PDA

View Full Version : A Game of Regicide (Dice Rolls)



Manticorkscrew
2013-07-05, 05:18 PM
I like to preview and edit my posts when I'm updating my games. And that can really mess up when I'm trying to use the dice roller on these boards. Therefore, I have created this thread so that I can see and record the dice results before I start dramatizing the whole affair.

First...

Saras Mar's faithful cyber-mastiff is trying to creep stealthily beside her. However, he is not built for stealthing. A screech of tortured metal has alerted the Chaos cultists to his presence. 5 of them have targeted him with their ranged weapons.

Three of them have stub automatics (BS: 28 +10 from Semi-Auto Burst, they're within normal range, just).

Their attacks:

[roll0]

[roll1]

[roll2]


One of them has a shotgun (BS: 28)

His attack:

[roll3]


One of them has an autogun (BS: BS: 28 +20 from Full Auto Burst)

His attack:

[roll4]


Two more Chaos cultists have seen Saras Mar and realised that she is the real threat.

They both have stub automatics (BS: 28 +10 from Semi-Auto Burst, within normal range, just).

Their attacks:

[roll5]

[roll6]

Manticorkscrew
2013-07-05, 05:24 PM
Yeah, that's exactly why I wanted to have a post in the dice rolling thread rather than fill the IC thread with my abortive attempts to roll dice.

I'll try again:

Chaos cultists shooting at cyber-mastiff with stub automatics (BS: 28 +10 from Semi-Auto Burst, they're within normal range, just).

Their attacks:

[roll0]

[roll1]

[roll]1d100[roll]


With a shotgun (BS: 28):

[roll2]


With an autogun (BS: 28+20)

[roll3]


Two Chaos cultists shooting Saras Mar with stub automatics (BS: 28 +10 from Semi-Auto Burst, they're within normal range, just):

[roll4]
[roll5]

Manticorkscrew
2013-07-05, 05:26 PM
Roll properly for cultist with stub automatic shooting at cyber-mastiff (the one that didn't work last time:

[roll0]

Manticorkscrew
2013-07-05, 05:47 PM
Against Wulf the cyber-mastiff...

One stub-automatic has jammed.

One missed, one hit (roll for damage: [roll0] -3 Toughness, -7 armour)

One shotgun hit (roll for damage: [roll1] -3 Toughness, -7 armour)


Against Saras Mar the tech-priest...

Two stub-automatics shot her in the head.

(Damage rolls: [roll2], [roll3] -3 Toughness, -4 cover)


Alright, nabbed some guard flak, an autogun and the micro bead. Though all poor Sarsa has now is a las pistol...

OK, so Saras isn't wearing her armour now, apparently. (I gave her the cover bonus because she didn't botch her Concealment roll. Wulf botched his Concealment roll and lost his cover bonus.)

Manticorkscrew
2013-07-05, 06:14 PM
The brute with the heavy stubber is raking the mansion with high-calibre bullets. Does he hit anything?

(His Ballistic Skill is 28 +20 from full auto +10 for short range. His roll to hit is: [roll0]

Manticorkscrew
2013-07-05, 06:19 PM
So, two degrees of success for the man with the heavy stubber. He's hit one of the house guards in the right arm (he would have hit the other arm as well, but it was hidden behind cover).

Roll for damage: [roll0] -3 toughness, -3 armour.

Manticorkscrew
2013-07-05, 08:15 PM
Rolling initiative for the two cultists with RPG Launchers:

[roll0]

[roll1]

Manticorkscrew
2013-07-06, 04:23 AM
Um. Not going to say what these rolls are for. But they have something to do with the Awareness checks I asked for Quintos and Gaius to make...

Rolling for C (73): [roll0]

Rolling for SM (53): [roll1]

Rolling twice for CC (42 -10, +30): [roll2], [roll]1d100[/100]

Manticorkscrew
2013-07-06, 04:24 AM
Rerolling that CC that just didn't work last time: [roll0]

Manticorkscrew
2013-07-06, 10:36 AM
Well, time for the next round of attacks.

Shooting at Vallian - cultists with 2 stub automatics, 2 autopistols, 1 lasgun, 1 autogun

Stub automatics (BS: 25 +10 for Semi-Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area) Rolls: [roll0], [roll1]

Autopistols (BS: 25 +20 for Full Auto for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: [roll2], [roll3]

Lasgun (BS: 25 +10 for Semi-Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: [roll4]

Autogun (BS: 25 +20 for Full Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Roll: [roll5]

(Note: none of the cultists get the bonuses for short range because these aren't the closest group - they're further away, providing cover fire for the group charging at the doors of the Training Grounds)

Manticorkscrew
2013-07-06, 10:39 AM
Hmm. No hits on Vallian. Too well-protected in his little nook.


Shooting at Julian - cultists with 1 stub automatic, 2 autopistols, 2 autoguns

Stub automatic (BS: 25 +10 for Semi-Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area) Roll: [roll0]

Autopistols (BS: 25 +20 for Full Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: [roll1], [roll2]

Autoguns (BS: 25 +20 for Full Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: [roll3], [roll4].


(Note: none of the cultists get the bonuses for short range because these aren't the closest group - they're further away, providing cover fire for the group charging at the doors of the Training Grounds)

No attacks on Drustilla because she hasn't revealed herself yet.

Manticorkscrew
2013-07-06, 10:51 AM
Hmm. No hits on Julian. An autogun bullet would have hit him in the arm if he wasn't behind cover.

One of the stub automatics jammed.

Next!


Seven cultists shooting at Wulf the cyber-mastiff: 4 with stub automatics, 1 with an autopistol, 1 with a shotgun, 1 with an autogun.

Stub automatics (BS: 28 +10 for Semi-Auto -10 because I doubt any of them expected Wulf to dash halfway across the battlefield). Rolls: [roll0], [roll1], [roll2], [roll3]

Autopistol (BS: 25 +20 for Full Auto -10 because I doubt he expected Wulf to dash halfway across the battlefield = 35) Roll: [roll4]

Shotgun (BS: 28 -10 because I doubt he expected Wulf to dash halfway across the battlefield). Roll: [roll]1d100[/d100]

Autogun (BS: 28 +20 for Full Auto -10 because I doubt he expected Wulf to dash halfway across the battlefield = 38). Roll: [roll]1d100[/d100]

Manticorkscrew
2013-07-06, 10:52 AM
Roll again for Shotgun and Autogun because I messed up.

Shotgun (BS: 28 -10 because I doubt he expected Wulf to dash halfway across the battlefield). Roll: [roll0]

Autogun (BS: 28 +20 for Full Auto -10 because I doubt he expected Wulf to dash halfway across the battlefield = 38). Roll: [roll1]

Manticorkscrew
2013-07-06, 10:55 AM
Huh. Weapons jams are getting to be a pretty big problem for these loony cultists.

One hit on Wulf from a stub automatic.

Rolling for damage: [roll0] -3 from toughness -7 from armour = ?

Manticorkscrew
2013-07-06, 10:58 AM
Wulf is unscathed.

Now, rolling for the cultists with RPG Launchers. They're trying to krak open the fortified lobby of the Training Grounds.

(BS: 28 +30 for the size of the target)

Rolls: [roll0], [roll1]

Manticorkscrew
2013-07-06, 11:00 AM
One hit. One narrowly missed the lobby and hit some other part of the building.

Rolling for damage: [roll0] vs 16AP

Manticorkscrew
2013-07-06, 11:05 AM
Oh, and some of the cultists would be shooting at Saras Mar, I guess. Only her head and right arm would be peeping out from behind cover.

2 cultists shooting at Saras, both with autoguns. (BS: 25 +20 for Full Auto -10 for not only presenting a small target to the enemy = 35)

Rolls: [roll0], [roll1]

Manticorkscrew
2013-07-06, 11:08 AM
Ooh. Nasty. Saras was twice shot in the head. Again.

Rolls: [roll0] -3, [roll]1d10+3[roll] -3 = ?

Manticorkscrew
2013-07-06, 11:12 AM
Rerolling a messed up dice roll: [roll0]

Manticorkscrew
2013-07-06, 11:36 AM
Above, I would delete the 'not' from 'not only presenting a small target to the enemy = 35', if I could.

Getting my negatives mixed up. :smallsigh:

Manticorkscrew
2013-07-06, 12:23 PM
Mysterious roll for Initiative: [roll0]

Manticorkscrew
2013-07-06, 06:35 PM
Round 3

I'm being mysterious!

Rolling for C (73): [roll0]

Rolling for SM (83): [roll1] (Last round, I forgot that he had stummers active. '83' is correct for SM.)

Rolling once for CC (42 +20 +30 = 92): [roll2]

Manticorkscrew
2013-07-07, 03:08 PM
Four cultists shooting at Wulf the cyber-mastiff: 3 with stub automatics, 1 with an autogun.

