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  • Locked thread
Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.



It should have been simple. Kulth is the critical point of battle, the throne-world of the vile Duke Severus, lord of the heretical Severan Dominate. Despite his massively fortified palace and powerful void shields, Kulth should have fallen swiftly to Imperial forces, had it not been for the intervention of the Dark Eldar raiders of the Children of the Thorns Cabal and the arrival of the Orks, drawn to fighting like maggots to rotting flesh. As it stands, the Imperial Guard have bogged down, receiving constant promises of further reinforcement that rarely seems to come, making constant attacks and withdrawals and spending billions of lives fighting all comers on this once-verdant garden world. Over four generations of soldiers have fought, died, grown old, and given birth to new generations to carry on the war since the battle for Kulth began. The war here seems endless, a grinding, lethal stalemate that takes lives and gives no glory in return.



By the grace and light of the Emperor, that will soon change. The translation to Realspace was smooth, as was the warp voyage, the light of the Emperor's astronomicon burning brightly even at this distance as He guides your crusade fleet onward. The forces of the Severan Dominate have mostly faced normal Imperial Guard, and they have acquitted themselves with surprising valor for a pack of traitors led astray by heretical lies. They have not faced the Sons or Daughters of the Emperor, and Canoness Theodora, on hearing the plight of the Guard on Kulth, immediately ordered the Crusade Fleet to change that. Imperial Command has, by all accounts, mistook the incoming Crusade Fleet (with its eclectic mixture of captured pirate vessels and converted pilgrim ships) for a supply convoy or Rogue Trader flotilla, and after two weeks of Realspace flight through Imperial lines, you find yourselves above the battlefields of Kulth, waiting to see where the wrath of the righteous is required.

Your squad is quickly plucked from the waiting crusaders giving their pre-battle prayers and thanks to the Emperor for a safe arrival at the target area, told to speak to Palantine Jezzebelle, one of the elder advisers to your Canoness and the direct commander of your Palantinate. An older woman, Jezzebelle bears many of the scars of long service to the Emperor, as evidenced by the augmetic grille that replaces the lower half of her face and the slight hiss of her augmetic lungs under her shield-robes. Scarred, pale, and long since having lost the ability to grow hair to near misses with flame weapons or youthful adventures in going without a helmet, the old woman beckons your team over. "Squad Aleph, we have a priority request for aid from the planet's surface and your team is perfect to serve as the spearhead on this operation. Sixteen hours ago, a Drop Regiment managed to make a nighttime jump despite anti-aircraft coverage to try to shut down some of the AA coverage on the southern ring of Severus' outer fortifications. They partially succeeded, but have become bogged down and unable to complete their mission. They are trying to call for a second jump to reinforce them, or a partial landing of a spearhead force to assist in completing their mission, and they are facing destruction if they do not get aid. By what we hear from the surface, Imperial Command is unable to send reinforcements, likely because such an operation must normally coordinate with the Navy and find an appropriate Regiment and...well, they have many obstacles that we do not." She shakes her head a bit. "The Hammer of the Emperor is inexorable, but somewhat unwieldy. However, we are His sword and His daughters, and the Canoness sees this as an opportunity to do significant damage to Severus' fortifications and to save these brave soldiers. I want your squad to be the first on the ground, and to rush to assist the Guard's command elements. Find out what they need and how we can assist, and then assist as best you can in disabling those defenses."

She pauses, looking you over. "I am certain you need further information. Please, Sisters, ask whatever you wish."

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Staggy
Mar 20, 2008

Said little bitch, you can't fuck with me if you wanted to
These expensive
These is red bottoms
These is bloody shoes


Sister Celestan Almeda

The journey to Kulth had been either serene or boring, depending on how you looked at it. For Almeda, born into a generation-spanning conflict much like that on the planet below, the two were deeply linked. Any soldier, warrior or knight eventually developed an ingrained appreciation for moments of peace and security - but there were limits. Even stringent weapons drills and exercises could only delay the inevitable moment where the lack of conflict became somehow disturbing.

The translation back to realspace was welcome. The hustle and bustle of preparation rang throughout the metal halls and corridors, signalling an imminent end to the tedium. To battle, yes, but any battle against His enemies sounded like an appealing proposition. Doubly so, when compared to the alternative: Almeda, among others, had been under increased pressure recently to learn to read and - worse still - write. Like a noble.

Palantine Jezzebelle cuts an imposing figure as the squad approaches. The briefing is delivered in her usual frank style. The story it tells is as old as time. The briefing over, she ponders a moment. Then:

"What state were the drop troopers in, last we heard? Sixteen hours is a long time to remain bogged down in enemy territory without finding some sort of shelter."


pre:
Name       Almeda
Career     Celestan Stormtrooper
Demeanour  Sensible

Training   Hardened Fighters, Iron Discipline

Aptitudes  Ag, BS, T, WP, Fieldcraft, Finesse, Offence

Characteristics
WS  49  20 + 14 [Roll] +  3 [Feudal]  +  2 [Hardened Fighters] + 10 [Advance] 
BS  47  20 + 14 [Roll] +  3 [Sisters] + 10 [Advance]
S   32  20 +  9 [Roll] +  3 [Feudal]
T   44  20 + 14 [Roll] +  5 [Storm.]  +  5 [Advance]
Ag  42  20 + 12 [Roll] + 10 [Advance]
Int 27  20 + 10 [Roll] -  3 [Sisters]
Per 31  20 + 11 [Roll]
WP  37  20 +  9 [Roll] +  3 [Sisters] +  5 [Milestone]
Fel 26  20 +  6 [Roll]

Wounds  18  17 [Roll 1d5+12] +  1 [Sisters]
Fate     2
IP
CP

Skills
Athletics
Awareness
Common Lore (Ecclesiarchy, War)
Dodge
Perform (Singer)
Scholastic Lore (Tactica Imperialis)
Security
Stealth

Talents
Ambidextrous
Bolter Expertise
Duelist
Quick Draw
Rapid Reload
Resistance (Fear)
Righteous Blow
Sidearm
Street Fighting
Takedown
Two-Weapon Wielder (Melee, Ranged)
Unshakeable Faith
Weapon Training (Bolt, Low-Tech, Solid Projectile, Power)

Traits
Cult of Chivalry
Suspicious of Technology

Equipment
Reckoner Boltgun w/ 4 magazines
	Basic, 100m, S/2/4, 1d10+5 X, Pen 4, Clip 24, Half Reload, 7kg
	Pattern: Piercing, Rapid Clip Ejection, Delicate
	Qualities: Tearing, Felling (2) at Short Range
Bolt Pistol
	Pistol, 30m, S/2/-, 1d10+5 X, Pen 4, Clip 8, Full Reload, 3.5kg
	Qualities: Tearing
Sacred Sword
	Melee, -, 1d10 R, Pen 2, 3kg
	Pattern: Shearing, Symbols of Duty, Crude
	Qualities: Balanced, Primitive (9)
Power Sword
	Melee, -, 1d10+5 E, Pen 5, 3kg
	Qualities: Power Field, Balanced
Sororita Power Armor
	All, AP7 (Chest 8), 15kg
	+5 BS while helmet is worn, Photovisor, Power Source
3 Frag Grenades
	Thrown, SBx3, S/-/-, 2d10 X, Pen 0, Clip 1, 0.5kg
	Blast (3), Ogryn-Proof
3 Flame Grenades
	Thrown, SBx3, S/-/-, 1d10+3 E, Pen 6, Clip 1, 0.5kg
	Blast (3), Flame
Rucksack
        One set of basic tools
        One mess kit and one water canteen
        One blanket and one sleep bag
        One rechargeable lamp pack
        One grooming kit
        One set of cognomen tags
        One Adepta Sororitas Hymn & Prayer Volume
        Combat sustenance rations, four weeks' supply

Act of Faith
Sacred Hate
        Allies gain Hatred (Enemy) for 1 Round

Advances Purchased
WS +10            750
BS +10            350
Ag +10            350
T  + 5	          250
Quick Draw        200
Bolter Expertise  300
Sidearm           600
XP Remaining: 0 /2800
Link to application post.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

"From what we understand from the vox net, they've taken cover and set up a temporary command post in one of the barracks-towns near the fortifications, on the inner side. They're digging in as best they can, but reports indicate at least 30% casualties and a drop unit isn't equipped for anti-armor or to fend off heavy assault forces." She pauses a moment. "We will need to make sure to equip your team with additional melta-weaponry and charges for this operation. The Verdan 68th wasn't able to drop in much in the way of heavy weaponry and they'll need you to handle enemy armor or heavy infantry; the riflemen should be able to handle Severan light infantry. Reports from the ground also say the troops conducting the assault are using older Lucius pattern lasrifles, so watch yourselves on the ground; those guns can't fire quickly but they can put a lasbolt through the joints in your armor quite well."

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Sister Hospitallar Agrippina Colada

For Agrippina the journey had been less than serene - even when las-bolts and grenades aren't flying life on a starship is rarely safe, and the Hospitallars had been kept busy with industrial injuries, clearing up after brawls and duels, and on more than one occasion delivering children born to crew (or Sisters) who had not been paying attention during the lectures on chastity or proper contraceptive procedures. Frankly she felt it would be a relief to get away from the grind of daily general practice and back into the rush of combat, where no-one would be asking her to repeat the parts of her lecture with the naked bodies, so they could giggle again.

"Palantine, how long should we expect to be operating without further support?"

Mentally, she begins tallying up the amount of extra medical supplies she will need to account for a day, a week, a month...



quote:

Name: Agrippina 'Pina' Colada
Career: Hospitallar
Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower

Characteristics:
WS: 36 (20 + 11) [+3 Regiment] [+2 Doctrine]
BS: 36 (20 + 13) [+3 Regiment]
S: 31 (20 + 8 ) [+3 Homeworld]
T: 32 (20 + 9 ) [+3 Homeworld]
Ag: 30 (20 + 10)
Int: 56 (20 + 19) [-3 Regiment][+5 Specialty][+10 Advance][+5 Dedication]
Per: 45 (20 + 15) [+10 Advance]
WP: 33 (20 + 13)
Fel: 34 (20 + 14)

Wounds 14
Fate 2/2
IP: 0
CP: 0

Skills:

Athletics
Common Lore (Ecclesiarchy)
Common Lore (War)
Medicae +10
Perform (Singer)
Acrobatics
Awareness
Commerce
Linguistics: High Gothic
Logic
Navigate: Surface
Operate: Aeronautica
Scrutiny
Stealth
Survival
Trade: Armorer
Dodge
Parry
Scholastic Lore: Chymistry

Talents:
Duelist
Resistance (Fear)
Unshakeable Faith
Street Fighting
Weapon Training (Bolt, Low-Tech, )
Swift Suture
Methodical Care
Don’t You Die On Me
Master Chirugeon
Total Recall

Traits:
Cult of Chivalry
Suspicious of Tech
Faith Healing

Gear:

Hospitallar Medicae Gear (+20 to Medicae, +10 to Interrogation tests, patient always counts as Lightly Wounded)
Reckoner Boltgun - Custom Grip, Fluid Action
Sororitas Power Armor
Sacred Sword - Home Materials
3 frag grenades
3 flame grenades
Rucksack
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags
One Infantyman’s Uplifting Primer (Margin Crusade edition)
Combat sustenance rations, four weeks' supply

XP Spent 3,100/3,100

Int Simple 100
Int Intermediate 250
Per Simple 100
Per Intermediate 250
Acrobatics 100
Awareness 100
Commerce 100
Linguistics: High Gothic 100
Logic 100
Navigate: Surface 100
Operate: Aeronautica 100
Scrutiny 100
Stealth 100
Survival 100
Trade: Armorer 100
Dodge 200
Parry 300
Scholastic Lore: Chymistry 100
Medicae +10 200
-------------------------------
Master Chirugeon 400
Total Recall 200

thatbastardken fucked around with this message at 04:18 on Jan 16, 2015

Vicissitude
Jan 26, 2004

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

Corrina's hand shoots up like she's back in her classes at the Scholam. She waves it around and almost bounces in her seat before the Palatine notices her. The older sister merely shakes her head.

