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Deathwatch: Murderers in Black (IC Thread)


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Zidemi:

 

The antics of Vafri and Azadth dispelled any belief of Zidemi's that they were suited for leadership. The Black Templar, despite his attitude and boastfulness, had taken the position of squad leader without challenge. Gerhardt swore his oath as if he were giving a sermon before his own Chapter, proudly displaying his power sword and devotion chain as he orated. At the conclusion of the oath, Zidemi slammed his fist twice against his chestplate in affirmation. "By your lead, Brother Gerhardt. Let us purge the encroachment on this world."

 

Zidemi mounted the gunner's seat on the Land Speeder, just as Omoc and the other Battle-Brothers took their seats in the passenger compartment. Once all were onboard and weapons stowed, Ulfurbur maneouvred the speeder to the tunnel through which Vafri and Azadth had already departed.

 

+++

 

Zidemi was impressed with the human's skill to navigate a craft designed for beings much larger than herself, as well as to keep up with the competitive frolics of the bikers. But less than 1 klom from the Ork wreck, they reached an impasse forcing the Kill-Team to halt. The expanding body of flowing water had formed a lake, that appeared threatening to consume the bloated atrocity that was the Ork voidcraft. It was unfortunate that the lake was too shallow for the vessel. Zidemi attempted to focus on the objects moving in the water with his auto-senses, but they were still too far away.

 

It was clear that their mission would have to continue on foot. After dismounting from the Land Speeder, Zidemi slung his missile launcher and pocketed his auspex, realising there was no use for either at this distance. He drew his bolter and inspected it once more, as an act of habit than concern. He did see a problem: the gas valve had slipped to the "fouled" position. Zidemi sensed an unease in the machine spirit, which perhaps was a natural reaction to a new initiate of the Deathwatch. As Zidemi repositioned the valve to the standard position, he incanted: "Life is directed motion. The Omnissiah directs yours, as Vulkan directs mine."

 

Solo Ability "Fire-Born":

Spoiler

As a passive Solo Mode ability, Zidemi adds the Proven(2) trait to his standard issue Bolter.

 

OOC: Technobabble based on gas-operated action of automatic firearms.

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Gerhardt

 

Gerhardt had not ridden in a storm pattern landspeeder since his time as a neophyte, and being a fully-armoured initiate now, with a jump pack on his back, no less, had not made the experience any more comfortable. Not that it mattered, of course – time was of the essence and it would not be long before they closed with their quarry.

 

He watched the horizon as they sped and bobbed over the rugged landscape following the three columns of dust kicked up by the bikers as they sped ahead like coursing hounds before a hunting party. An apt comparison, perhaps. He was mildly troubled that none had challenged him for leadership of the kill-team, wondering at what stayed the hand or stilled the tongue of the boisterous Váfri of the Space Wolves, whom he was sure would have accepted his challenge if for no other reason than for a chance at a duel with the Black Templar, something Gerhardt would have privately relished. Maybe it had been decided by the Emperor in His wisdom on distant Terra, or maybe it was just right that Gerhardt should take the reins of command at this time.

 

Gerhardt put such thoughts out of his mind and focused on the task at hand. With a few blink-clicks he tapped into the landspeeder’s auspex and scanned the distant terrain for any signs of the xenos shipwreck. There it was! The distended mass of twisted metal had come to rest in a small body of water and sat there unmoving now, as it had come to rest in the exact location preordained by some grand and incomprehensible game of cosmic chance.

 

They were still too far out to make out any detail, but there was no mistaking the hideous and ramshackle orkish construction, if it could be called that with any seriousness. He felt his lip curl in disgust and disengaged from the speeder’s auspex.

 

To their new Inquisition liaison and pilot, he intoned, +Contact. Xenos presence confirmed, 6 degrees to port, 20 kloms ahead. Take us in low, Adept Ulfurbur.+

 

They continued along, screaming through the twisted foothills with little concern for subtlety or caution. He brought up a cartograph of the area and identified a small pass where they might be able to disembark and begin their insertion into enemy territory. With a few blink-clicks, he highlighted the location and relayed the coordinates to the rest of Kill-Team Lucifer.

 

+Outriders, sweep the surrounding area of xenos filth. Prepare the ground for our arrival. We will continue the rest of the way on foot.+

 

He realized then he was holding his sword in a death-grip, his fist practically shaking in anticipation. The time to purge the orks would be soon. He prayed to the Emperor to guide his hand, to be His vessel of retribution; his muttered prayers were barely audible over the squad vox.

