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  • Locked thread
John Dyne
Jul 3, 2005

Well, fuck. Really?


It was several weeks after delivering the tome into Callum's hands that the sorcerer emerged, brimming with joy. He had cracked the ritual, but it was intended to be performed upon only one planet and one planet alone. The coordinates were ancient, dating before even the ascension of Horus to his true calling, but the old magician had enough resources to get them deciphered; before too long, he was herding the warband onto his cruiser once more, preening and cackling about his upcoming ascension.

But his resources had neglected to inform him of one thing: the planet, known to the Imperium as Terra's Hope, was one of the largest and most heavily fortified shrine worlds near Jericho's reach. It had been the birth planet of an Imperial general, one who could trace his lineage back to Holy Terra itself, and had saved the sector with a daring and suicidal strike against an invading Tau fleet. He had died in the attack, but the damage cuased was crucial in turning the invasion out of the sector; it had been his greatest action in a long and illustrious military career.

This information is learned incredibly quickly as Callum's ship barrels through the honor guard patrolling the planet, cannons blazing to take advantage of the surprise granted by the cruiser's sudden appearance in the sector; the sorcerer seems quite proud of this information as he rattles it off to the warband, his head lowered into the book as his slaves do their damnedest to keep the ship together. The vessel shudders violently with each shot, but Callum shows little regard for the danger they may possibly be in.



When klaxons begin blaring on the ship, Callum finally sighs and stands up, gathering his book. "We have drop pods on reserve. Hold the ship together as long as you can, men! Glory with the Chaos gods awaits you!" He leads the warband to the hold, quickly gathering them into their drop pods and launching within minutes. Behind them, the cruiser is swarmed by Imperial fighters and, in the distance, a massive carrier quietly draws nearer to the vessel; it seems highly unlikely that the little cruiser will hold out against the massive ship.



Atmosphere burns around the outside of the drop pods as they streak through the sky like comets, only Callum truly seeming to know where they will land. Anti-air fire strikes the side of the pods, but does little against the reinforced armor; the sorcerer, through it all, simply flips through his book.



Finally, the pod strikes home in front of a massive shrine in the heart of some city upon the planet, and Callum finally springs into action; the impacts had scattered and slain a group of Sororitas, and the sorcerer unleashes all hell with his magic, destroying in an instant the remaining defenders outside the temple. He strides forward with purpose, thrusting his hand forward and decimating a group of priests who had emerged to see what the ruckus was about with a volley of warp lightning.



Callum leads the warband into the temple and motions for the doors to be sealed shut, and moves quickly to the heart of the cathedral, unceremoniously shoving a stack of books from the lecturn and placing his own book upon it. "The time has come! Get into position, my acolytes and warriors! The ritual naught take but thirty minutes, and though we find ourselves in the hated enemy's very heart, the power that I will summon forth will bring an utter end to their worship of the pitiful corpse god! Keep them at bay, and I swear to you a fraction of the godly power! For Tzeentch! For Chaos! For the end of Humanity!"

Without waiting for a response, Callum raises his hands to the sky, his eyes rolling back into his head as he begins to chant dark words of power, causing jagged, thin bolts of energy to lash out from the book to his body, and then upwards to the ceiling. Even with just a moment of chanting, a sinister cloud of raw warp coalesces above the sorcerer's head, seeming to take every lancet of energy he and the book have to offer. Outside, the enemy seems to be rallying, but seem to be hesitating. This will buy a moment of time and give the warband the element of surprise.


Welcome to the game! We're throwing you right into the thick of it. Feel free to post reactions up to this point, and you WILL get a surprise round at the start of this.

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Viva Miriya
Jan 9, 2007


Cyrus the Virus
When Callum told them of the new mission, Cyrus thought the Sorceror insane. When he found out they were dropping on Terra's Hope, he was ecstatic. A place where he could die killing the Imperials. Because no way was this scheme working out. The history of the world coming from a tiresome nerd while the ship was falling apart was definitely unnecessary. Somehow by the grace of the Dark Gods they made it planetside alive. And with Death's Advance at hand Cyrus got to clearing a path.

Spend Infamy Point to activate Overkill for this combat Encounter. Half Action to take cover, Half Action to Semi-Auto Burst at base 49 + 20[Bloodlust Weapon Quality], additional hit assuming success cause of Twin-Linked+additional every 2 DoS.
Semi Auto Burst vs 49: 1d100 26 4 DoS 3 Hits + 1 Additional [TL]
Death's Advance Damage (3 hits) Pen: 9: 3#1d10+20 28 28 28
TEARING: 3#1d10+20 28 28 24
4th Hit +Tearing: 2d10k1+20 23
4 28X 25X because NO DAEMON IN MY LEGACY WEAPON Hits to be resolved at Pen: 12 kill whoever and if anyones unlucky enough to die. Can I just shoot a nearby tank or something? Also if there's a size bonus+range bonus that adds up to +20 more, we should actually have a 5th hit (Cause of twinlinked). Ayyyyyy lmao preload XCOM 2 today!


pre:
Name: Cyrus the Virus
Archetype: Plague Marine (+10 T/-10 Ag)
Pride: Fortitude (+5 T/-3 Ag/-3 Int)
Disgrace: Regret (+5 Corruption/Haunted)
Motivation: Perfection (+5 T/-3 /-3 Fel)
Alignment: Nurgle
Special Abilities: Abominable Physiology, Hideous Resilience, and Infectious Miasma

Characteristics:
WS  42 (42)
BS  49 (49)
S   42[62] (42) [Power Armour]
T   90 (50 + 20[Archetype/Pride/Motivation] + 20[Advances])  
Ag  30 (43 - 13[Archetype/Pride]) 
Int 40 (43 - 3[Pride]) 
Per 39[59] (42 - 3[Motivation]) [Auto-senses/Heightened Senses (Hearing/Sight)]
WP  46 (46)
Fel 37 (40 - 3[Motivation])
Inf 41 (41)

Wounds: 23 (23)
Infamy Points: 4
Corruption: 40 (35 Starting + 5[Disgrace])
Experience: 8,500/8,500
Banked Experience:

Alignment Counter (KNST):1/8/0/0 BENEFITS FROM SACRED NUMBER
Advances:
Advanced Archetype: Plague Marine (3,600)
ALL TOUGHNESS ADVANCES gently caress IT (1,600) [Nurgle x4)
Armour-Monger (500)
Die Hard (200) [Nurgle]
Medicae (100) [Nurgle]
Medicae +10 (200) [Nurgle]
Master Chirurgeon (400) [Nurgle]
Mighty Shot (400) [Nurgle]
Storm of Iron (500) [Khorne]
Tech-Use (200)
Trade (Armourer) (200)
Trade (Chymist) (200)
True Grit (400) [Nurgle]

Talents:
Ambidextrous
Ancient Warrior
Armour-Monger
Bolter Drill
Bulging Biceps
Deadeye Shot
Die Hard
Exotic Weapon Training (Plague Knife)
Fearless
Hardy
Hip Shooting
Iron Jaw
Legion Weapon Training
Heightened Senses (Hearing, Sight)
Master Chirurgeon
Mighty Shot
Nerves of Steel
Quick Draw
Rapid Reload
Resistance (Cold, Heat, Poisons)
Takedown
True Grit
Unarmed Warrior

Skills:
Athletics
Awareness + 10
Common Lore (Tech, War)
Dodge
Forbidden Lore (Adeptus Astartes, Daemonology, The Horus Heresy and the Long War)
Intimidate +10
Medicae +10
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Tech-Use
Trade (Armourer, Chymist)
Parry +10

Traits:
Amphibious
Machine (1)
Unnatural Strength (+4) 
Unnatural Toughness (+4)

Bionics
Mechanicus Assimilation (1)

Gifts of The Gods:
Blood Substitution
Daemon Weapon (Death's Advance)

Current Equipment
B.C. Legion Power Armour
"Heart Ripper" Legion Heavy Bolter w/12 belts of ammo
Legion Combat Knife
Daemonic Plague Knife
3 Blight Grenade
2 Legion Krak Grenades
Icon of Seeping Decay


Potential Legacy Weapon: Heart Ripper
- Weapon Modification: Belt Feed

Power Armour
Mark 3 Iron Power Armour AP: 13/11 [Body/Rest] (Option 1: Enhanced Ceramite Plating)
Customizations: Devotional Iconography: Nurgle, Careful Maintenance [Best Craftsmanship]
Social Bonus: +5 to Intimidate
Enhanced Strength: +20
Auto-Senses: +10 (Option 2)
Life Sustainer: Offline
Biomonitor: Online (Option 3)
Pain Suppressant: 6 Doses
Vox-Link: Online (Option 4)
Magnetised Boots: Offline
Recoil Suppression: Offline
Dexterity Modifier: -10
Nutrient Recycling: Offline
Sustainable Power Source: Yes (Option 5)
pre:
Primary Combat Block:
  WS      BS       S      T      Ag     Int    Per    WP   Fel  
  42      49     42[62]   90   40[30]   40    39[59]  46   37

Wounds: 23/23    Infamy: 3/4  Initiative: 1d10+4
Half Move: 5 Full Move: 10 Charge: 15 Run: 30
SB: 10  TB: 13
Armour: 14/12 [Body/Rest]
FF: 30 (Daemon Weapon)

Awareness: 49[69] (Auspex/Heightened Senses [Hearing/Sight])
Dodge: 30
Hideous Resilience: 80
Intimidate: 72[77] (Armour)
Medicae: 60
Parry: 52


Weapons: (Currently selected weapons are in BOLD)
Heart Ripper 150m -/-/8 1d10+14 X Pen 5 Belt: 100/100 Rld: Half Special: Tearing, Unreliable
Blight Grenade 30m S/-/- 2d10+2E Pen 0 Ammo: 3/3 Special: Blast (6), Toxic (2)
Legion Krak Grenade 30m S/-/- 2d10+10X Pen 6 Ammo: 2/2
Daemonic Plague Knife 1d10+13R Pen: 5 Special: Concussive (1), Felling (4), Toxic (1)
Legion Combat Knife 1d10+10R Pen: 2

Noteworthy Wargear:
Daemonic Plague Knife
Binding Strength 1
Bile-Quenched: Targets wounded by this weapon can only perform a half-action next turn.
Impervious: Has a force field rating of 30.

"Heart Ripper" Legion Heavy Bolter
- Legacy Status: N/A
- Weapon Modification: Belt Feed (+2 to Full Auto RoF, gains Unreliable)

Declared as a weapon to be elevated

Icon of Seeping Decay: All characters aligned to Nurgle within 4m count AB as 1 higher and may make a Difficult (-10) Toughness test
at the start of each of their turns to remove 1 level of fatigue. All other characters within that area count their Agility Bonus as 1 lower
(to a minimum of 1) and must pass a Challenging (+0) Willpower Test at the start of each of their turns or gain 1 level of fatigue.

Special Abilities:
Abominable Physiology: The numerous parasites and virulent diseases that eat away at a Plague Marine’s armour 
and liquefy his diseased flesh also make him unnaturally resistant to harm. A Plague Marine never suffers Damage 
or other negative effects from Diseases, poisons, or the Toxic Quality unless he chooses to suffer 
these effects (although he can still be infected by Diseases as normal, and can spread them to others).

Hideous Resilience: Plague Marines have been known to walk unflinching through terrible fire and shrug off mighty blows 
that would cleave other Space Marines in twain. As a Reaction, a Plague Marine may make a Difficult (–10) Toughness Test. If he
succeeds, he reduces the Damage from the next hit he suffers before the beginning of his next Turn by 1 per Degree of Success 
he scores on the Test. If he reduces the Damage to 0 this way, he gains the Fear (1) Trait to the foe whose attack he so easily withstood.

Infectious Miasma: Plague Marines are revolting testaments to the horrific bounties that await those who embrace the Lord of Decay, 
their bodies dripping with foul pestilences and contagions that hinder their opponents in combat. A Plague Marine may spend an Infamy point 
to release the swarms of bloat-flies, corpse-gases, and other vile contagions housed within his bloated frame. For the next 1d5+1 Rounds, 
at the start of the Plague Marine’s Turn, each other character within 10 metres of the Plague Marine suffers a single hit for 
1d10 Energy Damage with the Toxic Quality, ignoring armour that is not environmentally sealed.

Noteworthy CSM Implants
Noteworthy Traits
Noteworthy Talents

Viva Miriya fucked around with this message at 03:16 on Mar 24, 2016

Werix
Sep 13, 2012

#acolyte GM of 2013
Tabitha "tabby" Smythe, Hospitallier of the Order of the Cleansing Water


Luckily Tabitha had always traveled light, because when they emerged in system under a hail of fire, she knew they were going to abandon ship soon. As they plummeted towards the planet in the drop claw, Tabitha spent the time taking stock of her equipment. Her "plague" claw was secured to her back, usually used more for medical purposes than offensive. She draws her power knife and tests it, a blade she usually uses when she has to crack the armor on someone she is helping. The surgical quality blade tines on her dominant hand extend gracefully, as do the pain dulling nerve induction tines on her non-dominant hand.

The only thought in her head as the drop pod lands is as it relates to them getting off the world if the cruiser is destroyed. As Callum strikes down the Sororitas and priests, Tabitha lags ever so slightly behind, spending time going to each body and with either her bladetines or power blade, plunging quickly into their hearts, dancing around like some mythical creature shepherding souls to the afterlife. She was angry at the few of them that issued out small screams or sighs when Tabitha did her work. If there was one thing in the entire universe she abhorred was suffering. She wished it upon none, including the worshipers of the Emperor. She was still a Hospitallier, even if she would never practice with those of her Order again. She had found in Nurgle a deity that also wished no pain to his followers. His poxes and plagues, while oftentimes horrific, are usually never painful as they dull the pain and kill the nerve endings.

She finishes her work just in time to slide through the closing doors. She takes cover behind the front-most pews and draws her autopistol, the thing feeling strange in her hand. She then clasps at the Refractor Field generator at her neck and makes sure the shimmering bubble pops into place around her. She then addresses her comrades preparing for battle, "If you sustain injury call out to me! None of you will fall this day if I can help it! Though if you are beyond my help, I will promise you that I will at least make your passing easy, and you shall go to whatever god you worship in peace!"

