Mike Zulu Posted July 6 Share Posted July 6 Ialathial Duskstrider: Duskstrider had to ignore the sudden and unfavourable change in pace of the targets. He was now committed to the shot. “+Loosing shurikens.+” Full-Auto Burst: Ialathial will fire at Orange Hostiles with his ASC (taking advantage of Full Aim). Given the target “grouping”, he will target an individual in the front middle. Spoiler FAB (ASC): 50(BS) + 20 (FAB) + 20 (Full Aim) - 20 (Hard Target) - 20 (Target Ran) - 10 (>100m) = 40 required Roll d100: 25 = Pass, 1DoS = 2 Hits Hit 1: 2,4 (Tearing) + 4 + 2 (Mighty Shot) = 10 Dam, 6 Pen, Torso Hit 2: 6,10 (Tearing) + 4 + 2 (Mighty Shot) = 16 Dam, 6 Pen, Torso RF Test, roll d100: 92 = Fail Mazer Rackham and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6119820 Share on other sites More sharing options...
Trokair Posted July 6 Author Share Posted July 6 Your Shuriken strike true, shredding the hostile’s torso. For a moment it might appear as if you had done nothing, for the limbs and head continued forward, but bereft of a body they came crushing down. Orange Hostile Dodge attempt Hit 1. Ag:49, D100: 98 Hit 1 Damage 10 – 3(TB) – 0 (Armour 2 – 6) = 7 Damage Hit 1 Damage 16 – 3(TB) – 0 (Armour 2 – 6) = 13 Damage Dead. Mike Zulu and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6119838 Share on other sites More sharing options...
Akylas Posted July 6 Share Posted July 6 Kelman Orach Kelman waits until the foes get a little closer, watching them through his mind link with his reaper launcher. Once he considers them in range he fires. Full auto burst at orange group. Aiming at closest hostile left with preference for any within reaper launcher range that are close to other enemies. Spoiler Ballistic Skill 44 + 20(Full Aim) +10(Accurate +Aim) +10 (short range) +20 (Full Auto Burst) - 10 (over 100m) -20 (Run) - 20 (Hard Target) = 54 Roll on 1d100 = 36 hit with one degree of success. Mazer Rackham and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6119902 Share on other sites More sharing options...
Akylas Posted July 6 Share Posted July 6 Damage rolls 1 DOS = 2 hits Spoiler 2d10 +2 = 8 + 7 = 15 +2 = 17 2d10 +2 = 10 + 8 = 18 +2 = 20 Trokair and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6119906 Share on other sites More sharing options...
Trokair Posted July 6 Author Share Posted July 6 Orange Hostile Dodge attempt Ag:49, D100: 27 – Dodged Hit 1 Hit 2 Damage 20 – 3(TB) -0 (Armour 2 -7) = 17 Damage Dead. With the bloody demise of another of their kind several howl, a challenge or calling for reinforcement, impossible to say. Ialandranth Next Akylas and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6119911 Share on other sites More sharing options...
A.T. Posted July 6 Share Posted July 6 Ialandranth Veilseeker So it began. Almost invisible strands of webbing sprung out from Ialandranths position settling across the path of the approaching foe, tangling softly amongst their limbs and then pulling tight and impossibly sharp. Still at this distance the odds were not favourable. Aim and fire vs red Roll 41 vs target 43+10 aim, -10 range, -10 hard target = miss - blast 1m (?scatter 2m straight back?) Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6119935 Share on other sites More sharing options...
Mazer Rackham Posted July 7 Share Posted July 7 (edited) Soairse: OOC: Spend FP to recover from Stunning, and will take my turn when it comes around. Been a long time since I checked FP in Dark Heresy, and forgot I could do this. Edited July 7 by Mazer Rackham Trokair 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6119986 Share on other sites More sharing options...
Trokair Posted July 7 Author Share Posted July 7 A few on the left hesitate, sniffing the air, a strange new scent in their midst. They might not see the deadly monofilament tangle of the deathspinner, but they are unsettled by it. For a Moment, then they are rush forward once more, intent on closing with the pray. Now that they are closer you can clearly make the figures out, Ur-Ghuls, and while the other groups are a bit too far to clearly make out, there had been enough similarities in their silhouettes and movements that the probability is high that the others are also of this savage kind. Hostiles (Red) Run (up to 48m with Sprint) forward - Hard Target Edged on by the howls and shrikes of the others this group also swarmed closer to the down craft. Hostiles (Orange) Run (48m with Sprint ) forward - Hard Target Soairse Next Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120109 Share on other sites More sharing options...
