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Clockworkmaster
2013-06-24, 09:21 PM
But first the Obligatory...

It is the 41st Millennium. For more than a hundred centuries The Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim darkness of the far future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Clockworkmaster
2013-06-24, 09:23 PM
http://www.fantasyflightgames.com/ffg_content/only-war/frpgd/Eleventh%20Hour_Revised%20Final%20(Low%20Res).pdf

Please to not read past Pg. 15
everything before pg. 16 may be used as reference.

Characters Picked:
Heavy Gunner - Chris L.
Weapons Specialist - Cody T.
Tech-Priest Enginseer - Johnathan M.
Ogryn - Kenny Y.

Depending on how this goes I may offer to run a full blown campaign.
but we will see.

Clockworkmaster
2013-06-24, 09:30 PM
It has been several weeks since your company landed on Aeyras as part of Operation Hammerstrike. Members of the Catachan 14th Recon, you have been at the forefront of the fighting for all that time, pushing deeper and deeper into Ork held territory. After several hard battles supporting the forces of the Scintillan 17th, your company has finally reached the Teeming, a vast jungle crater where the Orks have made their primary strongpoint. After a particularly bloody night, your squad has become separated from the rest of your company. You are now holed up in the ruins of an Ork fort, with only your platoon sergeant Dryak and a handful of wounded men. The task of re-joining your platoon greets you with the dawn.

pyrothos
2013-06-25, 02:46 PM
As you guys can see from the previous posts i'm playing the heavy weapons person, not sure what else i could do to describe the character so i'll start in with questions for Dryak.
" So, how did we get separated from the rest of the platoon?"
" Do we know where they were headed?"

Clockworkmaster
2013-06-25, 03:05 PM
Dyrak looks at you and says in a stern voice.

"we where the scouts, so the rest of the company should be just below the ridge, we need a plan to get out of this Ork Scrap Fort."

In the weeks you have spent here, the orks have only put up a light resistance, but they are crawling all over the place, of you leave your fox hole you will surly run into a patrol.
Dyrak walks over to Danus's corpse and takes the Vox and attempt to fix it after it took a few rounds.

pyrothos
2013-06-25, 03:11 PM
i'll do a quick head count to see how many we've lost.

Clockworkmaster
2013-06-25, 03:19 PM
In addition to you, Dryak, and the other PCs (they haven't told me if they are changing their names yet.) are mostly unharmed.
Among the wounded are Rork (unconscious from a head wound), Tabas (blinded by a stikkbomb), Ganal (missing a leg from a precise choppa blow), and Qaron (slowly bleeding out from a slug in the gut)
The rest of the squad is dead.

abyss54321
2013-06-25, 03:42 PM
ok let's make sure we keep our priorities straight.

I will walk past all the wounded to make sure we get the vox caster fixed.

(if you don't get the joke i'm the only one with medical skills)

Clockworkmaster
2013-06-25, 03:43 PM
no test is required for this.

Suddenly the vox comes to life in a babble of voices and panicked commanders. After a few moments of listening, you piece together what must have happened while you were cut off in the fort. It seems a massive Ork counter-attack has been launched against the Imperial advance and is threatening to encircle everyone between the Teeming and the Fallow River. To prevent the advance elements of the 233rd and bulk of the 14th from being cut off, a general retreat has been ordered and all units beyond the Fallow are to fall back. To prevent a breakthrough to the landing zones, the Imperial Navy will “glass” the entire region around the Teeming, bombarding it from orbit in an effort to blunt the Ork attack. The bombardment will begin in 11 hours…

abyss54321
2013-06-25, 03:45 PM
hmmm so by blinded do you mean he just can't see, or are his eyes just useless puddles of shredded jelly.

Clockworkmaster
2013-06-25, 03:48 PM
Completely blind.

Dryak curses and swears at this news, He then goes about explaining how you need to climb down from the Teeming and cross kilometres of swamps and then the Fallow River before the bombardment begins. The first step is to find a exit from this ork fort.

