Jump to content

Recommended Posts

Nolites:

 

Your search for the gas tanks or volatile piles of ammunition with which to generate a smokescreen cover proves fruitless. There are containers, but they are not labelled, and the pipes intricately weaving in and out of the building mean nothing to you.

 

The mysteries of the machine elude you, but that matters not - a Marine has his mission, and that is clarity enough.

 

GM: Since an Awareness Test only takes a few seconds, if you want to shoot at the Orks or do some other actions, feel free to do so.

F'tang

 

An orkish bullet goes far too close to Nolite's helmet but sparks off a nearby piece of scrap. Time to stop looking for soft targets. Time to shoot back. 

 

Nolites fires a full round after round with clinical precision. 

 

Spoiler

I rolled a 12 for my attack. 

 

Spoiler

First hit 2d10= 9 +2 (18)

 

2nd = 4+7 (16)

 

3rd 10+6 (19)

 

Edited by grailkeeper

Nolites:

 

GM OOC: Nice shooting. So we'll say that's a Semi-Auto Burst, which can net you up to three hits, depending on circumstances. This is the best tactic against a Horde (a mob of enemies). A check on the Ballistic Skill on your character sheet reports your Stat as 49, so your calculation looks like this, including talents and ranges and whatnot:

 

BaS: 49 +10 (Bolter Mastery) + 10 (Semi Burst) + 10 (Size of Horde - your target) = 79

your D100 was: 012, which means you have scored a Pass and 5 Degrees of Success (DoS), which is every full 10 points you roll under your BaS. Your Boltgun has Semi-Auto 3, which requires two DoS for each shot beyond the first:

 

Your Pass = 1 Hit

+2 DoS = 2nd Hit

+2 more DoS = 3rd Hit.

 

The last DoS is wasted, because you cannot go above your Rate of Fire (3).

 

However, your Boltgun uses explosive-tipped ammo, so against Hordes, like the Ork Mob above you, it inflicts and extra Hit. The Horde cannot dodge you, either so this is going to sting!

 

You now get to roll Damage - roll 2D10 for each Hit, and take the single highest die for your result, and add the damage of your Bolter (9) to it, to determine how powerful your shots were. Go ahead and add those to your post above, and I'll sort out the rest.

 

EDIT: Numbers are in - excellent damage.

 

The Orks take another volley, the explosive bolts battering them and chipping away at the ferrocrete shelter they inhabit. With their numbers somewhat whittled, they struggle to decide which way to fire, the attacks now coming in from - to them - all angles.

 

Tankbustas:

Half-Action: Perception Check

D100: Fail, no DoS

 

Half-Action: Rokkit (Enkush)

D100: Pass, 1 Hit

Dam: 24, Pen 6 (Bike)

 

[ ] Incario

[ ] Uldyssian

[ ] Enkush

[ ] Kurkov

 

GM: Horde Size is now +10 to Hit.

 

 

 

 

Edited by Mazer Rackham

Incario:

 


Incario followed the example of the Tactical Marines, ignoring the rokkits that exploded all around them, and let loose a torrent of shells that smashed through the ferrocrete parapet and on into the green flesh behind it.

 

FAB at Tankbustas:
BaS52 +20(FAB) +10(Motion Predictor) +10(Short) +10(Horde) = 102, Roll: 66, Hit with 3DoS = 4 Hits +1 for X = 5 Hits
Hits on: (66=66) Body, Body, Arm, Head, Arm (I assume these matter as Cover varies even though it is a Horde?)

