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Viva Miriya
Jan 9, 2007



Infamy Test to get 4 Smoke Grenades @ 46: 1d100 65

Cully is unable to score smoke grenades

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Werix
Sep 13, 2012

#acolyte GM of 2013

The Daemonhost smiles a toothy grin at Victoria before lifting off the ground a meter and coming back down. "Oh yes, l can fly. I can turn those guards into shredded meat. I can also worm my way into their minds. Command the one manning the back gun to open fire on those at the front checkpoint, sow confusion and destruction before the fight begins."

She then turns to Cully. "But if you want me to do so, Sir Cully here has to apologize for wanting to kill me, admit I am useful, and ask me nicely to control their minds. He doesn't even have to say 'please' but it would help."

Meanwhile Tess is able to to locate a watering hole that the Arbites frequent. Called The Shattered Knee, it is pretty much what one would expect. A simple bar with a quiet juke box, a billiards table, and a memorial wall to fallen arbites which outgrew its space ages ago. Tess clearly does not belong.

Xanaroch will of course help during any fighting, but to make it easier and convince her to use mind control powers to even the odds,
she wants Cully to eat Crow. If cully does not mean his apology let me know, Xanaroch will attempt a scrutiny to test your sincerity.

Tess has found a local bar, what are you going to try and do? Pump an arbites for info? Maybe steal an ID card or keys? Also paging Skelleybones

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution



Tess Brandt

So she was here, alone and out of place. Whatever; she'd spent years dodging the Arbites. Actively pulling one over on them was just the next natural course.

"I knew there had to be at least one joint on this Emperor-forsaken rock with a pool table..."

She'd stick out, that was never going to change. But she could use the Inquisitorial presence and internecine politics for a little bit of a smokescreen, and check out the general attitude and bearing of the local precinct.

Okay, going to make a CL:Arbites check for starters, maybe narrow down who would be in charge of the escort or part of the escort team, or learn something else useful if that's not possible.
CL:Arbites, TN 30 (Base): 1d100 34 Close but -maybe- a cigar?
If questioned, she's relying on Deceiving them, claiming to be another interested Inquisitor's acolyte, framing her poking around as a bureaucratic squabble that these noble Arbites need not concern themselves with.
After that, if someone's just got keys and ID out in the open, she'll maybe compel them to throw them in the trash and go order a drink while she picks them up. But let's see how the scene develops.

Viva Miriya
Jan 9, 2007




Cully Cross
"Yeah so in that case I'm gonna drop the machine gunner and advance on the first barricade while firing on the move. I will engage the first barricade's team in melee and make the next gunner kill his own men to get at me. Once it is secure I will advance and bring death to anyone who touches that machine gun. All of this is preferable to consorting with the hated daemon. In the name of the God Emperor of mankind I will kill them all!"

Sorry Pride comes before the fall. That said the plan technically could work and Cully can channel his secret wafiu KHORNE during the battle for some favor.

Skellybones
May 31, 2011






Fun Shoe

Yeseul

The increasingly ambivalent acolyte gives Xanaroch her best put-upon expression.

"Xanaroch, you know taunting Cully like that won't work. He just digs in deeper, I imagine the service taught him that. If it makes you feel any better, I'll admit that yes you are terrible and powerful, and it's become abundantly clear why so many sorcerers and also more than a few unscrupulous Inquisitors perform these rituals on their lackeys. But you're not so powerful that you can take on all the aggravated Imperials on this station by yourself if the rest of us fail, so, you know. Be a team player, for me? As a favour? Just pretend that we're an Alpha legion strike force, if that helps."

Charm test?

Being the cool, calm and collected type, I would like to go with Tess to snoop on Arbites if they want. Talk the talk real good if necessary. If nothing else the obvious psyker is a distraction.

As a suggested plan, how about we take advantage of typical Imperial confusion and lack of communication? Using stolen comm codes and chat up an Arbite over a couple of hours to use ~the Mimic talent~, culminating in planting a false report in a legitimate voice, and the Arbites need to be reassigned to a different duty. Fairly straightforward.

Alternatively, herding a pack of idiot gangers in to interrupt the proceedings sounds fun too. Meeting up with some desperate or overly aggressive underworld bosses who really hate Arbites, and wouldn't mind getting the opportunity to take some shots at them and possibly steal their fancy guns? Is that plausible at all?

Werix
Sep 13, 2012

#acolyte GM of 2013

It had been too easy, that should have been a clue for everyone involved that it was a trap, but at the time, no one saw it. Eventually it was decided that splitting the cell was foolish, they would all have enough time to take out the few guards at the ship, begin the process of loading the new crew, and then make it back to Imperial Square to save the rogue Rogue Trader. The first part of the plan went off without a hitch. Between Cully, Yeseul, Rodan, Tess, Victoria, Whitehall, and Xanaroch, the handful of guards on the gangway were child's play. With them cleared Victoria sent word to the crew she'd spend days gathering who began marching on board and beginning pre-flight preparations.

During the prep time Yeseul and Tess were able to use some excellent skills to gather intelligence as well as resources. Through pumping some Arbites for intel, they found out that the route from the Arbites Imperial District gates to the gallows would be lined with Arbites paddy wagons being used for crowd control. The two women then managed to find a paddy wagon on on patrol the morning of the execution and stole it. Rodan drove the paddy wagon and parked it along the procession, while everyone crowded in back of the vehicle.

As they started the procession, everyone was immediately suspicious when no Inquisitor or really anyone of note other than some Arbites were escorting Rogue Trader Fabian Markas. It wasn't right, all this pomp and circumstance, word that an Inquisitor was going to be present, and now only a handful of Arbites. It was a trap. Whitehall looks around the group, and can see from the looks on their faces that they know it isn't right either. Bit what choice did they have? Their plan was already in motion, they were in the process of stealing the ship, and Markas was their only lead. If they aborted now they'd never find a way to expel the Daemon Xanaroch.

Before Whitehall can even tell everyone to pile out, one of the Arbites escorting Markas puts his shotgun to the back of the head of another Arbites and pulls the trigger, showering the Rogue trader in bits of bone and brains. Xanaroch smiles her toothy grin, and quickly Whitehall and Cully rush out of the vehicle, cut down the other Arbites, and drag Markas into the back. Rodan pulls the van out of the line of others, and floors it, leaving the square as quickly as possible.

In the back of the paddy wagon, Markas extends his shackled hand. "I thank you for your rescue, but I hope you all are not Inquisitor Whitehall and her merry band. If so, the Inquisitor that ordered my execution knows you're here and was expecting you. I'm afraid this is all a trap." Before the Rogue Trader can expand on his point, the cell hear the sound of a gunshot, and feel the Paddy Wagon strike a vehicle in front of it before spiraling out of control.

Everyone inside is tossed about, and the Paddy wagon ends up landing on its side. After a quick check everyone seems unharmed save Markas and Rodan. Markas has a nasty gash on his head and is unconscious but alive. Tess peaks her head through the window seperating the back of the wagon from the driver's cabin. Inside she sees Rodan. The cyber-assassin has a large hole in his torso, which looks to have been caused by some sort of large caliber rifle or bolter.

