics may modify any rolls on the Shock Table
by their Infamy Characteristic, to a minimum of 1. The more
infamous a Heretic is, the less he is effected by sources of fear.

quote:

FAILING THE FEAR TEST
If a character or creature fails a Fear Test in a combat situation,
he must immediately roll on Table 8–4: Shock, adding
+10 to the roll for each Degree of Failure. Once the roll is
made, the effects are applied immediately to the character.
If a character fails a Fear Test in a non-combat situation, he
becomes unnerved and suffers a –10 penalty to any Skill or
Characteristic Test that requires concentration. This penalty
lasts as long as the character remains in the vicinity of the
object of his Fear, and simply leaving for a moment and then
returning doesn’t negate this.

quote:

SHOCK AND SNAPPING OUT OF IT
Characters may be able to shake some of the lingering effects
of their Fear off after the initial shock has worn off. Where
specifi ed on Table 8–4: Shock, a character may attempt to
“snap out of it.” To snap out of it, a character must make a
Challenging (+0) Willpower Test at the beginning of his
next turn. If the Willpower Test is successful, the character
regains his senses, shrugs off the effects, and may act normally.
If the character fails the Willpower Test, the effects continue
and he may try again on his next turn.

So you can save yourselves basically. Lets review some rolls which btw IPVG and Waci props for being the only ones to do this right, sorta.
Lord Koth: Shock Table: 1d100+30 7767 I hosed up on this one.
Post back here with an IC character post representing whichever option on the shock table you pick (You can adjust down your full infamy characteristic. Also you may go up if you wish!

Malicious Onion: Shock Table: 1d100+40 10797 Same thing as Lord Koth.

IPVG: Shock check: 1d100+60 77 Same as Lord Koth but I'm gonna give you a boon.
For being one out of two out of 4 people to get every single step of my previous, very simple, instructions that are currently involved in WACIGATE 2014 I'll give you an autopass to snap out of it. So after the first turn you'll be back to normal if you drop the roll down to 27.

Waci: Same deal as IPVG.

Figure it out and get back to me when you are done. Also just fyi all non combat/pre/post combat rolls I expect to be done by you guys. Anything that occurs due to enemy action I will handle because I'm running the opposition and I'll keep track of that. Something I picked up from shadowrun and it makes my life a ton easier, especially when I'm running 10 of you here (9 in the other game!).


Ok other team.
First off RIP Schizotek he's loving gone, as in his character literally kept running past you when you got ambushed, didn't stop for poo poo and is gone for all you know. I'll write his end scene when I update. Out with the old and in with the new hotness.
We will now have Dyne & 2 Chosen CSM NPCs, Dachshundofdoom and Ogryn buddy, Ronwayne and robot buddy, Zikan, and Xun as the other group. You may attempt to link up with the main party but it'll take some time aka not happening this encounter but after the encounter you may arrive. Or you may continue doing your own thing.

Actually since my update was going to basically be Dyne showing up and meeting you at the lift and it would take a few minutes for the lift to get down to you guys anyway assume the following happened. You went to the lift, had no resistance, called the lift, are waiting for it and Dyne and Co show up. I would like to give Dyne the opportunity to post some things before you take (or don't take) the elevator or do whatever you guys wanna do. It also allows me to be a lazy gently caress for ONE MORE DAY!

A win/win/win in my opinion. Next time take fearless/IP your poo poo ahead of time and don't get scared by casper the friendly warpghost you loving sissies.


Edit: Forgot one thing.

