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To Plunder The Stars Themselves, Episode III


Lysimachus

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Holger and the other men from the Dagger keep up as best they are able. If you were moving at your full speed this would be impossible, but you are advancing cautiously, still convinced that Von Caeryd has laid a trap for you.

 

The corridor opens out once again and you can hear more noise ahead. Quiet at first but growing louder and louder as you near a tall, broad doorway that is situated centrally in the bulkhead wall. It is the sound of a large body of people. Sensors in your armour can likewise discern a spike in the ambient temperature in the next chamber.

 

As you come even closer you hear more sounds cut through the general hum of voices, occasional sharp clicks and clacks and low thuds. Sounds as familiar to you as drawing breath. Weapons of all kinds being loaded and armed.

 

"No, you fools!" As you edge even closer to the portal, a voice can somehow be heard over the tumult; effete, high-pitched and slightly nasal. It is a voice you recognize. "If you send out patrols to hunt them, they will swallow them up piece by piece, like gobbling sweetmeats. We must hoard our strength, wait for them to come to us... No, no! Of course they are definitely onboard, imbecile! Those batteries did not both explode for no reason! They are here, and more of them have probably landed since then too! That vile looking frigate launched several assault craft before we drove it away, and I believe at least one may have succeeded in forcing a breach."

 

The voice pauses, presumably listening to someone quieter speaking, then resumes.

 

"They could be anywhere! But I do not wish to waste weeks rooting out potential saboteurs and assassins if they scatter! If we allow them to link up as one and come against us here, we will still easily outnumber and overpower them in one fell swoop! Now, I want all available troops brought here as soon as possible. Every man and creature that can hold a gun or a blade. What? Yes, yes, even my personal guards! Have them come down from my staterooms. We must be ready when Varn and his men arrive!"

 

It seems Von Caeryd is expecting your arrival, even planning for it. But perhaps he was not expecting it quite as soon as it has come?

 

***

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Vesalius turned to the Traveller and voxed, +It seems we have caught them during their preparations. Perhaps a show of overwhelming firepower into their ranks could convince them to give up Von Caeryd?+
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Vesalius nodded in agreement. +With your leave, Traveller, I would like to attempt to put myself in a concealed position to call targets and give us overlapping arcs of fire. I will vox once I am in position.+

 

He disappeared through the portal in front of them into the chamber beyond, moving like a vengeful spirit amongst the various crates and architectural features.

 

Silent Move +10

63 (agility) + 10 + 5 (lead by example) = 78

Silent Move: 1d100 41

 

 

Concealment +10

63 (agility) + 10 + 5 (lead by example) = 78

Concealment Test: 1d100 48

Edited by Necronaut
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As Vesalius prepares to depart Brynjarr retrives from the bandolier his last Photon Flash Grenade and holds it out for Vesalius.

 

+I think you may have a better opportunity to use this then I if you can get yourself into a advantageous position.+

 

As the other departs Brynjarr joins the rest of the squad in final weapons check in readiness for the oncoming assault.  

Edited by Trokair
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Vesalius slips almost silently through the portal without a soul noticing his entrance and moves forward to examine both the terrain and the foe themselves.

 

The chamber is another former cargo hold, wide and tall. It rises as a series of levels, the far side being the highest. There are relatively few items stored here, some large cargo crates scattered around the hold, but the cavernous space is far from empty.

 

Your eyes are immediately drawn to the furthest, highest level, almost like a theatrical stage - perhaps that is the intention behind its altered architecture? In full view you see a figure who can only be Von Caeryd himself. A slender man of less than average height, but in his haughty manner he obviously believes himself a giant. He wears clothing of magnificent cut and quality, a long coat of deepest blue over a waistcoat and ruffled white shirt. The waistcoat is ribbed and edged in gold, and all kinds of jewelled rings decorate his fingers. His long black boots are polished to a mirror shine, almost as bright as the gems he wears, and his shoulder length blond hair has not a strand out of place.