The cell quickly exits the back of the van, and they find themselves in a traffic tunnel leading between two of Footfall's many asteroids. The group quickly scatter and take up positions behind now abandoned cars and take stock of the situation. In front of them they see a horrible sight.



A mere 50 meters before them towers an Astartes in the black of the Deathwatch of the Ordos Xenos. Next to him are two smaller humans. One is a frail looking girl of about 18 holding the Staff of a Psyker assigned to the Imperial Guard. One the other side is a grizzled looking man with a heavy stubber deployed on a car hood.

A glance to the rear shows two vans have parked lengthwise across the road, blocking traffic. Exiting the back of one van is woman in a the steeple hat of a Witchhunter, carry a plasma pistol in one hand and a one handed spear in the other.

"Inquisitor Whitehall, Ordo Hereticus," the woman shouts, "hereticus" echoing down the tunnel. "I am Inquisitor Muriel Hearth Ordos Hereticus, Internus Division. You have been judged by a conclave of Three inquisitors as rogue and Traitor Extremeis. I have come deliver justice upon you and your cell. Those of your cell who wish to repent may be given that opportunity if they strike you and that Abomination down. If not," The Inquisitor presses a Rosarius on her clothing and a brilliant power field flashes to life. Along with that, a large hulking figure emerges from the back of the other van.



The group was trapped, sandwiched between an astartes and a Arco-Flagellant. A quick check of their surrounding shows the only way to the ship is Through the Deathwatch marine.

Okay, here is the final fight of Part one. The Psyker, heavy weapons guy, and Deathwatch marine are fifty meters in front. The Inquisitor and Arco-Flagellant are 50 meters behind. There is enough crashed cars around to act as cover, and to even do some cover to cover maneuvers. The exit to the tunnel is 150 meters away, behind the marine. You must either make it there or clear out all your enemies. Your rogue trader is also unconscious, so someone has to carry him. Give me Initiative.

Hearth-13
Xanaroch-11
HWG- 11
Arco- 9
Psyker-8
Marine-7
Whitehall-4

Viva Miriya
Jan 9, 2007




Cully Cross
Initiative: 2d10k1+6 16
"WHITEHALL YOU MAGNIFICENT, HUBRISTIC BITCH! MURDERING SISTERS WASN'T ENOUGH ON THIS ROAD TO loving HELL? I GOTTA MURDER AN ANGEL AS WELL?" Cully screams out as he hops over the front of a car and begins running forward towards the Deathwatch Marine. "I WISH I STAYED ON CADIA TO FACE THE BLACK LEGION! THERE WAS HONOR IN THAT!" The roar of the bolter echoes through the tunnel. The round grazes the arm of the Imperial Psyker but otherwise explodes harmlessly somewhere out in the yonder.

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
54  44  30  30  41  31  40  40  40

Wounds: 13/13   Infamy: 2/2  Initiative: 1d10+6
Half Move: 4 Full Move: 8[12] Charge: 12 Run: 24 Sprint: 48
SB: 3  TB: 3
Armour: 6 (All)
Awareness: 40
Dodge: 51
Parry: 54[74] (Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Bolter 100m S/3/- 1d10+5 X Pen: 4 Clip: 23/24 Rld: Half Special: Reliable, Tearing
Bolt Pistol 30m S/2/- 1d10+5 X Pen: 4 Clip: 8/8 Rld: Half Special: Tearing
B.C. Chainsword 1d10+6 R Pen: 2 Special: Balanced, Tearing, +10 WS bonus
Stun Grenade 9m S/-/- Special: Blast (3), Concussive (2)

Noteworthy Bionics
Black Blood: Cully is always considered lightly wounded and also heals much faster, removing two points of Damage per day.

Noteworthy Gear
G.C. Helmet Augmentations: Provides the benefits of preysense goggles, photo-visors, rebreathers, vox-casters, and micro-beads.

Noteworthy Talents
Brutal Charge: Gains a +30 on a charge instead of the normal +20.
Disarm: May use a full action to Disarm his foe by making a opposed WS test. Success causes the enemy to drop his weapon. 
3 or more DoS allows the character to take the enemy's weapon from him.
Hip Shooting: Cully may Full Move and make a standard attack with a ranged weapon
Flesh Render: Cully rolls 2 additional dice instead of 1 when using melee weapons with the Tearing quality, discarding the two lowest results.
Jaded: Natural Horrors no longer affect Cully. Terrors of the Warp still affect Cully normally.
Lightning Reflexes: When making an Initiative Roll the character may roll twice and add the highest of the two dice result to his Agility Bonus.
Marksman: Cully suffers no penalty for BS tests at long or extended range.
Swift Attack: Cully can Swift Attack for +0 on the WS test. Every 2 additional DoS is another hit on the target.
Two Weapon Wielder (Melee): Cully may attack twice in a round (Half Action each) with one handed weapons. Both attacks suffer a -20 penalty.

Special Ability
Adroit (WS): The Renegade is a skilful and talented individual who substitutes raw power for honed ability. The Renegade must select 
one Characteristic at Character Creation. Throughout the game, he adds one additional Degree of Success to successful Tests involving that 
Characteristic (this includes Skill and Characteristic Tests).
Standard Attack vs 64 (Short Range): 1d100 65
Cully Full Moves 12 towards the enemy while hip shooting. Path of Advance is centered on the Deathwatch Marine, but will be from cover to cover. Target is the imperial psyker.

Viva Miriya fucked around with this message at May 21, 2017 around 14:33

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution



Tess Brandt

Tess shook her head at Rodan's corpse. She'd never liked working with him - he was the sort of unpredictable that seemed at times to actually be willful contrary-ness. But whatever troubles the Warp had given him - and clearly there had been some - at least now he might be at peace. For a moment, she hesitated, considering the other Inquisitor's offer. But who knew the fleeting nature of an Inquisitor's promises better than an Acolyte? At least there was something at the end of her current path that wasn't a firing squad.

Ducking out of the back, she left their hostage with the others. She needed mobility and concentration. Something much easier without some heavy weapon spreading death everywhere...

Initiative: 1d10+5 10
Staying in cover where she is and shooting a Doombolt at the Heavy Weapons guy. Since she goes after him, if he pins us, she'll Inspire first, at fettered (TN 76), and then Doombolt.
Unfettered Doombolt, TN 81 (Wil51+PR15+Hood5+Focus10): 1d100 27
Doombolt Damage, Pen 8.: 3#1d10+3 12 6 12
6 DoS, so 3 hits. Swapping in the DoS, the middle hit does 9.

Dachshundofdoom
Feb 14, 2013



Pillbug


Victoria Reddcliffe

Initiative (Victoria, Surge): 9, 7

"Shame about your chauffeur or whoever that creep in the driver's seat was, but at least they're taking us seriously," she says to no one particular. She was already flicking the lascarbine to overload, her dendrite blades hissing and dancing through the air around her like razor-fanged eels. "I'd be insulted if it was just a bloody Space Marine. Surge and I can take the arco-flagellant. Let me just get his attention..."

