The first mission
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First, affix the reinforced greaves, whose gyroscopic stabilisers shall help the brother to stand firm amidst the horrors of the galaxy. Next, secure the chestpiece, to protect the lifeblood cables and hearts that doth beat in glorious unity. Lock in place the rebraces, the vambraces and the gauntlets, that the Omnissiah might strengthen the brother’s arm.
Then, secure the power pack while intoning the rites of actuation. Attach the shoulder guards, reflecting upon the Chapter symbol there emblazoned, proud, stern and defiant. Then shall the helm be set upon the brother’s head, its locking seals engaged with reverence.
Now, awaken the armour’s bellicose spirit to wrath. Hear as the power unit growls its hymnal of war. Through its choler shall the brother’s armour know strength. Give praise to the vigilance of the temperature regulator, the life signs monitor, and the nutrient reservoir, for neither volcano’s fire nor cold of void nor desperate hunger shall bring harm to this brother, and should he suffer hurts his armour shall provide succour. Awaken the auto-senses, the photolenses and the respirator vox grill, so that the brother might hear, see and breathe even should darkness enshroud him, and so that his war cry shall be as thunder.
Beseech now the machine spirits of the armour; may they defend the brother unto eternity. Then, send him forth to war....
As the power pack began to rouse the machine spirit, he affixed his gauntlets and vambraces, pausing for a moment to consider his pauldrons. He lifted the right pauldron, pausing to contemplate the heraldic raven. The life of a Space Marine was so deeply absorbing that he had to take a moment to detach himself and remember the machine he was a part of. That he had been a part of, anyways. Though every marine was his brother, he already felt ill at ease, detached from the familiar rituals of his Chapter and Company.
He affixed the pauldron. Deathwatch he might be assigned to, but Raven Guard he was. They had called on him to bring the wisdom and prudence of Corvus Corax to this operation. He could only hope they would find more than the Codex Astartes in common.
He lifted his second pauldron, gauntlet gripping tightly the red trim of the Third Company. The badly battered surface, studded with composite bolts, and gouged by monomolecular claws, was not parade ready. It was to be replaced today, as he lay his squad to rest, so there was no reason to repair it.
Waste not.
He took up his combat knife, presented to him as he had been accepted into the Scout Company, its inverted bird-skull pommel keeping symbolic vigil as he sheathed it. At the time, he had taken offense to his Sergeant's choice of ornament, confident in the vigilance and discipline that had won him a chance as an initiate. But with his eyes focused on the mission, on his brothers, on the Imperium, he knew that someone had to watch out for him.
He reached through the smoky incense, lifting and inspecting his helmet. Even through its matte black coating, the long, shot-deflecting nosecone did not quite catch the light correctly. Three almost invisible warps marred the otherwise perfect surface, where it had been shorn off. He often considered what might have happened if he had accepted the Aquila helmet he had been offered.
Slowly, he rose to his feet. Today would begin a new chapter in his service, in his life. He allowed himself a long, heady breath, taking in the scent of the incense before he began to seal up his helmet. Silently as ever, he slipped into the hallways, to join the Forge Master and meet his new brothers-in-arms.
One by one, you are taken in front of the Forgemaster of Erioch. Reciting ancient rites, he blesses your sacred power armour for the darkness ahead and paint it black the Deathwatch way, if it was not already.
After this ceremony, a venerable Servo-Skull lead you deeper into the Fortress. Your armoured steps echoes in the empty corridors as you are brought into the very heart of the mighty Fortress. Kilometres deep, you happen on what can only be the fabled Omega Vault. A single door forty pace high stands before you, sealed and armoured by layered void shields and adamantine plating as thick as a warship's prow. Inscribed on it are the symbols of the Deathwatch and the elder Terran rune Omega surrounding the blessed image of the Emperor of Mankind strangling a coiled serpent. Above it, you can read the words in High Gothic : 'And The Last Fortress Is Truth".
A silent Battle-Brother is stand watch by the door and Deathwatch Chaplain Jorge Martinez welcomes you solemnly. Standing before the Omega Vault and the image of the Emperor in the black of the Deathwatch, you take the oath of Vigil. You vow to secrecy, that none of the terrible secrets that you learn on your watch will be shared with the non initiate, not even your own Chapter's Brother. You swear to endure the Long Watch, to stare into the darkness and be ready, following the many millennia's long duty that has never wavered. You vow to remain steadfast and unrelenting in your effort to stop the Xenos that threaten the future of Humanity.
Under the eye of the Emperor and with the words of his Chaplain, you are proclaimed a member of the Deathwatch, May the Emperor watch over you and may the unclean Xenos fall before you.
'Treat every woman like she’s the only one.' His Uncle had shouted over the table at his thirteenth birthday. At the time he turned red, older now he understood and finding a beauty worth his attention and he would return to woo her often. Seeking her with the lust of a young man thinking he had everything to lose by not giving his all. Ken had chosen the shapeliest woman for the ball, and after a week of intimate interaction, he knew every centimeter of her curves. A week of nonstop drills had sharpened his edge, losing the days contently in the meditation of it, Kenshen had been informed it was time. The Apocryphon Oath. Maybe they would finally be introduced to the Watch Captain, who has been earning his namesake from unseen locations.