Mazer Rackham Posted July 7 Share Posted July 7 (edited) Soairse: She came to. Immediate understanding and recall of the events leading to this point assailed her, settled, accepted. A psychic engram of her companions moving, fighting each to their humour was a smoky colour to reality. She was not perpendicular, which was sub-optimal, and not very ladylike. Sour black notes dripped into her psyche from the chill , indifferent serenity of the Neverwhere of the Webway, the tunnel through reality's firmament. With a balanced push and twist, she righted herself, and peering out through the hatches, saw a band of slavering wretches keen for the flesh of victims. Revulsion sparked anger, hot and heavy, as the nearest group charged at her, and the savage keen of the Warband, the bloody kinsmen of the Swiftriders was emotion made manifest; braced, she stretched out her left hand, let the power come. Emotion is but power, power is energy, energy is diverted by the force of will...the veil is so thin! It's coming fast - too fast! Actinic sparks became flickering witch light, sliding over the runes along her arm, the mystical latticework and protective sigils appearing molten, where the orb pulsed swiftly into her palm, shimmering, rippling in white-gold incandescence, blossoming into the snout of a Wyrm. +Tine ó na flaithis, fórsa mór, scaoil an tine seo, solas na lantair!+ The Dragon inhaled, and the world outside froze for a second, as the torch lit, was bathed in golden light, and eldritch power. Soairse, Actions On: Spoiler Half-action: Stand up, (move her 47 hatboxes and 69 pairs of shoes) Half-action: Target Red (bright red, I reckon 12m away? Power says I can pick, so I will choose the one in the middle of the group where they're bunched up...) Eldar Psychic Technique - Destructor Level: Push (Dum-de-dum-dum-dum-dum, push it! Dum-de-dum-dum-dum-dum-dum, push it real good!) Range: 20m x PR (7) = 140m Focus Power test: PR 3 (Psyker may choose to add up to 4...) No Ballistic Skill is required to hit, therefore Hard Target/Run is not effective) WP: 45 + PR Bonus (((3 + 4) = 7 ((Multiplicative +5WP for +1 PR (5 x 7= 35))) = WP: 80 D100: 012, PASS, Plus 5 DoS (Important - Effect deploys a 7m Radius blast with the target as the Origin, with +1m radius added per 2 DoS) = 9m (Should get a couple of them, I measured with a ruler!) Dam: 2D10 (Type E) + PR (7) = 14, Pen 7 Target May Dodge as if AoE attack (Blast) Eldar Psychic Techniques do not cause Perils at any Power Level unless failed or doubles rolled. This is BROKEN. The attack left her breathless, and the sudden light flare soon dimmed to reveal her handiwork... Edited July 7 by Mazer Rackham Bit of calcs cleanup and target clarification Mike Zulu 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120130 Share on other sites More sharing options...
Trokair Posted July 7 Author Share Posted July 7 Ok, as a player and GM I still don’t really understand psychic stuff, so I’ll trust Mazer that that is right... I think a 9m radius circle cantered on any of the ones in the middle will get three total. Dodge 1: Ag:49, D100: 20 Dodge 2: Ag:49, D100: 80 Damage 14 – 3(TB) – 0 (Armour 2-7) = 11 Wounds, 5 remaining Dodge 1: Ag:49, D100: 56 Damage 14 – 3(TB) – 0 (Armour 2-7) = 11 Wounds, 5 remaining The first flinched away from the searing heat, while two more run blindly into and through the sudden confluence of flame, emerging seared but unslowed. --- On the other side of Featherflight the swarm slowed a little in its surge, picking up the disturbance on the breeze from the psychic heat. Hostiles (Dark Red) Run (24m) forward - Hard Target Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120142 Share on other sites More sharing options...
Trokair Posted July 7 Author Share Posted July 7 (edited) Turn 4 Initiative 26: Ialathial Duskstrider [0/15] 13: Kelman Orach [0/18] 12: Ialandranth Veilseeker [0/16] 11: Venkarryn [0/16] 11: Ur-Ghul (Red) [16] Each, 10 Remain – Run + Hard Target – 2 on [11/16] 10: Ur-Ghul (Orange) [16] Each, 8 Remain – Run + Hard Target 9: Saoirse Firebright [0/14] 7: Ur-Ghul (Dark Red) [16] Each, 10 Remain – Run + Hard Target ?: Kemedra Llyn [0/15] – Unconscious Map Spoiler Ialathial (Blue), Kelman (Black), Ialandranth (White), Venkarryn (Yellow), Saoirse (Purple), Kemedra (Green) For reference, the approximate distance of the closet hostile in each group to the players is: Red: 14m, Dark Red: 56m, Orange: 80m Ur-Ghul relevant stats: AG:49, Toughness Bounus 3, and Armour 2 The two dark grey amongst the Red are the two injured ones The two light grey amongst the Orange are the two dead ones (for reference, I’ll remove them from the map next update). Edited July 7 by Trokair Mike Zulu and Mazer Rackham 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120150 Share on other sites More sharing options...
