|
Blind was one round; they passed their WP test last round and don't suffer the -10 due to Disciplined. Once I get Tabby's move they have to test again.
|
# ? Feb 11, 2016 01:36 |
|
|
# ? Apr 25, 2024 22:52 |
|
Ok, cool.
|
# ? Feb 11, 2016 01:44 |
|
Tabitha "tabby" Smythe, Hospitallier of the Order of the Cleansing Water While the incoming tank round being disintegrated in front of her was sure a sight, Tabitha had kept her eyes on the battlefield, and had been rooting for whichever marine was trying to drop a grenade into the tank's hatch when she sees it explode. Judging by the way he grips his arm and nearly stumbles off the tank, Tabitha immediately takes flight, her insectile wings, which at first glance appear to be a cape of some type unfold, and pull the Sororitas into the air. She flies above the battlefield, taking stock of the wounded and dead, as she quickly readies herself. A few flicks of her hands extend her nerve induction tines. She typically uses them to calm the pain of those she treats, but has found in the past their effect on astartes limited. She flicks her hand again and instead her blade tines slide out of her finger tips, ready to slice away flesh and dig out shrapnel. As she reaches the apex of her flight, her other hand reaches behind her and draws forth her medical kit, containing her other healing equipment. She gracefully descends next to Steknavich. She approaches the marine, setting down her medical kit, "Don't worry, I will make it all better." Okay, using this turn to fly over, will be healing next turn. I'll be able to heal you three wounds; one from a successful medicae test, and two from the master chirurgeon talent. Vicissitude, decide if you want me to use my Malevolent Generosity special ability. If I do I will heal you an additional 6 wounds, for 9 total, and immediately end any critical effect, like a broken hand. If I do you have to pass a +0 toughness Test. If you fail we roll a 1d10 and consult this table: Due to a 40% chance of something bad happening for failing that test, I will only ever use the ability if a player consents. 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 11, 2016 03:21 |
|
Hotbrute's rampage intensifies, if that were at possible, but due to his increased intensity his swings slow; he puts all of his strength into the blows now, scattering the guard around him like a toddler scattering his toys. Tabitha lands beside the tank and gets to work on Steknavich, tending to the worst of his wounds as effectively as she can. The veteran will certainly live, but it can't be determined as of yet how LONG he might do so. In the face of this redoubled assault, the guardsmen falter; several closest to Hotbrute and Iro turn tail, attempting to shove through their allies to flee, and the fear is infectious. A single bolter shot rings out through the night, dropping one of the fleeing guardsmen, and a powerful voice lifts into the air. "Stand and fight the foe, you cowardly dogs! You fear me more than you fear death and the traitorous forces of Chaos! Fight, I say! You will die for the Emperor this day, one way or another!" For a moment, the commissar's words seem to have an effect on the men, but then the Khorne berserker begins to laugh, holding his arm into the air; he had punched clean through a guardsman and his armor, leaving an almost perfectly circular hole in the poor man's chest, and was holding his still-beating heart into the air. Hotbrute cries out that the blood belongs to Khorne and crushes the heart in his hand as the guardsman collapses, before wheeling back towards the others with his chainsword roaring. Immediately, the infantry begin to flee again, and the commissar fires rapidly into them, cursing loudly until an unseen hand buries his knife into her throat, ending her threat. Only a handful of guardsmen remain, their weapons thrown down and their hands in the air. "Let us join you, lords! The Emperor has not and can not protect us from your might! Show us mercy and we will fight with you! We want only to live!" Khairi, Tabitha, and Steknavich hear a struggle from inside of the tank and then the sound of a firearm discharging; a moment later several men climb out of the tank and toss what was once a guard sergeant to the ground. [b]"A gift, for our lives! We will wield it in your honor!"[/I] A quick interrogation from the surrendering men gives a glimpse into their vox communications, and the nearest reinforcements are far enough away to allow time to recuperate and reset defenses. Callum feels he will need at least an hour to properly channel the powers he needs, and more souls into the fire will do wonders for the ritual. Hotbrute gets about 8 magnitude damage, and the horde fails their WP to not flee. Due to having a commissar, they are allowed one reroll in exchange for a loss in magnitude, but fail again. The Leman Russ Demolisher crew and about 30 men swear fealty to you in exchange for their lives. The Leman Russ is down two men, and cannot operate the pintle mounted storm bolter and lose -10 to all tests due to not having a tank commander. You can choose to keep them or sacrifice them; sacrificing them will speed up the ritual a fair amount, but you won't have them to man the tank or soak up hits when reinforcements arrive. They don't know what may be coming. You have just enough time to perform a daemon summong ritual, if you choose, and can perform about 2 additional medicae tests per wounded person, per medic.