"Sister Palatine! Will we be making a drop to support the Guardsmen, or will it be a breakthrough advance?"

pre:
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Willpower

Characteristics:
WS:  41 (20 + 13) [+3 Homeworld] [+3 Regiment] [+2 Doctrine]
BS:  51 (20 + 18) [+5 Career] [+3 Regiment] [+5 Advance]
S:   34 (20 + 11) [+3 Homeworld]
T:   36 (20 + 16)
Ag:  46 (20 + 16) [+5 Advance] [+5 Dedication]
Int: 29 (20 + 12) [-3 Regiment]
Per: 34 (20 + 14)
WP:  29 (20 +  9)
Fel: 28 (20 +  8)

Wounds 11/11
Fate 2/2
IP: 0
CP: 0


Skills:

Athletics
Awareness +10
Common Lore (Ecclesiarchy)
Common Lore (Imperial Guard)
Common Lore (War) +10
Dodge
Navigate (Surface)
Operate (Personal) +10
Operate (Surface)
Parry
Perform (Singer)
Stealth +10
Survival

Talents:

Ambidextrous
Duelist
Hip-Shooting
Independent Targeting
Lightning Reflexes
Quick Draw
Rapid Reload
Resistance (Fear)
Street Fighting
Two-weapon Fighting (Ranged)
Unshakable Faith
Weapon Training (Bolt, Flame, Heavy, Low-Tech, Melta, Plasma)

Traits:

Angel's Wings
Cult of Chivalry
Suspicious of Tech


Gear:

2 Good Quality Bolt Pistols w/ 4 mags
 - Custom Grip
 - Fluid Action
2 Good Quality Hand Flamers w/ 4 mags
 - Quick Release
Sororitas Power Armor
Sacred Sword
3 frag grenades
3 flame grenades
Jump Pack
Respirator
Rucksack 
One set of basic tools 
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags 
One Infantyman’s Uplifting Primer (Margin Crusade edition)
Combat sustenance rations, four weeks' supply

XP Spent            3,100/3,100

Parry                       200
Dodge                       200
Acrobatics                  100
Acrobatics +10              200
Stealth                     100
Awareness                   200
Awareness +10               400
Operate (Personal) +10      200
Operate (Surface)           100
Lightning Reflexes          200
Quick Draw                  200
Marksman                    300
Agility +5                  100
-------------------------------
Hip Shooting                300
Weapon Training (Heavy)     200
BS +5                       100
pre:
WS     BS     S      T      Ag     Int    Per    WP     Fel
41     51     34     36     46     29     34     29     28

Wounds: 11/11        Fate: 2/2      Fatigue: 0
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
Dodge: 46
Parry: 51
Stealth: 46

Armour: Arms 7, Body 8, Head 7, Legs 7
Weapons: 
Meltagun  20m  S/-/-  2d10+10 E  Pen 12 Clip: 5/5 Rld: Half; Melta
Bolt Pistol  30m  S/2/-  1d10+5 X  Pen 4  Clip: 8/8 Rld: Half; Tearing, Custom Grip, Fluid Action 
Bolt Pistol  30m  S/2/-  1d10+5 X  Pen 4  Clip: 8/8 Rld: Half; Tearing, Custom Grip, Fluid Action
Hand Flamer  10m  S/-/-  1d10+4 E  Pen 2  Clip: 2/2 Rld: Half; Flame, Spray, Quick Release
Hand Flamer  10m  S/-/-  1d10+4 E  Pen 2  Clip: 2/2 Rld: Half; Flame, Spray, Quick Release
Sacred Sword  Melee  1d10+3 R  Pen 2; Balanced 
Frag Grenade  9m S/-/- 2d10 X   Pen: 0 Ammo: 2/2 Blast (3), Ogryn-Proof
Krak Grenade  9m S/-/- 2d10+4 X Pen: 6 Ammo: 4/4 Concussive (0) 
Smoke Grenade 9m S/-/- - 0 1 Smoke

Noteworthy Talents:
Ambidextrous - Only -10 to making attacks with off hand
Hip Shooting: May make a full move and take a standard ranged attack as a full action
Marksman: No penalty to BS for long/extreme range.
Rapid Reload
TWF (Ranged) - Attack with one ranged weapon in each hand as the same Half Action.

Vicissitude fucked around with this message at 01:29 on Dec 28, 2014

Werix
Sep 13, 2012

#acolyte GM of 2013
Sarah Voltare


Sarah had been born and raised in the fleet, so unlike some of the other members of her squad, she was more at home during the long void jumps. Though for Sarah being at home meant finding all the bars and rot-gut distilleries located in the less inhabited parts of the ship and imbibing of their goods and playing five finger fillet with the drunkest of the ratings she could find. Things had gone well until she played up against someone who had an augmetic arm and tried to hide it under a hazardous Environment suit. She taught him a valuable lesion about cheating with true believers of the Emperor, and shortly afterwards the ships translated to real space.

With translation completed she rounded up her squad and did constant combat drills in one of the holds given over to just such purposes. Immolator quick disbarks, setting up overlapping fields of fire, and reigning in the suicidal hero complex of her many seraphim were just some of the combat drills she ran with the group. Sarah wasn't a trained solider, hadn't even really fought until the events leading to her joining the Sisters officially, so practicing giving orders was something she needed just as much as using power armor and firing a bolter.

Sarah takes one last drag of her Lho-stick and stubs it out on the deck before heading into the briefing. This particular Order was used to the unorthodoxy of their members, given their background, but they expected some things, such as the giving up of getting intoxication, the use of substances, and abstinence from intercourse.

So far she's been bad at all three.

She listens to the briefing, nodding at what she thinks are the right times. she mulls over the situation for a bit, picking her inquiries carefully, "Did the drop troopers take down enough of the air defense that we will be able to land by Valkrie, or do we have to drive via Immolator from the lines? If the later what could we expect to have to punch through on our way to the flyboys?"

pre:
Name: Sarah Voltare 
Career: Sarge
Aptitudes: Defense, Fellowship, Leadership, Perception, Strength, toughness, Weapon skill, Willpower

Characteristics:
WS:  45 (20 + 15) [+3HW+2RT+5AD]
BS:  32 (20 + 9) [+3R] 
S:   41 (20 + 16) [+5AD]
T:   35 (20 + 12) [+3HW]
Ag:  31 (20 + 11) 
Int: 40 (20 + 18) [-3R+5DED]
Per: 30 (20 + 10)
WP:  34 (20 + 11) [+3R] 
Fel: 42 (20 + 12) [+10AD]

Wounds 14
Fate 2
IP: 0
CP: 0


Skills:
Parry +10
Athletics
Command +30
Common Lore (War)
Perform (Singer)
Common Lore (Ecclesiarchy)
Scholastic Lore (Tactica Imperialis)


Talents:
Air of Authority
Double Team
Resistance (Fear)
Unshakable Faith
Heroic Inspiration (HotE 99)
Final judgment (HotE 99)
Combat formation
Get Them!
Vox tech

Traits:
Suspicious of Technology
Cult of Chivalry

Act of Faith:
Follow The Light of Terra: All allies immediately cancel any Fear effects they’re suffering and recover from Pinning.

Gear:
Sororitas Power Armor
Sacred Sword
Reckoner Boltgun
3 frag grenades
3 flame grenades
Voxcaster 
GC Chainsword
GC Boltpistol
Standard Gear 


XP Spent: 3100/3100
Get Tem! 200exp
Vox Tech 250
WS simple 250
Fel simple 250
Fel intermediate 500
Command trained 200
Command experienced 300
Command vet 400
Parry trained 200
Combat formation 300 
Str advacne simple 250

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

"Sister Superior Voltare. I'm sorry to have interrupted your smoke." The Palantine looks a little longingly at the stub of a Lho Stick, the corners of her cheeks twitching as if remembering when she had a fully natural mouth. "Thankfully, their mission was partially successful already, and we will be able to drop you in. However, large-scale landing or ex filtration are not feasible until the fortress's guns are brought down; this is a job for some of our better squads, to assist the guardsmen and clear the way for our larger landing. The Canoness has decided this is a fine opportunity to make our entry; she wants to try to seize the enemy's fortifications and reconsecrate them to serve as our headquarters on the surface."

She looks to the Seraphim, shaking her head a little and gesturing with a hand to make the girl stop bouncing like a rubber ball. "Your initial orders are to rescue the Guardsmen; having several thousand drop troopers at our back will make taking down the fortress defenses and laying clear the way for its seizure much easier. Besides, a trained drop regiment isn't to be cast away lightly." Turning to the medical officer, she nods at your concerns. "We do not know exactly how long you will be on the ground; until you bring down the AA fully we will not be able to make a full landing. I would estimate several days, at most a week. If you're trapped that long without clearing a path the mission will likely have failed and we will begin to look for other means of extracting you."

PoultryGeist
Feb 27, 2013

Crystals?
Sister Elda


The time spent in transit was a marvel to Elda, her first experience with the manificence of greater Imperial technology and culture. She easily fell in with her fellow novitiates and sisters, many of which were dealing with culture-shock as well. Training and devotions occupied most of her time, though she did join her more adventurous sisters in occasional forays into the seedier parts of the ship. Purely to steel herself against temptation, of course.

The translation to realspace and the squad drilling it brought gave her a chance to get to know her new battle-sisters. She threw herself into the training, not wishing to disappoint her comrades-in-faith.

When the call to arms came she was overjoyed, as it was finally time for her and her sisters to bring the cleansing flames of the Emperor to His Enemies. She absorbed the Palantine’s briefing and her sisters’ comments and questions, committing the information to memory. Pondering the situation, Elda finally spoke.