Donning his armour in ritual and checking all seals and systems, he had shaved his face and head this morning, which made the scars on his face all the more present against the grimly placid expression. They matched the history that is scrawled upon the ceramite armour. A littering of superficial gouges, there were some deeper, where repairs were needed. Displaying the Storm Warden sigil and painted in woad, the run of a Genestealer’s claws over his helmet was painted in white. For the final touch, his claymore was maglocked to his back and with that, he was ready for the ceremony.
Ken left the armoury giving no expression to the continuing thoughts unsuited for speech. Who would they be? A warrior was measured during the conflict, so as one who has seen experienced men falter Ken wondered to himself, who even was he? He walked softly, being quiet for quiet sake, coming upon the meeting place, with no intent to catch eyes with the other battle-brothers. In general, Ken was happier keeping to himself and stood ready to receive the order. It was obvious the other recruits here would be bound into a new Kill Team. There was time for pleasantries that later. Rites, Repainting, and now standing before the enormous door, reciting the last oaths. They were now Deathwatch. It was only then, that Ken looked about to the other's who had taken the oaths.
The war room was barren, a big space with a single round table. There was no places to sit, as traditional with the Deathwatch. A single Space Marine stand near the table and a Servo-Skull floating nearby. The Space Marine was wearing the insignia of a Deathwatch Watch-Captain and the symbol of the Red Scorpion Chapter. He watches you silently and intently as you entered the room and took place around the war table. Once everybody was settle, he addressed the team.
"I am Watch-Captain Creon. Despite your obvious limitations, you have been chosen to serve the Deathwatch. I expect you all to do your duty flawlessly and my judgment shall be swift when you will fail to do so."
He gesture at the Servo-Skull and a map of the northen region of the sector appears over the table.
"Research Station Epsilon situated on Treyan as requested a Kill-Team. You will be send there for a period of 3 months. In those three months you shall investigate any signs of Xenos infestation. Should you find any, you shall cleanse them thoroughly. Once your tour is over, a ship will come to return you to the Watch-Fortress for a complete report. Any question?"
His tone clearly indicate that he will not look kindly at question at this point. And he continues : "You can pass to the next room to review the data, appoint a squad leader for this mission, although the choice is obvious here, and proceed with the mission Oath-taking. You have the rest of the day for requisition at the armoury and you leave first thing tomorrow."
As he dismiss everyone, he stops one of you. "Bother Elyas, stay a moment."
You can ask the Servo-Skull for available data about the mission. Extra objectives can be determined depending on your research and plans allowing for more requisition..
You can also roll or ask for different lore or common knowledge for more information about things.
At the moment, the objectives are:
Primary objectives : Investigate Xenos presence on the planet
Secondary objective: Eliminate any found threat
Upon being called upon, had followed his new Brothers, following silently from behind. He'd listened intently to the mission, inwardly giddy at the chance to get out of the Watch Fortress and armed. He'd immediately started formulating questions but was deterred by their Watch-Captain.
Once they were in the strategy room, Elyas started letting out his questions, hoping to get needed data while also hoping no one would mind.
"We'd only be requested if the job called for it. Therefore, there must have been good reports of Xenos. Servo-Skull, why were we requested?
How big is the research station?
What does it do for the Imperium?
What possible Xenos might have an influence on the mission?
Are there any notable contacts in the station?"
When the time came Ar'Mat underwent the oath of the Vigil solemnly as ever. It was his duty and honor to protect the Imperium and to deny the Xenos its nefarious desires was as necessary as it was demanding. To stand among the battle-brothers of many chapters, from first foundings to newly created, was a great honor and burden. As the ritual concluded he stood among them, his red eyes blazing from his night-black head, and studied them as he would a blade on his anvil. They were strong, but would they mesh?
Later the Watch Captain spoke his few words, and Cloten listened intently, daring not to breath. His blood colored paldron burned him like a radiation burn. New oaths superseding his pay oaths. My brothers! I do not betray you!
In the next room, he reviews the others. Uncharacteristically stoic, he shakes himself, the powered armor rattling. "What's a guy got to do to get a drink around here? he asks with a crooked smile.
He pounds his chest. "I'm Cloten," a slight pause, "of the Death watch."
His vox crackled to life. "Three months is a long deployment." It was a statement, less a question. "What logistical support is available? How large is the area of operations? What assets are available for combat support and reconnaissance?" He added his queries to the servo-skull's queue, to allow it to assimilate and present the information.
While he was no stranger to search and destroy, 'investigating' and destroying 'if they found any' sounded like the job of an infantry battalion. Or the Adeptus Arbites, depending.
To make direct use of external asset like Imperial Guard vehicles, combat support or reconnaissance run, you need to set aside some of your requisition into Reserve Requisition as per Rites of Battle p.213 rules. If not, the help you receive will depends totally on the NPC priorities and goodwill. The Servo-Skull will give more information about on site asset soon.
