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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

 

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.

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.

 

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

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?)

Posted (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 by Mazer Rackham

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

Posted (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 by Mazer Rackham
Bit of calcs cleanup and target clarification

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

Posted (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

image.thumb.png.f72027c90329e2369ec1179e74326925.png

 

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 by Trokair

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

 

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

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

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.

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

Posted (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 by Trokair
Hard Target is hard for all of us...

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...

 

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.

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)

Posted (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

image.thumb.png.6f9891d148ee645b65540a858231f637.png

 

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 by Trokair

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

 

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.

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

 

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.

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