Stub automatics (BS: 28, single shot this time, -20 for shooting into melee)
Rolls: [roll0], [roll1], [roll2]

Autogun (BS: 28, single shot this time, -20 for shooting into melee)
Roll: [roll3]

Manticorkscrew
2013-07-07, 03:19 PM
There are three idiots trying to engage Wulf in close combat. Hmm. They have absolutely no chance of hurting with with knives or clubs. However, according to the Dark Heresy rules, pistols can be used in close combat. No bonuses for range or targeting equipment and (I would guess) no -20 penalty for shooting at somebody engaged in melee.

Right. Well.

Let's do this.
First, I'll roll initiatives (note: there are so many heretics that so far I haven't been bothering with their initiative rolls unless it's really important that I know whether they get an action before they get killed by one of the PCs):

Injured heretic (heretic 1): [roll0]
Heretic 2: [roll1]
Heretic 3: [roll2]

Manticorkscrew
2013-07-07, 03:28 PM
Wulf is going to kill the injured heretic before he can get a shot in.

I'll roll for Heretics 1 and 2. (note: 1 has an autopistol, 2 has a stub automatic.)

Heretic 1 (single shot, BS: 28 +10 from ganging up)

Heretic 2 (single shot, BS: 28 +10 from ganging up)

Manticorkscrew
2013-07-07, 03:32 PM
This time I hope to remember to actually make dice rolls.

Heretic 1 (single shot, BS: 28 +10 from ganging up), roll: [roll0]

Heretic 2 (single shot, BS: 28 +10 from ganging up), roll: [roll1]

Manticorkscrew
2013-07-07, 03:36 PM
Stub automatics (BS: 28, single shot this time, -20 for shooting into melee)
Rolls: (1d100)[27]

Roll damage for one instance of friendly fire: [roll0]

Manticorkscrew
2013-07-07, 06:50 PM
Rolling for the initiatives of six heretics:

Heretic 4:

Heretic 5: [roll1]

Heretic 6: [roll2]

Heretic 7: [roll3]

Heretic 8: [roll4]

Heretic 9: [roll1d10+3

Manticorkscrew
2013-07-07, 06:52 PM
Rerolling Heretic 9: [roll0]

Manticorkscrew
2013-07-08, 04:23 AM
Mysterious assassin's dodge attempt (Ag: 43+10): [roll0]

Manticorkscrew
2013-07-08, 05:50 AM
Mysterious assassin's furious charge (WS: 44+20 = 64): [roll0]

Manticorkscrew
2013-07-08, 02:19 PM
Julian and Drustilla are going to be in combat with some (six) heretics. The awkwardness of the terrain makes it difficult for the heretics to get to them and surround them.

Bennosuke said that Julian would attack the heretic with the most dangerous weapon, so... I'm going to assume that Julian is attacking one of the heretics armed with a gun (and not a primitive knife, club or piece of mining equipment).

Only two heretics are able to engage Julian in combat:

One (Heretic 4) with a stub automatic (BS: 25, -10 for difficult terrain, +10 for aiming, +10 for ganging up = 35) [roll0]

One with a knife (Heretic 5) (WS: 25, -10 for difficult terrain, +10 for charging, +10 for ganging up = 35) [roll1]

Only two heretics are able to engage Drustilla in combat:

One (Heretic 6) with a stub automatic (BS: 25, -10 for difficult terrain, +10 for aiming, +10 for ganging up = 35) [roll2]

One (Heretic 7) with a club (WS: 25, -10 for difficult terrain, +10 for aiming, +10 for ganging up = 35) [roll3]

The other 2 heretics (8 and 9) are unable to get into combat, blocked off by walls and rubble. For now.

Manticorkscrew
2013-07-08, 02:25 PM
OK, Drustilla was hit twice.

I'll roll for damage.

Stub Automatic: 1d10+3I [roll0]

Club: 1d10+3I (primitive) [roll1] - I doubt the second attack is going to penetrate her armour/toughness

Manticorkscrew
2013-07-08, 03:43 PM
Against Wulf:

Heretic 1 (single shot, BS: 28 +10 from ganging up, +10 for aiming = 48), roll: [roll]1d100[roll]

Heretic 2 (single shot, BS: 28 +10 from ganging up +10 for aiming = 48), roll: [roll0]

Manticorkscrew
2013-07-08, 03:45 PM
Rerolling Heretic 1: [roll0]

Manticorkscrew
2013-07-08, 03:46 PM
Rolling damage for 2 hits:

1d10+3I[roll0]

1d10+3I [roll1]

Manticorkscrew
2013-07-08, 05:43 PM
Ag: 43

Roll: [roll0]

Manticorkscrew
2013-07-08, 05:46 PM
Another heretic joins the fight with Wulf:

Initiative (Heretic 10): [roll0]

Heretic 1 (single shot, BS: 28 +10 from ganging up, +10 for aiming = 48), roll: [roll1]

Heretic 2 (single shot, BS: 28 +10 from ganging up +10 for aiming = 48), roll: [roll2]

Heretic 10 (single shot, BS: 28 +10 from ganging up +10 for aiming = 48), roll: [roll3]

Manticorkscrew
2013-07-08, 05:48 PM
Roll for damage (Heretic 10's attack): [roll0]

Manticorkscrew
2013-07-08, 06:03 PM
The assassin makes a Multiple Attack action, swiping at Quintos with the mono sword he has in one hand and the mono knife he has in the other:

(His WS: 44 -10 for attacking with 2 weapons although he has the Ambidextrous and Two Weapon Wielder talents = 34)

Rolls: [roll0], [roll1]

Manticorkscrew
2013-07-08, 06:11 PM
Rolling for the assassin's damage (1d10+4R): [roll0] Also, he has Pen: 2 because of his mono sword.

Manticorkscrew
2013-07-08, 07:27 PM
I thought there was a combat action that allowed characters in Dark Heresy to Bull Rush their enemies? Or did I just dream that?

Basically, two of the heretics are trying to push Drustilla and Julian back into the open area of the lobby so that they can more easily be surrounded and killed.

I'm going to run this like the 'knock back' action (opposed strength checks).

Heretic bull rushing Julian (Str: 30) [roll0]

(If he succeeds and Julian doesn't, Julian is pushed back a metre. For each degree of success, he can push Julian back another metre. If he succeeds by 2 or more degrees of success, Julian takes Strength Bonus-4 damage and 1 level of fatigue.

However, if Julian succeeds on his strength check and the heretic doesn't, the heretic falls prone.

If they both succeed on their strength checks, the one with the most degrees of success is the winner.)

*

Heretic bull rushing Drustilla (Str: 30) [roll1]

(If he succeeds and Drustilla doesn't, Drustilla is pushed back a metre. For each degree of success, he can push Drustilla back another metre. If he succeeds by 2 or more degrees of success, Drustilla takes Strength Bonus-4 damage and 1 level of fatigue.

However, if Drustilla succeeds on her strength check and the heretic doesn't, the heretic falls prone.

If they both succeed on their strength checks, the one with the most degrees of success is the winner.)

Manticorkscrew
2013-07-09, 04:58 PM
Two heretics are fighting Julian:

Heretic 4 with a stub automatic (BS: 25, -10 for difficult terrain, +10 for aiming, +10 for ganging up = 35) [roll0]

Heretic 5 bull rushed him and failed.

*

Two heretics are fighting Drustilla:

One (Heretic 6) with a stub automatic (BS: 25, -10 for difficult terrain, +10 for aiming = 25) [roll1]

Heretic 7 tried to bull rush her and fell over on his face. He is now prone.

Manticorkscrew
2013-07-09, 05:02 PM
Heretic 4 shot Julian. Roll for damage: [roll0]

Manticorkscrew
2013-07-09, 05:32 PM
This time, Heretic 4 will attempt to dodge Julian latest attack. (He needs to roll 15 or less - Agi halved because Dodge is a basic skill)

[roll0]

Manticorkscrew
2013-07-09, 05:45 PM
Attack - (1d100)[3] WS=30+10 (Ganging Up)+10 (Charging)=50
damage - (1d10+2)[12]

Mysterious assassin attempts to dodge again (Ag: 43+10): [roll0]

Manticorkscrew
2013-07-09, 05:47 PM
(For next turn)

Mysterious assassin tries to disengage as a half action.

Acrobatics check: (Ag: 43+10)
Roll: [roll0]

Manticorkscrew
2013-07-10, 08:00 AM
Initiative rolls:
Dugan Reevor (1d10+3) [roll0]
Heretic 11 (1d10+3) [roll1]

Manticorkscrew
2013-07-10, 09:04 AM
I thought there was a combat action that allowed characters in Dark Heresy to Bull Rush their enemies? Or did I just dream that?