"Research Station Epsilon priority level is Indigo, any threat to its operation must be investigated.
Research Station Epsilon is a refitted Imperial Guard garrison.
Research Station Epsilon studies the Tyranid threat.
Drinks may be found one floor down in the eastern section.
Region of Treyan has been categorised as : Ork threat... low. Tyranid threat... high. Native threat... Negligible. Other threats... Unknown.
According to Threat data, highest probability of Xenos influence... Tyranid.
Deathwatch representative... Deathwatch Apothecary Tamaley
Adeptus Mechanicus representative... Magos Gerad Tian
Imperial Guard representative... Colonel Alynal Mavis
Local representative... High Priest Raj'nayi."
"Logistic support for Deathwatch assets... One Aquila Lander for transport, one Marauder Vigilant for aerial reconnaissance.
Area of operation... one planet of circumference 42,378 kilometers
Assets presence ... three Imperial Guard Infantry Companies, three Aquila Lander, three Marauder Vigilant, three Vulture gunships, three Chimera APCs, two Hydra Flak tank, one Leman Russ Battle Tank, two Land Crawler, five Sentinel combat walkers."
Taking a few seconds of silence, "Who will be squad leader ? Watch-Captain Creon said the choice should be obvious..."
"Self-doubt is but the first step on the descent to failure. Do you believe yourself ready for command, Brother Elyas, or do you not?"
He nodded in assent with Stein. "An Auspex will be essential. But I am leery of the lack of transportation options onsite. A planetwide theater of operations, no clear assessment of enemy numbers or disposition, and not even room to pack a bike. We will need to work very closely with the local Guard contingent to ensure we can insert, extract, and redeploy strategically. Tactically, I expect we will be operating on foot - unless we care to risk a grav-chute insertion in such a shuttle." One armored finger tapped the vambrace it was crossed over, just once - perhaps the first sound out of him that was not from his helmet's vox.
He did not want to vocalize the alternative that crossed his mind - honor guard duty for a self-important inquisitor, or garrison duty for selfsame's pet project.
A Thunderhawk requisition would required more renown than you have now.
This mission can go both with extensive planning, or none at all, depending on preference and gaming style and I plan to adjust future mission accordingly. I like to reward active participation in mission direction from my players but we can skip faster to action too, and I can streamline most of the preparation stuff going forward if its easier.
The Captian had seemed to be in no mood to deal with them, the new members of their chapter, and that did not really bother Ken, talking to the servo-skull was already more pleasant. Both of these Xeno races, vile and brutish, were equally as difficult to cleanse. This was not a simple mission. It was no small planet and it felt obvious that the potential dangers should be considered to come from within the station, as well as from without.
The Tyranid were the subject of research but were far too insidious for Ken to be assured that they could be held indefinitely, and with the proximity to Hive Fleet Dagon, he wondered what they were experimenting on. Ken has had experience was with Genestealer’s and their cults, knowing enough to consider anyone not on this Kill Team as an unverified threat, and subject now to their investigation. The Ork threat was considered low, but that was probably based on quantitative data, the real question was by what evidence? Based on his understanding of the Greenskins, first and second-hand, he would assume they would need to make their own recognizance.
The matter of who leads them would be a test. Ken had no personal interest, so long as another was qualified. He could contribute to the analysis and particularly to defensive tactics, and knew how to mow down the presented enemy. There was no desire to do more the kill any Xenos they discovered, and yet he would not be contented with a self-important leader on a team of Space Marines. They were all proven and were due respect, yet deciding a leader with way was inherently a gamble. The whole idea of them facing each other, left with the seemingly purposefully combative prompt from their Watch Captian, was unhelpful. Listened to a bit of back and for between the newly assembled and improper introduced team, he hoped that they would use rational arguments, rather than assumptions, and offered some evidence to their ability.
From behind his helmet, he remained quiet for now, waiting to hear from Petrix the Salamander about the Space Wolf’s proposal. Brother Elyas’s jump at the chance for leadership had been uninspired, and Ken only wondered if this was the standard Ultramarine arrogance. However, his own thought would be that an Apothecary was a decent choice leader in a group like theirs, where their lack of rapport meant they were already behind in team cohesion. What sort of man Petrix was would be first displayed in the manner of his response toward Stein’s nomination. If Ken had cared more about the result, he might have thought this a tense moment, instead, he was annoyed that they had not been trained as a team stating a week ago.
"If we are to argue, now is the time to argue. We are bothers, but we are strangers. We have much to learn of each other before we can be a squad, and holding your tongue in a strategy meeting is a good way to let your talent go to waste... unless you really have nothing to say."
Cloten looks at Petrix. "Want to give us the ground game on fighting Tyranids? I've read the usual tactical manuals, but give us your living wisdom."
