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  • Locked thread
Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Yes, Unnatural Agility would increase your Agility Bonus which is added to the 1d10 roll for Initiative.

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Ryuujin
Sep 26, 2007
Dragon God
So then Initiative would be 16 instead of 12.

Werix
Sep 13, 2012

#acolyte GM of 2013
Everyone quickly gets into Position behind burned out autocarriages. Most of the group stays on their side of the intersection, though otho and Izabell make their way to the large cargo hauler in the middle of the intersection that half of Lightning Squad is taking cover behind. Once they make it there, everyone braces for yet another volley of fire, but none comes until a member of Lightning Squad pokes his head around the side of the cargo hauler, only to have fire come from the nearest building on his position, but the fire stops as soon as he ducks his head back behind the cargo hauler.

For now there is a standstill. It was clear that anyone that made themselves visible are fired upon, but to what purpose? Are they pinning them down until reinforcements arrive?

Okay. So most of the first couple rounds were you folks getting into position. Assume the truck in the middle of the intersection is just within flamer range, so everyone on the other side of the intersection are 40 meters away.

Also remember night fighting is in effect, so -20 to all BS tests unless you have a way to see in the dark. Those with the ability to see in the dark can make out hulking figures in the dark recesses of the ground floor of the buildings.

Ini

Regias
Izabell
Otho
Enemies
Lighting Squad
Dustil
Rudolf

John Dyne
Jul 3, 2005

Well, fuck. Really?

Syrant al-Ulrike

"The men need to see to shoot, lieutenant? Then let the Emperor light their way!" Syrant raises his flamer with a broad grin and pushes away from the hauler, moving out from his cover and unleashing a torrent of promethium towards where the fire was previously coming from. Even if they didn't see anything from the flame, the enemy would reveal themselves firing upon the missionary, and through the Emperor's grace he would weather the storm of slugs. He laughs as he waves the spray of fire back and forth to spread it. "Show me a battle, xenos! My god shall let my blood spill, but he will not let me fall!"


Initiative: 1d10+4 13

PRIEST TIME

Gonna do a half move to get out from cover and then shoot my flamer at the nearest clump of bad guys. 30m range, standard flame penalty PLUS another -20 due to Cleanse and Purify.

4 TB, 40 ag to dodge, and 7 AP. 18 wounds. SHOOT MEEEE

Azhais
Feb 5, 2007
Switchblade Switcharoo
Otho Morn

Otho grins at Syrant, gotta love that moxie. "Let us not let the Emperor down gentlemen!" Wanting to make the most of the distraction, Otho kneels down around the corner of the hauler and fires a burst from his Hellgun at whatever the flamer managed to light up.

I'll take a shot at whatever it is I can see in the building, basically just crouching so other people behind the hauler can shoot over me. 60 + 10 (short) + 10 (hulking) + 10 (arch-militant) + 10 (burst) - 20 (light) =80 if I'm doing math right:
Shootin' things: 1d100 40

Dachshundofdoom
Feb 14, 2013

Pillbug
Izabell Coronado

As soon as she sees Syrant begin to move out of cover, she is inspired by his faith. Truly, even with Terra darkened, the Emperor watched over them still. If this was the time he chose to take their souls before the Golden Throne, then so be it. She whirls out of cover on the opposite side and sweeps her flamer across the facade of the nearest building.

"Cleanse these heathen scum by the light of our faith! The Emperor wills it and so it shall be!"

I was going to do something sane, but I can't appear to be less faithful in the Emperor than that other priest!

Half-Action Move out of cover and Standard Attack with the Flamer, which I'm one-handing so presumably they'll get +20 to avoid it, canceling out the -20 penalty from Cleanse and Purify.