Chess435
2013-06-25, 04:00 PM
"Well this is one hell of a predicament we have ourselves in." I (Burk) look to Dryak. "And the wounded, sir?"

Clockworkmaster
2013-06-25, 04:03 PM
Dryak is pacing left and right
"No, I am fine, I need you to go and secure a exit, I will defend the wounded."
Dryak pulls out his M26 Las gun and loads in a new E-Clip.

Chess435
2013-06-25, 04:06 PM
"Yes sir. I'll take point." I'll draw my shotgun and wait at the exit for the rest of the squad to form up.

Clockworkmaster
2013-06-25, 04:13 PM
the fort is a large maze of scrap, walls, and bodies.
After a min or so of walking you hear something down the hall...
"Come on ya gits! dar are 'umies in here." another says "I want to show you i'm a good ork boss, can I 'ave a 'umie 'ead?" a third voice raises above the other two "Shut it da both of you! or da 'umies will run away!"
There is scrap cover built in the hall way, and the orks are 40 Meters away, they haven't spotted you yet. two orks have shootas and one has a Slugga.

Chess435
2013-06-25, 05:41 PM
This looks like a job for me. Will use Stealth to try to get closer undetected.

[roll0] Stealth skill 46.

abyss54321
2013-06-25, 05:43 PM
ok with his obvious failure it is time to get to cover

and then we wait for the others to post

Clockworkmaster
2013-06-25, 05:43 PM
the ork boys see cody who is caught out of cover
"Get da 'Umies!"
Init is 1D10+ag mod (the 10s digit of the stat)
[roll0] Shoota
[roll1] Shoota
[roll2] Slugga

abyss54321
2013-06-25, 05:45 PM
[roll0] ya blew it cody

Chess435
2013-06-25, 05:45 PM
ohboyherewego.jpg


[roll0]

abyss54321
2013-06-25, 05:46 PM
am I already in cover?
because that would be the first thing I would do after seeing them

Clockworkmaster
2013-06-25, 05:51 PM
you are in cover.
The ork boy will use a half action to aim then a 2nd half action to full auto on cody
[roll0]19=1 hit 9=2 hits

Clockworkmaster
2013-06-25, 05:55 PM
bullets go flying through the air but don't come close to hitting
the 2nd shoota with do the same targeting jon
[roll0] 19=1 hit 9=2
the boy with the slugga will run forward 18 meters

Clockworkmaster
2013-06-25, 05:58 PM
a bullet hits you...
[roll0] no pen listed
make a dodge or just take it

Chess435
2013-06-25, 06:00 PM
Jon doesn't have dodge trained.

abyss54321
2013-06-25, 06:03 PM
I will take it I take -3 dam XP
I will half aim semi_auto the ork moving towards us
[roll0] 57 one hit 37 2 hit

Chess435
2013-06-25, 06:12 PM
Half move (4m) towards the lead ork and a standard attack.

[roll0] vs 39

abyss54321
2013-06-25, 06:15 PM
Cody we are waiting for topher/kenny
also why didn't you half aim the 4M doesn't matter
Nvm thought it was 30m not 40m

pyrothos
2013-06-25, 06:31 PM
ok, i'm gonna take an aim action at the closest ork, then fire at it [roll0]
if it hits, here's damage
[roll1]

Clockworkmaster
2013-06-25, 06:36 PM
Both of the shoota orks will move up 18 meters
the melee ork will move up 3 meters then fire his slugga at cody.
[roll0] 29 or less to hit
[roll]1D10+4[roll] Damage

Clockworkmaster
2013-06-25, 06:37 PM
[roll0] Damage
Cody give me a dodge or bite the bullet

Chess435
2013-06-25, 06:38 PM
Rolling for a barrel roll

[roll0] vs 46.

abyss54321
2013-06-25, 06:42 PM
Ok same as last time half aim semi auto on melee ork

[roll0] 57 1 hit 37 2 hits

abyss54321
2013-06-25, 06:45 PM
[roll0]
[roll1]
damage

Chess435
2013-06-27, 05:57 PM
Will half aim and shoot again.

[roll0] vs 49.
[roll1], Pen 2

Random stat stuff so I don't have to remember.