[03:59] <MANDOZERTHEGREAT> spoiler alert
[04:00] <MANDOZERTHEGREAT> imperial navy ammo loaders are susceptible to fear as well
[04:00] <MANDOZERTHEGREAT> and the reason I fiated the range to 70 metres
[04:00] <MANDOZERTHEGREAT> was to panic the entire guard platoon coming in with plasma/heavy bolters/melta weapons to secure the bay
[04:00] <MANDOZERTHEGREAT> and guess which crews dropped hotloaded plasma bombs when trying to load them onto their bombers
[04:01] <MANDOZERTHEGREAT> the hanger is going to turn into the WP scene from Spec Ops The Line basically
[04:01] <MANDOZERTHEGREAT> which is why i dont give a gently caress about your stealth tests for the most part
[04:01] <MANDOZERTHEGREAT> you would have an insane bonus
[04:01] <MANDOZERTHEGREAT> like +60
[04:01] <MANDOZERTHEGREAT> from the chaos that would unfold
[04:01] <MANDOZERTHEGREAT> if you somehow fail then
[04:01] <MANDOZERTHEGREAT> ok someone sees you
[04:02] <MANDOZERTHEGREAT> voxs are jammed
[04:02] <MANDOZERTHEGREAT> they have to find the telephone to tell someone about you
[04:02] <MANDOZERTHEGREAT> gg


The guy who was in my OOC thread saying this would be Chaos as gently caress, is this everything you dreamed it would be? Cause as soon as I have what I need to do a proper update its gonna get hilarious pretty loving quick.

Viva Miriya fucked around with this message at 09:05 on Jun 5, 2014

Viva Miriya
Jan 9, 2007

IPlayVideoGames posted:

Yeah, lets go with the 27 instead of the 77. That sounds much better. If only WP wasn't so expensive for Khorne dudes.

Thats great, make an IC post about it like now detailing the effects.

Viva Miriya
Jan 9, 2007

IPlayVideoGames posted:

I don't know the effects of a 27 and won't until later tonight when I have a book. :toot: Is it just confused or something for the round?

Its relatively minor. Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the Encounter unless he can recover his wits (see Shock and Snapping Out of It, page 278).

Viva Miriya
Jan 9, 2007

Team Bridge Assault
Regrouping after the ambush, their friend Khulan leaving them behind in the whirlwind of her rage, the only thing you hear on the vox are her grunts, breathing, then screams of pain. The screams get louder and guttural and inhuman until you hear a roar echo clearly through the hallway as if it were below you. You take this cue to get moving to the lift where you meet Amirault the Black and 2 of his Chaos Space Marine brethren carrying some of the universes most unstable and deadly weapons. Plasma gunners and cannon toting marines, only an Astartes would consider carrying these weapons willingly into battle. Only the Chosen would specialize in its use as a group. You all pile into the lift and watch the elevator rune tick all the way to L03. When you exit you see a stormtrooper waiting for you. “This way ma’am the Vice Admiral is wai….AHHHHHHHHHHHHHH” he screams as he takes a moment to look at your party and opens fire with his hellgun wildly before being gutted and torn in half by Kothurchu.
His body falls in two directions, his “right” side falls with its hand outstretched pointing to a doorway. You guys take it as a cue to head that way and immediately come under fire from auto turrets, fired with a bit more accuracy it seems as you all take cover on either side of the passage away. This time Korthurchu thanks the god’s luck that he isn’t the one being hit, instead one of the new astartes who shrugs the shot off like it’s nothing before blasting 2 turrets at once with a plasma cannon. The other marine caps the last one at the end of the hallway and you pass on through.

The Bridge
Fighting your way through a couple of guardsmen quickly mustered and ratings you arrive at the bridge. Blowing the door with some krak grenades, your squad piles in and isn’t immediately fired on. You see a bunch of scared crewmen holding laspistols and aiming from behind their consoles or chairs. Vice Admiral Graves is standing at the bridge looking out to Cadia below without fear. And between you and him stand 5 Imperial Fist Space Marines finishing their vows to the emperor.

You hosed up

They turn to you, the tallest amongst them rising to face you with a giant power sword that he has to carry in two hands to wield effectively. He flips down a monocle onto his right eye, Amirault recognizes this as a Signum and the other Imperial fists flip down theirs as well, even the ones who are wearing their helmets. Speaking of one of those wearing their helmet, an Apothecary with a massive gash left by lightning claws across the Aquila chestpiece of his power armor breaks formation immediately upon witnessing Amirault the Black. “4th Company!” The Space Marine Captain shouts as if he was commanding a 100 space marines instead of merely himself and 4 others. Holding the relic blade in his right hand up in the air whilst he levels his wrist mounted stormbolter at the doorway. He appears to be adjusting his aim onto Amirault the Black. But before he fires!