But hey, on the bright side, maybe all the fire will light them up and cancel out everybody else's BS penalty.


pre:
Wounds: 14/14      AP: 5 All (6 vs Blast quality, +3 to Body and L. Arm when Shield drawn)
Fate: 3/3          TB: 4
Movement: 4/8/12/24

WS:   50
BS:   25
S:    45
T:    45
Ag:   40
Int:  25
Per:  40
WP:   51
Fel:  47

Skills: Awareness +10, Dodge +10, Medicae, Psyniscience

Talents: Cleanse and Purify, Crushing Blow, Hatred (Chaos Worshippers), Jaded, 
Paranoia, Pure Faith, Quick Draw, Resistance (Psychic Techniques), Unshakeable Faith

Traits: Accustomed to Crowds, Wary, Face of the Enemy (Chaos), Psyker (Renegade)

Weapons          Rng   RoF       Dam       Pen       Clip       Rld        Qualities

Flamer           20m   S/-/-     1d10+4E   2         6/6        2 Full     Flame, Reliable (GC)
Chainsword       ---   ----      1d10+8R   2         ---        ----       Tearing, Balanced, GC
Storm Shield     ---   ----      1d10+7E   0         ---        ----       Defensive, Power Field,
                                                                           Shocking, Special*
*+3 AP to Left Arm and Body when wielded
**All melee weapons have SB and Crushing Blow already added.

Epicurius
Apr 10, 2010
College Slice
Rudolf

Rudolf grips his hellgun tightly. Suboptimal conditions, he calculates, as his probabilities of hitting something dance in his mind. Most suboptimal. If this combat accomplished nothing else, it served to reinforce the need for an upgrade for his eyes enabling low light vision, understanding, of course, that the current state of the Imperium made such upgrades more difficult. While he was calculating the difficulty in obtaining such an upgrade, he squeezed the trigger, sending a beam towards his target. Then he resumes his aim

Standard attack at one of the enemies firing from the window. Base BS is 40-20 low light +20 full round aim is 40.
Attack (Against 40): 1d100 72
Miss.


pre:
Wounds: 12/12      AP: 6 All but Body, 7 body
Fate: 3/3          TB: 4
Movement: 3/6/9/18

WS:   32
BS:   40
S:    45
T:    45
Ag:   30
Int:  66
Per: 30
WP:  42
Fel:  30

Skills: Tech Use, Awareness +10, Dodge

Talents: Technical Knock
Logis Implant
Unshakeable Faith
Foresight
Sprint
Unnatural Intelligence x2
Mechandrite Use (Utility)
Autosanguine
Prosanguine 
Electrograft Use
Sound Constitution x2 
Ferric Lure 
Binary Chatter
Luminem Charge 
Total Recall 
The Flesh is Weak 1

Weapons          Rng   RoF       Dam       Pen       Clip       Rld        Qualities

Hellgun              110m S/3/-  1d10+4E   7         30/30    2 Full      Reliable (GC)
Power Axe              ---   ----      1d10+7E   7         ---        ----              Power Field, Unbalanced, GC[/b]

Epicurius fucked around with this message at 15:24 on Mar 19, 2016

Werix
Sep 13, 2012

#acolyte GM of 2013
Waiting for actions from Vic and ryuu. I'm out of town starting tomorrow and coming back Thursday night, so if I get no posts from them early today, then probably won't update until Thursday at the earliest.

Vicissitude
Jan 26, 2004

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

Hoping to set a good example for his crew and officers, Dustil leans out of cover to take a shot with his heavy pistol. It may be slow to fire but it packs a wallop. If nothing else, a searing bolt of plasma will do wonders in getting the enemy to keep their heads down. The superheated energy splashes against something inside and the old Rogue Trader feels a surge of pride at his fine marksmanship.