Victoria leans out of cover and snaps off a quick shot at the flagellant's face, or what was left of it. Right on cue, Surge clanks past past and rounds cover, chain weapons growling almost as loudly as he is. He bounds a few meters ahead on clawed legs, zig-zagging wildly and ducking to throw off incoming fire as he moves for the next piece of debris large enough to conceal him.

Victoria half-action aims and takes a single shot at the Arco-Flagellant. Surge will half-action move 3m towards the arco-flagellant, moving into cover and taking a Guarded Action to add +10 to any Evasion test.

Standard Attack on Arco-Flagellant vs 53 (33 +10 Half-Action Aim +10 Standard Attack): 40

If it fails to dodge:

Damage (Pen 2 Overload): 15, ZH to the Head!

ZH Energy to the Head: 3 "The attack cooks off the target’s ear, leaving him with a partially burned stump of cartilage and deafened until he receives first aid or waits for 1d5 hours."

Of course, I'm pretty sure that active A-F's are immune to any critical effect that doesn't dismember or kill them outright, and even if he is Deafened he'll already have received his kill-command since Hearth goes first, but hey, at least I probably hurt him pretty badly.

pre:
WS  BS  S   T   Ag  Int Per WP  Fel  
41  33  35  36  40  46  41  32  33
                   +2
Wounds: 17/17   Infamy: 3/3  Initiative: 1d10+6
Half Move: 4 Full Move: 8[12] Charge: 12 Run: 24 Sprint: 48
SB: 3  TB: 3
Armour: 4 Head, 11 Rest
Awareness: 21 (Untrained)
Dodge: 50
Parry: 21 (Untrained)

Weapons: (Currently selected weapons are in BOLD)
Lascarbine 75m S/2/- 1d10+3 E Pen: 0 Clip: 56/60 Rld: Half Special: Reliable, BC, Variable Settings
Power Axe  --- ----- 1d10+10E Pen: 6       -----      ----          Power Field, Unbalanced
Dendrite Blades      1d10+7 R Pen: 3                                Flexible, Razor Sharp, Bionic                          

*SB and other bonuses already added.

Noteworthy Bionics
Dendrite Blades: Melee attacks against me suffer a -30 penalty.  If an enemy fails the WS test to attack me by 3+ DoF,
he takes an automatic hit from the Dendrite Blades, plus one for every DoF beyond 3 (up to 4 total hits).
BC Bionic Legs: +20 to Athletics to leap/jump, Sprint talent
BC Mechanicus Assimilation: No concrete gameplay effect, but her Machine trait is not obvious.

Noteworthy Talents

Armor-Monger: add 2 AP to all armored locations as long as she's had an hour that day to maintain it.
Die Hard: roll twice to avoid death by Blood Loss.
Double Team: Additional +10 when Ganging Up; additional +20 instead if any other allies in melee have this Talent.
Technical Knock: half-action Unjam.
Weapon Tech: Once per combat as a Free Action, can add Int Bonus to the damage and pen of her Power Axe until the end of a round. 

Traits
Machine (4): Doesn't breathe, immune to vacuum, cold, and mind-influencing psychic effects, applies Machine armor towards fire damage.
Unnatural Intelligence (2)
pre:
Surge, Upgraded Combat Servitor
WS  BS  S   T   Ag  Int Per WP  Fel  
36  18  31  31  30  25  26  27  18
       +3  +3
Wounds: 12/12  Loyalty: 43  Initiative: 1d10+3
Half Move: 3 Full Move: 6 Charge: 9 Run: 18
SB: 6  TB: 6
Armour: 4 Head, 9 Rest
Awareness: 26
Dodge: 40
Parry: 36/61 (Greatsword/Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Chain Greatsword     2d10+8 R Pen: 3 Special: Unbalanced, Tearing, Toxic (0)
Chainsword           1d10+8 R Pen: 4          Balanced, Duelist's Grip, Mono

*SB and other bonuses already added.

Noteworthy Talents
Ambidextrous: No offhand penalties.
Counter Attack: On a successful parry, can immediately make a single attack with the parrying weapon at -20 WS.
Crippling Strike: Add +2 to any Critical Damage he inflicts in melee.
Double Team: Additional +10 WS when Ganging Up; additional +20 instead if any other allies in melee have this Talent.
Flesh Render: Roll 2 extra dice for Tearing melee weapon damage and drop the lowest 2 results.
Furious Assault: If he hits with an All-Out Attack, he can spend his reaction to make another All-Out Attack with the same modifiers.

Traits
Brutal Charge (4): Adds 4 damage to any of his attacks made during a round in which he charges.
Machine (4): Doesn't breathe, immune to vacuum, cold, and mind-influencing psychic effects, applies Machine armor towards fire damage.
Multiple Arms (3)
Unnatural Strength (3)
Unnatural Toughness (3)

Dachshundofdoom fucked around with this message at May 22, 2017 around 03:04

Skellybones
May 31, 2011






Fun Shoe


Yeseul

"This just keeps getting better! Aricia, focus on that gunner before it pins us down! I'll handle our new load!"

Hooking under the Rogue Trader's arms, Yeseul drags him out of the ex-Arbites vehicle and into some new cover. Against the heavy firepower present, the wagon wouldn't be particularly good cover, and hopefully the rest of the team would be drawing the fire.

"There is no stronger force in the galaxy than an indomitable will! With determination and zeal one can break armies, build empires and change the course of history! That's what we are doing today! Whitehall, I think we're ready to leave this station!"


Yeseul Initiative: Yeseul Initiative: 1d10+6 10
Intend to carry the good Rogue Trader between cover towards the exit and maybe shoot laspistol at random enemies.

Aricia Initiative: Aricia Initiative: 1d10+2 11
Intend to aim and shoot at the gunner and then the arco-flagellant.


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf	Cor
33	35	28	36	46	40	37	34	51	21	19
Move: 4/8/12/24		Wounds: 13/13		Infamy Points: 0/2
Armour: 4 All/3 Head 	Toughness Bonus: 3
Dodge: 46		Parry: 43 (Power Sword)

Combat Things:
Radiant Presence		Everyone else within 20m gets +10 against Fear and Intimidation
Unshakeable Will		Reroll failed Fear Tests

Power Sword		Melee [1d10+5+2 E] [Pen 5] [Power Field, Balanced] (Right Hand)
Laspistol		Pistol 30m [S/2/–] [1d10+2 E] [1d10+2 E] [Pen 0] [Clip 30] [Reload Half] [Reliable] 30/30 Charge Pack, 3 Spare (Left Hand)
	Overcharge	Pistol 30m [[S/2/–] [1d10+3 E] [1d10+3 E] [Pen 0] [Clip 40] [Reload Half] [Reliable, x2 Ammo Consumption]
	Overload	Pistol 30m [S/2/–] [1d10+4 E] [1d10+4 E] [Pen 2] [Clip 30] [Reload Half] [Unreliable, x4 Ammo Consumption]
Stun Grenade x2
Aricia
pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
31	31	21	25	26	13	20	22	13
Move: 2/4/6/12		Wounds: 4/4		Loyalty: 61
Armour: 8 All/9 Blast 	Toughness Bonus: 2
Dodge: 26		Parry: - (Unarmed)