This is how your enemy is equipped. First off the Space Marine Captain, is wearing Artificer armor, the Signum for the squad, an Iron Halo, wrist mounted stormbolter, and relic blade. The Space Marine Captain is also Fear 1, Fear 2 in close combat. 3 Tacticals (Sternguard veterans) are equipped in Mk. 6 Corvus armor with Mk.7 Chest pieces, Mastercrafted Phobos Pattern Bolters modded with Fire Selectors (Triple clips with different ammo in each), and Astartes Targeters. The Apothecary wears the same armor as the tacticals but carries a master crafted Chain Sword and a wrist mounted stormbolter on the left arm (right arm has the narthecium/reductor setup). And every single one of them is fearless.

These guys have fate points, and are going to operate in a Deathwatch Squad Mode which I will not specify but will do my best to describe so you get a hint. There is a major thing I need to tell you about the signum though and why these 5 are more dangerous than any other marines you will ever face. The other people in the room make up about a squad of not even guardsmen who, if any of you have a fear rating, will cower. The Vice Admiral is no pussy and though I haven't statted him just yet, he will be equipped as follows. Best Craftmanship Light Power Armor, a ceremonial bold pistol (also B.C.), and possibly some sort of weak forcefield! Not giving him an iron halo type field but something to protect them from the odd explosion or stray round. They will start in squad mode and hint: the apothecary is trying to provide signum link targeting data on Amirault for the Captain. The Signum Links will be ineffective if there is no Line of Sight to you and all participants. Also their specialist bolter ammo will help them even the odds.

quote:

Signum
A signum is a sensorium and transmitter array that can be mounted
on a Battle-Brother’s armour. It broadcasts enhanced tactical
readings to all members of a Squad, allowing them to benefit from
the targeting data. While a character equipped with a signum is in
Squad Mode, all characters in Squad Mode receive a +5 bonus to
Ballistic Skill Tests. If the equipped character spends a Full Action
and succeeds on a Tech-Use Test, this bonus increases to +10
until the end of the next Round. The effects of multiple signums
are not cumulative, but see the signum link below.

Signum Link
A signum is a useful tool alone, but by equipping the targeting
systems of one or more squad members with a signum link,
they can make optimal use of the signum’s readings to achieve
unparalleled acts of teamwork by forming a web of their
interconnected autosenses. This allows all participating members
to make a concerted attack on the same foe, striking
with a coordinated precision that makes their assault all
but inescapable.
To form a signum web, at least one member of a Squad must
be equipped with a signum. One or more other characters
in the squad then equip their armour with signum links.
All characters in Squad Mode on the web (via the signum
or a link) may benefit from the rules for ganging up on an
opponent, regardless of whether they are engaged in melee
or using ranged attacks, and with the benefits applying both
to Weapon Skill and Ballistic Skill. Characters in Solo mode
gain no benefits from being part of the signum’s web.

Map comes later, so will be the stats of the Chaos Space Marines with you. Standby.

Viva Miriya fucked around with this message at 02:25 on Jun 7, 2014

Viva Miriya
Jan 9, 2007

NPC Chaos Space Marines stats
pre:
Name: Mourna, Burns the Innocent
 WS   BS   S      T    Ag   Int  Per  WP   Fel
 55   70 60[80]   60   50   40   45   50   25

SB: 12 TB: 10 Wounds: 30  Armour: 10 Body, 8 All Else 
Dodge: 60

Weapons
Plasma Cannon 150m S/–/– 2d10+12E Pen:10 Ammo Supply: 130/160 Rld: 2.5 Full Special: Blast (3), Maximal, Overheats
*Maximal 160m S/2/– 3d10+12E Pen: 12 Ammo Supply: 130/160 Rld: 2.5 Full Special: Blast (5), Maximal, Recharge, Overheats
Legion Bolt Pistol 30m S/2/– 1d10+9 X Pen 4 Clip 24/24; Reload Half Special: Tearing
Legion Chainsword 1d10+17 R Pen: 3 Special: Tearing, Balanced

Skills:
Athletics (+20), Awareness (Per), Command (Fel),
Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int),
Intimidate (S) +20, Literacy (Low Gothic, High Gothic,
Unholy Tongue) (Int) +10, Scrutiny (Per), Survival (Int).