Half aim and Standard shot
Standard attack vs 40: 1d100 12 = A very palpable hit!
Plasma damage: 1d10+8 13 at Pen 6


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
50	40	40	42	30	48	40	38	60

Wounds: 13/13
FP:    4/4

Armour: 6 Head,  6 Body, 6 Arms, 6 Legs

Wrath Plasma Pistol  	40m	S/-/-	1d10+8E	Pen 6	Clip 8/8  	3 Full	Accurate, Overheat
Best Laspistol             	30m	S/2/-	1d10+2E	Pen 0	Clip 30/30	Full  	Reliable
Power Sword               	Melee	-/-/- 	1d10+9E	Pen 5	N/A         	N/A 	Balanced, Power Field
Best Chainsword             	Melee	-/-/- 	1d10+7R	Pen 2	N/A         	N/A 	Balanced, Tearing

KlavoHunter
Aug 4, 2006
"Intelligence indicates that our enemy is using giant cathedral ships. Research divison reports that we can adapt this technology for our use. Begin researching giant cathedral ships immediately."
Inquisitor Isaiah Grax


It seems his watchfulness against the Broken Angels was overwhelmed by the marvels of the Fortress. Grax was commenting upon the realism of the training area, when stub fire began to crack and richochet about them. After a moment of surprise, he rushed to cover, a shadow amongst the shadows when his camoleoline cloak did its work. If the enemy was using their own heat-based vision to see through the dark, they wouldn't see the Inquisitor. Grax peeked over the engine block of the autocarriage he took cover behind.

"Only the insane have the strength to prosper," he quoted, watching the magnificence of their seniormost priests leading the charge with flamers gushing promethium towards the enemy strongpoint.

