The first mission

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Jan 4, 2020 3:38 pm
A beautiful stream of the Emporer's light reached outward to meet the grotesque horde of gargoyles.
OOC:
I've lost access to the pdfs. Am I just following ya'll lead at this point, and the info I have C&P'd
Special Ability
Unrelenting Devastation
When firing a Heavy weapon, the Devastator Marine inflicts 1 extra point of damage to a Horde’s Magnitude for every hit. If using a weapon with the Blast Quality, he instead inflicts 1d5 extra points of damage to a Horde’s Magnitude (after all other hits have been applied). This ability only functions in Squad Mode.

Rolls

Heavy Bolter [BS 53+ 20 full auto] - (1d100)

(92) = 92

Jan 4, 2020 3:49 pm
OOC:
Links Does this link works?

Squad mode needs to be "toggled on". As some abilities and effect are exclusive to solo mode and squad mode. You would have had time to use an action to join squad mode like Petrix did before the horde arrived if you wish.
Jan 4, 2020 4:01 pm
OOC:
Oh... yes, I thought that was automatic, as something Commander decided. Yes, Squad mode is what I would do first.
Jan 4, 2020 4:21 pm
OOC:
As long as there is a squad leader and cohesion point left, the squad is there. However, each member choose if the sync with the squad to use its advantages or stay solo mode to use the solo bonuses and actions.
Jan 4, 2020 5:53 pm
OOC:
Sorry, don't have my books with me right now...
Stein, his bolter now unjammed, opens fire in the horde, hoping for more success than last time...
OOC:
...Well I missed again, but at least this time my weapon didn't jam...
[ +- ] Quick stats
Last edited January 4, 2020 5:58 pm

Rolls

Attack - (1d100)

(90) = 90

Jan 4, 2020 9:40 pm
Petrix braced his boltgun, locking his rear arm, trusting the servos of his armor to hold it firmly, as he clenched the foregrip. His thumb toggled the fire selector, and he rapidly squeezed the trigger, firing for effect into the heart of the horde of enemy biomass between the tightly clustered shoulders of his squad.
OOC:
Selecting Metal Storm rounds, semi auto burst.
(BS 42; +20 Magnitude; +10 Range; +10 Bolter Mastery -20 Run)
His rounds went high, as he aimed over the head and shoulders of his squadmates, but burst in the air, the deadly flechettes raining down and thinning the already flaming mass of Tyranids.
[ +- ] Status
OOC:
Actually, I think I got my TN wrong, I forgot the +10 bonus for burst fire. Can I take back my Fate Point?
Last edited January 4, 2020 10:51 pm

Rolls

Semi-Auto [3] Burst: [TN 62; 1d10+9; Pen 2, Blast 2] - (1d100)

(70) = 70

Fortune Point Reroll: Semi-Auto [3] Burst: [TN 62; 1d10+9; Pen 2, Blast 2] - (1d100)

(59) = 59

Jan 5, 2020 5:59 am
@Greygriffin
OOC:
Actually, bolter mastery Only Function in Solo Mode, so I believe your TN was right after all. You can still take back your Fate point if you want but your BS roll would be a miss, which is ok because the flamers did a great job at containing the horde.
As Kenshen and Stein timing made them shoot into the fierest section of Cloten's heavy flamer burst. Ar'Mat waited a second longer and aimed its own flamer at the rest of the horde, cleaning the rest from the ceiling.

Rolls

Hellfire flamer d5+5 - (1d5+5)

(5) + 5 = 10

Jan 5, 2020 6:20 am
As the Gargoyles were raining down the ceiling, even more were taking there place. Now a horde a Hormagaunt was also following then on the ground, rushing the cave at a incredible pace.
OOC:
Another Magnitude 20 of Gargoyle his filling the ceiling above you as a Magnitude 20 Hormagaunt is tickling your armored feet. Because they used the run action, you are not yet engaged in melee and you can shoot them at point blank range for a +30 for the Hormagaunt or short range +10 for the Gargoyles.

Flamer user need to tell me where they focus their fire so I can allocate the damage between the hordes.