Talents:
Die Hard, Fearless, Flesh Render, Hatred (Loyalist Space Marines),
Heightened Senses (Hearing, Sight, Smell), Jaded, Lightning Reflexes, Paranoia, Quick
Draw, Rapid Reload, Swift Attack, True Grit.
Traits:
Amphibious, Fear (1), Unnatural Strength (4), Unnatural Toughness (4).
pre:
Name: Cyrus The Red
 WS   BS   S      T    Ag   Int  Per  WP   Fel
 70   60 50[70]   50   60   40   50   50   25

SB: 11 TB: 9 Wounds: 26  Armour: 10 Body, 8 All Else.
Dodge: 70

Weapons
Legion Plasma Gun 100m S/2/– 1d10+12E Pen: 10 Clip: 24/24 Rld: 2.5 Full Special: Maximal, Overheats
*Maximal 110m S/2/– 2d10+12E Pen: 12 Clip: 24/24 Rld: 2.5 Full Special: Maximal, Recharge, Overheats
Legion Bolt Pistol 30m S/2/– 1d10+9 X Pen 4 Clip 24/24; Reload Half Special: Tearing
Legion Power Sword 1d10+17 R Pen: 6 Special: Power Field, Balanced

Skills:
Athletics (+20), Awareness (Per), Command (Fel),
Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int),
Intimidate (S) +20, Literacy (Low Gothic, High Gothic,
Unholy Tongue) (Int) +10, Scrutiny (Per), Survival (Int).

Talents:
Die Hard, Fearless, Flesh Render, Hatred (Loyalist Space Marines),
Heightened Senses (Hearing, Sight, Smell), Jaded, Lightning Reflexes, Paranoia, Quick
Draw, Rapid Reload, Lightning Attack, True Grit.
Traits:
Amphibious, Fear (1), Unnatural Strength (4), Unnatural Toughness (4).

Viva Miriya
Jan 9, 2007

Oh yeah roll initiative real quick.

Enemy Intiatives
Tacticals Intiative: 3#1d10+6 8 12 16
Apothecary: 1d10+6 13
Captain: 1d10+5 6
Fatepointing
Captain: 1d10+5 11
Tactical #1 16
Apothecary 13
Tactical #2 12
Captain 11
Tactical #3 8

Viva Miriya fucked around with this message at 03:04 on Jun 7, 2014

Viva Miriya
Jan 9, 2007

Oh yeah one more thing some special rules are in play regarding their fatepoint usage.
1. Fire never dies alone: If a Imperial Fist Marine is killed without catastrophic damage to either the vital box (Blow his chest complete out), or the central nervous system (a head shot). He will be able to last stand per deathwatch rules.
2. Headshots: A kill caused by a headshot will prevent the use of fatepoints to avoid its death either by spend fate to recover wounds or burn fate to last stand.

Viva Miriya
Jan 9, 2007


Oh yeah that last stand poo poo, I found the rules for it and this is kinda ahahahahah wow. Here's the raw text, afterwards is how I'm gonna implement it.

quote:

Heroic Sacrifice (Optional)
No Battle-Brother ever dies in vain as long as he dies in the
Emperor’s service. At the GM’s discretion, he may allow players
to choose the option of Heroic Sacrifice if they know that their
characters have no other options to continue serving the Emperor
or wish to sell their lives for the greater good. When a player’s
character is in a position to burn his final Fate Point to save his
character’s life (Space Marines would only make this choice if
there is no other way to survive!), he may instead choose to
burn the point anyway and make a Heroic Sacrifice instead. A
character declares at the start of his Turn that he is performing
a Heroic Sacrifice as a Free Action. Then, for a number of Turns
equal to his Toughness Bonus (including the turn in which
the Sacrifice was declared), the character can ignore all further
critical effects with the exception of those which render limbs
or senses useless (such as blown-off limbs and blindness). The
character also receives one ‘free’ Fate Point each turn, which
may be used in the normal fashion (see page 204) though it is
lost if not spent. At the end of this period, the character will die
regardless of any other factors. Fate Points gained as part of the
Heroic Sacrifice cannot be burnt to save the character’s life. It
is important to note that a Space Marine would never willingly
put himself in the position of heroic sacrifice where doing so
would make his gene-seed impossible to retrieve.
If the character’s sacrifice was particularly meaningful and
made a difference to the outcome of the Kill-team’s mission, the
GM may award the player a bonus for his next character. For
more details on this see page 271 in Chapter IX: The Game
Master.