With the flames of purgation illuminating the enemy, Grax squinted, and lined up his sights on a silhouette. He squeezed back on the trigger until a bolt belched forth, rocket engine rapidly igniting to accelerate it through the window Grax had chosen. If it didn't kill the enemy, it'd at least let them know they were outgunned!


~~~~~~~~~~~~~~~~~~~~~
Init: 1+4 = 5 http://orokos.com/roll/380337
Half Aim + Single Shot http://orokos.com/roll/384365 50,
BS41+ Half Aim + 10 (hulking) = TN61
(If the flamers of the priests light up the target successfully before my turn, then I shouldn't have the -20 darkness penalty, and should score a hit. Otherwise I miss.)


code:
WS BS  S   T   AG Int  Per WP Fel 
32  41  34 41  43  46  35  42  42


Wounds: 13 [url]http://orokos.com/roll/361515[/url]
Fate Points: 4/5 [url]http://orokos.com/roll/361516[/url]

Common Craftsmanship Boltgun (Locke) 
Basic 90m S/2/4 1d10+5 X 4 Pen 24 clip Full Tearing 7kg Very Rare

Xeno-mesh armour
Arms, Body, Legs 3 AP, 2kg Rare

Synskin, 2kg 2 Armour Points to all locations (these Armour Points do
not stack with other worn armour) and the wearer gains
a +10 bonus to Concealment and Silent Move Tests. In
addition, synskin renders the wearer invisible to the effects
of Preysense goggles and Dark Sight. Synskin does not stack
with other armour. If worn under other armour, the wearer
does not benefit from the bonus to Concealment and Silent
Move Tests, but is still rendered invisible to infrared goggles
and Dark Sight unless he is wearing power armour.

Cameleoline Cloak .5kg
A character wearing a cameleoline cloak gains a +20 bonus to Concealment
Tests. If the wearer remains stationary, he counts as being one
Range Bracket further away when targeted by ranged weapons.

Werix
Sep 13, 2012

#acolyte GM of 2013
The two Missionaries, though of different origins and beliefs, easily demonstrate the cleansing fire of the Emperor, each one putting a wall of flame in each building, setting both the first and second floors ablaze. They hear no screams, and no greenskins come running out, and that is because their enemy is finally and fully revealed. Their enemies are not greenskins, nor are they guardsmen, they are rudimentary gun servitors/ These servitors lack even legs, they are nothing more than guns on a rotating base with a servo skull on top for sighting purposes.

They all take shots at the missionaries as they reveal themselves, but the missionaries are too fast, covering them in flame and ducking behind cover before the shots reach them. The behavior along with the nature of the enemies causes something to click in on of the members of lightning squad, who shout, "They must be set on a reactive mode to sight only! If we stay..." The Guard is interrupted when a series of explosions rock the building Syrant flamed. One of the ammo stores on the servitors must have cooked off, setting off a chain reaction. The building quickly collapses from within as internal supports are blown outwards.

With only one building left to clear, the servitors on the ground floor are quickly mopped up between the Command Crew of the expedition, and the seasoned fighters of Lightning Squad. With the fire dying down, the forward fire team of lightning squad enter the building, and quickly give an all clear. Everyone enters the building, and the leader of the fire teams says, "Hey, the one upstairs seems to still be workin' but the things can't even rotate three-sixty."

Given that information, Rudolf goes upstairs to see what he can root out of the servitor's circuitry. He interfaces with the servitor and finds that it has a very simple IFF system, and that the servitors are networked to a central cogitator that feeds them their primary directions. These particular servitors were programmed to fire at anything entering the intersection that did not register as an astartes. Having access to the room's central cogitator, Rudolf adds human to the IFF list, meaning the group should remain unmolested.

Thankfully they do, since on their way to the cathedral in the distance, the group passes by at least a dozen more servitors set up in defensive positions. Finally they reach the cathedral, it's main tower nothing but a bunch of ruins in front of the massive main steps. The group makes their way inside, where at the far end of the Cathedral there is another mock up of the front of a Thunderhawk gunship. The group press the button to lower the front. Instead of it lowering, a computerized voice booms over the loud speakers, ++SIMULATION, LAST STAND INITIATED. FIVE MINUTES UNTIL EVACUATION THUNDERHAWK LANDS AT CATHEDRAL. HOLD POSITION AT ALL COSTS.++

Suddenly, the sounds of air raid sirens fill the "nighttime" air. Just as quickly the sound of gunfire from servitors around the simulated city erupts, along with the sounds of xenos beasts shrieking and yelling.

The sound chills the group to the bone as it is one they know well, it is the sound of Tyranid hive beasts. The damned Inquisition captured Tyranids to use as practice toys.

Okay, so you guys did a good number on the servitors in the first round of combat, so instead of dragging it out another few turns I mopped it up. Now is the next battle. This will be a survival based battle. The enemies will keep coming, you will have to survive a set number of turns before the thunderhawk opens up.

Now decide on how you wish to defend. You could take up positions outside in the rubble and fight them off there, then fall back to the cathedral. This option will give you a good line of sight and killing lanes, but leaves you out in the open, plus will require you to fall back and hopefully out run tyranids when you have to beat it.

The second option is you could take cover in the cathedral. This will put you in close to your exit, but will allow the tyranids to enter in through all the stained glass windows, making defense considerably harder.

Obviously you can do both, but I need to know if the group wants to start outside or not. I will make a map if enough of you ask me, but I want to try and keep this game much more free form in the combat department.

You may keep your current initiative, no reason to make you re-roll. If you want you may re-roll, but then you must keep the second result, even if lower than your current.

Epicurius
Apr 10, 2010
College Slice
Rudolf

"We should take cover outside the cathedral and trust to our ability to outrun the Tyranids during the evacuation. Staying inside the Cathedral leaves us open.", Rudolf advises, as he looks around desperately for anything to slow the beasts down.

Dachshundofdoom
Feb 14, 2013

Pillbug
Izabell Coronado

"Agreed. The last thing we need to do is let them surround us. Their advantage is in overwhelming numbers; we'd be fools to give up a perfectly good bottleneck just to save ourselves a few steps."

KlavoHunter
Aug 4, 2006
"Intelligence indicates that our enemy is using giant cathedral ships. Research divison reports that we can adapt this technology for our use. Begin researching giant cathedral ships immediately."
Inquisitor Isaiah Grax


"Getting cornered by Tyranids is a good way to die, out here, those combat servitors can cover our flank," Grax reasoned, the Inquisitor nearly disappearing under his cloak as he took a firing position, aiming towards the inhuman shrieks that approached. The Inquisition - the Imperium - had once been able to seize these creatures and store them, for the sole purpose of keeping the Astartes' skills sharp. Now, even the tiniest splinter of the ravenous horde was too much for humanity, was too much for Battlefleet Group 75 the last time they'd met.

It was time for righteous vengeance against the Xenos. Grax had a thin, grim frown on his face as he flicked his Bolter to automatic fire...