Cowering behind pews. I will point my autopistol in the direction of the door and spray bullets at it to suppress anyone coming in during that surprise round. Also guess I'm the quick acting paramedic here too:

first ini: 1d10+5 15




pre:
Name: Tabitha "Tabby" Smythe, Hospitallier of the Order of the Cleansing Water
Archetype: Plaguemeister
Alignment: Nurgle
Pride: craftsmanship
Disgrace:  regret
Motivation: Innovation


WS	39=25+12-3[craftsmanship]+5[advance]
BS	38=25+11-3[craftsmanship]+5[advance]
S	31=25+11
T	54=25+14+5[archetype]+10[advance]
Agi	33=25+5+3[craftsmanship]
Int	64=25+16[craftsmanship]+3[innovation]+10[archetype]+10[advance]
Per	34=25+9
WP	39=25+14
Fel	28=25+3
Wounds:  13=15-2
Infamy: 45=23+21+1[craftsmanship]
CP: 42=35+5[regret]+2[innovation]

Skills:
Awareness
Charm +20
Common lore (Ecclesiarchy, Imperial Creed, Adeptus Sororitas, Imperium)
Commerce
Deceive
Dodge
parry
Forbidden Lore(heresy, the warp, mutants)
Inquiry +10
Intimidate +10
Medicae +30
Psyniscience
Linquistics (low gothic)
Scholastic lore (chymistry, beasts)+10
Stealth
Tech use
Trade (Chymist)

Talents:
radiant Presence
foresight
furious assault
hardy
jaded
lightning reflexes
polyglot
paranoia
quick draw
Resistance (fear, poisons, psychic powers)
sure strike
Total recall
Unshakable will
Weapon training (primary, chain, power, SP, bolt)
master chirurgeon
Mastery Medicae

Traits:
Quick and the dead: +2 on ini rolls
Haunted: opponents get +10 to intimidate
Wretched tally: immune to nurgle fear, and other stuff
Malevolent generosity: spend infamy to heal more, give people fun stuff in return if fail +0 toughness
Unnatural Toughness (1)
Stuff of Nightmares:Immune to poison, disease, breathing, most environmental hazards, 
bleeding, stunning. Ignore critical results unless kill outright, or caused by psychic 
attack, force weapon or holy weapon.
Flyer (6)


rewards:
Mark of Nurgle:

Mutations
Winged: wings of a fly
Eye of chaos:

Gear:
good craftsmanship autopistol
power blade
light carapace
injector
medi-kit
5 doses of enfeeble
filtration plugs
dataslate

Acquisitions:
Best Quality nerve induction tines
Best quality blade tines
good quality plague claw
good quality refractor field
Light power armor careful maintenance
Subs: all the general armor subs
Sororitas Bolter taken off the dead

XP Spent 		8250/9000
Plaguemeister 4600
parry known 200
medicae +20 400
Medicae +30 600
Mastery Medicae 750
master chirurgeon 400
Int simple 250
int intermediate 500
resistance (psychic powers) 200
toughness simple 100
weapon training (Bolt) 250
BS simple (250)
WS simple (250)
Toughness intermediate (250)
stats: 10#2d10 3 11 5 14 16 9 11 12 14 3
Infamy: 19+1d5 23
wounds: 10+1d5 15

Werix fucked around with this message at 23:54 on Mar 30, 2016

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Imach the Editor

"Take the books. Burn the librarians."

Imach moves purposefully towards the main door, grips his staff and sword, and mutters strange words under his breath. Something awful starts to coalesce about his hands.

In other words, nothing we all haven't seen before.

In truth, Imach is unsurprised that Callum's ritual required a church, but a true shrineworld of this magnitude? He must be truly confident that he will attain godhood, or something very near to it. For the moment, it is time for Imach to do what Imach does best.

"Blind worms, all of them. Let them charge into the embrace of the gods!"

I'm gonna Wind of Chaos whichever poor crowd of ceremonial guards get to breach that door first, straight into the entryway.
init 1: 1d10+3 7
Unfettered Wind of Chaos vs 121: 1d100 84
Oh wait, that's a corruption test isn't it. IP!
Wind of Chaos IP reroll vs: 1d100 49
That's more like it.



pre:
Name: Imach the Editor
Race: Chaos Space Marine
Career: Thousand Sons Sorcerer
Pride: Devotion
Disgrace: Destruction
Motivation: Ascendancy
Alignment: Tzeentch (TSS)


Stats +creation +career +advancements +gear =total (bonus)        
WS	:12 +30 +  +   + = 42
BS	:4  +30 +  +   + = 34
S	:11 +25 +  +   +20 = 56 (9)
T	:11 +30 +  +   + = 41 (8)
AG	:5  +30 +  +   + = 35
INT	:11 +30 +  +   +5 = 46
PER	:5  +30 +  +   + = 35
WP	:16 +40 +5 +15 + = 76 (10)
FEL	:8  +26 +5 +   + = 39

Infamy: 44 
Corruption: 36
Wounds: 15+1d5-2= 17
Initiative: 1d10+3
AP 8 All, AP 10 Body, TB 8 
Force Field 45

Skills:
Athletics 
Awareness
Dodge
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War) 
Forbidden Lore (Psykers, Warp, Daemonology, Xenos) 
Linguistics (Low Gothic, High Gothic)
Navigate (Surface)
Operate (Surface)
Parry
Command
Deception or Scrutiny
Logic
Psyniscience
Common Lore (All)
Scholastic Lore (All)

Talents:
Psy Rating 6
Ambidextrous
Bulging Biceps
Legion Weapon Training
Heightened Senses (Hearing, Sight)
Nerves of Steel
Quick Draw
Resistance (Cold, Heat, Poisons)
Unarmed Warrior
Ancient Warrior
Strong Minded
Meditation
Resistance (Psychic Powers)
Warp Sense

Traits:
Amphibious 
Unnatural Strength (+4)
Unnatural Toughness (+4)
Psyker 
Unnatural Willpower (+3)
Rubric of Ahriman (Additional die choice on Perils rolls)

Mutations:
Mark of Tzeentch
Flaming Arm

Gear:
Legionnaire Power Armour (Sustainable Power Source, Osmotic Gill Life Sustainer, Enhanced Ceramite Plating, Chain Bandoliers)
Legion Bolt Pistol
two clips of Tzeentchian Inferno Bolts
four clips of standard bolts (as if I'm gonna use these and not fuckin DOOMBOLT)
Force Sword
Talisman of Tzeentch
Warp Staff
Shimmering Robes (PRx9 force field)
Psy Focus
Q'Sal Crystal Spire

Powers:
(TSS starting powers 500/500)
Boon of Tzeentch (free)
Wind of Chaos 300
Doombolt 200
(Bought Powers)
Bolt of Change
Thought sending
Delude
Compel
Mind Probe


Advancements (8500/8500):
+7500
Thousand Sons Sorcerer 3600
Willpower (simple, intermediate, trained) 850
Psy Rating x2 1500
Favoured by the Warp = 400
Infused Knowledge = 400
Linguistics (High Gothic) 200
Bolt of Change 500
+1000
Intelligence (Simple) 250
FL Daemonology 100
FL Xenos 100
Thought Sending 100
Delude 100
Compel 200
Mind Probe 200

Acquisitions (5 starting):
Warp Staff (-30 -> -20 V. rare, +10 single)
Shimmering Robes (-30 -> -20 V. rare, +10 single)
Psy Focus
Q'Sal Crystal Spire (-20 -> -10 rare, +10 single)

pre:
Combat Block:
WS  BS  S      T      AG  INT PER WP  FEL
42  34  56(9)  41(8)  35  46  35  81(11)  39 

Force Sword         Melee            1d10+18E Pen 8 - 		Balanced, Force
Legion Bolt Pistol  Pistol 30m S/2/– 1d10+9X  Pen 4 8 Full 	Tearing
(with inferno bolts)Pistol 30m S/2/– 1d10+9X  Pen 4 8 Full 	Blast (2), Warp Weapon
Flamer Arm          Arm    10m S/-/- 1d10+7E  Pen 0 -  -        Spray, Tainted, Warp Weapon


Base Focus Power Test: 81+30(PR)+10(Focus)=121 WP
                       36+30+10=76 CRP

Wind of Chaos: 30 m Cone,  2d10+9 E, Felling 2, Tainted, Spray, Flame, Warp Weapon
Bolt of Change: 60 m 6d10 Pen 9, Felling (PR)
Doombolt: 120 m Semi-Auto, 1d10+6 Pen 8

Initiative: 1d10+3
AP 10 Chest, 8 All, Force Field 45
IP: 4/5
Wounds: 17/17                                   
Dodge 35

wiegieman fucked around with this message at 08:05 on Mar 22, 2016

Dachshundofdoom
Feb 14, 2013

Pillbug
Iro Yonn


This was going well, considering how badly it was planned. Crammed into a space originally intended for a Dreadnaught in the center of the drop pod, Iro had stared blankly ahead and muttered prayers to each of the Dark Gods in turn. It was certainly going to take divine intervention to get them off this planet. They'd just kicked a hive of tiny but exceptionally numerous and occasionally well-armed insects.

The path to the cathedral was a whirl of blood and flashing claws, just like he liked it. Still, he fought to remain above the senseless fury of the Khornate. Kill with efficiency and speed, but know what you were doing and why; that was the key. Keep a handle on your wrath, or you'll end up rocking in the corner between fights, drooling on yourself and muttering about blood and skulls. Berserkers were mighty, but they also had a tendency to charge howling at heavy weapon emplacements. That was no way for an Astartes to die.

Iro takes a few scurrying backward steps back from the sorcerer as the ritual begins, his spiderlike legs crunching noisily as the tile buckles under his weight, and chuckles to himself ruefully. If the sorcerer was wrong about this ritual, or he failed to deliver on his deal, this was going to be more of a last stand than a fight. Unless this sorcerer achieved Princehood, the Loyalists would eventually bury them under sheer numbers. The only possible advantage would be an unwillingness on their part to bombard the temple. On the bright side, no matter what happened there were going to be far fewer Loyalists on this planet at the end of the day.

Smiling behind his tusked helm, Iro whirls away from the ritual and points to the doorway with a crackling power claw. "I could make a speech, but inspiring words are for last stands and dead heroes. Let's drown them in their own blood instead."

Intiative 11

I'll Charge right into the poor bastards, trying to stay out of Imach's way.


pre:
Name: Iro Yonn
Archetype: Champion
Alignment: Unaligned
Pride: Wealth
Disgrace: Hubris
Motivation: Legacy

Characteristics:

WS:   50 
BS:   40 
S:    42
T:    42 
Agi:  50 
Int:  32 
Per:  51
WP:   47 
Fel:  52


Wounds: 17
Infamy: 49 
IP: 4/4
CP: 35


Skills:

Athletics
Awareness
Charm
Command
Common Lore (War)
Dodge
Intimidate
Forbidden Lore (Adeptus Astartes, The Horus Heresy, The Long War)
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Parry +20
Scholastic Lore (Tactica Imperialis)


Talents:

Air of Authority
Ambidextrous
Bulging Biceps
Combat Master
Combat Sense
Crushing Blow
Double Team
Excessive Wealth
Heightened Senses (Hearing, Sight)
Iron Discipline
Iron Jaw
Legion Weapon Training
Lightning Reflexes
Nerves of Steel
Preternatural Speed
Quick Draw
Resistance (Heat, Cold, Poisons)
Step Aside
Sure Strike
Swift Attack
Two-Weapon Wielder (Melee)
Unarmed Warrior
Unshakeable Will
Whirlwind of Death

Traits/Mutations/Other:

Amphibious
Unnatural Strength (+8)
Unnatural Toughness (+4)
Quadruped

Inspiring Presence

Daemonic Name (+3 Infamy)
Centauroid (Spider)

Gear:

Legion Power Armour
--Power Supply Tampering
-Sustainable Power Source
-Osmotic Gill Life Sustainer
-Enhanced Ceramite Plating

Legion Terminator Armour
--Chain Bandolier
-Sustainable Power Source
-Auto-Senses
-Bio-Monitor and Injectors

BC Lightning Claws (x2)
BC Beguiling Gem
BC Synthmuscle
GC Conversion Field
Legion Bolter (4 Mags)
Legion Combat Knife
Legion Power Sword


XP Spent       8100/8500

K: 6   N: 2
S: 4   T: 1

Per +5-250
WS +5-250

---Unaligned---

Excessive Wealth-250
Agi +5-250
WP +5-250
Combat Sense-250
Preternatural Speed-750
Lightning Reflexes-250
Iron Jaw-250
Double Team-250
Parry +10-350
Parry +20-500
Swift Attack-500
Step Aside-750
Combat Master-500
Two-Weapon Wielder (Melee)-500
Whirlwind of Death-500
Unshakeable Will-500
Fel +5-250
Crushing Blow-750
pre:
WS	BS	  S	  T	Agi	Int	Per	WP	Fel
50	40	42(152)	42(82)	50(30)	32	51	47	52

Wounds: 17/17  IP:4/4  Initiative: 1d10+5
Movement: 8/16/48/42
SB: 15  TB: 8
Armor: 14 All
IP: 4/4
Force Field: 50 (01-05) / 35 (Armor, No Overload)

Awareness: 71 (+10 Auto-Senses +10 HS (Sight/Sound))
Dodge: Nope!
Parry: 80 (+20 Skill +10 Weapon Quality)

Weapons:

Lightning Claws (2x): Melee;  1d10+6(+19)E; Pen 8; Power Field, Proven (4), Best (+1 Damage +10 WS), Special (+1 Dam per DoS/+2 Dam per DoS when used as a pair)

Wargear:

Legion Terminator Armor: Increases Size. Auto-Senses provide PF/Stun grenade immunity and count as Auspex, -20 Agi and cannot Run/Dodge, +30 Strength, 35 Force Field (no overload), 
-10 fine manipulation tests. Chain Bandolier forces Power Field shatter test for non-immune weapons striking Chest. Bio-Monitor grants +10 to resist Toxic quality, toxins, poisons. 
Contains 6 doses of pain suppressors that allow wearer to ignore Characteristic Damage/Penalties for 1d10 rounds per dose. Negates Stuns after 1 round.

BC Beguiling Gem: Enemies in melee must pass -10 WP test or lose all Actions (they can still make reactions). Once an enemy passes the test, that enemy no longer has
to make tests for the rest of the encounter.

GC Conversion Field: 50 Force Field, 1-5 Overload. Supersedes armor field until it overloads. Absorbing 12+ damage causes a Photon Flash detonation on top of the wearer.
Anyone not immune (Auto-Senses, etc.) in range (Blast 10) must make a +10 Agility Test or be blinded for rounds equal to their DoF.

BC Synthmuscle: Unnatural Strength (+4), -10 to Agility Tests.

Skills: Athletics, Awareness, Command, Intimidate, Parry +20.

Talents: Air of Authority, Bulging Biceps, Combat Master, Combat Sense, Crushing Blow, Double Team, Iron Discipline, Iron Jaw, Legion Weapon Training, 
Lightning Reflexes, Nerves of Steel, Preternatural Speed, Quick Draw, Resistance (Cold, Heat, Poisons), Step Aside, Sure Strike, Swift Attack, 
Two-Weapon Wielder (Melee), Unarmed Warrior, Unshakeable Will, Whirlwind of Death

Traits: Amphibious, Unnatural Strength (8), Unnatural Toughness (4), Quadruped, Auto-Stabilized, Size (Hulking)

Ability: Anyone who can see me can choose to use their IP as though they were Unaligned. Most relevant to letting Nurglites reroll Skill Tests and letting Khornates heal better.