tl;dr this is the modified version for these NPCs because that poo poo is meant for players.

1: They have the potential to continue 8 to 9 combat turns (their TB) until you stop them permanently.
2: They will either regenerate 1d10 "ablative wounds" per turn with that free fate point they get or reroll an attack that will allow them to (potentially)kill one of you or wound one of you if they hit.
3: They will die early if you blow their heads off (defined as putting them in critical with enough excess damage to deal with their true grit of 8-9 TB reducing it to a minimum of 1 and achieve a critical condition that results in a kill. If you do this immedietely we don't go through this step at all.
4. They will also die if you achieve kill critical results on two non head locations or do extreme damage that I cannot possibly let them live. Speaking of which.
5. Hitting them with Anti-Vehicle such as the Lascannon or Plasma Cannon will kill them outright and skip the "shoot them in the head rule" as those weapons are so destructive it won't leave much of a space marine to do anything.

I'm trying to get across an experience of "HOLY poo poo THIS IS TOUGH" and challenge you guys. That said they are NPCs they are going to die one way or the other. I believe you can do this. If this turns out to be too much, they'll die faster.

Viva Miriya fucked around with this message at 08:47 on Jun 7, 2014

Viva Miriya
Jan 9, 2007


Red borders are you yellow borders are imperial fists.
Green is Lysander little green is his minion. Grey is kayleen little grey is his robo. Yellow is Korthuchu, Black is amirault, the little blacks are the CSM. Mourna is the one in the middle of the room. Yellow Blue are tacticals, Yellow pink is the apothecary, purple blue is the captain.

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Viva Miriya
Jan 9, 2007

TEAM HANGER DECK
With the exception of the Death Guard, dulsatae, all of you are either shaken or frozen in place. But you are not the only one touched by the warp and driven to fear. Suddenly there are multiple deafening explosions and blue light filling the hangers. An imperial navy crewman, struck by fear, dropped what he was holding. A fully armed plasma bomb being hotloaded onto a Starhawk is detonated setting off a chain reaction across the "southern" part of the hanger. An entire squadron of fighter craft and the bombers that were in the process of being rigged to be towed to the lifts blow up spectacularly, any crew or pilots near them being turned into a blood pink mist or eviscerated by shrapnel. Those who are fortunate enough to be wearing helmets actually have their eardrums intact. Everyone else in the hanger is either dead or less fortunate. Even on the "north side" there are crewmen who are walking around aimlessly, blood leaking from their ears unable to hear anything. The guard platoon that was moving in you clearly hear run the other way. The other platoon that was in the bay was less fortunate. 3 squads were killed when that guy dropped a "hot" plasma bomb at his feet. The surviving squad is deaf and wandering around the hanger towards the fires, trying to find their friends or help any survivors. You hear them screaming at the top of their lungs, barely intelligible. The sentries in the towers watching over the bay cower in their posts in fear. One at the far end of the tower seems to have gone beserk as they begin firing wildly into the smoke and cause even more chaos, hitting the odd exposed fuel barrel and such. What do you guys do?

Ok the guard platoon that was coming in was broken outright as a formation, all 4 squads and their lieutenant failed their willpower test so their formations dissolve and every guardsmen is beating feet the way they came. They will rally within 2 combat turns and within the 3rd or 4th they'll be pouring back in. You have a full kilometer to cover to get to the lifts and you are on the south side of the hanger. Map is not to scale, if someone wants to make a map to scale feel free.

Viva Miriya fucked around with this message at 06:31 on Jun 9, 2014

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