 

But even though his splendour draws the eye at first, you cannot fail to notice that he is not alone. The room is full to the brim of his followers, and they are as coarse and hideous as he is elegant and beautiful. The majority are human, more or less. A horde of scum and outcasts, some looking like professional soldiers little different from the unit following you, but many others seemingly malnourished or in rags. Among them are those less fortunate still, mutants, freaks and beasts that would be 'classified' by the Adeptus of Terra under the disgusting catch-all term of Homo sapiens variatus.

 

Standing head and shoulders above these dregs are several monstrous creatures. Ogryns, massively muscled, crudely armoured and equipped with brutal clubs and hammers. Freed from Elysium's fighting pits, they now prepare to defend it.

 

Finally you might notice slinking in the shadows to one side, a group of filthy creatures even less connected with the 'ideal' of Humanity's perfection. Xenos. Tall, birdlike savages with long, bladed rifles squawk at each other in some alien fashion. Whether they wished to be caught up in a battle between rival humans, they are here now.

 

With a single tap on his vox bead, Vesalius lets the squad know he is in position and forwards a tactical exload of data to their armour's HUDs. Three seconds later, as the rest of the Kill-team and Achard's mortal auxiliaries rush into Von Caeryd's audience hall with weapons ready, there is a sudden silence, less than a second in length but that somehow hangs in the air. The Prince looks around from where he was berating a group of his underlings. Two others standing nearby, cloaked in some dark, colour-shifting fabric, step away from Von Caeryd immediately. Even as they slip gracefully into the shadows, an eagle eyed observer might notice them reaching beneath their cloaks for long, oddly pale weapons.

 

Von Caeryd's face shows surprise and rage for a fraction of a second. He was not expecting you to have reached this point so quickly, but he masks it well. He moves casually, just a step, but it puts him behind his officers. His voice is controlled, maintaining the cool composure he had previously displayed. It carries remarkably easily across the wide chamber.

 

"You see? Exactly as I just said. Now..." his voice becomes slightly more shrill, "by all the gods of men and xenos, will somebody please kill them!?"

 

 

+++NARRATIVE TIME ENDS+++

 

+++STRUCTURED TIME BEGINS+++

 

Please roll for your Initiatives.

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Round 1:

gallery_27610_17040_381323.png

Fear Tests:

Von Caeryd: Jaded, immune.

Officer A: Wp45, roll: 97, Fail, 5DoF!

Shock Table Roll: 58+50=108, Faint for 1d5 Rounds: 2

Officer B: Wp45, roll: 12, Pass!

Elysium Crew Horde: Wp35+20(Mag)=55, roll: 51, Pass!

Abhuman Horde: Wp35+40(Mag)=75, roll: 23, Pass!

Kroot Horde: Wp30+20(Mag)+10(Resistance)=60, roll: 92, Fail, 3DoF!

Shock Table Roll: 50+30=80, Frozen with Terror (can't act until Snap Out of It, -10 on all Tests after)

Ogryn C: Wp65, roll: 54, Pass!

Ogryn D: Wp65, roll: 68, Fail 0DoF!

Shock Table Roll: 19, Startled, Half Action in Round 1

Ogryn E: Wp65, roll: 21, Pass!

Ranger F: Wp40, roll: 06, Pass!.

Ranger G: Wp40, roll: 63, Fail, 2DoF!

Shock Table Roll:37+20=57, Cannot approach object of Fear, but otherwise act normally with a -10 on all Tests.

Kill-Team Cohesion: 5

Initiative Order:

[ ] Traveller | (SQUAD) | AG5 +10 = 15 | WOUNDS 23/23 | FATE 3/3+1

[ ] Brynjarr | (SQUAD) | AG4 +10 = 14 | WOUNDS 23/23 | FATE 4/4

[ ] Aeldari Ranger G | AG8 + 5 = 13 | WOUNDS 12/12 | -10 on all Tests

[ ] Vesalius | (SQUAD) | AG6 +7 = 13 | WOUNDS 20/20 | FATE 2/4

[ ] Odysseus | (SQUAD) | AG5 +7 = 12 | WOUNDS 22/22 | FATE 3/4

[ ] Von Caeryd | AG4 + 6 +2 (Paranoia) = 12 | WOUNDS TAKEN:0

[ ] Svelk | (SQUAD) | AG4 +7 = 11 | WOUNDS 23/23 | FATE 2/3

[ ] Dagger Auxiliaries | AG3 +8 = 11 | MAG 20/20

[ ] Kroot Mercenaries | AG4 + 2 +4 (Lightning Reflexes) = 10 | MAG 20/20 | Frozen until Snap Out of It, -10 after.

