Jump to content

Recommended Posts

Wow Xin, hope you're alright.

 

Pushing on with the catchup, two more posts to do:

 

Here's the latest: http://www.bolterandchainsword.com/topic/344357-kill-team-blackthorn-the-battle-for-the-dorsal-spine/?p=5119318

 

(Xin, I hope you don't mind a bit of dialogue from Sabaan to Greysight, I've tried to match the tone of how you write him)

Edited by Nineswords

Welcome CM.

 

I've always been of the mind that, that skill should be available around rank 4/5 for Assault marines rather than rank 8 (even at a slightly higher XP cost), it's always felt like a slap in the face, "here you made it this far, now you can actually charge something and maybe kill it before it can murder you."

(probable next action - i'll hold it here rather than clutter up the game threat. Started to write it out before realising there was a fair bit more to resolve first - including the possible swarming of the small ones)

 

The order was unexpected. Already prepared to jump forward Atratus activated his mag-boots and pulled himself back into firing position, snapping off an ill-timed shot.

 

More through luck than skill the shot seemed to strike some vulnerable part of the xenoforms arm and its advance lost momentum. Perhaps as Tyber had planned, the creature now weakened and vulnerable to a decisive blow at close range.

 

d100 to hit = 91  (vs BS42 +20 aim +10 range +20 size = target 92 - hit by 1 point)

Damage = d10 = 10 + righteous fury = 2 + 4

Total damage 16, Pen 7 = 10 wounds after armour and toughness

(probable next action - i'll hold it here rather than clutter up the game threat. Started to write it out before realising there was a fair bit more to resolve first - including the possible swarming of the small ones)

 

The order was unexpected. Already prepared to jump forward Atratus activated his mag-boots and pulled himself back into firing position, snapping off an ill-timed shot.

 

More through luck than skill the shot seemed to strike some vulnerable part of the xenoforms arm and its advance lost momentum. Perhaps as Tyber had planned, the creature now weakened and vulnerable to a decisive blow at close range.

 

d100 to hit = 91  (vs BS42 +20 aim +10 range +20 size = target 92 - hit by 1 point)

Damage = d10 = 10 + righteous fury = 2 + 4

Total damage 16, Pen 7 = 10 wounds after armour and toughness

 

 

If I did my math right, they can't charge either you three or myself on their next initiative round, at best they can charge in two turns... 30m charge range, 60m run...

 

You three are at around 65-ish meters out while I'm 35m out... so they can move in, but not engage this turn, fine by me.:rolleyes:

 

(probable next action - i'll hold it here rather than clutter up the game threat. Started to write it out before realising there was a fair bit more to resolve first - including the possible swarming of the small ones)

 

The order was unexpected. Already prepared to jump forward Atratus activated his mag-boots and pulled himself back into firing position, snapping off an ill-timed shot.

 

More through luck than skill the shot seemed to strike some vulnerable part of the xenoforms arm and its advance lost momentum. Perhaps as Tyber had planned, the creature now weakened and vulnerable to a decisive blow at close range.

 

d100 to hit = 91  (vs BS42 +20 aim +10 range +20 size = target 92 - hit by 1 point)

Damage = d10 = 10 + righteous fury = 2 + 4

Total damage 16, Pen 7 = 10 wounds after armour and toughness

 

 

If I did my math right, they can't charge either you three or myself on their next initiative round, at best they can charge in two turns... 30m charge range, 60m run...

 

You three are at around 65-ish meters out while I'm 35m out... so they can move in, but not engage this turn, fine by me.:rolleyes:

 

 

Horde has lost a good few, down to 1 full 10Mag doing 1D10+etc with however many attacks Hormagaunts get.  Don't need to charge to tie us up, but get +20 to hit in CC.

 

Maybe I can borrow Sabaan's or Atratus' Bolt pistol as I can can use my BS in melee with Standard attacks...

 

Edited post to be a bit more constructive.  It's late here. :wink:

 

MR.

Edited by Mazer Rackham

 

 

(probable next action - i'll hold it here rather than clutter up the game threat. Started to write it out before realising there was a fair bit more to resolve first - including the possible swarming of the small ones)

 

The order was unexpected. Already prepared to jump forward Atratus activated his mag-boots and pulled himself back into firing position, snapping off an ill-timed shot.