Wounds: 10/12
Bullets remaining: 14 (6 loaded)

Clockworkmaster
2013-06-27, 06:00 PM
2 more wounds on the Ork,
Chirs you may go.

pyrothos
2013-06-27, 06:23 PM
ok, i'll take an aim at the ork i fired at last time, then take a srd attack at the ork.
[roll0]
damage if i hit
[roll1]

godzillamegafan
2013-06-27, 06:39 PM
i'll take an aim action and fire.

[roll0] 46 to hit.

[roll1] damage if hit.

Clockworkmaster
2013-06-27, 06:48 PM
That is a hit, and the ork takes another 2 wounds.
The melee ork will move 3m closer to cody then Semi-auto with his Slugga
[roll0] 19 to hit
[roll1] should I hit

Clockworkmaster
2013-06-27, 06:49 PM
other 2 will move 6 m closer.
Jon you may go.

abyss54321
2013-06-28, 02:24 PM
ok now to take my turn before I go to sleep
half aim single shot on the melee ork

[roll0] 67 1d10 dam 47 2d10 27 3d10

Chess435
2013-06-30, 10:09 PM
Another half-aim and shoot

[roll0] vs 49.
[roll1], pen 2.

Wounds: 10/12
Bullets remaining: 13 (5 loaded)

pyrothos
2013-07-01, 01:07 AM
half aim and shoot with the flamer at the same one i've been missing all my previous shots at.
[roll0]
damage if i hit
[roll1]

Clockworkmaster
2013-07-01, 03:09 AM
Both hit but no damage, the ork needs to make a Ag test.
[roll0] 30 or less to pass
[roll1] damage if he he fails

godzillamegafan
2013-07-01, 03:12 AM
half aim shoot

[roll0] 46 to hit

[roll1] pen 1

Clockworkmaster
2013-07-01, 05:36 AM
your volley does not even scratch the Ork.
Both of the ranged orks will take a hald action to aim and then full round on chirs and jon
[roll0] 19 for 1 hit 9 for 2 vs jon
[roll1] Damage 1 vs jon
[roll2] Damage 2 vs jon
[roll3] 19 for 1 hit 9 for 2 vs chris
[roll4] Damage 1 vs chris
[roll5] Damage 2 vs chris
The melee ork will let out a mighty shout then charge cody
[roll6] 47 to hit with his choppa
[roll7] Damage

Clockworkmaster
2013-07-01, 02:18 PM
might I suggest making a tactical withdraw back to the room with the injured, some can still use their weapons, and the Sargent also is able to help fight.

abyss54321
2013-07-03, 12:46 PM
"We need to egress back to a more advantageous position"
going to fall back next turn
same kind of attack an one of the ranged orks

[roll0] 67 1d10 47 2d10 27 3d10

abyss54321
2013-07-03, 12:48 PM
[roll0]

finally a good hit!

Clockworkmaster
2013-07-03, 12:56 PM
the melee ork is dead.
just 2 more to go.
cody go, and I still need a dodge check out of you.

Chess435
2013-07-03, 02:06 PM
[roll0] vs 46 to dodge

Will withdraw using a full move backwards.

Chess435
2013-07-03, 02:08 PM
Also, 4/12 wounds left. Ouch. :smalleek:

pyrothos
2013-07-03, 11:44 PM
i'll aim and shoot at the left one with my flamer
[roll0]
damage if i hit
[roll1]

Clockworkmaster
2013-07-04, 01:39 AM
Please start listing everything you do in a turn. that is a hit, but no damage
[roll0] 30 or less to pass
[roll1] damage if it fails

godzillamegafan
2013-07-05, 01:00 AM
aim action and fire at the one that's not on fire

[roll0] 46 to pass

[roll1] damage

Clockworkmaster
2013-07-07, 04:54 PM
Both orks will reload their guns, cody your turn.