No, wait. I've found it. It's a move action called 'Manoeuvre'.

From the core rulebook, pg. 192:


Manoeuvre (Half Action)
By using superior footwork and aggression, you can force your opponent to move one metre in a direction of your choosing by making an Opposed Weapon Skill Test. If desired, you can advance one metre as well. The opponent cannot be forced into another character or some obstacle (wall, barrel, and so on).

So...
Two heretics are fighting Julian:

Heretic 4 with a stub automatic (BS: 25, -10 for difficult terrain, +10 for ganging up = 25)
Also makes an opposed weapon skill test to try to push Julian back (his WS: 25 -10 for difficult terrain, +10 for ganging up, so yeah): [roll0]

Heretic 5 attacks with a knife. (WS: 25 -10 for difficult terrain, +20 for all out attack, +10 for ganging up = 45) [roll1]

Heretic 8 tries to squeeze past and attack Julian from the side. Julian gets a free attack.

Manticorkscrew
2013-07-10, 09:10 AM
Roll for Heretic 4's stub automatic attack (BS is effectively 25) which I forgot to do last time. [roll0]

Also, Heretic 8 should get an attack against Julian (but he can't charge because there's no straight line). He's using an axe rake as a weapon

(His WS: 25 - he took Julian's attack of opportunity in order to squeeze into a place where he wouldn't be standing on difficult terrain) [roll1]

Manticorkscrew
2013-07-10, 09:12 AM
Roll for damage from the knife and the axe rake:

Knife (1d10+3R, primitive)[roll0]

Axe Rake (1d10+5R, primitive) [roll1]

Manticorkscrew
2013-07-10, 09:24 AM
The three heretics in combat with Wulf are going to try and disengage. He has highest initiative, so he can attack them first.

Heretic 11 is going to try and shoot Wulf with the RPG launcher he just picked up.

(BS:28, +10 from aiming, -20 from using an unfamiliar weapon = 18) [roll0]

Manticorkscrew
2013-07-10, 09:43 AM
Two heretics are fighting Drustilla:

Heretic 9 will charge in and attack her with his mono knife. (WS: 25 -10 for difficult terrain, +10 for charging, +10 for ganging up = 35) [roll0]

One (Heretic 6) with a stub automatic (BS: 25, -10 for difficult terrain, +10 for aiming, +10 for ganging up = 35) [roll1]

Manticorkscrew
2013-07-10, 09:44 AM
Heh. Stub automatic has jammed.

Rolling for damage from the mono knife (1d5+3, pen: 2)
Roll:[roll0]

Manticorkscrew
2013-07-10, 03:27 PM
Several cultists take this opportunity to shoot Wulf the cyber-mastiff.

Two of them have stub automatics (BS: 28, +10 from aiming +10 from Semi-Auto Burst = 48).

Their attacks:
[roll0], [roll1]

One of them has a shotgun (BS: 28 +10 from aiming)
His attack:
[roll2]

Two of them have autoguns (BS: BS: 28 +20 from Full Auto Burst, +10 from aiming = 58).
Their attacks:
[roll3], [roll4]

Manticorkscrew
2013-07-10, 03:31 PM
Two of them have autoguns (BS: BS: 28 +20 from Full Auto Burst, +10 from aiming = 58).
Their attacks:
(1d100)[4], (1d100)[85]

Five degrees of success from Full Auto Burst. Hmm. Wulf might take some damage, here.

Rolls: [roll0], [roll1], [roll2], [roll3], [roll4]

Manticorkscrew
2013-07-10, 03:41 PM
Mysterious assassin attempts to dodge out of the grenade blast radius (Ag: 43+10): [roll0]

Manticorkscrew
2013-07-11, 06:35 AM
Next turn:

Rolling for initiative:

Heretic 12: [roll0]
Heretic 13: [roll1]
Heretic 14: [roll2]
Heretic 15: [roll3]
(They're all approaching Julian, Drustilla and Vallian, but it'll take them 2 turns to get to the lobby.)

*

Heretic 16: [roll4]
Heretic 17: [roll5]
Heretic 18: [roll6]
Heretic 19: [roll7]
Heretic 20: [roll8]
Heretic 21: [roll9]
Heretic 22: [roll10]
(They're all rushing through the side entrance near to where Saras Mar is.)

Captain Luden Villiers: [roll11]
Calinorda Layle: [roll12]
Folsom Zedd: [roll13]
(They're manning the barricade near where Saras Mar is.)

*

Heretic 23: [roll14]
Heretic 24: [roll15]
Heretic 25: [roll16]
Heretic 26: [roll17]
Heretic 27: [roll18]
Heretic 28: [roll19]
(They're all flooding through the front doors near to where Gaius and Quintos are.)

Sergeant Dugan Reevor: [roll20]
Marl Kasidy: [roll21]
(They're in the music room near to where Gaius, Quintos and the assassin are.)

Manticorkscrew
2013-07-11, 06:37 AM
Oh, wait, I'd already rolled initiative for Reevor. Ignore that.

Sergeant Dugan Reevor: (1d10+3)[6]

Manticorkscrew
2013-07-11, 06:50 AM
Two heretics are fighting Drustilla:

Heretic 9 will attack her with his mono knife. (WS: 25 -10 for difficult terrain, +10 for ganging up = 25) [roll0]
He will also attempt to 'manoeuvre' her back into the lobby. Opposed weapon skill test (WS: 25): [roll1]

One (Heretic 6) with a stub automatic (BS: 25, -10 for difficult terrain, +10 for aiming, +10 for ganging up = 35) [roll2]

Manticorkscrew
2013-07-11, 06:53 AM
Wait, Heretic 6's stub automatic was jammed already. Uh... I'm getting confused.

OK, let's say he was flailing around with his crude knife and failed to hit anything.


Heretic 9 will attack her with his mono knife. (WS: 25 -10 for difficult terrain, +10 for ganging up = 25) (1d100)[24]

Rolling for damage from the mono knife (1d5+3, pen: 2)
Roll: [roll0]

Manticorkscrew
2013-07-11, 06:59 AM
One shot at Saras Mar before she can get into cover:

Heretic 16 has a stub automatic (BS: 28, +10 from aiming +10 from Semi-Auto Burst = 48) [roll0]

Manticorkscrew
2013-07-11, 07:00 AM
Saras Mar was shot in the arm.

Roll for damage: [roll0]
(-4 from guard flak armour -3 from toughness = ?)

Manticorkscrew
2013-07-11, 07:15 AM
Heretic 26 (injured, with the autogun) shoot at Quintos with a semi-auto burst:

(His BS: 25, single shot (doesn't want to shoot his comrades as well), +10 for aiming, +10 for short range = 45) [roll0]

Another heretic is shooting at Quintos while moving towards him.

Heretic 23 (has an autopistol) (BS: 25 +20 for full auto = 45) [roll1]

(Also, Heretic 24 is running towards Quintos as fast as he can, waving an axe)

*

Heretic 28 shoots at Gaius with a stub automatic (BS: 28 +10 for semi auto = 35). [roll2]

(Heretics 25 and 27 are running towards Gaius, screaming like maniacs.)

Manticorkscrew
2013-07-11, 07:21 AM
H
Heretic 26 (injured, with the autogun) shoot at Quintos with a semi-auto burst: (His BS: 25, single shot (doesn't want to shoot his comrades as well), +10 for aiming, +10 for short range = 45) (1d100)[16]

His shot hits Quintos in the body. Roll for damage: [roll0]


Another heretic is shooting at Quintos while moving towards him.

Heretic 23 (has an autopistol) (BS: 25 +20 for full auto = 45) (1d100)[35]

1 degree of success, 2 hits. Rolls for damage: [roll1], [roll2]


Heretic 28 shoots at Gaius with a stub automatic (BS: 28 +10 for semi auto = 35). (1d100)[8]

2 degrees of success, 2 hits total.