Mike Zulu Posted July 8 Share Posted July 8 Ialathial Duskstrider: A sudden chill ran down Duskstrider’s spine upon the unsettling realisation of their foe and their proximity. From his left two Ur-ghul peered into view from behind the wreckage, salivating at the sight of their prey. Instinctively, Ialathial adjusted his aim and fired a volley at the new target… Full-Auto Burst: Ialathial will fire at Red Ur-ghul 2nd from the right (measured <40m away) with his ASC. Spoiler FAB (ASC): 50(BS) + 20 (FAB) - 20 (Hard Target) - 20 (Target Ran) + 10 (Short Range) = 40 required Roll d100: 84,20 (Fate Point) = Pass, 2DoS = 3 Hits Hit 1: 2,7 (Tearing) + 4 + 2 (Mighty Shot) = 13 Dam, 6 Pen, Head Hit 2: 2,5 (Tearing) + 4 + 2 (Mighty Shot) = 11 Dam, 6 Pen, Head Hit 3: 4,8 (Tearing) + 4 + 2 (Mighty Shot) = 14 Dam, 6 Pen, Arm Mazer Rackham and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120163 Share on other sites More sharing options...
A.T. Posted July 8 Share Posted July 8 Ialandranth Veilseeker The creatures were fast but their opportunity was almost past as the others roused within the ship. Slipping through the fringes of realspace the Warp Spider was amongst them and then gone, a flickering shadow that brought with it death. Half move plus push 12-16m (roll for max distance 8+3+7) - to get within point blank range of several targets in the red group Half action burst and move 16m back onto the wreck to impede any counter charge. Ballistic skill 43, +30 point blank, -20 running/hard target, no bonus from burst due to movement Target 54, roll 28 = two hits, split between two targets Hit 1 = (4+9) +10 = 23 damage, pen 0 (18 wounds) Hit 2 = (10+1) +10 = 21 damage, pen 0 (16 wounds - failed roll for extra damage) Ialandranth ends up pretty much back where he started up on the wing Mike Zulu and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120255 Share on other sites More sharing options...
Trokair Posted July 8 Author Share Posted July 8 Red Ur-ghul 2nd from right. Dodge, Ag:49, D100: 65 – Fail, Hit 1 hurts, Hit 2 dead. Vicious shuriken cut and rend one Ur-ghuls face. It ignores the first few as it has no eyes that can be injured, but the next volley cuts a little too close to the neck, ripping something vital. As the Ur-ghul tumbles its arm gets caught by more monomolecular shurikens and fragments like porcelain hitting stone. Red Ur-ghul 4th from left Dodge attempt, Ag:49, D100: 58, Fail Dead. The sudden pop of displaced air startled the Ur-ghul, thruning towards the noise to try and sniff out what had caused it the Ur-ghul had but seconds before that unknown scent enveloped it, along with the razor sharp webbing that is a Deathspiners gift. A bloody pile crumbles to the ground. Kelman and Venkarryn to go Mazer Rackham and Mike Zulu 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120271 Share on other sites More sharing options...
Akylas Posted July 8 Share Posted July 8 Kelman Orach Kelman turns left to the nearest group of Ur-Ghouls and unleashes a storm of projectiles. Roll D100 against 54 = 89 miss 3 DoF. Ballistic Skill 44 + 10(half action Aim) +10(Accurate +Aim) +10 (short range) +20 (Full Auto Burst) -20 (Run) - 20 (Hard Target) = 54 A very inaccurate storm. Mazer Rackham and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120311 Share on other sites More sharing options...
Black Cohort Posted July 9 Share Posted July 9 Ven finally stirred after the impact, jerking as if being pulled from some other place. He drew his pistol and unleashed a full auto burst at the nearest foe. BS44 +20 FA + 10 short range - 20 run/hard target = 54 roll 63 = miss Mazer Rackham and Trokair 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120405 Share on other sites More sharing options...
