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  1. - Top - End - #271
    Barbarian in the Playground
    Join Date
    Jun 2014

    Default Re: Arbites Strike Team (DH1) IC

    Spoiler: Rolls
    Show
    Initiative
    (1d10+3)[4]


    The fresco is my second favorite part of this place, the fresco in my Schola was better. This cafe we’ll be meeting the contacting though had my favorite thing, the recaf. It’ll taste better tha-Oh hey there’s our contact.” She said, resisting the urge to wave at the man and fixing her face to look super professional. She then saw a bunch of sudden movement “Oh. I wonder why they’re all leaving at on-Oh throne it’s an ambush.” She said with mounting dread.

    Xanthia dove towards Whatever cover that could be found, as she looked over the attackers to try and figure out what they were dealing, and maybe offer some insight on where to shoot or stan for the best effect.

    Spoiler: Rolls 2
    Show
    gonna roll some stuff to try and give us an advantage in this fight.

    Common Lore Imperium (Skilled)(Int 44) (1d100)[8]

    Awareness (Skilled)(perception)(Per 31) (1d100)[100]


  2. - Top - End - #272
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega may very well come to regret this, but there isn't time, he does put himself in between the arrow and the informant.

    He points out the positions of the assassins.

    Spoiler: OOC
    Show

    (1d10+3)[9]

  3. - Top - End - #273
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    MindFlayer

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    Dec 2014
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    Default Re: Arbites Strike Team (DH1) IC

    Sar Dukar bolts for the aggressive looking figure at coordinates R14. He draws his club as he moves.

    Spoiler: OoC
    Show

    (1d10+3)[4]

  4. - Top - End - #274
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    OrcBarbarianGuy

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    Nov 2012

    Default Re: Arbites Strike Team (DH1) IC

    Penny, who has apparently been paying attention to the wrong things, is surprised when Phil throws himself at the informant and as thugs draw their weapons for an attack. Pointing towards the one with the crossbow, she shouts, "He's got a torsion propelled mechanical bolt thrower! Get him!" Then she draws her flintlock pistol and takes careful aim at the shooter.

  5. - Top - End - #275
    Banned
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    Feb 2014
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    Default Re: Arbites Strike Team (DH1) IC

    As combat is joined and weapons drawn, panic ensues. People scream and scatter, pushing over tables and chairs and other people, running from the scene or just milling about if they can't get away.

    The 'implements of stabbing' are some sort of mechanically intricate shortspear. If you're not half mistaken, the blade can fold around, turning the spear into sort of kama. Perhaps (un)surprisingly, they react first - they were here waiting for you, after all.

    The two nearest enemies - big, burly thugs wearing heavy coats - charge at the one they perceive to be the leader: The one who speaks the most and gives commands.

    In the back, the crossbowman fires his weapon, while the last guy throws his spear.

    Spoiler: OOC
    Show

    The crossbowman is the lynchpin for what's going to happen, so let's start with him.
    BS: (1d100)[64] vs 35 +10 for aim, +10 for short range, for a total of 55.
    Damage: (1d10+2)[10] Pen 2 - his bolt is tipped with crystal, and does not count as primitive. There will even be a small AoE, which will blast a few chairs and tables and an innocent bystander.

    Spearman:
    BS: (1d100)[61] vs 37 +10 for aim
    Damage: (1d10)[7] Pen 1 - primitive

    Thug 1:
    WS: (1d100)[25] vs 33 +10 for aim
    Damage: (1d10)[8] Pen 1 - primitive
    Thug 1:
    WS: (1d100)[4] vs 39 +10 for aim
    Damage: (1d10)[10] Pen 1 - primitive

    Both thugs go for Xanthia, the Spearman throws at Penny, and the Crossbowman fires at ... well, at your informant, but effectively at Phil.


    The thugs catch Xanthia on her back foot, and both land telling blows.

    In the background, the waitress is holding up her tray like a shield and looking like she has no idea what to do or what's going on. The barman seems to have disappeared.
    Last edited by Kaptin Keen; 2020-09-26 at 01:50 AM.

  6. - Top - End - #276
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    OrcBarbarianGuy

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    Nov 2012

    Default Re: Arbites Strike Team (DH1) IC

    Penny's eyes widen as the spear flies past her. He's next, thinks Penny. But she points it in the general direction of the crossbowman and fires at him as he is ducking behind one of the tables. The flintlock pistol goes off with a satisfying bang and a big cloud of smoke, adding to the chaos. Less satisfying is the sound of shattering glass as she misses completely. She, too, ducks behind one of the tables as well, considering her next move.