Clockworkmaster
2013-07-07, 05:53 PM
wait, i am being a idiot, jon it is your turn...
Init (so I don't forget again)
Orks
Jon
Cody
Chris
Kenny

abyss54321
2013-07-07, 10:16 PM
ok now that melee ork is dead a half aim single shot at the ranged ork that got hit

[roll0] same thresholds

abyss54321
2013-07-07, 10:17 PM
ok now for the damage
[roll0]

Chess435
2013-07-08, 09:09 PM
Give it another half aim-shoot


[roll0] vs. 49
[roll1], pen 2.

pyrothos
2013-07-08, 09:18 PM
half aim and shoot at the one not on fire.
[roll0]
damage if i hit
[roll1]

godzillamegafan
2013-07-08, 09:58 PM
half aim shoot at the one not on fire

[roll0] 46 hits

[roll1]

Clockworkmaster
2013-07-08, 10:02 PM
Ork 1 will fire at kenny, and ork 2 will fire at jon. Half aim, full auto.
[roll0] 19 for 1 hit 9 for 2 hits. on kenny.
[roll1] Damage
[roll2] Damage

[roll3] 19 for 1 hit 9 for 2 hits. on jon
[roll4] Damage
[roll5] Damage
Back to you jon.

abyss54321
2013-07-09, 04:28 PM
ok second verse same as the first half aim single shot the on ork that has taken 9 wounds

[roll0]

abyss54321
2013-07-09, 04:30 PM
the encounter will be over soon...

I hope [roll0]

Chess435
2013-07-10, 11:08 PM
Half move back up and shoot the more injured one.

[roll0] vs 39.

[roll1], pen 2.

pyrothos
2013-07-12, 07:39 PM
full aim at the ork with most hp.

godzillamegafan
2013-07-12, 08:00 PM
half aim fire at the orc with the least health, that's still alive

[roll0] 46 to hit

[roll1]

Clockworkmaster
2013-07-12, 09:11 PM
Both orks will half aim and full auto on jon.
[roll0] 19 for 1 hit, and 9 for 2
[roll1]
[roll2]

[roll3] 19 for 1 hit, and 9 for 2
[roll4]
[roll5]

Jon go

abyss54321
2013-07-12, 09:24 PM
same attack on the nearly dead ork again

[roll0]

abyss54321
2013-07-12, 09:26 PM
I feel like i'm on Mr.Bones Wild Ride....:smallfrown:

Chess435
2013-07-16, 05:42 PM
I feel like i'm on Mr.Bones Wild Ride....:smallfrown:

These things are going to run me out of ammo.....
Half-aim, shoot.
[roll0] vs. 49
[roll1], pen 2

Clockworkmaster
2013-07-16, 05:47 PM
It is dead, chris go.

pyrothos
2013-07-16, 05:51 PM
firing
[roll0] (68 or lower hits)
[roll1] damage if i hit

Clockworkmaster
2013-07-16, 05:52 PM
[roll0] 30 or lower for ag test.
[roll1] damage if he fails

godzillamegafan
2013-07-19, 10:57 PM
half aim, fire

[roll0] 46 to hit

[roll1]

Clockworkmaster
2013-07-19, 10:58 PM
The ork will run away

abyss54321
2013-07-20, 01:47 AM
ok at earliest possible time (I reserve the right to alter the exact time because chris is forcing me)

medicae on cody
[roll0]

abyss54321
2013-07-20, 01:49 AM
and another try to heal cody
[roll0]

abyss54321
2013-07-20, 01:54 AM
even more healing!
[roll0]

abyss54321
2013-07-20, 01:55 AM
now i'm going to heal myself
[roll0]

abyss54321
2013-07-20, 01:57 AM
ok now that thats out of the way
[roll0]

abyss54321
2013-07-20, 01:58 AM
ok let's put our faith in the rule of three
[roll0]

abyss54321
2013-07-20, 01:59 AM
Welcome back to how long until I get banned for spam!
1d100

abyss54321
2013-07-20, 02:06 AM
going to descend into incoherent rage if this roll fails
[roll0]

Clockworkmaster
2013-07-20, 02:22 AM
I will assume you guys are ready to make progress...
This is 11th hour not 11th week...