Rolls
Forbidden Lore (Xenos) 46 - (1d100)
(91) = 91
He paused as he contemplated Cloten's question. "I have only had direct contact with their heralds, the Genestealers, not the Hive Fleets proper. Of them, I can say they are cunning and relentless. The Genestealers strip men of their reason and turn them into cannon fodder. They will use their weapons to pin a unit in position, and flank from stealth. You must be prepared for a close assault from any angle at any time. But they are vulnerable to surgical strikes. Kill the leader and their cohesion will disintegrate."
That was the rote, of course. "With such a small team, we cannot expect to inflict enough casualties to force a rout. We will be attacking or directing artillery or orbital fire on a locus. We will have to stay mobile and focused directly on the objective, committed to the attack. There are not enough bolter shells in this fortress to force a meaningful force to withdraw from attrition. Destroying the creatures that act as their collective brains will be where we can make the most impact without support from a company of infantry, or more."
He turned his helmet again towards Elyas. "The Ultramarines have developed extensive combat doctrines to handle larger Tyranid battle groups. Do you have any insight?"
Rolls
Forbidden Knowledge (Xenos - TN 39) - (1d100)
(47) = 47
Rolls
Forbidden Lore, Xenos 35 (Int) [T] - (1d100)
(14) = 14
My turn, Forbidden Lore: Xenos [Int 42]
Rolls
Forbidden Lore - (1d100)
(35) = 35
Edit: Neither success or fail?
Rolls
Knowledge (Xenos) - 57 - (1d100)
(64) = 64
Still and silent, Storm Warden’s vox did not stir to Brother Petrix’s comment. Their chapter was like that, he expected and paid it no mind, however, the Raven Guard member’s evaluation was tactically sound and Kenshen found himself in agreement. His own informed experience told him the same of the enemy, and the Tactical Marine's wisdom was more obvious considering their teams comparatively limited resources. While deciding he would support Brother Petrix as the leader, he felt no need to second Stein’s vote just yet. It was slightly amusing to think the Watch Captain’s statement was not, by Ken’s estimation, to have been speaking in reference to the Raven Guard Marine. It seemed they were waiting for Brother Elyas to speak, and whoever else would affirm or rebuke Stein’s demand for a decision.
"The Tyranid that plague this sector his the result of Hive fleet Dagon designated about three years ago. When a Hive Fleet target a planets, it drops an enormous amount of bio-forms whose shape can vary greatly depending of the environment and resistance of the planet. Once it broke the defense, it proceed to absorbs the entirety of the bio-mass of the planet to fuel the Fleet. Genestealer are the sleeper agents sent long in advance of the Fleets to prepare the takeover. If the threat are neither obvious or signs of Genestealer cult , the most probable cause would be a small number of Tyrannid surviving a battle or crash on the planet and going into hiding to acquire more bio-mass before reemerging. This kind of behavior also mean that a bio-form with "leadership" quality as been form to control the rest through the hive mind communication of this xenos type.....
Sorry, I don't usually access the knowledge from the hypno therapy this easily..."
Since Fate points are regained by Demeanour and that Demeanours happens easily in role-play part like this, using Fate point to boost Lore or Tactics lore for more information at the planning stage is a good strategy.
As an example, Kenshen already regained 1 fate point for acting his Taciturn demeanour, unfortunately, there were 0 fate point to recover since you cannot go over your max ;)
"I'll need a bolter, an auspex scanner and magnoculars."
Auspex scanner (12 req), with that and my heightened sense I'll have 74 awareness or 79 (no sense of smell) with auto-senses,
Magnoculars (3 req) to see the ennemies before they see us.
I'll leave the extra 5 for the group.
A Battle-Brother’s loyalty to his Chapter and Primarch is
second only to his loyalty to the Emperor. Those who serve in
the Deathwatch are no different. These Space Marines learn
to share this loyalty with their newfound brothers in arms.
Taking the Oath of the Astartes means studying the Codex
Astartes and drilling with squad tactics until the Battle-
Brother’s skills are honed to a fine edge.
Prerequisite: Tactical Marine, Assault Marine or Devastator
Marine
Effect: Those who take this oath have added faith in their
Battle-Brothers and a keener understanding of the strength
of their squad. A Kill-team which takes this oath before a
Mission may add +2 to their Cohesion for the duration of
that Mission.
Squad Mode Abilities: Squad Advance, Bolter Assault and
Tactical Spacing.
A Battle-Brother’s loyalty to the Emperor is a vital part of
his existence, a value instilled in him since his induction and
a shield he carries with him wherever he goes. Often before
battle, Space Marines gather in the Watch Fortress’ grand
shrine to the Emperor and reaffirm these oaths of loyalty,
giving themselves a greater sense of purpose and renewing
their fervour for defending the Imperium.
Prerequisite: Tactical Marine, Librarian or Apothecary
Effect: Those who take the Oath to the Emperor before battle
have spent long hours praying to the Emperor and are filled
with his righteous zeal. All members of the Kill-team may
add +10 to Willpower Tests for the duration of the Mission.
Squad Mode Abilities: Fire for Effect, Regroup and
Strongpoint.
The Adeptus Astartes relentlessly seek glory in the Emperor’s
name, often pushing themselves to feats of greatness (even by
the high standards of the superhuman Space Marines) against
the Imperium’s foes. Such feats become the tales of glory told
within a Chapter and can earn those responsible great respect
and standing amongst their peers.