    Spoiler
    Show

    Init: (1d10+3)[12]
    Shot: (1d100)[98] v. 44
    dmg: (1d10+2)[10]
    RF if needed: (1d100)[93], (1d10)[2]
    Action: Fire, hide.
    Last edited by dojango; 2020-09-26 at 10:31 AM.

  7. - Top - End - #277
    Ogre in the Playground
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    Sep 2015

    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega notes that both ranged attackers have disarmed themselves for the moment and goes to help Xanthia.

    Get Down. he commands the informant.

    Then he stabs at one of the thugs with his sword.

    Spoiler: OOC
    Show

    WS: (1d100)[63] v. 32 + 10 for half action aim
    Dmg (1d10+2)[4]

    (RF if needed)
    WS: (1d100)[20] v. 32
    Dmg (1d10+2)[12]

    Dodge if needed
    (1d100)[84] V 31

    (This is on init 9)

  8. - Top - End - #278
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    MindFlayer

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    Dec 2014
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    Default Re: Arbites Strike Team (DH1) IC

    (initiative 4)

    Sar Dukar runs at the Crossbowman and swings hard with his club. Time only allows for a single strike, but that should be enough to give the villain the right message.

    Spoiler: OoC
    Show

    Attack, WS: (1d100)[49] vs 48
    Damage: (1d10+3)[5] Pen 0

    (if the attack misses, I will Fate reroll, for: Attack, WS: (1d100)[72] vs 48)


    Not the message I was aiming for with that solid miss.
    Last edited by LairdMaon; 2020-10-01 at 12:08 AM.

  9. - Top - End - #279
    Barbarian in the Playground
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    Jun 2014

    Default Re: Arbites Strike Team (DH1) IC

    Receiving her beatings, and immediately having her fantasy of being a grizzled arbitrator beating punks into the earth shattered, Xanthia pulled out her sword to attempt some kind of defense against her attackers. “Okay, just like Arbitrator Mclane against those traitors in Durum Morietur One through four.” She said, brandishing her blade and sending it to the closest thug.

    Spoiler: Muh rolls
    Show

    Gonna try to dodge, I think I’m able to do, against The higher damaging thug. Agility is 33
    (1d100)[13]

    Gonna use guarded attack
    WS is 35
    (1d100)[40]


  10. - Top - End - #280
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    OrcBarbarianGuy

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    Nov 2012

    Default Re: Arbites Strike Team (DH1) IC

    Looking at her now unloaded pistol, Penny curses and then leaps over the table and charges the crossbowman and pistol-whips him with the butt of the weapon while he's distracted by Sar Dukar.

    Spoiler
    Show
    Charge attack v. 53 (1d100)[49], (1d10)[7] RF if needed (1d100)[54], [roll]1d10[/roll
    Last edited by dojango; 2020-10-01 at 09:18 PM.

  11. - Top - End - #281
    Banned
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    Default Re: Arbites Strike Team (DH1) IC

    Spoiler: OOC
    Show

    I'm going to assume Sar Dukar's attack is a charge. Dunno if that's the intent - it does cost the chance to dodge or parry - but on a charge, that's a hit. Combined with Penny's attack, that's one enemy down. Xanthia dodges one attack, but is struck by the other - taking 8 damage (minus armor and toughness, which should mean neglible damage).

    Phil misses.

    That leaves 2v2, Xanthia and Phil vs. the thugs, and 2v1, Sar Dukar and Penny vs. the spearman, who is currently not in melee. He is, in case anyone missed it, the guy also holding a .. thing.


    The cozy little café devolves into shots fired and general melee. The crossbowman takes a couple of hits, and goes down - not dead, but hurting and disinclined to fight on. Xanthia takes a blow, but shrugs it off with barely a scratch. The two thugs still think Xanthia is the leader, and keep whailing on her, while the man who tossed a spear, dashes backwards a few steps and lops the thing in his offhand at Sar Dukar and Penny.

    Say hello to my little friend! He says, and throws the crystalline item at the feet of Sar and Penny.

    The two thugs swing at Xanthia, grim determination on their faces. It's pretty clear they expect the rest of you to run or surrender, once the 'leader' falls.

    Spoiler: Rolls
    Show

    Spearman, throws crystal bomb:
    BS: (1d100)[68] vs. 37 +10 for aim.
    Damage: (2d10)[9] this is not primitive damage - Dodge applies.