Rolling for damage: [roll3], [roll4]

Manticorkscrew
2013-07-11, 07:49 AM
Mysterious assassin furious charges at Dugan Reevor (WS: 44+20 = 64): [roll0]

Marl Kasidy shoots at mysterious assassin with a combat shotgun (BS: 32 +30 from point blank range, -20 for shooting into combat, +10 for aiming = 52) [roll1]

Dugan Reevor is unable to use his shotgun in close combat so he instead uses his laspistol. (BS: 43) [roll2]

Manticorkscrew
2013-07-11, 07:56 AM
The assassin hit Dugan Reevor. Reevor takes 1d10+4 damage (minus toughness and armour-2). Roll for damage: [roll0]

Dugan Reevor's dodge attempt (Agi: 33): [roll1]

*

Marl Kasidy shot the assassin. Roll for damage (1d10+4I). Roll: [roll2]

Assassin's roll to dodge (Agi: 43+10). Roll: [roll3]

*

(Dugan Reevor had to make a half action to draw his laspistol, half action to shoot) He hit. Roll for damage: [roll4]

Manticorkscrew
2013-07-11, 07:57 AM
Roll for damage: (1d10-4)[1]

I'll reroll the assassin's damage because I just messed that up: [roll0]

Manticorkscrew
2013-07-11, 08:26 AM
Oh yeah, the house guards all get to shoot at heretics:

Luden Villiers (BS: 41 +10 for semi-auto, +10 for aiming = 61) [roll0]

Folsom Zedd (BS: 32 +10 for semi-auto, +10 for aiming = 52) [roll1]

Calinorda Layle (BS: 32 +10 for semi-auto, +10 for aiming = 52) [roll2]

Manticorkscrew
2013-07-11, 08:28 AM
Luden missed.

Zedd got one hit. Roll for damage: [roll0]

Calinorda got two hits. Roll for damage: [roll1], [roll2]

Manticorkscrew
2013-07-12, 10:21 AM
Heretic 24 (2d10)[19]
Heretic 25 (2d10)[18]
Heretic 27 (2d10)[9]

Dodge rolls (basic skill, Ag is halved - they all need less than 15 on a 1d100):
Heretic 24: [roll0]
Heretic 25: [roll1]
Heretic 27: [roll2]

Manticorkscrew
2013-07-13, 08:32 AM
Next turn

Two of the heretics (14 and 15) are able to move before Julian can. Unfortunately, 15 is the one armed with the shotgun.

His BS: 25 +10 for short range, +10 for aiming = 45
Roll: [roll0]


Heretic 14 has a stub automatic. Also he takes a move action.
His BS: 25 +10 for semi-auto = 35
Rolls: [roll1]

Manticorkscrew
2013-07-13, 08:37 AM
Heretic 14 shoots Julian in the body (where he has the most armour).

Roll for damage: 1d10+

(Note: Heretic 14 was then shot and killed by Vallian.)

*

Heretic 13 has a stub automatic and is in close combat with Julian, now.

His BS: 25, +10 for aiming = 35
Roll to hit: [roll0]

(Note: Julian charged out into the open, so the heretics are not standing on difficult terrain.)

Manticorkscrew
2013-07-13, 08:40 AM
Heretic 14 shoots Julian in the body (where he has the most armour).

Roll for damage: 1d10+

(Note: Heretic 14 was then shot and killed by Vallian.)

Sorry, I'll roll that again: [roll0]


Heretic 13 has a stub automatic and is in close combat with Julian, now.

His BS: 25, +10 for aiming = 35
Roll to hit: (1d100)[5]

(Note: Julian charged out into the open, so the heretics are not standing on difficult terrain.)

Roll for damage: [roll1]

Manticorkscrew
2013-07-13, 08:45 AM
Heretic 14 shoots Julian in the body (where he has the most armour).

Sorry, I'll roll that again: (1d10+3)[8]

(Note: Heretic 14 was then shot and killed by Vallian.)

*

Heretic 13 has a stub automatic and is in close combat with Julian, now.

His BS: 25, +10 for aiming = 35
Roll to hit: (1d100)[5]

(Note: Julian charged out into the open, so the heretics are not standing on difficult terrain.)
Roll for damage: (1d10+3)[10]

Julian was twice shot in the chest. Because of his armour and toughness, he can soak up 8 points of damage before he gets wounded. Julian just lost 2 more wounds, for a total of 11 wounds lost. Unless he can dodge...?

Manticorkscrew
2013-07-13, 08:48 AM
Heretic 12 (with an axe) charges into combat with Vallian (the biggest threat he can see)

His WS: 25 +10 for charging -10 for difficult terrain = 25
[roll0]

Manticorkscrew
2013-07-13, 09:00 AM
Heretic 28 is higher in the initiative order than Gaius is. He shoots at Gaius with a stub automatic (BS: 28 +10 for semi auto = 35).
Roll: [roll0]

Heretic 26 (injured, with the autogun) shoots at Quintos with a semi-auto burst: (His BS: 25, +10 for semi-auto, +10 for aiming, +10 for short range = 55)
Roll: [roll1]

*

Another heretic is shooting at Quintos while moving towards him.

Heretic 23 (has an autopistol) (BS: 25 +20 for full auto = 45)
Roll: [roll2]

(Note: Quintos has a fairly decent cover bonus, so even if this hits it might not damage him).

Heretic 27 will be within charge range by the start of the next turn.

Manticorkscrew
2013-07-13, 09:03 AM
The assassin is going to try to disengage out of the window.

Two acrobatics rolls at Agi: 43
Rolls: [roll0], [roll1]

Manticorkscrew
2013-07-13, 09:16 AM
The assassin is going to try to disengage out of the window.

Two acrobatics rolls at Agi: 43
Rolls: (1d100)[64], (1d100)[60]

Well, that was fairly catastrophic for him. He ran into the window, fell through the glass and fell prone, outside on the edge of the lawn.

Marl Kasidy moves to the window and shoots at the mysterious assassin with a combat shotgun (BS: 32 +30 from point blank range, +10 for shooting a prone target = 72)
Roll: [roll0]

Dugan Reevor moves to the window and fires his laspistol. (BS: 43, +30 from point blank range, +10 for shooting a prone target = 83)
Roll: [roll1]

Manticorkscrew
2013-07-13, 09:19 AM
Marl Kasidy moves to the window and shoots at the mysterious assassin with a combat shotgun (BS: 32 +30 from point blank range, +10 for shooting a prone target = 72)
Roll: (1d100)[57]

Dugan Reevor moves to the window and fires his laspistol. (BS: 43, +30 from point blank range, +10 for shooting a prone target = 83)
Roll: (1d100)[28]

They both hit. The assassin can't dodge this.

Marl Kasidy's roll for damage: [roll0]

Dugan Reevor's roll for damage: [roll1]

Manticorkscrew
2013-07-13, 09:34 AM
The house guards all get to shoot at heretics again:

Luden Villiers (BS: 41 +10 for semi-auto, +10 for aiming = 61) [roll0]

Folsom Zedd (BS: 32 +10 for semi-auto, +10 for aiming = 52) [roll1]

Calinorda Layle (BS: 32 +10 for semi-auto, +10 for aiming = 52) [roll2]

Manticorkscrew
2013-07-13, 09:40 AM
Luden Villiers, 5 degrees of success! He scored 3 hits.

Rolls for damage: [roll0], [roll1], [roll2]


Zedd missed.


Calinorda Layle hit once. Roll for damage: [roll3]

Manticorkscrew
2013-07-13, 05:32 PM
Heretic 12 (with an axe) is still fighting Vallian.

His WS: 25, +20 for all out attack, -10 for difficult terrain = 35
Roll: [roll0]

*

Heretic 13 (with a stub automatic) is fighting Julian.

His BS: 25, +10 for aiming = 35
Roll: [roll1]

Manticorkscrew
2013-07-13, 05:33 PM
Heretic 13 (with a stub automatic) is fighting Julian.

His BS: 25, +10 for aiming = 35
Roll: (1d100)[28]

Hit in the legs (where he has no armour).
Roll for damage: [roll0]

Manticorkscrew
2013-07-13, 06:15 PM
Oh, wait. It should be harder (-10) to hit prone targets with ranged weapons (it shouldn't be easier).

Hmm. Doesn't really make a difference right now. I'll keep it in mind.

Manticorkscrew
2013-07-14, 04:50 PM
Two heretics try to dodge out of the way of Gaius's grenade blast (Dodge rolls (basic skill, Ag is halved - they all need less than 15 on a 1d100):

Heretic 23: [roll0]
Heretic 27 (injured): [roll1]

Manticorkscrew
2013-07-15, 02:02 PM
Two more heretics rush in through the front doors. Rolling for initiative.

Heretic 29: [roll0]
Heretic 30: [roll1]

Manticorkscrew
2013-07-15, 04:40 PM
The heretic in close combat with Gaius is higher in the initiative order than Gaius is. He gets to attack first. He tries to stab Gaius.

(WS: 25, +20 for all-out-attack = 45)
Roll: [roll0]

Manticorkscrew
2013-07-15, 04:42 PM
The heretic in close combat with Gaius is higher in the initiative order than Gaius is. He gets to attack first. He tries to stab Gaius.

