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tigerusthegreat
2015-03-03, 09:03 PM
The last three weeks have been hellish, beginning your training onboard the Purgation of Xenos, a Firestorm class frigate. Daily you are worked and drilled until you fall into your cots, exhausted. Your instructors, all full Battle Brothers, never tire and are never satisfied with your work. Today is like any other day, with the entire squad in the training room, trying to strike at each other with training blades. The blades emit a sharp sting and jolt whenever they hit flesh, but otherwise leave you unharmed. Each of you has been hit several times. Sergeant Bathros watches you behind the lenses of his power suit's armor. You can feel his stares of disapproval at each strike.

"Enough. Neophytes, fall in." He waits as you gather around him. The lights of the training room glare off his burnished orange armor. It is fairly simple armor, the only adornment is a Marksman Honour on a chain around his neck. "We will be reverting to realspace shortly. You will all be taken to the medical facilities on Allaran for phase four and five implantation. Your squad...." he stops as the entire ship shakes violently. Equipment falls off brackets on the walls, and several lights blink out. Bathros barely moves, except his helmet swivelling around. Your microbeads crackle.

"....Hit something......Xenos boarding deck 2......engines offline....."

"Time to prove yourself, Neophytes. Head for deck 2. I will join you there." Bathros heads for one of the doors, which doesn't open for him. He grips it with his power gauntlets and pulls it violently apart, before stepping through.

OOC: If you have failed your toughness test, you have 1 level of fatigue.

Nesori
2015-03-03, 10:05 PM
The weight of a sword in Grendal's hands is vaguely familiar on the best of days. Traditional swordsmanship in his mind was a redundant task, albeit one required if not for the practical knowledge then for when the enemies of the Omnissiah wage war in such an archaic manner. His human body felt tired, but during his indoctrination into the Fire Eagles chapter he has learned to make better use of the machine half of his body, while his augmented flesh dulled the overwhelming exhaustion and aching he knew his body would once feel under these conditions.

The break in the monotonous training regime would be welcome if not for the upcoming news, the crackling in his ear signalling trouble upon the Purgation of Xenos. When Bathros takes his leave from the Neophytes, Grendal swiftly puts the training equipment back on their proper racks and steps towards the remains of the door. "We should make haste." Unsure of what else to say given the gravity of the situation, Grendal begins to head towards Deck 2.

TheFallenSon
2015-03-03, 11:21 PM
Atherton rolled his shoulders and popped his neck while he made his way to his discarded gear. The training had been overlong today, and he had been partnered with Brootus, he was sure he would be feeling the 'sting' of some of those blows for the next few days, that was certain. He shouldered the heavy tank of blessed promethium and hefted the flamer that was his new charge. His failure in a previous task had seen him rewarded with lugging the heavier weapon system about for the past tenday. He grunted as the weight settled on his fresh bruises. At least the rest of the boy's were spared this task. It was how the aspirant consoled himself over his fate, each of his failures kept one of his brothers away from the ire of Sergeant Bathros and the rest of the training cadre.

After he gave the flamer a bit of test squeeze, he made sure his sword and las were in the right position, that and his belt pouches containing the life saving gear the Eagles permitted him to carry. "Looks like the fun is just beginning today, eh brothers?"

RandomLunatic
2015-03-04, 12:12 AM
Marcellus' respite from the aches and bruises of training was to be short lived. Collecting his chainsword from the rack and his pistol from the floor, he called out. "Hold up! Form up for boarding action, all proper! Brootus, on point! You think the Brethern'll be impressed if we show up in a mob? This is what we're waiting for, so trust your training, your comrades, and your Emperor! Now move out, double-time!"

jojolagger
2015-03-04, 12:44 AM
Though he has gotten quite good at the basics of close quarters fighting, Brootus seemed to be learning the blocking part more slowly than the rest. Probably would have gone faster if the training blades stung more at all.

Luckily for Atherton, Brootus started trying to hit lighter after realizing Atherton seemed to actually be hurt a bit by the training swords. Unluckily for Atherton, Brootus isn't very good at hitting lighter.

Hearing the word 'fun' and seeing everyone exchange the training swords for proper weapons, Brootus dropped his training weapon and grabbed his trusty Ripper Gun, glad to be holding a weapon that not even he can break.

Happy to follow Marcellus' guidance, Brootus leads the way out towards Deck 2 at a brisk march, Ripper Gun held at the ready.
"Weapons Free?" He asks, remembering they're aren't allowed to just start shooting yet.

Demon 997
2015-03-04, 02:40 AM
Marcus had little enough experience in melee combat, it was fair to say. The closest he'd ever come was shotguns against crazed rioters, and the occasional bit of knife work in the dark that he tried not to think about much. Because of this, the melee combat was stinging some, and he'd been assigned a melee load out for additional training.

Standing up off the mat after a yet another hard fall, Marcus looks the the squad leader. Permission to be third in the stack, providing designated marksman support? It'll be close quarters doubtless, but a good las round can do more than you'd think. Turning to collect his heavy set of combat webbing, loaded as it was with two pistols of different makes, a chainsword, and a light ballistic shield. He cradled his hotshot lasgun, switching the power pack on, and the safety off.

This will be good for the squad. Some combat to bring us together. So get your head in the game, and trust your brothers.

With that said, Marcus heads off with the others.


[roll0] TN 50

Arkive
2015-03-04, 03:35 AM
Pitor interrupts his panting to heave a sigh of exasperation. "Doesn't this ship have a security detail for these things?" He tosses his training weapon against the wall and rummages through his pack for the laspistol and grenades. "Hopefully we made it back to realspace before the collision, Emperor protect us. I don't like the idea of being engines-dead in the warp."

He grabs his auspex, readies his laspistol, and then falls in with the others, grateful to not be taking point.

ArcturusV
2015-03-04, 05:43 AM
Isabella had stowed the training gear, and got into his proper gear in due course, taking some time to say the proper Litanies to the Machine Spirits, even the simple spirits of Armor and Staff, always need to be appeased so they function properly, only a fool would do otherwise. He seemed less excited than his fellows as he helped Mord secure his own armor and check his weapon.

A lot of things seemed... off to him. Why would there be boarders while within warp translation? Daemonic Incursion perhaps with a failure of the Gellar field? He paused, and taking a deep breath opened up his mind as the Libarians had taught him to, trying to take a read of the ship and the presence of the Daemonic on board.

Psyniscience Test, has a range of 2 km which should encompass well... the near entirety of a Frigate.

Psyniscience: [roll0] vs 27 Perception, Trained in Psyniscience for +0. Minor Incursions are detected at +10, Major at +20, Greater Daemons at +30... the Final Mark should be between 37-57 for detecting daemons.

1 DoS: Detects the presence of entities.
2 DoS: Approximate Direction of Entities.
3 DoS: Rough Location of Warp Critters.
4 DoS: Exact Position of Critters.

He nonetheless kept moving as his mind was ticking along slowly. He had his Shield strapped to his left arm, was holding his staff as he brought up the rear of the company along with Mord. What else lived in the Warp if not Daemons? Perhaps this was just an elaborately stage "proving" ritual for the SPESS MEHREENS, trying to test our meddle? They already tested him once before. But they seemed enamored with endless testing, purity, strength, will... it never ended. It was just another sort of drudgery right along side marksmanship drills or sword practice. Did it matter? He wasn't as large or strong as his fellows were. He doubted he would make the final cut, and if he did it would only before his psychic connections. To be treated as just a living weapon to be fired when needed, stowed when not, and thrown out at the first sign of malfunction.

... it probably was just a test.

tigerusthegreat
2015-03-04, 12:16 PM
There is a violent explosion that shakes the room. A hole opens up in the middle if the training room where you had all been standing. Something flues out of it and lands nearby. It looks like an ocular implant, but then starts spinning around "looking" all over before settling on you. From the hole you hear loud voices.

"Speese Mareeenz. Get 'Em you lazy scum. Den grab de Shiney bits on de wallz."

"Dey aint Mareenz. Dey just Snots. Speese Snots."

There is chanting coming from below that sounds something like "'ere we go"

tigerusthegreat
2015-03-04, 08:26 PM
Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsrbrafkdi.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsrbrafkdi.png.html)


You may place yourself anywhere within 8m of the door (as you were all heading there when the explosion happened).

The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234
Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13 <- we are here
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6
Group 2: 6
Pitor (Arkive): 5

RandomLunatic
2015-03-04, 08:47 PM
"Frag 'em!" Marcellus barked, jabbing his sword at the hole in the floor. "Brootus, Grendal, set up at the doorway and hold our fallback route. Flamers advance."