[ ] Ogryn Fighter D | AG2 + 8 = 10 | WOUNDS 30/30 | Half Action in Round 1.

[ ] Aeldari Ranger F | AG8 + 1 = 9 | WOUNDS 12/12

[ ] Decimus | (SQUAD) | AG3 +6 = 9 | WOUNDS 22/22 | FATE 3/3

[ ] Pirate Officer A | AG3 + 5 = 8 | WOUNDS 15/15 Faint Round 1+2

[ ] Abhuman Horde | AG3 + 4 = 7 | MAG 40/40

[ ] Ogryn Fighter E | AG2 + 4 = 6 | WOUNDS 30/30

[ ] Pirate Officer B | AG3 + 1 = 4 | WOUNDS 15/15

[ ] Elysium Crewmen | AG3 + 1 = 4 | MAG 20/20

[ ] Ogryn Fighter C | AG2 + 2 = 4 | WOUNDS 30/30

Terrain:

The Hold is divided horizontally into three levels as per the different coloured sections of the map. Each level rises by 2m, so enemies at the rear are visible and can see you. However, if you are within 5m below a level edge you are out of LoS of enemies on higher levels unless they are also within 5m of the edge (i.e. looking straight down on you).

Recon:

Vesalius begins the game in a concealed position. Any Kill-Team members who wish to can benefit from the effects of his scouting out the foe. In Round 1, each Astartes may re-roll failed Hit rolls.

Allies:

Dagger Auxiliaries (Horde)

WS35, BS35, Str35, T35, Ag30, Int20, Per30, Wp35, Fel20

Move 3/6/9/18 | Flak Armour: 4 | Rally, Volley Fire* | Magnitude 20

Weapons:

A mix of Las/Auto/Shot guns:

Range 100m; S/3/-; 1d10 + 3 I; Pen 0

*Mark of the Xenos, pg134

Enemies:

Von Caeryd:

WS35, BS49, Str34, T40, Ag41, Int53, Per45, Wp48, Fel36

Move 4/8/12/24 | Body: Power Armour 8, Rest: 4 | Dodge+10, Scrutiny+10 | Jaded, Paranoia, ??? | Wounds ??

Weapons:

Plasma Pistol with Red-Dot Sight

Range 30m; S/2/-; 1d10 + 10 E; Pen 8; Clip 12; Volatile

Power Sword

Melee; 1d10 + 6 E; Pen 6; Balanced, Power Field

Equipment:

???

Pirate Officer:

WS35, BS35, Str30, T35, Ag35, Int45, Per45, Wp45, Fel40

Move 3/6/9/18 | Flak Armour 4, Carapace Armour 6 on Chest | Wounds: 15

Weapons:

Hotshot Laspistol:

Range 30m; S/-/-; 1d10 + 3 E; Pen 6; Clip 25

Chainsword:

Melee; 1d10 + 3 R; Pen 3; Balanced, Tearing

Elysium Crew (Horde):

WS35, BS35, Str35, T35, Ag30, Int20, Per30, Wp35, Fel20

Move 3/6/9/18 | Flak Armour: 4 | Magnitude 20

Weapons:

A mix of Las/Auto/Shot guns:

Range 100m; S/3/-; 1d10 + 3 I; Pen 0

Mutant/Abhumans (Horde):

WS38, BS15, Str40, T38, Ag35, Int10, Per20, Wp35, Fel20

Move 4/8/12/24 | Armour: 2 | Furious Assault | Overwhelming (Horde) | Magnitude 40

Weapons:

A mix of knives, blades and razor-sharp claws:

Melee; 1d10 + 3 R; Pen 2

Ogryn Fighter:

WS45, BS25, Str48, T50, Ag25, Int10, Per20, Wp65, Fel25

Move 4/8/12/24 | Crushing Blow, Iron Jaw | Hulking, Unnatural Strength(2), Unnatural Toughness(2) | Armour: 4 | Wounds 30 (+Critical Damage)

Weapons:

Heavy Melee weapons

Melee; 1d10 + 10 I; Pen 0; Unwieldy

Kroot Mercenaries (Horde):

WS42, BS33, Str45, T40, Ag45, Int25, Per44, Wp30, Fel18

Move 4/8/12/24 | Dodge+10, Furious Assault, Hyperactive Nymune Organ, Kroot Leap, Leap Up, Lightning Reflexes, Resistance (Fear), Swift Attack | Overwhelming (Horde), Unnatural Strength(2) | Armour: 2, Primitive | Magnitude 20

Weapons:

Kroot Rifle:

Range 110m; S/2/-; 1d10 + 5 E; Pen 1;

Melee; 1d10 + 8 R; Pen 2; Balanced

Aeldari Ranger:

WS42, BS46, Str31, T32, Ag43, Int35, Per40, Wp40, Fel30

Move 4/8/12/24 | Concealment+10, Silent Move+10, Dodge+10 | Unnatural Agility(2) | Guardian Armour 5 | Wounds 12 | Camo Cloak

Weapons:

Longlas:

Range 150m; S/-/-; 1d10 + 3 E; Pen 2; Accurate, Reliable

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Traveller's Actions, Round 1:

Full Action: Semi-Auto Burst against Kroot Horde (including 6m move diagonally right)

BS55(+10 Horde Size)(+5 Lead by Example)=B70: 47 (HIT, 2DoS) - 1 Hit, +1 Additional (+1 Explosive)

Hits resolve at 1D10+9, Pen 4 against TB4 and Armour 2(0): Hits auto-inflict magnitude

3 Magnitude Damage (now at 17)

 

Free Action: Spend a Fate Point to add +1 Cohesion (now at 6)

Free Action: Suspend Lead by Example Squad Mode

Free Action: Call for Bolter Assault (3 Cohesion, now at 3)

All members of the Kill-Team may immediately move up to their Charge distance and make a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

 

The Traveller moves ~18m right towards the Kroot, standing behind the hexagonal cover, and throws a Frag Grenade at the Kroot, ~45m away:

BS55(+10 Horde Size): 95 (MISS)

The Traveller uses Vesalius's re-roll: 6 (HIT)

Frag Grenade resolves at 2D10+2, Pen 0 Blast 4 against TB3 and Armour 2(0) : 4 Hits, +1 Additional Explosive Hit

Hit 1: 7,1: 8+2: 10 (reduced to 7)

Hit 2: 8,6: 14+2: 16 (reduced to 13)

Hit 3: 3,4: 7+2: 9 (reduced to 6)

Hit 4: 8,6: 14+2: 16 (reduced to 13)

Hit 5: 8,5: 13+2: 15 (reduced to 12)

5 Magnitude Damage (now at 12)

 

 

 

++ BOLTER ASSAULT ENDS++

 

Free Action: Sustain Lead by Example Squad Mode

 

 

 

Edited by Commissar Molotov
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As the squad burst in Brynjarr with practiced arm delivered a frag grenade into the mob to the left of the entrance. The thump of explosions amongst bodies proved Vesalius tactical data had proven accurate.

 

The Princeling in all his finery, stood out like a xenos in an Imperial Chapel; wasting no time Brynjarr raised his naval bolter and fired in quick succession as he stepped sideways to make room in the entrance way for the others filling in behind him.