(WS: 25, +20 for all-out-attack = 45)
Roll: (1d100)[26]

Rolling for damage: [roll0] (pen: 2)

Manticorkscrew
2013-07-15, 04:58 PM
4 heretics shooting at Vallian:

Heretic 11 (with an RPG Launcher): (BS: 28, +10 from aiming, -20 from using an unfamiliar weapon -20 for shooting at running target = -2)
Heretic 2 (with stub automatic): (BS: 28, +10 from semi-auto -10 for range, -20 for shooting at running target = -2)
Heretic 3 (with an autogun): (BS: 28, +20 from full auto, -20 for shooting at running target = 28)
Heretic 10 (with stub automatic): (BS: 28, +10 from semi-auto -10 for range, -20 for shooting at running target = -2)

3 of the heretics have no chance of hitting.
Rolling for Heretic 3 (with an autogun): [roll0]

Manticorkscrew
2013-07-16, 04:26 AM
Assassin's roll to dodge Quintos's attack (Agi: 43+10, -20 for doing it while climbing). Roll: [roll0]

Manticorkscrew
2013-07-16, 04:29 AM
Assassin's agility: 43 -10 for fatigue

Roll: [roll0]

Manticorkscrew
2013-07-16, 07:03 AM
Heretic 13 has a stub automatic and is in close combat with Julian.

His BS: 25, +10 for aiming = 35
Roll to hit: [roll0]

Manticorkscrew
2013-07-16, 07:05 AM
Heretic 13 has a stub automatic and is in close combat with Julian.

His BS: 25, +10 for aiming = 35
Roll to hit: (1d100)[18]

Damage: [roll0]

Manticorkscrew
2013-07-16, 12:30 PM
Heretic 23 shoots at Gaius with an autopistol (BS: 25, single shot)
Roll: [roll0]

Manticorkscrew
2013-07-16, 12:31 PM
Autopistol heretic hits Gaius.
Roll for damage: [roll0]

Manticorkscrew
2013-07-16, 01:16 PM
Rolling initiative for two of the heretics Vallian wounded before:
Heretic 31: [roll0]
Heretic 32: [roll1]

And another heretic with a lasgun:
Heretic 33: [roll2]

Manticorkscrew
2013-07-16, 05:41 PM
Mysterious assassin furious charges at Quintos (WS: 44+20, -10 for fatigue = 54). Roll: [roll0]

*

All shooting at Vallian:
Heretic 3 (with an autogun): suppressing fire at Vallian (BS: 28 -20 to see if wild spray of gunfire has actually hit Vallian by accident)
Roll: [roll1]

Heretic 31 (with an autogun): (BS: 28, +20 from full auto, -20 for shooting at running target = 28)
Roll: [roll2]

Heretic 33 (with a lasgun: (BS: 25, +10 from full auto = 15)
Roll: [roll3]

Manticorkscrew
2013-07-16, 05:44 PM
Assassin rolls for damage against Quintos: [roll0] (pen:2)

Manticorkscrew
2013-07-16, 05:46 PM
Heretic 31 (with an autogun): (BS: 28, +20 from full auto, -20 for shooting at running target = 28)
Roll: (1d100)[26]

Heretic 31 rolls for damage: [roll0]

Manticorkscrew
2013-07-16, 05:59 PM
Heretic 23 has the same initiative as Saras Mar but higher agility, so he shoots first.

Heretic 23 shoots at Gaius with an autopistol (BS: 25, +20 for full auto, +10 for shoot range = 55)
Roll: [roll0]

Heretic 28 shoots at Gaius with a stub automatic (BS: 28, +10 for semi auto, +10 for short range = 48)
Roll: [roll1]

Heretic 27... might well be dead by the time he comes up in the initiative order. I'll wait.

Manticorkscrew
2013-07-16, 06:06 PM
Heretic 23 has the same initiative as Saras Mar but higher agility, so he shoots first.

Heretic 23 shoots at Gaius with an autopistol (BS: 25, +20 for full auto, +10 for shoot range = 55)
Roll: (1d100)[1]

Heretic 28 shoots at Gaius with a stub automatic (BS: 28, +10 for semi auto, +10 for short range = 48)
Roll: (1d100)[20]

Heretic 23 got 5 degrees of success on full auto. That's 6 hits. 3 hits allocated to Gaius, 2 hits allocated to Titan, 1 hit allocated to Kasidy. (Titan is standing next to Gaius, Kasidy is behind Gaius)

Rolling for damage:
Gaius: [roll0], [roll1], [roll2]
Titan: [roll3], [roll4], [roll5]
Kasidy: [roll6]

*

Heretic 28 got 2 degrees of success on semi auto. That's 2 hits. 1 hit allocated to Gaius, 1 hit allocated to Kasidy.

Rolling for damage:
Gaius: [roll7]
Kasidy: [roll8]

Kasidy rolls to dodge (agi halved: 15) - roll: [roll9]

Manticorkscrew
2013-07-16, 06:15 PM
Sorry, only 2 bullets should have hit Titan, not 3.

Manticorkscrew
2013-07-16, 06:24 PM
Heretic 23 and 28 roll to dodge Saras's attack (half ag: 15)

Rolls:
Heretic 23: [roll0]
Heretic 28: [roll1]

Manticorkscrew
2013-07-16, 06:39 PM
Kasidy's attack (BS: 41 +10 for short range, +10 for semi-auto): [roll]

*

Heretic 27 rolls to dodge Kasidy's attack:
roll: [roll0]

*

Mysterious assassin attempts to dodge: [roll1]

Manticorkscrew
2013-07-16, 06:42 PM
Kasidy's attack (BS: 41 +10 for short range, +10 for semi-auto): [roll0]

Manticorkscrew
2013-07-16, 08:57 PM
Heretic 27 shoots at Gaius with an autogun. (BS: 28 +10 for semi-auto, +10 for short range)
Roll: [roll0]

And rolling for damage just in case: [roll1]

Manticorkscrew
2013-07-17, 05:50 AM
The assassin all-out-attacks Quintos with his mono sword (note: next turn he will have floated too far away to be able to melee attack Quintos)

His WS: 44, +20 for all-out attack, -10 for fatigue = 54
Roll: [roll0]

Manticorkscrew
2013-07-17, 05:51 AM
The assassin all-out-attacks Quintos with his mono sword (note: next turn he will have floated too far away to be able to melee attack Quintos)

His WS: 44, +20 for all-out attack, -10 for fatigue = 54
Roll: (1d100)[21]

Rolling for damage: [roll0] (pen: 2)

(Note: floating weightless in the air, Quintos can't dodge.)

Col.Straken
2013-07-17, 01:12 PM
When do I test to stop being pinned? And can I do anything once I'm unpinned

Manticorkscrew
2013-07-17, 01:27 PM
When do I test to stop being pinned? And can I do anything once I'm unpinned

I think I answered that question in the OOC thread. Let me know if there's anything else you want to know.

*

Heretics shooting at Vallian will be the same as last time. (note: Vallian doesn't get the -20 to hit him because you can't Run while being pinned - it's a full action):

Heretic 3 (with an autogun): (BS: 28 +20 for full auto = 48)
Roll: [roll0]

Heretic 31 (with an autogun): (BS: 28, +20 from full auto, = 48)
Roll: [roll1]

Heretic 33 (with a lasgun: (BS: 25, +10 from semi-auto = 35)
Roll: [roll2]

Manticorkscrew
2013-07-17, 01:34 PM
All of these heretics are startled by the change in gravity. They must all make willpower checks to be able to act normally this round.

Wp: 33
Heretic 28: 13 - Roll: [roll0]
Heretic 23 (injured): 11 - Roll: [roll1]
Heretic 25: 11 - Roll: [roll2]
Heretic 29: 9 - Roll: [roll3]

Wp: 38
Heretic 30: 13 - Roll: [roll4]
Heretic 27 (injured): 4 - Roll: [roll5]

Manticorkscrew
2013-07-17, 01:38 PM
All of these heretics are startled by the change in gravity. They must all make willpower checks to be able to act normally this round.

Wp: 33
Heretic 28: 13 - Roll: [roll0]
Heretic 23 (injured): 11 - Roll: [roll1]
Heretic 25: 11 - Roll: [roll2]
Heretic 29: 9 - Roll: [roll3]

Wp: 38
Heretic 30: 13 - Roll: [roll4]
Heretic 27 (injured): 4 - Roll: [roll5]

Right, Heretic 25 was the only one to pass his willpower check. Wait... Heretic 25 is supposed to be dead, blown up by Quintos' grenade. And Heretic 27 is also dead.

Argh. None of the heretics get to do anything this turn except stare gormlessly around them.

Manticorkscrew
2013-07-17, 02:27 PM
The heretic with the RPG launcher is going to try shooting at Julian and Drustilla (BS: 28, +10 from aiming, -20 from using an unfamiliar weapon = 18)

Roll: [roll0]

Manticorkscrew
2013-07-17, 04:00 PM
Kasidy has ended up in a position where he can't see through the doorway.