 

“Soon…,” Drachenhauer practically purred to him.

 

Gerhardt grinned maniacally into the howling teeth of the wind. Death had arrived on black wings.

Edited by Necronaut
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Azadth:

 

He sent a ping of acknowledgement to the Sergeant-Hetman in his flying chariot, and sawed the handlebars left, slewing detritus. He hadn't chosen it, he just happened to be on the left of the pack due to catching up. This was his path, and now he saw why. He swung out onto a wide, grassed plateau, falling behind a ridge to obscure from the lake and the horrific pollution of the Ork-Kine filth.

 

Two Gretchin, a weak yet cunning offshoot of the Ork species are ranging far from their Greenskin brethren, each armed with a steel pike, lunging and tormenting a mountain leopard, trying to slip a leash over the limbs, and banded tail. In charge of this 'hunting party' was some kind of Orkish herdmaster. The Panthera hissed and snarled at them all, but it was drowned out, as Azadth roared into the vile fracas. Leaning his bike to the right, he swept wide left, hard and fast, and with practiced ease, palm married to Kukhurai, slipped it free with a metallic ring where the blade scuffed the rim of his electrosilver pauldron.

 

As he closed, he remained silent, giving no voice, no cry. The curved half-sword blade caught the light, a slip of gold along the razor smile as it cut the first xenos-kin open, tearing its guts open with a ruddy spill of red-purple offal. The second he simply crushed - the bump and slip of Azadth's broad wheels barely registering the breaking of bones and snapping of sinews as the machine mangled the limbs of the Gretchin beneath it.

 

Now the Ork.

 

Freed of torment, the Panthera sloped away in a slow, high-shoulder blade posture, warily peering back at the murder.

 

The last kill was the best. Azadth drew the Kukhurai across and flashed it with a backhand swing. He didn't even feel resistance to the slice, but as he wrenched the brakes and slipped his foot down in full arrest and pivot, he was level to see the Ork-Kine look stupidly at him, beady red eyes confused as the hulky, broad head toppled from the corpse is a spurt of purplish gore.

 

Killing the engine, he marched across to the fallen Ork, took the blade in both hands, reversed, and plunged it down. The rugged body, still stobbornly trying to fight for life, a war of survival it could wage but not win, splattered him as the adamantium carved through into the heart.

 

'Not dead enough,' Azadth growled into his helm. With the decapitation, the spores would not spread, the core-strike was to prevent the enemy rising again. All must fall, none could stand. Fate and the Sky-Khan decreed it so. His job was to deliver it, to postpone Kalimatakata.

 

He saw the last flash of white as the feline escaped. Sniffing, he stood, grasped the head of the Ork, now slack-jawed, eyes rolled up into the head and jammed it under a pannier strap. He kicked the stand off and rolled the bike for one Klom, into a hollow, quickly drawing out the camo tarp, and slashing it into a man-portable shelter, wrapping the rest around the bike to hide it.  A few tufts of grass and a scatter of stones, and it was hidden.

 

+Kill Team leader, this is Azadth. Three X-rays, neutralised. Proceeding to target on foot.+

 

He snapped the bolter holster to his belt-rig, filled all his pouches and bags, and looked for the steepest scarp with a good view for a kill.

 

Sneaky-Beaky-Cheeki-Breeki:

Spoiler

OOC: I'll be looking for high ground with a good field of fire, a wide view of the crash site, with an approach obscured from targets, somewhere with backdrop to prevent sky lining. 

 

Silent Move (either climb or sneak - although if a Climb I'll narrate and do Str tests as well):

AG 65 + 40 = 105

D100: 65, PASS Plus 4 DoS.

 

Edited by Mazer Rackham
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Asterius:

 

He jumped down from the Landspeeder Storm, his boots hitting the ground about to jump again.

 

Ork - Xenos, filth!

 

 

He drew his chainswords and started to cycle the turbines of his jet pack.

 

+To be Hunted,that is the mark of the Xenos!+ he canted.

 

 

+Outriders, sweep the surrounding area of xenos filth. Prepare the ground for our arrival. We will continue the rest of the way on foot.+ he heard Gerhardt order.

 

He dialled down his fervour, pushed back the bloodthirsty rage from his mind.

 

Scouting and not assault had been ordered. The turbines stilled and re-sheathed one of his blades.