|
# ? Feb 11, 2016 06:20 |
|
Cyrus the Virus "ALL OF YOU THIS WAY NOW! INTO THE CHURCH!" Cyrus shouts out as he herds the guardsmen to the slaughter. Warp Ritual please we can have the humans in the party man the tank 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 11, 2016 06:29 |
|
Iro Yonn Claws spread wide and dripping with steaming gore, Iro laughs in pleasure as the Loyalists throw themselves on his mercy. They would soon learn what a mistake that was. Still chuckling, he begins to scuttle back towards the rear of the church. "Yes, come with us towards the back of the church. We want you to... meet... your new master." As badly as I want someone to boss around, the faster we get this ritual done the faster we aren't cornered by the Imperials, so yeah, let's sacrifice the scrubs. Speaking of, I'll take a quick Medicae test to patch my one wound. 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/
|
# ? Feb 11, 2016 06:56 |
|
Imach the Editor Ah. Raw material. Excellent. "The Path to Glory is ever welcoming to the enlightened! Come, and give homage to the true powers." Did someone say... ritual? Cause somebody here has some serious PR, and since Imach has the Mark of Tzeentch he can call up a bunch of horrors. I don't really care what we do with the traitors, but if they can speed up the big ritual enough to complete it before reinforcements get there I'm all for using them up. Otherwise, you can never have too many meat shields. 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: X/5 Wounds: X/17 Dodge 35
|
# ? Feb 11, 2016 08:06 |
|
Steknavich Your aid will not be forgotten, medic. Just keep me in the fight with all this misfortune going around." The Veteran stands, murder in his eyes. It's not directed at anyone present, though. His malice is for those who sold him a bill of goods for what he intended to wield in battle. No, they will pay dearly for their treachery. But there's time for that later. Right now he leads the guardsmen into the shrine to their fates and voxes the rest of the squad. "Anyone who can fit inside should move that tank to a better position. We'll need its firepower and a crew. Keep some of them alive." Rolled them dice on the toughness test and fate finally smiled on me Back up to 9 wounds. Toughness Test: 1d100 7 pre:WS BS S T Ag Int Per WP Fel Inf 55 36 63 42 36 35 42 49 43 42 Wounds: 9/16 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
|
# ? Feb 11, 2016 11:07 |
|
Khairi Fall-From-Grace Khairi is thrilled at the surrender and conversion of the tank crew. Steknavich's 'accident' had left him stunned and humiliated, but in return they had been gifted a Demolisher all of their own, minus a few crew. She wonders if the vertically bisected gunner falling into the crew compartment had played a large role in their desire to live. She jets up and hovers in front of the tank crew like an extremely anime angel of death, Cacophony waving in the air for emphasis. Rainbows and sparkles everywhere. "It is truly inspiring that even on this most blinded world, your eyes are open! This is your rebirth, the opportunity to exceed the bounds placed on you by your old masters! Pay no mind to those inside, their role is already played out while ours is only just beginning. But first to safeguard our victory you must reposition your vehicle in preparation for the next wave, and our path to glory will be carved from the wreck and ruin of those who would deny us! For the Dark Prince, for Slaanesh! Let nothing stand in our way!" Khairi doesn't have Operate Surface but she does have Command and Lore: Tactica Imperialis! She would like to try her hand at Imperial Tank Commander 40,000! Perhaps she can stand on top of the tank? She does have magnetized soles! Lore test to predict Imperial tactics, identify battlefield features, whatever. Tactica Imperialis Lore check: 1d100 69 vs 28 S. Lore Tactica Imperialis (28 INT +0 Trained) Command test to get these lunks into order and get into a good defensive position Command Tank: 1d100 22 vs 51 Command (51 FEL +0 Trained) pre:WS BS S T Ag Int Per WP Fel Inf 55 37 51 41 52 28 29 37 51 42 Wounds: 11/11 IP: 3/4 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 07:05 on Feb 12, 2016 |
# ? Feb 11, 2016 12:08 |
|
Since Werix has to go out of town, I rolled his first set of medicae tests and will fluff them later. Here is where everyone should be: Iro takes 10 damage after TB/Armor. Healed 9. Medicae test at 28 vs 129, healed to full and made to feel like a million bucks. Hotbrute takes 9 damage after TB/Armor. Medicae test at 38, healed by 9, healed to full. Steknavich takes 16 damage after TB/Armor. Healed 9, 7 damage remaining. Medicae at 89, healed by 4, 3 damage remaining. Blackstar takes 18 damage after TB/Armor. Healed 5. Medicae test at 9, healed by 12, healed to full. Imach takes 11 damage after TB/Armor. Medicae test at 94, healed by 3, 8 damage remaining. Werix is going to opt to do the tech-use tests to fix everyone's fields as well; Cyrus can finish up healing Imach, Steknavich, and Blackstar if he so chooses, and then assist with the tech-use.
|
# ? Feb 11, 2016 18:30 |
|
thanks on that dyne. Did you factor in master chiurgeon which increases all my healing by two? If not that should bring stenk up to full.