 

HB Dam: 1d10(Tearing) +12 +2 (Mighty Shot) at Pen 5 vs (TB8?) and (I'm guessing, at worst, Carapace Armour AV6?) and sometimes Cover AV8

 

1: (8,5) +12+2 = 22 - TB8 - AV9(6 +8 -5) = Hit causes 1 Mag Dam
2: (4,10!) +12+2 +3(RF) = 27 - TB8 - AV9(6 +7 -5) = Hit causes 1 Mag Dam
3: (6,1) +12+2 = 20 - TB8 - AV1(6 -5) = Hit causes 1 Mag Dam
4: (4,2) +12+2 = 18 - TB8 - AV1(6 -5) = Hit causes 1 Mag Dam
5: (1, 7) +12+2 = 21 - TB8 - AV1(6 -5) = Hit causes 1 Mag Dam

 

+d5(3) Unrelenting Devastation = 8 Mag Dam suffered in total.

 

6 Rounds used.

 

 

 

Incario:

 

GM OOC: I'm assuming you're dropping into SQDM for free using your 'sub-commander' once pre combat freebie - Unrelenting Devastation is SQDM only.

 

The Orks are pummelled by the heavy gun, heads and arms lopped off by the higher calibre shells.

 

Mob Test:

D100: lol, no.

 

'Zog it! Get inside, quick!' one bellows, and the rest pack it in and drop back through the hatch to leave an empty rooftop.

 

+ STRUCTURED TIME SUSPENDED +

Uldyssian

 

The orks has been pinned down, though likely only for a moment until their numbers gave them false hope of victory. The huge Salamander surged forward faster than even many astartes might move as his bionics worked to enhance his superhuman speed, seeking to climb or leap atop the building before the greenskins were aware.

 

A single moment at the roof hatch if all it would take to purge the rooms below and provide entry for the assault.

Uldyssian:

 

As you barrel forth over the sand and pebble-pitted rock, you discern that the corners of the bunker do have some promise for your assault. The building slopes enough that if you were to climb it, there are sufficient grasping points to ascend, indeed, the external fixtures and fitments are mechanicum-grade, and would prove suitable anchor points for your servo-arm, to assist in this endeavour - or secure a line to help your comrades scale the walls.

 

GM: The Climb Test is Challenging (+0) due simply to the fact it's mainly a smooth, angled surface. However, due to the spots of security, if you narratively anchor on, then you gain the benefits of an Astartes Harness. Should you 'liberate' some cables and make a rope for your comrades once you have gained the parapet, they will gain this benefit for the climb.

Uldyssian

 

An initial leap cleared much of the required height as the techmarines servo arm arced upwards to find purchase even as his fingers sunk into the ablative outer layer of the building structure. Compared to the obsidian-edged cliffs of Nocturne the bunkers walls were of no challenge, but haste could make fools of any.

 

Above the roof was strewn with pipes and other detrius and with flamer levelled at the hatch he reached with a free hand to throw some of the more study cabling back across the threshold. With a quick twist he held the end firm and struck the servo arm into the ground beneath him as both anchor and announcement - let the orks below die for their curiosity.

 

 

Climb test target 65, roll 31 - pass

(plus any bonuses from unnatural strength, exceptional legs, and the servo arm)

 

Stand overwatch with the flamer

Uldyssian:

 

Below you, the faces of confused Orks gather at the hatch at the scraping and noise, curiosity winning out over warlike energy - no doubt having it beaten out of them by the bolts of your comrades.

 

They look up at you, and one of them takes a breath in the half-lit powerfully-built machine-man wrapped in green armour resplendent with draconids, and carrying a tool of death.

 

'Wot da Zog?'

 

GM: Just to keep things moving, I'm going to allow Enkush to attempt a dodge/evade against the Rokkit attack (otherwise his bike is toast) due to confusion and squabbling in the Ork Horde. Note that Tankbustas are Hordes, and as such cannot be normally dodged. This is a singular exception for this instance only.

Edited by Mazer Rackham

Enkush

 

The ground around his bike erupted in missed explosions, it was only a matter of time before he would be hit.

 

He was in the zone, in the spirit of the Hunt and yet he sensed his doom.

 

 

 

 

Dodge (Reaction) AGL 55 +5 (Armour History) +15 (Space Marine Bike Manoeuvrability) -10 (Hulking) -10 (Sand) = 55  Result: 02, Pass 5DoS

 

 

 

 

Where on Terra are you from?