“While it would be my honor to deal with any armored enemies we encounter, additional melta would indeed be useful and appreciated Palantine. Perhaps the use of a… Justice-pattern... Immolator? Additionally, is there any intel on the nature of the defensive emplacements? Solely anti-aircraft, or ground-assault weaponry as well?”


pre:
Name: Elda ‘Grox’ Adledottir
Career: Retributor
Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness, Willpower.
Demeanor: Affable

Characteristics:
WS: 34 (20 +9) [+3 Regiment] [+2 Doctrine]
BS: 45 (20 +16) [+3 Regiment][+5 Advance]
S: 39  (20 +16) [+3 Homeworld]
T:  40 (20 +12) [+3 Homeworld][+5 Career]
Ag: 31 (20 +6) [+5 Dedication]
Int: 24 (20 +7) [-3 Regiment]
Per: 30 (20 +10)
WP: 32 (20 +12)
Fel: 33 (20 +13)

Wounds: 16/16
Fate: 2
IP: 0
CP: 0


Skills:
Survival
Athletics +10
Common Lore (Ecclesiarchy)
Common Lore (War) +10
Common Lore (Imperial Guard)
Perform (Singer)
Intimidate
Dodge
Awareness
Scrutiny +10


Talents:
Resistance (Fear)
+10 to Fear checks
Double Team
Unshakable Faith
May reroll any WP checks to avoid the effects of Fear
Weapon Training (Las, Heavy, Low-Tech, Melta, Bolt)
Peer(Adepta Sororitas)
Iron Jaw
If Stunned, roll TT to ignore effects
Marksman
No penalty to BS for long or extreme range
Resistance (Psychic Powers)
+10 to resist psychic powers
Light Sleeper
Bulging Biceps
Eye of Vengeance
Before ranged Standard Attack, spend FP to gain +Dos Damage and Pen
Tank Hunter
+BS bonus to Damage vs. vehicles
Nerves of Steel 
Reroll failed WPT to avoid or recover from Pinning,+10 to WPT to resist Intimidate
Mighty Shot
Add 0.5 of BS bonus to ranged damage

Traits:
Cult of Chivalry
Suspicious of Tech


Act of Faith:
Divine Guidance: All shots gain Razor Sharp for one round.

Equipment: 
Common Craftsmanship Multi-melta
	Heavy, 60m, S/-/-, 2d10+18 E, Pen 12, Clip 12, Full Reload, 40kg
	Qualities: Blast(1), Melta
        Customizations: Custom Grips, Quick Release
Reckoner Boltgun (4 clips)
        Basic, 100m, S/3/-, 1d10+7 X, Pen 4, Clip 24, Full Reload, 3.5kg
        Pattern: Piercing, Rapid Clip Ejection, Delicate
        Qualities: Tearing
 Sacred Sword
	Melee, -, 1d10 R, Pen 2, 3kg
	Pattern: Shearing, Symbols of Duty, Crude
	Qualities: Balanced, Primitive (9)
        Customizations: Custom Grip
Sororitas Power Armor
	All, AP7 (Chest 8), 15kg
	+5 BS while helmet is worn, Photovisor, Power Source
        Qualities: Unnatural Strength (1), Unnatural Perception (1)
1 Frag Grenades
	Thrown, SBx3, S/-/-, 2d10 X, Pen 0, Clip 1, 0.5kg
	Blast (3), Ogryn-Proof
3 Flame Grenades
	Thrown, SBx3, S/-/-, 1d10+3 E, Pen 6, Clip 1, 0.5kg
	Blast (3), Flame
2 Krak Grenades
	Thrown, SBx3, S/-/-, 2d10+4 X, Pen 6, Clip 1, 0.5kg
	[sub]Concussive(0)
Rucksack
        [sub]One set of basic tools
        [sub]One mess kit and one water canteen
        [sub]One blanket and one sleep bag
        [sub]One rechargeable lamp pack
        [sub]One grooming kit
        [sub]One set of cognomen tags
        [sub]One Adepta Sororitas Hymn & Prayer Volume
        [sub]Combat sustenance rations, four weeks' supply



XP Spent: 3050/3100
BS +5 250
---
Dodge 200
Awareness 200
Athletics +10 200
Scrutiny +10 300
---
Peer(Adepta Sororitas) 200
Iron Jaw 200
Marksman 300
Resistance (Psychic Powers) 200
Light Sleeper 300
Nerves of Steel 300
Mighty Shot 400

PoultryGeist fucked around with this message at 20:41 on Dec 21, 2014

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

"Duke Severus is a politician, not a strategist. He has put much of his pride into the huge system of fortresses and fortifications surrounding his palace, not understanding that if we effect a major breakthrough in one point of the line, static defenses cannot fill in to try to punish us for it. However, the static defenses that exist are...considerable. Expect ground fire and artillery support, but the primary purpose the defensive line at our area of operations is anti-air, to prevent aerial and orbital forces simply bypassing it."

The Palantine nods a bit at the request. "I will check with your driver, but yes, a Multi-Melta immolator would likely be the best choice for this operation, unless you are very confident in your ability to use normal infantry-scale weaponry to defeat armored forces or emplacements. Do any of you have any requests for equipment? Now is the time to see to such things."

ProfessorCurly
Mar 28, 2010

Salma Carolina Achi Elmari

Salma finished dictating a latter to her mother and sisters back home, sending it along as the last message before the battle. She was asking about the normal things. Did the money she sent arrive, how was the youngest's schooling going. Her sisters were going to Schola now, like their father wanted. They were writing messages themselves, talking about their lives, their personal dramas back home and their desire to see her again. Someday, she thought.

She may not have been well groomed or educated, but she was still a good Imperial girl. She lit the candles in the chapel, gave prayers to the Emperor and tried to help those who came to seek it. Of course she struck an odd figure, dressed in her nun's robes with a wide brimmed hat and two handcannons hanging around her waist, but it didn't matter to her. Still, she'd been... influenced by her more unorthodox sisters. Some time was spent away from the Chapel...

It was a true relief with the call to arms came. Her armor fit over her frame like it had always meant to be there, and the weight of her bolt pistols felt natural in her hands. She realized during their briefing that she hadn't really had a chance to actually know the sisters of her squad. Names, ranks, specializations. She idly hoped that the battlefield would be able to bring them closer through their service to the Emperor.

"Equipment? If we are expecting to dismantle some fortifications then may I ask for some explosives? Melta bombs, demolition charges. Of course I -have- been wanting to try out those Inferno Pistols too...?" she asks hopefully. She is twirling one of her father's handcannons in her left hand idly.

quote:

Name Salma Carolina Achi Elmari
Homeworld Calabria
Regiment Sisterhood of the Sacred Sword
Role Serephim

Cur.Wounds 14
Wounds 14
Cur. Fate 2
Fate 2

Fatigue 0/7
Insanity 0
Corruption 0

Armour
Head 7
Larm 7
Rarm 7
Body 8
Lleg 7
Rleg 7

WS 26 = 20 + 6
BS 52 = 20 + 19 + 3 + 5 + 5
St 33 = 30 + 10 + 3
Tg 42 = 20 + 19 + 3
Ag 55 = 20 + 20 + 5 + 5 + 5
In 26 = 20 + 9 - 3
Pe 31 = 20 + 11
Wl 38 = 20 + 15 + 3
Fe 34 = 20 + 14

Aptitudes:
Aptitude: Willpower
Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill

XP spent 3100
XP unspent
XP total 3100

Skills:
Athletics (Str)
Awareness (Per)
Dodge (Ag)
Perform (Guitar+Whistling) (Fel)
Common Lore (Ecclesiarchy) (Int)
Common Lore (War) (Int)
Navigate (Surface) (Int)
Operate (Personal) (Ag) +10
Survival (Int)

Talents:
Ambidextrous
Double Team
Independent Targeting
Gunslinger
Hip Shooting
Lightning Reflexes
Marksman
Rapid Reaction
Rapid Reload
Resistance (Fear)
Street Fighting
Two Weapon Fighting (Ballistic)
Unshakeable Faith
Weapon Training (Bolt, Flame, SP)

Special:
Suspicious of Technology
Seraphim: Angel’s Wings: All attacks gain Tearing for one round.
If they already had Tearing, add an extra unkept d10.

Gear:
Jump Pack:
-A Jump Pack requires the Pilot (Personal) skill to operate
effectively.
-Double Base Movement and travel in any direction without regard for obstacles.
For all other purposes, she counts as having taken the appropriate Movement
action. She must land by the end of her Turn.
-Alternatively, the pack can use maximal thrust to duplicate the Flyer (12) trait
forup to a minute before the turbines require a minute to cool.

x2 Good Quality Boltpistols
-Quick Releases
-Custom Grips

x2 Common Quality Hand Cannons Papa's Pistols
-Trigger Adjustment

Sororita Power Armor (AV7, 8 Chest)
-Helmet provides +5BS while worn
-Photovisor
-Power source

Sacred Sword
-Monosword
-Razor Sharp
-Primative (9)

-Associated/Assorted Crap

XP Log:
Gunslinger - 400xp
Hip Shooting - 300xp
Marksman - 300xp
Agility +5 - 100xp
Armsman - 250xp
Agility +5 - 250xp
Hail of Fire - 300xp
Rapid Reaction - 300xp
Lightning Reflexes - 200xp
Dodge - 200xp
--------
+5 Agility
--------
Ballistic Skill +5 - 100xp
Operate (Personal) +10 - 200xp
Awareness - 200xp

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Sister “Cosie” Euphrosyne, Dominion


While the downtime of travel had been dull for some, it was thrilling for Cosie - although a different sort of thrilling than stalking Orks across a dust waste. Having been plucked off the miserable rock she grew up on with a handful of other hopefuls, she has discovered there's a thousand different kinds of people in the galaxy, and a decent cross-section seem to have ended up on the battlefleet. Just hearing stories of vaulting Hives, vicious jungles, and prosperous agriworlds is dizzying, let alone all the things to gawk at on the ships themselves. It's quite overwhelming for a provincial.

Of course, she did find herself at the heart of a brief disagreement as to whether a member of the Orders Militant should be digging around in the galley, but she managed to resolve that without involving any superiors by sharing an excellent marinade to improve the freeze-dried groxmeat. By the time the ship translated back into realspace, she had a firm rapport with the galley staff and had even discovered the brandy still that had been erected in stores - purely for cooking, of course, and if it was sometimes necessary to sample them directly... she was sure that the Emperor would favor the proper preparation of the bounty He provided.

While the trip had been a welcome break, training was a welcome change. She was eager for the chase to bring the same salvation she had enjoyed to other people on new worlds, and that would not happen with rigorous training. The Emperor only rewarded those who helped themselves, after all, and He had granted her a lot more to work with now. The drills were difficult and exhausting, but she could feel the squad knitting together. And she got to drive a tank!