[roll0] TN 20

Place in G19

jojolagger
2015-03-04, 09:35 PM
Following the order to stay by the door, Brootus draws a grenade and tosses it towards the hole, followed immediately by Joodus doing the same


Placing Brootus at I20, Joodus at H20.
Half Action to Ready Frag Grenade
Half Action to Simple Attack and Toss Grenade Down the hole
Short Range +10, Simple Attack +10, Ranged Volley +5, size of hatch (5 or 6) +10 or +20)
[roll0] vs. 69 or 79
[roll1] scatter if needed
[roll2] Explosive Damage

EDIT: oops. I guess ignore this until my turn. I used to either simplified turn orders (PC then NPC) or post and then DM checks them in order. sorry :smallredface:

Demon 997
2015-03-05, 02:33 AM
Marcus takes a second to whip around when he hears the explosion, but gets back into form quickly. He tosses a frag grenade towards the hole, then takes aim at it with his hotshot lasgun.


Placing myself at O-19, behind the cover. Half action to throw a grenade at the whole, half action to aim at the hole for next round with my hotshot lasgun.

BS test [roll0] TN is BS 41, +10 short range, +10 simple attack, +10 or +20 for size of the hole.
Scatter direction [roll1]
Distance [roll2]
Damage [roll3]

Nesori
2015-03-05, 06:07 PM
"Setting up heavy weapons!" Grendal snaps a metallic cord out from around his back, swiftly plugging into an open port of the multilaser while he prepares to brace it facing towards the oncoming set of Orks.


Place at J-19
Rapid Reaction:[roll0] vs. 32
Half Action: Ready Multilaser
Half Action: Brace Multilaser
Assuming Linking MIU is a free action, if not someone please tell me.

tigerusthegreat
2015-03-05, 07:09 PM
"Dez dropping stuff, lookit dis." Comes out of the hole, followed by an explosion from Marcus's grenade.
(Note: 3 ork of group 1, 2 ork of group 2 and 2 ork of group 4 take 3 damage each).

You hear some movement below.

(It is now arcturus/Isabella's turn)

ArcturusV
2015-03-05, 09:23 PM
(( Let us say I was at G-15 ))

Isabella turned around hearing the voices and the explosions coming from the hole. He held up his shield instinctively, expecting something bad to happen. Life and War, seeing people die before they even really knew what was coming for them. His mind opened to the infinite realm of the Immaterium, drawing forth power and preparing for the enemy to show itself.

He was going to die today, or at least some of the people here were. But he might as well make a good showing of it before he went out.

Isabella Delays as a Full Action, and readies an Assail to be used when an Ork shows his face and tries to climb out of the hole. Assail is a Psychic Bolt (Single shot attack, can be dodged).

Focus Power Test: [roll0] vs 42 Willpower, +10 for Assail, +10 for Psy Focus, +15 for an Unfettered Casting. Target Mark of 77.

If I score 3 Degrees of Success and the target is hit, they are thrown [roll1] meters away and knocked prone.

Damage if needed: [roll2] + 3 Impact Damage, Pen 2.

tigerusthegreat
2015-03-05, 11:10 PM
An ork that seems to be quite intelligent looking pokes his head out of the hole, climbing up. Isabella knocks it back down the hole with a psychic blast( toughness soaks all 8 damage). There's a loud thud and a curse in ork. (11 damage - 9 soak = 2 damage)

Falling damage: [roll0]

Two of the ork pop out of the hole. They are heavily mechanised, even moreso than Grendal. (two ork at position H10 and I 11)

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsrdjbjh1h.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsrdjbjh1h.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.

"Git Up there you lazy slugz! I'll shoot the last one of ya up der." Comes a shout from below.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O13
G1 O23
G1 O33
G1 O40
G2 O10
G2 O23
G2 O33
G2 O40
G3 O10
G3 O20H10
G3 O30I11
G3 O40
G4 O13
G4 O20
G4 O30
G4 O43
S12
S20
S30


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9 We are here
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6
Group 2: 6
Pitor (Arkive): 5

TheFallenSon
2015-03-06, 01:38 AM
Atherton's blood was up, real combat with Orkoid skum was just what the apothecary ordered. He one handed his weapon as it sparked, then whooshed as a wave of Emperor blessed fire poured from its death dealing maw at the two Orks that had exposed themselves by crawling from the hole. He roared a challenge at the two as he readied his frag grenade, almost taunting them as he tossed it into the hole behind them. Burn Xenos Skum!


Flamer
Shooting them both with FIRE POWAH
[roll0] vs 40 BS (plus mods...)
Damage
[roll1] Pen 2 Flame and Spray
[roll2] Pen 2 Flame and Spray

Frag
Aiming at the hole
[roll3] Vs 40 Bs (plus mods...)
[roll4]

tigerusthegreat
2015-03-06, 08:53 AM
Atherton roasts the two cyborks, but they don't seem that injured by it (1 damage, 0 damage). They also don't start burning.

Three more ork climb out of the hole. These are "normal" ork, with all the fleshy bits.

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsebupksmr.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsebupksmr.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.

"Git Up there you lazy slugz! I'll shoot the last one of ya up der." Comes a shout from below.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O13
G1 O23
G1 O33
G1 O40
G2 O10
G2 O23
G2 O33
G2 O40
G3 O10
G3 O21H10
G3 O30I11
G3 O40
G4 O13
G4 O20K10
G4 O3 (ranged burna)0J8
G4 O4 (ranged burna)3H9
S12
S20
S30


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9
Group 4: 9
Marcellus (RandomLunatic): 8 We are here
Group 1: 7
Brootus (Jojo): 6
Group 2: 6
Pitor (Arkive): 5

RandomLunatic
2015-03-06, 02:54 PM
Throw them back! Don't let them establish a foothold!" Marcellus exhorted his fellow Neophytes, while heaving a grenade into the hole.

Comrade will CQB and Volley.
Get Them! sweeping order: [roll0] TN 54 (44 FEL + 20 Skill -10 fatigue)

Half to draw, half to throw frag grenade.
[roll1] 40 BS - 10 Fatigue + 10 Standard Attack + 5 Volley
[roll2]
[roll3]
[roll4]

Wounds: 13/13
Fatigue: 1/4
Comrade: Healthy

Bolt Ammo: 8/2
Las Ammo: 30/4
Frag Grenades: 1
Krak Grenades: 2

tigerusthegreat
2015-03-06, 09:27 PM
Marcellus hurls a grenade, and it bounces off the far edge of the hole, before the backspin drops it firmly down. A very loud explosion is heard, as clearly that grenade had been packed with a little more explosive than was standard. (every ork not on map except Special 2 has been hit by it).

Order note: Player's choice whether they feel "Loyal" to the Sargeant.

Group 1 orks: 18 damage - 6 toughness (no leg armor) = 12 damage.
O1-3: 3 previous damage + 12 damage = 15 damage (12 wounds) Crticial damage: 3 - True Grit 6 = minimum 1
Effect
O4: 12 damage (12 wounds) no critical damage (yet)

Group 2 orks: (similar to above math):
O2,O3: 1 crit damage
O1,O4: 0 crit damage

Group 4 orks: (similar to above math):
O1: 1 crit damage

Group 3 orks: 18 damage - 7 toughness = 11 damage (no armor as 2 pen vs mechanical(2))
O1, O4: 11 damage, no critical damage

Special 1:18 damage - 9 toughness = 9 damage (no critical damage)

Special 3:18 damage - 9 toughness = 9 damage (no critical damage)

all ork affected by this take 16 temporary agility damage

One more ork pops out of the hole (J11). I'm having trouble with maptools, so no map update, sorry

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsebupksmr.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsebupksmr.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O113 (1 critical) 16 agi damage
G1 O213 (1 critical) 16 agi damage
G1 O313 (1 critical) 16 agi damageJ11
G1 O412 16 agi damage
G2 O112 16 agi damage
G2 O213 (1 critical) 16 agi damage
G2 O313 (1 critical) 16 agi damage*prone*
G2 O412 16 agi damage
G3 O111 16 agi damage
G3 O21H10
G3 O30I11
G3 O411 16 agi damage
G4 O113 (1 critical) 16 agi damage*prone*
G4 O20K10
G4 O3 (ranged burna)0J8
G4 O4 (ranged burna)3H9
S111 16 agi damage*prone*
S20
S39 16 agi damage*prone*


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6 We are here
Group 2: 6
Pitor (Arkive): 5

jojolagger
2015-03-06, 10:29 PM
Brootus move forward a short distance, followed closely by Joodus. Then the Brootus points the ripper gun and holds down the trigger.


Half Action : Move : 3m closer to orcs (Brootus I17, Joodus H17)
Half action : Full Auto burst: BS 34 -10 full auto +5 comrade +10 short range +10 scatter target 49
Targeting Closer G3, hits post 2 on the other G3 ork, unless 5+ hits, in which
[roll0] versus 49 (unless there's more modifiers I missed)

Lets do some damage rolls
[roll1] + 8
[roll2] + 8
[roll3] + 8
[roll4] + 8
[roll5] + 8
[roll6] + 8

tigerusthegreat
2015-03-06, 10:52 PM
Brootus fires at the ork, only to have his ripper gun jam unexpectedly.