Prerequisite: Tactical Marine or Assault Marine
Effect: Those that take the Oath of Glory pledge to the
Emperor, their Chapter, their Primarch, and their Battle-
Brothers to prove themselves in battle above and beyond their
duty. All members of a Kill-team which take this oath will
gain an additional point of Renown for each Primary and
Secondary Objective that the Kill-team completes, as long as
they are personally involved.
Squad Mode Abilities: Squad Advance, Bolter Assault and
Furious Charge.
As important as loyalty to the Chapter is loyalty to one’s
comrades. Knowing they can be relied upon in combat to
watch a Battle-Brother’s back and support his attacks is key to
the squad’s strength and effectiveness. An Oath of Loyalty is a
way of strengthening that faith within the squad and boosting
a Battle-Brother’s own connection with his Kill-team.
Prerequisite: Tactical Marine or Apothecary
Effect: Those who take the Oath of Loyalty spend time with
their Battle-Brothers to strengthen their camaraderie. A Killteam
which takes this oath gains a +1 bonus on Cohesion
Challenge rolls and their leader may add +10 to all tests to
resist Cohesion damage.
Squad Mode Abilities: Tactical Spacing, Regroup and
Soak Fire.
"Very well."
He took a step forwards, his arms folding again in front of him, his head dipped. "This is a strategy meeting. I expect you to speak your minds here. To argue. To disagree. If you have grievances to air or doubts to speak, speak them here. Nothing I say is an order until we leave this room. But when we leave this room, I expect you to treat me as you would your sergeant. Speak now or hold your peace."
"Every Marine will requisition at least one additional magazine of ammunition or a backup arm or sidearm. I do not care what. The Tyranids are numerous and our support is thin. I will not risk losing the initiative, or losing an objective, or losing a Marine because we have been too conservative with our bolts."
"Every Marine will requisition a Grav-Chute or Jump Pack. Our only mode of transport is an unarmored shuttle, and we must be able to react with speed and decisiveness. We will not risk our means of extraction on an uncertain insertion, and we will not surrender the initiative to its vulnerability"
"As a squad, we will requisition an Auspex. We will not be taken unawares."
"If I am to lead this squad, there will be no exceptions."
He took a breath, hopefully letting it sink in. Some Marines were very particular about their kit. They would have a chance to choose a different commander if they liked, but he would lay out his ethos, first.
"We will divide into fireteams. When not acting under specific orders, or if strategy and vigilance fails and we are caught in ambush, you will act on your Team's duty."
"Cloten, Stein, you will be in the Van. You will head the formation and be our eyes and ears. You will be prepared to flank and outmaneuver the enemy. I expect you to act on your own initiative and apply your skills where it will break the battle. If I do not see an avenue, I trust you will lead the advance."
"Ken, Elyas, you will be the Line. You will occupy the center and hold and define our position. If pressed, teams should fall back to the Line and regroup. I trust you to make that space for us."
"Ar'mat, we will Support. We will move as needed to reinforce the other fireteams. I trust you to trust me, and to thrust yourself into battle where you are most needed."
"You are all able Battle Brothers, and I expect you to adapt as needed. But if you are uncertain, if you have not been issued other orders, if you do not see what you should do next, act in support of your fire team. If the whole squad is endangered, turn to your fire team. If each Marine watches his Team, and if each Team watches the Squad, we shall know victory."
"If I am wounded or otherwise incapacitated, turn to our Apothecary. He will gauge whether we are physically and spiritually capable of continuing our mission. His word is my word, and my word is your word, as you have chosen me."
He took a moment to pause, and let his fellow Marines absorb the order of battle.
"The world has a small population, a small garrison, and close proximity to the Hive Fleet. Our intelligence is slim, and our Captain either does not know or is unwilling to divulge our specific objectives. I expect we will not know more until we arrive at the research station. We must be ready for anything."
He scanned the room, taking in the squad, waiting for the protests to erupt...
Where is Grav-Chut and does it cost? Does a Grav-Chut fit with my Ammo Backpack? Because a Jump Pack won't.
Recoil Baffler 10 pts- (first founding book), would getme on the move even when firing Fullauto burst.
Other than that, my requestion would be for, extra ammo, on top of the pack and 3 mags I normally get (?), and 3 extra frag grenades? I see Frags cost 1 each, but How much for ammo... do I requisition another backpack or just more clips? they're both marked N/A. Extra points, I will donate
Am I correct that the rest of the gear my character sheet lists is 'standard issue' and not requisitioned here?
It seemed over, the Brother Petrix finally speaking up to organize. Ken stepped closer, glancing to Brother Elyas as they were assigned his basic deployment position. Ken spoke his first words to the group, his monotoned voice distorted by the electrics. "Aye, we shall keep the path clear for you, Brothers." A heavy accent threatens to dissolve the high gothic into a mess of commoner's tongue, but the expressionless,] claw-marked mask nodded once toward Brother Petrix in acceptance, then turning to Elyas to add, "... you and I will make a great team." The dull tone suggesting that perhaps he was not as sure as he meant to sound.