|
# ? Feb 11, 2016 20:10 |
|
Don't call me Stenk >(
|
# ? Feb 11, 2016 20:57 |
|
Werix posted:thanks on that dyne. Did you factor in master chiurgeon which increases all my healing by two? If not that should bring stenk up to full. Vicissitude posted:Don't call me Stenk >( I did not count on it, Werix, so Steak Sandwich is full health and everyone else has 2 more health. Iro takes 10 damage after TB/Armor. Healed 9. Medicae test at 28 vs 129, healed to full and made to feel like a million bucks. Hotbrute takes 9 damage after TB/Armor. Medicae test at 38, healed by 11, healed to full. Steknavich takes 16 damage after TB/Armor. Healed 9, 7 damage remaining. Medicae at 89, healed by 6, 1 damage remaining. Blackstar takes 18 damage after TB/Armor. Healed 5. Medicae test at 9, healed by 14, healed to full. Imach takes 11 damage after TB/Armor. Medicae test at 94, healed by 5, 6 damage remaining.
|
# ? Feb 11, 2016 21:05 |
|
Morbos Morbos observes the boiling blood on his power fist, before willing it's power field to shut down. Based on the sounds, enemy was routed and the rest of the group had herded the survivors in the church so there was unlikely to be much slaying to be done. The weapon protested briefly, attempting to drain power from Morbos' tainted flesh to sustain itself even as it's power source was cut off before going quiet. With a groan, he stands up and wanders across the yard until he finds his bike, briefly stopping to observe the damage it has sustained before starting to drag it towards the church. The damage would be trivial to repair, the sturdy construction and the bike's own systems already attempting to re-inflate the wheel, but it would consume time that couldn't be spent on preparing for next assault. Toughness test: 1d100 5 Cursed Metal Weapon Morbos will attempt to fix the wheel by rubbing some dirt on it.
|
# ? Feb 11, 2016 22:25 |
|
Cyrus the Virus Cyrus gets to work patching the sorceror Medicae vs 60: 1d100 88 IP: 1d100 49 By BC Rules he regens my Int Bonus + 2 for Master Chirurgeon minimum. 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 12:47 on Mar 3, 2016 |
# ? Feb 12, 2016 00:58 |
|
Imach the Editor As ritual grounds go, it's far from the worst Imach has ever seen. A Imperial cathedral, scorched by the fires of change and seething with the energies of Callum's ritual will cetainly attract the eyes of the Gods. The trick, then, is choosing the proper servant. The Lords of Decay and Blood would never answer the summons of Tzeentch's faithful, certainly not to enable the ascension of another. Nine pyres, nine ritualsists, nine sacrifices, though they don't need to know that. Betrayal, too, is part of the ritual, and it is up to Fate to determine who is worthy. "Hear me, powers beyond! Servant of Change, behold this victory! Sercant of Change, behold this vessel, wrested from the hands of the enemy! Let this engine of war be turned to the truth of the Gods!" Let's bind a Daemon Engine! Imach's devotion, Mark, and sacrifices should help him pull something Tzeentchian out of the warp. If anyone with a higher Int wants to help with Daemonology that would be good. He can probably crush the mastery test though. We'll need someone to tech-use the tank to keep the guns active. 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: 17/17 Dodge 35
|
# ? Feb 14, 2016 05:30 |
|
Tabitha "tabby" Smythe, Hospitallier of the Order of the Cleansing Water Tabbitha quickly goes about the group, quickly healing wounds. While many of the injuries are extensive, they are mostly easy to treat. Las gun shots usually cauterize themselves, so all that is needed is a little antiseptic and a stitch job. The bayonet wounds are much the same, though with an added touch of coagulant. The hardest wound is Steknavich's crippled hand. Had he been a human, he certainly would have lost it, but the added touch of meta human prevented that, barely. Typically such a wound would have taken days to set and heal properly, but they didn't have that time. The healer pulls out smaller field kit from her belt and unravels it. The kit contains at least a dozen old and rusty needles filled with various brown and green liquids. She selects one, and then begins to inject it into each one of the Astartes wounded fingers. If he were lucky the concoction would numb his fingers and the various fungi and viruses would actually knit the flesh and bone together. If not, He would get one nasty infection. With the party treated she picks her way among the dying guardsmen. Those that would take more than rudimentary healing she puts out of their misery; she kneels next to each one and places her hand on their cheek, letting the nerve induction tines sends shots of calming eurphoria into their CNS while she takes her power knife in the other and jabs it into hearts or the bases of skulls to end their suffering. Those that could be healed rather easily she quickly patched up, only so they could be sent over to the ritual for whatever thing the others were summoning. First thing, I am going to try and heal some of the guardsmen with simple injuries so they can be used for the ritual. Next is tech use at a -30 to repair power fields. I'm too lazy to go see who all had power fields that were downed, so I'll make 4 tests. TN of 34 tech use tests times 4 for power fields: 4#1d100 68 94 100 12 I'M A DOCTOR drat IT, NOT AN ENGINEER!