 

Normal action, SAB at Von Caeryd
BS: 48 +10 (SAB) +5 (Follow the Traveller's Path) = 63
D100: 07 Hit, 5 DoS – (every 2 DOS is a hit, up to 2 extra hits) Total Hits= 3
Location: 70, Body

Assuming no dodge
Damage 1D10 (Tearing) + 9  at Pen 4
Hit1: (8,5) take 8 total: 17
Hit1: (4,1) take 4 total: 13
Hit1: (1,8) take 8 total: 17



Bolter Assault Action
Move East slightly diognoaly north to take cover by the crates, just out of line of sight of Ogryn C
Throw Frag Grenade at Horde 1

BS48 + 30 (size) = 78
D100: 27, Hit 5 DoS - 4 Hits as Blast (4)
Damage 2D10+2 At Pen 0
Hit1: 10+7 +2=19
Hit2: 4+8 + 2=14
Hit3: 1+7 + 2=10
Hit4: 6+5 + 2=13
Explosion: 10+4 +2=16
Total Magnitude damage: 5

Edited by Trokair
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Vesalius crouched in the shadows for a few tense moments after exloading the targeting data to his allies, awaiting their arrival. Suddenly, Von Caeryd was barking orders at his troops and the ragtag Iron Gods forces erupted into the chamber, bolters blazing. Explosions shook the ground and bodies were tossed as the explosive munitions found their mark. In the span of a few heartbeats Vesalius tossed a frag grenade over the ledge adjacent to him and then sprinted forward with the bulkhead shears held at the ready. He caught the nearest Ogryn unaware from behind in his right leg with near-surgical precision, shearing through flesh and bone in the hope of severing the brute's femoral artery.

Awareness test to spot Aeldari Rangers
Awareness +0: Per43 + 5 (follow the Traveller's path) = 48
Awareness: 1d100 66
Fail!


Bolter Assault Action:
Move east 15m
Throw frag grenade at Horde 1
BS40 + 30 (size) = BS75
Throw frag grenade: 1d100 83
Miss!
Reroll...
Throw frag grenade: 1d100 65
Hit (0 DoS)
Frag grenade damage: 2d10+2X, Pen 0, Blast (4) vs T3, Armor 2
Frag Grenade Damage: 5#2d10+2 14 9 14 12 15
Hit 1: 14 - 3 -2 = 9 damage
Hit 2: 9 - 5 = 4 damage
Hit 3: 14 - 5 = 9 damage
Hit 4: 12 - 5 = 7 damage
Hit 5: 15 - 5 = 10 damage
Total magnitude damage: 5

Normal action: charge Ogryn C
Charge action: WS46 + 10 (charge) + 5 (follow the Traveller's Path) = WS61
Charge Attack: 1d100 27
Success (3 DoS)
Hit location: right leg
Bulkhead Shears: 2d10+13R, Pen 6, Tearing, Unwieldy vs Armor 4(0), T10 (unnatural)
Bulkhead shears damage with Tearing: 3#1d10 2 5 5
Hit: 5, 5 -> 10+13 + 8 (str bonus) - 10 = 21 damage


Pre-emptive dodge roll:
Dodge: 1d100 57
Pass (0 DoS)

Edited by Necronaut
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Svelk snarls as he leaps of the platform and into the cover of several crates. 

 

Cut off the head, then hack the body apart.

 

He raises his pistol and takes the shot.

 

Bolter Assault

 

Full charge move to the left and by the crates.

 

Bolt Pistol at Von Caeryd:

BS 43 = 43 to hit.

1d100: 28 (1 DoS)

Hit Location: 53 - Body

 

Damage:

1d10(1) + 9 = 10

10- 4(Toughness Bonus) - 0(Armour 8 - AP 8) = 6

6 Wounds to Von Caeryd

 

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Decimus moves up to get into a better position for his heavy bolter.  as he does he thumbs his last frag grenade into the abhuman horde.

 

frag grenade BS48+30 horde size = 78

 

roll =31 hit

 

magnitude damage =5 +1d5 (unrelenting devastation) = 6 damage to horde magnitude.

 

"Frag Out"

Edited by Black Cohort
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Round 1 Partial Summary:

 

[x] Traveller: Spend FP to add +1 Cohesion (now at 6)

SAB at Kroot Horde, does 3 Mag Dam (17 Remaining).

Calls Bolter Assault. (Cohesion reduced to 3)

Bolter Assault:

Traveller: Move to behind hex cover. Frag G at Kroot Horde, does 5 Mag Dam (12 remaining).