Ken sent his requisitions to Petrix. What Ken needed were bolts and grenades, as much as he could carry, and more on the plane, and more waiting for them at the station... with either of those two races of Xenos known here, simply maintaining ammo supply could become a problem - let alone both. Addressing the Servo-skull, the Storm Warden wanted to be clear, as with suh little they've been given to goon, he was split between this being their first official Deathwatch 'trial by fire' or a really expensive way to get rid of a half dozen space marines and their equipment.
"When was our last contact with Research Station Epsilon? What is their security status?"
Where is Grav-Chut and does it cost? Does a Grav-Chut fit with my Ammo Backpack? Because a Jump Pack won't.
Recoil Baffler 10 pts- (first founding book), would getme on the move even when firing Fullauto burst.
Other than that, my requestion would be for, extra ammo, on top of the pack and 3 mags I normally get (?), and 3 extra frag grenades? I see Frags cost 1 each, but How much for ammo... do I requisition another backpack or just more clips? they're both marked N/A. Extra points, I will donate
Am I correct that the rest of the gear my character sheet lists is 'standard issue' and not requisitioned here?
unable to utilise more common methods like teleportation or
drop pods. Under those unusual circumstances, the Scouts utilise
an Astartes grav chute. Grav chutes rely on suspensor fi elds to
counter gravity and slow descent. Unlike a jump pack, which
allows the user to leap into the air, a grav chute’s lower power
output only allows for a safe, guided fall such as a combat drop
from a transport. It allows for a safe fall from any height.
Recoil baffler would indeed give you more mobility in a fight at the cost of the usual +20 BS of full auto that you only have if you dont move.
You start with ammo backpack (250 bolt fire so about 42 full auto fire, the equivalent of 4 clips ) and 3 clip for your bolt pistol (ammo backpack replace the standard 3 clips).
Extra clips of normal ammo for each weapon cost :
1 req/clip for pistol
2 req/clip for basic weapon
5 req/clip for heavy weapon
15 req for an extra ammo backpack
1 req per extra grenade frag or frak
And yes, all the standard issue come at no req cost,
Last question for me, I think... can I actually carry a second ammo backpack, or is that something to leave in the vehicle?
Last question for me, I think... can I actually carry a second ammo backpack, or is that something to leave in the vehicle?
Edit: And I like Emperor for more mind juice. :)
0: 1x Boltgun Magazine Metal Storm rounds (Tactical Marine Standard Equipment)
5: 1x Boltgun Magazine Kraken rounds
5: 1x Boltgun Magazine Stalker rounds
2: 1x Boltgun Magazine standard rounds (x4 total)
1: 1x Astartes Incendiary Grenade
1: 1x Astartes Frag Grenade (x4 Total)
5: Grav-Chute
5: Cartograph
3: Magnoculars
I've got 3 points left to donate to the Hellfire Flamer fund, unless you guys think I missed something.
edit: Oops, did not read the errata for the cost of Kraken rounds. I thought they looked like a steal...
Grav-Chut 5 rp
Dipole Mag-lock 5rp
Leaving 15rp for leader to allocate
5 from Stein, who has already honorably borne the duty of requisitioning our Squad's Auspex.
5 from Kenshen
3 from Kloten
3 from Petrix
-5 from Ar'Mat.
I can easily shed a grenade and less easilythe magoculars if necessary.
Cloten, while I appreciate your style and moxie, might I recommend dialing in a standard Flamer? A heavy flamer requires two hands and a braced position (The enemy gets a bonus on its check to avoid damage). A standard flamer will let you stay on the move and still lay down the prometheum (and frees up both some points for yourself and the squad).
L, I don't see your requisition in this thread or in a brief peruse of the others. Is it hidden in a whisper? Or am I just not able to read today?
--edited for confysion---
There's just not seem like a whole lot a heavy-user to take just yet, 'cept maybe a tripod? Any other suggetions?
On the other hand, the allotment of points would let Cloten get his gigantic flamer back. Alternatively, you could laugh at danger and load up on grenades. Do you have Demolitions?
What did I miss?
Qralloq
Cloten
Ar mat
Grav chut 5
Elyas 'L' Nio
Jump Pack - 15
Bolter Clip x2 - 2 x 2 - 4
Bolt Pistol Clip - 1
TO THE POOL - 5
Stein
Auspex scanner (12 req), with that and my heightened sense I'll have 74 awareness or 79 (no sense of smell) with auto-senses,
Magnoculars (3 req) to see the ennemies before they see us.
Dipole mag lock.
Kenshen
Dipole Mag-lock 5rp
Leaving 15rp for leader to allocate
Brother Petrix
0: 1x Boltgun Magazine Metal Storm rounds (Tactical Marine Standard Equipment)
5: 1x Boltgun Magazine Stalker rounds
2: 1x Boltgun Magazine standard rounds (x4 total)
1: 1x Astartes Incendiary Grenade
1: 1x Astartes Frag Grenade (x4 Total)
5: Grav-Chute
5: Cartograph
3: Magnoculars
I've got 3 points left to donate to the Hellfire Flamer fund, unless you guys think I missed something.