Dachshundofdoom fucked around with this message at 01:45 on Mar 23, 2016

Skellybones
May 31, 2011




Fun Shoe

Khairi Fall-From-Grace

pre:
Name: Khairi Fall-From-Grace
Race: Human 
Archetype: Renegade
Pride: Wealth
Disgrace: Regret
Motivation: Perfection
Alliance: Slaanesh

Characteristics:
WS	55 (25+17)	+3 (Archetype)		+10 (Advance)
BS	37 (25+ 9)	+3 (Archetype) 
S	51 (25+ 6)	+10 (Advance)		+10 (Power Armour)
T	41 (25+11)	+5 (Advance)
Ag	52 (25+12)	+5 (Motivation)		+10 (Advance)
Int	28 (25+ 6)	-3 (Motivation)
Per	29 (25+ 7)	-3 (Motivation)
WP	37 (25+10)	-3 (Pride)		+5 (Advance)
Fel	51 (25+16)	+10 (Advance)

Wounds: 11 
Infamy: 42 
Corruption: 40 
Normal Movement: 5/10/30/30
Jump Pack Ground: 10/20/60/60
Jump Pack Flight: 12/24/72/72
Armour: 8 All

Skills:
Acrobatics
Athletics
Awareness
Charm
Command
Common Lore (Ecclesiarchy) (Imperial Creed) (War) 
Deceive
Dodge +20
Intimidate
Linguistics (Low Gothic)
Medicae
Operate (Aeronautica) (Voidship)
Parry
Scholastic Lore (Tactica Imperialis)
Stealth
Trade (Armourer)


Talents:
Berserk Charge		> Charge bonus improved by +10
Blademaster		> Reroll one missed attack per round with a bladed weapon
Bulging Biceps		> Fire heavy weapons without bracing with no penalty, +20 Athletics Heft
Die Hard		> Roll twice to avoid death from bleeding out
Double Team 		> +10 Weapon Skill when outnumbering opponent, +20 if ally has Double Team
Excessive Wealth	> +10 to Infamy acquisition tests
Flesh Render		> Add 2 dice to melee Tearing weapon damage rolls, discard lowest 2 (instead of 1)
Hard Target		> –20 penalty to Ballistic Skill Tests made to hit when Running or Charging
Iron Jaw		> Toughness Test to ignore Stun
Jaded			> Immune to natural sources of Fear
Heightened Senses (Sight) (Sound)
Hip Shooting		> Can Full Move and also make a single ranged shot
Lightning Reflexes	> Roll Initiative twice
Preternatural Speed	> Double Charge movement
Swift Strike
Quick Draw		> Free Action to draw a Pistol, Basic, or 1H melee
Rapid Reaction		> Agility Test to act normally instead of being surprised
Rapid Reload		> Halve reload speed, rounding down
Raptor			> +1d10 Damage on Jump Pack Charge attack for every 2 DoS, up to 2d10
Step Aside		> Can perform two Evasion tests per round against different attacks
Sure Strike		> Called Shot difficulty reduced by 10
Weapon Training (Chain) (Flame) (Las) (Primary) (SP) (Bolt)


Traits:
Adroit 			> Add 1 DoS to Weapon Skill successes
Dark-Sight		> (Light Power Armour) No penalty in darkness
Quick and the Dead	> +2 on initiative rolls

Gifts and Rewards:
(19) Daemon Weapon	> Cacophony
(5) Animal Hybrid 	> You look like a snek
(65) Magnificent Horns	> +10 Loyalty from Slaanesh minions, Charges cannot be Parried, you feel horny

Weapons:
Cacophony
	> (2d10+5 R) (6 Pen) (Tearing, Unbalanced) (16kg)
	> (Glittering - Evasion -10) (Shrieking - Concussive 2) (Willpower 30) (Binding 1)
Blade Tines (Best) x4
	> (1d5+2 R) (2 Pen) (Tearing, Toxic 0)
	> +5 Medicae, +5 Interrogation
Heavy Flamer (Common)
	> (30m) (S/-/–) (1d10+8 E) (5 Pen) (10 Clip) (2 Full Reload) (Flame, Spray)
	> 2 spare Clips
Bolt Pistol (Common)
	> (30m) (S/2/–) (1d10+5 X) (4 Pen) (8 Clip) (Full Reload) (Tearing)
	> 2 spare Clips

Gear:
Beguiling Gem (Best)
	> Enemies in melee take -10 Willpower test else no action until they pass
Sororitas Light Power Armour (Best)
	> +10 Strength, +5 Intimidation, +8 Armour, -10 fine manipulation
	> (Auto-Senses) Dark Sight Trait and Heightened Senses (+10 to Sight and Sound Tests)
			Immunity to flash and stun grenades. Called Shot is a Half Action 
	> (Sustainable Power Source)
	> (Vox-Link)
	> (Osmotic Life Gill Sustainer) Oxygen and environmentally sealed
	> (Magnetised Boot Soles) Halve Agility, walk on things
	> (Devotional Iconography) +10 to Command Slaaneshis, Lesser Daemons automatically submit
			-10 Fellowship to Khornates, Nurglites 
Seraphim Jump Pack (Best)
	> Safe descent from any height, Short jumps double Base Movement, Flyer (12) for one minute, 1 hour fuel

Cybernetics:
Skeletal Petrifaction (Best)
	> Grant Iron Jaw and Bulging Biceps, +2 Unarmed damage
Pheromone Generator NOT INSTALLED
	> +20 Willpower Test to activate, +10 Charm or +20 in enclosed space

Medikit
Dataslate with annotated version of Tactica Imperialis

Advances:
Toughness +5		250		250	Nurgle 1		
Strength +5		250		500	Khorne 1		
Flesh Render		250		750	Khorne 2		
Berserk Charge		250		1000	Khorne 3		
Blademaster		1000		2000	Khorne 4		
Strength +10		250		2250	Khorne 5		
Command			250		2500	Khorne 6		
Fellowship +5		100		2600	Slaanesh 1		
Fellowship +10		250		2850	Slaanesh 2		
Agility +5		250		3100	Unaligned 1		
Agility +10		500		3600	Unaligned 2		
Weapon Skill +5		250		3850	Unaligned 3		
Weapon Skill +10	500		4350	Unaligned 4		
Willpower +5		250		4600	Tzeentch 1		
Hard Target 		300		4900	Slaanesh 3		
Excessive Wealth	200		5100	Slaanesh 4		
Acrobatics		100		5200	Slaanesh 5
Swift Attack		750		5950	Khorne 7
Preternatural Speed	400		6350	Slaanesh 6
Dodge +20		400		6750	Slaanesh 7
Acrobatics		100		6850	Slaanesh 8
Charm			100		6950	Slaanesh 9
Operate (Voidship)	200		7150	Unaligned 5
Decieve			100		7250	Slaanesh 10
Rapid Reaction		300		7550	Slaanesh 11
Raptor			250		7800	Unaligned 6
Lightning Reflexes	200		8000	Slaanesh 12
Step Aside		750		8750	Slaanesh 13

250xp remaining

Acquisitions:
Sororitas Light Power Armour (Best) 
		> (0) Warrant +10, Excessive Wealth +10, Wealth +20, Very Rare -20, Single +10, Best -20, -10 Subsystems
Beguiling Gem (Best)	
		> (-10) Warrant +10, Excessive Wealth +10, Very Rare -20, Single +10, Best -20
Seraphim Jump Pack (Best) 
		> (0) Warrant +10, Excessive Wealth +10, Rare -10, Single +10, Best -20
Skeletal Petrifaction (Best)
		> (0) Warrant +10, Excessive Wealth +10, Rare -10, Single +10, Best -20
Blade Tines (Best) x4
		> (-10) Warrant +10, Excessive Wealth +10, Rare -10, Minor +0, Best -20
As thrilling as sacrificing a cruiser to orbital defenses and landing a drop pod in the middle of the biggest pile of Imperials was, Khairi couldn't shake the feeling that this was pretty risky. If Callum's ritual failed, or if it worked but he didn't feel like following through on his end, the whole warband would probably be doomed.

Flamers would be ideal for taking out masses of PDF or militia trying to charge through a doorway, but all these allies seemed eager to get into melee... Well, she could spray them all down with the Flamer anyway (they'd probably get through it alright, Astartes are pretty tough) but they wouldn't appreciate that at all.

Cacophony suggests tearing the enemy apart with merciless strokes. Which was an excellent idea, otherwise why else was Cacophony already in her hands and throwing sparkles and rainbows?


Khairi Initiative Best of 2, Chelis Initiative: 3#1d10 Khairi: 5+7 = 12 4 Chelis: 7+6 = 13

Khairi and Chelis will Jump Pack Charge into the enemy with extreme prejudice, Double Teaming if possible.

Skellybones fucked around with this message at 08:02 on Mar 31, 2016

Vicissitude
Jan 26, 2004

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

Madness. Surrounded by lunatics, degenerates and amnesiacs. That seemed to be a regular occurrence for the Iron Warrior. Moreso lately, more's the pity. But they pay is implied to be well worth the risk. And even if it's not, the fact that Steknavich is not stuck on some backwater herding cowed sheep is enough to keep him in the moment. But right now he needs to extend that moment, something that the defenders of this shrine would probably rather he not do. He storms through at the forefront, as he always has, his voice ringing out with the tone of command.

"Forward! Those in support, reinforce the entrance as we take it! The enemies within will fall quickly, but we must hold off those without!"

His weapons blaze with multicolored fire. Bolts of unholy plasma reduce the preachers within to mewling mutants and his blade finds the flesh of any who attempt to stop him, burning them from within with psychic fire. His own mind is on fire as well, channeling the warp to gather into a barrier to protect him from the inevitable counterattack.

Initiative (2 dice pick the best): 2d10+3 13. Taking the 8 so Initiative is 11.
Telekinetic Shield focus test vs 84: 1d100 78. Success. 4 cover AP on all locations.


pre:
Stats: http://orokos.com/roll/364154
Infamy: http://orokos.com/roll/364156
Wounds: http://orokos.com/roll/364158

Steknavich
Archetype: Veteran of the Long War
Alignment: Tzeentch
Pride: Martial Prowess
Disgrace: Greed
Motivation: Perfection

Characteristics:

WS:   55 (30+15) [+5 Archetype] [+5 Pride]
BS:   36 (30+ 9) [-3 Motivation]
S:    63 (30+13) [+20 Armor]
T:    42 (30+12)
Agi:  41 (30+ 9) [-3 Motivation] [+5 Advance]
Int:  35 (30+10) [-5 Pride]
Per:  47 (30+12) [+5 Advance]
WP:   54 (30+ 9) [+5 Archetype] [+5 Motivation] [+5 Advance]
Fel:  43 (30+13)



Wounds: 16
Infamy: 42
IP: 4/4
CP: 40 [+4 Disgrace]


Skills:

Athletics
Awareness +10
Command
Common Lore (War)
Dodge +10
Forbidden Lore (Astartes)
Forbidden Lore (Codex Astartes)
Forbidden Lore (Long War)
Intimidate +10
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Aeronautica)
Operate (Surface)
Parry +10
Psyniscience
Scholastic Lore (Tactica Imperialis)
Survival


Talents:

Air of Authority
Ambidextrous
Anicent Warrior
Bulging Biceps
Child of the Warp (Warp Echo)
Enemy (Astartes)
Excessive Wealth
Hatred (Astartes, Imperial Guard)
Jaded
Legion Weapon Training
Lightning Reflexes
Heightened Senses (Hearing, Sight)
Nerves of Steel
Peer (Traitor Legions, Warlords)
Quick Draw
Raptor
Resistance (Cold, Heat, Poison)
Unarmed Warrior
Unshakable Will


Traits/Mutations/Other:

Abhorrence Unchained
Amphibious
Magnificent Horns
Psyker 4
Unnatural Strength +4
Unnatural Toughness +4
Unnatural Willpower +2

Psy Powers:

Blade of Baleful Might
Butcher's Offering
Mind Over Matter
Telekinetic Shield


Gear:

Legion Power Armour
Legion Bolter w/ 4 clips
Legion Bolt Pistol w/ 2 clips
Legion Combat Knife
1 Legion Frag
1 Legion Krak
Trophy Rack
Force Sword


Acquisitions:
- Best Quality Jump Pack
- Good Infernal Star
- Best Legion Plasma Pistol
- Best Legion Power Armor w/ Chain Bandolier customization
  - Sustainable Power Source
  - Auto-Senses
  - Vox Link
  - Bio-Monitor
  - Enhanced Ceremite Plating
  - +5 Intimidate


XP Spent                8500/8500

Veteran of the Long War      4600
Psyker 4                      750
Excessive Wealth              250
Operate (Aeronautica)         200
Raptor                        250
Parry +10                     350
Command                       200
Butcher's Offering            100
Mind Over Matter              100
Telekinetic Shield            200
Psyniscience                  100
Willpower +5                  100
Perception +5                 250
Child of the Warp             500
Blade of Baleful Might        300
Agility +5                    250
pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf
55	36	63	42	41	35	42	49	43	42

Wounds: 16
IP:    4/4

Armour: 9 Head,  11 Body, 9 Arms, 9 Legs  (+4 AP cover to all locations)

Best Demon Plasma Pistol	Pistol	30m	S/2/-	1d10+13E	Pen 11	Clip N/A	N/A	     Maximal, Mutating, Overheats
Legion Bolter			Basic	100m	S/3/-	1d10+9X		Pen 4	Clip 24/24	Half	     Tearing
Legion Bolt Pistol		Pistol	30m	S/2/-	1d10+9X		Pen 4	Clip 8/8	Half	     Tearing
Force Sword			Melee	N/A	S/-/-	1d10+16R	Pen 6	N/A		N/A	     Balanced, Force

Vicissitude fucked around with this message at 07:36 on Mar 22, 2016

throw to first DAMN IT
Apr 10, 2007
This whole thread has been raging at the people who don't want Saracen invasion to their homes

Perhaps you too should be more accepting of their cultures

Brother Morbos

Morbos gazed at the sorcerer for a moment. His drop pod had landed farther away from the shrine than the sorcerer's and his bike and fist were dripping blood of those who had stood between him and the doorway and it seemed that in here the battles the sorcerer had promises would be fulfilled, unlike the previous planet.
The latter part puzzled him slightly. Worthiness precedes reward and the Gods weren't shy about offering chances to prove one's worth. It had been too easy. Which to him suggested that real danger in there had been the book.

Revving up the engine, Morbos spun his bike around. Whatever the book was a trap or not, or if the sorcerer was aware of the possibility, was not his concern.

Already the rest of the group where crowding around the doorway, getting in each others' way. This didn't matter either. First waves at the door would be worthless lackeys of corpse god, likely. Real challenge would happen when they got glimpse of what was happening inside. Whatever they entered through the doorway or not, Morbos would be ready for them.