~~~~~~~~~~~~~~~~~~~~~
Rerolling Init, as was so graciously provided: http://orokos.com/roll/386984 9+4=13

Azhais
Feb 5, 2007
Switchblade Switcharoo
Otho Morn

"I concur, there's nothing to be gained by cornering ourselves. Lieutenant Hutchens, get on that vox and let them know our situation, we don't want the irregulars just walking into this, and Emperor only knows if these things will be contained to the practice field with the station in its current state, so the troops working on Romarous need to be warned."

Otho sets up someplace where he can make use of the hellgun's range, but makes sure the melta is ready to go when things get close. He also tries to remember anything from his childhood training back on Beitera that might help.

Cathedral tactics: 1d100 84. Not so much.

Azhais fucked around with this message at 07:29 on Apr 6, 2016

Vicissitude
Jan 26, 2004

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

"You're right, of course. But the cathedral will provide us a solid staging ground for our retreat. And let's make no mistake, it will be a retreat in the end. We cannot stand against the swarm and life. But we can buy time here and keep them from overwhelming us. Rudolf, can you repair these gun-servitors? Any additional firepower would be welcome."

Voting to hold the ground here and get any combat servitors back online

pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
50	40	40	42	30	48	40	38	60

Wounds: 13/13
FP:    4/4

Armour: 6 Head,  6 Body, 6 Arms, 6 Legs

Wrath Plasma Pistol  	40m	S/-/-	1d10+8E	Pen 6	Clip 7/8  	3 Full	Accurate, Overheat
Best Laspistol             	30m	S/2/-	1d10+2E	Pen 0	Clip 30/30	Full  	Reliable
Power Sword               	Melee	-/-/- 	1d10+9E	Pen 5	N/A         	N/A 	Balanced, Power Field
Best Chainsword             	Melee	-/-/- 	1d10+7R	Pen 2	N/A         	N/A 	Balanced, Tearing

Werix
Sep 13, 2012

#acolyte GM of 2013
With the ever present bestial screams in the distance, the team decide to take cover in the ruins of the tower littering the courtyard outside the great cathedral. Lightning squad again splits into two fireteams. The first with the sniper takes a position on the northern part of the courtyard, while the other, with the heavy stubber, takes position on the south side. The rest of the group array themselves with more power in melee, or who have flamers, up front, and those more range focused in the rear.

The group waits anxiously for a couple minutes as the sounds of gunfire from the servitors and the screaming from the tyranids echo in the distance, with the noises of the Tyranids coming ever closer. Finally, a group of Hormagaunts begin to burst up the middle. As Isabell and Syrant wait for them to get into flamer range, two smaller groups of Termaguants make their way from the side streets.

Their only hope was that they lasted long enough for the door in the Cathedral to open.



Lime green are Termagaunts, each blob has 10 in it.
Not Lime green are Hormagaunts. The Blob has 20 in it.

I am going to be using a simplified version of horde rules from the later games. You don't get a size modifier to hit. If you manage a wound, your kill a gaunt. Each gaunt will be getting an attack, but I've got a lot of D10 I can roll easy. They also do not get a dodge or parry. We will be using the stats from Page 371-72 from Deathwatch core for their stats.

The two lighting bolts are Lighting squad split into two fireteams.

Red diamond is Syrant
Orange is Otho
Green is Isabell
Purple is Rudlof
Blue is Dustil
Brown is Grax

Dachshundofdoom
Feb 14, 2013

Pillbug
Izabell Coronado

Izabell couldn't really feel the awful sensation in her head that she had experienced the last time they had met Tyranids. How strange. Was it something they only caused in large numbers? Was there some specific creature that generated it? Maybe she'd think of an excuse to ask about it later; if she spewed enough vitriol about psykers when she asked, odds are they wouldn't be too suspicious.