 

 

 

 

 

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Váfri

 

The urge to remove his helm, to feel the world's cold air on his face, took some suppressing. Back when he was a Blood Claw he would have done it. He laughed at the grit and slush that sprayed up from under his wheels, spattering his iron steed and the previously pristeen black repaint of his armour. He wrung every ounce of speed he could out of the machine, the roar of the engine making him feel vital and alive.

 

Azadth's contest was as challenging as he hoped, and they were level most of the way. The Mantis Warrior rode with more precision, the Wolf with a reckless aggression - each could only edge ahead of the other marginally as they arrowed across the slopes. When Azadth suddenly dropped away, the Grey Hunter raised a hand in aknowledgment of a good contest and shot ahead.

 

The terrain had become denser, less suited to mounted warfare, and he was forced to slow his advance somewhat. Dark outcrops of rock flanked him, layered with snow that shook and fell in clumps as the bike thundered past.

 

In the space of a heartbeat there was an Ork in front of him. It wasn't a very impressive specimen. Disappointing, if he was honest. Not worth it.

He didn't slow. It began to raise a weapon as he bore down on it, but it wasn't fast enough. He fired the vehicle's twin-linked boltguns. The hail of mass-reactive munitions almost cut the creature in two, showering the dirt track with steaming blood and chips of shattered bone. The bike collided with the ruined corpse before it could fall, slamming it aside with a repulsive crunch.

Rapidly running out of traversible path, he slewed to a halt and dismounted.

 

+Contact. One enemy down.+

 

Gerhardt had just said something about proceeding on foot, but the Ork had caught most of his attention. The ground was too rocky for anything else now anyway.

 

+Continuing the hunt on foot.+

 

Retrieving Gylthir, he set out in search of worthier foes.

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Omoc

 

The formal oath, good. Leadership might be challenged in a test of arms or concession of superior experience but to suggest a race as if this were for bragging rights in some backwater hive was distasteful and rightly shunned by the Templar.

 

"No fear," he nodded in assent. Command was chosen and order given, no more needed to be said.

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Asterius:

 

They had travelled swiftly to their position by Landspeeder Storm, a fine asset ably piloted by the Inquisitional mortal.

 

It was of course not wise to question the Inquisition, but still...

 

 

He took off his helmet to talk to the mortal.

 

"Nice flying Alda Ulfurbur! A blessing to your house, far wanderer" said Asterius.

 

"We cannot take you with us and you must guard our steed. I trust that you have the skills and wherewithal to defend yourself from the sly Gretchin?" He enquired.

 

"Sixty Kloms is no march to Bulwark, but it would be irksome to be harassed by an Ork-Looted Storm all the way!"

 

 

 

 

 

Edited by Machine God
typo
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Alda

 

"Nice flying Alda Ulfurbur! A blessing to your house, far wanderer"

 

A half bow in reply while the rest of the team deboarded.  The politeness directed her way a stark contrast to the boisterousness of the team’s general behaviours. She knew that they were cautious of her because of the inquisitors claim on her, and that other mere mortals would be accorded less.

 

The black shield was right in that she would be a hindrance to the team in their upcoming engagement with the Uruks, but she had more in mind than guard duty.

 

“There is truth in your words; I cannot keep up with all of you across country without compromising a stealthy approach.”

Indicating upslope with one hand as she let the speeder slowly drift in a half circle, nose pointed almost back the way they had come.

 

“ That ridge should provide a good vantage point over the entire valley.” As she spoke she held up the Magnoculars and then stowed them again.

 

Opening the throttle to almost max, a whirl of disturbed snow wiped up by the grave effect and engine output in her wake. Over comes she called back.

 

+++I’ll be back here in short order if required, would not do to let you walk home by yourselves.+++  

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Scene 7: In at the Deep End.

 


When you leave Ulfurbur behind, only the Mantis Warrior chooses stealth over a bold advance. The rest of you, perhaps inspired by your new Sergeant's fervent oath, descend openly and proudly from the ridgeline down towards the water's edge.

 

As you march ever closer, you are better able to observe the hated greenskins. They swarm around the huge dropship like insects on a bloody carcass. The craft itself seems to be one of the Company-level landers commonly used by the Imperial Guard, though between the Orkish ‘modi-fi-kay-shunz’ and the terrible damage sustained during the crash, identifying the specific class is practically impossible. Nevertheless, you would know that it could deploy several hundred mortal soldiers.

