The first mission

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Jan 21, 2020 7:23 pm
The kill-team progressed rapidly deeper into the tunnels. The overwhelming silence after the battle reverberate your armored steps like a storm. You arrive first at a similar room as the one you fought in, it was evidently were your foes were packed.

You take another tunnel going down. Stein indicate that those don't seem traveled, as there is very limited signs of trafic in or out of the room. Except for the movement that you caused of coure. You navigate more sinuous tunnels at a brisk space. The deeper you go, the more you notice small holes in the rocks until they are almost everywhere. Stein point out furrow-like markings on the ground. Eventually, you notice some larva looking xenos slithering down the tunnel, a few others drops from the ceiling or the walls. They seem to be able to eat their way through rock formation with ease and be heading in the same direction that you are.

The team stop at simultaneous signs from Stein and Ar'Mat. About a 100 metre deeper, the tunnel widen. You can hear the presence of massed creature. They are quiet, but it is impossible for such a great many creatures packed together to be totally quiet.
TheVagrant sent a note to Khulod
What do you do?
Jan 23, 2020 6:34 pm
You arrive at the bottom of the tunnel and a vast chamber open up before you. An horrifying tower of chitin and tentacles stand in the center in a pool of acid. Its appendages reach the floor, ceiling and walls in a moving web of flesh. Around it is a swarm of Termagaunt that let out strident screams as they raise their gun-like arms in your direction.
OOC:
The room his about 50m in diameter. The closest Termagaunt are 30m from your position. The horde is Magnitude 69. The is a few stalactite big enough to provide cover between you and them, at 5m (S5), 8m (S8), 12m (S12), 18m (S18) and 20m (S20) and two person can also take partial cover on each side of the tunnel entrance as it widen if they go back a few meters. The tower is 55m from your position.

A Fear (4) check is necessary for the Squad leader and those in solo mode at Willpower-40
What do you do?
Jan 23, 2020 8:12 pm
OOC:
can I say that I reentered squad mode after the fight ?
Jan 23, 2020 8:30 pm
deadpool_qc says:
OOC:
can I say that I reentered squad mode after the fight ?
OOC:
Yes
Jan 24, 2020 10:05 pm
The room ahead gave the Salamander Librarian pause. His sense of the Warp forewarned him of what was to come and he shared this information quickly.
"I sense another of the larger creatures that guide the horde brothers. This one is significantly stronger then the last. Seek it out and destroy it with priority."
Jan 25, 2020 12:28 am
"How about we throw them a few grenades before engaging them..."
OOC:
How many grenades can we throw before the action starts ?
Jan 25, 2020 12:37 am
Cloten says, "We all have grenades, perhaps a volley to soften them before we go for the throat?"
Jan 25, 2020 1:46 am
deadpool_qc says:
"How about we throw them a few grenades before engaging them..."
OOC:
How many grenades can we throw before the action starts ?
OOC:
Both groups are aware and in range, so unless you move back out of sight, the action start now and this is your first round. The ennemies are ready to fire, I just gave you initiative to make less delays between rounds.

Shooting grenade "before" the action would require activating the
[ +- ] Bolter assault
. codex attack pattern, showing the advantages of superior discipline at the cost of 3 cohesion. Your cohesion is currently 5 (you regained one for the first victory) before the fear roll.

If you want to throw a grenade and move back out of sight, it would require an initiative roll and knowing how much distance you clear to see if you have time to clear partially or totally their line of sight before they shoot.
Jan 25, 2020 8:10 am
OOC:
Well, that was fun, the site ate my post.
Though there was no juicier target for grenades, Petrix counted on them wanting to close the distance and swarm them. At this range, and perhaps a little closer, their armor and firepower would scythe them down. Most concerned with thinning the herd before reinforcements arrived, especially whatever psychic monstrosity Ar'mat had detected, he knelt in the open at the entrance to the cave, laying down a shower of flak from his bolter's Metal Storm magazine. He didn't issue orders, confident that his squad would take up positions and bring their wrath on the enemy without hesitation...
[ +- ] Status

Rolls

Fear Test (WP 34; -40) - (1d100)

(36) = 36

Metal Storm Semi Auto Burst [3] (BS 42; +10 Burst) [Blast 2] - (1d100)

(48) = 48

Jan 25, 2020 2:48 pm
Cloten, attuned to the squads movements and Petrix' leadership, snaps a frag grenade free and flings it into the front rank of the Termagaunt gunners. Then runs to the Stalactitite s5.
OOC:
Grenade thrown range is listed as SBx3 in meters. My guess is that SB is Strength Bonus, but I can't see that confirmed anywhere. Cloten's SB is 10, so Point Blank Range is 15m (+10), normal range is 30m, and Long Range is 60m (-10).
Half action: standard attack
Half action: move 5m
Last edited January 25, 2020 2:49 pm

Rolls

BS 44 - (1d100)

(7) = 7

Damage - (2d10)

(89) = 17

Jan 26, 2020 12:10 am
Standing steady, Kenshen survey the range and assimilated an understanding of the landscape and positions. Brother Petrix starting them off, the rattling and multi-pitched grinding of explosions. The eruptions of yet another battle between the Truth and Light of the Emperor and the grim darkness of the encroaching void.

Rolls

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

(11) = 11

Jan 26, 2020 7:30 pm
OOC:
@Qrallog The jump pack will double your base move if you use it for those kind of move (short jumps), so you could reach S8 also with your half move if you want.

SB is indeed Strength bonus for the grenade. Point blank (+30) is a fixed 2m. Short range (+10) become 15m (half your range of 30m) and long range (-10) is 60 to 90 m (from double your range up to triple the range).