Combat Things: 
Berserk Charge		+10 WS for Charges
Double Team		+10 WS for ganging up
Street Fighting		Add WS Bonus to Critical Hits with unarmed and knives
Takedown
Toxic (1)		Enemies that damage in melee make -10 Toughness Test or take 1d10 damage ignoring armour and toughness

Natural Weapons		Melee [1d10+2 I] [Primitive (7)]
Long-Las		Basic 150m [S/–/–] [1d10+3 E] [1d10+3 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4)] 38/40 Charge Pack, 3 Spare
	Overcharge	Basic 150m [S/–/–] [1d10+4 E] [1d10+4 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4) x2 Ammo Consumption]
	Overload	Basic 150m [S/–/–] [1d10+5 E]] [1d10+5 E] [Pen 3] [Clip 40] [Reload Full] [Accurate, Unreliable, Felling (4) x4 Ammo Consumption]

Werix
Sep 13, 2012

#acolyte GM of 2013

Cully runs headlong towards the marine, firing off quickly with his bolter at the heavy stubber acolyte, missing in a most disappointing way before sliding into nearby cover. Just as quickly, Inquisitor Hearth rushes forward and takes cover behind a passenger auto-carriage, the glass spiderwebbing from the force of the Inquisitor's Sanctified power field. "You were among the best of us Whitehall," Hearth shouts from behind cover. "loyal Sororitas, talented battlefield commander and well respected cannoness before you were made an Inquisitor, and you threw it all away for some damned daemon!"

At the Inquisitor's words Xanaroch smiles her toothy grin, her inky eyes staring at the Inquisitor. "now now, I'm more than a damned daemon, I'm Whitehall's beloved Interrogator. If you've done your homework, you know why she's so ...clingy." The Daemon then turns to stare at the Astartes. "We have enough psykers here between me, Tess, you, and your pawn over there, but the Astartes is a bit unfair, especially with that other brute. let's even things up here." The Astartes screams in pain and shakes his head, before looking almost stock still ahead.

Arica takes aim at the acolyte with the heavy stubber, and hits the side of the car he is using to brace his weapon. A shouted expletive lets everyone know that a leg has been hit. The Acolyte swings the weapon back around and fires at the sniper, but the pain causes the rounds to pepper everything near-by but a target. During this exchange Yesseul grabs their charge, and drags him out of the wreckage and into the small group of autos that mark their makeshit defenses.

Tess extends her hand towards the stubber acolyte and lets loose a salvo of aethic energy. All three strike the car. initially he jumps back, and Tess thinks he has dodged the strikes, until a split second later he disapears behind the auto. A scream of "Are you loving kidding me, both my loving legs!' lets everyone know that he isn't dead. Though the car he was resting his weapon on crumbles under the combined assault of the long las and doombolts, leaving the weapon on the ground and the acolyte exposed.

The Arco-flagellant takes off at blistering speed weaving through cars and jumping over a few to stop a mere handful of meters away from Whitehall, its electro-flails dancing in the air and integrated chain axes whirring. With the creature so close Victoria easily scores a head shot, but the inhuman killing machine doesn't seem to notice, or care. The Psyker near the marine points her staff at Tess, but nothing seems to happen. Either the effect is really subtle, or she failed to harness the warp.

The Marine, having been standing stock still since Xanaroch did, whatever to it, slowly, and mechanically turns to the downed Acolyte next to him. He levels his bolter at the downed acolyte and pulls the trigger three times. Blood and organs erupt from the explosions of the bolter rounds, and then a shower of offal as the stubber ammunition on the acolyte detonates. A near comical level of gore drenches the Deathwatch marine, and the psyker screams bloody murder (literally in this case). Almost immediately the marine seems to exit whatever state he was in, and begins to wipe off the gore. "You will pay for that foul daemon!' he shouts at her.

Finally Whitehall hefts her Evicerator chainsword, and charges headlong into the Arco-flagellant. The Great blade comes down on the beast, tearing a giant gash in its flesh and carving off a piece of its bicep. She turns to where Hearth is hiding. "I'll put this thing out of its misery, but don't make me fight you two. Me and my acolytes are leaving here, and there is no reason to waste more of your resources on the wrong target. I am still a fellow inquisitor and not your enemy. You'll see. If I succeed, I'll come back with a powerful defense against further possession by our loyal followers!"

Daemonhost actually did get a perils of the warp, but rolled a 03 for the gibbering, and daemonhosts can ignore any phenomenon tests that directly affect them. She used Gholam's curse on the marine. To stop this from being, the Xanaroch gets the bad guys to kill each other show, she can only use Gholam's curse once per combatant per battle, even if she fails.

Cully (38m from marine group)
Hearth (32m from crash)
Xanaroch
Arica
HWG -4/18 (prone, 1 lvl fatigue, cover destroyed)
Yesseul
Tess
Arco- 21/30 (8 meters from group, in melee)
Victoria
Psyker
Marine
Surge
Whitehall (in melee w/arco)

Dachshundofdoom
Feb 14, 2013



Pillbug


Victoria Reddcliffe

Victoria shakes her head, grinning. If Whitehall really thought she was going to talk a proper Inquisitor into aiding and abetting the escape of someone with a pet daemon, she was even crazier than she looked. Puritans like this Hearth woman only understood force. Victoria admired that, in a way.

"I'm not feeling nearly so kind, Inquisitor Hearth! If you're still standing around when I finish taking apart your pet, I'm coming for you next!"

She rounds cover and charges straight for the engaged arco-flagellant, dendrites whirring; Surge follows her lead from his own position a second later. She'd customized him extensively: the back-mounted swiveling third arm with a parrying chainsword and an oversized two-handed chainblade that spat sizzling poison as it revved were the most obvious changes to his frame, but she'd also rebuilt him from the ground up to be stronger, tougher, and faster than any standard servitor. His entire fighting style was custom-designed to complement her own. Servitors like this weren't normally seen outside of the Skitarii, and for good reason. No loyal Admech priest would want the greater Imperium to see the kind of secret technology they kept for themselves. Luckily, Victoria was far from loyal.

Charging the Arco-Flagellant with a Dendrite Blade.

Charge vs 71 61: 35 (41 +20 Charge +10 Double Team), we decided just after this roll that Combat Master does block Double Team. That's still 3 DoS, so Razor Sharp triggers.

Damage Pen 6 (Razor Sharp): 8 11 after substituting DoS.

Minion Charge vs 56: 7

Damage Pen 3 (Tearing, Flesh Render, Toxic (0)): 4d10k2+8+4 27 damage with Brutal Charge and a +0 Toughness test to avoid 1d10E Toxic damage. If this inflicts critical damage, he inflicts +2 damage from Crippling Strike.


pre:
WS  BS  S   T   Ag  Int Per WP  Fel  
41  33  35  36  40  46  41  32  33
                   +2
Wounds: 17/17   Infamy: 3/3  Initiative: 1d10+6
Half Move: 4 Full Move: 8[12] Charge: 12 Run: 24 Sprint: 48
SB: 3  TB: 3
Armour: 4 Head, 11 Rest
Awareness: 21 (Untrained)
Dodge: 50
Parry: 21 (Untrained)

Weapons: (Currently selected weapons are in BOLD)
Lascarbine 75m S/2/- 1d10+3 E Pen: 0 Clip: 56/60 Rld: Half Special: Reliable, BC, Variable Settings
Power Axe  --- ----- 1d10+10E Pen: 6       -----      ----          Power Field, Unbalanced
Dendrite Blades      1d10+7 R Pen: 3                                Flexible, Razor Sharp, Bionic                          

*SB and other bonuses already added.