Initiative: 1d10+3 8

pre:
NAME: Brother Morbos
ARCHETYPE: Plague Marine
ALIGNMENT: Nurgle
PRIDE: Fortitude [+5 Toughness, -3 Agility, -3 Intelligence]
DISGRACE: Gluttony [+2 Wounds, -5 Agility]
MOTIVATION: Ascendancy [-2 Wounds, +5 Willpower]


**STATISTICS	TOTAL	ROLL	MISC
Weapon Skill	56	16	+10[xp]
Ballistic Skill	41	11
Strength	73	13	+20[armor] +10[xp]
Toughness	70	15	+10[Plague] +5[Pride] +10[xp]
Agility		22	10	-10[Plague] -3[Pride] -5[Disgrace]
Intelligence	31	4	-3[Pride]
Perception	36	6	
Willpower	52	12	+5[Plague] +5[Motivation]
Fellowship	36	6

Wounds: 23 [18 starting + 5 roll + 2 Disgrace - 2 Motivation]

Infamy: 44 [18 + 5 roll + 21 exp]
Corruption: 35 [+ 35 exp]

**SKILLS
Athletics
Awareness +10
Common Lore(Screaming Vortex, War)
Dodge
Forbidden Lore(Adeptus Astartes, the Horus Heresy, the Long War, Daemology)
Intimidate +10
Linguistics(Low Gothic)
Navigate(Surface)
Operate(Surface)
Parry +10


**TALENTS
Ancient Warrior
Ambidextrous
Blind Fighting
Bolter Drill
Bulging Biceps
Exotic Weapon Training(Plague Knife)
Fearless
Iron Jaw
Hardy
Hip Shooting
Legion Weapon Training
Heightened Senses(Hearing, Sight)
Nerves of Steel
Quick Draw
Rapid Reload
Resistance(Cold, Heat, Poisons)
Sure Strike
Unarmed Warrior

Combat Sense
Swift Attack
Thunder Charge
True Grit

**TRAITS
Amphibious
Unnatural Strength(x4)
Unnatural Toughness(x4)
Unnatural Weapon Skill(x1)[Chaos Organ]
Abominable Physiology (immune to diseases, poisons, Toxic Quality)
Hideous Resilience (as Reaction, -10 T test to reduce damage of next hit by DoS)
Infectious Miasma (Spend Infamy to poo poo flies)
Regeneration(1)

**GEAR
WEAPONS:
Legionnaire Bolter[1+1 magazines]
Legionnaire Combat Knife
Plague Knife
Blight Grenade x 3
Krak Grenade x 2

Power Fist, Best Quality, Cursed Metal


ARMOR:
Legionnaire Power Armor [10 body/8 rest]
*HORNS (Can't be parried on charge)
Power Source
Enchanced Ceramite Plating
Auto-senses (Dark Sight, Heightened Senses (Sight, Sound))

EQUIPMENT:
Infernal Star [Protection 50, overheats 1-5]

AQUISITONS:
1: Power Fist * -30 base -> -20 Trade Warrant -> -10 Single -> 0 Ancient Warrior -> -20 Best Quality -> -10 Cursed Metal
2: Embedded Auspex, Best * -10 Base -> -30 Best Quality -> -20 Warrant -> -10 Single
3: Legion Combat Bike * -30 base -> -20 Trade Warrant -> -10 Single
4: Infernal Star * -30 base -> -20 Trade Warrant -> -10 Single


MUTATIONS:
1d100; 1d100 = 77; 11
Winged
1d100; 1d100 = 98; 30
Chaos Organ [Regeneration(1), Unnatural Characteristic(WS)]

**ADVANCES
Toughness + 10 [350]
Strength + 10 [750]
Weapon Skill + 10 [750]

Combat Sense [250]
Swift Attack [500]
True Grit [400]
Thunder Charge[750]

250/3900 xp left
pre:
Wounds:  23/23     AP: 10 body / 8 rest
Infernal Star: Protection 50    Overload 1-5

WS	BS	S	T	Ag	Int	Per	WP	Fel
56	41	53[73]	70	22	31	36	52	36

Skills: Awareness+10, Dodge

Talents: Ambidextrous, Blind Fighting, Bulging Biceps, Fearless, Iron Jaw, Hardy, Heightened Senses (Hearing, Sight), Hip Shooting,
Nerves of Steel, Quick Draw, Rapid Reload, Resistance (Cold, Heat, Poison), Sure Strike, Thunder Charge, True Grit

Gifts/mutations/traits
Unnatural Strength x4
Unnatural Toughness x4
Unnatural Weapon Skill x1
Regeneration(1)
Amphibious, Wings, Daemon Organ(WS)

Armor and gear: 
Legion Power Armor [10 body / 8 rest]
Power Source, Autosenses, Enchanced Ceramite
Horns (can't be parried on charge)

Legion Combat Bike
-Tactical Speed: 10/20/30/60
-Structural Integrity: 15		Armor: 14
-Integral Weapon (Legion Plasma Gun: Basic; 100m; S/2/-; Dam 1d10+12 E; Pen 10; Clip 30; Reload 5 Full; Maximal Overheats)
-Slash and Run: deal extra 1d10+4 R to the targets of Hit & Run action

Weapons
Power Fist		(Melee; 2d10* E; Pen 9; Power Field, Unwieldy)
-Doubles user's Strength Bonus for damage
-Best Quality, +10 WS, +1 Damage
-Cursed Metal, if used in combat, roll Toughness Test after combat, suffer 1 wound ignoring Armor and TB on failure

throw to first DAMN IT fucked around with this message at 22:02 on Feb 15, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Blackstar

Click for music

Blackstar has been giddy for the last several dozen hours. Ever since their arrival in Imperial space all he could think about was the performance. Soon enough, these loyalists would be begging her for more. Upon barricading themselves in the false god's church, Blackstar set to work preparing himself for his audience.

He sits down in one of the pews and has Khairi apply his makeup, taking a moment to get one last spot of small talk in before it's their time to shine.

"Can you hear the roar of the people come to see us? It's almost intoxicating. They followed us such a long way for this very moment. It's enough to make one quiver in anticipation."

She nods toward the other warband members gathering at the front gates, "It looks like our friends are going to have a mosh pit ready the moment the audience comes to meet us. We'll have to entertain the ones trying to come in through alternate routes. I can hear them all scurrying about, they are bound to try and find other ways in to meet us."

He pauses a moment for the former sister to finish applying his face before adding. "How are you getting along about this? We're bound to have a great show for your former sisters in arms in any case."

Blackstar hears several thuds and muffled yells coming from the outside. Judging by the sounds they were getting ready to breach. It was time for her performance. She takes a long sightline on one of the alternate breach spots and prepares himself for the show of a lifetime.

---
I'm purposely mixing my gender pronouns due to Blackstar's hermaphroditic nature, I encourage you all to do the same too.

Rolling awareness to try and work out where else they are breaching away from the front door mosh pit everyone else is setting up for and to get myself a good (long) sightline on it: 27 vs 108 (48 [perception] +10[Awareness] +10[Heightened senses(sight, hearing) +10[Auto senses(armor)] +20 [intoxicating Uproar] +10[Warp Sight]) = 9 degrees of success plus or minus whatever penalties you want to factor in

During my surprise turn I'll fire a single shot of the Blastmaster on Explosive Crecendo at one of their breach spots. +10 single shot, +10 close range (Close range for explosive crecendo being 125m), +10 half action aim

Initiative (Lightning Reflexes) = 1d10 +4 (roll twice, pick better result) = 8

pre:
Name: Blackstar
Race: Astartes
Archetype: Noise Marine
Pride: Charm
Disgrace: Hubris
Motivation: Immortality
Alignment: Slaneesh


Characteristics:  http://orokos.com/roll/359718
WS:  33 (30+ 8) - 5 [Motivation]
BS:  56 (30+16) + 5 [Archetype] +5[advance]
S:   58 (30+ 8) + 20 [Power Armor]
T:   38 (30+13) - 5 [Pride]
Ag:  48 (30+13) + 5 [advance]
Int: 37 (30+11) - 4 [Disgrace]
Per: 53 (30+13) + 5 [Archetype] +5 [advance]
WP:  42 (30+12) 
Fel: 61 (30+16) + 5 [Pride] + 10 [Advance]


Wounds: 21 (16 + 3[Roll] + 2 [Motivation])
Infamy: 46 (19 + 20 [Advance] + 5[roll] + 2 [Hubris])
Infamy Points: 4/4
Corruption: 35

Skills:
Acrobatics
Athletics
Awareness + 10
Charm +10
Common Lore (War, Screaming Vortex)
Deceive +10
Dodge + 10
Forbidden Lore (Heresy, Adeptus Astartes, The Horus Heresy and The Long War)
Intimidate + 10
Inquiry
Linguistics (low gothic)
Navigate (surface)
Operate (surface)
Parry
Stealth +10



Talents:
Air of Authority
Ambidextrous
Ancient Warrior
Bulging Biceps
Deadeye Shot
Excessive Wealth  
Exotic Weapon Proficiency (Noise Blaster, Blastmaster)
Heightened senses (Hearing, Sight)
Hip shooting
Inspire Hatred
Jaded
Leap up
Legion Weapon Training
Light Sleeper
Lightning Reflexes
Mighty Shot 
Mimic
Nerves of Steel
Quick Draw
Rapid Reaction
Sharpshooter
Resistance (cold, heat, poisons)
Unarmed Warrior


Traits: 
Unnatural Strength (4)
Unnatural Toughness (4)

Gifts and mutations: 
Hermaphrodite: I'm an object of adoration to all those around me: Double the successes of any interaction test.
Warp Sight: I CAN SEE YOUR SOUL: +10 Awareness -10 Scrutiny

Special Ability:
Intoxicating uproar: +20 to all hearing based perception checks. In addition +2 to toughness, fear, pinning tests for every combatant to a max of 12 combatants. 

Dread Wail: Once Per Combat - Spend infamy point to either increase damage/pen of sonic weapon by perception bonus 
-OR force everyone in 50m to -20 willpower or take Fear (2) OR take 1d5 fatigue OR 2 rounds stun


Gear:
Noise Marine Blastmaster (Explosive Crecendo)
- Heavy | 250m | S/-/- | 3d10+13 X | Pen 8 | Blast (4) Devastating (2)

Noise Marine Blastmaster (Hail of Noise)
- Basic | 150m | s/2/- | 1d10+15 E | Pen 6 | Devastating (1) Storm

Sonic Blaster
- Basic | 100m | s/2/4 | 1d10+12 E | pen 4 | 

Legion Bolt Pistol
- Pistol | 30m | s/2/- | 1d10+12 X | pen 4 | Tearing

Legion Bolter
- Basic | 100m | s/3/- | 1d10+12 X | pen 4 | Tearing

Legionnaire Combat Knife
- Melee | 1d10 R | Pen 2

2 Legion Frag Grenades
2 Legion Krak Grenades

Best Quality Legion Power Armor (Sustainable Power Source, Vox Link, Auto Senses) 9 Armor all.
-Customization: Chain Loin guard Codpiece - -2 to all critical hits aimed at legs.
-+5 Deceive

Shrieking Soul
-See combat block

Good Quality Conversion Field
-Protection Rating 50, Overload 1-5
-Photon flash burst if it blocks more than 12 damage

Advances: [8200/8500] [0 Khorne, 1 Nurgle, 11 Slaanesh, 0 Tzeench]
Noise Marine (3600)

Deceive +10 (200) 
Charm (100)
Charm +10 (200)  
Stealth (100) 
Stealth +10 (200) 
Acrobatics (100)
Excessive Wealth (200) 
Air of Authority (200)
Rapid Reaction (300)
Leap up (200)
Mighty Shot (1000)
Exotic Weapon Proficiency (Blastmaster) (500)
Ballistic Skill Advance 1 (250)
Fellowship Advance 1 (100)
Fellowship Advance 2 (250)

Perception Advance 1 (250)
Agility Advance 1 (250)
Inquiry (200)


Acquisitions: (4)
Best Quality Legion Power Armor (-30 [exrare] + 10[Warrant] +10 [Excessive Wealth] +10 [Single Quantity] +10 (Ancient Warrior) -20 [Best Quality] = -10)
Normal Quality Noise Marine Blastmaster (-50 [N.U.] + 20 [Warrant] +10 [Excessive Wealth] + 10 [Single Quantity] = -10)
Good Quality Conversion Field (-30 [exrare] +10 [warrant] +10 [Excessive Wealth] +10 [Single Quantity] -10 [Good Quality] = -10)
Shrieking Soul ( -50 [N.U.] +20 [Warrant] + 10 [Excessive Wealth] +10 [Single Quantity] = -10)
pre:
Wounds: 21/21      AP:9 All
IP: 4/4          TB:3
Conversion field protection: 50    Overload 1-5

WS:   33       
BS:   56       
S:    38 [58]       
T:    38      
Ag:   48     
Int:  37      
Per:  53       
WP:   42       
Fel:  61      

Skills: Awareness+10, Dodge+10, Operate(Surface), Parry, Stealth+10

Talents: Air of Authority, Ambidextrous, Bulging Biceps, Deadeye Shot, Heightened Senses (hearing, sight), Hip Shooting, Jaded,
Leap up, Lightning Reflexes, Mighty Shot, Nerves of Steel, Quick Draw, Rapid Reaction, Resistance (cold, heat, poison), Sharpshooter

Gifts/mutations/traits
Unnatural Strength +4, Unnatural Toughness +4, Amphibious, Warp Sight, Hermaphrodite, Intoxicating uproar, Dread Wail

Armor and gear: 
Best Quality Legion Power Armor
-Chain loin guard codpiece, Auto senses, Sustainable power source, vox link, +5 Charm

Shrieking Soul
-Immune to stunning, fatigue, and critical damage except in case of death or dismemberment or blindness
-Holds up to 6 souls of fallen enemies 
-can be released to cause a psychic blast in 1d10 meters, non slaanesh must roll -20 willpower or be stunned for 1d5 rounds +1d10 willpower damage

Weapons
Blastmaster (Explosive Crescendo)             (Heavy | 250m | S/-/- | 3d10+13 X | Pen 8 | Blast (4) Devastating (2))
Blastmaster (Hail of Noise)                   (Basic | 150m | s/2/- | 1d10+15 E | Pen 6 | Devastating (1) Storm)
Noise Marine Sonic Blaster                    (Basic | 100m | s/2/4 | 1d10+12 E | pen 4 )
Legion Bolt Pistol                            (Pistol | 30m | s/2/- | 1d10+12 X | pen 4 | Tearing)
Legion Bolter                                 (Basic | 100m | s/3/- | 1d10+12 X | pen 4 | Tearing)
Astartes Combat Knife                         (Melee | 1d10 R | Pen 2)

DM NOTES: +40 to all tests based on hearing (10 Heightened senses, 10 auto senses(armor), 20 Intoxicating Uproar)
+10 to all awareness checks due to Warp Sight (for a total of +20), -10 to scrutiny
For mutations:
Gift of the Gods Influence roll 1 (ignore that it says 1 & 2, I mystyped) 22 vs 46 Passed, One roll on the Rewards of Slaanesh
Roll 2: 77 vs 46 failed, one standard mutation roll.