 

Thankfully, there do not seem to be that many Orks aboard. Perhaps most were killed on impact, or perhaps only a few were wise or quick enough to flee the final destruction of their vessel in orbit? Whatever the case, there are several score Ork ‘Boyz’ working around the lander, with a similar number of their ‘Grot’ attendants aiding their masters to salvage what they can from the crash site. As always, the Orkoids are a rabble; noisy, splashing around in the slow-flowing waters, poorly organised and squabbling and brawling amongst themselves. They are a riot of colours and shapes, even more varied in their manner of dress and the glyphs they display than the Warbands which you each might have previously encountered. However, one icon does feature quite prominently. A jagged Ork skull adorned with a pair of downward-pointing horns, and two bones crossed beneath it, all crudely drawn in bright blue paint.

 

large.badge.jpg.6b1d1206d37afe82e26b8b0c

 

At the heart of the little horde, stomping about in the shallows of the lake and bellowing orders at anything that comes near, is a hulking brute in colourfully decorated, mismatched mega-armour. The crude warsuit, armed with a huge power claw and a linked pair of what appear to be Astartes Heavy Bolters, masses only slightly less than a Castraferrum chassis and belches black smoke into Alucar's air. A string of four glyphs are daubed, also in brilliant blue, across its battered shoulder-plate.

 

large.glyph.png.a9d5e7b5cce75648c6b3fce3

 

A sash of dirty scarlet material crosses the occupant's chest, and he also wears a tall, oddly shaped black hat - a full curve that tapers to horizontal points on either side, with a central plume of multi-hued xenos feathers that splay out above. None of these gaudy effects do anything to lessen the sense of brutal menace that the monster carries.

 

A few veterans, their green skin almost as scarred and dark as their leader's, stand around him or oversee the scavenger crews. They are just as colourful as he is, wearing fancy hats, bandanas, or carrying bosspoles decorated with trophies and trinkets. Unusually for Orks, they are also well armed with a variety of massive ranged weapons. Some of these appear to use solid ammunition, others to be energy based, and some so strange-looking that their means of operation cannot be immediately perceived. Undoubtedly all are deadly.

 

As yet, it seems that the piratical xenos, focused on their work, have not seen you… but such a reprieve could only last so long. One of the smaller greenskins looks up from a piece of ductwork it is attempting to pull from the mud. It sees the black armoured figures spreading out at the waterline and does a double take, then lets out a high-pitched yell of alarm.

 

“Zoggin’ ‘eck! Beakies!”

 

 


NARRATIVE TIME ENDS

 

STRUCTURED TIME BEGINS

 

 


Please roll for your Initiatives.

 

 


 

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Alda

 

Having found a spot that afforded a good view Alda set the speeder to hover and scanned the valley below with the Magnoculars. Kill-Team Lucifer she found almost instantly. It appears that they had forgone a concealed approach. Counting out the individuals out she as at least one short, one of the outriders was nowhere to be seen.

 

Refocusing on the Uruks one immediately stood out, being far larger than the rest, a sign of leadership amongst these Xenos Alda recalled, and better armoured and armed than the rest, safe perhaps for the bodyguards that surrounded it.

 

Forbidden Law Xenos Test to see if Alda can make sense of the glyphs

Int: 48, D100: 73, Fail, 2 DoF

 

Initiative in case it is required

D10: 7 + 4 (Ag) +2 (Paranoia) = 13  

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Azadth:

 

Initiative: 7 + 7 = 14

 

Immediately unaware of the Kill Team's predicament, but still aware of thier location thanks to the advanced auguries in the Mk VI helm, Azadth emerged from the boulder-strewn and cragged ravine which formed the moraine on the left slope of the tarn the depraved xenos had crashed in. He was confronted by the solid rock face, which, thankfully had plenty of holds and bollards for belaying using the many levers, clamps and spool accompanying the drop harness trussed around his waist, groin and thighs. He reached into a pouch, and pulled the spare bolts he'd snagged from the Space marine Bike's spares pannier, along with the folding pick, which would serve him well for cutting holds.

 

Perception Test:

Spoiler

Per: 70

D100: 57 PASS 1 DoS.

 

Yes, there was the route. The pressure of time left him no luxury to find another, but that was the balance of the universe's will - he could find no alternate faces or edges which would hold his weight. He approached the rock, using the dust and grit to powder his armoured fingers and toes. He smiled at his useless magboots, but at least he would have no trouble keeping a foothold. He could just lock his armour and rest.

 

He tested the drop harness, and cinched down all his equipment. This was it.