Noteworthy Bionics
Dendrite Blades: Melee attacks against me suffer a -30 penalty.  If an enemy fails the WS test to attack me by 3+ DoF,
he takes an automatic hit from the Dendrite Blades, plus one for every DoF beyond 3 (up to 4 total hits).
BC Bionic Legs: +20 to Athletics to leap/jump, Sprint talent
BC Mechanicus Assimilation: No concrete gameplay effect, but her Machine trait is not obvious.

Noteworthy Talents

Armor-Monger: add 2 AP to all armored locations as long as she's had an hour that day to maintain it.
Die Hard: roll twice to avoid death by Blood Loss.
Double Team: Additional +10 when Ganging Up; additional +20 instead if any other allies in melee have this Talent.
Technical Knock: half-action Unjam.
Weapon Tech: Once per combat as a Free Action, can add Int Bonus to the damage and pen of her Power Axe until the end of a round. 

Traits
Machine (4): Doesn't breathe, immune to vacuum, cold, and mind-influencing psychic effects, applies Machine armor towards fire damage.
Unnatural Intelligence (2)
pre:
Surge, Upgraded Combat Servitor
WS  BS  S   T   Ag  Int Per WP  Fel  
36  18  31  31  30  25  26  27  18
       +3  +3
Wounds: 12/12  Loyalty: 43  Initiative: 1d10+3
Half Move: 3 Full Move: 6 Charge: 9 Run: 18
SB: 6  TB: 6
Armour: 4 Head, 9 Rest
Awareness: 26
Dodge: 40
Parry: 36/61 (Greatsword/Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Chain Greatsword     2d10+8 R Pen: 3 Special: Unbalanced, Tearing, Toxic (0)
Chainsword           1d10+8 R Pen: 4          Balanced, Duelist's Grip, Mono

*SB and other bonuses already added.

Noteworthy Talents
Ambidextrous: No offhand penalties.
Counter Attack: On a successful parry, can immediately make a single attack with the parrying weapon at -20 WS.
Crippling Strike: Add +2 to any Critical Damage he inflicts in melee.
Double Team: Additional +10 WS when Ganging Up; additional +20 instead if any other allies in melee have this Talent.
Flesh Render: Roll 2 extra dice for Tearing melee weapon damage and drop the lowest 2 results.
Furious Assault: If he hits with an All-Out Attack, he can spend his reaction to make another All-Out Attack with the same modifiers.

Traits
Brutal Charge (4): Adds 4 damage to any of his attacks made during a round in which he charges.
Machine (4): Doesn't breathe, immune to vacuum, cold, and mind-influencing psychic effects, applies Machine armor towards fire damage.
Multiple Arms (3)
Unnatural Strength (3)
Unnatural Toughness (3)

Skellybones
May 31, 2011






Fun Shoe


Yeseul

"One down! Aricia, give that psyker a try next!"

Yeseul continues to carry-drag the extremely rich, powerful heretic along, closer to the SPACE MARINE but also closer to 'safety'. Usually a servitor or Cully would do the heavy lifting, but they were too busy waving chainswords in the air right now to handle VIP escort duty.

Meanwhile, Aricia takes another optimistic shot at the sanctioned witch. You just can't trust psykers, you know!

Aricia shoots Psyker: 1d100 78 vs 71 (31 BS +10 Short Range +10 Single Shot +10 Aim +10 Accurate)
No sale


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf	Cor
33	35	28	36	46	40	37	34	51	21	19
Move: 4/8/12/24		Wounds: 13/13		Infamy Points: 0/2
Armour: 4 All/3 Head 	Toughness Bonus: 3
Dodge: 46		Parry: 43 (Power Sword)

Combat Things:
Radiant Presence		Everyone else within 20m gets +10 against Fear and Intimidation
Unshakeable Will		Reroll failed Fear Tests

Power Sword		Melee [1d10+5+2 E] [Pen 5] [Power Field, Balanced] (Right Hand)
Laspistol		Pistol 30m [S/2/–] [1d10+2 E] [1d10+2 E] [Pen 0] [Clip 30] [Reload Half] [Reliable] 30/30 Charge Pack, 3 Spare (Left Hand)
	Overcharge	Pistol 30m [[S/2/–] [1d10+3 E] [1d10+3 E] [Pen 0] [Clip 40] [Reload Half] [Reliable, x2 Ammo Consumption]
	Overload	Pistol 30m [S/2/–] [1d10+4 E] [1d10+4 E] [Pen 2] [Clip 30] [Reload Half] [Unreliable, x4 Ammo Consumption]
Stun Grenade x2
Aricia
pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
31	31	21	25	26	13	20	22	13
Move: 2/4/6/12		Wounds: 4/4		Loyalty: 61
Armour: 8 All/9 Blast 	Toughness Bonus: 2
Dodge: 26		Parry: - (Unarmed)

Combat Things: 
Berserk Charge		+10 WS for Charges
Double Team		+10 WS for ganging up
Street Fighting		Add WS Bonus to Critical Hits with unarmed and knives
Takedown
Toxic (1)		Enemies that damage in melee make -10 Toughness Test or take 1d10 damage ignoring armour and toughness

Natural Weapons		Melee [1d10+2 I] [Primitive (7)]
Long-Las		Basic 150m [S/–/–] [1d10+3 E] [1d10+3 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4)] 36/40 Charge Pack, 3 Spare
	Overcharge	Basic 150m [S/–/–] [1d10+4 E] [1d10+4 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4) x2 Ammo Consumption]
	Overload	Basic 150m [S/–/–] [1d10+5 E]] [1d10+5 E] [Pen 3] [Clip 40] [Reload Full] [Accurate, Unreliable, Felling (4) x4 Ammo Consumption]

Skellybones fucked around with this message at Jun 1, 2017 around 11:02

Viva Miriya
Jan 9, 2007




Cully Cross
Initiative: 2d10k1+6 16
Cully fires another shot from the hip. It goes wide because Cully was too jumpy and fired when he was running instead of pausing briefly to snapshot mid movement. "Even the Angels of Death are susceptible to the trickery of the warp. Or perhaps you are just weak of mind and soul, just like my Inquisitor! Let us find out!