|
# ? Feb 14, 2016 05:55 |
|
Steknavich Steknavich, his hand throbbing but undamaged, traces around the workspace fine lines of blood and promethium. While Imach chants and beseeches the Warp for aid he adds all the proper trappings. His own sorcerous talent is in other areas of the craft, but he can lend assistance. Someday he will likely start to obsessively collect the lore that his fellow sorcerers do, but until the call to battle is finally silent in his blood he will be ever at the forefront. Steknavich's sword carves deep runnels across and around the floor, tracing out patterns that only the wise or the mad could decipher. The liquid slurry collected in a discarded helmet reeks of machinery and gore but it is necessary. Finally finished, he pours the concoction into the pattern. It flows far more quickly than anyone would expect and soon coats the entire pattern. A quick spark of steel on stone and the mark of Tzeentch ignites into multicolored hues of flame. Can't mechanically help the ritual but I can add some fluff and flavor.
|
# ? Feb 14, 2016 06:42 |
|
Imach takes his place at the proper side of the symbol carved into the dirt by Steknavich. The ancient sorcerer raises his voice to the skies, calling forth the powers of the warp, beseeching Tzeentch bless his pawn this day with a tool to further one of the Great Changing One's plethora of plans. As he focuses his mind into the warp, he signals to the others to begin the sacrifices, and nine men are engulfed in the multi-hued flames of the ritual. As they scream, wisps of white stream from their mouths, coalescing into the center of the summoning circle. The air trembles ever so slightly as the ritual continues, the Editor's voice chanting into the sky with profane and arcane words. As his chanting reaches a crescendo, a pink fissure appears in the air as reality itself cracks, and a hunched, pink creature scrambles forth, quickly grabbing the white cloud of souls with several of its hands and shredding it, stuffing them into a mouth that takes over the majority of its torso. Reacting quickly, Imach makes a series of arcane gestures with his hands and arms, gathering up every ounce of his will. He thrusts his hands towards the horror, using his mental strength to hold the creature in an invisible cage that he manipulates with his outstretched hands. The creature gibbers madly and pounds against the telekinetic walls of its cage, hurling bolts of warpfire from its hands to no avail; Imach holds it tight. He steps forward slowly, continuing to raise his voice to Tzeentch, as Steknavich leads all the others in consecrating the Leman Russ to Tzeentch; the tank crew, sealed inside, scream and hammer against the interior of the vessel, which draws the attention of the pink horror. Realization sets in on the creature's face as to what its fate will be and it seems to become excited, cavorting within its cage and nodding what amounts for its head. Cyrus leads Tabitha in ensuring the weapons on the vehicle are correctly secured, and the two move quickly out of the way as Imach finally unleashes the daemon, lashing it to the tank with psychic chains. The horror laughs manically as it merges with the vehicle in a horrific flash of scintillating colors, consuming those within as it becomes one with the tank. When the smoke and lights have settled, the tank stands smoking and steaming, its colors having changed to the blues and golds of Tzeentch. All across its surface, faces seem to press out against the metal, screaming in silent agony as their souls are eternally tortured to fuel the vehicle; licks of purple flame come from what amounted to view slots on the tank, and the vehicle itself now carries a sinister air. But before the crew can celebrate, the air becomes thick with the smell of blood and brass, and a massive blade carves through the air not twenty yards from where the tank was formed. A bloodletter of Khorne rips through reality with a roar, pointing its blade towards Imach. All of the psychic shenanigans and consumption of souls likely ear-marked for Khorne has brought on the Lord of Skull's ire, and the bloodletter seems intent on making the Sorcerer pay for his transgressions. Success! You guys have a daemon engine. Its stats will follow, but you still have some building to do on it. The psychic phenomena from the ritual resulted in a perils roll that summoned a Bloodletter. I figure this is a good test for your new best friend. Before combat begins I would like Wiegieman to tell me what assortment of traits he wants for his new engine; three from the Horror's traits (listed below) and what array he would like from the randomly generated ones. One must be Tzeentch, but the other two may be aligned to Tzeentch or unaligned. I would recommend 1 Tzeentch and 2 Unaligned. Horrific Leman Russ WS 23 BS 35 S 50 T 50 Ag 30 Int 30 Per 30 WP 32 Fel 10 Wounds: Skills: Dodge Awareness Psyniscience Talents: Ambidextrous Independent Targeting Two-Weapon Wielder (Ranged, Melee) Traits: Auto-Stabilized Daemonforge Daemon Engine (8) [Essentially Unnatural Toughness] Fear (2) Machine (8) Unnatural Strength (4) Crawler From Beyond The Stuff of Nightmares *Up to three traits from the Daemon itself *Three randomly generated traits *Traits available from Horror: Fear (2) Deadly Natural Weapons Multiple Arms (1d5) Strange Physiology Warp Instability Weapons: Warpfire (30m; S/3/–; 1d10+10 E; Pen 6) SELECT THREE WEAPONS TO SAVE FROM LEMAN RUSS Turret-mounted Demolisher Cannon (50m; S/–/–; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10], Concussive [3] Lascannon (Front Facing; 300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3]) Set of 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray) Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Summon Horror: 41 -20 for Difficulty, -10 for Wrong Lore, +30 for Mark + 20 for "The Stars are Right" + 10 for Suitable Sacrifice (71) [23:58] <skybot> 48 (1d100=48) Bind Horror: 41 -20 for Difficulty, -10 for Wrong Lore, +30 for Mark + 20 for "The Stars are Right" + 10 for Suitable Sacrifice (71) [23:59] <skybot> 40 (1d100=40) Binding Stregth of 4 Psychic Phenom +20 [00:18] <skybot> 60 (1d100=60) = 80 = Perils Perils [00:18] <skybot> 63 (1d100=63) = Bloodletter is summoned at the end of the ritual. Only Tabby and Cyrus have tech use. Tabby is at 64, Cyrus at 40. Tabby Tech-Use: [00:01] <skybot> 54 (1d100=54) Cyrus Tech-Use: [00:01] <skybot> 10 (1d100=10) Tabby can salvage one gun. Cyrus can salvage two guns.