Luden Villiers has the presence of mind to shoot before he drifts away (BS: 41 +10 for aiming +10 for short range = 61):

[roll0]

Manticorkscrew
2013-07-17, 04:02 PM
Luden Villiers (BS: 41 +10 for semi-auto, +10 for aiming = 61)

Luden Villiers rolls for damage: [roll0]

Kaynebot
2013-07-17, 07:11 PM
I feel like this is an invasion of a secret gm tool but here it goes.


Ag: 43+10(near)-10(fatigue)=43 [roll0]

Manticorkscrew
2013-07-17, 07:13 PM
Oh i assumed it was for you since your the only one who rolls in there. I actually tried not to look at it too much so as not to ruin the surprise of a new IC post

Edit: The agility roll is going in there.

OK. Fair enough. You don't have to use it if you feel that way. If you'd rather avoid spoilers in future, feel free to use the OOC thread.

Kaynebot
2013-07-17, 07:22 PM
Rolling again!


Ag: 43 [roll0]

Iron Warlord
2013-07-31, 05:21 PM
[roll0] Target: 30

Manticorkscrew
2013-08-03, 11:27 AM
Rolling for Forsyth's initiative: [roll0]

Manticorkscrew
2013-08-03, 11:56 AM
Forsyth also gets a round of attacks before he's forcibly dragged away from Vallian.

His actions: Quickdraw his good-quality Power Maul and stow his Combat Shotgun (free action), switch Power Maul to high power setting (free action), then use Swift Attack to strike Vallian twice (full action).

His WS: 52 +5 from good quality weapon = 57
Roll twice to hit: [roll0], [roll1]

Parry attempt, just in case Vallian hits him again (WS: 52+5 again = 57): [roll2]

Manticorkscrew
2013-08-03, 12:28 PM
Rolling damage for that time Forsyth managed to hit. (Volund-Pattern Power Maul, 1d10+8 (including strength bonus), AP: 5, Power Field)

Roll: [roll0]

Manticorkscrew
2013-08-31, 07:49 AM
Mysterious dice roll: [roll0]

Manticorkscrew
2013-09-28, 03:38 PM
Per: 35
[roll0]

[roll1]

[roll2]

[roll3]

Manticorkscrew
2013-10-13, 02:58 PM
The starved dogs (rolling for initiative):

[roll0]

[roll1]

[roll2]

[roll3]

[roll4]

[roll5]

Donan
2013-10-14, 12:34 AM
Repairing Wulf.

Using four parts for a +20 to the roll and a total of 85.

[roll0]

Manticorkscrew
2013-10-14, 11:53 AM
Rolling initiative for mysterious enemy: [roll0]

Donan
2013-10-14, 01:36 PM
Same roll as above with a fate point spend.

[roll0]

Manticorkscrew
2013-10-15, 03:02 PM
Randomly rolling for which of the starved dogs was killed by Quintos's shot: [roll0]

Manticorkscrew
2013-10-15, 03:11 PM
Starved dog dodge attempt (needs 15 or less to dodge): [roll0]

Manticorkscrew
2013-10-17, 02:00 PM
Randomly rolling for which of the starved dogs was shot by Quintos (seeing as Kaynebot didn't designate a target): [roll0]

Manticorkscrew
2013-10-17, 02:07 PM
Starved dog 1 attempts to dodge (target: 15): [roll0]

Attacking Quintos:
Starved dog 5 (WS: 24): [roll1]
Starved dog 1 (WS: 24): [roll2] (note: starved dog 1 might be dead before it gets a chance to attack)

Attacking Gaius:
Starved dog 3 (WS: 24, +10 for charge, -20 for defensive stance): [roll3]
Starved dog 2 (WS: 24, +10 for charge, -20 for defensive stance): [roll4]
Starved dog 4 (WS: 24, +10 for charge, -20 for defensive stance): [roll5]

Manticorkscrew
2013-10-18, 04:47 PM
Starved dog 5 attempts to dodge (target: 15): [roll0]

Attacking Quintos:
Starved dog 5 (WS: 24 +10 for aiming): [roll1]

Attacking Gaius:
Starved dog 3 (WS: 24, +10 for aiming): [roll2]
Starved dog 2 (WS: 24, +10 for aiming): [roll3]
Starved dog 4 (WS: 24, +10 for aiming): [roll4]

Manticorkscrew
2013-10-18, 04:48 PM
Starved dog 4 (rolling to see if he damaged Gaius): [roll0]

Donan
2013-10-18, 05:47 PM
Techomat roll, target 45.

[roll0]

Manticorkscrew
2013-11-02, 01:24 PM
Rolling for creature's initiative: [roll0]

Manticorkscrew
2013-11-03, 04:37 AM
Dybuk enters the room.
~Start of combat~ (Initiative rolls)
Quintos takes his shot.
Dybuk charges Quintos.
Presumably Gaius attacks the Dybuk?
~End round~

Dybuk attempts to dodge Quintos's bullet:
Dybuk Agi: 31
Roll: [roll0]

Rolling for Dybuk attacking Quintos:
Dybuk WS: 37 (+20 from Berserk Charge)
Roll: [roll1]

Manticorkscrew
2013-11-03, 04:52 AM
Dybuk hit Quintos.
Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Pen: 2, Unwieldy, not Primitive).
Roll: [roll0]

Manticorkscrew
2013-11-03, 05:05 AM
Falcoran greatsword etched with unholy runes, 2d10+Str, Pen: 2, Unwieldy, not Primitive

Actually, no, the unholy runes shouldn't give the greatsword any penetration. So that's 17 minus Quintos's toughness and armour = 11

Quintos currently only has 8 wounds. If he doesn't dodge, the Dybuk's attack will reduce him to -3 critical wounds (hit on the body: stunned for 1 round, 2 levels of fatigue).

Manticorkscrew
2013-11-04, 05:09 PM
Gaius takes his shot.
~Start of new turn~
Quintos does something.
(If possible) the Dybuk all-out attacks Quintos.
Gaius takes his second shot.
~End of turn~


Rolling for Dybuk attacking Quintos:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Roll: [roll0]

Manticorkscrew
2013-11-08, 04:50 PM
Rolling for Dybuk attacking Quintos:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Roll: [roll0]

Iron Warlord
2013-11-09, 04:42 PM
Titan's roll to move [roll0] Target: 30

Manticorkscrew
2013-11-10, 01:21 PM
Initiative rolls for the two Dybuks:

Dybuk (young priest): [roll0]

Dybuk (maid): [roll1]

Manticorkscrew
2013-11-10, 04:43 PM
Gaius: attack - (1d100)[4] Target: 50
[roll=damage 1d10+2[/roll]

Titan: move and knockdown Opposed Strength - (1d100)[68] Target: 40


Rolling for the Dybuk's opposed Strength check (target: 42):
[roll0]

Manticorkscrew
2013-11-11, 12:37 PM
Rolling for Dybuk attacking Quintos:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Roll: [roll0]

Manticorkscrew
2013-11-11, 12:40 PM
Rolling for Dybuk attacking Quintos:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Roll: (1d100)[29]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Pen: 2, Unwieldy, not Primitive): [roll0]

Manticorkscrew
2013-11-11, 12:43 PM
Rolling for Dybuk attacking Quintos:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Roll: (1d100)[29]

Dybuk uses its reaction to make a Furious Assault, raining blows down on Quintos. Dybuk WS: 37 (+20 from All-Out Attack) = 57
[roll0]

Manticorkscrew
2013-11-11, 12:44 PM
Dybuk uses its reaction to make a Furious Assault, raining blows down on Quintos. Dybuk WS: 37 (+20 from All-Out Attack) = 57
(1d100)[7]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Pen: 2, Unwieldy, not Primitive): [roll0]

Manticorkscrew
2013-11-11, 12:50 PM
Ahh, copy/paste has betrayed me!

(Yes, the unholy Falcoran greatsword shouldn't have Pen: 2, so Quintos has lost a total of 5 wounds (9-6 = 3, 8-6 = 2, 2+3 = 5) in this round.