    Thug 1:
    BS: (1d100)[47] vs. 33 +20 for All-Out-Attack.
    Damage: (1d10)[8] pen 1

    Thug 2:
    BS: (1d100)[27] vs. 39 +20 for All-Out-Attack.
    Damage: (1d10)[2] pen 1


    In the middle of all the other confusion, the barman reappears. He pops up, having retrieved some sort of oversized, single-barrel, heavy bore shotgun, which he aims around, trying to determine good guys from bad.

  12. - Top - End - #282
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega directs his words to the barkeep.
    The people using explosives are the bad guys.
    He directs the rest of his focus into overwhelming the foe in front of him.
    Spoiler: OOC
    Show

    All out attack
    WS: (1d100)[96] 32 + 20, Dmg: (1d10+2)[10]

    (RF) WS: (1d100)[33] 32, Dmg: (1d10+2)[9]

    (If miss spend fate point for reroll)
    (1d100)[84]

  13. - Top - End - #283
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    Default Re: Arbites Strike Team (DH1) IC

    When trying to convince someone of anything, it's a clear advantage to speak in concert with observable facts. The barkeep hears Phil at about the same time as the crystal grenade blows apart a section of his café - and the shotgun swivels in response.

    Spoiler: Barman
    Show

    BS: (1d100)[73] vs 32 +10 for aim, +10 for short range
    Damage: (1d10+4)[13]

    He acts on Phil's initiative, meaning after the enemy takes his action this round.

    Oh, on a sidenote: Shotguns are still Primitive, so long as they are black powder weapons - as this is. There is no modern, 41st millenium era gunpowder on this planet. But ... I mean, who knows, maybe those crystals can be used in firearms too? Hard to say, no?
    Last edited by Kaptin Keen; 2020-10-03 at 03:40 PM.

  14. - Top - End - #284
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    OrcBarbarianGuy

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    Nov 2012

    Default Re: Arbites Strike Team (DH1) IC

    Penny attempts to dance out of the way, but nearly collides with a chair. "Ack! Why are you wasting crystals like that!" she shouts. "We've got a prisoner! Kill the other ones!" she shouts at Sar Dukar. Meanwhile, she tries to duck down to where the crossbowman is and starts tying him up using his belt.

  15. - Top - End - #285
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    MindFlayer

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    Dec 2014
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    Default Re: Arbites Strike Team (DH1) IC

    Dukar flinches at the kill order before rushing the man who threw the crystal grenade.

    Spoiler: OoC
    Show

    Attack, WS: (2d10)[13] vs 48+10 (charge) = 58
    Damage: (1d10+3)[7] Pen 0


  16. - Top - End - #286
    Barbarian in the Playground
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    Jun 2014

    Default Re: Arbites Strike Team (DH1) IC

    Xanthia threw herself to the side to dodge (Thug 1), before bringing up her sword to try and skewer the his comrade, letting out a string of curses in high gothic.

    Spoiler: Rolls
    Show


    Dodge roll against thug 1 attack. Untrained, agility is 33
    (1d100)[81]

    I do a normal attack on thug 2. WP is 35

    (1d100)[12]

  17. - Top - End - #287
    Banned
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    Default Re: Arbites Strike Team (DH1) IC

    Spoiler: OOC
    Show

    Neither opponent can Dodge or Parry - one, because his hands are now empty, and the other because he All-Out Attacked.


    Xanthia swings her blade, and nearly lops off the left arm of her assailant. He goes down, cluthing his wound and whimpering like a kicked dog. For his part, Dukar rushes the unarmed man - who tossed first a spear, then a grenade - landing a telling blow on him.

    Penny focuses on the primary aspect of any police action: Capturing suspects. She puts her man in restraints, over his objections that he needs to keep pressure on the wound.

    The last thug facing Xanthia is not happy with how things are turning out. He is the only one not wounded, his friends are mostly down, and he's looking at a 3v1 fight. Not liking those odds, he turns tail and runs, hard and fast, for the largest crowd he can find, trying to lose the fuzz.

    Spoiler: However!!
    Show

    He has to Run, rather than Disengage, to get anywhere meaningful. That means both Xanthia and Phil get free attacks at him as he runs off. If he does manage to run, chasing him may prove difficult - as he will do the standard trick of leaving a trail of fallen pedestrians and overturned chairs in his wake.