Rolls

Khulod Fear test Willpower -40 - (1d100)

(91) = 91

Shock test Khulod - (1d100)

(17) = 17

Jan 26, 2020 7:34 pm
Stepping forward, Ar'Mat braced himself against the roused horde. He raised his blessed flamer and awaited the coming of the horde before squeezing the trigger. His armor reflected the pouring flame as chitin disintegrated and flesh melted. Still, the horde gave him great pause. He did not waver, but there was concern to him. Could he and his brothers best this vast horde?
Jan 26, 2020 8:10 pm
OOC:
Excellent, yes, jump pack to S8 please
Jan 26, 2020 9:29 pm
The psychic pressure from the center was strong, making it hard to focus. The Kill-team could still, but barely, stay in sync. Cohesion 5->1

Brother Petrix opened the fight with a volley of Metal Storm bolts into the swarm. Termagaunt hordes M69->M62
OOC:
SAB+10, short range +10, size +40 (total bonus caps at +60) 48/102= 5 DOS = 3 hits
Magnitude Damage (Blast 2) X (3 hit) =6 , +1 for eXplosive a ammo => 7
Brother Cloten grenade lands in the middle of the horde for great effect and he takes position with one quick jump behind the second stalactite (S8) . Termagaunt M62->M57

Kenshen heavy bolter wreck devastation in the first line of the Tyrannid. Termagaunt M57-M48
OOC:
FAB +20, Short range+10, size +40 (Bonus capped at +60) 11/113 All 6 hits counts.
Magnitude damade 6 +1 for X ammo + d5 (2) unrelenting devastation Total = 9
Ar'Mat stand his ground and ready his flamer
OOC:
Half action for delay and other half action kept to fire if they approach
Brother Elyas fire his bolter at the horde. Termagaunt M48->M45

Brother Stein also throw a grenade and jump forward to a stalactite (S5). Termagaunt M45->M40

Rolls

Unrelenting devastation - (1d5)

(2) = 2

Stein grenade - (1d100)

(86) = 86

Elyas SAB - (1d100)

(69) = 69

Jan 26, 2020 9:49 pm
The Termagants keep their front line full with by moving those who were in the other side of the room and fire back sending a rain razor-fanged borer beetles in your direction. Most of those ricochets harmlessly on armour and rocks, but a nasty shot hits Cloten's leg for 8 wounds.
OOC:
1 Hit on Cloten left leg for 26 damage PEN 3. Luckily, the leg benefit for the stalactite cover (10). First the hit goes through the 10 armour point of the cover. The damage is reduced by 7 (10-PEN3) from the cover and the cover is partially destroyed and is reduced to 9 AP.
Of the 19 damage (PEN3) left, 5 is stopped by the armour and 8 is soaked by the TB. Resulting in 8 wounds.
The vine-like appendage start moving in your direction, some try to grab Stein and Cloten who moved forward and more are extending toward the rest of the team. It gets a grip on Stein.
OOC:
Stein may use his reaction to parry or dodge the grapple
OOC:
The Termagant did not move in reach of Ar'Mat's flamer, but he can use it to slow down some of the vines with his delayed action if he wish.
It is your turn to act!

Rolls

Fleshborer fire - (4d100)

(98276034) = 219

Horde damage PEN 3 - (3d10+9)

(665) + 9 = 26

Vine Grapple - (1d100, 1d100)

1d100 : (74) = 74

1d100 : (5) = 5

Jan 27, 2020 12:04 am
Ar'Mat's flamer barks at the vines as they reach for his battle-brothers. He then advanced stoically to engage the thing, joining Brother Cloten at his stalactite. He wondered briefly if it was sentient and perhaps was the creature causing the overwhelming psychic force. It might even be what directed the horde. But there was no telling how tough it was. Perhaps dealing with the swarm first was more prudent. It was up to the squad leader to decide.
"Brothers, destroying the pillar may disrupt the Tyranids."
OOC:
Ar'Mat moves forward to S5 and fires his flamer at the horde. He will try to aim in such a way to include the vines
Jan 27, 2020 4:17 am
Cloten snarls at the sudden pain, but feels his holy armor seal. He grabs the heavy flamer with both hands and waiting for a break in the storm of shrapnel from their weaponry, steps around and unloads the heavy flamer at the front ranks, centering on the tendrils reaching for him.

Rolls

Heavy flamer damage - (1d5+8)

(1) + 8 = 9

Jan 27, 2020 5:01 pm
[editing] [edited]

Missing his parry, Stein starts hacking at the vine to get rid of it...
...but only his first attack connects on the vine...
OOC:
unless I have other bonuses on my parry, other than +10 from balanced, I miss it.
Last edited January 28, 2020 5:17 am

Rolls

parry (WS 47) - (1d100)

(65) = 65

Swift attack 01 - (1d100)

(42) = 42

Swift attack 02 - (1d100)

(92) = 92

attack 01 dmg - (1d10+13, 1d10+13)

1d10+13 : (8) + 13 = 21

1d10+13 : (1) + 13 = 14

Jan 28, 2020 2:28 am
OOC:
@Ar'Mat The Termagant horde is still out of reach of your flamer. (they started at 30 m of your position and you only advanced 5m. As you get behind Stein at the S5 position, you can use your flamer to free him from the vine.

@Stein If you miss your reaction, you enter the grapple and are limited in your action to : Break free with an opposed Str , Slip free with a Contortionist skill check or Take control of the grapple with an opposed Str check. If you get out of the grapple, you can use an half action.
Alternatively, Ar'Mat may free you with his flamer first.

@Cloten Choose which side you keep in cover while firing, your leg and arm on that side, as well as your body, will benefit from the cover this turn. (Or i'll just roll randomly later)
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