|
# ? Feb 14, 2016 07:38 |
|
Khairi Fall-From-Grace Khairi watches the tank twist into an entirely new form to assist them, writhing with magic as the daemon familiarizes itself with the captive crew she had promised so much to. A stink of hot metallic air washes across and on top of all the other excitement today a Bloodletter had to come and join the contest! Without waiting for anyone to give a suggestion, she blasts forward to split the stupid blood-servant in half. Initiative: 2#1d10 3 6 take highest = 12 Initiative Khairi Charges and commits to an All Out Attack on the fearsome beastie Bloodletter Charge All Out Attack: 1d100 62 vs 105 Weapon Skill (55 WS +30 Charge +30 All Out Attack) Bloodletter cannot Parry due to Horns Evasion is made at -10 due to Glittering If that hits Cacophony Damage vs Bloodletter: 6#1d10 5 5 10 5 7 9 Discard lowest two rolls, +10 = 41 Rending pre:WS BS S T Ag Int Per WP Fel Inf 55 37 51 41 52 28 29 37 51 42 Wounds: 11/11 IP: 3/4 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 08:56 on Feb 14, 2016 |
# ? Feb 14, 2016 08:19 |
|
Steknavich He should have noticed something was off when the warp rift failed to close. Nothing is going right in this battle, but there's a chance to make it so. Steknavich fires the engines on his jump pack and launches toward the invading demon, bringing his sword to bear. Charging because gently caress this guy. Initiative: 2#1d10+3 5 7 = Init 7 Charge attack vs 85: 1d100 55 = 4 DoS/+2d10 Raptor damage Damage: 3d10+12 25 Should be enough to damage it. Focus Power test vs 69 IP reroll: 1d100 10 = +6d10 damage Force damage: 6d10 42 71 damage altogether, Force weapon negates the Demonic trait... Also, I've apparently been miscalculating my melee damage this whole time. Sword should do 1d10+16 with my PR and SB :s I suggest keeping all weapons but the storm bolter, and taking the Horror traits Fear 2, Strange Physiology and Multiple Arms (1d5). Three rolls on the Tzeentch chart. pre:WS BS S T Ag Int Per WP Fel Inf 55 36 63 42 36 35 42 49 43 42 Wounds: 16/16 IP: 3/4 Armour: 9 Head, 11 Body, 9 Arms, 9 Legs (+4 AP cover to all locations) Vicissitude fucked around with this message at 09:16 on Feb 14, 2016 |
# ? Feb 14, 2016 08:19 |
|
Imach the Editor Oh, of course. Everyone's a critic. For the first time in the battle, Imach is enraged. "Do you recall my inviting you here, skull claimer? Was it you master's name that I called? You are unwelcome, and if you will not respect my power, I will teach you to." With a strange hum, the crystal on the sorcerer's shoulder begins to glow. gently caress this guy! Activating my Q'Sal crystal spire, which I should have remembered for the ritual, and engage plan "I only carry the gun for show": let's doombolt a bloodletter vs 141: 1d100 18 That's enough for the maximum of 6 hits for an unaugmented PR, 1d10+6 Pen 8. If he somehow manages to reach me, I'll parry. I like the idea of I'd suggest keeping everything but the storm bolter. 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: X/5 Wounds: X/17 Dodge 35 wiegieman fucked around with this message at 08:53 on Feb 14, 2016 |
# ? Feb 14, 2016 08:43 |
|
Iro Yonn Iro smiles as two of the warband immediately leap at the opportunity to kill something. The enthusiasm of Chaos could be so infectious at times. He turns back to the forming daemon engine and spreads his arms wide, glorying in the presence of such power made manifest. With a weapon like this, the Imperials would be in for a rude surprise when they returned. I think it'd actually be a better idea to go for all Tzeentch engine traits. The Unaligned tree is mostly weapons, specifically weapons that aren't as good as what it already has. The Tzeentch tree has better stuff for filling the gaps in its offense, and rolling multiple times on the same tree is a good idea because if you roll the same result twice you get to pick one from the chosen table. C'mon, let's get a crazy psychic tank that's always on fire or has a giant fuckoff tesla crystal on its back.