 

He touched the rock and wedged his fingers into the first hold. From then on, it was almost rote, the plotted route from distance, now shrunk into the next few feet. He refrained from any enjoyment. This was a combat ascent, and the top was a long way off yet, and as he plied out a loop of wire to slip around a outcrop to stop falls further up, he peered up the vertiginous, unforgiving wall. It was going to take a few minutes...

 

OOC: GM, I am assuming this is going to be an Extended Test, please advise as to height of the rock face?

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Asterius:

 

The call of the hunt was too much, the will to rend and tear!

 

He pulled his other chainsword free, activating it as he did the other and his jet pack as he jumped.

 

"For we are His Angels of Death!" roared from external amour emitters as Asterius descended on the foe.

 

 

 

Initiative 1d10 + AGL Bonus: 10 +5 = 15

 

 

 

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Azadth:

 

OOC: The GM has kindly allowed me a Surprise Round due to stealth, which I will use (as agreed) to start climbing the cliffside to get some elevation.

 

Azadth clambered up, testing each hold as best he could. He wedged his toes and fingers into fissures suitable for his weight, HUD wired to detect load variables. A siege auspex would have certified the rock integrity but he could mitigate that. He took one of the bolts, lodging it into one of the jagged cracks in the near vertical scarp he hung from. He snagged the magnetic end of the drop harness reel to it, and, so maglocked, continued upwards with a knee push on a flange.

 

Actions:

Spoiler

Free Action: Solo Mode: Feat of Strength (SB x 3)

Climb Action Sheer surface (Full)

Str: 56 + 30 (Drop Harness) = 86

D100: 56 PASS, Plus 6 DoS (3 rolled, 3 x Unnat Str)

Distance Climbed: Half AB, Rd Up (4) + 1m per DoS (6m) = 10m

 

Another twenty metres to go to the top. Thankfully, the lump of rock hid and separated him from the Orks entirely.

 

For now, the team would have fend without him, but from the vox challenges and locsit pings in his visor, they were keen to get stuck in.

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Gerhardt

 

Initiative: 10 (spending 1 FP) + 4 = 14

 

Gerhardt pointed his sword in open challenge at the warboss in all his tattered and hideous finery. There was no need for any element of surprise or any words to be exchanged; both sides knew their purpose and what was to come next. The next few minutes would be written in blood and inter-species hatred made manifest, but in the lull before the storm of violence the moment was pure, serene even.

 

His voice amplified and distorted to monstrous proportions by his vox-grille, Gerhardt roared, +Kill-Team Lucifer, slay them all!+

Edited by Necronaut
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Posted (edited)

Round 1:

 

large.Round1.png.53942ff1781f32d2c0474e1

 

 

Cohesion: 6
Available Squad Modes: Bolter Assault, Furious Charge, Regroup

 


Status:
[ ] Asterius | (SOLO) | Ag5 +10 = 15 | WOUNDS 23/23 | FATE 5/5
[ ] Azadth | (SOLO) | Ag7 +7 = 14 | WOUNDS 22/22 | FATE 3/3
[ ] Gerhardt | (SOLO) | Ag4 +10 = 14 | WOUNDS 24/24 | FATE 2/3
[ ] Vafri | (SOLO) | Ag4 +9 = 13 | WOUNDS 19/19 | FATE 3/3
[ ] Alda | Ag4 +2(Paranoia) +7 = 13 | WOUNDS 20/20 | FATE 2/2
[ ] Grotz 4 | Ag4 +9 = 13 | MAG Dam 00
[ ] Grotz 5 | Ag4 +9 = 13 | MAG Dam 00
[ ] Runt a | Ag4 +9 = 13 | WOUNDS 00
[ ] Runt b | Ag4 +9 = 13 | WOUNDS 00 
[ ] Runt c | Ag4 +9 = 13 | WOUNDS 00
[ ] Grubgob | Ag4 +2(Paranoia) + 6 = 12 | WOUNDS 00 | FATE?/?
[ ] Omoc | (SOLO) | Ag5 +6 = 11 | WOUNDS 20/20 | FATE 4/4
[ ] Moridyn | (SOLO) | Ag3 +7 = 10 | WOUNDS 20/20 | FATE 3/3
[ ] Flash Git A | Ag3 +6 = 9 | WOUNDS 00
[ ] Flash Git B | Ag3 +6 = 9 | WOUNDS 00
[ ] Flash Git C | Ag3 +6 = 9 | WOUNDS 00
[ ] Flash Git D | Ag3 +6 = 9 | WOUNDS 00
[ ] Flash Git E | Ag3 +6 = 9 | WOUNDS 00
[ ] Amaras | (SOLO) | Ag6 +2 = 8 | WOUNDS 21/21 | FATE 4/4
[ ] Boyz 1 | Ag3 +4 = 7 | MAG Dam 00
[ ] Boyz 2 | Ag3 +4 = 7 | MAG Dam 00 
[ ] Boyz 3 | Ag3 +4 = 7 | MAG Dam 00
[ ] Zidemi | (SOLO) | Ag4 + 2 = 6 | WOUNDS 22/22 | FATE 3/3