We're from Albion

Where do you come from?

Do you put the kettle on?

 

 

Enkush jinked to each side in a zig-zagging manoeuvre and sped away.

 

 

 

 

Edited by Machine God
Don't have Born in the Saddle

Enkush

 

Satisfied that he had evaded the danger and that nothing further was sent his way he circled downwards. 

 

Slowing his steed he came to stop adjacent to the closed vehicle entrance to the building with the Orks inside. Locating the door controls was easy however there was obvious damage caused by the Xenos scum, he inserted a data-jack in an available socket and entreated the machine spirit to open the door

 

 

 

 

 

INT 44 +0 (Tech Use) +10 (Electro Graft Use) = 54. Result: 37, Pass 1DoS

 

 

 

 

 

Wish they'd let me in, so I could find out

What's behind the green door

 

 

 

 

 

Edited by Machine God
Spoiler safety

Enkush:

 

The Machanicum build to last, and builds to specifications laid down aeons ago. The door controls offer a pip of response and the grand mechanisms of a four-metre thick bi-valve door begin to clunk and ratchet into position to commence the right of opening.

 

The benefit of this is that ingress will soon be in your grasp. The detriment is that it will take roughly two minutes (by your calculus) to actually open wide enough to admit you and your steed together. The clash of arms from within is a rattle of muzzles and harsh, tight keening where bullet meets energy bolt.

 

The noise is accompanied by your harness registering significant radiological hazard.

 

You would do well not to tarry here.

Kurkov

 

As the Salamander climbed the bunker, Kurkov moved. Climbing with the other marine would take time, so instead Kurkov moved to the corner of the bunker and set up an overwatch position in case of further greenskin foes.

Incario:


The Celebrant took a few seconds to consider. Follow the Salamander up the outside of the building, or the Storm Lord through the large blast door he was opening?

 

Drumroll was better applied with open space and clear sight lines, and the main floor of the Mechanicus station seemed a more likely prospect to provide such a scenario, so he moved cautiously forwards, taking up a position at the end of the opening portal. The heavy door frame should provide him solid cover, but also a vantage point with a clear view of the interior.

 

Bunker Sinister:

 

The doors grind ever open as the Astartes prepare to fight whatever lurks inside. Crude slug rounds, pepper-box shot from primitive blunderbusses careen through the widening gap, scant intervals apart.

 

Whatever is happening inside is nothing shy of a furious firefight and raucous, fervent enjoyment of the scrap that would outshine any Celebrant's ebullient utterings. The glacially expanding sliver of view those closest can acquire, is that of rampant braying mobs about abhorrent abattoir business.

 

One group of Greenskins is dangling a human guardsman over a parapet by his ankles, whilst another uses a blowtorch to torment the poor captive, setting light to him, then patting him out, before doing it again. Shrill, panicked screams slice through the bass and baritone gunfire as the man is literally tortured to bits. Another group of burly brutes is scrapping a Chimera, and appear to have the engine running. An Ork in the turret is having the time of his life as it swings around and around, with him firing wildly into the air and screaming to go 'fasta'.

 

In the far corner another mob hails bullets and shells down onto the only real defenders you can spot - a group of Adeptus Mechanicus Vanguard Skitarii, who give back as best they can with their rad-guns and long, ornate rifles. An Ork gets flash-electrocuted by an arc weapon, and his comrades just laugh and push him off the gantry rail to plummet into an oil sump, with a flaming whoosh of instant combustion.

 

The Xenos are everywhere, looting madly, and shooting even more inanely. It appears they are drunk on the killing and loot, blood-smeared and limbless human torsos on ad-hoc roasting spits, and Admech corpses strewn along railings, jammed into hydraulic presses, and hung by sparking cables and conduit guts. It is a madhouse, and a lethal one at that.