She grimaces, swats the questions aside, and sets her flamer against cover, peering around the edge of her shield as the xenos filth charged towards them. She'd rather lose in herself in the fury of battle and the euphoria of faith than think about this vile curse on her mind and soul.

"C'mon, she hisses through clenched teeth. "Come get what you deserve, monsters."

Keeping my Initiative at 14 and continuing to one-hand the Flamer with my Storm Shield, cumulative penalty of +0 with Cleanse and Purify. Delay until the hormagaunts/termagaunts close to range, then burn them..

pre:
Wounds: 14/14      AP: 5 All (6 vs Blast quality, +3 to Body and L. Arm when Shield drawn)
Fate: 3/3          TB: 4
Movement: 4/8/12/24

WS:   50
BS:   25
S:    45
T:    45
Ag:   40
Int:  25
Per:  40
WP:   51
Fel:  47

Skills: Awareness +10, Dodge +10, Medicae, Psyniscience

Talents: Cleanse and Purify, Crushing Blow, Hatred (Chaos Worshippers), Jaded, 
Paranoia, Pure Faith, Quick Draw, Resistance (Psychic Techniques), Unshakeable Faith

Traits: Accustomed to Crowds, Wary, Face of the Enemy (Chaos), Psyker (Renegade)

Weapons          Rng   RoF       Dam       Pen       Clip       Rld        Qualities

Flamer           20m   S/-/-     1d10+4E   2         5/6        2 Full     Flame, Reliable (GC)
Chainsword       ---   ----      1d10+8R   2         ---        ----       Tearing, Balanced, GC
Storm Shield     ---   ----      1d10+7E   0         ---        ----       Defensive, Power Field,
                                                                           Shocking, Special*
*+3 AP to Left Arm and Body when wielded
**All melee weapons have SB and Crushing Blow already added.

Epicurius
Apr 10, 2010
College Slice
Rudolf

Rudolf crouched behind the barrier as he heard the chittering of the approaching Termagaunts. This was distinctly suboptimal. The lack of heavy weapons was especially grating, but the entire situation was not to be wished for. The Space Marines set up tests with enemies appropriate to them, but this team lacked the simple physical power and endurance of a Space Marine killteam. The situation was, all things considered, not enviable. Rudolf makes sure his gun is set to semi-automatic and fires into the crowd of Termagaunts, but the shots go high.

Firing at the Termagaunts (against BS 50): 1d100 85 Miss

pre:
Wounds: 12/12      AP: 6 All but Body, 7 body
Fate: 3/3          TB: 4
Movement: 3/6/9/18

WS:   32
BS:   40
S:    45
T:    45
Ag:   30
Int:  66
Per: 30
WP:  42
Fel:  30

Skills: Tech Use, Awareness +10, Dodge

Talents: Technical Knock
Logis Implant
Unshakeable Faith
Foresight
Sprint
Unnatural Intelligence x2
Mechandrite Use (Utility)
Autosanguine
Prosanguine 
Electrograft Use
Sound Constitution x2 
Ferric Lure 
Binary Chatter
Luminem Charge 
Total Recall 
The Flesh is Weak 1

Weapons          Rng   RoF       Dam       Pen       Clip       Rld        Qualities

Hellgun              110m S/3/-  1d10+4E   7         26/30    2 Full      Reliable (GC)
Power Axe              ---   ----      1d10+7E   7         ---        ----              Power Field, Unbalanced, GC

Azhais
Feb 5, 2007
Switchblade Switcharoo
Otho Morn

Ah, Otho thought, now this was starting to feel like home. Crouched behind ruins for cover, a massive horde of horrible monsters charging at the lines, and inadequate supplies for the job. Unpleasant reminders of the decade after the crash. At least these things were not spewing horrible warp powers at his comrades. Yet, anyway.