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
54  44  30  30  41  31  40  40  40

Wounds: 13/13   Infamy: 1/2  Initiative: 1d10+6
Half Move: 4 Full Move: 8[12] Charge: 12 Run: 24 Sprint: 48
SB: 3  TB: 3
Armour: 6 (All)
Awareness: 40
Dodge: 51
Parry: 54[74] (Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Bolter 100m S/3/- 1d10+5 X Pen: 4 Clip: 22/24 Rld: Half Special: Reliable, Tearing
Bolt Pistol 30m S/2/- 1d10+5 X Pen: 4 Clip: 8/8 Rld: Half Special: Tearing
B.C. Chainsword 1d10+6 R Pen: 2 Special: Balanced, Tearing, +10 WS bonus
Stun Grenade 9m S/-/- Special: Blast (3), Concussive (2)

Noteworthy Bionics
Black Blood: Cully is always considered lightly wounded and also heals much faster, removing two points of Damage per day.

Noteworthy Gear
G.C. Helmet Augmentations: Provides the benefits of preysense goggles, photo-visors, rebreathers, vox-casters, and micro-beads.

Noteworthy Talents
Brutal Charge: Gains a +30 on a charge instead of the normal +20.
Disarm: May use a full action to Disarm his foe by making a opposed WS test. Success causes the enemy to drop his weapon. 
3 or more DoS allows the character to take the enemy's weapon from him.
Hip Shooting: Cully may Full Move and make a standard attack with a ranged weapon
Flesh Render: Cully rolls 2 additional dice instead of 1 when using melee weapons with the Tearing quality, discarding the two lowest results.
Jaded: Natural Horrors no longer affect Cully. Terrors of the Warp still affect Cully normally.
Lightning Reflexes: When making an Initiative Roll the character may roll twice and add the highest of the two dice result to his Agility Bonus.
Marksman: Cully suffers no penalty for BS tests at long or extended range.
Swift Attack: Cully can Swift Attack for +0 on the WS test. Every 2 additional DoS is another hit on the target.
Two Weapon Wielder (Melee): Cully may attack twice in a round (Half Action each) with one handed weapons. Both attacks suffer a -20 penalty.

Special Ability
Adroit (WS): The Renegade is a skilful and talented individual who substitutes raw power for honed ability. The Renegade must select 
one Characteristic at Character Creation. Throughout the game, he adds one additional Degree of Success to successful Tests involving that 
Characteristic (this includes Skill and Characteristic Tests).
Standard Attack vs 64 (Short Range): 1d100 81
Fated and took two rerolls that were bust. Taking the lost IP to be honest but man, no luck today.
Cully Full Moves 8 towards the enemy while hip shooting. Path of Advance is centered on the Deathwatch Marine, but will be from cover to cover. Target is the imperial psyker.

Viva Miriya fucked around with this message at Jun 2, 2017 around 02:48

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution



Tess Brandt

The marine was bad. The holy machine was bad. But Tess knew better than anyone that Psykers were unpredictable in all the wrong ways. It looked like she'd failed to manifest the warp, so the scum took the advantage while she could.

"Performance anxiety?"

The strange energy that seemed to leak out of Tess seemed to surge for a moment, before three chunks of warp-stuff pulled themselves from the Immaterium and headed for the Psyker's legs and waist.

Unfettered Doombolt, TN 81 (Wil51+PR15+Hood5+Focus10): 1d100 19
Doombolt Damage, Pen 8 to the Left Leg: 3#1d10+3 8 12 5
7 DoS, so the max of 3 hits. Swapping in the DoS, the last hit does 10 instead of 5.

Werix
Sep 13, 2012

#acolyte GM of 2013

Cully continues to run towards the Deathwatch astartes, which elicits a slight cocking of the head before he turns his view back towards the bulk of the group. Meanwhile, Hearth is staring at where her unnamed acolyte was just standing and then at the daemon that had conquered the mind of an Angel of Death to finish him off. "This creature clouds your judgment Whitehall. Maybe if I kill it you will have one last bit of clarity before I deliver the Emperor's justice to you!" She then levels the plasma pistol in her hand at Xanaroch and pulls the trigger. A searing ball of shining white plasma erupts from the pistol and almost seems to compensate mid flight against the daemon host's meager attempts to dodge it. The bolts lands in the creature's shoulder causing an ungodly scream in pain as the unmistakable smell of cooked flesh and ozone creeps into everyone's nose.

This is the first time any of Whitehall's group has even seen that Xanaroch can be injured.

The Daemon spits back through the pain, "You bitch!" The words of the daemonhost shatter glass in a line right at the Inquisitor, and while the power field of the Inquisitor flickers Hearth manages to side step the invisible scream. However, whatever force daemonhost channeled for that onslaught amplifies it one- hundred fold. A gale of loud screaming swirls around Daemonhost. The wails of a thousand damned erupt out from the daemonhost, knocking everyone around. Some maintain their footing, but Victoria and Inquisitor Whitehall are knocked to the ground.

Tess launches her doombolts at the other human escorting the astartes, but the bound psyker closes her eyes as the bolts come her way. Eyes still closed, she side steps the three bolts easily, as they cause a car to explode in the background.

The Arco flagellant looks down at the prone form of Inquisitor Whitehall. Without a second's hesitation it brings its two implanted chainaxes down upon the prone figure of Whitehall, on the ground due to her own accursed creation. First the sound of metal on metal is heard while the chainaxes make their way through Whitehall's old Sororitas power armor, but quickly less of that is heard and more of the sickening wet sound of nano-fine razorblades rapidly slicing though flesh fills everyone's ears until the last few strike's of the monsters onslaught are heard scraping the stone below.

Those who dare look over at what the killing machine did see nothing more than a frothing and foaming red stain. No evidence of the Inquisitor, her armor, or any features that can identify it as human are visible save her Eviscerator Chainsword.

Rallied by seeing the Enemy Inquisitor fall, the Loyalist Psyker points to Tess, "That one is the real threat here on the battlefield. The Inquisitor can finish the Daemonhost off, focus on the Psyker!" The Marine looks at the human next to him, then back to Tess, "I will take that under advisement, but you don't order me around, psyker." The psyker then raises her staff in the air and two bolts of holy energy, not different than Tess's own doombolts, fly towards her. They punch through the car she is behind, causing it to melt as they nail her square in the torso.

The Astartes looks at how poorly Tess is doing and opts to ignore the loyal psyker's directions to instead fire upon the daemonhost once again. The Bolt round sinks into the daemon's back and detonates, causing ichor to splash everywhere. Surge Charges the arco-flagellant, craving a large wound in the creature's torso, but apparently in this battle of the killing machines, they both remain standing, for now.

Finally, Markas comes to. Looking up at Yesseul smiles, before he realizes they still are not at their ship, and a marine is in front of them. "Sweet Emperor's rear end cheek what is going on here!"

Sanctified plasma pistols on maximal hurt daemonhosts, check.

And, uh, arco-Flagellant landed 8 hits with dual lightning attack chainaxes for a total of 73 Damage to Whitehall, ending her reign over the group.
http://orokos.com/roll/524074: 8#2d10k1+2 9 9 9 9 12 5 10 10

Psyker uses not-doobolt on Tess. I rolled precog dodge both at push, one was 85 and the other 94, which I think both fail. She hit twice, So damage is 7 and 5 each after your toughness.

So your team has taken a loving beating this turn, and not really dished it out in return.

