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Round 1 Summary cont:

 

[x] Gerhardt: Splats Bloodletter 1!
Initiate Armour of Faith Squad Mode (for Round 2)

 

[x] Bloodletter 3 (revealed at S):
Charge Moridyn
WS55 +10(Charge) = 65, Roll: 92, Miss!

 

[x] Bloodletter 5 (revealed at NW):
Charge Asterius (and Engage with Orochi too)
WS55 +10(Charge) = 65, Roll: 24, Hit on Body
Asterius’ Dodge/Parry attempt?
Dam if failed:
1d10(4) +12 +2(Crushing Blow) +3(Brutal Charge*) = 21 - TB10 = 11 Wounds (Warp Weapon ignores all AV)

 

*I forgot they had this Trait when Charging Omoc! Oh well, my error and it got Dodged anyway, moving on…

 

[x] Bloodletter 6 (revealed at SW):
Charge Azadth
WS55 +10(Charge) = 65, Roll: 61, Hit on Right Arm
Dodge attempt?
Dam if failed:
1d10(7) +12 +2(Crushing Blow) +3(Brutal Charge) = 24 - TB8 = 16 Wounds (Warp Weapon ignores all AV)

 

[ ] Vafri: -20 +10 Wp test to act this Round?

 

[ ] Moridyn: ???

 

Asterius

 

Even whilst the Machine Spirits of his armour weathered the effects of their curse, Asterius' reactions were aided by a combination of self-preservation and his berserker gene-seed.

 

 

 

 

Dodge: 60. Result: 45, Pass 1DoS

 

 

 

He sidestepped the Bloodletter's attack.

 

 

 

 

Edited by Machine God
Reaction chance from GM.

Moridyn

 

Moridyn snarled with disgust as the Bloodletter moved towards him. His left hand flashed to his side and drew the shotgun. 

Spoiler

 

Free Action - Quick Draw Assault Shotgun

Full Action - Full Auto Burst at Bloodletter 3 (no other target within 2m, so all hits go into one target)

FAB move (assuming Bloodletter charge put it in melee range even if it didn't hit) - move 5m back up the stairway

Target - 52 - 10 (FAB move) + 30 (Point Blank range) = 72

Roll - 46

Result - Pass, 2 DoS. Hits = 4 (1 + 2 for DoS + 1 for Scatter)

Damage Hit 1 (Body) - 4 + 10 = 14 at Pen 4

Damage Hit 2 (Body) - 4 + 10 = 14 at Pen 

Damage Hit 3 (Arm) - 9 + 10 = 19 at Pen 4

Damage Hit 4 (Head) - 6 + 10 = 16 at Pen 4

 

 Destruction boomed as he tried to get a sight-line to the traitor.

Edited by Lord_Ikka

Round 1 Summary cont:

 

[ ] Vafri: No Actions this Round

 

[x] Moridyn: FAB at Bloodletter 3
Moving triggers opportunity Attack
WS55, Roll: 27, Hit
Dodge Attempt?
If failed, Dam 1d10(2) +12 +2 = 16 - TB8 = 8 Wounds (Warp Weapons ignore all AV)
Either way, Bloodletter 3 is blown apart by shotgun fire!

 

[x] Bloodletter 8: Charge Omoc
WS55 +10(Charge) +10(Outnumber 2:1) = 75, Roll 59, Hit
Dodge used
Dam: 1d10(1!) +12 +2(Crushing Blow) +3(Brutal Charge) = 18 - TB8 = 10 Wounds (Warp Weapons ignore all AV)

 


End of Round 1.

 

 

Bloodletter Warp Instability tests:
Bloodletter 1: Dead!
Bloodletter 2: Fail, 3 Wounds
Bloodletter 3: Dead!
Bloodletter 4: Dead!
Bloodletter 5: Pass
Bloodletter 6: Fail, 4 Wounds
Bloodletter 7: Dead!
Bloodletter 8: Inflicted Wounds on Omoc, Auto-Pass 

  


Stand by for Round 2.

 

 

Edited by Lysimachus

The air continues to thicken and twist, the attention of the Blood God drawn by the violence of battle - an ever-increasing cycle of cause and chaotic effect.

 

D5 Roll: 3

 

Another trio of crimson-skinned monsters shimmer into being in the bloody mist, their burning swords smoking and hissing.

 

Initiative Rolls for Bloodletters 9, 10 and 11: 6, 2, 3

 

But even more worrying than this, something else is forming in the currents within the pool, a swirling tempest. It looks as though the blood in the centre is starting to be dragged upwards. Likewise the mist above is just beginning to turn and spiral as if in sympathy with the liquid below.

 


Round 2:

 

Map:

 

large_R2a.png.951fa15809a05c178f58835dfe

 

 

Cohesion: 1
‘Saga of the Wolf-King’ Oath: reduces all CP costs by 1 to a minimum of 1.
Available Squad Modes: Bolter Assault, Fire for Effect, Furious Charge

Black Templar ‘Armour of Faith’ Squad Mode is paid for and is now active and currently being sustained, granting +4TB against Daemonic Attacks to everyone in Squad Mode. This 'passive' effect does not count towards your 1 Squad Action per Round.