 


Enemies:
NB. For simplicity I have included stats for the various Enemies below, as most of these can be found/worked out with a bit of searching in the various Expansions anyway. The only thing I haven't included (for the sake of a bit of suspense) is Wounds/MAG, and the counters in the Status bar above will count damage suffered rather than what they have left. However, all the stats are in spoilers, so if you’d prefer not to look… don't! :biggrin:

 

Grubgob Warpzagga:

Spoiler

WS55, BS30, Str55, T55, Ag45, Int38, Per38, WP40, Fel25
Wounds: ??
Move: 5/10/15/30
Skills: Awareness+10, Command+10, Dodge, Intimidate+20
Talents: Furious Assault, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, Swift Attack, Talented (Intimidate)
Traits: Auto-stabilized, Brutal Charge, Fear(2), Make It Work, Might Makes Right, Mob Rule, Paranoia, Size(Enormous), Sturdy, Touched by the Fates(?), Unnatural Str(x2), Unnatural T(x3), Waaagh!
Mega-Armour: Body 14, Arms/Legs 12, Head 8
Weapons:
Twin-linked Heavy Bolter:
Heavy 150m -/-/6 1d10+12 X Pen5, Clip:60, Reload:Full, Tearing, Twin-linked
Power Klaw:
Melee 1d10+20 Pen8, Unbalanced

 

 

 

Flash Gitz:

Spoiler

WS40, BS35, Str49, T49, Ag33, Int23, Per28, WP28, Fel20
Wounds: ??
Move: 3/6/9/18
Skills: Awareness, Command, Dodge, Intimidate
Talents: Bulging Biceps, Iron Jaw, Swift Attack, True Grit
Traits: Brutal Charge, Fear(1), Make It Work, Might Makes Right, Mob Rule, Size(Hulking), Sturdy, Unnatural Str(x2), Unnatural T(x2)
‘Eavy Armour: 6
Weapons:
Snazzgun:
Heavy 100m S/2/- 2d10 E Pen1d10, Clip:8, Reload:Full, Inaccurate, Overheats
Big Choppa:
Melee 1d10+9 R Pen4 Tearing, Unwieldy

 

 

 

Ork Boyz:

Spoiler

WS40, BS20, Str46, T45, Ag30, Int20, Per25, WP25, Fel20
MAG: ??
Move: 3/6/9/18
Skills: Awareness, Intimidate
Talents:
Traits: Make It Work, Mob Rule, Overwhelming, Sturdy, Unnatural T(x2)
Crude Armour: All 3
Weapons:
Shoota:
Basic 60m S/3/10 1d10+8 I Pen2, Clip:30, Reload:Full, Inaccurate
Choppa:
Melee 1d10+7 R Pen2 Primitive, Tearing, Unbalanced

 

 

 

Grotz:

Spoiler

WS20, BS40, Str15, T18, Ag44, Int33, Per35, WP16, Fel24
MAG: ??
Move: 3/6/9/18
Skills: Awareness, Concealment, Search, Shadowing, Silent Move
Talents: Heightened Senses(Hearing)
Traits: Mob Rule, Size(Scrawny), Unnatural T(x2)
Ragged Furs: 1
Weapons:
Grot Blasta:
Basic 30m S/-/- 1d10+5 I Pen2, Clip:18, Reload:Full
Grot Stikka: 
Melee 1d5+1 R Pen0 Primitive

 

 

 

Grot Riggerz:

Spoiler

WS20, BS40, Str15, T18, Ag44, Int33, Per35, WP16, Fel24
Wounds: ??
Move: 3/6/9/18
Skills: Ammo Runt*, Awareness, Concealment, Dodge, Search, Shadowing, Silent Move
Talents: Heightened Senses(Hearing)
Traits: Mob Rule, Size(Scrawny), Unnatural T(x2)
Armour: None
Weapons:
Grot Blasta:
Basic 20m S/-/- 1d10+5 I Pen2, Clip:18, Reload:Full
Grot Stikka: 
Melee 1d5+1 R Pen0 Primitive

*Ammo Runt: In each Round, if an Ammo Runt takes no other Actions, it gives one (non-Horde) Ork within 2m a +10 to BS tests and the Rapid Reload Talent. The BS bonus from multiple Ammo Runts is not cumulative.