Meanwhile, three more ork climb out of the hole, leading to a large gathering of the Xenos.

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsg7xjxmnk.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsg7xjxmnk.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O113 (1 critical) 16 agi damage
G1 O213 (1 critical) 16 agi damage
G1 O313 (1 critical) 16 agi damageJ11
G1 O412 16 agi damage
G2 O112 16 agi damageI8
G2 O2 (heavy)13 (1 critical) 16 agi damageH8
G2 O313 (1 critical) 16 agi damage
G2 O412 16 agi damageK9
G3 O111 16 agi damage
G3 O21H10
G3 O30I11
G3 O411 16 agi damage
G4 O113 (1 critical) 16 agi damage*prone*
G4 O20K10
G4 O3 (ranged burna)0J8
G4 O4 (ranged burna)3H9
S111 16 agi damage*prone*
S20
S39 16 agi damage*prone*


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6
Group 2: 6
Pitor (Arkive): 5 We are here

Arkive
2015-03-06, 11:24 PM
Pitor jumps at the explosion and whirls around to see to see orks crawling out of the hole in the floor. He pulls out a grenade. Explosives can't be good for the ship. Then again, neither are orks. He lobs it at the hole.


Pitor's at G18, I suppose.

Comrade: volley

Throwing a frag:
to hit: [roll0] vs 40 (35BS -10 fatigue +10 Standard Attack + 5 volley)
scatter direction: [roll1]
scatter direction: [roll2]
Damage: [roll3]

Demon 997
2015-03-07, 12:27 AM
Seeing how the heavily armored orks are shrugging off his comrades attacks, Marcus aims for the more wounded of the two, even though it's merely a scratch.

Hitting armored targets! Watch the flamers!

After firing, Marcus aims again.


Half action to do a semi auto burst at the cyber ork.
[roll0] TN is BS 41, +10 half action aim (from last round) +10 short range +0 semi burst. Am I missing anything?
Damage [roll1] +4 pen 7, +4 from the get them order (I'm feeling loyal to the sergeant, Marcus is in full combat mode at this point, and his CO is giving orders that make sense.

Aim action as my second half action.

tigerusthegreat
2015-03-07, 05:58 PM
Pitor throws a grenade and it falls into the hole. A moment later a very loud explosion resounds from the hole, and a plume of viscera sprays up the hole, coating the floor around it. Only the strongest of ork would have survived that. You can hear the ship's metal moaning and groaning after the blast. Further use of explosives may cause a hull breach.

Marcus fires and misses the cybork.

There's some movement from below. Clearly some of the ork have survived.

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsr0w96ii8.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsr0w96ii8.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O1dead
G1 O2dead
G1 O313 (1 critical) 16 agi damageJ11
G1 O4dead
G2 O112 16 agi damageI8
G2 O2 (heavy)13 (1 critical) 16 agi damageH8
G2 O3dead
G2 O4deadK9
G3 O111 16 agi damage
G3 O21H10
G3 O30I11
G3 O411 16 agi damage
G4 O113 (1 critical) 16 agi damage*prone*
G4 O20K10
G4 O3 (ranged burna)0J8
G4 O4 (ranged burna)3H9
S125 16 agi damage*prone*
S20
S323 16 agi damage


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12 We are here
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6
Group 2: 6
Pitor (Arkive): 5

ArcturusV
2015-03-07, 06:28 PM
The sergeant was screaming, Orks were dying, explosions and fire everywhere. Isabella groaned a bit, hitting a quiet moment of calm amid the storm of battle, just something about the noises all mixing together, familiar, destructive, but still calming in that weird way.

"... Death is busy today, Mord," he whispered softly, barely able to be heard even by his comrade. Mord only nodded as he raised up his Lasgun to help fend off the incoming Ork Tide that was sure to try to overwhelm them.

Isabella briefly considered going for the Flamer, but was concerned about the fires raging out of control and Atherton's position in the potential arc of fire, particularly if the flames went wild or the flooring near him caught on fire. Instead he opened up to the Warp Again, staring at the Cybork who had sustained the least damage so far. His staff slammed into the deck plate, his shield was raised, and he unleashed the power of his mind.

Isabella Takes the Guarded Action stance for a Half Action, and uses the Spontaneous Combustion Power on the Cybork, Unfettered. Mord takes the Close Quarters Battle General Comrade Order.

Focus Power Test: [roll0] vs 42 Willpower, +10 Psy Focus, +10 Spontaneous Combustion power, +15 Fettered Psy Rating, Final Mark of 77.
Damage: [roll1] +8 (2 Base, +2 for every PR), Pen 0, has the Flame Quality.

Isabella has +10 to Reactions until her next turn, Mord gives her "Ganging Up" Bonuses on enemies in Melee.

Edit:

The Fires of the Warp Manifest powerfully, taking the form of rolling waves across the floor, churning like a violent sea, crashing and sparking, until at the last minute as they come to the target, they gather and surge one last time, transforming into a great twin headed eagle of Fire, soaring directly towards the knee of the foul Xenos with all the fury of the Emperor's Wrath.

Nesori
2015-03-08, 09:29 PM
Grendal stares onward as the green menace starts flooding into the room, letting loose a volley of multilaser fire in their general direction. He repeatedly adjusts the angle which the bulky weapon fires, purposely foregoing accuracy in order to keep the orks pinned for his allies to finish them off.


Making a suppressing fire action with the overwatch zone being the area which the orks funnel out of.
[roll0] vs. 32 (42+10-20)
If I manage to damage anything [roll1]

tigerusthegreat
2015-03-09, 09:07 PM
Isabella hurls burning psychic power at one of the cybork. The mechanical monstrosity starts cooking, and even though the flames engulfing him do no more damage, he begins to freak out about it, slamming his hands all over his body trying to put out the flames ineffectively.

Below, an ork curses and there is moving, but nothing pops out of the hole.

Grendal fires a burst, missing any orks in the area, but the orks don't even pay it any mind. The mighty Waaaaagh! is driving them, heedless of personal danger.

A really big ork emerges from the hole.

The unburning cybork move up to engage Atherton, each making a standard attack, swinging his choppa. The cybork hits Atherton in the head, lacerating his scalp (7 damage).


Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsdiawpjj3.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsdiawpjj3.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O1dead
G1 O2dead
G1 O313 (1 critical) 16 agi damageJ11
G1 O4dead
G2 O112 16 agi damageI8
G2 O2 (heavy)13 (1 critical) 16 agi damageH8
G2 O3dead
G2 O4deadK9
G3 O111 16 agi damage
G3 O21F12
G3 O37I11
G3 O4dead
G4 O1dead
G4 O20K10
G4 O3 (ranged burna)0J8
G4 O4 (ranged burna)3H9
S125 16 agi damage*prone*
S20k8
S323 16 agi damage


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9 We are here
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6
Group 2: 6
Pitor (Arkive): 5

TheFallenSon
2015-03-09, 11:36 PM
Atherton really needed some luck on his side right now, those two hulking cyborks were probably gonna make him in to a human shredded groxmeat taco. He attempts to dive out of the way of a particularly vicious slash, praying the whole way that the Emperor knew he was worth keeping around.


[roll0] vs 27 for a dodge on The big damage cybork

TheFallenSon
2015-03-11, 04:57 PM
Atherton takes a nasty slash across his helmet, the damn blade actually biting deep into the armor and cutting his scalp, as he tries to fall back to a larger grouping of his friends. His mind is revolted by what he feels is a show of cowardice before the enemies of the emperor, but he will not be able to do any good if his guts decorate the floor. He moves as quckly and nimbly as he dares to some cover, to set up for a blast of flame to the faces of his enemies.

Full withdraw to E16.

tigerusthegreat
2015-03-11, 08:23 PM
Atherton withdraws to cover.

One ork, armed with a melee burna, moves forward to cover.

Both burnas move forward, one opening up on the group with a gout of flame. (Targets possibly hit: Isabella, Mord, Brootus, Jootus, Grendal, Pitor, Marcellus, Ignacious, Kayne are in the target area). The comrades are all injured by the flames, and Isabella, Grendal and Marcellus are engulfed in flame, but only Grendal catches fire. The other two avoid it.

Target Area
http://i299.photobucket.com/albums/mm285/tigerus2004/1_zps20ghwsar.jpg (http://s299.photobucket.com/user/tigerus2004/media/1_zps20ghwsar.jpg.html)

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsznuaptqg.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsznuaptqg.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O1dead
G1 O2dead
G1 O313 (1 critical) 16 agi damageJ11
G1 O4dead
G2 O112 16 agi damageI8
G2 O2 (heavy)13 (1 critical) 16 agi damageH8
G2 O3dead
G2 O4deadK9
G3 O111 16 agi damage
G3 O21F12
G3 O37I11
G3 O4dead
G4 O1dead
G4 O20J14
G4 O3 (ranged burna)0M14
G4 O4 (ranged burna)3H12
S125 16 agi damage
S20k8
S323 16 agi damage


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9 (7 damage)
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6 We are here
Group 2: 6
Pitor (Arkive): 5

jojolagger
2015-03-11, 09:18 PM
Feeling betrayed by his ripper gun, and unable to fallback until the others have already, Brootus and Joodus frag out. Targeting the Big Boss (Ork Nob).