|
# ? Feb 14, 2016 08:49 |
|
Even as Khairi and Steknavich move in to protect their new toy, the Russ continues to undergo dramatic changes; the metal buckles and twists as four pink, fleshy arms rip through the sides of the vehicle, initially reaching for the sky as they stretch and flex and become accustomed to simply existing in the physical plane, and after a moment one arm pitches a sphere of warp flame into the sky as a test of its capabilities. Daemonic flesh creeps out over the demolisher cannon, the lascannon, and the heavy flamers, rending metal and replacing it with flesh as terrible, flaming faces appear on the weapons. The hatch buckles upwards as raw warp energy seeps forth from within the tank, churning towards the weaponry and disappearing within. The same warp stuff also coalesces in the air above the tank, forming into a misshapen purple crystal that lashes out in the area around it with bolts of eldritch energy, one of which lashes against the hull of the vehicle and enshrouds it with scintillating flames. The veteran and the ex-sororitias strike the bloodletter in tandem, their blows striking in opposite directions; despite being a being of the warp and an avatar of the god of war himself, the daemon is unprepared for the assault and is dispatched from whence it came with startling ease. The daemonic engine mewls in amusement at this and slithers forward, its body contorting like a snake as moves forward to where the daemon once stood. Well that was gonna be a cinematic test for the tank but yeah fuckin' Steknavich and Khairi both murdered that fucker. Horrific Leman Russ WS 23 BS 35 S 50 T 50 Ag 30 Int 30 Per 30 WP 32 Fel 10 Wounds: Skills: Dodge Awareness Psyniscience Talents: Ambidextrous Independent Targeting Two-Weapon Wielder (Ranged, Melee) Traits: Auto-Stabilized Daemonforge Daemon Engine (8) [Essentially Unnatural Toughness] Fear (4) Machine (8) Unnatural Strength (4) Crawler From Beyond The Stuff of Nightmares Deadly Natural Weapons Multiple Arms (4) Empyrean Touch - All weapons gain Warp Weapon, Overheats, and Flame qualities. Warp Accelerator - When used for an Attack Action, the Warp Accelerator also automatically inflicts 1 hit with the listed profile upon 1d5 other randomly chosen targets within range and line of sight. Warp Shroud (Daemonic Shield) - Gains 2d10 extra armor points to all locations; resets every encounter. Blessed, Force, or Sanctified qualities bypass this protection. Some critical results may remove this. Weapons: Warpfire (30m; S/3/–; 1d10+10 E; Pen 6, Flame, Overheats, Warp Weapon) Turret-mounted Demolisher Cannon (50m; S/–/–; 4d10+20 X; Pen 10; Blast [10], Concussive [3], Flame, Overheats, Warp Weapon) Lascannon (Front Facing; 300m; S/–/–; 5d10+10 E; Pen 10; Proven [3], Flame, Overheats, Warp Weapon) Set of 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Flame, Spray, Overheats, Warp Weapon) Warp Accelerator (20m, S/–/–, 6d10 E, 0 Pen, Recharge, Shocking, Flame, Warp Weapon, Overheats)
|
# ? Feb 14, 2016 18:30 |
|
Imach the Editor Seeing the other members of the warband neatly eviscerate the interloper, the sorcerer barely manages to redirect his fusillade of bolts. "Ah. Well done." Now, for the doomed inevitability of Imperial attack. Given force composition and markings (the 119th Valkovian, 3rd Company, which means Lord General Eutran), the likely attack is... "Mighty servant of Tzeentch, we must prepare for the coming of the corpse-god's worhsipers. Their commander will send them through this assault path." Hey, infused knowledge is great. Imach knows everything about these guys. infused knowledge to try and predict imperial attack: 1d100 17 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: 17/17 Dodge 35 wiegieman fucked around with this message at 19:50 on Feb 14, 2016 |
# ? Feb 14, 2016 19:37 |
|
Blackstar With the immediate area clear and the new daemon engine up an moving, Blackstar chuckles contently to himself and sets up with a vantage point for where Imach has pointed out. --- The hordes and daemon engine has been dealt with, I'm going to set up (away from the easily blindable) and get ready to fire an explosive crescendo on whatever heavy ordinance shows up. I've got 250m basic range so I've got some range to reach out and touch something. pre:Wounds: 21/21 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
|
# ? Feb 15, 2016 03:08 |
|
Cyrus the Virus Cyrus ejects his nearly empty magazine, reloading a fresh one and discarding the partial. He moves with the daemon tank, running behind it as it is sent to head off the next enemy wave. Perhaps he'll finally find the death he seeks there. Suicidal Plague Marine 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: 32/32 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 12:47 on Mar 3, 2016 |
# ? Feb 15, 2016 03:51 |
|
Khairi Fall-From-Grace Khairi is sure Cacophony got the killing blow on the Bloodletter, but that Stenk Marine had leaped in at almost the same time. As the daemonic ichor dissolves away, more slowly than it should, she and Cacophony strike a threatening pose towards the interloper. "That kill was meant for us, Space Marine! Don't try to get in our way again or it may turn out poorly for you." "Now, do we know anything of the nature of the next assault? If Callum has more interruptions I expect the ritual will be lengthened or fail entirely. The sooner he finishes, the better." pre:WS BS S T Ag Int Per WP Fel Inf 55 37 51 41 52 28 29 37 51 42 Wounds: 11/11 IP: 3/4 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