Gift of Slaanesh: 63 - Hermaphrodite
Standard mutation roll:: 95 +-4 = 99 - Warp Sight
Wounds and infamy: http://orokos.com/roll/359764

DeathSandwich fucked around with this message at 15:30 on Mar 30, 2016

FatSamurai
Jul 7, 2004

Seethe, ye rolling clouds, gather thy stormborn might, and SMITE MINE ENEMY WITH THY UNFETTERED FURY!!!
Hotbrute



"IT WILL BE A SLAUGHTER!"

The massive berserker's chain weapons roared and choked for air as he pounded them against his chest. Anticipation flooded his senses, running through his body like a heavy drug. Adrenaline and the metallic stink-memory of blood caused his entire body to tense up like a violent spring. The familiar weight of his weapons, the sloshy pounding in his ears, the sound of his own breath rattling in his throat...

Hotbrute didn't remember much. He had to glance around at his "allies" for a second to remind himself why he was even here in the first place. But this feeling...this...

"Listen to me, void-slime! Any of you who get in my way will not be spared! YOUR BLOOD SPRAYS AS WELL AS ANY OTHER!" he roared, heading towards the barred doors.

--

Hotbrute's expert tactical analysis tells him to wait until he sees something flinch and then jetpack onto it and chainsword it into beef stew. There is nothing subtle about it in the slightest. If he has to knock one of the group down to get to someone, he will.

Initiative: : 1d10 1+4 = 5


quote:

Name: Hotbrute Doomslobber
Archetype: Khorne Berserker
Alignment: Khorne
Pride: Martial Prowess
Disgrace: Destruction
Motivation: Violence


WS 61 11+5+30(+5)(+10 XP)=61
BS 37 7+30=37
S 56 11+5+30(+10 XP)=56
T 51 11+30(+10 XP)=51
Agi 40 10+30=40
Int 30 8+30(-5-3)=30
Per 35 5+30=35
WP 38 8+30=38
Fel 34 8+30(-4)=34

Wounds: 20/20
Infamy: 35 3+30(+2)=35
CP: 40


Skills:
Atheletics (+10)
Awareness
Common Lore (War)
Dodge
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War)
Indimidate (+10)
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Aeronautics)
Parry +10
Survival
Forbidden Lore (Daemonology)


Talents:
Ancient Warrior
Ambidextrous
Berserk Charge
Bulging Biceps
Cold Hearted
Combat Master
Crushing Blow
Flesh Render
Fearless
Frenzy
Furious Assault
Legion Weapon Training
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Pity the Weak
Quick Draw
Raptor
Resistance (Cold, Heat, Poisons, Psychic)
Street Fighting
Sure Strike
Swift Attack
Unarmed Warrior
Whirlwind of Death


Traits/Mutations/Other:
Amphibious
Brutal Charge 4
Unnatural Strength +6
Unnatural Toughness +4
Mark of Khorne
Purity of Aggression

Gear:
Chain Greatsword x2
Legion Chainsword
Legion Chainaxe
2 Legion frag grenades
2 krak grenades
Legion Power Armor (Devotional Iconography; Power Source, AutoSenses, Osmotic Gill Life Sustainer, Vox

Link, Enhanced Ceramite Plating)
Bolter
Combat Knife
4x magazines
Jump Pack



Acquisitions:
Best-Quality Legion Armor
Chain Greatsword 2d10+2 x2
loving JETPACK


XP Spent 7500/7500
Khorne Berserker 3600

John Dyne
Jul 3, 2005

Well, fuck. Really?
The warband quickly moves into defensive positions, getting ready to dig in and hold the oncoming defenders in a narrow corridor. As they set up their defenses, however, a massive THOOM is heard, followed by a shrill whistle and, moments later, a tremendous explosion as the front of the church practically disintegrates, rubble flying in every possible direction as the ceiling collapses every so slightly near the front of the church. Moments later, the air is filled with a volley of laser fire, none of it quite hitting the mark as it tries to pierce through the dust ad smoke of the previous attack; it would have been unfortunate for anyone to have actually been right next to the door, and it is a mercy of the dark gods that no one was yet slain. Callum doesn't even react to the destruction of the church's front, swaying in place as he continues to raise his voice to the warp, his body wracked with wreaths of unholy energy.

The dust settles quickly, and outside, its massive barrel still smoking, sits what everyone within the warband (except Morbos and Hotbrute) recognize as a Leman Russ tank, the vaunted Demolisher variant.


Behind it is a veritable sea of Imperial Guardsmen, the mass of green armor and helmets writhing as the men reposition for a better shot at the church, at least two hundred strong.


There is a long moment of the two sides simply sizing each other up until Tabitha, not realizing she was anxiously clenching her fists, fires off into the crowd of guardsmen, yelping at the sound of her own automatic pistol going off. A single guardsman drops from a lucky stray bullet, the shot that puts the rest of the warband into practiced motion.

Steknavich and Morbus fall back to defensive positions near Callum as Khairi and Hotbrute's jump packs roar to life, taking them into the sky through the ruined roof of the church. Imach strolls forward, incanting dark words of power and making arcane gestures with his hands, causing reality to sunder before the guardsmen, a swath of roiling, flaming warpstuff spilling out onto the battlefield, taking to the guardsmen like fuel and turning them into melting, burning mockeries of life. Iro hangs back a step as Cyrus and Blackstar bring their horrific weapons to bear; the noise marine's weapon whines shrilly as it powers up, before giving a thunderous bass note, sending a shockwave of sound into the front of the guard line. One guardsman flat up explodes as he takes the brunt of the attack, while others collapse with blood pouring from their mouths, noses, and ears, or their chests and stomachs caving in unnaturally. Cyrus' bolter shreds through guardsmen as well, the powerful gyrojet rounds tearing through their simple armor and exploding into their allies behind them.

Iro glances upward to spot Hotbrute and Khairi and then charges forward, his lightning claws crackling to life. As the raptor and the ex-Seraphim rocket down from the skies, the champion lunges into the frontlines of the guardsmen, scattering men left and right as he begins to tear through them with the horrific weapons he wields. The impact from Khairi and Hotbrute alone kill several guardsmen, before the two turn to begin swinging their weapons in powerful arcs, cutting massive swathes of men down in single blows.



All told, you have reduced the horde's magnitude by 49; not just enough to drop them below 1/4th. Since neither Vic nor Pui gave me offensive actions, I assumed they were going to protect Callum.

Here is the magnitude breakdown:

Tabitha - 1 magnitude damage
Khairi - 3 magnitude Damage (in melee)
Iro - 6 magnitude damage (in melee)
Cyrus - 8 magnitude damage
Blackstar - 6 magnitude damage
Imach - 11 magnitude damage
Hotbrute - 8 magnitude damage (in melee)

Thus begins a new round!



INITIATIVE
Tabitha
Guardsman Horde - 151/200 Magnitude
Steknavich
Khairi
Iro
Cyrus
Morbus
Blackstar
Imach
Leman Russ Demolisher - 60/60 SI
Hotbrute

Werix
Sep 13, 2012

#acolyte GM of 2013
Tabitha "tabby" Smythe, Hospitallier of the Order of the Cleansing Water


As the one lone shot of the six round burst hits and kills the poor Guardsman, Tabitha squeaks out a "Sorry!" before she takes cover behind the pew when the shooting starts, quickly holstering the blasted weapon, and instead extending her blade tines, in case anything came close. From time to time she sticks her head above the pew to see guardsmen get stomped, sliced, slammed, exploded, all gruesome ways to die, but at least quick and painless in that they are instant.

It was the attacks from Darkstar and Imach that make the Hospotallier's blood boil. The Sorcerer's attack was unnecessarily gruesome, but it was the noise marine that earned the spite of the healer. Seeing and hearing those poor guardsmen screaming in pain as blood vessels popped and vital fluid leaked from their external orifices made the Sororitas say seven curses under her breath in his direction. She felt helpless as they writhed on the ground and died. Sure, she could go out and end their misery, but the other Guard would likely not welcome her aid. Instead she keeps low, doing her best to move from pew to pew, to at least get closer to her allies in case they were to become wounded.

Essentially using tactical advance to move from pew to pew and stay in cover. Once I get to my destination, which is the pews nearest the action, i will then be using the Defensive stance action. It gives me two reactions, plus folks who try to hit me in melee get a -20. Mainly doing it for the extra reaction.

pre:
WS: 34
BS: 33
S: 31
T: 49
Agi: 33
WP: 39

Wounds: 13/13 Inf: 4/4

AP: 5 Arms, body, legs 

Ini: 1d10+7

move: HM:3 FM:6 run:18 Charge: 9

Dodge 33, Parry: 34 (44 w/ tines 39 w/ plague claw)
Good Refractor field Rating: 30 overload 1-5

Total Medicae skill:129: 64int+30skill+5blade tines+20medikit+10 master chiurgen

Weapons:

Good craftsman auto pistol: R:30 RoF s/-/6 Dam 1d10+2I Pen: 0 clp: 12/18 rld: full Spcl: reliable
Power blade:  Dam 1d10+6E Pen: 5  Spcl: power field
Best quality blade tines: Dam 1d5+6E Pen: 2  Spcl: tearing, toxic (0), +10 to WS tests
Good quality plague claw: Dam 1d10+2I Pen: 2  Spcl: Decay (3), tearing +5 ws tests

Decay(x): whenever target suffers critical damage, including ZH, must pass toughness test with -10 Times X or die outright.

Combat Talents/traits:
Stuff of nightmares: Immune to a lot of poo poo
Wretched Tally: Immune to more stuff, mostly nurgle related
Unnatural Toughness (1)
Flyer (6)
Furious assault: can make extra attack w/ all out attack
Hardy: always light wounded
Lightning reflexes: roll Ini twice, take best
Paranoia: Additional +2 on ini
Quick Draw: draw and ready weapons with free action
Resistance (Fear, poisons, psychic powers)
Sure strike: -10 on called shots
Unshakable will: Reroll willpower tests for fear

Werix fucked around with this message at 06:14 on Feb 11, 2016

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Imach the Editor


If Imach is at all surprised by the forces arrayed against him, he gives no notice.

"A single tank? I was crushing your pathetic armor before this planet was settled! I'm almost insulted."

The sorcerer chants again, but this time there's something worse about the words, if that was possible. The longer chant cuts at the minds of those present, as he gathers his power to smite the enemy's war machine. The whispers of the beyond assault his mind as he crackles with unholy power, but the trained sorcerer easily overcomes this trial. The bolt of power rockets forth, straight at the Leman Russ.

This is why Imach doesn't need a gun:
Bolt of change, blashphemous incantation, pushing +3: 1d100 63
vs like a million from all that PR
phenomena +10 for pushing: 1d100+10 95
Perils! I get two:
perils 1: 1d100 5
I'll take gibbering. WP test!
wp test to avoid stun: 1d100 70
Yeah, I have 80-something loving WP.

That's perils, but this is still going to be a PR 10 Bolt of Change. 10d10 Pen 9 Felling 10.




See below. I'll use the same rolls because :effort:

pre:
Combat Block:
WS  BS  S     T      AG  INT PER  WP      FEL
42  34  56(9) 41(8)  35  41  35   81(11)  39 

Force Sword         Melee            1d10+18E Pen 8 - 		Balanced, Force
Legion Bolt Pistol  Pistol 30m S/2/– 1d10+9X  Pen 4 8 Full 	Tearing
(with inferno bolts)Pistol 30m S/2/– 1d10+9X  Pen 4 8 Full 	Blast (2), Warp Weapon
Flamer Arm          Arm    10m S/-/- 1d10+7E  Pen 0 -  -        Spray, Tainted, Warp Weapon

Base Focus Power Test: 81+30(PR)+10(Focus)=121 vs WP
		  36+30+10=76 vs CRP

Wind of Chaos: PR*5 m Cone,  2d10+CRP+PR E, Felling 2, Tainted, Spray, Flame, Warp Weapon
Bolt of Change: PR*10 m PRd10 Pen 9, Felling (PR)
Doombolt: PR*20 m Semi-Auto, 1d10+PR Pen 8

Initiative: 1d10+3
AP 10 Chest, 8 All, Force Field 45
IP: 4/5
Wounds: 17/17                                   
Dodge 35

wiegieman fucked around with this message at 00:59 on Feb 9, 2016

Vicissitude
Jan 26, 2004

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

The veteran takes his position at the entrance, making full use of the hasty cover but his place is at the forefront. This rabble is no match for 10 millenia of war wrapped in flesh and ceramite. Steknavich checks the flanks before firing his jump pack and launching himself into combat. With the way the rest of the warband is wading through the Guard like so many scythes through grass, he aims instead for the tank. A much greater threat, given the circumstances. He opens a vox link to Khairi in mid-air.

"With me! Slay the gunner so we can silence that tank!"

Moving to the Demolisher and priming a frag grenade. Once Khairi kills the gunner I'll drop it in and wipe out the rest of the crew

pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf
55	36	63	42	36	35	42	49	43	42

Wounds: 16
IP:    4/4

Armour: 9 Head,  11 Body, 9 Arms, 9 Legs  (+4 AP cover to all locations)
Field: 50/1

Dodge: 46
Parry: 75

Best Demon Plasma Pistol	Pistol	30m	S/2/-	1d10+13E	Pen 11	Clip N/A	N/A	     Maximal, Mutating, Overheats
Legion Bolter			Basic	100m	S/3/-	1d10+9X		Pen 4	Clip 24/24	Half	     Tearing
Legion Bolt Pistol		Pistol	30m	S/2/-	1d10+9X		Pen 4	Clip 8/8	Half	     Tearing
Force Sword			Melee	N/A	S/-/-	1d10+6R		Pen 6	N/A		N/A	     Balanced, Force

Vicissitude fucked around with this message at 07:53 on Feb 8, 2016

Viva Miriya
Jan 9, 2007


Cyrus the Virus
"ADVANCE ON LINE, KILL THE MORTALS OF THE CORPSE GOD! KILL!" Cyrus screams out in a raspy as voice as he fires from the hip while advancing on the enemy guardsmen, forsaking cover and opens fire again with Death's Advance, raking squads of guardsmen as he laughs it up to the tune of dozens of guardsmen being turned into red giblets with each trigger pull.