Half Action Draw Grenade, Half Action Standard Attack
[roll0] vs 69 (34 + 5 Ranged Volley + 10 standard attack + 10 short range + 10 size)
[roll1] +4 (get Them!) damage
[roll2]Righteous Fury?
[roll3]Scatter Direction
[roll4]Scatter Distance

tigerusthegreat
2015-03-11, 10:20 PM
The explosion rips through the remaining crowd of orks, only slightly injuring the boss, who rips a shard of shrapnel out of his arm and tosses it aside with a grin.

Three other orks are bleeding. One is thrown to the ground stunned, while one is knocked down, and crawls to cover. The third seems dazed, and is bleeding badly.

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsihl9zmpq.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsihl9zmpq.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O1dead
G1 O2dead
G1 O318 (7 critical) 16 agi damage *bleeding* *Stunned for 2 rounds* J11
G1 O4dead
G2 O118 (6 critical) 16 agi damage *bleeding*I8
G2 O2 (heavy)19 (7 critical) 16 agi damage *bleeding*F8
G2 O3dead
G2 O4deadK9
G3 O111 16 agi damage
G3 O21F12
G3 O37I11
G3 O4dead
G4 O1dead
G4 O20J14
G4 O3 (ranged burna)0M14
G4 O4 (ranged burna)3H12
S125 16 agi damage
S29k8
S323 16 agi damage


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

Marcus (demon): 13
Special 3: 13
Isabella (Arcturus): 12
Special 1: 12
Grendal (Nesori): 11
Group 3: 11
Special 2: 11
Atherton (FallenSun): 9 (7 damage)
Group 4: 9
Marcellus (RandomLunatic): 8
Group 1: 7
Brootus (Jojo): 6
Group 2: 6
Pitor (Arkive): 5 We are here
(after Pitor's turn, we will have a round of all players then all orks. Pitor effectively gets two rounds in a row.)

RandomLunatic
2015-03-11, 10:53 PM
Seeing the Ork bring his crude flamethrower in, Marcellus ducked and covered and awaited the wash of fiery doom.

It tingled.

He looked up, surprised. Ignacio only slightly worse off, singed and trying to put his hair out. Neither had yet to receive the fire-immunity implant-which one was it again? So it could only have been His grace.

He yelled, "Your crude flamers will not avila you here on a vessel of the Fire Eagles chapter! Brothers, purge this room of this taint with His holy fire!"

Going to break this one up, since my actions are kind of going to depend on how well the first ones go.

First, issue [roll0] Still TN 54

RandomLunatic
2015-03-11, 10:56 PM
Now, Ignacio will CQB and Ranged Volley.

1st turn: Draw Krak (Half), then throw at the Nob.
[roll0] 40 BS - 10 Fatigue + 10 Standard Attack + 10 Size + 5 Volley= 55.
[roll1] + 10 X, Pen 6, Concussive [0]

2nd Turn
[roll2] TN 54 (or 64 if Loyal)


Wounds: 13/13
Fatigue: 1/4
Comrade: Wounded

Bolt Ammo: 8/2
Las Ammo: 30/4
Frag Grenades: 1
Krak Grenades: 1

jojolagger
2015-03-11, 11:43 PM
(I'll just assume Pitor doesn't charge the orks)
Brootus and Joodus keep throwing Grenades, this time throwing them into the midst's of the nearest orks.

Half Action Ready Grenade, Half Action Standard Attack Throw Grenade at J13.
(Is Diagonal Movement a thing in OW? if so, grenade should hit almost all the orks on our side of the pit (aside from G3O2)).
[roll0] vs 59 (34 weapon skill + 5 volley + 10 short range + 10 standard attack)
[roll1] + 4 damage (I love Get Them!)
[roll2]?Righteous Fury?
[roll3]?Scatter Direction?
[roll4]?Scatter Distance?

Demon 997
2015-03-12, 12:20 AM
Seeing the Nob emerge into the group of orks by the hole in the floor, Marcus draws another frag grenade and sends it downrange.


Throwing a grenade at K10. Hoping to hit all the Orks near the hole.
[roll0] BS test: BS 41, +10 short range, +10 standard attack, -10 fatigue, TN 51.
[roll1] Scatter
[roll2] Distance
[roll3] Damage

TheFallenSon
2015-03-12, 01:52 AM
Once he reached cover, Atherton would whip his Flamer around and pour flaming doom towards the two cybork boyz. Anyone else he caught in his inferno of doom would be icing on the cake. He growled with guttural glee as the flame splashed into and then over the cover his enemies had tried to take. Swearing as a runnel of blood washed through his vision, he thanked the Emperor for his medical training.


half action, guarded action, half action standard attack.
Damage
[roll0]
righteous fury
[roll1]

Arkive
2015-03-12, 08:59 AM
Pitor tosses another frag at the closes cluster of greenskins.



Comrade: volley

Throwing a frag:
to hit: [roll0] vs 40 (35BS -10 fatigue +10 Standard Attack + 5 volley)
scatter direction: [roll1]
scatter distance: [roll2]
Damage: [roll3] +4

ArcturusV
2015-03-12, 01:57 PM
So, many, explosions. Fitting for an Ork Fight he supposed, what with their crude love of things that go Boom. Isabella though could do with a bit less bass in the battle, his ears starting to ring out wit the rapid series of blasts back to back to back. Instead he focused on the large, fat "Knob" Ork with his Bling and Gubbins, channeling forth the fury of the God-Emperor to smite the foul Ork, before him and Mord scurry off towards some cover, what with him all plumping while he cooks and Isabella not wanting to ask too much of the Emperor today.

Isabella does some Combustion on Senor Nob there, then scurries off to E-17, Mord guards with Close Battle Order, and scurries off with Isabella.

Unfettered Focus Power Test: [roll0] vs 42 Willpower, +10 Spontaneous Combustion Test Mark, +10 Psy Focus, +15 Psy Rating, +10 Inspired. Final Mark of 87.

Damage: [roll1] +2 Damage, +6 for Psy Rating, Pen 0, Flame Quality.

Nesori
2015-03-12, 05:49 PM
The fire from the ork's burna sets Grendal alight. His metallic nerves scream throughout his body and he does everything he can to try and put out the fire on himself.


Round foregone due to lost WP test.

Arkive
2015-03-12, 07:07 PM
"Out of frags," Pitor frowns. He draws and aims a laspistol.

tigerusthegreat
2015-03-12, 10:58 PM
In a flurry of explosions and a gout of fire, most of the orks go down.

The orks reposition themselves, and make a few feeble attacks, but none connect. The waaaaaaagh seems to be fading.

Your microbeads crackle. "What the hell is going on down there? We've got lots of explosions around the training room."

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/adept_zpsnhwzeou2.png (http://s299.photobucket.com/user/tigerus2004/media/adept_zpsnhwzeou2.png.html)
The two objects on the far left are tables that have collapsed on themselves. They are difficult terrain and provide soft cover.

Anything else in the middle of the map provides hard cover.

1 square = 1 sq meter

The object in the very middle is the hole.

Comrades are only shown when they have been given a specific location by a player or are out of cohesion.



Enemy Information:

Stats:
EnemiesWSBSSTAGINTPERWPFEL
Group1,2,4372446443024322621
Group3372451543024322621
Special 1 and 3401949503929343234
Special 2461949473929343234

Injuries:

NameDamageLocation
G1 O1dead
G1 O2dead
G1 O3deadJ11
G1 O4dead
G2 O1deadI8
G2 O2 (heavy)deadF8
G2 O3dead
G2 O4deadK9
G3 O1dead
G3 O211F12
G3 O314 (2 critical) stunned for 5 roundsI11
G3 O4dead
G4 O1dead
G4 O23H16
G4 O3 (ranged burna)6O17
G4 O4 (ranged burna)13 damage (1 critical)E12
S125 16 agi damage
S227 damage (2 critical)O10
S323 16 agi damage


Group 1, 2, and 4 (Ork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 6
Armor: Body 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps (semi-auto or full without bracing, no penalty)
Crushing Blow (1/2 WS bonus to damage in melee)
Furious Assault (if hits using all out attack, may spend reaction to make an additional attack)
Hardy (recovers damage as if lightly wounded)
Iron Jaw (if stunned, toughness test to ignore)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work (Unreliable weapons are not unreliable in ork hands)
Mob Rule (For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)
Group 2: Shoota (Basic; 60m -/3/10; 1d10+4 I Pen 0 clip 30 reload full
1 member has big shoota (heavy, 120m -/-/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate Unreliable)
Group 4: Burna (melee 1d10+5 E Pen 5 Power Field Unwieldy) 2 have Burna (Basic; 20m S/-/- 1d10+4 E Pen 2 Clip 6 reload full, flame, spray, unreliable


group 3: (Cybork Boyz)