|
# ? Feb 15, 2016 05:02 |
|
Steknovich Steknovich turns to the human, contempt in his voice. "Know your place human. Else I send you back to your sisters a cripple, and helpless against whatever 'redemption' they find fit for you." pre:WS BS S T Ag Int Per WP Fel Inf 55 36 63 42 36 35 42 49 43 42 Wounds: 16/16 IP: 3/4 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+16R Pen 6 N/A N/A Balanced, Force
|
# ? Feb 15, 2016 06:25 |
|
Imach studies the sky for a moment, delving deep into the recesses of his memory for what he can recall of the Tactica Imperialis; it had been centuries since he had been taught it, if not millenia, but he knew the Imperium was stagnant and the odds of them changing their tactics were practically non-existent. Innovation and discovery were not particular strong suits of the Corpse God's followers. After a moment of thought realization dawns upon him that, if they are to follow standard Tactica protocol, then the ritual site was about to get a pounding from artillery. He quickly directs everyone back inside, and not a moment too soon, as off in the distance is the faint sound of artillery being launched, followed moments later by the whistling of shells arcing through the air. Massive explosions rock the cathedral, but after a few short minutes the barrage is over; Callum hardly reacts, and small fragments of debris strike against an invisible barrier that has formed around him during the ritual. Soon will come the ground forces to 'clean up', and Imach re-directs everyone back to powerful defensible positions. Whatever the Guard sends, they will be ready for it. But it isn't the Guard that comes. Thudding footsteps are heard as five massive, bi-pedal machines come over the ridge, three of them firing their flamers into the sky as a show of intimidation; this has no effect on the heretics, however, as the warband has seen much, much worse in their time. In the skies overhead fly several armored women, leading the advance of their sisters below. The seraphim do not immediately spot the entrenched warband, and as such are unable to give the warning that the artillery did not do its job. It seems they once again get the first strike.. Visible right now are five penitent engines, two squads of seraphim, and one squad of Sisters. Pentient Engines: 35 SI, 25/20/20 armor Front/Side/Rear, visible pilot, +30 to hit the machine due to size. Seraphim Squad: Two Size 30 hordes, -20 to hit due to flying, can jink out of the way. +30 to hit due to size, will go down by 1 for every magnitude loss. Sisters of Battle: Size 60 horde. Has the penitent engines for cover, but at +60 to hit due to size. You guys once again have the surprise round. Callum's ritual is nearing completion and you can all feel it in your bones. John Dyne fucked around with this message at 19:05 on Feb 15, 2016 |
# ? Feb 15, 2016 17:58 |
|
Shooting a Penitent pilot would be a called shot vs the machine as a whole, assuming I'm not so picky as to say "Shoot the pilot in the face", correct?
|
# ? Feb 15, 2016 18:47 |
|
Yeah it is essentially a section of the machine you are targeting; the Penitent Engine basically has the 'open topped' trait except it's the body of a criminal lashed to the front of the machine. Due to the Open Topped rules, any blast, spray, or flame attack will also hit the pilot.
|
# ? Feb 15, 2016 19:03 |
|
John Dyne posted:Yeah it is essentially a section of the machine you are targeting; the Penitent Engine basically has the 'open topped' trait except it's the body of a criminal lashed to the front of the machine. Due to the Open Topped rules, any blast, spray, or flame attack will also hit the pilot. If that's the case, then I don't need to worry about called shots at all, since the Blastmaster comes with Blast(4) by default. Who'da thunk it Edit: We rolling new initiatives for this? DeathSandwich fucked around with this message at 19:43 on Feb 15, 2016 |
# ? Feb 15, 2016 19:41 |
|
Yes. New combat, new initiatives, though everyone gets one action during the surprise round.
|
# ? Feb 15, 2016 20:07 |
|
Hotbrute said nothing as his wounds were healed; it was his own way of thanking someone. He couldn't say it outright, because beyond the fact that he just knew the little one was mending him because they needed his strength, he hated her. He was also fairly certain that she hated him, but the berserker couldn't pin down any single reason why. It was probably a whole galaxy of reasons, things he had said, or not said. Maybe he should actually thank her with words? Nah. Besides, the pounding of artillery was more important now. Hotbrute had been so focused on his internal struggles that he hadn't even noticed the Bloodletter until it was already cleaved back to its master. It took a barrage of mortar shells to snap him back to the present. Fully focused again, he glanced skyward. Little flying angels with high-powered weapons. In the distance, more machines that didn't bleed or scream, flanked by a group of people who, thank the Blood God, did. Hotbrute's skin crawled with excitement as he hefted his weapon and moved into position, sure-footed even in the thick, sticky layer of ragged human remains that littered the cathedral floor. -- The Time I Didn't Bolo Init: http://orokos.com/roll/373821: 1d10 10 Once again, Hotbrute is going to ignore the metal machine unless it directly inconveniences him. As soon as some of the ground units get close, he's going to jetpack in and become Khorne's cuisinart.