 

It has not all been one way. Orks lie with their chest blown open, others with skin burned off. The smell, could you catch it, is as nauseating as thick. Radiation pollutes all, the lights and glowglobes being bled into beacon brightness by the ionised air.

 

GM: There are four occupied grease-pits/platforms. Two have Chimeras, one of which is being junked as you watch, and another is being maligned with Orky tools to 'take it for a spin'.  The other vehicles are land-haulers of civilian fleet make, obviously traffic from when the road and facility was operating normally.

 

GM: The Orks occupy gantries, and are in groups all over the shop. I'll sort out a map later, but questions and shouting in the OOC.

Enkush

 

Would the door ever open, but what affront to order awaited them?

 

He caught the eye of Incario readying his heavy bolter, whilst he toyed with a combat blade sheathed just beside his fuel tank.

 

Or frags?

 

The disorder, the bedlam was affecting his choices.

 

 

Electric bulb been out for years

Freezer fumes fuel the gas tears

Cheese in the corner with a mile long beard

Begging blue bread dog eared

 

 

 

 

 

 

Initiative: D10 + ADL Bonus. 2 + AGL 6 +1 (Armour History) = 9

 

 

 

 

 

 

 

Edited by Machine God
Typo

GM OOC: Appreciate the Init Roll, MG but we only suspended Structured Time, and this isn't a separate combat, so the previous Order will have to stand.

 

MAP:

Spoiler

large.BunkerFight1.jpg.cb3bd3cdd819acc0e

 

 

Init Order:

Spoiler

Hierax: 12

Kur-Dawa: 11

Nolites: 11

Lootas (Nob, PK, KS, HA) 4 (10) (+20)

Incario: 9

Uldyssian: 9 (Players have Priority)

Slugga Boyz 2 (9) (+30)

Enkush: 8 (Players have Priority)

Shootas (Nob, PK) 3 (8) (+20)

Slugga Boys 6 (8) (+30) (On a Gantry above the Admech Vanguard (Yellow AM)

Kurkov: 6

Shootas 5 (5) (+20)

Slugga Boyz 1 (5) (+30)

 

GM:

  • H - Hierax,
  • C - Incario,
  • K - Kurkov
  • E - Enkush
  • N - Nolites
  • D - Kur-Dawa (your bike is parked up safely around the corner).

 

GM: Orange Blocks - Admech/Civilian rigs, Green Blocks - Chimeras, Other Objects as previously described. Map scale is 25m to midpoint, 50m to the other door, so abstract that for movement. To Hit Bonuses have been added. Note this is not MAG, but you can assume there are about 20ish Orks per Slugga Mob, and 10-15 Orks per Shoota Mob, etc.

 

GM: Uldyssian is not on the map. He is upstairs, on top of the building. He will act Narratively (with rolls to determine Test successes) on his Turn.

 

GM: As per usual, shouting, screaming and poking in the OOC.

 

[ ] Hierax

[ ] Kur-Dawa

[ ] Nolites

Edited by Mazer Rackham

Hierax

 

As the immense doors finished grinding open, Hierax stole up to the edge of the great iron portal and quickly assessed the chaotic and demented tableau. He swapped his bolt carbine for his stalker boltgun and sighted in on the largest of the heavy weapons-toting orks, reasoning it was the leader of these degenerate aliens.

 

 

 

Reaction: Test to join SQMD

Cohesion 8

D10: 10; FAIL

 

Hierax remains in solo mode. Heavy sigh.

 

Half Action: Half Move up to edge of door

 

Free Action: Quickdraw Stalker Boltgun

 

Half Action: Aim vs Nob attached to Loota Horde 4

Edited by Necronaut
Solo* mode lol I am an idiot

GM OOC: @grailkeeper and @Trokair pop your posts in lads, (you don't have to wait for each other) or throw down a placeholder - I'll be moving to the next Init step on Tuesday. Shout up if you need a hand.