 

More through luck than skill the shot seemed to strike some vulnerable part of the xenoforms arm and its advance lost momentum. Perhaps as Tyber had planned, the creature now weakened and vulnerable to a decisive blow at close range.

 

d100 to hit = 91  (vs BS42 +20 aim +10 range +20 size = target 92 - hit by 1 point)

Damage = d10 = 10 + righteous fury = 2 + 4

Total damage 16, Pen 7 = 10 wounds after armour and toughness

 

 

If I did my math right, they can't charge either you three or myself on their next initiative round, at best they can charge in two turns... 30m charge range, 60m run...

 

You three are at around 65-ish meters out while I'm 35m out... so they can move in, but not engage this turn, fine by me.:rolleyes:

 

 

They don't need to charge to tie us up....and we're at 60-ish metres by my count.  It's going to squeak.

 

MR.

 

 

 

Well it should be one more round of shooting for you, then punch with a frag-grenade, your special skill after all.:wink:

 

 

 

(probable next action - i'll hold it here rather than clutter up the game threat. Started to write it out before realising there was a fair bit more to resolve first - including the possible swarming of the small ones)

 

The order was unexpected. Already prepared to jump forward Atratus activated his mag-boots and pulled himself back into firing position, snapping off an ill-timed shot.

 

More through luck than skill the shot seemed to strike some vulnerable part of the xenoforms arm and its advance lost momentum. Perhaps as Tyber had planned, the creature now weakened and vulnerable to a decisive blow at close range.

 

d100 to hit = 91  (vs BS42 +20 aim +10 range +20 size = target 92 - hit by 1 point)

Damage = d10 = 10 + righteous fury = 2 + 4

Total damage 16, Pen 7 = 10 wounds after armour and toughness

 

 

If I did my math right, they can't charge either you three or myself on their next initiative round, at best they can charge in two turns... 30m charge range, 60m run...

 

You three are at around 65-ish meters out while I'm 35m out... so they can move in, but not engage this turn, fine by me.:rolleyes:

 

 

They don't need to charge to tie us up....and we're at 60-ish metres by my count.  It's going to squeak.

 

MR.

 

 

 

Well it should be one more round of shooting for you, then punch with a frag-grenade, your special skill after all.:wink:

 

 

You young whippersnapper!  I'll have the hide off you...actually, yeah, you're right.

 

I had actually planned it out too. :yes:

 

MR.

Hey all, it's taken me an hour to write this last update and it's 01:17 as I type this. I missed the Commissar's actions (how is he alive?)

 

Tyber - I have left the post open for you to react as you wish - dodge, parry, etc. I hope you're proud that I remembered the Mk VIII armour special ability! 

Can't edit the map or the like at work, but the lower Hormagaunt horde in front of Atratus, Sabaan and Akkad is down to Magnitude 4. The Tyranid Warrior fighting Tyber is very nearly dead, but still kicking...

Come on that magic 10% chance for Warrior #4 to die out right from blood loss this round!

 

Still, even if it doesn't I can mitigate any damage it can out-put against me with a parry or dodge, then kill it on my turn... if A.T. doesn't kill it for me...

Update up. We have achieved the impossible and completed a whole round of combat in one day! 

 

 

EDIT:

 

Remember where possible to give me as much context as possible - under what conditions you want to parry, etc., or under what conditions you want to spend fate points. 

Edited by Commissar Molotov

Update up. We have achieved the impossible and completed a whole round of combat in one day! 

 

 

EDIT:

 

Remember where possible to give me as much context as possible - under what conditions you want to parry, etc., or under what conditions you want to spend fate points. 

 

 

Well done to us all on that one!

 

CM, Tyber will always try to parry the most powerful melee blow he is about to recieve. Other than that, he will always try to dodge ranged attacks when not engaged in melee.

 

Fate points are usually going to be spent to recover wounds when low on wounds... and burn them to live.

Dos - each turn you need to pass a Fellowship test to avoid removing three cohesion. This represents the squad's order and unity falling apart. Managing cohesion and keeping the squad together is a key aspect of the squad leader. You can also attempt to get the Armsmen back into the fight to support Vârvost! Edited by Commissar Molotov

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.