 

 

 

 

Notes:
As you can see, Azadth doesn't actually appear on the map. However, he is in position to overlook the combat and therefore take part in each Round as usual. On the other hand, Alda is far enough away so that she can't quickly or easily take part in the combat. However, if things get desperate enough, Squad Leader Gerhardt can request a ‘Speeder strike’. On any even numbered Round he can call it in, and in the following Round, Alda can - if Tro wishes, obviously! - make a strafing run when it is her Initiative step. That will require a successful Pilot test and then a BS Test to fire one of the Storm's two weapon systems, though both tests will suffer a -10 penalty (in addition to any other normal modifiers) as she has to fly and shoot.

 

 

Edited by Lysimachus
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Asterius:

 

Borne down on wings of flame, Asterius charged into the Grots to his right.

 

Doing the dance of the bear-shirt, a speeding Butcher, a Dervish, a Reaver as his chainswords do their blessed work.

 

++Charge++

 

 

 

 

Cohesion Challenge. Cohesion 6. Roll: 1, Success.

Calls Furious Charge to enter Squad Mode. Cohesion Cost: 1.

Moves 36m into Grot Horde (5)

WS 55 +10 (Charge) +30 (Horde) = 95. Roll: 21, Pass 7DoS. Chainsword: 1d10+3, Pen: 3, Balanced, Tearing. Flesh Render.

Damage:

Hit #1: 6, 5, 2 = 6 +3 +3 (Brutal Charge) +12 (SB) = 24.


Hit #2: 7, 2, 8 = 8 +3 +3 +12 = 26.


Hit #3: 7, 5, 8 = 8 +3 +3 +12 = 26.

Wrathful Descent: +1d10 Damage to Horde Magnitude after a successful Charge attack. Roll: 8.

 

 

 

 

 

 

Edited by Machine God
Brutal Charge
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Gerhardt

 

+++Furious Charge+++

 

Not to be outdone by the Blackshield, Gerhardt activated his jump-pack and powered after him, slamming into the mass of boyz like a meteor, crushing some under his ceramite boots as he landed. He started hacking away at the sea of greenskins, all the while madly bellowing.

 

+For the Emperor!+

 

 

Free Action: join Squad Mode

 

Charge Attack vs Grot Horde 5: WS52 + 10 (charge) + 10 (double team) = 72

D100: 08; success with 6 DoS

5 hits total vs horde (1 hit + 3 from DoS + 1 power field)

Damage (power sword): 1d10 + 6 + 10 (SB) + 3 (Berserk Charge), Pen 6, Power Field, Balanced, Rerolling damage on Furious Charge

Hit 1: 1 8 (d10) + 6 + 10 + 3 = 27, Pen 6
Hit 2: 1 6 (d10) + 6 + 10 + 3 = 25, Pen 6
Hit 3: 5 10 (d10) + 6 + 10 + 3 = 29, Pen 6
Hit 4: 4 10 (d10) + 6 + 10 + 3 = 29, Pen 6
Hit 5: 2 8 (d10) + 6 + 10 + 3 = 27, Pen 6

 

 

 

+++Regular Turn+++

 

Having cleared a small semi-circle of space around himself, Gerhardt drew his hand flamer and bathed the tide of orks in a sheet of burning promethium. The blinding flames lit up the red eye lenses of the zealot’s crusader helm, and Gerhardt roared over the vox at the others, +Cut them down! Eliminate their heavy weapons!+

 

 

Free Action: draw Hand Flamer


Hand Flamer Hits: 1 (1d5) + 3 = 4 hits

Damage (hand flamer): 1d10 + 7E, Pen 4, Flame
Hit 1: 4 (d10) + 7 = 11 damage, Pen 4
Hit 2: 2 (d10) + 7 = 9 damage, Pen 4
Hit 3: 9 (d10) + 7 = 16 damage, Pen 4
Hit 4: 6 (d10) + 7 = 13 damage, Pen 4

 

Edited by Necronaut
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Azadth:

 

(Azadth is out of Support Range)

 

As battle was truly joined, he kept going. Focus and the power of his transhuman body elevated not just his mortal flesh above the common man, but also literally, as his genhanced musculature allowed him to scale nearly 83 feet in but a few heartbeats. Few animals in the Glimmering Shoals would even match that.