Otho squeezes off a burst at the Hormagaunts. Wildly successful.

Shooting Hormagaunts Round 1: 1d100 4 vs 80 (60 +10 Master +10 Burst)
Hormagaunt Damage Round 1: 3#1d10+6 12 8 9

Assuming the scale on that map is correct, everything else is either out of LOS or at extreme range vs the just inside long range Hormagaunt pack, so I'll be taking the shot at closer targets. If that scale is wrong, I'd probably focus fire on whatever Rudolf is shooting at to get rid of a pack faster. I'm a bit unclear on the horde thing, should I roll damage or is this sort of a "hit reduces count of enemies" scenario. It'd be 1d10+6 after traits if something needs to be rolled.

pre:
WS    BS    S     T     Ag    Int   Per   WP    Fel
40    60    40    50    50    30    40    50    15

Wounds: 17/17
FP:    3/3

Armour: 5 All

Good Hellgun      110m     S/3/-    1d10+4E   Pen 7    Clip 24/30    2 Full  Reliable
Good Meltagun      30m     S/-/-    2d10+8E   Pen 13   Clip 10/10    3 Full  Reliable
Good Sword       Melee     -/-/-    1d10+4R   Pen 2    N/A           N/A     Balanced, Mono

Traits: Weapon Master (Basic),  Untouchable (5)

Azhais fucked around with this message at 22:57 on Apr 23, 2016

Werix
Sep 13, 2012

#acolyte GM of 2013
game isn't forgotten, but I've only got actions from three of you. Talk about player attrition. The bare minimum I'd want is four, so if no one else posts by Monday this game will join the list of short lived werix failures.

KlavoHunter
Aug 4, 2006
"Intelligence indicates that our enemy is using giant cathedral ships. Research divison reports that we can adapt this technology for our use. Begin researching giant cathedral ships immediately."
Inquisitor Isaiah Grax