Cully (26m from marine group)
Hearth (32m from crash)
Xanaroch 42 damage taken of ?? total.
Arica
Yesseul
Tess -2/10 (cover destroyed)
Arco 2/30 (8 meters from group, in melee)
Victoria-(half turn spent on getting up)
Psyker
Marine
Surge (in melee with arco)
Whitehall (in melee w/arco, prone)
Markas

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution



Tess Brandt

Tess dragged herself to her feet, one hand clutching her wounded guts.

"Late bloomer...hrk... copy that."

The creeping corruption inside her found more purchase in her new wounds, and it seemed to suffuse her flesh with some sort of profane vigor. As the Inquisitor fell, she simply looked away. To the Warp itself with her. She'd lost her only use, the cloak her rosette could draw over the crew until they'd achieved their goal. In the end, she couldn't even do that right.

"Let's see if your theory pans out, huh?"

Gathering up the pain, Tess threw another two chunks of warpstuff at the psyker, anxious to put her down for good. She didn't have time to run for more cover, so she prepared for even more pain.

Standing up.
Spending an infamy to go back to 0 and get a d5 of wounds.
Wounds Returned (0/2 Infamy Remaining): 1d5 2
Unfettered Doombolt, TN 81 (Wil51+PR15+Hood5+Focus10): 1d100 50
Doombolt Damage, Pen 8, both to the head: 2#1d10+3 12 4
The 4 becomes 7 with DoS replacement.

Dachshundofdoom
Feb 14, 2013



Pillbug


Victoria Reddcliffe

Charge cut short by the sudden shockwave, Victoria slams face-first to the ground with a cry of surprise and anger. A half-second later, she pushes herself back up into a standing position and turns back towards Xanaroch with hate in her eyes. She passes the lascarbine to her left hand and draws the power axe from her back, pointing it at the daemonhost.

"What the HELL are you doing?! Why are they even keeping you around if all you do is create prob--"

She glances back at Whitehall as soon as she hears the first crunching sound.

"Oh, poo poo. You've gotta be kidding me, Whitehall. Did you order your drat rosette from the back of a catalogue? I guess I just have to do everything around here."

Erika resumes her charge, this time swinging a power axe for the arco-flagellant's head. She wasn't leaving without killing this thing. It was a matter of pride. Whether or not she felt like she could bow out of killing the Inquisitor remained to be seen... but she really wanted to have an authentic rosette from a real, proper Inquisitor. As opposed to whatever fly-by-night Inquisitorial academy had produced the waste of space currently pooling around her ankles.

Last round: half-action to stand up, half-action to draw the Power Axe.

This round: Charge the Arco-Flagellant. I'm basing my math on the admittedly middling chance that my minion isn't already dead, since the AF goes before me.

Charge vs 81 (41 +20 Charge +20 Double Team): 87

Charge vs 81 Reroll: 100 yeah okay be that way

Assuming he's still alive, Surge will All-Out Attack and Furious Assault if he lands it.

All-Out Attack vs 86 (36 +30 AOA +20 Double Team): 29

Furious Assault vs 86: 64

#1 Damage Pen 3 (Tearing, Flesh Render, Toxic (0)): 15

#2 Damage: 22


pre:
WS  BS  S   T   Ag  Int Per WP  Fel  
41  33  35  36  40  46  41  32  33
                   +2
Wounds: 17/17   Infamy: 2/3  Initiative: 1d10+6
Half Move: 4 Full Move: 8[12] Charge: 12 Run: 24 Sprint: 48
SB: 3  TB: 3
Armour: 4 Head, 11 Rest
Awareness: 21 (Untrained)
Dodge: 50
Parry: 21 (Untrained)

Weapons: (Currently selected weapons are in BOLD)
Lascarbine 75m S/2/- 1d10+3 E Pen: 0 Clip: 56/60 Rld: Half Special: Reliable, BC, Variable Settings, Offhand
Power Axe  --- ----- 1d10+10E Pen: 6       -----      ----          Power Field, Unbalanced
Dendrite Blades      1d10+7 R Pen: 3                                Flexible, Razor Sharp, Bionic                          

*SB and other bonuses already added.

Noteworthy Bionics
Dendrite Blades: Melee attacks against me suffer a -30 penalty.  If an enemy fails the WS test to attack me by 3+ DoF,
he takes an automatic hit from the Dendrite Blades, plus one for every DoF beyond 3 (up to 4 total hits).
BC Bionic Legs: +20 to Athletics to leap/jump, Sprint talent
BC Mechanicus Assimilation: No concrete gameplay effect, but her Machine trait is not obvious.

Noteworthy Talents

Armor-Monger: add 2 AP to all armored locations as long as she's had an hour that day to maintain it.
Die Hard: roll twice to avoid death by Blood Loss.
Double Team: Additional +10 when Ganging Up; additional +20 instead if any other allies in melee have this Talent.
Technical Knock: half-action Unjam.
Weapon Tech: Once per combat as a Free Action, can add Int Bonus to the damage and pen of her Power Axe until the end of a round. 

Traits
Machine (4): Doesn't breathe, immune to vacuum, cold, and mind-influencing psychic effects, applies Machine armor towards fire damage.
Unnatural Intelligence (2)
pre:
Surge, Upgraded Combat Servitor
WS  BS  S   T   Ag  Int Per WP  Fel  
36  18  31  31  30  25  26  27  18
       +3  +3
Wounds: 12/12  Loyalty: 43  Initiative: 1d10+3
Half Move: 3 Full Move: 6 Charge: 9 Run: 18
SB: 6  TB: 6
Armour: 4 Head, 9 Rest
Awareness: 26
Dodge: 40
Parry: 36/61 (Greatsword/Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Chain Greatsword     2d10+8 R Pen: 3 Special: Unbalanced, Tearing, Toxic (0)
Chainsword           1d10+8 R Pen: 4          Balanced, Duelist's Grip, Mono

*SB and other bonuses already added.

Noteworthy Talents
Ambidextrous: No offhand penalties.
Counter Attack: On a successful parry, can immediately make a single attack with the parrying weapon at -20 WS.
Crippling Strike: Add +2 to any Critical Damage he inflicts in melee.
Double Team: Additional +10 WS when Ganging Up; additional +20 instead if any other allies in melee have this Talent.
Flesh Render: Roll 2 extra dice for Tearing melee weapon damage and drop the lowest 2 results.
Furious Assault: If he hits with an All-Out Attack, he can spend his reaction to make another All-Out Attack with the same modifiers.

Traits
Brutal Charge (4): Adds 4 damage to any of his attacks made during a round in which he charges.
Machine (4): Doesn't breathe, immune to vacuum, cold, and mind-influencing psychic effects, applies Machine armor towards fire damage.
Multiple Arms (3)
Unnatural Strength (3)
Unnatural Toughness (3)

Skellybones
May 31, 2011






Fun Shoe


Yeseul

Don't look back don't look back oh drat she's dead what happens now

"That Astartes in our way! I'm going to work on that, try not to die!"

Yeseul snaps off a couple of shots, drops the still-hot Laspistol in Markas' lap, and draws her Power Sword in preparation for charging at that DEATHWATCH SPACE MARINE.