Move: 3/6/12/18
Wounds: 12
TB: 7
Armor: Body 4 all else: 2
Skills: Athletics +10; Intimidate +10
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Jaw(if stunned, toughness test to ignore)
Street Fighting(When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (1) (deals 1 extra damage with each attack if they charged this turn)
Make It Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Toughness (2) (increases toughness bonus by 2; increases DOS by 1 on successful test)
Machine (2) (immune to heat and cold, and vacuum, mindcontrol; +2 AP vs fire)
Nerves of Steel (reroll failed willpower to avoid pinning; +10 vs intimidation)
Weapons:
Group 1: Slugga (Pistol 20m S/3 1d10+4 I; Pen 0 Clip 18
Choppa (melee 1d10+6 R: Pen 2 Tearing, Unbalanced)

special 1 and 3: (Mad Docs)

Move: 4/8/12/24
Wounds: 30
Armour: Body 2
Total TB: 9
Skills: Command (Fel) +10; intimidate +10 Medicae +10
Traits: Air of Authority (command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline (If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Master Chirugeon (+10 bonus to medicae; +20 bonus to toughness test to prevent limb loss)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (5) (increases str bonus by 5; increases DOS by 2 on a succesful test)
Unnatural Toughness (4) (increases toughness bonus by 4; increases DOS by 2 on successful test)
Weapons: Shoota (Basic 60m S/3/10 1d10+4I Pen: 0 Clip 30 Reload Full Inaccurate Unreliable)
Dok's tools (melee, 1d10+11 I Pen 2 Tearing
'urty syringe (1d10+4 R Pen 3 Tearing Toxic


special 2: (Ork Nob)

Movement: 4/8/12/24
Wounds: 25
Amour Body 2
Total TB: 9
Skills: Athletics +10 Command (Fel) +10 Intimidate +10
Air of Authority(command effects 100* Fellowship bonus and up to 100m)
Bulging Biceps(semi-auto or full without bracing, no penalty)
Crushing Blow(1/2 WS bonus to damage in melee)
Furious Assault(if hits using all out attack, may spend reaction to make an additional attack)
Hardy(recovers damage as if lightly wounded)
Iron Discipline(If passes fear or pinning comrade only fails on a double roll)
Iron Jaw(if stunned, toughness test to ignore)
Lightning Reflexes (roll initiative twice)
Street Fighting (When armed with knife or similar adds half WS bonus to damage)
True Grit (Critical Damage is reduced by toughness to a minimum of 1)
Brutal Charge (3) (deals 3 extra damage with each attack if they charged this turn)
Fear (1) (Forces willpower test)
Size (Hulking) (+10 to hit; -10 to stealth)
Make it Work(Unreliable weapons are not unreliable in ork hands)
Might Makes Right (Intimidate can act as command)
Mob Rule(For every additional ork in 10m, +10 to tests vs Fear and Pinning)
Sturdy (+20 vs grappling)
Unnatural Strength (4) (increases str bonus by 4; increases DOS by 2 on successful test)
Unnatural Toughness (5) (increases toughness bonus by 5; increases DOS by 2 on successful test)
Weapons: Snazzgun (100m S/2/- 2d10 I or E Pen 1d10, Inaccurate Overheats Unreliable




Initiative:

*Player's Turn*
Marcus (demon): 13
Isabella (Arcturus): 12
Grendal (Nesori): 11
Atherton (FallenSun): 9 (7 damage)
Marcellus (RandomLunatic): 8
Brootus (Jojo): 6
Pitor (Arkive): 5
Special 3: 13
Special 1: 12
Group 3: 11
Special 2: 11
Group 4: 9
Group 1: 7
Group 2: 6

RandomLunatic
2015-03-12, 11:41 PM
Marcellus clenched his jaw to activate his bead. "The xenos tried drilling through the decks, about two squad's strength."

Shifting his chainsword to a two-handed grip and thumbing the activation rune, he said, "Mopping up survivors now." He charged across the room, momentum helping bring the whirring blades of the sword down on the Ork threatening Marcus's position.

[roll0] TN 54
Comrade will CQB and Keep Cohesion.

Full: Charge to N17 and attack the Ork there.
[roll1] 37 WS + 10 Comrade + 20 Charging + 5 Good Craftsmanship - 10 Fatigue=TN 62
[roll2]+9 R, Pen 2.

Wounds: 13/13
Fatigue: 1/4
Comrade: Wounded

Bolt Ammo: 8/2
Las Ammo: 30/4
Frag Grenades: 1
Krak Grenades: 1

jojolagger
2015-03-13, 12:16 AM
Brootus and Joodus are happy to gang up on the Ork near them, seeking to beat it into submission

Joodus will close quarters battle.
Brootus will make two standard attacks an all out attack to bash the orc's face in with his ripper gun.
TN = 82 62 (42 + 10 ganging up + 30 all out attack + 10 standard attack) or 9272 (if someone else joins in ganging up)

Attack 1[roll0] damage [roll1](max 8) + 14 (Pen 1)?RF?[roll2]
Attack 2[roll3] damage [roll4](max 8) + 14 (Pen 1)?RF?[roll5]

They'll soak 7 damage on a body hit, 6 otherwise, and should be sent into critical damage by this if the hits land.
Reverse roll to 76, hit right leg, for 16 damage (6 is soaked).

TheFallenSon
2015-03-13, 01:09 AM
Filling safe where he was standing for the moment, our amazing medical aspirant would let loose more FIAH!! Pouring a giant spurt of ignited promethium doom towards the two cybork boyz again. He even decided to try and hose the rest of those silly green xenos bastards. Catching as many as he can in his inferno of burning death. He growled with guttural glee as the flame splashed into and then over the cover his enemies had tried to take. Hell, he even began laughing this time. This was all gonna be over soon, and he was gonna need to staunch that bleeding quick. "BURN SKUM!!"


Damage
[roll0]
Righteous Fury
[roll1]

Pen 2, Flame and Spray.....AND RIGHTEOUS FURY!!!!!

I know I could have my comrade present or whatever...I haven't been using one. I won't make that mistake again. I had left him out of our training session...silly newb mistake it seems.

Demon 997
2015-03-13, 01:51 AM
Momentarily stunned by the rippling blasts of grenades going off in front of him, Marcus barely noticed the Ork charging his position, until the sergeant leapt into the fray. Snapping back into focus, Marcus called out Green chap, five rounds rapid!

Half action aim, half action semi burst attack
[roll0] BS 41, +30 point blank range, +10 aim, +0 semi burst, -10 fatigue TN 71
[roll1] Pen 7
[roll2] Righteous Fury

Realized I hadn't been tracking ammo. Fights nearly over though, and I don't think I used more than 5ish rounds. How many reloads do I have anyway?

ArcturusV
2015-03-13, 07:41 AM
The charge of the Imperial Guard, all full of nobility and warlike, screaming out litanies of hatred as they smote the xenos... and more often than not ending in disaster. Isabella doubted this one would go too badly, though he wasn't in any hurry to mix it up with something that could and would hit a lot harder than he did. He signaled for Mord to keep his head down and stay out of the line of fire, while Isabella tried to use his mind to punt the ork down they hole.

Mord takes the "Take Cover!" action as a Full Action. Isabella uses an Unfettered Assail against the ork in I-11.

Focus Power Test: [roll0] 42 Willpower, +10 Assail Test Mark, +10 Psy Focus, +15 Psy Rating, +10 Inspired. Final Mark of 87.
If I score 3+ DoS, the Ork is punted [roll1] meters and knocked prone.

Damage: [roll2] + 3 Damage, Pen 2 Impact Damage.

Arkive
2015-03-13, 04:39 PM
"The Emperor smiles on us today!" Pitor's frown fades when he sees the brute hammering at the xenos in front of him. Well, some of us. Pitor fires a 2-shot burst from his pistol and moves behind Brootus. "Brootus! Let me see that gun."



semi-auto burst:
to hit: [roll0] vs 50 (35BS -10 fatigue + 30 point blank - 20 shooting into melee + 5 volley + 10 aim)
damage: [roll1]+2

2nd hit loc: [roll2]
2nd damage: [roll3]+2

move to H18

Comrade move to G17

Next round, let's get that gun unjammed.

tigerusthegreat
2015-03-14, 10:54 AM
Through the Righteous Will of the Emperor of Mankind, his space marine Neophytes beat the last of the orks into submission. You hear some scurrying below, as any of the remaining reinforcements flee from the battle. The orks still alive in the training room are bleeding, burning, and sunned, very easy to finish off.

(While they could deal a tiny bit more damage to you, in the interest of keeping things moving, I'm going to end the combat in a victory. Congratulations, you've earned 100 xp. You can choose to kill off the remaining helpless orks, or try to question one.)