Grax's nostrils flared, he could practically smell the drat 'Nids from here. The Inquisitor banished the fear of being eaten from his mind, instead making a resolution to kill them all. Simple. At least it was nigh impossible to miss, in the numbers the beasts came in...

~~~~~~~~~~~~~~~~~~~~~
Firing on South Termagants 31, BS 41 +20 Full Auto = TN 61 ?

code:
WS BS  S   T   AG Int  Per WP Fel 
32  41  34 41  43  46  35  42  42


Wounds: 13 [url]http://orokos.com/roll/361515[/url]
Fate Points: 4/5 [url]http://orokos.com/roll/361516[/url]

Common Craftsmanship Inferno Pistol (Mars) 
Pistol 10m S/–/– 2d10+8 E 13 pen 3 clip Full 2.5kg Very Rare

Common Craftsmanship Boltgun (Locke) 
Basic 90m S/2/4 1d10+5 X 4 Pen 24 clip Full Tearing 7kg Very Rare

Xeno-mesh armour
Arms, Body, Legs 3 AP, 2kg Rare

Synskin, 2kg 2 Armour Points to all locations (these Armour Points do
not stack with other worn armour) and the wearer gains
a +10 bonus to Concealment and Silent Move Tests. In
addition, synskin renders the wearer invisible to the effects
of Preysense goggles and Dark Sight. Synskin does not stack
with other armour. If worn under other armour, the wearer
does not benefit from the bonus to Concealment and Silent
Move Tests, but is still rendered invisible to infrared goggles
and Dark Sight unless he is wearing power armour.

Cameleoline Cloak .5kg
A character wearing a cameleoline cloak gains a +20 bonus to Concealment
Tests. If the wearer remains stationary, he counts as being one
Range Bracket further away when targeted by ranged weapons.

Werix
Sep 13, 2012

#acolyte GM of 2013
It lives! Will update tomorrow. Watch this space. Also probably going to try and get a few more players in here.

Vicissitude
Jan 26, 2004

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

"Hold fast, my friends! We have cover and the righteous might of the Emperor with us!"

The captain holds his place behind the rubble and takes aim with his plasma pistol. The swarm creatures of the tyranid fleets aren't known for their accuracy so the ones toting those odd living guns aren't much of a concern at the moment. The ones with blades for arms were another matter. They can leap easily over any obstacle. Best to whittle them down before they can close the distance.

Waiting until they're in range and then half aim and standard attack.
Attack vs 70: 1d100 89
Miss


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
50	40	40	42	30	48	40	38	60

Wounds: 13/13
FP:    4/4

Armour: 6 Head,  6 Body, 6 Arms, 6 Legs

Wrath Plasma Pistol  	40m	S/-/-	1d10+8E	Pen 6	Clip 7/8  	3 Full	Accurate, Overheat
Best Laspistol             	30m	S/2/-	1d10+2E	Pen 0	Clip 30/30	Full  	Reliable
Power Sword               	Melee	-/-/- 	1d10+9E	Pen 5	N/A         	N/A 	Balanced, Power Field
Best Chainsword             	Melee	-/-/- 	1d10+7R	Pen 2	N/A         	N/A 	Balanced, Tearing

Werix
Sep 13, 2012

#acolyte GM of 2013
If the humans huddled behind the simulated ruins are frightened of the servants of the Great Devourer, they do not show it. The commander of Lightning Squad points to the Hormagaunts, "Focus fire on the bladed ones! Don't let them close distance!" Displaying their elite training, the two fire teams of Lighting squad open up with their autoguns, heavy stubber, and sniper rifle. Half a dozen of the horrible creatures fall to their fire. Otho and the self styled Inquisitor add their fire to group, inflicting some more casualties on the beasts.

The Hormagaunts, reeling from their losses, rush towards the baracades, getting awfully close for comfort. Likewise, their more ranged comrades take the opportunity to move closer.




Okay, when I said "score a hit" I meant if anyone did at least one damage to the nids after armor and toughness they fall. I also allowed Azhais to re-assign his hits to multiple gaunts, ain't i a nice guy.

Give me actions for two turns worth of actions. Dustil and Isabell should expect to be on the receiving end of whatever hermagaunts are left next turn. So maybe focus fire on them?

Ini:
Isabell-14
Lightning squad-14
Grax-13
Otho-12
Dustil-12
Hormagaunts-11
Rudolf-11
Termagants-8

Lime green are Termagaunts, each blob has 10 in it.
Not Lime green are Hormagaunts. The Blob has 10/20 in it.
The two lighting bolts are Lighting squad split into two fireteams.
Red diamond is Syrant
Orange is Otho
Green is Isabell
Purple is Rudlof
Blue is Dustil
Brown is Grax

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Azhais
Feb 5, 2007
Switchblade Switcharoo
Otho Morn

Otho continues firing at the Hormagaunts. Last thing we need is for those things to be in close melee combat if we need to fall back to the cathedral.

Firing two more bursts at the Hormagaunts. I suppose if they all get killed the first round, the second will go into the northern Termagaunt pack.

Hormagaunts Round 2: 1d100 43 vs 80 (60 +10 Master +10 Burst)
Damage round 2: 3#1d10+6 13 15 15

Hormagaunts (or Terms) Round 3: 1d100 20 vs 80 (60 +10 Master +10 Burst)
Damage round 3: 3#1d10+6 15 15 16

Not sure what you want done with the RF hit given the "any damage kills a gaunt" thing.


pre:
WS    BS    S     T     Ag    Int   Per   WP    Fel
40    60    40    50    50    30    40    50    15

Wounds: 17/17
FP:    3/3

Armour: 5 All

Good Hellgun      110m     S/3/-    1d10+4E   Pen 7    Clip 18/30    2 Full  Reliable
Good Meltagun      30m     S/-/-    2d10+8E   Pen 13   Clip 10/10    3 Full  Reliable
Good Sword       Melee     -/-/-    1d10+4R   Pen 2    N/A           N/A     Balanced, Mono

Traits: Weapon Master (Basic),  Untouchable (5)

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