Clockworkmaster
2013-07-20, 02:33 AM
With the Ork forts and the Teeming at your back, you move down the ridge in the weak morning light. Despite the warnings across the vox of the Ork assault, the entire area seems deserted. As you reach the first trenches of the 14th’s position, you expect to be challenged, but all remains quiet. Moving closer, you can see only bodies and death. Sometime during the night the company was overrun, the Orks moving on towards the Imperial lines.

The place is a complete mess, with the shattered remains of two gutted Chimeras (completely wrecked), and even a crashed Ork fighta-bommer sticking out of one of the trenches. Most of the equipment has also been taken.

There are no Orks on the battlefield but you see some movement on the ridge behind you, and a Ork fighta-bommer screaming down towards the distant Imperial lines and the sound of far off artillery.

Dryak: We need to do something about our wounded. We could make stretchers for them and take them with us, but that will slow us down...

Clockworkmaster
2013-07-20, 02:19 PM
Dryak: I will move the wounded into the trenches, You all search the area for supplies.

Dryak begins to move the wounded.

pyrothos
2013-07-20, 08:18 PM
i'll look for anything that may be useful and hope our tech guy may be able to get us a speedier mode of transportation.

Clockworkmaster
2013-07-20, 08:24 PM
You managed to find [roll0] Frag Grenades and [roll1] E-Clips.

A search of the 17th’s position finds their cleared landing zone and a badly damaged Valkyrie that has been left behind. It has suffered heavy damage to its intake fans and one of its wings, though a bit of time and some technical ability could patch the damage for a short flight. You also find a slightly damaged high powered Vox caster.

abyss54321
2013-07-20, 11:24 PM
ok I will look for anything that can help me repair the Valkyrie
on another note everyone else can take the e-clips I don't need them

Clockworkmaster
2013-07-20, 11:25 PM
you can salvage parts from the crashed Ork Ship.
But the machine spirit will not forgive you for using vile Xeno technology...

Clockworkmaster
2013-07-20, 11:28 PM
If you don't salvage the Ork ship it is a -20 tech test, if you do it is +30.

pyrothos
2013-07-20, 11:30 PM
personally, i think we should leave the injured people who have no chance of survival (this is something we'll have to determine as a group) and get ourselves and those we take with us to safety.

abyss54321
2013-07-20, 11:38 PM
ok guy's big choice here
45% to fix the Valkyrie (no heresy)
95% to fix the Valkyrie by salvaging (lot's of heresy)
also we can try to call for a pick up (have cody do it because he has +20 charm)

godzillamegafan
2013-07-22, 12:09 AM
I say we forget the Valkyrie because it'll take jon 2 hours to fix and in that time the orks could easily set up an ambush or just come attack us again, I also say we take the wounded with us. as Icly I think this kinda thing came up in my backstory and kills me on the inside, and ocly because when we get attacked by orks again because we know we will, these guys and the general will make good bait for running away when and if nessacary.

Chess435
2013-07-22, 06:17 PM
now i'm going to heal myself
[roll0]

"I'll call for a pickup, you see if you can get that Valkyrie working so he can get the hell out of here just in case." (I have no use for the e-clips, though I could use the frag)

pyrothos
2013-08-01, 11:14 AM
the e-clips are for the laspistol, lasgun, etc. right? if so, i'll split them with kenny (4 apiece).

Clockworkmaster
2013-08-05, 12:44 AM
kenny is a ogryn, he is to big to use a las gun.
you should just keep them.

abyss54321
2013-08-05, 07:25 PM
ok let's try the non heresy repairs

[roll0] 45 and under pass

Clockworkmaster
2013-08-05, 10:45 PM
would you like defile the machine spirit now or give cody a shot?

Chess435
2013-08-17, 11:45 AM
Hard (-20) Charm test: [roll0] vs 29.

Clockworkmaster
2013-08-17, 01:20 PM
They hang up on you.

Clockworkmaster
2013-08-21, 09:03 PM
I am ending the 11th hour campaign, and moving over to ONLY WAR! because you (my gaming group) are bad at scripted campaigns...