Demon 997
2015-03-14, 12:09 PM
Seeing that the Orks had stopped being a threat for the moment, Marcus rushed over to Grendal and attempted to put him out, smothering the flames with his stormtrooper greatcoat.


Not sure if I should be/need to roll for this, but rolling agility just in case.
[roll0] TN is 35 plus whatever modifiers.

ArcturusV
2015-03-14, 07:00 PM
"... they'll be back... and in greater numbers..." Isabella muttered to himself as the Xenos proved its nature, cowardly and weak, running off from a fight. He leaned heavily on his staff, letting out a great sigh as the others mopped up, and Marcus seemed to have the flaming under control, smothering the fires with his great coat.

He looked far more tired than his uninjured state would suggest as he offered Mord a hand up, back onto his feet. His mind felt weary after the rapid use of his powers, always aware that at any moment something terrible indeed might have happened. Well, more terrible than what in fact did happen.

Mord was meanwhile checking his wounds, making sure they looked relatively clean and free of corruption from the Xenos Taint. He had gotten burned up pretty good, and was clearly showing a toll from the short and viscous fighting.

"... still early," Isabella told Mord, seeing his mind ticking away. The injury wasn't likely to get either of them excused from duty after all, and he doubted that a single instance of burnination and explodery somehow drove the orks off the ship forever.

RandomLunatic
2015-03-15, 02:50 PM
Marcellus was about to issue the order to pursue and crush the last few greenskins, but a quick look at the condition of the squad changed his mind. "Atherton, see to the wounded. If you aren't wounded, then finish the job," emphasizing the point by jamming the tip of his sword into the nearest xenos and twisting the blade until it (the Ork) stopped moving.

Then he walked to the hole to see if whatever means the Orks had used to climb up could be utilized to go down instead. The skirmish had put them behind schedule, perhaps the shortcut could make up some time. Not to mention the possibility of falling upon the greenskins from behind.

Arkive
2015-03-15, 03:34 PM
Pitor helped Brootus get his gun unjammed. Now, maybe Brootus could stop using it as a hammer. With the front-liner taken, Pitor knelt and consulted his auspex. Hopefully, there weren't too many more xenos.


tech-use: [roll0] TN: 23(33 Int - 10 fatigue)
EDIT:
messed that one up, roll in OOC (http://www.giantitp.com/forums/showsinglepost.php?p=18962142&postcount=201).
(63)

jojolagger
2015-03-15, 04:01 PM
With Pitor fixing his gun, Brootus begins stomping on the necks of any orks that seem not dead yet. Not as effective as bashing them with his gun, but good enough.

Nesori
2015-03-15, 09:05 PM
Grendal's smoking body lay on the ground where Marcus put out the flames, almost inert until a crackling sound emits from one of the ports of his body and sparks momentarily fly around him. His head shoots up and his respirators wheeze from a mass intake of oxygen. The mechanical man lets out several hacking coughs and black smoke puffs out his face mask like a poorly maintained furnace.

Slowly rising to onto his knees and eventually forcing himself to stand, Grendal looks around at the ork bodies. "What's the next objective?" He asks out loud, ready to put this embarrassment behind him and move on with eliminating the orks.

tigerusthegreat
2015-03-15, 10:14 PM
"Training Room, report." A crackling voice comes over your microbead.

RandomLunatic
2015-03-15, 10:51 PM
Marcellus voxed again. "Neophyte-sergeant Marcellus reporting. The Orks tried drilling up from deck two through the floor of the training room. We repulsed them with about one score dead and an unknown number of survivors fleeing back down into deck two. Our own casualties are 5 walking wounded and one wounded and unconscious." A lot of racket behind him proved to be, on looking over his shoulder, Grendal coming around, causing Marcellus to insert a hasty, "Correction: 6 walking wounded.

"I intend to follow them down the breach, pursuant to our last orders."

tigerusthegreat
2015-03-15, 11:12 PM
"Negative, Sergeant. Deck two is suffering extreme structural integrity issues due to some explosions near your area. The bulkheads may not hold. Make your way to deck 4 Section 27. You are to hold that intersection at all costs until further notice."

ArcturusV
2015-03-16, 12:08 AM
Isabella walked through the bodies of the burninated and dead, occasionally adding in a Staff Strike in order to guarantee an Ork wasn't going to get back up. Mord followed along, adding his own little kiai shouts as he used the stock of his lasgun, or the heel of his boot to add in some damage on his own.

Isabella wasn't paying too much attention to the executions though. Instead he was studying the Orks, their markings, their gear, studying what they had for clues as to what particular goals or Clans they might belong to, and just how much of their gearing was in fact looted Imperial Technology compared to the ramshackle technology of the Greenskins.

Takin' myself a Forbidden Lore (Xenos) test:

[roll0] vs 34 Int, +0 Trained, Base Mark before conditional modifiers of 34.

Awareness Test may also be called for while looking over things I suppose:

[roll1] vs 28 Per, -20 for Untrained, Base Mark before conditional modifiers of 8.

Demon 997
2015-03-16, 12:37 AM
Marcus sees that Grendal is okay, and turns to deal with the Orks. Seeing them dealt with, he checks the bodies for any imperial equipment or anything else of immediate use. He also checks the training room for any extra equipment, especially grenades.

Nothing like a prepared position to hold right brothers? We can get the heavy guns set up, and take the filthy greenskins apart.


[roll0] Awareness TN is 35.

TheFallenSon
2015-03-16, 12:54 AM
"Oh sure, I'll give everyone a once over...as long as someone can come and help me wrap my own damned head. I figure you didn't notice the giant wound to my noggin, on account of the microbead crackle and adrenaline...right boss?"He stood up and waited for one or more of the others to come and assist him in his self aid operation, before moving to look over Grendal's burns. Boy howdy, bbq Ad-Mech...what will they think of next? He would motion for the most competent of his squad mates to assist him in his buddy aid of Grendal...swearing at the heat coming of the man's metal bits. After that little bit of work, he would go and rummage through the xenos dead, in particular looking at the nob and the two cyborks, then he would do a once over for some stik bombs or explosives of some kind. He would also take a sample of their flesh, the better to study them after all. If anything looks imperial, it will be placed to the side for Grendal to purify.


Is there an aid another or assistance bonus possible in Only War...or is that a house rule? If it is a real thing, please assist to get us to that +60 bonus.

First Aid for Me
[roll0] vs 81(41 base, +20 Medicae skill, +20 med kit)
First Aid for Grendal
[roll1] vs 81(41 base, +20 Medicae skill, +20 med kit)

Awareness for the looting...Emperor protects
[roll2] vs 28 (48 base, -20 untrained....plus situation modifiers)

tigerusthegreat
2015-03-16, 11:10 AM
The vast majority is junk, falling apart as you touch it. One ork's heavy bolter is nothing more than a defiled devastator bolter. The markings are consistent with the Fire Eagles chapter, and it has clearly been damaged. It was once inscribed with long histories in gilding, most of it chipped away. There are remnants of wax where a purity seal once existed. The weapon will not work properly for human hands until it the proper Rights of Repair are performed and it needs to be cleansed of Xenos taint, but it is a chapter relic.

Nesori
2015-03-16, 03:31 PM
Grendal patiently sits through his medical treatment while watching his comrades scrounge through the ork bodies. He turns to whomever found the heavy bolter when they lift it up. "May I see that? I might be able to get it working." His voice half-gargled from the remnants of smoke and ash that filled his bionic system.

Assuming Grendal is allowed to get his hands on the Heavy Bolter, he gently lays it down in front of him and begins to chant in binary. His myriad of tools slowly extending from his back and carefully examining the weapon in front of him. The sound of heat on metal can be heard once more as Grendal attempts to bring this holy tool back to it's original, glorious state.


Tech Use Test: [roll0] vs. 53 (43 base, +10 for tech use skill, + 10 for combi-tool, - 10 difficulty)

Demon 997
2015-03-16, 07:33 PM
Sergeant, if we're ready to move, I volunteer to take point. Vera here should clear the way he says as he pats his hotshot lasgun, and I should be able to open doors as needed.

Turning to the squad before he moves to head off Anyone found grenades? I'm out of frags. By the throne, we're likely all short.

jojolagger
2015-03-16, 08:43 PM
Seeing the bigger gun, Brootus grins and begins digging around in the rooms supplies, hoping to find some ammo.

[roll0] vs perception 29, probably with a good situational bonus because the ammo lockers are right here.

Should some ammo be found, and Brootus gets his hands on the gun, He will happily hand off 3 or his 4 remaining grenades to the first people who ask.

ArcturusV
2015-03-17, 02:37 AM
"Come on Sir, we got orders," Mord chimed in. First thing he had said in quite a while. Isabella shook his head, coming out of a trance as he had been looking over the Ork bodies.