Don't hesitate to use Fate point, they are a renewable ressource from roleplay and make the game more epic and enjoyable for everyone!
It is your turn to act!
Jan 5, 2020 7:08 am
Seeing the flamer doing a hell of a job on the gargoyles, Stein changes targets, hoping to slow down, the hormagaunts for the team...
OOC:
forgot to add +10 for the semi-auto burst. Total WS 107, rolled 20 for 8 degrees of success, so 3 extra hits, for a total of 4 (forgot we can add 1 hit because bolters inflict explosive damage !! total 5 hits !!) !! Finally !!! Praise the Emperor !!

Hit 1: 27 dmg (righteous fury)
Hit 1: 28 dmg (righteous fury)
Hit 1: 12 dmg
Hit 1: 16 dmg
Hit 1: 17 dmg
... and finally manages to hit them, even managing somehow to compensate for his earlier failures. In the middle of his shooting, Stein, still without his helmet, can't stop himself from howling with joy like a mad beast !!
Last edited January 5, 2020 7:33 am

Rolls

Shooting Hormogaunts... WS 47+30(point blank)+20(magnitude) - (1d100)

(20) = 20

Dmg hit 1 (rolled twice because of tearing) - (1d10+9, 1d10+9)

1d10+9 : (10) + 9 = 19

1d10+9 : (4) + 9 = 13

Dmg hit 2 (rolled twice because of tearing) - (1d10+9, 1d10+9)

1d10+9 : (7) + 9 = 16

1d10+9 : (10) + 9 = 19

Dmg hit 3 (rolled twice because of tearing) - (1d10+9, 1d10+9)

1d10+9 : (3) + 9 = 12

1d10+9 : (2) + 9 = 11

Dmg hit 4 (rolled twice because of tearing) - (1d10+9, 1d10+9)

1d10+9 : (1) + 9 = 10

1d10+9 : (7) + 9 = 16

Dmg hit 5 (rolled twice because of tearing) - (1d10+9, 1d10+9)

1d10+9 : (7) + 9 = 16

1d10+9 : (8) + 9 = 17

Righteous fury hit 1 - (1d100)

(69) = 69

Righteous fury hit 2 - (1d100)

(68) = 68

additionnal dmg hit 1 - (1d10, RA)

(8) = 8

additionnal dmg hit 2 - (1d10, RA)

(9) = 9

Jan 5, 2020 3:49 pm
Cloten eyes the ground horde a second before aiming high at the gargoyles again. "Clearing the sky," he warns the others, and feels his Astarte muscles staining under the massive weapon as he aims it for the center of the flying swarm.

Rolls

Heavy flamer damage - (1d5+8)

(1) + 8 = 9

Jan 5, 2020 5:22 pm
OOC:
@Stein Maximum Hit in a burst is equal to the firerate (3 in this case). So 3 hit + 1 explosive will do 4 Magnitude damage. Rolling damage dice against those hordes is not needed since minimum damage is enough to overcame their armor and toughness.
Stein's bolter hits the wave of Hormagaunt point blank for maximum effect. Hormagaunt Horde Magnitude 20 -> 16

Cloten's flamer inundate the ceiling sending almost half of the gathering Gargoyles burning to the ground. Gargoyle Horde Magnitude 20->11
OOC:
Stein regain a Fate point for roleplaying the Son of Russ behavior
Jan 5, 2020 5:48 pm
Elyas sees the threat the Hormagaunt's pose and immediately opens fire on them, staying quiet despite the action going on. Thoughts flooded in his brain as to handle this situation better but they didn't have time to prepare anything, only fight.

Rolls

Bolter - SA (47+30) - (1d100)

(39) = 39

Jan 5, 2020 9:17 pm
Readjusting and firing into the crowd, the creatures poured over the scatter gore of their fallen ilk.