 

Edited by Mazer Rackham

OCC, Sorry, thought I had posted, let me check my notes.

 

 

Edit: here we go.

 

With the door open it was time to go. While taking cover by the doorframe and shooting in was sensible it might lead to them being pinned down long enough by the orks that the xenos could finish of any friendlies inside, time to be bold. With a few swift steps he was inside, momentarily exposed in the open entrance way. A mob of orks with automatic weapons was straight ahead and not wanting present an easy target he brook to the left, only to come face to face with another lot of orks. Nothing to do but keep going, veering further left to get out of any fire lines of the others marines still in the entrance way.

 

 

Spoiler

Run (up to 42m) past Nolites and Enkush into building then veer north easterly to end near Slugger Boys 1 (in cover to their north if possible, assume the small blue squares are cover of some sort).

 

Edited by Trokair

Orks were everywhere inside, torturing guardsmen, torturing vehicles and pretty soon torturing those bksshtrds from the ad mech.

 

Nolited knew exactly what they should do. It was what he was going to do.

 

They dhould rely on their own initiative.

 

The God Emperor helps thems that helps themselves.

 

Time to be somewhere else.

 

Spoiler

Full action run outta there!

 

Lootas:

 

The Ork Loota Boss lets out a boorish bellow, which mutates into a lusty belly-laugh.

 

'Beaky!' he announces to the world, 'abaht time you dun showed up! Does ya like me new ride?'

 

He yanks up the hatch of the Chimera and bellows at his lads to take positions.

 

Half Action: Open hatches (Ready/Use).

Half Action: Man Chimera (Half Move).

 

GM: Ill let one of the Players randomly determine the turret weapon. D2 1 = Multilaser, 2 = Autocannon. Post your roll below.

 

Incario: 9

Uldyssian: 9 (Players have Priority)

Edited by Mazer Rackham

D2: 1, Multilaser

 

 


Incario:


Incario peered cautiously around the corner, marking the positions of squads of Orkoids. He grinned. A more than decent fight. He voxed the other Astartes.

 

++Plenty of targets, my brothers. I suggest we go in fast, together, using grenades to cover our entrance. Hit the nearest mobs, we don't want anything close enough to charge and bog us down in melee. Ready?++

 

It was a standard Codex tactic against Orks. Kill the closest ones first, keep your own firing lanes clear, and hope that the ones further back were as poor shots as the rest of their species. He hoped the other Astartes were familiar with the strategy, and found himself wishing for a squad of his brother Celebrants… or at least a few more Successors of Guilliman.

 

++Go! For the Emperor!++

 


OOC: Gents, I'm calling for a Bolter Assault. If you haven't already done so, we really need the advantages of being in Squad Mode, please consider using the opportunity Mazer has offered of using last Round's Reaction to do a Cohesion Challenge (roll 8 or under on a d10) in order to join the Action. You will then get a free Charge Move and Standard Ranged Attack with Bolt weapon or a Grenade (I'd heartily recommend a Frag at this point), which will hopefully be enough to destroy Mob 2, which is definitely in range to Charge us on their Turn!

 

Incario calls for Bolter Assault at a cost of 3CP
Charge Move across the doorway and into cover behind the blue square crate.
Frag G at Mob 2
BS52 +10(Short) +30(Horde Size) = 92, Roll: 57, Hit
Blast 4 + X = 5 Hits
Dam 2d10+2
1. 5+9+2 = 16
2. 2+7+2 = 11
3. 3+6+2 = 11
4. 10+7+2 = 19
5. 8+3+2 = 13

 

Will wait for anyone to join BA before taking Incario's regular Actions.

 

 

 

 

Edited by Lysimachus
Got the Horde Size bonus wrong

GM: As per the roll, the looted Chimera is equipped with a Turret Multilaser. Hull Weapons: HB, 6 x Lasguns. On the call for BA I will rule that Nolites is  currently outside Support Range.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.