Environmental Rules:

Blood Mist: This is very difficult to see through, so Ranged Attacks that pass all the way across the pool will suffer from the Fog environmental effect (-20 to Hit). 

  


Initiative Order / Status:

 

[ ] Orochi (O) | Ag7 x2 = 14 +1+5 = 20 | WOUNDS 00/?? | FATE 3/3
[ ] Azadth (K) | (SOLO) | Ag7 +7 = 14 | WOUNDS 22/22 | FATE 3/3
[ ] Asterius (A) | (SQUAD) | Ag6 +8 = 14 | WOUNDS 23/23 | FATE 4/4
[ ] Zidemi (Z) | (SQUAD) | Ag4 +9 = 13 | WOUNDS 22/22 | FATE 3/3 Need to roll Wp to act this Round
[ ] Bloodletter 2 | Ag4 +8 = 12 | WOUNDS 22/25 (PRONE)
[ ] Omoc (O) | (SOLO) | Ag5 +6 = 11 | WOUNDS 10/20 | FATE 4/4
[ ] Gerhardt (G) | (SQUAD) | Ag4 +6 = 10 | WOUNDS 08/24 | FATE 1*/3
[ ] Bloodletter 9 | Ag4 +6 = 10 | WOUNDS 25/25
[ ] Bloodletter 5 | Ag4 +5 = 9 | WOUNDS 25/25
[ ] Bloodletter 6 | Ag4 +3 = 7 | WOUNDS 21/25
[ ] Bloodletter 11 | Ag4 +3 = 7 | WOUNDS 25/25
[ ] Vafri (V) (Leader) | (SQUAD) | Ag4(48) +2 = 6 | WOUNDS 19/19 | FATE 3/3 Need to roll Wp to act this Round
[ ] Moridyn (M) | (SQUAD) | Ag4(44) +2 = 6 | WOUNDS 20/20 | FATE 3/3
[ ] Bloodletter 10 | Ag4 +2 = 6 | WOUNDS 25/25
[ ] Bloodletter 8 | Ag4 +1 = 5 | WOUNDS 15/25 

  

*I'm not sure if Gerhardt put this FP into CP or not. If he did, he's on 0/3 and the team is on 2CP

 

 

 

Edited by Lysimachus

Orochi seems to be trying to avoid attacking the red-skinned monster that has just charged Asterius, even not looking at it as far as he is able. In addition, his words and actions stay calm, controlled, precise, without any outward display of anger. Clearly the thief is trying very hard not to do anything to draw the Blood God's fury down upon him.

 

Instead, he raises his weapons - a bolt pistol and power sword that are of plain and simple design, but obviously artificer construction - and hisses coldly and softly at the Assault Marine who has dared to engage him.

 

“Did that filthy beast Grubgob teach you nothing? Perhaps if I cut off a few more limbs, you will finally learn not to race ahead of the rest of your unit?”

 

He attacks, blade darting and stabbing like a striking serpent.

 

 

Round 2 Summary:

 

[x] Orochi: Multiple Attacks vs Asterius
Lightning Attack and TWW(M+B) allows 3 Attacks +1 additional Bolt Pistol shot as 1 Action.
Attack 1:
WS58 +10(MC Weapon) -10(TWW+Ambidextrous) = 58, Roll: 46, Hit on Body
Dodge/Parry Attempt?
Will wait for Reaction before rolling Damage.

 

Attack 2:
WS58 +10(MC) -10(TWW) = 58, Roll: 87, Miss. FP reroll: 32, Hit on Left Arm
Reaction used
Dam:
1d10(3) +6 +SB12 +2(Crushing Blow) +2(MC) = 25 Dam Pen6
25 - TB10 - AV2(8 - Pen6) = 13 Wounds, Asterius now on 10/23

 

Attack 3:
WS58 +10(MC) -10(TWW) = 58, Roll: 36, Hit on Body
Reaction used
Dam:
1d10(9) +6 +SB12 +2(Crushing Blow) +2(MC) = 31 Dam Pen6
31 - TB10 - AV3(9 - Pen6) = 18 Wounds, Asterius now on 0/23 and 8 Critical Damage - reduced by True Grit to 4 Critical Damage. Critical Effects can be ignored for 1d10 Rounds with a dose from Bio-injector pain suppressor.

 

Bolt Pistol Shot:
BS58 +10(MC) -10(TWW) = 58, Roll: 51, Hit on Right Arm
Reaction used
Dam 1d10 Tearing (1,5) +9 +2(MC) = 16 - TB10 - AV0(8 - Pen8) = 6 Critical Damage - reduced by True Grit to 3, now on 7 Critical Damage. Right Arm is destroyed (any weapon held in right hand is dropped and character suffers Amputated Limb and Lost Arm Special Damage) and a successful Toughness test is required to avoid Death. Other Critical Effects can be ignored for 1d10 Rounds with a dose from Bio-injector pain suppressor.