Half Action move TOWARDS THE HORDE and half action to do this: Semi Auto Burst vs 49 base +60 cause gently caress OFF HORDE: 1d100 47 6 DoS=3 Hits + Additional hit TL Bonus=4 hits. Damage irrelevent cause it'll shred the guardsmen horde i'm targeting.

pre:
Primary Combat Block:
  WS      BS       S      T      Ag     Int    Per    WP   Fel  
 42       49     42[62]   90   40[30]   40    39[59]  46   37

Wounds: 23/23    Infamy: 3/4  Initiative: 1d10+4
Half Move: 5 Full Move: 10 Charge: 15 Run: 30
SB: 10  TB: 13
Armour: 12/10 [Body/Rest]
FF: 30 (Daemon Weapon)

Awareness: 49[69] (Auspex/Heightened Senses [Hearing/Sight])
Dodge: 30
Hideous Resilience: 80
Intimidate: 72[75] (Armour)
Medicae: 60
Parry: 52


Weapons: (Currently selected weapons are in BOLD)
Death's Advance 80m S/4/- 1d10+15[17]X Pen: 6 Clip: 16/32 Rld: Full Special: Legacy of Slaughter, Razor Sharp, Reliable, Tearing, Twin-Linked
Blight Grenade 30m S/-/- 2d10+2E Pen 0 Ammo: 3/3 Special: Blast (6), Toxic (2)
Legion Krak Grenade 30m S/-/- 2d10+10X Pen 6 Ammo: 2/2
Daemonic Plague Knife 1d10+13R Pen: 5 Special: Concussive (1), Felling (4), Toxic (1)
Legion Combat Knife 1d10+10R Pen: 2

Noteworthy Wargear:
Daemonic Plague Knife
Binding Strength 1
Bile-Quenched: Targets wounded by this weapon can only perform a half-action next turn.
Impervious: Has a force field rating of 30.

"Deaths Advance" Legion Combi-Bolter
Legacy of Slaughter
Bellicose Pattern
Ability 1: Overkill: Full IB bonus to damage. May spend an IP to increase bonus to 1.5 IB for duration of a single encounter.
Ability 2: Bloodlust: +20 BS on uninjured targets.
Ability 3: Shattering: Adds Razor Sharp quality.

Icon of Seeping Decay: All characters aligned to Nurgle within 4m count AB as 1 higher and may make a Difficult (-10) Toughness test
at the start of each of their turns to remove 1 level of fatigue. All other characters within that area count their Agility Bonus as 1 lower
(to a minimum of 1) and must pass a Challenging (+0) Willpower Test at the start of each of their turns or gain 1 level of fatigue.

Special Abilities:
Abominable Physiology: The numerous parasites and virulent diseases that eat away at a Plague Marine’s armour 
and liquefy his diseased flesh also make him unnaturally resistant to harm. A Plague Marine never suffers Damage 
or other negative effects from Diseases, poisons, or the Toxic Quality unless he chooses to suffer 
these effects (although he can still be infected by Diseases as normal, and can spread them to others).

Hideous Resilience: Plague Marines have been known to walk unflinching through terrible fire and shrug off mighty blows 
that would cleave other Space Marines in twain. As a Reaction, a Plague Marine may make a Difficult (–10) Toughness Test. If he
succeeds, he reduces the Damage from the next hit he suffers before the beginning of his next Turn by 1 per Degree of Success 
he scores on the Test. If he reduces the Damage to 0 this way, he gains the Fear (1) Trait to the foe whose attack he so easily withstood.

Infectious Miasma: Plague Marines are revolting testaments to the horrific bounties that await those who embrace the Lord of Decay, 
their bodies dripping with foul pestilences and contagions that hinder their opponents in combat. A Plague Marine may spend an Infamy point 
to release the swarms of bloat-flies, corpse-gases, and other vile contagions housed within his bloated frame. For the next 1d5+1 Rounds, 
at the start of the Plague Marine’s Turn, each other character within 10 metres of the Plague Marine suffers a single hit for 
1d10 Energy Damage with the Toxic Quality, ignoring armour that is not environmentally sealed.

Noteworthy CSM Implants
Noteworthy Traits
Noteworthy Talents

Viva Miriya fucked around with this message at 12:46 on Mar 3, 2016

Dachshundofdoom
Feb 14, 2013

Pillbug
Iro Yonn


Iro twists his lightning claw slightly and the man impaled on the end seems to gently fly apart. A flick of a leg and a fallen soldier is crushed. A twitch of a finger and three have been chopped apart. It's almost enchanting how fragile they all are.

Iro snaps back to himself and growls. He disapproved of Slaaneshi time-wasting even more than he disapproved of Khornate madness. Combat was meant to be combat, a pure and simple contest of arms. If you outclass them you should end them. No toying around, no admiring your handiwork.

Noting that there are still quite a few guardsmen scrambling away and generally trying to reform a cohesive firing line, he bellows laughter and wades into the gathering of men again, claws swinging merrily. He was surprised to see a tank arrive this quickly, but he was certain the sorcerer had it well in hand. No, the issue the tank posed was that it created a frightening revelation. If they were willing to blast their way into a church with a tank, then they were willing to blast their way in here with anything. So much for being safe from artillery barrages or mass tank bombardment.

Spend 2 IP to heal:
IP Heal: 1d5+1 3
IP Heal 2: 1d5+1 6
There we go. Half-Action Aim (probably pointless, but I can't exactly do anything else) and Swift Attack w/ both Lightning Claws on the horde. I want to make sure there's plenty of meat confetti for our upcoming victory parade.


pre:
WS	BS	  S	  T	Agi	Int	Per	WP	Fel
50	40	42(152)	42(82)	50(30)	32	51	47	52

Wounds: 16/17  IP:4/4  Initiative: 1d10+5
Movement: 8/16/48/42
SB: 15  TB: 8
Armor: 14 All
IP: 2/4
Force Field: 50 (01-05) / 35 (Armor, No Overload)

Awareness: 71 (+10 Auto-Senses +10 HS (Sight/Sound))
Dodge: Nope!
Parry: 80 (+20 Skill +10 Weapon Quality)

Weapons:

Lightning Claws (2x): Melee;  1d10+6(+16)E; Pen 8; Power Field, Proven (4), Best (+1 Damage +10 WS), Special (+1 Dam per DoS/+2 Dam per DoS when used as a pair)

Wargear:

Legion Terminator Armor: Increases Size. Auto-Senses provide PF/Stun grenade immunity and count as Auspex, -20 Agi and cannot Run/Dodge, +30 Strength, 35 Force Field (no overload), 
-10 fine manipulation tests. Chain Bandolier forces Power Field shatter test for non-immune weapons striking Chest. Bio-Monitor grants +10 to resist Toxic quality, toxins, poisons. 
Contains 6 doses of pain suppressors that allow wearer to ignore Characteristic Damage/Penalties for 1d10 rounds per dose. Negates Stuns after 1 round.

BC Beguiling Gem: Enemies in melee must pass -10 WP test or lose all Actions (they can still make reactions). Once an enemy passes the test, that enemy no longer has
to make tests for the rest of the encounter.

GC Conversion Field: 50 Force Field, 1-5 Overload. Supersedes armor field until it overloads. Absorbing 12+ damage causes a Photon Flash detonation on top of the wearer.
Anyone not immune (Auto-Senses, etc.) in range (Blast 10) must make a +10 Agility Test or be blinded for rounds equal to their DoF.

BC Synthmuscle: Unnatural Strength (+4), -10 to Agility Tests.

Skills: Athletics, Awareness, Command, Intimidate, Parry +20.

Talents: Air of Authority, Bulging Biceps, Combat Master, Combat Sense, Double Team, Iron Discipline, Iron Jaw, Legion Weapon Training, Lightning Reflexes, Nerves
of Steel, Preternatural Speed, Quick Draw, Resistance (Cold, Heat, Poisons), Step Aside, Sure Strike, Swift Attack, Two-Weapon Wielder (Melee), Unarmed Warrior,
Unshakeable Will, Whirlwind of Death

Traits: Amphibious, Unnatural Strength (8), Unnatural Toughness (4), Quadruped, Auto-Stabilized, Size (Hulking)

Ability: Anyone who can see me can choose to use their IP as though they were Unaligned. Most relevant to letting Nurglites reroll Skill Tests and letting Khornates heal better.

Dachshundofdoom fucked around with this message at 00:23 on Feb 9, 2016

John Dyne
Jul 3, 2005

Well, fuck. Really?
Yeah you guys act after the horde, you may want to edit after all this bullshit. Thank your local Conversion Field owner for the blindness!

If anything can be said of the Imperial Guard, it is that their constant drilling and training at least seems to work for them; with Khairi, Iro, and Hotbrute engaged in melee and tearing through the army, several of the guardsmen quickly draw their knives to move and distract the close combat specialists from their allies. Khairi, being so much smaller than the other two marines, is able to twist her way out of the oncoming attacks from the guardsmen surrounding her. Hotbrute and Iro, however, are much larger and easier to hit targets, and in spite of their thrashing, they feel the power knives dig in through their armor in multiple locations.

Unwilling to risk hitting their comrades, and unable to get a good shot at Callum or Tabitha, the guardsmen open fire on the five marines in their sight. With so much laser fire thrown their way, it is inevitable that some of the blows would strike the traitor marines. Steknavich feels the sting of multiple laser shots striking his armor and punching through, and the force field around him shimmers to life finally, stopping another salvo of blows; however, the sheer brunt of the attack causes the field emitter to whine and shut down, taking the field with it as it overloads.

Cyrus merely weathers the storm, the daemon in his weapon lashing out its very will to stop the hail of lasfire hurled at its master; the Plague Marine finds himself unharmed by the attacks of the guardsmen, and is likely unsurprised by the outcome. Morbus' own field, this one man made rather than daemonc in nature, stops some of the volley thrown his way, but several shots still pierce the field; to his luck, however, the shots barely pierce his armor or his own resilient hide, another testament to the durability of Nurgle.

Blackstar, too, suffers the veritable slings and arrows of the guardsmen; his field withstands at first, but gives off a brilliant flash of light in doing so, as conversion fields are wont to do so. The pyrotechnics blind both Steknavich and Imach, the only two marines on the field without Auto-Senses installed into their armor to dampen the sudden change in light; the expulsion of energy is enough to overload the noise marine's generator, and he staggers slightly as multiple blows find their way through his armor.

Imach's own psychic ability reach out through the shimmering, rune-laden robes he wears, but his mind falters under the sheer weight of the attacks being thrown at him; his field, too, fails after the first salvo is negated. The following lances of red energy burn through his robes and punch through his armor, but most of the energy is expelled before hitting his flesh.


To simplify this, the horde has struck everyone on the body, so everyone basically tested with 10 AP. I did take into account the +2 Toughness from Death's special ability and it is reflected in his TB for damage reduction.

In a freak bit of hilarity, everyone but Cyrus and Morbus had their fields overheat; Imach is blind, but may spend an IP to re-test if they so choose.

Khairi dodges the attacks against her.
Iro takes 10 damage after TB/Armor.
Hotbrute takes 9 damage after TB/Armor.
Steknavich takes 16 damage after TB/Armor.
Cyrus negates all damage with his field.
Morbus takes no damage after TB/Armor.
Blackstar takes 18 damage after TB/Armor.
Imach takes 11 damage after TB/Armor.



INITIATIVE
Tabitha
Guardsman Horde - 151/200 Magnitude

Steknavich
Khairi
Iro
Cyrus
Morbus
Blackstar
Imach
Leman Russ Demolisher - 60/60 SI
Hotbrute






KHAIRI
[00:39] <skybot> 11 (3d10+5=1, 3, 2)
11 - 4 - (8-5) = 6
DODGED

IRO
[00:40] <skybot> 23 (3d10+5=4, 4, 10)
[01:39] <skybot> 73 (1d100=73) field test, failure (if this kind even BLOCKS melee)
23 - 8 -(10-5) = 10

HOTBRUTE
[00:40] <skybot> 23 (3d10+5=5, 4, 9)

23 - 9 - (10-5) = 9

25 [3d10=9, 6, 7] Steknavich
23 [3d10=7, 7, 6] Steknavich
21 [3d10=3, 1, 9] Steknavich
8 TB, 13 AP, 50 Field
Field tests:
[00:58] <skybot> 69 (1d100=69)
[00:58] <skybot> 73 (1d100=73)
[00:58] <skybot> 1 (1d100=1)
One hit blocked by field, OVERHEATS
25 - 8 - (13 - 5) = 9
23 - 16 = 7

24 [3d10=7, 8, 4] Cyrus
17 [3d10=4, 6, 2] Cyrus
31 [3d10=9, 8, 9] Cyrus
13 TB, 12 Armor, 30 field
[01:01] <skybot> 29 (1d100=29)
[01:01] <skybot> 9 (1d100=9)
[01:01] <skybot> 12 (1d100=12)
Field blocks all three

16 [3d10=3, 1, 7] Morbus
16 [3d10=2, 7, 4] Morbus
19 [3d10=3, 4, 4] Morbus
11 TB, 10 AP, 50 Field
[01:02] <skybot> 43 (1d100=43)
[01:02] <skybot> 99 (1d100=99)
[01:02] <skybot> 43 (1d100=43)
Field blocks two hits
16 - 11 - (10-5) = 0

17 [3d10=3, 2, 9] Blackstar
23 [3d10=10, 6, 4] Blackstar
23 [3d10=7, 10, 3] Blackstar
10 TB, 9 AP, 50 field
[01:04] <skybot> 4 (1d100=4)
[01:04] <skybot> 24 (1d100=24)
[01:04] <skybot> 12 (1d100=12)
First hit blocked, but overloads field, PHOTON FLASH
23 - 10 - 4 = 9
23 - 14 = 9

Agi+10 to not be blinded. Only Imach lacks Auto-Senses on their armor.
[01:07] <skybot> 69 (1d100=69) Imach

19 [3d10=2, 9, 6] Imach
17 [3d10=6, 7, 2] Imach
18 [3d10=3, 8, 5] Imach
8 TB, 10 AP, 54 Forcefield
[01:11] <skybot> 86 (1d100=86)
[01:11] <skybot> 9 (1d100=9)
[01:11] <skybot> 39 (1d100=39)
Blocks one hit, and hten overloads.
19 - 8 - 5 = 6
18 - 13 = 5

John Dyne fucked around with this message at 08:44 on Feb 8, 2016

Vicissitude
Jan 26, 2004

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

Forget killing the gunner. There's no time. Steknavich simply drops the grenade into the hatch he's standing in and returns to the cover of the shrine. Whatever bastard had slaved over this protective field will pray for death before too long. But that will come in time. Now requires his full attention, and that of the medicae.

"Medic!"

pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf
55	36	63	42	36	35	42	49	43	42

Wounds: 0/16
IP:    4/4

Armour: 9 Head,  11 Body, 9 Arms, 9 Legs  (+4 AP cover to all locations)
Field: 50/1

Dodge: 46
Parry: 75

Best Demon Plasma Pistol	Pistol	30m	S/2/-	1d10+13E	Pen 11	Clip N/A	N/A	     Maximal, Mutating, Overheats
Legion Bolter			Basic	100m	S/3/-	1d10+9X		Pen 4	Clip 24/24	Half	     Tearing
Legion Bolt Pistol		Pistol	30m	S/2/-	1d10+9X		Pen 4	Clip 8/8	Half	     Tearing
Force Sword			Melee	N/A	S/-/-	1d10+6R		Pen 6	N/A		N/A	     Balanced, Force

Vicissitude fucked around with this message at 09:55 on Feb 9, 2016

Skellybones
May 31, 2011




Fun Shoe

Khairi Fall-From-Grace

Swirling through ranks of Imperial Guard with Cacophony, Khairi spots the Leman Russ's mortar adjusting for a follow-up shot. That could be a problem. Cacophany agrees, but slicing up the Guard was much more fun.