  18. - Top - End - #288
    Ogre in the Playground
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    Sep 2015

    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega makes a backhanded slash to try to slow down the last assassin.
    Spoiler: OOC
    Show

    WS: (1d100)[28] DC 32
    Dmg: (1d10+2)[9]

    RF
    WS: (1d100)[58] DC 32
    Dmg: (1d10+2)[10]

    If fail, use fate point reroll
    WS reroll (if needed) (1d100)[17]
    Dmg reroll (if needed) (1d10)[8]

    Charmed: (1d10)[1]

  19. - Top - End - #289
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    Default Re: Arbites Strike Team (DH1) IC

    With a scream of pain, the last thug drops, a lateral slash across his back. He squirms, but is unable to escape.

    And so, all the would-be assassins are soon cuffed and secured. It's not long before local enforcers arrive to take them into custody. You present them with credentials - not as Adeptus Arbites, but 'Special Investigators' in service of the Enclave, the planetary administration. They promise you full access to the prisoners anytime you should so desire, but they seem to hold little love of the Enclave. It's pretty clear they'd rather sort out their own messes.

    As the smoke clears, the informant cautiously approaches. You see he has a limp, like his left leg possibly suffered some injury. It doesn't seem recent, he moves like a man well familiar with his partial infirmity. He speaks in a gravelly voice, propably testament to many years working the mines:

    Maybe we should move off a bit? This place has too many broken tables for my tastes.

    He indicates a place a ways off - not for any particular reason other than it hasn't recently been the site of an armed skirmish.

  20. - Top - End - #290
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    OrcBarbarianGuy

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    Default Re: Arbites Strike Team (DH1) IC

    Once the dust settles, before the planetary enforces have time to drag away the prisoners, Penny takes the time to quickly search the fallen crossbowman for anything unusual, valuable, or unusually valuable to take as evidence. "See if the other guy has any more 'little friends' on him" she shouts out. Once done, she dusts off her somewhat blasted clothes and winces. It could have been worse, but it still hurts a bit. She'll have to bandage herself and Xanthia up once the savages are out of sight so she can use her advanced gear. She follows the informant to the slightly less damaged location. Once she gets there, she orders the biggest, fruitiest partially gelatinated non-dairy gum-based beverage on sale.
    Last edited by dojango; 2020-10-12 at 08:10 PM.

  21. - Top - End - #291
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    MindFlayer

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    Default Re: Arbites Strike Team (DH1) IC

    Sar Dukar searches the last man he struck. He leaves him with only whatever id he'd been carrying and takes the rest for investigation. When done, he stops at the bar and, with an appraising glance at the damage to the cafe, leaves a hefty sum of the local currency. "This should soften the financial burden the incident has left you with."

    Finally, he moves to Penny's side and stands there, not quite at 'attention', but close to it.

  22. - Top - End - #292
    Ogre in the Playground
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    Sep 2015

    Default Re: Arbites Strike Team (DH1) IC

    Phil Vega cleans his blade and resheathes it. He smiles to himself, he never really expected to need that skill.
    He otherwise remains silent until there is a venue change.

  23. - Top - End - #293
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    OrcBarbarianGuy

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    Default Re: Arbites Strike Team (DH1) IC

    Once Penny has her drink, she sits down across from the informant. "Seems like ya got some people here that don't want you around. Best ta share what you know with us so they got no benefit for killing you, ya ken? I know how it is, I had a guy drop a bomb in my bunk once."

  24. - Top - End - #294
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    Default Re: Arbites Strike Team (DH1) IC

    The waiter is visibly perplexed by Penny's order. He patiently explains that there are two main sources of nutrients - fungus and mold. Everything is grown underground, the surface being what it is. Long and special care has gone into breeding the cafungus - which, when dried and roasted and ground produces refuncaf, the finest hot, black and invigorating beverage known to man.

    There is some back and forth over this, as nothing Penny wanted is actually available. Eventually, a compromise is struck, and Penny get's a cup of something that is almost, but not entirely, completely unlike what she wanted.

    The informant then speaks up:

    Look, sometimes a man hasta do what he hasta. Those men ya brung down were me own guild mates - they feel we shouldn't be talking to no authorities. But the Sky Father, Him who brung us to this place, I feel He has a place innis heart for straight talkers. And Imma straight talker, least I reckon so.

    I can tell ya where an how. I cannot tell ya who, for I know not. But it's the waterin station. Is simple: Drop yer package into the cistern, and when the train comes, it goes straight into the water tank of the train. It don't trigger no weight alarm, cause the train is there to take on weight, see? Then, when the train reaches that Enclave place, someone fishes the package back out.