She listens closely to the briefing. The battle was going to be far different than those of her previous life, and she could only hope and pray that her natural talent and new training would allow her to measure up to the task. At least she was confident in her driving. The Immolators were far finer machines than she had ever hoped to ride in. "If we need to crack the fortress and it's gun, we could definitely use more demolitions - they can even be used against enemy armor, in a pinch." She frowned, thinking of the immaculate Immolator under fire "Do we know what sort of armor they've deployed against the drop team?"


pre:
Name: Sister “Cosie” Euphrosyne, nee Flora
Career: Dominion
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech, Willpower

Character Creation: 10#2d10 12 12 11 13 7 9 8 18 8 9 (Drop 7)

Characteristics:
WS: 33 (20 + 8) [+3 Homeworld][+2 Regiment]
BS: 40 (20 + 12) [+3 Regiment][+5 Advance]
S: 31 (20 + 8) [+3 Homeworld]
T: 32 (20 + 9) [+3 Homeworld]
Ag: 43 (20 + 18) [+5 Specialty]
Int: 35 (20 + 13) [-3 Regiment][+5 Dedication]
Per: 32 (20 + 12)
WP: 32 (20 + 9) [+3 Regiment]
Fel: 31 (20 + 11)

Wounds: 1d5 +8 9
Fate 2/2
IP: 0
CP: 0

Skills:

Acrobatics
Athletics
Awareness
Common Lore (Ecclesiarchy)
Common Lore (Tech)
Common Lore (War)
Dodge
Navigate (Surface)
Operate (Surface) +20
Perform (Singer)
Security
Stealth +10
Tech Use +10
Trade: Cook +10

Talents:

Deadeye Shot
Double Team
Excellent Chef
Gunner
Iron Discipline
Modify Payload
Push the Limit
Resistance (Fear)
Stealth Sniper
Street Fighting
Technical Knock
Unshakable Faith
Weapon Training (Bolt, Solid Projectile, Low-Tech)

Traits:

Clarity
Cult of Chivalry
Suspicious of Tech

Gear:

Auspex/Scanner
Common MIU
Combitool
Dataslate
Lascutter
Reckoner Boltgun (4 Clips)
Sniper Rifle (Custom Grip, Home Materials) (4 Clips)
Dominion Power Armor (AV 6, loses Stealth penalty, confers other benefits of LPA)
Sacred Sword
3 frag grenades
3 flame grenades
2 Demolition Packs
Rucksack
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags
One Adepta Sororitas Hymn & Prayer Volume
Combat sustenance rations, four weeks' supply

XP Spent 3,000/3,100

Simple BS (250)
Awareness (200)
Dodge (200)
Navigate (Surface) (100)
Operate (Surface) +20 (300)
Security (100)
Stealth +10 (200)
Acrobatics (100)
Trade: Cook +10 (300)
Excellent Chef (200)
Push the Limit (200)
Stealth Sniper (300)
Gunner (250)
--- Dedication: +5 Intelligence ---
Deadeye Shot (300)

Ashcans fucked around with this message at 03:09 on Dec 27, 2014

Kai Tave
Jul 2, 2012
Fallen Rib
Ysabel Élyse Balancour



Travel aboard a voidship could often be disorienting and oppressive to those who had spent their lives outdoors under the sky and the open air, but to Ysabel Élyse Balancour, Sister Seraphim of the Order of the Sacred Sword and late of Hive Doumount, the corridors of the vessel ferrying her and the rest of her Sisters towards Kulth felt rather like home with its comforting metal walls and the ever-present hum of machinery all around. Even the taste of the recycled air was pleasantly familiar, albeit far sweeter than that of Doumount's vast underhive where she had spent her formative years with a slingergang engaged in all sorts of petty misbehaviors and deadly adventures. Until witches and mutants had attempted to kill everyone, that is.

Insofar as a hive gang could be said to be one's family Ysabel had been orphaned a second time during the Hive Doumount Insurrection as it had come to be known, but she had a new family now, one that numbered in the thousands and was filled with the same divine drive and purpose that she had found for herself as she brought death to the enemies of the Emperor, her new Father. And now she and her family were journeying across the stars to bring salvation to another world in need, just as they had come for her.

Her new family was enormous, but Ysabel had quickly set about doing everything she could to meet as many of her new Sisters as possible. Young and old, hive worlder and feudal worlder, tall and short and everything in-between, they all had so many stories to share and she simply had to hear them all. Some people might have found the prospect of getting to know so many new people in such a short period of time to be a daunting one, but hive worlders were accustomed to crowds and she had always been a naturally outgoing sort. In fact, when she wasn't busy training with the squad she had been assigned to, she had even taken it upon herself to help mentor some of the novitiates recently inducted into the Order and impart upon them all that she had to teach, just as a proper Sister should.


***


The air in the cabin hung heavy with the scent of lho smoke and sacred incense, the novitiate Sisters sitting around the battered metal table that had been "borrowed" from elsewhere on the ship eying one another uncertainly as they clutched hands of Tarot cards. The awkward silence that lingered over the room was that of a roomful of people not entirely certain that they weren't, at any moment, about to be in a great deal of trouble for doing whatever it was that they were doing. All but one of them, anyway.

Five pairs of eyes converged on the sixth figure seated at the table as she slid her feet from the scarred and dented surface, her chair settling on the deck with a clunk as she gazed back at the others with a smirk on her face before slowly plucking two cards from her own hand and carelessly tossing them face down upon the center of the table to join the scattered pile resting there already. "I will take two," Ysabel said with easy confidence.

The novitiates glanced at one another as cards were dealt and Ysabel returned to her languorous sprawl, feet once again propped upon the table as she leaned back in her chair. Several of them studied their hands as though the Emperor's own will could be divined from them (which, in a manner of speaking, it could be), while the others looked at one another as though trying to convince themselves that they weren't doing something they shouldn't. One of the novitiates, Sister Elodie, took a careful sip from a tumbler with two fingers of amasec in it, immediately falling into a coughing fit as the liquor burned a trail down her throat. She had been working on the same drink for the better part of an hour now and showed no signs of growing any more accustomed to it.

Ysabel studied her new hand casually, shrugging as she leaned forward and snatched up a handful of "Thrones" from the pile of washers, rivets, hex-nuts, and bolt casings that sat in front of her, letting the loose assortment of odds and ends fall to the center of the table. "Ten thousand." Once more eyes darted this way and that and cards were scrutinized until another voice finally broke the silence.

"Call." Sister Beatriz pushed a matching pile towards the center of the table. "And I still say we shouldn't be doing this. It's highly improper, and unbefitting of the sacred charge invested in us as His purest and holiest of warriors." Several of the other novitiates looked nervously at each other, though whether it was due to her call or her reprimand was an open question.

Ysabel resisted the urge to roll her eyes. Sister Beatriz hailed from a shrine world with an extremely staunch and dogmatic approach to, as it turned out, just about everything. She also claimed to have read numerous books regarding the Adepta Sororitas and had many ideas about how a Sister should behave, which she shared frequently and profusely at the slightest provocation with anyone she judged to be acting in a insufficiently proper and pious manner, which was just about everyone. Frankly Ysabel found her somewhat tiresome but several of the other novitiates looked up to her and at any rate she'd hoped that some proper socializing might start to loosen her up a bit. So far it hadn't.

"It is no such kind of thing," she replied in her lilting Doumount accent. "There are no proscriptions against playing Tarot in any of the sacred texts that I have found." Admittedly, she hadn't searched very hard, and there was also the small matter of her not knowing how to read. "The only thing that would make this improper is if we were playing for real money, and since none of us receive wages in the first place the problem is already solved before it has even begun. Now then, who else wishes to call? Come come, do not be shy now...His daughters are meant to be bold," she said with a grin.

With varying degrees of hesitancy the other novitiates called. Ysabel was content with her hand but raised an additional twenty thousand imaginary Thrones. Sister Elodie took another dainty sip of amasec, prompting another coughing fit. "And that's another thing," Sister Beatriz went on. "Smoking and drinking like this is highly improper. 'Sully not thy body with the unnatural and impure for it is as a temple in His name.' Radamanthus, 17:30."

Ysabel snorted. "Unnatural? Impure? I am sure I have no idea what you are talking about, Sister."

"I'm talking about smoking lho sticks and-"


"Lho sticks?," Ysabel interrupted. "Unnatural? But lho leaves grow from the soil like, what are they called...vegetables? That is the word, yes? Grown from the bountiful earth blessed by His gaze, harvested through honest toil...what could be more natural than that, hmm?" She took a long drag from the lho in her other hand, tilting her head back and exhaling a plume of fragrant smoke into the air.

Sister Beatriz frowned as several of the other novitiates nodded at Ysabel's words of wisdom. "That's as may be, though I doubt it, but alcohol-"

"Is one of humanity's oldest and most cherished companions," Ysabel went on with a grin as she leaned forward and freshened everyone's drinks. Sister Elodie slumped in her seat as all the progress she'd been making was undone in an instant. "Wherever mankind goes, so it goes as well. Alcohol is Father's way of telling us that he loves us and wants for us to be happy."

"Um." It was Sister Elodie who shyly spoke up this time. "I thought that the Empe...that Father wanted us to smite the heretic and unbeliever with bolter and flame, castigating their impure souls and consigning them to oblivion for all eternity."

"Yes, that too," Ysabel said reassuringly. "Father is vast, he contains multitudes. That is why they made him the Emperor, you know." Sister Beatriz looked as though she had quite a few things to say about Ysabel's interpretation of scripture. Fortunately for all involved the final round of betting had concluded and before she could get started Ysabel quickly leaned forward, fanning her hand face-up on the table with a wide grin. "Full dominion, Hierophants over Scribes."

The others frowned and grumbled as they revealed hands less substantial than hers...all except for Sister Beatriz who smiled coldly and turned over a Navigator-high lineage. "If I'm remembering correctly, I believe this means that I win the hand," she said, propriety apparently tossed aside for the moment. Her smile fell as Ysabel tsked and shook her head sadly.

"Oh it would my dear Sister, it almost certainly would at any other time in any other game. A Navigator-high lineage is a very impressive hand indeed...but have you forgotten? We are playing by Hive Doumount rules, remember? And in Hive Doumount Tarot, a full dominion triumphs over a lineage. Did I not mention that earlier? My sincerest apologies, it must have slipped my mind." Sister Beatriz sputtered as Ysabel reached forward and swept the pot towards her, the pile of odds and ends in front of her now substantially larger. "But I believe you are all beginning to get the hang of things splendidly however. Now then," she said, pouring herself another drink, "whose turn is it to deal?"


***


Ysabel's eyes lit up excitedly as Palantine Jezzebelle explained the situation unfolding on the planet they were almost on top of, the smoke from Sister Sarah's lho stick masking the scent of her own which still clung to her. Naturally her squad was the one chosen to rush to the aid of those brave and no doubt handsome Guardsmen fighting His enemies down on the surface...first impressions were important, after all. "Do you hear that, Sisters!?," she called out to the assembled Sororitas, both in her own squad and those listening in. "We are going to fight heretics with tanks! Inferno pistols for everyone!" An enthusiastic cheer went up, especially from the younger and bolder (as well as the older but still just as bold) Sisters making their final preparations as they prepared to embark on their crusade.