The psyker looked over at his watcher, wondering if he was going to be fit for duty. But if the injuries were too savage, Mord didn't seem willing to chime in and say anything about it. Never complained, that man. Probably because he was trying to keep his emotional distance, so he wouldn't hesitate that day when he has to put the psyker down like a mongrel grox.

Isabella sighed heavily, stowing her staff, and taking out her las pistol, in case they got into a running firefight on the way to the Junction. Probably was going to be a sea of Orks between the two of them, with orders to just charge right through them in a bloody, disembowling, suicidal action. SPESS MEHREENS may be thick skinned (And thick headed) enough to make it work, but he figured there was going to be a lot of blood shed in the squad.

RandomLunatic
2015-03-17, 05:36 PM
"Acknowledged," Marcellus said into his bead.

Turning to Atherton, he said with a smile, "No, I just assumed the Orks would have no more luck getting through your thick skull than anybody else," as he moved in to help him bandage his scalp.

"Good find. Bring that bolter with us just in case. Sorry Grendal, you'll have to wait to get your hands on that new toy, we've got an intersection to hold. Marcus, on point, let's move."

tigerusthegreat
2015-03-17, 06:46 PM
Brootus finds two bandoliers of ammunition for the Devastator in one of the lockers, and the squad hurries to the intersection. On the way up a deck, they pass many ripped apart orks, which appears to be the work of thunder claws and power fists. As you reach the hatch, you find other casualties, other Neophytes, their bodies in a pile with their severed heads stacked on top. Isabella notices that the wounds to the body are highly precise, almost surgical.

(Going to pause here in case you want to take any actions, there are no enemies apparent).

A ladder leads up to deck four, and the intersection is not much further along.

ArcturusV
2015-03-17, 08:02 PM
Precision... not something he would chalk up to Orks in the best of days. I mean yes, sometimes they are tricky, and surprisingly stealthy given some circumstances. But precision was not something he chalked up to the Orkoid. Taking a quick glance around to make sure things were clear of at least the most obvious booby traps he said, "Cover me," to Mord who merely nodded and shouldered his Lasgun.

Examining the bodies, Isabella looked for trace of Xenos influence on the corpses. In particular he had discounted Orks, but was open to the possibilities of the more agile seeming Eldar, or perhaps a minor xenos race. It was unusual for the Ork to fight alongside anyone, much less anyone not brutal and cunning... but you never knew.

Throwin' a Forbidden Lore (Xenos). Noting patterns to the desecration, how they may relate to the known behaviors of various Xenos Races, etc.

[roll0] vs 34 Intelligence, +0 Skill Trained, base mark of 34 before Conditional Modifiers.

tigerusthegreat
2015-03-17, 08:36 PM
Isabella gains no additional information from his examination of the bodies.

TheFallenSon
2015-03-17, 09:11 PM
Atherton's eye's widened at the large pile of dead neophytes...dead brothers. He swore in his native tongue as he neared what he assumed would be a pile of grotesque carnage...instead he was greeted with surgical precision?? He stopped, then stooped and gave several of the bodies a once over, trying to see if he could figure out who...what....or why...someone would kill his brothers this way.

Medicae to use my medic knowledge to figure out what's up here, or what instruments are being used
[roll0] vs 61 (41 base, +20 medicae)

Scrutiny to see if I can puzzle out anything
[roll1] vs 53 (43 base, +10 scrutiny)

tigerusthegreat
2015-03-17, 09:24 PM
Atherton notices that the incisions were made precisely to remove the few gene seed implants the neophytes would have.

Demon 997
2015-03-18, 12:36 AM
Vox it in, but we should keep moving. Stop whoever did that from getting more of our brothers.

Marcus heads up the ladder, a grim smile on his face. Today was a good day to fight and maybe die for the Emperor.

TheFallenSon
2015-03-18, 09:58 AM
"Sarge, this is some serious grox **** here! Who ever did this, removed their organ implants...it was done to remove the implants!" Not much could scare the neophyte marine. He had been through the rigors of training, through battles, and through the hell of mental conditioning...but this...Orks don't harvest the organs of space marines. This was something bigger. That...or an Apothecary had done it...but...would they remove the men's heads...no...that was barbaric.

He made a choice, better he ride the lightning of discipline than his sergeant or any of the others. He jumped the chain of command and used his microbead to vox those who might like to hear about this little snafu. He hadn't gotten up from the rest of the bodies, instead he continues to give them a once over, maybe he has jumped the gun, maybe not. But if he can keep his brothers from a similar fate, so be it."This is Neophyte Medic Atherton, be advised we have come across bodies of several slain neophytes who's bodies have been desecrated, decapitated and their implants removed. My squad is enroute to deck 4 Section 27. Nothing follows."

RandomLunatic
2015-03-18, 04:54 PM
Marcellus blanched a bit, then made the sign of the Aquilla and said a quick prayer for the souls of the fallen. "There's nothing we can do for them. Keep moving, and keep your eyes open."

He will, however, look to see if anything useful can be gleaned from the pile-grenades, ammo, heavy weapons, etc.
[roll0] 30 -20 untrained -10 fatigue

At the intersection, he quickly glanced around, tanking in the lay of the land, as it were-number of corridors, their angles, the doorways, cross corridors, and staircases and shafts that enemy troops could appear from, and the like. Then he started issuing orders. "Grendal, do what you can for that poor bolter. Pitor, Kayne, Ignacio, you'll hold the intersection here with me. Rest of you fan out by pairs and bring back anything we can use to fortify or barricade this position. Don't go far, and don't engage."

As the rest of the squad dispersed, he turned to Pitor. "Tell me-is it possible to breach the flamer fuel canisters without blowing us all from here to the Golden Throne?"

Scholastic Lore (Tactica Imperialis) to arrange his defenses: [roll1] vs 29 (INT) - 10 (Fatigue)

And I will inspire everybody else: [roll2] vs 54

tigerusthegreat
2015-03-18, 07:12 PM
There is no direct response to your report, either there is no surprise to it or they are too busy with other matters.

There are no munitions left behind, either they have been stripped of anything useful (probably by the ork).

When you reach the corridor intersection, the tactical situation is a bit tense. It is a crossing between two long corridors, and given the state of the ship, enemies or allies could come from any direction. There is some debris that you could use to set up cover, but otherwise it is very vulnerable.

With a few minutes of rituals, the devastator heavy bolter is back in serviceable condition. Only a longer ritual and careful repair and purification will return it to its original state, if that is even possible. The machine spirit of the weapon is angry, and ready for battle.

(as far as you know it has the stats as listed in the OOC Thread)

Nesori
2015-03-18, 08:43 PM
Grendal listens intently to his battle-brothers input regarding the deaths of their fellow neophytes. "I suspect more to this assault than just a mere ork raid." He comments rather blandly, his focus once again turning towards getting the bolter serviceable. The sounds of heavy whirring emit from the hallways as a servitor grinds it's way into the corridor, the parody of man and flesh united given to Grendal to aid him in all of his technological endeavors.

Half way through his repairs, Grendal reaches into his satchel and pulls out his share of grenades. Carefully offering them to Marcellus. "Distribute them out however you please, I will likely be preoccupied with the multilaser in future endeavors."

TheFallenSon
2015-03-18, 08:47 PM
Atherton would wave his assistant forward, together, he and Wethun would try and assist the others in making a somewhat defensible position. He knew this was likely to end in quite a bit of bloodshed, all the better. Today they were truly being tested. He readied his flamer and laspistol, intending it would seem to one hand them both, switching as the range demanded a different weapon. He also checked his grenades, one frag and two kraks. "Sergeant, where would you like me to place my flamer? I could stand in support of the heavy bolter? Or provide a bit of cover for a neophyte librarian."


Wethun didn't speak much, just moved to where he was directed. Lasgun ready.


Common Lore War, to set up a good fighting position or if someone else is better suited, I will aid them.
[roll0] vs 41

Common Lore Fire Eagles, to determine the best use of my flamer in this situation, or if there is a time in chapter history when unorthodox tactics may have helped
[roll1] vs 41

Common Lore Imperial Eagles, same as above
[roll2] vs 41

Scholastic Lore Chymistry, to answer the question on how best to explode my backpack of flamer fuel.
[roll3] vs 41

jojolagger
2015-03-18, 10:40 PM
Brootus is content to move debris around to set up cover as directed. He was the strongest here, so obviously it was up to him to do the heaviest work. Once he's done setting up cover, and Brootus sees Grendal is done fixing the even bigger gun, he smiles, picks it up with a grin, and sets to loading what will likely be his new favourite weapon.
Then Brootus notices some of the others checking their grenade counts. Knowing he has more than the others and needs less, Brootus offers the extra grenades to his team. "Who wants a grenade? Got some extras now."