Brynjarr: Move to behind crates. Frag G at Abhuman Horde, does 5 Mag Dam (35 remaining).

Vesalius: Move towards Ogryn. Frag G at Abhuman Horde, does 5 Mag Dam (30 remaining).

Odysseus: Move forwards and Bolter Shot, Dodge roll: 34, Pass!

Svelk: Move to beside crates. Bolt Pistol at Von Caeryd, Hit. Von Caeryd's Dodge: Ag41+10=51, roll: 28, Pass with 2DoS, Hit Dodged!

Decimus: Move forward 9m. Frag G at Abhuman Horde, does 6 Mag Dam (24 remaining).

Bolter Assault ends.

 

[x] Brynjarr:

SAB at Von Caeryd, 3 Hits.

Hit 1: Body. Field Save: Pass!

Hit 2: Body. Field Save: Fail! 13 Dam - Av8 - TB4 = 1 Wound

Hit 3: Arm. Field Save: Pass!

 

Von Caeryd manages to duck out of the way of Svelk's pistol shot, but he rises into the path of Brynjarr's semi-automatic burst. For a moment it seems that your mission will be complete, but as the bolts near their target there is a blinding flash of light. When it clears, Von Caeryd has been shaken by the blast, but he still stands.

 

From the shadows a searing bolt of light burns its way across the hold. One of the hidden Rangers, members of an ancient race highly sensitive to the vagaries of the warp, identifies and targets the source of the unnatural fear that afflicted it before.

 

[x] Aeldari Ranger G:

Half Action: Aim

Half Action: Standard Shot at Odysseus.

BS46 +20(Accurate Aim) +10(Short Range) -10(Fear) =66, Roll: 41, Hit on Right Arm with 2DoS

Dam: 1d10+3 +1d10 (Accurate) = 7+3+6=16

Minus Av6 (Av8 - Pen2) and TB8 = 2 Wounds suffered.

 

[x] Vesalius: Charge Ogryn C. Ogryn Dodge roll: 83, Fail! Bulkhead Shears do 21 Wounds.

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As Odysseus strode forward the extent of Von Caeryds' weakness and failure struck him, no forsaken survivor that had carved an empire by strength of human will nor exile of his convictions.

 

These were fugitives hiding from any with strength to oppose them, and they should have hidden better. An outstretched arm and familiar flash of death blew the cowering Ogryn before him to ash as he cast a contemptuous gaze across the room, sparing particular distast for the xenos.

 

 

A sharp lance of heat and pain struck his arm, a fortunate lasbolt amidst the hail had found its home between the ceramite plates... yet the dregs were still scattered in fear and surprise. Time seemed to slow as the astartes' enhanced senses took in every detail of the scene, a fleeting glimpse of a xenos too slow to evade detection. Odysseus raised his boltgun and fired.

 

Dodge failed (80)

 

Half action smite the ogryn dead ahead

Activation (WP test+35) = 46 = pass

Phenomena = 59-10 = ignored via sanctioning talent - as much fun as it would be to throw everyone within 5d10m to the ground...

Damage = 61 in all, Pen 7 putting the Ogryn on -21 (unusually good damage roll)

 

Half action aim at the ranger who shot.

 

Bolter assault at the same ranger: Roll to hit 32 - hit with two extra DoS (arm)

Damage 1d10+9 tearing = 10 + righteous fury 6 = 25 damage, Pen 4  - likely to be dodged but Odysseus can't let that slide

 

Odysseus will also move forwards towards Von Caeryd. Not looking to engage anyone in hand to hand but if he is changed any would be attacker first have to contend with a Fear 2 test (hopefully before any of them realises he is a rather poor fighter :p )

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Round 1 Summary Cont:

 

[x] Odysseus: Smites Ogryn D, as usual target is obliterated.(:D)

 

As the terrifying burst of power leaves Odysseus' fingertips, Von Caeryd's eyes widen. He lets out a cry of absolute anguish, loathing and purest hatred.

 

"Psyker!"