The Guard attempt to strike her with knives, bayonets and swords, or just grab and drag her down, but her god-given grace lets her avoid their attacks almost before they begin. Where nobody can see it, she smiles for the first time in months.

Steknavich's plan is decent enough given the circumstances, so after giving Cacophony a flick to clear the blood, she blasts up and away in a flash away from the horde of suicidally brave mortals, aiming for the tank crewman who was perhaps foolishly trying to aim a Storm Bolter into the melee, rather than keeping the turret hatch closed above him while praying fervently inside.

Almost as an afterthought, she considers the possibility that the grenade sent by Steknavich might not land neatly in the cupola. And the horde of Guardsmen now turning to aim at the jagged silhouette perched on top of their tank.

Charge vs Tank Gunner: 1d100 94
Blademaster Re-Roll: 1d100 92
:eyepop:

Using an Infamy Point to reroll that if that failed to hit!
Infamy reroll attack vs gunner: 2#1d100 79 If that fails then Blademaster gives 9

Raptor Charge = loads of damage


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf
55	37	51	41	52	28	29	37	51	42

Wounds:	11
IP:	4/4
Init:	12

Armour: 8 All

Dodge: 72
Parry: 55

Cacophony Daemonic Chain Greatsword
	> (2d10+5 R) (6 Pen) (Tearing, Unbalanced) (16kg)
	> (Glittering - Evasion -10) (Shrieking - Concussive 2) (Willpower 30) (Binding 1)

Notable Combat Modifiers:
Berserk Charge		> Charge bonus improved by +10
Blademaster		> Reroll one missed attack per round with a bladed weapon
Double Team 		> +10 Weapon Skill when outnumbering opponent, +20 if ally has Double Team
Flesh Render		> Add 2 dice to melee Tearing weapon damage rolls, discard lowest 2 (instead of 1)
Hard Target		> –20 penalty to Ballistic Skill Tests made to hit when Running or Charging
Raptor			> +1d10 Damage on Jump Pack Charge attack for every 2 DoS, up to 2d10

Adroit 			> Add 1 DoS to Weapon Skill successes

Magnificent Horns	> Charges cannot be Parried

Skellybones fucked around with this message at 07:04 on Feb 12, 2016

Werix
Sep 13, 2012

#acolyte GM of 2013
remember first aid is a full round action, so if you want me to heal you next turn before the horde goes you need to fall back to me. Otherwise if no one does, I'll fly out to you and heal the following turn.

Also I assume just about everyone is heavily wounded (haven't checked who has hardy), so the amount I will heal is limited though I do have master chiurgeon so that will help.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


My forcefield overloads on 1-6, because my PR is 6, so I only take one of those hits. I'll write it up later but Imach is gonna blindly spray warpstuff at the horde since my IP reroll was 72. So with those other rolls it's a range 50 flame spray. If that's no good he just charges and melees with his force sword.

Also good catch Dyne I did have those digits mixed up.

John Dyne
Jul 3, 2005

Well, fuck. Really?

wiegieman posted:

My forcefield overloads on 1-6, because my PR is 6, so I only take one of those hits. I'll write it up later but Imach is gonna blindly spray warpstuff at the horde since my IP reroll was 72. So with those other rolls it's a range 50 flame spray. If that's no good he just charges and melees with his force sword.

Also good catch Dyne I did have those digits mixed up.

Yeah I messed up on the Overload because it was like 2 AM and I confused the PR x 9 with your actual PR; for whatever reason I was thinking your PR WAS 9. So yeah, no overload for you, which is a fair trade for the blindness. :v:

Also, fair note: anyone can IP a forcefield roll, but for the sake of speed in fights like this I won't automatically assume you're going to, especially with everything flying at you. Just reroll it in your own post and let me know you did.

Once I get a Morbus and Blackstar post I will make sure everything is up to date damage-wise and move on to the tank's turn, assuming it survives.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Blackstar

Blackstar did not anticipate the sheer volume of fire being returned back at him, nor for his shielding to completely fail him in the first volley. He made a mental note to find the dealer who gave him that trinket and go loud all over him.

Blackstar moves for cover behind a column and looses another riff out toward the throng as he moves.
---

If I didn't have to OH poo poo HEAL this turn I would of done a Dread Wail or something. I've already blinded one ally, let's fear and/or stun the others.

Spending an infamy point to heal 1d5+1: 5 wounds recovered

Going to move to cover and take a free action Explosive Crecendo shot due to Hip Shooting. +10 single shot + 10 close range +whatever size bonus Dyne applies to the horde: 22 vs 76 +- horde size bonuses

pre:
Wounds: 8/21      AP:9 All
IP: 3/4          TB:3
Conversion field protection: 50    Overload 1-5

WS:   33       
BS:   56       
S:    38 [58]       
T:    38      
Ag:   43     
Int:  37      
Per:  48       
WP:   42       
Fel:  61      

Skills: Awareness+10, Dodge+10, Operate(Surface), Parry, Stealth+10

Talents: Air of Authority, Ambidextrous, Bulging Biceps, Deadeye Shot, Heightened Senses (hearing, sight), Hip Shooting, Jaded,
Leap up, Lightning Reflexes, Mighty Shot, Nerves of Steel, Quick Draw, Rapid Reaction, Resistance (cold, heat, poison), Sharpshooter

Gifts/mutations/traits
Unnatural Strength +4, Unnatural Toughness +4, Amphibious, Warp Sight, Hermaphrodite, Intoxicating uproar, Dread Wail

Armor and gear: 
Best Quality Legion Power Armor
-Chain loin guard codpiece, Auto senses, Sustainable power source, vox link, +5 Charm

Shrieking Soul
-Immune to stunning, fatigue, and critical damage except in case of death or dismemberment or blindness
-Holds up to 6 souls of fallen enemies 
-can be released to cause a psychic blast in 1d10 meters, non slaanesh must roll -20 willpower or be stunned for 1d5 rounds +1d10 willpower damage

Weapons
Blastmaster (Explosive Crescendo)             (Heavy | 250m | S/-/- | 3d10+13 X | Pen 8 | Blast (4) Devastating (2))
Blastmaster (Hail of Noise)                   (Basic | 150m | s/2/- | 1d10+15 E | Pen 6 | Devastating (1) Storm)
Noise Marine Sonic Blaster                    (Basic | 100m | s/2/4 | 1d10+12 E | pen 4 )
Legion Bolt Pistol                            (Pistol | 30m | s/2/- | 1d10+12 X | pen 4 | Tearing)
Legion Bolter                                 (Basic | 100m | s/3/- | 1d10+12 X | pen 4 | Tearing)
Astartes Combat Knife                         (Melee | 1d10 R | Pen 2)

DM NOTES: +40 to all tests based on hearing (10 Heightened senses, 10 auto senses(armor), 20 Intoxicating Uproar)
+10 to all awareness checks due to Warp Sight (for a total of +20), -10 to scrutiny

DeathSandwich fucked around with this message at 17:15 on Feb 10, 2016

John Dyne
Jul 3, 2005

Well, fuck. Really?
Right, should explain the horde size bonus! It is +60 so long as the horde is 60 magntitude or higher; it drops by 1 for every magnitude below that afterwords.

So basically you guys are maxed out on your abilities to hit the horde, since +60 is the MAXIMUM modifier allowed. No need to aim! You're bound to loving hit something unless you jam, overheat, etc.

throw to first DAMN IT
Apr 10, 2007
This whole thread has been raging at the people who don't want Saracen invasion to their homes

Perhaps you too should be more accepting of their cultures
Brother Morbos

Morbos stared blankly at the flickering of the lasfire against the field, as the ancient relic worked it's tech sorcery. While the sheer amount of fire meant that some of the shots hit their target, Morbos barely noticed these either, his flesh too corrupted to be marked by a lasgun. But screams of the wounded and dying are enough to shake him from his stupor, there was slaying to be done and glory of the Plaguefather to spread.

His earlier plan of waiting for something worth fighting to appear already forgotten, Morbos sends his bike charging towards the Guard hordes. "Blessings of the Greatfather upon you all!", he rasps as he attempts to run down anyone too slow or foolish to stand in his path.


This is a bit unspecific but I basically got home at 9pm and have to be up at 6am so I don't have much time to try to figure out how the actual mechanics work, sorry. The idea is to charge through the horde using some combination of Thunder Charge, bike's Slash & Run and the fact that Morbos+bike probably weights close to ton. If this doesn't work at all, Morbos crashes into a wall and spends the round thinking about poor life choices.
pre:
Wounds:  23/23     AP: 10 body / 8 rest
Infernal Star: Protection 50    Overload 1-5

WS:	 56  
BS: 	 41      
S:    	 53 [73]       
T:   	 70     
Ag:  	 22     
Int:  	 31     
Per:  36       
WP:  52       
Fel: 	 36    

Skills: Awareness+10, Dodge

Talents: Ambidextrous, Blind Fighting, Bulging Biceps, Fearless, Iron Jaw, Hardy, Heightened Senses (Hearing, Sight), Hip Shooting,
Nerves of Steel, Quick Draw, Rapid Reload, Resistance (Cold, Heat, Poison), Sure Strike, Swift Attack, Thunder Charge, True Grit

Gifts/mutations/traits
Unnatural Strength x4
Unnatural Toughness x4
Unnatural Weapon Skill x1
Regeneration(1)
Amphibious, Wings, Daemon Organ(WS)

Armor and gear: 
Legion Power Armor [10 body / 8 rest]
Power Source, Autosenses, Enchanced Ceramite
Horns (can't be parried on charge)

Legion Combat Bike
-Tactical Speed: 10/20/30/60
-Structural Integrity: 15		Armor: 14
-Integral Weapon (Legion Plasma Gun: Basic; 100m; S/2/-; Dam 1d10+12 E; Pen 10; Clip 30; Reload 5 Full; Maximal Overheats)
-Slash and Run: deal extra 1d10+4 R to the targets of Hit & Run action

Weapons
Power Fist		(Melee; 2d10* E; Pen 9; Power Field, Unwieldy)
-Doubles user's Strength Bonus for damage
-Best Quality, +10 WS, +1 Damage
-Cursed Metal, if used in combat, roll Toughness Test after combat, suffer 1 wound ignoring Armor and TB on failure

Legion Bolter		(Basic; 100m; S/3/-; 1d10+12 X; Pen 4; Tearing)
Combat Knife	(Melee; 1d10 R; Pen 2)
Plague Knife		(Melee; 1d10 R; Pen 2; Felling(4) Toxic(3) )

Blight Grenade	(Thrown; SBx3; 2d10 E; Pen 0; Toxic(2) Blast(6) )
Krak Grenade	(Thrown; SBx3; 2d10+4 X; Pen 6; Concussive(0) )

Dachshundofdoom
Feb 14, 2013

Pillbug
Okay wait, did my Conversion Field overload or not? It doesn't look like it did in the logs.

John Dyne
Jul 3, 2005

Well, fuck. Really?
Iro's did not, Blackstar's did. Did I say Dachsund when I meant DeathSandwich? Whoops.

Blame 2 AM updates. :v:

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Imach the Editor


Stumbling back from the failing conversion field, Imach curses the state of his armor. It's not his fault he had to leave his good suit behind in the Saint Ivan's Archive, but he doesn't need to see the crowd of weaklings to kill them.

"You sould have learned your lesson, mortals! Now die!"

Same rolls as before Imach got loving blinded, holy poo poo why didn't I take auto senses, that's a range 50 flame spray, so 12.5->13+1d5 magnitude damage.

IP reroll on blindness was worse so I guess that's two rounds? Unless Imach can use his Warp Sense to see targets with his AWESOME PSYCHIC MIGHT.


pre:
Combat Block:
WS	BS	S	T	AG	INT	PER  	WP	FEL
42  	34  	56(9) 	41(8)	35  	41  	35   	81(11) 	39 

Force Sword         Melee            1d10+18E Pen 8 - 		Balanced, Force
Legion Bolt Pistol  Pistol 30m S/2/– 1d10+9X  Pen 4 8 Full 	Tearing
(with inferno bolts)Pistol 30m S/2/– 1d10+9X  Pen 4 8 Full 	Blast (2), Warp Weapon
Flamer Arm          Arm    10m S/-/- 1d10+7E  Pen 0 -  -        Spray, Tainted, Warp Weapon

Base Focus Power Test: 81+30(PR)+10(Focus)=121 vs WP
		  36+30+10=76 vs CRP

Wind of Chaos: PR*5 m Cone,  2d10+CRP+PR E, Felling 2, Tainted, Spray, Flame, Warp Weapon
Bolt of Change: PR*10 m PRd10 Pen 9, Felling (PR)
Doombolt: PR*20 m Semi-Auto, 1d10+PR Pen 8

Initiative: 1d10+3
AP 10 Chest, 8 All, Force Field 54 (PR*9, overloads on 1-PR)
IP: 3/5
Wounds: 11/17                                   
Dodge 35

John Dyne
Jul 3, 2005

Well, fuck. Really?
Khairi, seeing the threat the tank and its pintle-mounted storm bolter might have on her allies and meat shields, shrieks out of the middle of the melee with her jump pack, landing behind the gunner. The poor man tries to turn to defend himself, but it's too late; the ex-Sororitas' daemonic chainsword sinks deep into his flesh, carving him straight down the middle until the hellish teeth bring up sparks against the metal armor of the tank. Seeing what he believes to be an opening to put a stop to the tank crew, Steknavich launches himself onto the roof of the tank, yanking a grenade from his belt. Maybe it is her god speaking to her, maybe it's a bad feeling, or maybe she saw some damage the veteran didn't, but Khairi hurriedly dives off of the front of the tank as the veteran yanks the pin free on his grenade.

For a moment, the veteran feels nothing. He hears the explosion, feels the heat against his skin and armor, and can hear the snap of bone as his arm is shattered by the concussive force of the blast. The battlefield goes quiet for the ancient traitor, and his vision begins to bloom with tiny black flowers; Steknavich takes a staggering step back, his hand and forearm a battered ruin from his grenade detonating in his hand. For a moment, he stands uneasily, before pitching backwards and clanging his head against the front armor of the tank, tumbling and landing in a heap next to the crouched Khairi, safely out of the firing arc of the tank's weapons and in excellent cover from the fire from the horde. The sister sees he is still breathing, but his eyes are unfocused and he groans low under his breath.