Manticorkscrew
2013-11-12, 05:23 PM
Dybuk (young priest) is fighting Julian. WS: 37 (+20 for all-out attack)
Dice roll: [roll0]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Julian. WS: 37 (+20 for all-out attack)
Dice roll: [roll1]

Manticorkscrew
2013-11-12, 05:25 PM
Dybuk (young priest) is fighting Julian. WS: 37 (+20 for all-out attack)
Dice roll: (1d100)[75]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Julian. WS: 37 (+20 for all-out attack)
Dice roll: (1d100)[19]

Nope! :smallwink:

Manticorkscrew
2013-11-14, 03:16 PM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: [roll0]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Titan. WS: 37 (+20 for all-out attack) = 57
Dice roll: [roll1]

Manticorkscrew
2013-11-14, 03:26 PM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: (1d100)[17]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive): [roll0]


(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Titan. WS: 37 (+20 for all-out attack) = 57
Dice roll: (1d100)[10][/B]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive): [roll1]

Manticorkscrew
2013-11-16, 09:37 AM
Dybuk (young priest) berserk charges at Julian. WS: 37 (+20 for berserk charge) = 57
Dice roll: [roll0]

Dybuk is spending its reaction to try and dodge at least one of Vallian's bullet. His Agi: 38
Dice roll: [roll1]

Manticorkscrew
2013-11-16, 09:43 AM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: [roll0]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Titan. WS: 37 (+20 for all-out attack) = 57
Dice roll: [roll1]

Manticorkscrew
2013-11-16, 09:45 AM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: (1d100)[51]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive).
Dice roll: [roll0]

Manticorkscrew
2013-11-18, 03:29 PM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: [roll0]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Titan. WS: 37 (+20 for all-out attack) = 57
Dice roll: [roll1]

Manticorkscrew
2013-11-18, 03:31 PM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: (1d100)[2[/roll]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive): [roll0]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Titan. WS: 37 (+20 for all-out attack) = 57
Dice roll: (1d100)[55]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive): [roll1]

Manticorkscrew
2013-11-18, 03:32 PM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: (1d100)[2]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive): [roll0]

Manticorkscrew
2013-11-18, 03:33 PM
Dybuk (young priest) berserk charges/all-out attacks Julian. WS: 37 (+20 for berserk charge) = 57
Dice roll: [roll0]

Iron Warlord
2013-11-20, 11:59 AM
Titan Parry reroll: [roll0] Target: 30

Manticorkscrew
2013-11-21, 05:29 PM
Dybuk (young priest) berserk charges/all-out attacks Julian. WS: 37 (+20 for berserk charge) = 57
Dice roll: [roll0]

Manticorkscrew
2013-11-21, 05:30 PM
Dybuk (young priest) berserk charges/all-out attacks Julian. WS: 37 (+20 for berserk charge) = 57
Dice roll: (1d100)[36]

At last, a hit!

Rolling for damage: [roll0]

Manticorkscrew
2013-11-23, 03:51 AM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: [roll0]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Titan. WS: 37 (+20 for all-out attack) = 57
Dice roll: [roll1]

Manticorkscrew
2013-11-23, 03:52 AM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: [roll0]

(If that dice roll is a hit) Dybuk uses its reaction to make a Furious Assault, raining blows down on Titan. WS: 37 (+20 for all-out attack) = 57
Dice roll: [roll1]

Well, damn it. :smallsigh:

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive): [roll0]

Manticorkscrew
2013-11-23, 03:55 AM
Rolling for Dybuk attacking Titan:
Dybuk WS: 37 (+20 from All-Out Attack) = 57
Dice roll: (1d100)[56

Er, I mean, well, damn it. :smallsigh: (I quoted the wrong attack dice in the previous post.)

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive): [roll0]

Manticorkscrew
2013-11-30, 07:04 PM
I know it says to roll dice in this (http://www.giantitp.com/forums/showthread.php?t=317308)thread, but I suspect that the thread has been posted in the wrong place. So I'm going to roll my dice here instead.

My character's name will be Lyria Churchward, a former 'Warden of the Inquisitorial Asylum on Threnody'.

Roll 2d10 ten times:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Roll for Insanity points:
[roll10]

Roll for Fate points:
[roll11]

Roll for Divination:
[roll12]

Manticorkscrew
2013-12-08, 07:14 PM
Rolling initiative for a Warp Beast:
[roll0]

Manticorkscrew
2013-12-12, 06:46 PM
Warp beast charges at Drustilla (WS: 42+20 for charge = 62):
Roll: [roll0]

Seanfall
2013-12-16, 02:31 PM
Drustilla Charges at warp beast.
[roll0] vs 53 (33 +10 charge, +10 Frenzy)

Seanfall
2013-12-16, 02:34 PM
Damnit forget Damage...>.<

[roll0] R at Pen 2

Manticorkscrew
2013-12-16, 02:35 PM
Warp beast dodge attempt (Ag: 45):
Roll: [roll0]

Seanfall
2013-12-16, 02:37 PM
RIGHTEOUS FURY!
[roll0] vs 53

damage if it hits
[roll1]

Manticorkscrew
2013-12-16, 02:39 PM
Warp beast must cause damage or suffer from Warp Instability.

All-Out Attack (WS: 42 +20)
Roll: [roll0]

Manticorkscrew
2013-12-16, 02:41 PM
Warp Instability willpower test. Willpower: 33
Roll: [roll0]

Manticorkscrew
2013-12-16, 05:54 PM
Dybuk maid charges and attempts to grapple Vallian (WS: 33 +20 for berserk charge, +30 for surprise)
Roll: [roll0]

Manticorkscrew
2013-12-16, 06:35 PM
Dybuk maid initiative: [roll0]

Manticorkscrew
2013-12-17, 11:39 AM
Dybuk maid attempts to Grapple Vallian. Her Strength is 41.
Roll: [roll0]

Manticorkscrew
2013-12-17, 11:44 AM
Dybuk maid attempts to Grapple Vallian. Her Strength is 41.
Roll: (1d100)[12]

Vallians Grapple (1d100)[100]

Dybuks grapple (1d100)[89]

Right, well, the Dybuk clearly won the opposed Strength Check, damaging Vallian's left arm and causing him to gain 1 level of Fatigue.

Unarmed, the Dybuk normally does 1d5+4 damage (and her fists and teeth are not primitive). Therefore, Vallian takes [roll0] damage minus his toughness and armour.

Manticorkscrew
2013-12-18, 04:39 PM
Warp beast is fighting Drustilla, All-Out Attack (WS: 42 +20 = 62)
Roll: [roll0]

Manticorkscrew
2013-12-18, 04:46 PM
Drustilla has the Dodge skill. In the interests of keeping things moving, I will roll for her dodge attempt. (She has Agi: 29)
Roll: [roll0]

The warp beast's claws and fangs are 1d10+4R, warp weapons.
Rolling damage, in case Drustilla fails to dodge: [roll1]

Manticorkscrew
2013-12-18, 04:57 PM
Yeah, ignore this bit:


Drustilla has the Dodge skill. In the interests of keeping things moving, I will roll for her dodge attempt. (She has Agi: 29)
Roll: (1d100)[87]

I realised I should leave that up to Seanfall, even if I am impatient to update.

Manticorkscrew
2013-12-19, 12:43 PM
Dybuk maid attempts to Grapple Vallian. Her Strength is 41.
Roll: [roll0]

Manticorkscrew
2013-12-20, 08:42 AM
Warp beast must cause damage or suffer from Warp Instability.

All-Out Attack (WS: 42 +20 = 62)

Roll: [roll0]

Manticorkscrew
2013-12-20, 08:45 AM
Warp Instability willpower test. Willpower: 33
Roll: [roll0]

Manticorkscrew
2013-12-20, 04:23 PM
Warp beast attacks Drustilla.

All-Out Attack (WS: 42 +20 = 62)
Roll: [roll0]

Manticorkscrew
2013-12-20, 04:24 PM
Dybuk maid attempts to Grapple Vallian. Her Strength is 41.
Roll: [roll0]

Manticorkscrew
2013-12-23, 07:33 AM
Dybuk maid attempts to Grapple Vallian. Her Strength is 41.
Roll: [roll0]

Manticorkscrew
2013-12-23, 07:39 AM
Right, well, the Dybuk won the opposed Strength Check, damaging Vallian's right arm and causing him to gain 1 level of Fatigue.

Unarmed, the Dybuk normally does 1d5+4 damage (and her fists and teeth are not primitive). Therefore, Vallian takes [roll0] damage minus his toughness and armour.

Manticorkscrew
2014-01-06, 09:56 AM
Dybuk maid attempts to Grapple Vallian. Her Strength is 41.
Roll: [roll0]

Manticorkscrew
2014-01-06, 10:00 AM
The Dybuk won the opposed Strength Check, damaging Vallian's left arm, causing him to gain 1 level of Fatigue (for a total of 4) and fall unconscious.

Unarmed, the Dybuk normally does 1d5+4 damage (and her fists and teeth are not primitive). Therefore, Vallian takes [roll0] damage minus his toughness and armour.

Seanfall
2014-01-11, 11:30 PM
Semi-Auto Burst damage

First Hit
[roll0] E at Pen 2
Second Hit
[roll1] E at Pen 2
Third hit
[roll2] E at Pen 2

Manticorkscrew
2014-01-16, 03:25 PM
Mysterious dice roll: [roll0]

Seanfall
2014-01-19, 03:28 AM
Intimidation untrained.
[roll0] vs 18

Singer
[roll1] vs 46

these didn't roll in the IC thread for some reason.