"Sister Palantine, tell us more about these heretics that Father wishes for us to shoot in the face," she asked with a grin, rocking back and forth on the balls of her feet, an impressive task in power armor. "What sorts of men does this Duke Severus send to their deaths?"

pre:
Seraphim
Characteristic Rolls

Weapon Skill: 35 (33 +2)
Ballistic Skill: 52 (39 +5 +3 +5)
Strength: 32 (29 +3)
Toughness: 32 (29 +3)
Agility: 49 (39 +5 +5)
Intelligence: 29 (32 -3)
Perception: 31
Willpower: 40 (37 +3)
Fellowship: 43 (38 +5)

Wounds: 13
Fate Points: 2

+5 WS or BS, 
+3 to WS, Str, or Tough (choose 2)
+3 to WP and BS, -3 Int
+2 WS
+5 Agi 2500xp break

Aptitudes:
Agility
Ballistic Skill 
Fellowship
Fieldcraft
Finesse
Weapon Skill
Willpower

Skills:
Acrobatics
Athletics
Awareness
Navigate (Surface)
Charm
Common Lore (Ecclesiarchy, Imperial Guard,
             War +10)
Dodge
Operate (Personal)
Perform (Singer)
Slight of Hand
Stealth
Survival

Talents: 
Ambidextrous
Armsman
Catfall
Double Team
Gunslinger
Hail of Fire
Hip Shooting
Independent Targeting
Lightning Reflexes
Rapid Reload
Resistance (Fear)
Street Fighting
Two Weapon Fighting (Ballistic)
Weapon Training (Bolt, Flame, Low-Tech, Las, SP, Heavy)
Unshakeable Faith

Traits: 
Cult of Chivalry
Suspicious of Tech
Angel's Wings

Equipment: 
2 Good Craftsmanship Bolt Pistols
	Pistol, 30m, S/2/-, 1d10+5 X, Pen 4, Clip 8, Full Reload, 3.5kg
	Qualities: Reliable, Tearing
        Customizations: Custom Grips, Trigger Adjustment
2 Good Craftsmanship Hand Flamers
        Pistol, 10m, S/-/-, 1d10+4 E, Pen 2, Clip 2, 2 Full Reload, 3.5kg
        Qualities: Flame, Reliable
        Customizations: Quick Release
Sacred Sword
	Melee, -, 1d10 R, Pen 2, 3kg
	Pattern: Shearing, Symbols of Duty, Crude
	Qualities: Balanced, Primitive (9)
Sororitas Power Armor
	All, AP7 (Chest 8), 15kg
	+5 BS while helmet is worn, Photovisor, Power Source
        Qualities: Unnatural Strength (1), Unnatural Perception (1)
3 Frag Grenades
	Thrown, SBx3, S/-/-, 2d10 X, Pen 0, Clip 1, 0.5kg
	Blast (3), Ogryn-Proof
3 Flame Grenades
	Thrown, SBx3, S/-/-, 1d10+3 E, Pen 6, Clip 1, 0.5kg
	Blast (3), Flame
Rucksack
        One set of basic tools
        One mess kit and one water canteen
        One blanket and one sleep bag
        One rechargeable lamp pack
        One grooming kit
        One set of cognomen tags
        One Adepta Sororitas Hymn & Prayer Volume
        Combat sustenance rations, four weeks' supply

Advances:
Ballistic Skill +5 100
Agility +5 100
Fellowship +5 250
Armsman 250
Hail of Fire 300
Gunslinger 400
Acrobatics 100
Dodge 200
Charm 200
Stealth 100
Slight of Hand 200
Awareness 200
Lightning Reflexes 200
Catfall 200
Hip Shooting 300

3100/3100

Kai Tave fucked around with this message at 08:03 on Dec 21, 2014

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

The Palantine sighs at yet another brash Seraphim declaration. "You are aware our entire Order armory contains roughly 50 sacred Inferno pistols, Sister Ysabel. Also that the cog bo...Ahem, our sacred ecumenical allies in the Adeptus Mechanicus will, in fact, give each and every sister issued one the usual lecture about the weapon being more valuable than your life, and who wants to sit through those? We can issue at most a single pair of the weapons to your squad, and you had best bring them back whole and safe." As Cosie speaks up, the Sister Palantine nods along. "Yes, you will be issued additional demolition kits and melta-charges, especially. They're going to be stored in the Immolator, though, so you'd best keep your front pointed to the enemy and avoid penetrating hits."

She pulls up an old, battered dataslate, tapping it a few times to check the latest reports. "You will be facing the 96th Homeguard, one of the Duchal Guard regiments. While they are technically reserve troops rather than front line attackers, the Duchal Guard are some of the best equipped and trained of Severus' forces, used to ensure his tyrannical regime remains intact and that those who doubt his new 'philosophy' of rule are dealt with. These men have probably seen little combat but a great deal of drilling. As for armor, expect a mixture of rapid response Sentinels and Chimeras. We also have reports of a small group of Hellhounds operating in the area. I trust you will show these heretics who is the *true* master of flame, mind. Once you are on the ground, secure the barracks-town and link up with the Drop Troops, then coordinate with them to destroy the fortress defenses and open the way for our full landing."

As the cheering among the other assembled crusaders is brought back to reality by the Palantine's reminder of the lack of infinite incineration pistols, the Palantine gestures for the Valkyries, where you can already see your Immolator being loaded and prepped for aerial insertion. Several other squads are being prepped and readied to do the same, but it looks like she was literal about your unit being the tip of the spear. You'll have the honor of being the first ones on the ground, and the first to the fight in what should be another glorious chapter in the short, but growing history of the Order of the Sacred Sword. "Bless your weapons, praise the Emperor, and go!"

Gear Options: 4 Meltabombs, 6 additional Demo Charges, 2 Krak Grenades per sister (replacing 2 flame or frag grenades), 2 Inferno Pistols to distribute, 1 additional Meltagun, and the option of arming your Immolator with twin-linked Multimelta, Twin-Linked HB, or Twin Linked HF. Also open to any other requests, though these are the only items guaranteed. You'll be facing relatively light tanks and infantry by the intel reports, but surprises can and do happen.

Staggy
Mar 20, 2008

Said little bitch, you can't fuck with me if you wanted to
These expensive
These is red bottoms
These is bloody shoes


Sister Celestan Almeda

The lack of concrete information was the only true surety of war. Planning for the worst was, likewise, the only plan with a chance of surviving contact. Still, Almeda drinks in the information they do receive - her Sisters' quiet (or not so quiet, in some cases) confidence eases the tension.

"Secure the town, find the troopers and bring down the defences. We will not disappoint Him."

I'll swap 1 frag and 1 flame grenade for 2 krak, meaning 2 of each total.

PoultryGeist
Feb 27, 2013

Crystals?
Sister Elda

“May His Light shine upon us, so we may bring glory to this endeavor.”

As final equipment allotments are made, Elda pauses.

“Perhaps a heavy flamer in case of massed infantry formations? I would be able to adjust my weaponry with more ease than our Immolator.”

(I’ll swap 2 frags for the 2 krak grenades. I vote for the multimelta Immolator for added anti-vehicle/emplacement, but request a heavy flamer just in case.)

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Sister Cosie

The additional information put a damper on some of her fervor. The immolator would be packed full of explosives, and they'd be faced troops that were well-trained, if not well blooded. If they scored a good hit on the tank, the blast would probably bring down whatever fortifications were nearby, but there would hardly be a mist left of the Sisters to appreciate it. She'd better focus on her driving.

Having been dismissed by the Palantine, she turns to her fellow Sisters. "I'll check over the Immolator before launch - if there are any surprises when we land, it will be too late for help."

I'll exchange both Frag grenades for Krak. It looks like Multimeltas are the popular choice for our ride, and it will definitely help crack any armor we face. But do we want to consider the Heavy Bolters? I think they can pull down lighter armor, and the additional fire against light targets like Sentinels might be good. We'd still have some cracking power if a Russ shows up. I am also good with overkilling everything with Meltas though.

Sidenote: As long as it's mounted on the Immolator, I can Gunner it even if I don't have the actual weapon training for the choice. So we don't have to worry about that.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Sister Hospitallar Agrippina

"With His blessing we shall cut out this secessionist cancer, and apply the radiotherapy of Faith to ensure the condition remains in remission."

Agrippina concerns herself with making certain she (and by extension her sisters) will have adequate basic supplies for the operation - ammunition, replacement supplies for the medkit, that sort of thing.

Also taking 2 krak for 1 frag/1 flame and voting for multimelta immolator. How much extra bolter ammo can I scrounge up, and do I need to worry about tracking medikit supplies?

Vicissitude
Jan 26, 2004

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

"Um, do we know how heavily armored the Sentinels are? If they're open, we can jump in and just take out the operators easily. But if they have armor on the cockpit, we'll have to blow it."

Corrina snickers a little at the word but quickly composes herself.

"Hellhounds we can just target their fuel tanks. Why they don't store it inside like our Immolators I'll never know. Melta charges on the Chimera transports, I guess. Unless we can get a heavy melta on our transport."

Replacing 1 frag and 1 flame for 2 krak grenades. If I can get a meltagun, I'll try for it.

ProfessorCurly
Mar 28, 2010
Sister Salma Elmari

She begins to switch out her grenades, and takes a meltabomb and demolition charge, attaching them to the holster around her waist, along with trading two frag grenades for krak grenades. She speaks up, "With it being an anti-air installation, our Valkyries will need some sort of cover, a distraction to buy them enough time to land. Might I suggest our Seraphim drop from high altitude and cause havoc among their lines at the same time that the Valkyries land the rest of our sisters and our vehicles. Then once the landing is complete we can regroup at begin the attack proper against an enemy that is hopefully disoriented and disorganized away from their proper defenses. Does that sound reasonable sisters?"

Trading two frags for kraks, also taking a meltabomb and democharge in case we find a tank I can land on. Will also take a melta pistol if there is one left after the people with melta training gets dibs and no one else objects.

Plan -> Seraphim deep strike away from main attack angle and burn everything, generally cause chaos for a few seconds to get everyone looking the wrong way while the rest of the people land. Then the Seraphim book it to the main attack before we get overwhelmed and then we make a big push together, hopefully having spared the landing force from being too beaten up by all the AA we're supposed to be taking out. Thoughts?

Kai Tave
Jul 2, 2012
Fallen Rib
Sister Ysabel

Ysabel tsked both at the Palantine's admonishment as well as the reminder of how unbelievably fussy tech-priests could be, recalling how she had been barred from the ship's armory without express permission from a Sister Superior after she had discovered Exterminator cartridges and her attempt to mount several to the casing of a grenade had been, depending on how you looked at things, an abysmal failure or a rousing success. Two servitors had been consigned to the Omnissiah and Senior Armorer Morden had sent a sternly worded missive to Canoness Theodora including a number of colorful terms such as "munitions cookoff" and "thermobaric catastrophe."

Her disappointment was dispelled as quickly as it had arrived however, as Sister Salma outlined her suggestions for a daring raid from on high. "Oooh yes, that is a wonderful idea! I choose that one as well. We cannot allow such wicked traitors to menace our dear Sisters so. And if it also means that we are the first ones to the fight, well, that is simply a welcome bonus, no? Already I can tell that you and I will be fast friends," she said to the other Seraphim with a grin. "Do not worry Sister Palantine, we will bring Father's judgment to these heretics along with many, many explosions!"