Rolls

more firing? - (1d100)

(71) = 71

Jan 5, 2020 11:04 pm
OOC:
@Elyas So, 47 +30 point blank, +10 Semi-auto, +20 Horde size, -20 horde running. TN=87. roll of 39 means succes + 4 degrees of success over. 3 hit + explosive ammo = 4 magnitude damage
TheVagrant sent a note to Melanqolia
OOC:
@Kenshen BS 53 +30 point blank, +20 full auto, +20 size, - 20 run. Roll 71/103. 3 DOS for 4 hit. Magnitude damage 4 hit+ X ammo + 1d5 Unrelenting devastion.
Elyas fire at the approaching horde while he analyze the situation. Hormagaunt horde M16->M12
OOC:
Elyas regain a Fate point for acting on his Calculating demeanour.
Kenshen cadenced heavy fire magnificently slows down the Hormagaunt leaving barely a dozen of them reach your line. Hormagaunt horde M12->M2
[ +- ] Squad

Rolls

Unrelenting devastation 5+1d5 - (1d5+5)

(5) + 5 = 10

Jan 6, 2020 5:36 pm
Melanqolia sent a note to TheVagrant
Jan 6, 2020 11:19 pm
With the hormagaunts being torn to shreds, Ar'mat calmly points to the ceiling again to target the gargoyles, bathing it in flame once more and illuminating the caverns with raining flaming bodies..
Jan 7, 2020 1:03 am
Ar'mat's flamer thins the Gargoyle even more. Gargoyle M11->M5

Petrix aim for the Hormagaunt survivors but they are to spread out to stop them all.

TheVagrant sent a note to GreyGriffin

Rolls

Ar'Mat flamer d5+5 - (1d5+5)

(1) + 5 = 6

Petrix Bolter fire - (1d100)

(100) = 100

Petrix Fate reroll - (1d100)

(84) = 84

Jan 7, 2020 1:45 am
The Gargoyle M5 horde charge down in your formation as the leftover Hormagaunts M2 horde start slashing at all of you.

From the tunnel, more tyranids enter another M20 of Gargoyles accumulate in the ceiling but you can see it is the last of them.

Another M20 of Hormagaunt run through the gory room trying to overwhelm you with their number with even more behind them.

The fight is becoming more chaotic as the Xenos are mixing with your rank. The Gargoyle's claws does not seem to have the sharpness to pierces your armor as a direct hit of Stein's armor barely made a scratch. They still hinder you movement and vision making it difficult to shoot properly, limiting you to pistol or melee weapons unless you can make some distance.

The Hormagaunt talons are sharper. As they gang up on you, some of their slashes manage to draw blood. Cloten, Elyas, Petrix and Kensehn armors has been breached. Apart from a nasty cut on Elyas right arm, nothing else is serious enough to count as a wound, but that could change if their numbers grow to much.
OOC:

Elyas lose 2 wounds from a Hormagaunt attack. All the other attack either missed or were resisted by the Space Marine supernatural toughness.

Due to the numbers, a horde attack cannot be dodged or parried. However, since you brought them below magnitude 10, they do not have any bonus damage over a single troop.

All of you are consider in melee until you clear the M5 and M2 on your position, limiting your options. There is room for 2 to move or disengage in the tunnel behind you without starting to block your line of sight
Your turn!

Rolls

Gargoyle M5 dive kill team - (6d100)

(434543395675) = 301

Hormagaunts M2 swift attack - (12d100)

(435789685534665112862282) = 665

Damage roll Gargoyle on Stein Primitive Pen 3 - (1d10+3)

(5) + 3 = 8

Hormagaunt damage roll on Cloten PEN3 - (1d10+5)

(5) + 5 = 10

Hormagaunt damage roll on Elyas PEN3 - (1d10+5)

(10) + 5 = 15

Hormagaunt damage roll on Kenshen PEN3 - (1d10+5)

(5) + 5 = 10

Hormagaunt damage roll on Petrix PEN3 - (1d10+5)

(6) + 5 = 11

Jan 7, 2020 9:44 am
OOC:
Are the enemies able to get past the front line? I thought we were clustered at the tunnel entrance so they couldn't swarm us.
Jan 7, 2020 2:59 pm
OOC:
If you were in the tunnel, not everyone could shoot. So you are fanned out in front of the tunnel entrance to retreat easily and still bring all the firepower.

The ennemies have not past you though, they just mixed with your position to engage in melee. Due to them being hordes, they attack everyone on their "line" simultaneously.

Up to two in the team can move or disengage on the tunnel and shoot into the melee with no problem (just the regular penalty of shooting in melee). More than two would block the other to shoot into the room.

Even if you retreated all in the tunnel, there is no way to physically block all of them from mixing with your position. It would however limits the amount of magnitude that can attack each to magnitude 10.
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