Trokair Posted July 9 Author Share Posted July 9 (edited) Red Ur-Ghuls Sensing their prey near two of the Ur-ghuls leapt forward to strike at the Warp Spider. The first one claw rakes at a leg, perhaps trying to tumble the foe, before gracefully swinging round and retreating out of counter attack range. The other, already injured, fairs less well and its claws strike naught but air. Spoiler Closets and left most injured Charge Ialandranth, the rest are not close enough to charge so will Run 24m to close the gap. Run + Hard Target. I think that for melee attacks the +20 to hit from run and the -20 to hit from hard target just cancel each other out, should any of you decide to charge any of the running Ur-ghuls. Edit: My turn to missread Hard target, the -20 is ranged only so runing ur-ghuls are +20 for melee hits if anybody wants to enter melee. Ur-Ghul charge attack against Ialandranth WS: 42 +20(Berserk Charge) = 62 D100: 48, Hit If no dodge, Location: Right Leg Damage 1d10 (tearing) + Strength Bonus at Pen 1 Roll: 6,1 take 6 +3 = 9 at Pen 1 Assassin’s Strike Acrobatic test: AG:49 +10(Acrobatic +10) = 59 D100: 27, Pass, back 4m away Injured Ur-Ghul charge attack against Ialandranth WS: 42 +20(Berserk Charge) = 62 D100: 79, Miss Orange Ur-Ghuls Undeterred by the demise of two of their number they countinue to run towards the din of battle. Spoiler Run (24m) - Run + Hard Target Ialandranth dodge and Saoirse next Edited July 9 by Trokair Hard Target is hard for all of us... Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120431 Share on other sites More sharing options...
Mazer Rackham Posted July 9 Share Posted July 9 Soairse: Seeing the brutish, misshapen beasts hurtling towards her, eyes cold with hunger and lust for the devouring of flesh - any flesh! She reached inside to quell her startling, sparking anger with discipline. They were darting, nimble hit-and-run ambusheres, wearing down thier prey with a feast of claws. Two could play... Soairse's Actions On: Spoiler Free Action: Draw weapons (WB is in RH) Full Action: Psychic Power - Executioner - PUSH. Nominate Target: Whichever Goolie is about to Charge her/nearest. WP: 45 + 35 (Push = PR 7 x 5) = 80 D100: 68 (Manifested), PASS, Plus 1 DoS. Effect: Psychic Projection materialises: Has same Profile as PC Same Equipment as PC When hits Crit Dam, evaporates. The Projection benefits from +5 WS per DoS, and attacks immediately. Projection: WS 46 + 5(DoS) + 20 (Enemy ran) = 65 D100: 30, PASS, Plus 3 DoS Location: Head Witchblade Dam: 1D10 + 11 = 16, Pen 3, Type E, Power Field. A brilliant soul-mirror blistered into shimmering exsitence behind the shadow-haunted hunter, turning the tables, ensorcelled blade cleaving toward the nearest attacker's foully distorted skull... Trokair and Mike Zulu 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120491 Share on other sites More sharing options...
Trokair Posted July 9 Author Share Posted July 9 Red Ur-ghul Dodge attempt, Ag:49, D100: 65, Fail Damage: 16 -3TB – 0(armour 2 -6 Pen) = 13 wounds, alive just The smell of sorcery made the Ur-Ghul turn its head, right into the swinging phantasmal balde. Dark Red Ur-ghuls Run (48m with Sprint) forward - Hard Target The scent of blood is in the air and the Ur-ghuls will have their morsel. Ialandranth dodge from earlier next, then I’ll do the turn 5. Mike Zulu and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120533 Share on other sites More sharing options...
A.T. Posted July 10 Share Posted July 10 Ialandranth Veilseeker Fast, durable, numerous. Ialandranth could outpace them but not outfight them alone and already they swarmed in. They could not follow him through the veil but would they follow at all should he seek to draw them out or would they fall upon the wounded that he had left behind? The choice was not clear, the future clouded. This at least was good. Dodge: 04 (Pass) Trokair and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120748 Share on other sites More sharing options...