Thought I'd grab a heavy weapon, too, in case of zerg rushes - squad leader is against it, so offered to swap for a regular flamer, now GM wants the heavy.
I'm not sure how to satisfy both of you, haha.
Proposal: I'll take a heavy flamer and extra mag, nothing else. 20 req, 5 for the pool. I've got lots for running and gunning, the heavy is just for falling back to the line and holding.
Petrix wants everyone to take either a secondary weapon (which comes with its own ammo supply), or an extra magazine for a weapon they have in their standard kit.
I'd hesitate to qualify a heavy flamer as a secondary weapon, but it counts! No orders to tack on the extra pistol, but I'm not stopping you from going dualies if you want to.
By Fiat I am declaring that all unspent points beyond 15 or 25 are being converted to frag grenades. If you don't want to be Limes Guy But With Bombs, and if there are a handful points left, feel free to peck at them. Can we aim to get requisition done by tonight?
Jump Pack - 15
Bolter Clip x2 - 2 x 2 - 4
Bolt Pistol Clip - 1
TO THE POOL - 5
Thought I'd grab a heavy weapon, too, in case of zerg rushes - squad leader is against it, so offered to swap for a regular flamer, now GM wants the heavy.
I'm not sure how to satisfy both of you, haha.
Proposal: I'll take a heavy flamer and extra mag, nothing else. 20 req, 5 for the pool. I've got lots for running and gunning, the heavy is just for falling back to the line and holding.
I updated the requisition summary post, I have included the hellfire flamer for ArMat and is grav chute. I count 23 requisition left for assets or vox-caster.
As the Mission Oath been confirmed?
WS 47(+4) / BS 46(+4) / S 68(+10) / T 51(+10) / AG 44(+4) / Int 35(+3) / Per 44(+4) / WP 36(+3) / Fel 46(+4)
Wounds: 23/23
Insanity: --
Movement: Half [5] Full [10] Charge [15] Run [30]
Fate Points: 3/3
Corruption: 0
Gear
-Mk5 "Heresy" Power Armour
-Wolf Tooth Necklace
-Bolt pistol (Ammo:14/14, Clips:[x][][])
-Bolter (Ammo:28/28, Clips [x][][][])
-Chainsword (w/ dipole mag lock)
-Combat Knife
-Frag Grenades [][][]
-Krak Grenades [][][]
-Incendiary Grenades [][]
-Jump Pack
-Repair Ciment
-Auspex
-Magnoculars
Extra points will be converted to Incendiary Grenades until everyone has one, and then frag grenades.
He turned to his squad, after their long debate over requisition and necessary equipment, and no small amount of side-eyeing over the allocation of resources and strategic need and direction. He noted that they all had confidence in their ability to close with the enemy. They had taken his advice without complaint, and he nodded appreciatively.
He stepped into the center of them, raising one fist. "Here, now we fight like brothers, with shaken fists and bruised ribs. Soon, out there," he motioned expansively towards the door, and more generally, at the galaxy, "we fight like Battle Brothers, shoulder to shoulder, back to back."
He put one fist out, waiting for his squadmates to acknowledge him. "We are ready?"
On the next day, you board the Wild Tarot a small and swift courrier vessel bearing the colors of the Deathwatch. Many days of travel lets you ample time to strategize, talk or meditate as needed before you arrive at your destination, the world of Treyan.
The ship lands a short distance of a fortified Imperial Guard Garrison and lift off as soon you disembark. You notice three squads of Imperial Guard standing beside their armored personal carrier in makeshift defensive position, looking in your direction with confused looks on their faces. Quickly, one of them order them to stand down and jog the distance toward you.
"Please forgive us Lords, the solar flares... communication around here can be unreliable and your ship must not have been able to reach the command center. I'm Sergeant Rob. Please follow me, I'll lead you to the station and again, apologies for the reception."
Sergeant Rob leads you, half running trying to follow your armoured pace, to the fortified station. The area around is barren and dusty, mark of explosive and lasgun fire can still be noticed here and there in the terrain. The Station itself is seem decently fortified, if you exclude the lack of sufficient numbers of defenders for any serious assault. As you enter the Station, the Guardsman gives you a wide berth and respectful stares. Sergeant Rob bring you all to a waiting room at the heart of the fortress and politely suggest that you wait till he contact the Adeptus Astartes in place.
After about half an hour, a unarmored Space Marine with a gloomy expression enters the room. He is big even for a Space Marine, he wears bloody research suit and you notice a necklace with a skull and the inscription "Woe betide!" on his neck. He looks at you all and acknowledge you with a stern nod before walking the the table to insert a data slate. A map appears over the table you see a region around a mountain chain with coordinate placing them in the eastern hemisphere of the planet. The Space Marine point on the map : " Here and here." You can see clearly that the vegetation is dying on both side of the mountain chain. The timestamp indicate the image as been taken only three days ago by aerial reconnaissance.