    The real pickle is how they cross the waste to get up to the waterin station.


    Spoiler: OOC
    Show

    Loot: You find four folding picks - a clever mining tool that folds, so you can use it as a rod for extra leaverage, or fold it and use it like you would a pick. It isn't quite as heavy as a real pick, but then on the other hand, it offers somewhat more finesse, something that miners might appreciate when mining explosive crystals.

    You also find a crossbow and three explosive bolts. No grenades, sadly.

    The men have made little effort to disguise their identity - they are Stout Malletmen. Miners, in other words.

  25. - Top - End - #295
    Barbarian in the Playground
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    Jun 2014

    Default Re: Arbites Strike Team (DH1) IC

    Xanthia has spent much of the post battle in a bit of a daze. While she was no stranger to combat, the lessons in Schola making sure to cover such things even to those destined for the battlefield between the ledgers such as herself, she had never been in a real fight or been the target of one. Unless you count that time another adept had challenged her for her desk when she spent a year working at this one planet, but the paper work was still going through on that.

    Letting out a sigh, she joined the others as she placed an order down for a cup of whatever the closest thing to recaf they had here, before joining with the group and sitting quietly. “Aaah, just as we suspected. A clever means of avoiding detection, with only the surface to worry about. Are there any known methods of crossing the wastes available to The stout Milletman? And if not, perhaps a means Is possessed by another faction, maybe the one in charge of transportation?“ Xanthia inquires, running her brain over the possibilities.

    She also looked over the four men, and was already assigning their crimes. Conspiracy against an imperial agent, aiding the act of smuggling, attempt at murder, attempted murder of an imperial agent, damaging public property, damaging an imperial agents equipment, and many more. The thought of turning them into local law came to her, but the possible corruption in the local command may see them escape judgment. She would bring it up when not near am concerned and loyal citizen.

  26. - Top - End - #296
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    Default Re: Arbites Strike Team (DH1) IC

    To the best of my knowledge, there is no way of crossing the surface. Only by the Miracles of the Sky Father did the railway come into existance. He intones in the voice of carefully memorized doctrine: And the Sky Father did descend from the dark of the Void on wings of Flame. With a wave of his hands, he raised from the frozen north The Enclave, where his chosen shall dwell and do care for his Miracles. With but a thought, he tore metal from the rocks, and shaped it into the mighty Train, and the Rails on which it travels. And with a blow from his mighty Fist, he created the rifts in the crust, where his People may dwell, and work towards his Glory.

    Thus tell us the Clergy. They as know such things say His ways are strange and unknowable.

    But there are only a very few openings out onto the surface. The train, and three service ports to maintain a few bits of surface equipment.

  27. - Top - End - #297
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    MindFlayer

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    Default Re: Arbites Strike Team (DH1) IC

    "I have a concern." Dukar is examining a crossbow bolt, "This is an unstable explosive mineral, right? How unstable are we talking?" He turns to the informant, "I suppose I'm asking how much of a jostle will set this off. Say I drop it from my hand, will it detonate when it strikes the floor?"

  28. - Top - End - #298
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    OrcBarbarianGuy

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    Default Re: Arbites Strike Team (DH1) IC

    Penny scoots her chair away from Sar Dukar. "Excellent questions! Maybe best answered before we start carrying those around! Although it didn't go off when we beat that guy up. Didja see me pistol whip him? That was pretty cool. Anyway, uh, how are the packages getting out of the mines? Surely they don't just walk out on their own. Are your guildmates swiping it, or is someone else sneaking in to grab the stuff?"

  29. - Top - End - #299
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    Default Re: Arbites Strike Team (DH1) IC

    The bolt tip is .. quite unstable. If you drop it on the nose, it will explode.

    Several guilds handle the ore - we Malletmen mine it, the Porters package and move it, the Alchemists refine it. Process of elimination isn't going to help you, I'm afraid. But .. tell you what: The crystals are worth a lot more once they've been refined. So maybe rule out the Tinkers and Miners.

  30. - Top - End - #300
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    MindFlayer

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    Default Re: Arbites Strike Team (DH1) IC

    "Do any of you guys recall the ride in her? Tell me if you thought it was a smooth ride. Not to mention these things being dropped in in quantities large enough to make a profit. Whoever is doing this is risking their own lives and the survival of this entire installation. They aren't going to go down easily."

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