I'll trade a frag and a fire grenade for two kraks. As enthusiastic as Ysabel is about Inferno pistols I don't have the weapon training for them NOT THAT IT'LL STOP ME but I'll be happy to let anyone else who wants to play with those have first dibs, or even share depending. If we're doing a combat drop then I'll also take a melta bomb and a demo charge just for fun. I tend to think that the driver, i.e. Ashcans, should get final say over vehicle related matters but there's no kill like overkill if you want to melta the hell out of everything.

Kai Tave fucked around with this message at 09:45 on Jan 4, 2015

Werix
Sep 13, 2012

#acolyte GM of 2013
Sarah Voltare

Sarah nods and gathers with the rest of her squad. "Look here ladies, I think the plan is simple. We use the Immolator as the center of our efforts. I want our Seraphim jetting around the battlefield taking out targets of opportunity, but don't get separated. Keep your jump formations so that you're always within one jump of each other, so if one gets bogged down the other two can quickly come aid, do you hear? We're all His Brides, but that don't mean we have to end our lives stupidly."

She runs her fingers through her hair, and then runs her other hand over her face. "Look, I ain't the Emperor, so I'll take recommendations. That said, our best bet is the heavy bolters on the Immolator. It can lay down a suppressing fire so those of us without jet packs can move forward, and should still be of use against some sentinels and even some chimeras. If we use our melta bombs and krak grenades smartly, I don't think we need a melta on our ride; plus that gets our immolator way to close to the enemy to melt the fethers."

I'll replace my two flame grenades with two krak grenades, otherwise I'll leave distribution to the other stuff to everyone else. I vote twin linked heavy bolters for the Immolator, since those will still put a nice dent in anything short of a Russ, and eat up infantry.

Kai Tave
Jul 2, 2012
Fallen Rib
Sister Ysabel

"Fly about and kill as many heretics as possible," Ysabel said with a nod, condensing Sarah's plan to its most crucial elements. "Understood, Sister. I am sure there will be plenty of targets and opportunities for everyone."

Kai Tave fucked around with this message at 10:45 on Dec 21, 2014

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.



After climbing aboard and loading the Righteous Endeavor, your squad's Valk transport/gunship, your team is sent rocketing towards the surface with only a brief prayer to the machine-spirit and the Emperor to mark your passage. For a few moments, all is flame and the screaming of the craft's engines as it burns its way into the atmosphere, and even then it takes a few minutes before you break the cloud-cover over your target to get a look at the field below. Off to the north, several kilometers away, you can see the imposing, gun-bristling, blocky bulk of the planetary defense fortress, as well as the twisted wrecks of half a dozen Hydra flak tanks studding the area near your LZ, their fires long since having burnt out after the paratroopers destroyed them to clear the way.

Looking to your target, you can see green-clad figures with M36 lasguns holding a hastily dug trenchline around the battered, burned out barracks-town, south of the fortress. They're short on heavy weapons, the troopers only being armed with grenade launchers and rifles, and are being pressed heavily from the north and west by Severan forces. A full company of infantry is advancing on the more lightly guarded northern trenchline, and has made it to within 100m and will likely be even closer by the time you can land, advancing from rock to rock and carefully trying to suppress the three battered squads holding that area. Mortar fire is coming in from the fortress far to the north, but the frag mortars are mostly serving to cause further damage to the already beleaguered town rather than having much more than a suppressive effect on the defending paratroopers. The main push seems to be coming from the west, as a pair of Hellhounds, multiple heavy flamer armed sentinels, and a pair of mechanized squads make their attack, trying to advance close enough to burn out the lightly armed defenders. If they do not get support soon, they are likely to perish in the unholy flames of secession. Meanwhile, their trenchline is taking bombardment as a further back, heavily-armored command Sentinel warms up an ancient plasma cannon, splattering orbs of white-hot sun-stuff over the trenchline every few seconds.

Your pilot's voice crackles over your helmet voxes: "Sisters, I can drop you wherever you need to go in this general area, but I can't get any closer to the fortress up north without taking Hydra fire or Sky Eagles. Give me a position for the drop for the Immolator and Seraphim, and Emperor protect you on the ground!"

Assume you'll win Init for the first round of combat, as your arrival is something of a surprise for both enemies and allies (though allies will not shoot you by accident; assume you've managed to vox ahead). Pick a drop zone for your two teams and get to it! Also, enemy and allied infantry that you aren't directly engaging will resolve their own firefights in a somewhat more abstract way. Let's make an entrance!

Also, enemy Plasma Sent is about 60m back from the rest of the tank forces (160m from the trenchline), Hellhounds are 100m out from the trenchline, HF Sents are 80m out, Chimeras are 90m out. Infantry Company is 70m north of the trenchline.

Night10194 fucked around with this message at 18:37 on Dec 21, 2014

ProfessorCurly
Mar 28, 2010

Sister Salma

"I think the Seraphim and I should hot-drop between the Hellhounds and the Command Sentinel. We can use our jump-packs to scatter out and attack all of them with meltabombs before they have time to react. Then we can gather to the north and attack the mechanized infantry as we need to. What do you think Sisters?"

I have a revolutionary two-step plan that is guaranteed to bring victory regardless of circumstance. Step 1 is Meltabombs, and Step 2 is Murder. I have created a helpful infographic to explain this forward-thinking approach to warfare in the 41st Millennium:



1. Drop us between the rear-most armored elements, we use jump packs to fly ourselves to a target and meltabomb it.
2. Murder the survivors.

Also, weaponry question. How do we want to split the Meltaguns among the Seraphim? Corrina gets the proper meltagun, and then Ysabel and Salma split an inferno pistol each?

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Sister Cosie

She strapped herself in to the driver's seat of the Immolator, being sure that the harness was taut against her armor. Live drops were not one of the most drills they had done, and from all the information she would need to ready to hit the ground fully aware and fighting or risk being a sitting duck for their enemies. A quick systems check revealed everything in order with the Immolator, and she whispered a prayer of thanks to the mechanics and magi responsible for its care. After a moment's hesitation, Cosie connected her MIU to the tank's interface. The implant had been one of the more trying parts of her initiation - the only cybernetics she had ever seen on her own world were the crude, monstrous additions that Ork's gleefully bolted to their bodies, and she had instinctively rejected the idea. But the MIU was a necessary blessing for her role, and was a much finer piece of work than she had expected. Still, the vague memories of the surgical table and Hospitallers and Techpriests looming turned her stomach. She quickly pushed the thoughts away, and used the uplink to recheck the vehicle. Everything was cleared for landing.

"Once we're down I can reposition the squad, but we need to be careful not to turn our back to anything with more punch than a lasgun. We're carrying too much ordinance to risk a hit." Cosie will be driving with extra care until they've disabled the enemy's heavier guns. "We should also keep enough distance to stop their infantry closing with us. No telling if they're carrying their own Krak grenades or other charges."

Seems like a reasonable plan. I think our initial drop needs to focus on taking out the Plasma cannon and the Hellhounds, which are the real hard hitters on the field. Once those are out we should be able to manage the rest - especially the Flamer sentinels, they're short ranged and will take time to come back around at us.

I am also in favor of splitting up the weapons so that we don't lose all the melta to a good blast weapon.

PoultryGeist
Feb 27, 2013

Crystals?
Sister Elda

Elda occupied herself checking and calibrating both her multi-melta and the Immolator’s heavy bolters. She meant no disrespect to the skills of the Order’s armorers or Sister Cosie, but the Emperor smiled on the diligent. Excitement began to take hold in her soul, a readiness to smite His enemies and safeguard His servants. The pilot’s announcement brought her back to the moment, and she considered the information and her Sister’s thoughts.

“Dropping into the mechanized elements would indeed cause a great deal of disruption to the enemy’s tactics. With the Immolator’s heavy bolter, I can also project force across the entirety of the battlefield to cover our flying Sisters or deal with spot threats.”

(Marksman means Elda takes no long/extreme range penalties, so as long as she doesn’t get too far around a corner, she can effectively attack the entire battlefield)

Staggy
Mar 20, 2008

Said little bitch, you can't fuck with me if you wanted to
These expensive
These is red bottoms
These is bloody shoes


Sister Celestan Almeda

The drop down to the battlefield still made Almeda's heart race. In many ways it was the hardest thing to grasp since leaving her homeworld. The miracle of flight was not one she particularly wished to partake of - leave that to her Seraphim Sisters - but one she was grateful for all the same.

"It is a good plan. If we engage the heavier units then the beleaguered Guard should be able to focus on the lighter, more manageable threats. Taking out the command seat first should be particularly valuable - no matter how well drilled our foe is, it would seem they are unused to operating by themselves."

Dropping the Immolator mid-way between the Hellhounds and Flamer Sentinels could be a good idea. Once the former are dealt with it can move on, either to the latter or to the Chimeras.

Kai Tave
Jul 2, 2012
Fallen Rib
Sister Ysabel

In contrast to Almeda's trepidation as the Righteous Endeavor hurtled through the void towards Kulth, Ysabel's response to the descent was one of unbridled enthusiasm. She whooped excitedly as they burned a path through the atmosphere, the transport rattling and shaking around them, and then they were leveling off, banking towards

"Do not worry Cosie!," she called out cheerfully, banging her hand against the side of the Immolator where the Dominions was already seated, no doubt communing with the vehicle's machine-spirit. "We will not let them hurt your tank, or you!" She hummed a war chant as she checked over her own equipment, bolt pistols and hand flamers holstered along her sides while spare magazines and fuel canisters encircled her hips. Holstered by her ankle was one of the very precious and very destructive inferno pistols that had been entrusted to their care. Her preference was for paired pistols, even before she had become a Seraphim, but it would be selfish of her not to share with her Sisters and so she would simply have to make do for now.

She turned and looked out through the Valkyrie's open door as the sound of fierce fighting suddenly overcame the roar of the transport's engines. "Look! Down there!," she shouted, pointing. "There they are! Oh, so brave to be fighting against such odds! Surely we have arrived just in time to be their salvation, no? And look, there are the tanks we were promised! Well Sisters?," she said with a grin, the thrusters on her jump pack spinning up as she spotted her first target, a squat, ugly vehicle with a hunched back full of promethium. "Shall we play follow the leader? I will go first." With that she stepped up to the open door and turned, falling backwards out of the Valkyrie as it flew over the cluster of vehicles converging on the Guardsmen, jump pack roaring to life as she plummeted straight towards the Hellhound like an avenging angel.

Ysabel is going to be leaping out of the Valkyrie once it flies over the concentration of enemy armor to the west with the intent of landing on top of one of the Hellhounds and slapping a melta bomb on top of it. Those of you who also have kickin rad jetpacks are free to join in on the fun. I'll take one of the inferno pistols, the other two Seraphim can divvy up the remaining melta weapons.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Sister Agrippina

The stirring sounds of martial hymns being pumped through the laud hailer system nearly drown out the roar of engines and the sounds of battle coming roaring up from the ground.

"Las-burns - self cauterizing, likely to be shallow, victim in shock, administer stimm."

