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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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# ? Feb 4, 2016 05:11 |
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# ? Apr 20, 2024 10:23 |
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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 4 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 |
# ? Feb 4, 2016 05:26 |
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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) Infamy: 19+1d5 23 wounds: 10+1d5 15 Werix fucked around with this message at 23:54 on Mar 30, 2016 |
# ? Feb 4, 2016 05:39 |
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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 |
# ? Feb 4, 2016 06:52 |
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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/ Dachshundofdoom fucked around with this message at 01:45 on Mar 23, 2016 |
# ? Feb 4, 2016 07:02 |
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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 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 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 |
# ? Feb 4, 2016 07:47 |
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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 |
# ? Feb 4, 2016 12:55 |
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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 |
# ? Feb 4, 2016 16:22 |
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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 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 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 |
# ? Feb 4, 2016 18:39 |
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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
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# ? Feb 7, 2016 03:35 |
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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
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# ? Feb 8, 2016 02:39 |
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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 |
# ? Feb 8, 2016 07:19 |
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Imach the Editor "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 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 |
# ? Feb 8, 2016 07:36 |
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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 |
# ? Feb 8, 2016 07:44 |
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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 |
# ? Feb 8, 2016 08:09 |
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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/ Dachshundofdoom fucked around with this message at 00:23 on Feb 9, 2016 |
# ? Feb 8, 2016 08:27 |
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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 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 |
# ? Feb 8, 2016 08:37 |
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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 |
# ? Feb 8, 2016 09:02 |
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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 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 |
# ? Feb 8, 2016 09:31 |
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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.
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# ? Feb 8, 2016 15:14 |
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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.
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# ? Feb 8, 2016 15:44 |
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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. 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. 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.
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# ? Feb 8, 2016 16:03 |
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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 DeathSandwich fucked around with this message at 17:15 on Feb 10, 2016 |
# ? Feb 8, 2016 18:17 |
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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.
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# ? Feb 8, 2016 18:25 |
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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) )
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# ? Feb 8, 2016 23:11 |
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Okay wait, did my Conversion Field overload or not? It doesn't look like it did in the logs.
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# ? Feb 8, 2016 23:13 |
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Iro's did not, Blackstar's did. Did I say Dachsund when I meant DeathSandwich? Whoops. Blame 2 AM updates.
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# ? Feb 8, 2016 23:36 |
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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
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# ? Feb 9, 2016 01:06 |
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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. Morbos is prone. INITIATIVE 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)
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# ? Feb 10, 2016 07:01 |
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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) Vicissitude fucked around with this message at 16:16 on Feb 10, 2016 |
# ? Feb 10, 2016 11:17 |
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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 |
# ? Feb 10, 2016 12:41 |
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[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
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# ? Feb 10, 2016 15:50 |
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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?
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# ? Feb 10, 2016 16:10 |
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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
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# ? Feb 10, 2016 16:29 |
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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 |
# ? Feb 10, 2016 16:36 |
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You mean Sharpshooter. Crack Shot adds +2 to crit damage when you drop someone to crit range.
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# ? Feb 10, 2016 16:50 |
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All the same to me. It'd still be at -40 with
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# ? Feb 10, 2016 16:55 |
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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.
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# ? Feb 10, 2016 17:02 |
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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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# ? Feb 10, 2016 17:17 |
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# ? Apr 20, 2024 10:23 |
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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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# ? Feb 11, 2016 01:29 |