Manticorkscrew
2014-01-21, 11:13 AM
Fleshless Dybuk berserk charges to attack Quintos. Its WS: 40 +20 from berserk charge.

Roll: [roll0]
Damage (if it hits): [roll1], warp weapon

Manticorkscrew
2014-01-24, 05:57 PM
Fleshless Dybuk can attack Quintos twice before he runs away (standard attack plus attack of opportunity). Its WS: 40 +20 from all-out attack = 60

Roll (standard attack): [roll0]
Damage (if it hits): [roll1], warp weapon

Roll (AoO): [roll2]
Damage (if it hits): [roll3], warp weapon

Manticorkscrew
2014-02-01, 01:49 PM
Mysterious dice roll: [roll0]

Seanfall
2014-02-01, 11:59 PM
Amazingly I think I got two hits with my Semi-auto.

Damage 1
[roll0] X at Pen 4

Damage 2
[roll1] X at Pen 4

Manticorkscrew
2014-02-02, 11:22 AM
Stealth check: [roll0]

Col.Straken
2014-02-03, 01:05 PM
Scrutiny roll for Vallian so I don't ruin the new OOC

[roll0] vs 43 per?

Manticorkscrew
2014-02-08, 05:57 AM
Mysterious dice roll: [roll0]

Manticorkscrew
2014-02-08, 06:03 AM
Dybuk Maid berserk-charges at Julian and attempts to grapple with him. Her Strength: 42 +20 from berserk charge = 62

Roll: [roll0]

Manticorkscrew
2014-02-08, 06:12 AM
Fleshless Dybuk follows Quintos and attempts to push him off the roof.

Half action: Move
Half action: Knock-down (Dybuk's strength: 45 +10 for move = 55)
Opposed Strength check: [roll0]

Iron Warlord
2014-02-08, 12:31 PM
[roll0] Per: 30

Seanfall
2014-02-17, 04:34 AM
Pretty sure that's two hits.

Hit one damage.
[roll0] X at Pen 4

Hit Two
[roll1] X at Pen 4

Seanfall
2014-02-17, 04:37 AM
righteous Fury!

[roll0] vs 63

Damage

[roll1]

Manticorkscrew
2014-02-22, 11:47 AM
The Dybuk maid furious assaults Julian. Her WS: 33 (+20 for All-Out Attack = 53)

Attack roll 1: [roll0]
Attack roll 2: [roll1]

Manticorkscrew
2014-02-22, 11:50 AM
Fleshless Dybuk attacks Quintos.

Full action: Furious Assault (Dybuk's WS: 40 +20 for All-Out Attack = 60)
Roll to hit 1: [roll0]
Roll to hit 2: [roll1]

Manticorkscrew
2014-02-22, 11:51 AM
Fleshless Dybuk attacks Quintos.

Full action: Furious Assault (Dybuk's WS: 40 +20 for All-Out Attack = 60)
Roll to hit 1: (1d100)[70]
Roll to hit 2: (1d100)[58]

1 hit. Rolling for damage: [roll]1d5+4[roll], warp weapon (ignores armour)

Manticorkscrew
2014-02-22, 11:53 AM
I messed up. Let's try that again:

1 hit. Rolling for damage: [roll0], warp weapon (ignores armour)

Manticorkscrew
2014-03-03, 02:08 PM
The Dybuk maid furious assaults Julian. Her WS: 33 (+20 for All-Out Attack = 53)

Attack roll 1: [roll0]
Attack roll 2: [roll1]

Manticorkscrew
2014-03-03, 02:12 PM
The Dybuk maid furious assaults Julian. Her WS: 33 (+20 for All-Out Attack = 53)

Attack roll 1: (1d100)[38]
Attack roll 2: (1d100)[65]

1 hit. Rolling for damage: [roll0]I, not primitive

Manticorkscrew
2014-03-08, 07:47 AM
The Dybuk maid furious assaults Julian. Her WS: 33 (+20 for All-Out Attack = 53)

Attack roll 1: [roll0]
Attack roll 2: [roll1]

Manticorkscrew
2014-03-08, 07:48 AM
1 hit. Rolling for damage: [roll0]I, not primitive

Manticorkscrew
2014-03-08, 10:11 AM
1 hit. Rolling for damage: (1d5+4)[7]I, not primitive

Wait. Sorry, that's not right. I forgot that with Furious Assault you only get the second attack if the first one hits.

Iron Warlord
2014-03-10, 12:14 PM
Awareness Roll at +30
[roll0] Target 60

Manticorkscrew
2014-03-12, 05:36 PM
The Dybuk maid furious assaults Julian. Her WS: 33 (+20 for All-Out Attack = 53)

Attack roll 1: [roll0]
Attack roll 2 (if the first attack hits): [roll1]

Col.Straken
2014-03-12, 05:58 PM
Scrutiny check as requested, Vs 43

[roll0]

Col.Straken
2014-03-12, 06:08 PM
Spending my last fate point (if I can), because I really want to pass this test!

[roll0] vs 43


Please please please pass!

Manticorkscrew
2014-03-14, 06:42 AM
The Dybuk maid furious assaults Julian (and I don't think he can parry this time, right?). Her WS: 33 (+20 for All-Out Attack = 53)

Attack roll 1: [roll0]
Attack roll 2 (if the first attack hits): [roll1]

Bennosuke
2014-03-14, 07:37 AM
Throne of Terra was smiling upon me. Oh thank god. I was ready to have to burn a fate point not to lose a limb or die.

Manticorkscrew
2014-03-14, 10:08 AM
Throne of Terra was smiling upon me. Oh thank god. I was ready to have to burn a fate point not to lose a limb or die.

Heh. I've been rolling consistently badly for the past three turns.

Manticorkscrew
2014-04-04, 04:07 AM
Rolling for how much damage Quintos took from that fall: [roll0]

Seanfall
2014-04-15, 01:10 PM
Wounds healed: [roll0]

Manticorkscrew
2014-05-23, 02:37 PM
Dybuk Maid's initiative: [roll0]

Manticorkscrew
2014-05-26, 07:22 AM
The Dybuk maid furiously assaults Titan (and I don't think he can parry this time, right?). Her WS: 33 (+20 for All-Out Attack +10 for frenzy = 63)

Attack roll 1: [roll0]
Attack roll 2 (if the first attack hits): [roll1]

Manticorkscrew
2014-05-26, 07:24 AM
The Dybuk maid furiously assaults Titan (and I don't think he can parry this time, right?). Her WS: 33 (+20 for All-Out Attack +10 for frenzy = 63)

Sorry, that was a copy/paste error.

Manticorkscrew
2014-05-28, 04:55 PM
The Dybuk maid furiously assaults Julian. Her WS: 33 (+20 for All-Out Attack +10 for frenzy = 63)

Attack roll 1: [roll0]
Attack roll 2 (if the first attack hits): [roll1]

Manticorkscrew
2014-05-29, 10:57 AM
The Dybuk maid furiously assaults Julian. Her WS: 33 (+20 for All-Out Attack +10 for frenzy = 63)

Attack roll 1: (1d100)[59]
Attack roll 2 (if the first attack hits): (1d100)[31]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive).

Attack roll 1: [roll0]
Attack roll 2: [roll1]

Manticorkscrew
2014-05-30, 11:19 AM
The Dybuk maid furiously assaults Drustilla. Her WS: 33 (+20 for All-Out Attack +10 for frenzy = 63)

Attack roll 1: [roll0]
Attack roll 2 (if the first attack hits): [roll1]

Manticorkscrew
2014-06-01, 07:21 AM
The Dybuk maid furiously assaults Drustilla. Her WS: 33 (+20 for All-Out Attack +10 for frenzy = 63)

Attack roll 1: [roll0]
Attack roll 2 (if the first attack hits): [roll1]

Manticorkscrew
2014-06-01, 07:22 AM
The Dybuk maid furiously assaults Drustilla. Her WS: 33 (+20 for All-Out Attack +10 for frenzy = 63)

Attack roll 1: (1d100)[47]
Attack roll 2 (if the first attack hits): (1d100)[52]

Rolling for damage (Falcoran greatsword etched with unholy runes, 2d10+Str, Unwieldy, not Primitive).

Attack roll 1: [roll0]
Attack roll 2: [roll1]

Iron Warlord
2014-06-05, 03:20 PM
Psyniscience check: [roll0] Per: 30

Seanfall
2014-06-26, 11:46 AM
Searching for the armory!

[roll0] vs 16

Manticorkscrew
2014-07-07, 10:23 AM
Just some Awareness checks:

Inquisitor Damar: [roll0]

Interrogator Vinter: [roll1]

Inquisitor Vlach: [roll2]