The Valkyrie and Immolator rocked, buffeted by a near miss or some turbulence, Agrippina couldn't tell.

"Shrapnel - penetrating wounds, risk of internal organ damage and blood loss, apply sonic tourniquet and antibiotics."

Her sisters were growing excited. Battle was clearly upon them, the Seraphim taking to the air with gleeful abandon. She should have requested a jetpack - what if they were injured and beyond her reach? Too late for second thoughts now.

"Plasma burn - administer Emperor's mercy if injury is to vital area, otherwise amputate to avoid toxic shock"

Surely they were nearly on the ground now? She checked her boltgun again, each round was a blessing for the Emperor's allies and death to his foes, but proper weapon maintenance was still vital.

"Flamer burn - administer nerve staple to spinal column, apply antiseptic dressing"

She felt the shock of sudden weightlessness as the tank she was sitting in was dropped from the gunship. The killing would start soon.

ProfessorCurly
Mar 28, 2010
Sister Salma

Salma twirls the inferno pistol on one of her power armored fingers as her jump pack starts to rev to life. She is with the other Seraphim at the doorway, holding the handrail above the door. As the ship hurtles down toward the battlefield she starts her own chant.

She was slightly more serious than Ysabel, marking out the company of advancing troops to the North with her helmet systems, "We may need our Immolator to provide support to the North quickly as well..."

Then Ysabel suggests a game and leaps. Salma wanted to scowl, but couldn't fight a small grin, "Oh no you don't," before leaping after her, directing her fall toward the Command sentinel instead, inferno pistol at the ready...


Yes, I will follow! That was the plan, weren't you listening? I even had an infographic. :)

Initiative: 7 + 5 = 12
[17:58] <Professorcurly_> .roll 1d10
[17:58] <imouto> Professorcurly_: 2 (1d10=2)
[17:58] <Professorcurly_> .roll 1d10
[17:58] <imouto> Professorcurly_: 7 (1d10=7)

Vicissitude
Jan 26, 2004

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

With a meltagun in her hands, Corrina looks a little lost when the other Seraphim jump without her.

"Hey, wait for me!"

She leaps out of the transport and begins her descent. This was always her favorite part. The Soriatas jump pack wasn't exactly a set of wings, but it let her fly nonetheless. Small bursts from the exhaust ports corrected her position when she needed it but for the most part she dropped slightly north of her Sisters. But that was a good thing, really. In Corrina's opinion, the transports were the more dangerous vehicles. Hellhounds and heavy flamers had more limited range. But the Chimerae had troops in them. Troops with guns, possibly big ones. She should probably put a stop to that.

Grabbed the meltagun and dropped toward the rear of the Chimeras

Werix
Sep 13, 2012

#acolyte GM of 2013
Sarah Voltare

Sarah remains standing in the back of the crowded Chimera walking up and down the rest of the vehicle while the rest of her squad readies themselves for battle. She checks her own gear, making sure the bolter and the bolt pistol were loaded, even though she wasn't the best of shots. She did miss the feel of having the heavy industrial flamer in her hands, but apparently unless it was an approved Military flamer, the sisterhood frowned at it's use. The chainsword on the other hand, that was a good weapon. Growing up in the decks of a voidship, you rarely got ranged weapon training, since if a ship were ever boarded it would devolve into hand-to-hand rather quickly. So the bolter she could take or leave, but a sword with fething chain-teeth? That she could get behind.

She slams the power button on the internal laud hailer, shutting off the annoying pre-approved battle hymns. She then pats herself down looking for a smoke, frowning when she remembered power armor doesn't really have pockets. She slides her helmet on anyway, and checks that her advanced VOX gear is working. After the vox check she finally gives her orders, "Melta weaponry to the Seraphim that want it. We drop in behind their hellhounds. I want the saraphim to Stick together, let me rebeat that, stick together. Focus fire and use over-whelming force. Your first target is to get those two sentinels by the command chimera, then jet ahead and take out those hellhounds before they spew their fire on the allied trenches."

She fiddles around with her own backpack mounted Laud Hailer system. "the rest of us are to remain in the Chimera until the sentinels are down, so as not to get burned. once those things are dead, we pile out, and between Melta bombs, melta grenades, and Elda's Multi-melta, the rest of the vehicles will fall, with the focus on the command Chimera. The infantry after that should be a pittance, assuming they don't run when we destroy all their vehicles in short order."

She finally presses a button to activate her Laud Hailer, and the music a voidship under-decker would march into battle with fills the cramped compartment. "For the Emperor!" she voxes to everyone over the sounds coming from her laud hailer.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.



Duchal Legate Brutus Quintus was having a fine evening. Certainly, the Colonel of the Homeguard would have a great deal of explaining to do about how a paratrooper regiment disabled 25% of the quadrant's AA guns, but that was colonel Martellus' problem, and here he was, at the head of an obvious overkill force, about to bring down the command elements of the enemy and rip out the heart of the remaining resistors. All was going to plan; the light infantry were dug in, but had no real way to disable the Hellhound flame tanks, let alone deal with the flanking force of flamer sentinels and mechanized infantry, and just to be certain, a full company was bearing down on them from the north. He sipped a cup of recaff as he watched the gunner on his command Sentinel vaporize a small crew of the paratroopers trying to set up a long-range krak grenade shot, smiling a bit. "Prepare for the final push, men. We'll finish these slaves of the High Lords soon enough."

"Sir! Legate Quintus! Auspex is picking up an incoming aircraft! A single Valkyrie, but it appears to be coming in hot and hard, too fast to make a landing." He frowned at his subordinate's call. "Perhaps a futile call for air support? Either way, it won't really matter. There's no way a single craft has enough Guardsmen to make a difference in this fight. For Dominate and Duke, brothers and sisters!"

That was before he heard the blasting, bizarre music and saw a heavily armed Rhino-like silhouette drop out of the sky with a screaming clang, followed by what seemed to be a wing of blazing, angelic figures, dressed in shining armor and wielding braces of exotic pistols. He winced a moment. Sisters of Battle? There were no Sisters of Battle in this AO. "It matters not what the High Lords send! Flame tanks, continue forward! Chimeras, back around and deal with these new arrivals! Stand fast, men!"

Alright! We are now in combat! I put your Immolator roughly where I thought you wanted it, feel free to move it if I have it incorrect. Seraphim may appear anywhere on the western map this turn due to deepstriking. Enemy Initiative is 1+3=4 for the Hellhound wing, 6+3=9 for the Chimeras, 2+4=6 for the Plasma Sentinel and Commander, 3+3=6 for the Flame Sentinels, and 3+3=6 for the Infantry Squads. Set up your shots and moves, give me your TNs, and we'll see what happens!

Kai Tave
Jul 2, 2012
Fallen Rib
Sister Ysabel

Ysabel enjoyed the sensation of air rushing past her face for a moment before grabbing her helmet off her belt and locking it in place just in time to hear Sarah's music come spilling over the vox along with her battle cry. "Yes, for Father!," she shouted back as she plunged downwards towards the advancing enemy.

As the helmet's machine-spirit awakened it brought the battlefield below into sharp relief, auto-senses helpfully highlighting targets as her eyes flicked over them, but she had already chosen her prey. At the last minute she flipped around in mid-air, thrusters firing to arrest her descent as she unfolded and landed in a crouch atop the ugly tank she'd spotted earlier.

The vehicle hesitated for a moment as whoever was driving it heard the sound of her armored boots landing atop the hull. Ysabel grinned and reached behind her back, grabbing the melta bomb that she'd brought with her and slamming it down atop the tank's hunched back with a booming clang as the charge's magna-adhesives engaged, twisting the activation handle and plunging it down into the domed charge. "Tag! You are it!"

Initiative is 12 including the bonus from Sarah's Combat Formation. Don't forget Combat Formation! Everybody gets +1 to Init and can use Sarah's Int bonus of 4 for your base initiative instead of your own Agility bonus if it's lower.

My actions for my first turn are:

Step 1). Land on a Hellhound (Free)
Step 2). Apply Melta Bomb (Presumably free to draw thanks to Armsman, Half action to use[?], going by Night's OOC update that's an overall TN of 85 for WS 35 + 50 in bonuses. I will spend a fate point if I somehow flub this.)
Step 3). If I do succeed I'll jump to the next Hellhound or as close to it as I can get (Half action). If I somehow don't then I'll stay put on the same tank.

Using a melta bomb doesn't appear to have any sort of associated task with it which is good considering my Tech-Use is non-existent.


pre:
Ysabel
WS 35, BS 52, S 32, T 32, Agi 49
Int 29, Per 331, Will 40, Fel 43 

Wounds: 13/13, SB 3 [4], TB 3, Armor 7 Head, Arms, Legs, Armor 8 Chest
Dodge 49
Vox link, environmental seals, photo-visor, +5 BS when helmet is worn

Skills: Acrobatics, Athletics Awareness, Dodge,
Operate (Personal), Stealth

Talents: Ambidextrous, Armsman, Catfall, Double-Team,
Gunslinger, Hail of Fire, Hipshooting, Independent Targeting,
Lightning Reflexes, Rapid Reload, Resistance (Fear), 
Street Fighting, Two-Weapon Fighting (Ballistic), Weapon
Training (Bolt, Flame, Low-Tech, Las, SP, Heavy), Unshakable
Faith

Traits:
Cult of Chivalry
Suspicious of Tech

Special Ability:
Angel's Wings 1/encounter all attacks gain Tearing or roll
three and take the best one if already Tearing.

Equipment:
2 Good Craftsmanship Bolt Pistols
	Pistol, 30m, S/2/-, 1d10+5 X, Pen 4, Clip 8, Full Reload, 3.5kg
	Qualities: Reliable, Tearing
        Customizations: Custom Grips, Trigger Adjustment
2 Good Craftsmanship Hand Flamers
        Pistol, 10m, S/-/-, 1d10+4 E, Pen 2, Clip 2, 2 Full Reload, 3.5kg
        Qualities: Flame, Reliable
        Customizations: Quick Release
Sacred Sword
	Melee, -, 1d10 R, Pen 2, 3kg
	Qualities: Balanced, Primitive (9), Razor Sharp
3 Frag Grenades
	Thrown, SBx3, S/-/-, 2d10 X, Pen 0, Clip 1, 0.5kg
	Blast (3), Ogryn-Proof
3 Flame Grenades
	Thrown, SBx3, S/-/-, 1d10+3 E, Pen 6, Clip 1, 0.5kg
	Blast (3), Flame

Kai Tave fucked around with this message at 23:33 on Dec 26, 2014

Werix
Sep 13, 2012

#acolyte GM of 2013
Sarah Voltare

Sarah Smiles as the Immolator lands on the ground. As the Seraphim take off, she puts a hand up to the others, "Stay inside while the seraphim take out the Hellhounds, don't wan't any crispy Ladies today! When they give the all clear, then we should move out, get that Command Sentinel." She then takes up position by one of the side doors, ready to move out first.

Not going to post a combat block since I'm not in combat yet. Any of you feel free to ignore my orders, not going to be an rear end in a top hat Sargent.