 

He draws and lets off a single shot with an archaic looking plasma pistol. The Prince does not even stop to see if the blast hits Odysseus before hurriedly turning, nearly running towards the double doors at the rear of the vast chamber. The ball of superheated plasma scores across Odysseus' ribs, but it is a glancing strike that does little harm to the cybernetic lungs beneath.

 

[x] Von Caeryd:

Half Action:

Standard shot at Odysseus.

BS49 +10(RDS) -10(Long Range) = 49, roll: 06, Hit on Body with 4DoS!

Dam: 1d10 +10 = 12

Minus Av3 (Av11 - Pen8) and TB8 = 1 Wound! (Dodge already used)

Half Action: Move towards rear portal.

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Inside his helm, Svelk felt a grimace pull his lips taut as the Rogue Trader twisted away from his shot. It was not alleviated by the fact that the bulk of Brynjarr's efforts seemed dampened by some sort of shielding, or the fact that the mortal was now making haste towards the exit.

 

+++The coward's running.+++

 

Svelk triggers his jump pack, and as he does so opens his comms systen.

 

+++SEE HOW HE ABANDONS YOU+++

 

The vox-amplified roar echoes across the chamber as Svelk tears through the air above the milling renegades before slamming onto the edge of the further platform. It's not quite far enough to catch Von Caeryd directly, but enough to land him in front of two startled officers.

 

Run Action 60m (30m base run *2 for jump pack) directly towards Von Caeryd.

 

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Round 1 Summary Cont:

 

[x] Svelk: Runs (jumps) 60m to third level, in front of Officers. Now outside of Support Range, moves to Solo Mode.

 

[x] Dagger Auxiliaries:

Half Action: Move 3m diagonally towards Kroot.

Half Action: Standard shot. 2(Mag 20) +1(Volley Fire) = 3 shots

Shot 1: BS35 +10(Short Range) = 45, roll: 68, Miss!

Shot 2: BS35 +10(Short Range) = 45, roll: 95, Miss!

Shot 3: BS35 +10(Short Range) = 45, roll: 02, Hit!

Dam: 1d10 +3 +2d10 (Mag 20) = 4+3+6+7= 20

Minus Av2 - TB4 = 14

1 Mag Dam suffered (11 remaining)

 

[x] Kroot Mercenaries: Attempt to Snap Out of It. Roll: 13, Pass! May act as normal from Round 2 on (with -10 on all Tests).

 

[x] Aeldari Ranger F:

Half Action: Aim

Half Action: Standard Shot at Decimus.

BS46 +20(Accurate Aim) +10(Short Range) =76, Roll: 24, Hit on Body with 5DoS!

Dam: 1d10+3 +2d10 (Accurate) = 4+3 +8+5 = 20

Minus Av8 (Av10 - Pen2) and TB8 = 4 Wounds (assuming no Dodge)

 

The troopers sent by Achard are clearly unsettled by the sheer alienness of their targets. Many las beams and shotgun shells go wide, although a careful observer might note that Holger's seeming unease with his weapon has vanished, neatly drilling a hole through the forehead of one of the creeping Xenos. The punishing fire from the Traveller - and less so from the Auxiliaries - seems to snap the beasts from their indecisiveness. They look angrily at the humans who have slaughtered nearly half their number.

 

Even as this is happening, another precisely aimed las beam spears from the shadows, this time hitting squarely on the chest-plate of the Kill-Team's heavy weapon specialist!

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Decimus sees the Xenos sniper eying him, complex ballistics calculations happening rapidly in his head, he sees the slight shift in the xenos' stance and he moves slightly to the right, the shot passing just beside him. 

 

Further calculations happen in the blink of an eye as he settles into a firing stance, unleashing a tight burst at the foe's cowardly leader, knowing that his protective force field couldn't stop every shot.

 

 

I rolled a 2 on my dodge roll

 

BS 48+ 20 full auto =68

 

roll 8 = 6 DOS therefore 6 heavy bolter hits.

 

hit 1   22 Dmg Pen 5

hit 2   16 Dmg Pen 5

hit 3   23 Dmg Pen 5

hit 4   17 Dmg Pen 5

hit 5   22 Dmg Pen 5

hit 6   21 Dmg Pen 5

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