 

The Sky-Khan's wisdom and flesh science never ceased to amaze him in moments like this, and he was grateful for the opportunity to gain such revelations.

 

Climb Test: Full Action

Spoiler

Str: 56 + 30 = 86

D100: 001 PASS, Plus 11 DoS (8 rolled, 3 x Unnat Str)

Distance Climbed: Half AB (4) + 1m x DoS (11) = 15m

 

The sniper's nest was an arm's length away. He didn't bother looking down, the counter in his visor was sufficient advice of the drop below.

 

Edited by Mazer Rackham
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Asterius:

 

Asterius laughed as he roared and powered deeper into the Grot Horde with Kill-Team Sergeant Gerhardt at his side.

 

 

 

(Full Move) Multiple Attacks

WS 55 +30 (Horde) -10 (Scrawny target) -10 (Two Weapon Fighting + Ambidextrous) = 65.

 

Right Hand #1: Roll: 16, Pass 4DoS. (3 Hits)

 

Left Hand: 58, Pass. (1 Hit)

 

Right Hand #2: 34 Pass, 3 DoS (2 Hits)

 

Chainsword: 1d10+3, Pen: 3, Balanced, Tearing. Flesh Render.

Damage:

Hit #1: 9, 3 3 = 9 +3 +3 (Gerhardt's Vow) +12 (SB) = 27.

Hit #2: 8,1, 1  = 8 +3 +3 +12 = 26.

Hit #3: 6 6,, 1 = 6 +3 +3 +12 = 24..

 

Hit #4: 10, 4, 2 = 10 +3 (RF) +3 +3 +12 = 31.

 

Hit #5: 9, 1, 8 = 9 +3 +3 +12 = 27.

 

Hit #6: 9, 10, 8 = 10 +10 (RF) +4 +3 +3 +12 = 42
 

 

 

 

 

 

 

 

 

Edited by Machine God
Multiple Attacks
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Posted (edited)

Round 1 Summary:

 

 

[x] Asterius:
Cohesion Test to enter Squad Mode. Gerhardt joins.

(Other PCs on the map, please let me know if you are also joining Squad Mode?)

 

Asterius declares Furious Charge at a cost of 1CP.
Furious Charge Actions:
Asterius: Charges Grots 5. Does 12 Mag Dam.
Gerhardt: Charges Grots 5. Does 5 Mag Dam.
(Again, if anyone else is joining the Furious Charge to make use of the movement, please let me know!)

 

Return to Asterius regular Actions:
Multiple Attacks against Grots 5. Does 6 Mag Dam (can't Charge or use Wrathful Descent as already engaged with the target).

 

[x] Azadth: Continues to climb.

 

[x] Gerhardt: Fires Hand Flamer into Grots 5. Does 4 Mag Dam.

 

[ ] Vafri: ???


 

Edited by Lysimachus
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Váfri

 

There were a lot of Orks beyond the waterline. He hadn't expected so many - just a handful of stragglers tumbling out of a crashed scrap pile, really. He was delighted to be looking at a warband instead. The newly forged Kill-team would get a real fight.

 

Raising Gylthir, he swept the boltgun's muzzle out over the nearest mob of foes. Closest of all were a gang of the little green whelps that served the Orks as thralls. He had no interest in those. Behind them were the Orks themselves. He saw a big one there, lugging an absurd looking cannon. That one had to die. Its minions crowded and jostled around it, though, making a shot impossible.

He set the selector to feed the weapon from the magazine of Metal Storm shells, and toggled it to burst fire. Gylthir would live up to its name today, as he and the weapon's feral spirit went to war the only way they knew how: Loudly.

 

"FENRYS HJOLDA!"

 

 

OOC: Semi-auto burst at Ork horde 1 firing Metal Storm shells.
Attack roll: 27. BS 47, +10 Burst, +10 Bolter Mastery, +30 Horde size = Pass, DOS caps at 3 for RoF. 3 hits, Blast (2) = 6 hits

Damage:
Hit 1: 5, 6
Hit 2: 4, 2
Hit 3: 4, 6
Hit 4: 5, 6
Hit 5: 4, 3
Hit 6: 1, 8

Additional hit from Explosive damage type:
Hit 7: 10, 9

 

Edited by Urauloth
Formatting
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