Iro, meanwhile, continues to press in through the heart of the guardsmen, his lightning claws crackling as he reaps a bountiful harvest of souls from the idiotically defiant humans; even though several are able to duck out of his path or otherwise evade him, he is mighty enough and swift enough to bring the horrible blades around in wide arcs, filling the air with sprays of blood and cries of pain. Cyrus, meanwhile, continues to simply fire his bolter into the front of the guard line, causing a fair amount of damage amongst the lightly armored infantry. Blackstar fires his sonic weapon once more, causing more men to fall to their knees in death as their skulls simply pop from the savage vibrations of the sonic weapon.

Morbos, however, has a different plan. Climbing onto his bike, the marine revs the engine on the two-wheeled, rusted out monstrosity, fish-tailing as he bolts forward, tires screeching and exhaust filling the air. Without a care for his personal safety, the plague marine pops a wheelie on the motorcycle and ramps off of the side armor of the demolisher, taking to the air for a moment with his power fist raised into the air. He lands with a monstrous thud, crushing several guardsmen under the mighty wheels of his armored motorcycle, and plows forward through their ranks, swinging his power fist to and fro to catch some poor idiot in the jaw at 45 km/h.

However, one of the guardsmen wisely shoots out the front tire of the bike, and the bike immediately screeches to a halt, launching Morbos from his seat and sending him sailing through the air. He flips twice as he soars through the sky before landing unceremoniously onto the same man who dismounted him, bouncing once and continuing to tumble through more guardsmen, slaying them simply by the weight of his body and armor. When he comes to a stop, he is flat on his back, staring up at the clouds as guardsmen debate whether or not they should close in on him to try to finish him off; unbeknownst to them, Morbos is completely unharmed by the crash, and simply taking a moment to relax.

The Editor, blinded and furious, simply unleashes a horrible stream of warp fire from his hands towards the guard, setting a massive swathe of the infantry on fire, the very flames of Tzeentch burning their souls away and leaving withered, smoking husks in their place. The Demolisher, seeing that the sorcerer with his warp magic is a tremendous threat, fires its front mounted lascannon at the Thousands Son sorcerer. Miraculously, Imach's own will exerts itself, even in his blindness, and the shot is dissipated before it can even reach the magical marine's armor. The demolisher's main cannon thunders as it fires a shell straight at the church as it previously had, straight towards Callum and his ritual.

Callum, however, will not let this transgression stand. His eyes snap open, glowing an unholy green, and he takes a stride forward from the lectern, cursing in an unnatural and ancient tongue. With a wave of his hand, the shell stops in the middle of the church, close enough to Tabitha that she could reach up and touch it. The shell becomes engulfed in pink and blue flames before Callum's face twists into disgust, waving his hand dismissively at the shell. As suddenly as it stopped, the shell screams back the way it came, arcing slightly and slamming down in the middle of the guardsmen line with a thunderous explosion, sending body parts raining in all directions. Callum reaches the lectern in time to catch the tome as it just began to stop hovering, and once again picks up his ritual.

The horde drops from 151 magnitude to 83. Here is the break down of this round:

Khairi - kills the gunner with her sword, dives in front of tank to escape Steknavich's shenanigans
Steknavich - jumps onto tank, grenade blows up in hand, is stunned on top of tank with a broken arm
Iro - 7 magnitude
Cyrus - 6 magnitude semi-auto bolter fire
Morbus - 13 magnitude damage and is now prone and de-biked
Blackstar - 7 magnitude damage
Imach - 15 magnitude damage
Callum - 20 magnitude damage and some grumpy, eldritch cursing

Steknavich is stunned for one round and I am beyond amused at the stupidity that happened with those dice. I am going to be kind and assume you can't loving get a ZH on yourself but hell, if Steknavich wants to, I'll roll him 2d5 for explosive crits to the body and arm. :v:
Morbos is prone.



INITIATIVE
Tabitha
Guardsman Horde - 83/200 Magnitude
Steknavich
Khairi
Iro
Cyrus
Morbus
Blackstar
Imach
Leman Russ Demolisher - 60/60 SI

Hotbrute




Khairi attack vs Pintle Gunner
[23:19] <skybot> 44 (1d100=44)
[23:22] <skybot> 29 (4d10+9=10, 8, 1, 1) Dead gunner

Steknavich grenade
[23:07] <skybot> 100 (1d100=100) JAM
[23:07] <skybot> 10 (1d10=10) EXPLOSIVE JAM
[23:10] <skybot> 22 (2d10+8=6, 8) <- thougiht he was using a krak, thought wrong
IP reroll
[23:12] <skybot> 96 (1d100=96) JAM 2
[23:07] <skybot> 10 (1d10=10) oh no
[23:13] <skybot> 24 (2d10+2=10, 10)
24 - 4 - 8 - 10 = 2 damage after soak, crit 2, must test to not be stunned
[23:16] <skybot> 66 (1d100=66) STUNNED

Khairi dodge the blast vs 72
[23:18] <skybot> 58 (1d100=58) SUCCESS, in front of tank and using it for cover

Demolisher Lascannon shot vs 60
[23:26] <skybot> 59 (1d100=59)

Imach force field vs 54
[23:49] <skybot> 28 (1d100=28)

Vicissitude
Jan 26, 2004

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

Of all the fates to suffer, having a stray shot detonate the grenade in his hand is quite possibly the absolute dumbest. This is not the fate of a champion of the gods! By sheer will Steknavich drags himself to his feet, shaking off the pain and drawing his pistol with his uninjured hand. Maybe it's just spite at this point, but he wants this tank dead.

EDIT: nevermind, we figured it out

pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf
55	36	63	42	36	35	42	49	43	42

Wounds: 0/16
IP:    4/4

Armour: 9 Head,  11 Body, 9 Arms, 9 Legs  (+4 AP cover to all locations)
Field: 50/1

Dodge: 46
Parry: 75

Best Demon Plasma Pistol	Pistol	30m	S/2/-	1d10+13E	Pen 11	Clip N/A	N/A	     Maximal, Mutating, Overheats
Legion Bolter			Basic	100m	S/3/-	1d10+9X		Pen 4	Clip 24/24	Half	     Tearing
Legion Bolt Pistol		Pistol	30m	S/2/-	1d10+9X		Pen 4	Clip 8/8	Half	     Tearing
Force Sword			Melee	N/A	S/-/-	1d10+6R		Pen 6	N/A		N/A	     Balanced, Force

Vicissitude fucked around with this message at 16:16 on Feb 10, 2016

Viva Miriya
Jan 9, 2007


Cyrus the Virus
Pop Pop Pop make a motherfucker drop *farts*

Half Action move TOWARDS THE HORDE and half action to open fire. Semi Auto Burst base 49 + 60: 1d100 66 TN: 109 4 DoS= 3 hits + 1 TL= 5 Magnitude Damage (Explosive lmao)


pre:
Primary Combat Block:
  WS      BS       S      T      Ag     Int    Per    WP   Fel  
 42       49     42[62]   90   40[30]   40    39[59]  46   37

Wounds: 23/23    Infamy: 3/4  Initiative: 1d10+4
Half Move: 5 Full Move: 10 Charge: 15 Run: 30
SB: 10  TB: 13
Armour: 12/10 [Body/Rest]
FF: 30 (Daemon Weapon)

Awareness: 49[69] (Auspex/Heightened Senses [Hearing/Sight])
Dodge: 30
Hideous Resilience: 80
Intimidate: 72[75] (Armour)
Medicae: 60
Parry: 52


Weapons: (Currently selected weapons are in BOLD)
Death's Advance 80m S/4/- 1d10+15[17]X Pen: 6 Clip: 8/32 Rld: Full Special: Legacy of Slaughter, Razor Sharp, Reliable, Tearing, Twin-Linked
Blight Grenade 30m S/-/- 2d10+2E Pen 0 Ammo: 3/3 Special: Blast (6), Toxic (2)
Legion Krak Grenade 30m S/-/- 2d10+10X Pen 6 Ammo: 2/2
Daemonic Plague Knife 1d10+13R Pen: 5 Special: Concussive (1), Felling (4), Toxic (1)
Legion Combat Knife 1d10+10R Pen: 2

Noteworthy Wargear:
Daemonic Plague Knife
Binding Strength 1
Bile-Quenched: Targets wounded by this weapon can only perform a half-action next turn.
Impervious: Has a force field rating of 30.

"Deaths Advance" Legion Combi-Bolter
Legacy of Slaughter
Bellicose Pattern
Ability 1: Overkill: Full IB bonus to damage. May spend an IP to increase bonus to 1.5 IB for duration of a single encounter.
Ability 2: Bloodlust: +20 BS on uninjured targets.
Ability 3: Shattering: Adds Razor Sharp quality.

Icon of Seeping Decay: All characters aligned to Nurgle within 4m count AB as 1 higher and may make a Difficult (-10) Toughness test
at the start of each of their turns to remove 1 level of fatigue. All other characters within that area count their Agility Bonus as 1 lower
(to a minimum of 1) and must pass a Challenging (+0) Willpower Test at the start of each of their turns or gain 1 level of fatigue.

Special Abilities:
Abominable Physiology: The numerous parasites and virulent diseases that eat away at a Plague Marine’s armour 
and liquefy his diseased flesh also make him unnaturally resistant to harm. A Plague Marine never suffers Damage 
or other negative effects from Diseases, poisons, or the Toxic Quality unless he chooses to suffer 
these effects (although he can still be infected by Diseases as normal, and can spread them to others).

Hideous Resilience: Plague Marines have been known to walk unflinching through terrible fire and shrug off mighty blows 
that would cleave other Space Marines in twain. As a Reaction, a Plague Marine may make a Difficult (–10) Toughness Test. If he
succeeds, he reduces the Damage from the next hit he suffers before the beginning of his next Turn by 1 per Degree of Success 
he scores on the Test. If he reduces the Damage to 0 this way, he gains the Fear (1) Trait to the foe whose attack he so easily withstood.

Infectious Miasma: Plague Marines are revolting testaments to the horrific bounties that await those who embrace the Lord of Decay, 
their bodies dripping with foul pestilences and contagions that hinder their opponents in combat. A Plague Marine may spend an Infamy point 
to release the swarms of bloat-flies, corpse-gases, and other vile contagions housed within his bloated frame. For the next 1d5+1 Rounds, 
at the start of the Plague Marine’s Turn, each other character within 10 metres of the Plague Marine suffers a single hit for 
1d10 Energy Damage with the Toxic Quality, ignoring armour that is not environmentally sealed.

Noteworthy CSM Implants
Noteworthy Traits
Noteworthy Talents

Viva Miriya fucked around with this message at 12:46 on Mar 3, 2016

John Dyne
Jul 3, 2005

Well, fuck. Really?
[quote="Vicissitude" post="456096059"

How can 2d10+2 end up with 24 damage? I think Skybot's broke. That should have been brought to 0 damage by armor and TB since it could only have rolled 22 max. I'll stand by it and spend the IP to be unstunned, but I think something's screwy with the bot.
[/quote]

No, that was my bad math. I originally had rolled it as krak damage (as noted above) but subtracted less than I should have on it, since part of my brain was saying it was 2d10+4. No crit damage! No stun! Still stupidity of a detonating grenade and you in cover behind the tank! Yaaay sorry :v:

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Now that the enemy horde is getting down to a more manageable size, would I be able to circle around the tank to get side armor shots on my next turn assuming Khairi can't disable it with grenades dropped inside it? 40 armor is a tough nut to crack even with 3d10+13 pen 10 basically being even odds that any shot at front armor glances off harmlessly. If I can get in on the side that's when the scary damage starts. Would it be possible to do an aimed shot underneath it and let the blast factor work against its underbelly?

John Dyne
Jul 3, 2005

Well, fuck. Really?
I was thinking about this and I'm going to say that the underbelly is going to have the rear armor value, while the top has the side armor value; shooting a blast weapon under it is going be difficult, especially one that is a sonic weapon rather than a solid projectile. You'd be better off trying to get behind it, or trying not to blind your sorcerer who can probably one shot the loving thing with the Tzeentchian Kamehameha of Bullshit* known as Bolt of Change.

But for the purposes of the blast master I'm gonna say it's -50 to actually get a shot to hit UNDER the tank rather than right in front of it; that's counting the -10 from called shot (since I think marines automatically get the talent that negate 10 of the penalty), but just a standard called shot with a grenade.



*thanks to frajaq for calling it this ages ago when i used it to kill a dark eldar raiding ship

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Technically I have both Crack Shot and Deadeye, so I make called shots at +0

And I didn't *mean* to blind our sorceror, it was a combination of your dice hating me and also our sorceror being bad at not looking at my splendor.

Edit: Huh at least I thought I had Crack shot, I thought I changed it on my sheet before the game started. I dropped Crack shot originally in the first Beta Legion thread when I had a spray weapon but I swore I changed it back. Noise marines can start with either Crack shot or Marksman and I guess I have the latter unless you let me posthumously change it.

DeathSandwich fucked around with this message at 16:40 on Feb 10, 2016

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
You mean Sharpshooter. Crack Shot adds +2 to crit damage when you drop someone to crit range.

John Dyne
Jul 3, 2005

Well, fuck. Really?
All the same to me. It'd still be at -40 with crack shot THAT MAGICAL TALENT SOMEONE WILL KNOW THE NAME OF, before other modifiers, which is still a -10 with the size of the vehicle. You'd basically be testing against base BS.

FatSamurai
Jul 7, 2004

Seethe, ye rolling clouds, gather thy stormborn might, and SMITE MINE ENEMY WITH THY UNFETTERED FURY!!!
Hotbrute felt warm. It wasn't the kind of warmth you got from a fire on a cold night, or stepping into the haze of a summer afternoon. It was the special, glowing kind of warmth that only came from within oneself for a job well-loved and well-done. His serrated greatsword ripped through another hapless soldier, sending a spray of red mist and gray chunks across the front of Hotbrute's power armor, splashing over his shoulders and streaming down his helmet. The soldier fell into two ragged chunks, twitching and burbling in a puddle of his own mixed viscera.

The berserker trod through the sticky mess, swinging in a wide arc, barely stopping as another three men fell to his fury. Somewhere in the back of his mind, he was aware that he had been pierced by power knives. The steady warmth of his satisfaction was interrupted by the uncomfortable, static tingle of the enemy's blades finding their mark past his armor. That actually made him stop for a brief second; not out of pain or shock, but rather, because they had interrupted his train of thought.

Now he was annoyed.

--

Hotbrute's tactics aren't going to change. There is still someone standing who can bleed out, so he's going to keep swinging at the crowd and ignore the tank until he absolutely has to deal with it.

I don't know where that +10 came from, I might be a moron, please disregard my rampant math problems.: 1d100+10 105+2 Degrees of Slaughter against some unsuspecting assholes.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Right, fixed it and replaced Marksman with Sharpshooter, which is one of the Noise Marine default talent choices. I don't know why I was thinking of Marksman, unless I was wanting to be in a situation where I could shoot at something a kilometer away without penalty.

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wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Is Imach still blinded? I'll wait for the horde to break or not to choose what he's doing.

e:I think they have to make two WP tests, one at -10.

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