 

 

 

OOC: I did wonder if something like this might happen. After all, it's a lone Rank 1 Marine going 1-on-1 in CC against what is easily a Master-level Enemy who hasn't taken any prior Damage.

Unfortunately, the situation is exactly the same as it was against Grubgob - Orochi does all of his Attacks as one Action, and reaches Critical Damage immediately. Therefore spending FP to restore Wounds cannot then happen as a Reaction to that Action, as FP can't be used to heal Crit Dam. As it is, Asterius is currently still on his feet, but he's now about 2 Wounds away from Death.

(All of this assumes the first sword Hit was successfully Dodged/Parried, if it went through then Asterius is already definitely dead and Out of Action, which will require perma-burning a FP for the character to survive)
 

 

 

 


[ ] Azadth: ???

 

[ ] Asterius: ??? Reaction roll needed, and if that is passed, Toughness test to avoid Death.

 

OOC: @Machine God It's entirely up to you but assuming both tests are passed, I'd suggest Disengage and get the hell away. Alda will be arriving soon, so might be able to do some Medicae? As per your question in the OOC, you can do a Swift Attack if you choose, but obviously you won't get the 3rd extra Attack for TWW/having an off-hand weapon. (I'll be nice and tell you now that Orochi does have the Counter-Attack Talent, do with that info what you will?)

 

 

 

 

Edited by Lysimachus

Azadth:

 

Confronted by evil,
The proven warrior stood,
The khukurai smiled.

- From the writings of Adept Singhara, Habekhukurai.

(The Five Leaf Blades Falling To Cut), M.39

 

Actions On:

Spoiler

Free Action: Feat of Strength (SB x 3)

Free Action: Draw Mr Choppy

Full Action: Defensive Stance

Effects: Enemy -20 WS to Hit, Azadth gets +1 Reaction

 

Edited by Mazer Rackham

Asterius

 

Orichi the Snake bit back.

 

 

 

 

Dodge: 60. Result: 25, Pass 3DoS

 

 

 

Asterius managed to dodge the first attack from the power sword.

 

Then it got interesting. Power sword to left arm, then torso and then finally a bolt pistol attack that blew away his right arm.

 

 

 

Bio-injector pain suppressor: 1D10 = 6. Ignore Critical Effects for 6 Rounds. TGH Check to avoid death. TGH: 50, Result: 44, Pass

 

 

"Touche!" Asterius laughed.

 

(Full Action - All Out Attack. Spend a Fate Point to power Killing Strike. WS 75. Result: 05, Pass 7DoS

Edited by Machine God
Spoiler issue

Zidemi

 

Spoiler

Corruption:

Roll d10: 6 - 1 = 5 Corruption Points

 

Willpower Test to regain self-control:

Willpower: 46 + 10 (Squad Mode) + 0 = 56 required

Roll d100: 92 (FP), 15 = Pass, 4DoS

-1 Fate Point

 

Ten. Rhino. Passive-

 

“Silence!” Zidemi screamed through his vox, outstretching his arms in a display of defiance. Quickly realising his outburst, he sheepishly lowered his arms and readied his weapons.

 

He had barely a second to recompose himself assess the surroundings. Through the thick haze that enveloped the chamber, he sighted Omoc flanked by two crimson figures. Horned bipedal monstrosities with flaming swords, snarling with barbed tongues. 

 

Unworldly creatures, undoubtedly the work of Chaos.

 

Zidemi made his strike...

 

Squad Mode: Zidemi will enter Squad Mode.

Fire-Born: Zidemi will apply Proven Trait to his Servo-Arm (Passive Solo Mode).

Ready: Zidemi will Quick-Draw his Bolt Pistol and Combat Knife.

Charge: Zidemi will charge Bloodletter 8 and strike with his Servo-Arm (should be just within 15 m...)

 

Spoiler

Charge Attack: 59 (WS) + 10 (Charge) = 69 required

Roll d100: 08 = 1 Hit

 

Hit 1: 8 + 10 + 10 (RF)+ 5 (RF) + 14 = 47 Damage (Impact, Pen 10)

RF Test 1 = 46; RF Test 2 = 26

 

Edited by Mike Zulu

Had a few mins between ceremony and reception! :tongue:

 

 

Round 2 Summary cont.

 

 

[x] Zidemi: Charge Bloodletter 8 (so now in Engagement with Bloodletter 2 and Omoc as well?)
Bloodletter 8 Parry: WS55 +10(Balanced) = 65, Roll: 80, Fail
Bloodletter 8 is splatted!

 

[x] Bloodletter 2:
Half Action: Stand
Half Action: Standard Attack vs Zidemi
WS55, Roll: 53, Hit (just!)
Dodge Attempt?
I'll wait to see if I need to roll Dam?

 

[ ] Omoc: ???

 

[ ] Gerhardt: ???

 

 

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