Gonna hand off 3 grenades, keeping 1 just in case.
adding the Devastator Heavy Bolter to sheet now :smallbiggrin:

ArcturusV
2015-03-18, 11:12 PM
Another hold out. Another fight against Long Odds. Orks, and something else tearing through the ship. Isabella was on orders to procure cover, and he didn't seem to be accomplishing much with it. Mord was trying his best, the God-Emperor watch his soul, but there just wasn't that much to work with to establish a good barricade. People were pooling their Grenades, and while Mord worked at trying to cobble together something that would hopefully withstand a few Slugga Rounds and Stikk Grenades, Isabella went back to take his kit out, setting down his grenades for others to take. He trusted in his mind more than his throwing arm, and he felt that was what he was meant to do in the fight.

While Mord continued to work, and others divied up Ordinance, Isabella tried to find a quiet moment and reach out with his Warp Senses once more. If something was out there, other than just the Ork, maybe Warp Beasts or something, there was always the off chance he would sense it coming and could warn the others.

Throwin' some Psyniscience again, feel there's been sufficient time since the last one not to fell like "Roll spam".

Psyniscience: [roll0] vs 27 Perception, Trained for +0, base test mark of 27.

RandomLunatic
2015-03-18, 11:47 PM
"Command, this is neophyte-sergeant Marcellus reporting. We've arrived at our destination. Are there any known allied or enemy units in the area?" He wanted to know which directions could possibly herald attack, or, Emperor forbid, offer a safe line of retreat.

If the vox yielded nothing of use, he would have to resort to hedging his bets, he thought glumly, plucking one of the frag grenades off the ground to replace the two he had expended in the training room. Stationing Brootus and Grendal in opposing corners so both their heavy guns could command any possible approach. Pitor and Atherton in the two remaining corridors so at least one flamer could oppose any assault. And the remainder working on, and distributed amongst, the makeshift barricades as best as possible.

"Pitor, keep an eye on that 'spex. I want as much advance warning as possible."

And he is going to [roll0] Pitor's auspexing. TN 54

Demon 997
2015-03-19, 12:30 AM
Marcus moves forward carefully, looking for cover that the squad can use. Any that he finds he drags to set up safe firing positions for his comrades.

Thanks for the grenades brothers. I will use them against the cursed xenos well. Marcus bows his head to Marcellus as he takes two from the pile.

Permission to scout one of the corridors sir? I figure some advance warning can't hurt.


If given permission to scout
[roll0] Stealth TN is Agi 35, +0 Trained
[roll1] Awareness TN is Per 34, +0 Trained

Otherwise I'll set up Overwatch on the north corridor, firing on any confirmed hostiles (IE not human, or obviously heretics) coming down the hallway.

TheFallenSon
2015-03-19, 05:41 AM
Atherton and Wethun stood opposite Pitor and Kayne, ready to do the Emperor's work. He had enough juice in his flamer for 9 more solid bursts and thanks to the generosity of Grendal, he had all the frags and kraks he hoped he would need. With a nod to his compatriots, he awaited the coming storm.


going to full action aim down the hall I am responsible for, and hope for a stellar grenade toss when the baddies expose themselves.

Nesori
2015-03-19, 01:44 PM
Grendal quickly sets up his multilaser over the makeshift cover set up by Brootus, and with the aid of his servitor set up an overwatch position down the corridor he was instructed towards.

"If there's something besides Orks running around on this ship, how have we not noticed them yet? Or the orks for that matter?" He asks aloud, keeping his gaze directed down the corridor, ready to unleash the Emperor's fury upon any enemy who dares cross his firing lane.


Setting Up Overwatch through one of the two corridors

ArcturusV
2015-03-19, 05:19 PM
"Xenos trickery," Isabella responded to the Tech-Marine Candidate. He went over to start helping Mord build up a fighting position, taking one of the forward positions in the intersection. He figured he was about the second, or third best at hand to hand fighting. If the Orks bore down and someone had to fend off a Choppa, he was better at it than most of the squad. "Eldar in particular are known for their ability to remain undetected, along with many minor xenos species." The word Eldar was practically a curse coming out of his mouth, "I sense no Witchcraft, but that merely can mean that they are hiding it better than I can detect."

Arkive
2015-03-21, 01:00 AM
After settling in between Brootus and Grendal, Pitor checks over his flamer before consulting his auspex again. He didn't like having to rely on a flamer. Having a can of highly-flammable fuel strapped to his person tended to make him more nervous than usual, especially when people started talking about breaching the can. "Well, uh, we certainly could breach a can. Without dying. Though you probably won't want to be standing next to it. These things aren't made to break, so when they do, they're unpredictable, you might get a jet of fire, or a directed explosion with subsequent big, metal projectile. It would, it'd be dangerous, but I could rig one up with an explosive. In one of the barricades." He gave the auspex some concussive motivation. "The ship probably won't like it."


Tech-use: scanning with the auspex, looking for life-signs nearby on the current deck or one deck above or below
[roll0] TN: 33 (33 Int -10 fatigue +10 inspire)

tigerusthegreat
2015-04-07, 08:49 PM
Bolter fire can be heard from the south. Lifesigns approach that area on Pitor's scanner, but quickly wink out. Three marines are down that way, cutting a line through the oncoming ork. Some lifesigns pick up to the west, probably xenos. Ten or so, heading towards you at 50m.

jojolagger
2015-04-09, 07:13 PM
Hefting his large gun, Brootus asks "Shoot?", unable to tell if the lifeforms are friend or foe.

He is however, itching to test the new gun.

Initiative roll:[roll0]

Brootus
Speciality: Ogryn
Demeanour: Heroic
XP: 100
Wounds: 26
Fate: 2/2
Movement: 3/6/9/18
Corruption: 0
Insanity: 0
Voice
Joodus
Loyal
Healthy|>Wounded<|Dead

WeaponTypeRangeRoFDamagePenClipRldSpecial
Devastator Heavy BolterHeavy200m-/5/102d10+4X5100fullTearing, Innaccurate, Ogryn-Proof, Unwieldy, Hulking(2)
Ripper GunHeavy30mS/-/61d10+8 I048FullOgryn-Proof, Scatter
Ripper BashMelee1d10+10 I1Ogryn-Proof, Primitive(8)


ValueCharacteristicNotes
42/4Weapon Skill(37+5)
34/3Ballistic Skill(31+3)
60/6+2Strength(32+3+10+5) (+10/ 350 xp)
66/6+2Toughness(38+3+10+5) (+10/ 350 xp)
22/2Agility(32-10)
11/1Intelligence(29-3-15)
29/2Perception(29)
38/3Willpower(38)
31/3Fellowship(31)


LevelSkillNotes
+0Dodge(100 xp)
+0Parry
+0Common Lore (War)
+0Common Lore (Imperium)
+0Common Lore (Imperial Guard)
+0Common Lore (Space Marines; Adeptus Astartes)
+0Common Lore (Fire Eagles; Ignis Aquila)
+0Common Lore (Imperial Eagles; Aquila Imperius)
+0Linguistics (Low Gothic)
+0Athletics+10 from implants
+0Intimidate


TalentEffect
Weapon Training(Heavy, Solid Projectile)
Die HardRoll twice to avoid dying from blood loss
Hatred(Eldar)+10 Weapon Skill vs Eldar, Willpower test to retreat
Nerves of SteelReroll failed vs pinning, +10 vs. intimidate
Rapid ReactionAgility test to ignore surprise or ambush
Rapid ReloadHalf Round down reload times
True GritReduce Critical damage by Toughness, minimum 1


TraitEffect
Auto-StabilizedAlways counts as Braced with Heavy Weapons
But it Dark in Dere!Won't enter small areas without command (at -10), -10 to all skill rolls while confined
ClumsyCan only use Ogryn-Proof Weapons
Size(Hulking/5)Easier to hit(+10), stealth harder (-10), Faster Movement
Sturdy+20 to resist Grappling & the Takedown talent
Unnatural Strength(2)+2 to Strength Bonus, +1 Degree of Success on Strength tests
Unnatural Toughness(2)+2 to Toughness Bonus, +1 Degree of Success on Toughness tests
Hated Enemy (Eldar)+10 WP test or Fight Eldar on sight
Bred for War+0 WP test to disobey orders
Augmetic+10 logistics for cybernetics



1 Uniform
1 Set of Poor Weather Gear
1 Imperial Guard Flak Armour
1 Microbead

Devastator Heavy Bolter(100)
1/2 clips of 100 rounds
Ripper Gun(48)
1/3 clips of 48 rounds
1/6 Frag Grenades

1 Rucksack
1 Set of Basic Tools
1 Mess Kit, 1 Canteen
1 Blanket, 1 Sleeping Bag
1 Rechargeable Lamp
1 Grooming Kit
1 Set of Cognomen Tags
1 Uplifting Primer
2 Weeks Rations

Secondary Heart+10 athletics checks, +10 survival for low oxygen environments
Ossmodula (Ironheart)+5 toughness, True Grit trait
Biscopea (Forge of Strength)+5 Strength, +5 Weapon Skill

Weapon Skill
Ballistic Skill
Strength
Toughness
Offence
Defence