For everyone's FYI, I have Combat formation. That gives everyone a +1 to their initiative. Also you can use my Intelligence bonus (here a 4) in place of your own agility bonus for your initiative. So folks like thatbastardken and Poltrygeist should use my IB.

<Werix> .roll 1d10+5 intiative
<imouto> Werix: intiative: 13 (1d10+5=8)

For when in battle.

ProfessorCurly
Mar 28, 2010
Sister Salma

As she falls she reaches around and readies the meltabomb with one hand, keeping the inferno pistol ready in the other one in case something went wrong. She used her jets to direct herself to the command sentinel to the rear of the attacking force. She saw the bright flash of a plasma cannon and knew that it could easily destroy their Immolator and the sisters within, especially given the precarious position of hot dropping into battle. She waited until the last moment before flipping around and activating her jump jet full blast to slow her fall, the powerful flames looking for all the world like bright wings.

She came to a stop directly in front of the sentinel, resting with the toes of one foot just barely touching the plasma cannon slung under the cockpit as she leaned over to peer in at the stunned occupants.

"This is a big cannon you have here... Don't worry boys, you don't need it, no need to compensate for anything. Here, let me help you with that," before she bent down and slammed her meltabomb onto the tip of the cannon so that the blast would be directed up the barrel and into the vital machinery of the walker. She straightened up and blew the pilots a kiss, "Adios, herejes!"

Then she flew off toward the hellhounds, to help mop up whatever remained after her sisters had made their own attacks...

Attacking Command Sentinel with a Meltabomb. TN: 26 + 30 + 20 = 76.

Asked for the roll already so I could work it into this description because I thought it was funny. After she attaches the meltabomb she'll jump off toward the hellhounds to assist with what happens there and/or take cover behind their burning wreckage if any remains. Initiative remains 12.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Sister Agrippina

Initiative: 1d10+5 13

As nice as it would be to wait inside the Immolator until the shooting stopped, Agrippina could see that the block of infantry by the two Chimeras would present a threat if they didn't maintain the shock of their advance. Keeping the reassuring bulk of the vehicle between her and the Hellhounds she flicked off the safeties of her bolter, begun raising her voice in the Litany to Bring Confusion on the Enemies of the Emperor and began firing from the hip at the unprotected troops. The roar of passing shells and the detonations of near misses should keep the heretic scum from trying to rally.

Suppressing Fire on Full Auto directed at the infantry by the Chimeras. TN to actually hit is ~21 depending on range.

quote:

Agrippina
WS 36, BS 36, S 31, T 32, Agi 30
Int 56, Per 45, Will 33, Fel 34

Wounds: 14/14, SB 3 [4], TB 3, Armor 7 Head, Arms, Legs, Armor 8 Chest
Dodge 30 Parry 36 (46)
Vox link, environmental seals, photo-visor, +5 BS when helmet is worn

Talents: Duelist
Resistance (Fear)
Street Fighting
Weapon Training (Bolt, Low-Tech, )
Swift Suture
Methodical Care
Don’t You Die On Me
Master Chirugeon
Total Recall

Traits:
Cult of Chivalry
Suspicious of Tech

Special Ability:
Faith Healing

Equipment:
Reckoner Boltgun - Custom Grip, Fluid Action
Basic, 100m, 1d10+5 X, Pen 4, Clip 24, 7kg
Qualities: Tearing
Sacred Sword - Home Materials, Mono
Melee, -, 1d10+4 R, Pen 4, 3kg
Qualities: Balanced
2 Frag Grenades
Thrown, SBx3, S/-/-, 2d10 X, Pen 0, Clip 1, 0.5kg
Blast (3), Ogryn-Proof
2 Flame Grenades
Thrown, SBx3, S/-/-, 1d10+3 E, Pen 6, Clip 1, 0.5kg
Blast (3), Flame
2 Krak Grenades
Thrown, SBx3, S/-/-, 2d10+4 E, Pen 6, Clip 1, 0.5kg
Concussive (0)

PoultryGeist
Feb 27, 2013

Crystals?
Sister Elda

Initiative: 1d10+5 9

Her Sisters’ comments and orders faded into the background as Elda began the Holy Liturgy of Target Acquisition. Her helm helpfully color-coded the chaotic battlefield: green for her Sisters, red for the Enemy, blue for His beleaguered Guardsmen. She relaxed against the turret’s harness and popped the safeties off the heavy bolters. Recognizing the wisdom of Sister Agrippa's actions, she keyed her suit-vox.

“Sister Seraphims! Be not afraid, your backsides are covered!”

A delicate squeeze of the triggers later, and the entire northern sector of the battlefield was covered in bolter fire. Elda’s deep laughter reverberated throughout the Immolator.


(Full Auto Suppressive Fire with the Twin-linked Heavy Bolter. I believe my 45-degree arc (starting at the north trenches and going up) will cover both the Chimera/infantry group as well as the northern infantry, but if I can’t get both I’ll settle for the northern infantry. To-hit TN is 45+5+20-10-20=40)


quote:

Elda
WS 34, BS 45, S 39, T 40, Agi 31
Int 24, Per 30, Will 32, Fel 33

Wounds: 16/16, SB 3 [4], TB 4, Armor 7 Head, Arms, Legs, Armor 8 Chest
Dodge 31
Vox link, environmental seals, photo-visor, +5 BS when helmet is worn

Skills: Survival, Athletics +10, Intimidate, Dodge, Awareness, Scrutiny +10

Talents:Resistance (Fear), Double Team, Unshakable Faith, Weapon Training (Las, Heavy, Low-Tech, Melta, Bolt), Peer(Adepta Sororitas), Iron Jaw, Marksman, Resistance (Psychic Powers), Light Sleeper, Bulging Biceps, Eye of Vengeance, Tank Hunter, Nerves of Steel, Mighty Shot

Traits:
Cult of Chivalry
Suspicious of Tech


Act of Faith:
Divine Guidance: All shots gain Razor Sharp for one round.

Equipment:
Common Craftsmanship Multi-melta
Heavy, 60m, S/-/-, 2d10+18 E, Pen 12, Clip 12, Full Reload, 40kg
Qualities: Blast(1), Melta
Customizations: Custom Grips, Quick Release
Reckoner Boltgun (4 clips)
Basic, 100m, S/3/-, 1d10+7 X, Pen 4, Clip 24, Full Reload, 3.5kg
Pattern: Piercing, Rapid Clip Ejection, Delicate
Qualities: Tearing
Sacred Sword
Melee, -, 1d10 R, Pen 2, 3kg
Pattern: Shearing, Symbols of Duty, Crude
Qualities: Balanced, Primitive (9)
Customizations: Custom Grip
Sororitas Power Armor
All, AP7 (Chest 8), 15kg
+5 BS while helmet is worn, Photovisor, Power Source
Qualities: Unnatural Strength (1), Unnatural Perception (1)
1 Frag Grenades
Thrown, SBx3, S/-/-, 2d10 X, Pen 0, Clip 1, 0.5kg
Blast (3), Ogryn-Proof
3 Flame Grenades
Thrown, SBx3, S/-/-, 1d10+3 E, Pen 6, Clip 1, 0.5kg
Blast (3), Flame
2 Krak Grenades
Thrown, SBx3, S/-/-, 2d10+4 X, Pen 6, Clip 1, 0.5kg
Concussive(0)

PoultryGeist fucked around with this message at 15:42 on Dec 27, 2014

Ashcans
Jan 2, 2006

Let's do the space-time warp again!


Sister Cosie

As the tank slammed into the ground a number of indicators flashed orange and red, signaling the Machine Spirits displeasure with the treatment. She whispered a Litany of Assuaging as the indicators steadily clicked back to green, showing that the Immolator had not suffered any damage in the landing. Thanks the Emperor. She took a moment to scan the battlefield through her various feeds and the old-fashioned viewport, giving any so inclined the chance to disembark.

If she had learnt one thing on the wastes of her homeland, it was how to grill a sandrat to absolute perfection. If she had learned two things, the second was that a stationary target was dead meet. Once it was clear they were in operation, she slammed the vehicle into gear to set it slewing across the battlefield. It was hard to maneuver in a hulking tank, but you work with what the Emperor provides. "Sister Voltare! Taking evasive action until we're cleared to disembark. Good luck Sisters!"

Initiative is 1d10+5 (AB4 plus Command); Cosie will take the Evasive Maneuvers action on the Immolator, which will give people -10 to hit the Immolator. TN is 60 (AB40+20(operate)+10(MIU)-10(action))

This requires moving at Tactical Speed, so the Immolator will advance on the chimeras unless Voltare gives differing orders - I don't want to the tank getting Hellhounded and cooking us all to death!

Edit: Initiative: 1d10+5 14

Ashcans fucked around with this message at 04:28 on Dec 29, 2014

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Vicissitude
Jan 26, 2004

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

"Heading behind the transports!"

Corrina moves to do just that, having landed right behind the traitor vehicles. The rearmost armor is always the weakest, and her meltagun is ready to spit the Emperor's Wrath at it. She takes aim and the hiss of igniting air marks her shot.

Firing at the back of a chimera. BS 51 +10 Half Aim +10 standard attack +5 helmet = 76 to hit. Init 1d10+4, roll twice and choose the best.

pre:
WS     BS     S      T      Ag     Int    Per    WP     Fel
41     51     34     36     46     29     34     29     28

Wounds: 11/11        Fate: 2/2      Fatigue: 0
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
Dodge: 46
Parry: 51
Stealth: 46

Armour: Arms 7, Body 8, Head 7, Legs 7
Weapons: 
Meltagun  20m  S/-/-  2d10+10 E  Pen 12 Clip: 5/5 Rld: Half; Melta
Bolt Pistol  30m  S/2/-  1d10+5 X  Pen 4  Clip: 8/8 Rld: Half; Tearing, Custom Grip, Fluid Action 
Bolt Pistol  30m  S/2/-  1d10+5 X  Pen 4  Clip: 8/8 Rld: Half; Tearing, Custom Grip, Fluid Action
Hand Flamer  10m  S/-/-  1d10+4 E  Pen 2  Clip: 2/2 Rld: Half; Flame, Spray, Quick Release
Hand Flamer  10m  S/-/-  1d10+4 E  Pen 2  Clip: 2/2 Rld: Half; Flame, Spray, Quick Release
Sacred Sword  Melee  1d10+3 R  Pen 2; Balanced 
Frag Grenade  9m S/-/- 2d10 X   Pen: 0 Ammo: 2/2 Blast (3), Ogryn-Proof
Krak Grenade  9m S/-/- 2d10+4 X Pen: 6 Ammo: 4/4 Concussive (0) 
Smoke Grenade 9m S/-/- - 0 1 Smoke

Noteworthy Talents:
Ambidextrous - Only -10 to making attacks with off hand
Hip Shooting: May make a full move and take a standard ranged attack as a full action
Marksman: No penalty to BS for long/extreme range.
Rapid Reload
TWF (Ranged) - Attack with one ranged weapon in each hand as the same Half Action.

Vicissitude fucked around with this message at 01:46 on Dec 28, 2014

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