|
# ? Feb 16, 2016 00:21 |
|
Cyrus the Virus "SLAVES ATTACK US! KILL THEM ALL!" Cyrus shouts as he levels Death's Advance at one of the pilots strapped to a penitent engine. Intiative: 1d10+4 11 Full Action to Called Shot at -10 (Deadeye Shot). Base BS 39 + 20 (Bloodlust) + 10 (Twin Linked)+ 30=99 TN. Called Shot: Penitent Engine Pilot at TN 69: 1d100 89 1 DoS A penitent engine pilot should be dead assuming no force fields or any fuckery like that. 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: 30/32 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 12:47 on Mar 3, 2016 |
# ? Feb 16, 2016 01:37 |
|
Imach the Editor Having already demonstrated his power to the newly enlightened congregation, Imach turns his attention to the approaching war machines yet untouched by the others. "Behold, the most foolish servants of the corpse god! Witness their machines, themselves the grinding boot of the Imperium, and see the fate of the ignorant!" His power rockets forth, neatly annihilating the Engine, and the screaming voices of the Warp invade the minds of those nearby. Though the sorcerer's trained will easily shrugs off the effects, others may not be so lucky. Then he looks to their new engine, and the others think they hear him giggle like a child. initiative 2: 1d10+3 9 bolt of change:another blashpemous incant push +3 bolt: 1d100 19 phenomena:phenomena +10 for pushing: 1d100 64 that's a 74, warp madness. within 10 meters, WP-10 test or be frenzied for 1 round and gain 1d5 corruption. WP -10 for warp madness vs 71: 1d100 21 Imach resists. Dyne, I guess it's up to you who else was nearby enough to make that save, although Imach would have spaced them out for an ambush. Bolt damage:Bolt of change damage, 10d10 pen9 felling 10: 10d10 61 Yeah, Bolt of Change being Bolt of Change. Let's see some possessed tank action! Also, Q'Sal spire is off now. 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: 17/17 Dodge 35
|
# ? Feb 16, 2016 01:45 |
|
Blackstar Blackstar beams as the new assault force shows up. "Oh phenomenal, it seems they come for a encore performance. I'm ever the showman and happy to oblige them. Those penitent lot seem like they are begging for my musical salvation" --- I am positioning myself far enough away from non-autosense people so as to not blind the gently caress out of them when my poo poo starts triggering. Attacking one of the Penitent engines, Explosive Crecendo half action aim half action single attack. Target is 58 + 10(single shot) +10(half action aim) +??(range modifier, assuming close range since that's 125m on the explosive setting) +30(size) = 116 Initiative (Lightning Reflexes) = 10 Attack Roll: 98 vs 116 JAM WHOOPS REROLL Attack REroll 45 vs 116 Hit Damage: 23 pen 8, Blast(4) vs open top means both vehicle and driver take damage. pre:Wounds: 21/21 AP:9 All IP: 2/4 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 05:38 on Feb 16, 2016 |
# ? Feb 16, 2016 01:54 |
|
Iro Yonn As the Penitent Engines stomp into range, Iro snorts in derision. If they thought their machines would save them any more than their faith, they were sadly mistaken. Time to show them just how wrong they were to place their trust in the Corpse God. Iro charges the leading machine with a triumphant roar, lightning claw raised for a killing strike. Initiative: 15, hey, Combat Sense is pretty nice on a Terminator. Charge a Penitent Engine, TN Damage: 1d10+40 (1d10+22 +18 Bonus) 50, so with Pen 8 that's 33 damage and Zealous Hatred on the Weapon subsystem. 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 07:45 on Feb 16, 2016 |
# ? Feb 16, 2016 04:32 |
|
|
# ? Apr 25, 2024 22:52 |
|
Tabitha "tabby" Smythe, Hospitallier of the Order of the Cleansing Water Tabbitha almost cries when she see the Seraphim. Half of her emotions come the feelings from being a sororitas, even a disgraced one, the sight of the great winged sisters still fills her with awe. The other part of her emotions come from regret. Tabitha know that she'll never once again be counted among their glorious number, regardless of her good will and intention. She didn't have the hatred of loyalists as the others do. She didn't even hate the Emperor, he himself was an avatar of painless un-death that Nurgle represented. However, the sight of the Penitent engines fills her with anger. Putting anyone through such pain was indefensible, even if they asked for it. No one's actions deserve to have such pain inflicted upon them. They should either be imprisoned, pardoned, or executed. Such women were dead anyway, why prolong it? If she were stronger she would try to relieve them of their pain. However, she wasn't a fighter, and wouldn't start now. Ini second verse: 2#1d10 7 4 I'll take the 7 for a total ini of 14 Tabby is hiding behind cover and doing defensive stance in for the two reactions. I say "hide" but I'm sure the enemy could see her refractor field from wherever she's hiding. pre:WS: 34 BS: 33 S: 31 T: 49 Agi: 33 WP: 39 Wounds: 13/13 Inf: 3/4 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
|
# ? Feb 16, 2016 06:02 |