Meanwhile, Aricia turns to see Inquisitor Whitehall get liquefied and leaps to avenge the boss with a mighty punch!

Semi-Auto Laspistol at Psyker is a Half Action
Semi-Auto Laspistol at Psyker: 1d100 18 vs 35 (BS 35 + no other modifiers I think) 2 DoS so one hit
Laspistol at Psyker damage: 1d10+3 5 for fucks sake
Dropping Laspistol is a Free Action
Drawing Power Sword is a Half Action


Aricia holds Long Las in one hand then goes to punch evil robot man as a full action
Aricia charges to punch Arco-Flagellant: 1d100 75 vs 81 (31 WS +20 Charge +20 Double Team x2 +10 Berserk Charge) slides in with 1 DoS
Aricia punch damage: 1d10+2 7 +2 if Critical Damage


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf	Cor
33	35	28	36	46	45	37	34	51	26	25
Move: 4/8/12/24		Wounds: 13/13		Infamy Points: 0/2
Armour: 4 All/3 Head 	Toughness Bonus: 3
Dodge: 46		Parry: 43 (Power Sword)

Combat Things:
Radiant Presence		Everyone else within 20m gets +10 against Fear and Intimidation
Unshakeable Will		Reroll failed Fear Tests

Power Sword		Melee [1d10+5+2 E] [Pen 5] [Power Field, Balanced] (Right Hand)
Laspistol[/b]		Pistol 30m [S/2/–] [1d10+2 E] [1d10+2 E] [Pen 0] [Clip 30] [Reload Half] [Reliable] 26/30 Charge Pack, 3 Spare (Left Hand)
	Overcharge	Pistol 30m [[S/2/–] [1d10+3 E] [1d10+3 E] [Pen 0] [Clip 30] [Reload Half] [Reliable, x2 Ammo Consumption]
	Overload	Pistol 30m [S/2/–] [1d10+4 E] [1d10+4 E] [Pen 2] [Clip 30] [Reload Half] [Unreliable, x4 Ammo Consumption]
Stun Grenade x2
Aricia
pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
31	31	21	25	26	13	20	22	13
Move: 2/4/6/12		Wounds: 4/4		Loyalty: 61
Armour: 8 All/9 Blast 	Toughness Bonus: 2
Dodge: 26		Parry: - (Unarmed)

Combat Things: 
Berserk Charge		+10 WS for Charges
Double Team		+10 WS for ganging up
Street Fighting		Add WS Bonus to Critical Hits with unarmed and knives
Takedown
Toxic (1)		Enemies that damage in melee make -10 Toughness Test or take 1d10 damage ignoring armour and toughness

Natural Weapons		Melee [1d10+2 I] [Primitive (7)]
Long-Las		Basic 150m [S/–/–] [1d10+3 E] [1d10+3 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4)] 36/40 Charge Pack, 3 Spare
	Overcharge	Basic 150m [S/–/–] [1d10+4 E] [1d10+4 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4) x2 Ammo Consumption]
	Overload	Basic 150m [S/–/–] [1d10+5 E]] [1d10+5 E] [Pen 3] [Clip 40] [Reload Full] [Accurate, Unreliable, Felling (4) x4 Ammo Consumption]

Skellybones fucked around with this message at Jun 12, 2017 around 08:29

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Viva Miriya
Jan 9, 2007




Cully Cross
Initiative: 2d10k1+6 16
"YOU KILLED HER! NO loving FAIR! I WANTED HER SKULL FIRST!" Cully howls as he runs forward and snaps a shot at the psyker. He hit something but he's unsure if he pegged cover or her leg because he's busy closing in on the Deathwatch Marine. "I haven't prayed in a while to anyone. Let's start small." Cully says as he drops low behind a car and slings his bolter on his back with a forceful shrug of the shoulder.

"BLOOD GOD! GIVE ME A TASTE OF WHAT'S IN STORE FOR ME IF I GIVE IT ALL UP FOR YOU! YOU HEARD EM. WE'RE ALL hosed ANYWAY SO IT'S TIME TO PICK A NEW PATRON AND I CHOOSE YOU. HOW ABOUT A LIFE OF ENDLESS FETHING WAR, STARTING WITH THAT ASTARTES'S SKULL? IS IT TOO MUCH TO ASK? LET'S FIND OUT!"

Cully draws and revs up his chainswords for the charge.

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
54  44  30  30  41  31  40  40  40

Wounds: 13/13   Infamy: 1/2  Initiative: 1d10+6
Half Move: 4 Full Move: 8[12] Charge: 12 Run: 24 Sprint: 48
SB: 3  TB: 3
Armour: 6 (All)
Awareness: 40
Dodge: 51
Parry: 54[74] (Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Bolter 100m S/3/- 1d10+5 X Pen: 4 Clip: 21/24 Rld: Half Special: Reliable, Tearing
Bolt Pistol 30m S/2/- 1d10+5 X Pen: 4 Clip: 8/8 Rld: Half Special: Tearing
x2 B.C. Chainsword 1d10+6 R Pen: 2 Special: Balanced, Tearing, +10 WS bonus
Stun Grenade 9m S/-/- Special: Blast (3), Concussive (2)

Noteworthy Bionics
Black Blood: Cully is always considered lightly wounded and also heals much faster, removing two points of Damage per day.

Noteworthy Gear
G.C. Helmet Augmentations: Provides the benefits of preysense goggles, photo-visors, rebreathers, vox-casters, and micro-beads.

Noteworthy Talents
Brutal Charge: Gains a +30 on a charge instead of the normal +20.
Disarm: May use a full action to Disarm his foe by making a opposed WS test. Success causes the enemy to drop his weapon. 
3 or more DoS allows the character to take the enemy's weapon from him.
Hip Shooting: Cully may Full Move and make a standard attack with a ranged weapon
Flesh Render: Cully rolls 2 additional dice instead of 1 when using melee weapons with the Tearing quality, discarding the two lowest results.
Jaded: Natural Horrors no longer affect Cully. Terrors of the Warp still affect Cully normally.
Lightning Reflexes: When making an Initiative Roll the character may roll twice and add the highest of the two dice result to his Agility Bonus.
Marksman: Cully suffers no penalty for BS tests at long or extended range.
Swift Attack: Cully can Swift Attack for +0 on the WS test. Every 2 additional DoS is another hit on the target.
Two Weapon Wielder (Melee): Cully may attack twice in a round (Half Action each) with one handed weapons. Both attacks suffer a -20 penalty.

Special Ability
Adroit (WS): The Renegade is a skilful and talented individual who substitutes raw power for honed ability. The Renegade must select 
one Characteristic at Character Creation. Throughout the game, he adds one additional Degree of Success to successful Tests involving that 
Characteristic (this includes Skill and Characteristic Tests).
Standard Attack vs 64 (Short Range): 1d100 9 6 DoS

Damage Pen 4: 2d10k1+5 11 Dos replaces die

Cully Full Moves 12 towards the enemy while hip shooting. Path of Advance is centered on the Deathwatch Marine, but will be from cover to cover. Target is the imperial psyker.

Viva Miriya fucked around with this message at Jun 13, 2017 around 02:20

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