Trokair Posted July 10 Author Share Posted July 10 (edited) Turn 5 Initiative 26: Ialathial Duskstrider [0/15] 13: Kelman Orach [0/18] 12: Ialandranth Veilseeker [0/16] 11: Venkarryn [0/16] 11: Ur-Ghul (Red) [16] Each, 8 Remain –6 Have Run + Hard Target – 2 on [11/16] 1 on [13/16] 10: Ur-Ghul (Orange) [16] Each, 8 Remain – Run + Hard Target 9: Saoirse Firebright [0/14] 7: Ur-Ghul (Dark Red) [16] Each, 10 Remain – Run + Hard Target ?: Kemedra Llyn [0/15] – Unconscious Map Spoiler Ialathial (Blue), Kelman (Black), Ialandranth (White), Venkarryn (Yellow), Saoirse (Purple), Saoirse Psychic double ganger (Lighter Purple), Kemedra (Green) The approximate distance of the closet hostile in each group to the players is: Red: 4m-16m, Dark Red: 24m, Orange: 60m Ur-Ghul relevant stats: AG:49, Toughness Bounus 3, and Armour 2 Dark grey Ur-ghuls are injured (I have put their remaing wounds on them, but it might be hard to see, going fro mthe left it is 5, 5 and 3 respectifly) Light grey are dead from last turn (for reference, I’ll remove them from the map next update). Edited July 10 by Trokair Mazer Rackham and Mike Zulu 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120819 Share on other sites More sharing options...
Mike Zulu Posted July 11 Share Posted July 11 Ialathial Duskstrider: Even for the great Aspect Warriors, the Ur-ghuls were too many and converging too quickly. The group he had so far dismissed were almost upon them now. They needed more time. Though the storm’s bite is lesser than the blade, by fear of that storm is their threat delayed. Duskstrider would give them more time… Suppressing Fire: Ialathial will fire at Dark Red Ur-ghuls with his ASC. A 45 degree x 40 m cone should cover the 6 closest targets, who must test for Pinning at -20. Spoiler Suppressing Fire Test (ASC): 50(BaS) - 20 (Hard Target) - 20 (Target Ran) + 10 (Short Range) - 20 (Suppressing Fire) = 0, AutoFail Roll d100: 24 = Fail = 0 Hits, No Jam Trokair and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120946 Share on other sites More sharing options...
Trokair Posted July 11 Author Share Posted July 11 Dark Red Ur-Ghul Pinning Tests Spoiler On my master map I think I can make it so that 7 are just in range to be hit by the suppressive fire. WP:33 – 20 = 13 Working from left, 3 in first row as seen from Ialathial, 2 in 2 second and 2 in third Ur-Ghul roll: 39 Fail - Pinned Ur-Ghul roll: 67 Fail - Pinned Ur-Ghul roll: 05 Pass – this one is third from left front row Ur-Ghul roll: 75 Fail - Pinned Ur-Ghul roll: 24 Fail - Pinned Ur-Ghul roll: 78 Fail - Pinned Ur-Ghul roll: 51 Fail - Pinned While they might not be able to see the shuriken speeding past their heads the Ur-Ghuls can hear the whistling and know just how close they had come to injury, several of them instinctively try to seek cover, but in this featureless environment there was little to be found. Mike Zulu and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6120947 Share on other sites More sharing options...
Akylas Posted July 11 Share Posted July 11 Kelman Orach As the Ur-Ghuls closed in Kelman tensed slightly. He focuses on the ghuls straight ahead to avoid his compatriots in the melee to his right. Aiming at red and grey ghuls to the north and immediate northeast of Kelman. Roll D100 against 54 = 4 = 4 DOS Ballistic Skill 44 + 10(half action Aim) +10(Accurate +Aim) +10 (short range) +20 (Full Auto Burst) -20 (Run) - 20 (Hard Target) = 54 4 DOS = 1+4 hits = 5 Spoiler 2d10 +2 = 9 + 3 = 12 + 2 = 14 2d10 +2 = 9 + 5 = 14 + 2 =16 2d10 +2 = 1 + 9 = 10 + 2 = 12 2d10 +2 = 8 + 4 = 12 + 2 = 14 2d10 +2 = 5 + 7 = 13 + 2 = 15 Mazer Rackham 1 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6121122 Share on other sites More sharing options...
Trokair Posted July 12 Author Share Posted July 12 Red Ur-ghul Spoiler Dodge, Ag:49, D100: 39, Pass, Hit 1 dogged, remainder hit Hit 2 Damage: 16 -3TB – 0(armour 2 -7 Pen) = 13 wounds Hit 3 Damage: 12 -3TB – 0(armour 2 -7 Pen) = 9 wounds, Dead Hit 4 Damage: 14 -3TB – 0(armour 2 -7 Pen) = 11 wounds, ouch Hit 5 Damage: 15 -3TB – 0(armour 2 -7 Pen) = 12 wounds, Dead twice over The salvo of micro missiles met the Ur-Ghul like a wall, and rendered it into jam. Akylas and Mazer Rackham 2 Back to top Link to comment https://bolterandchainsword.com/topic/386075-a-knocking-afar-ic-thread/page/3/#findComment-6121126 Share on other sites More sharing options...
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