"We have a Aquila Lander outfitted for Power Armour transport and sample collection. Its for you for the next days, after that, you ask us or work around our schedule. Its in the east hangar."
The man looks at you, waiting silently for acknowledgement, questions or a nod to send him back on is way.
"A lair in the mountains. Likely underground, out of reach of anything short of orbital bombardment. How fast is the infestation spreading?"
That would give an indication on numbers. The Tyranids devoured biomass to add to their numbers. If it was limited to the mountain area it might be in time for the Astartes to purge the spawning pools before the numbers or more dangerous bioforms would make it impossible.
During their voyage he makes sly jokes, telling inappropriate stories from days past, while going over his power armor carefully. Every inch, every joint is inspected and tested. His movements are sure and practiced, his eye keen. Of course, he finds nothing wrong today. His weapons are also given the same loving care, cleaned, tested, tightened. The heavy flamer is tested several times, the weapon's history read and reread.
On planet, the assault marine is all offense. First out the door, securing perimeter and site lines, with the energetic motion revealing his eagerness. Heavy Flamer stowed on the back of his armor, chain sword and bolt pistol locked in hand.
He focused on the basics, of fire discipline and trigger discipline, of movement and position, not because he did not have faith in his Squad's ability to execute them, but because he did not want to oppress them. This would be their first deployment as part of the Deathwatch, their first deployment as a squad, and there would be a certain breaking-in period before they were all comfortable exercising their strength to the fullest. He wanted to remind them, and reassure himself, that for all their individual combat doctrines, and the various idiosyncracies that their chapters encouraged, they could count on each of their brothers to act with initiative and decisiveness.
Upon their arrival, he walked off the cramped transport with purpose. His scarred armor was flanked by his squad, and he was given pause at the sight of an unarmored Marine. He squinted behind his visor, uncomfortable at the Marine's lack of battle-readiness, scanning him for signs of injury or unwellness. But he held his tongue.
Petrix stepped forwards and slotted his cartograph into the holo-table to absorb the data. He leaned forwards, looking over the reconnaissance photography, comparing it to the map. Perhaps now he could define the operational area...
He wondered with detached whimsy if the girl he had once known as a lover was likely long dead, or perhaps a wrinkled crumbled over statue still clinging to life. How long had it been? He did not remember anymore, and it had been the death of hundreds close to him since he had last considered the distance from those beautiful summer’s eve.
By the time they hit atmo his helmet locked, scanning the readouts, and as they hit the tarmac, Kenshen fell into position near the rear of the group with both hands upon the massive machine gun. Moving in step with the others but when the reached the building Ken stops outside. An hour and a half of watching the movements of the base, he moves only to keep his joints from settling, only moving inside while giving the Vox heads up as the unarmored Marine was on approach. Standing to the back, but with an angle to the map, his helmet enables a thorough enough readout from there, let their leader do his job. It was too much of a planet for this shit, he thought to himself, wondering just what this was about.
A summary look shows that the main affected area seems roughly 30 miles in radius, growing very slowly and unevenly. You also notice no sign of settlements, habitation or other presence of civilisation.
In the days after that, Stein makes sure to try to know everybody, but stays careful during the exercises, not to unleash the beast within.
Once on the ground, Stein removes his helmet, starting right now to get used to this planet's smells...
Inside, with the yet unnamed brother, Stein tries to smell if the blood on his clothes seems fresh. And if it smells like human blood or not...
(Heightened senses (smell) is taken into account)
Per 54 / Awareness 54 / search 54 / tracking 64
Edit: at least 3 degrees of success
Rolls
Unknown skill - (1d100)
(21) = 21
He pointed out an area on the map and proposed an approach.
"We can land here, march twenty kilometers to the outer area of the deforestation, and ascertain we are indeed dealing with a Tyranid infestation. From there, we can track the foragers back to their hive where they bring they spoils, and purge it with flame. The mountainous terrain will be to our advantage. As long as they can not swarm us, we should be able to make a steady advance."
Added a Fel (with +10 bonus from mk5) roll just in case
Edit: 4 degrees of success
Rolls
Fel 56 - (1d100)
(14) = 14
Stein makes a predatory smile that, for those that hadn't seen it yet, shows beast-like fangs...
Edit : For ease of reading, please use the red color for the roleplay and correction of before or in between scene.
You recuperate the data-slate for further reference and finish discussing your approach strategy. You find Sergeant Rob waiting outside the room, acting as your self-appointed liaison officer. He offer his assistance for whatever business you have to take care of and takes you to the east hangar for your ride.
The Aquila Lander comes with its pilot, which is good for you since the cockpit and control are not sized for a Power Armour. The interior as been mostly stripped bare, leaving strap in the wall and ceiling to leave as much room as possible for a team in Power Armour. The VIP section as been refitted for secure sample or cargo transport, a small stasis field generator as even been connected to the Lander's power source.
During the 18 hour flight, there is a few hours of disturbance in the vox-system making it almost impossible to communicate. The pilot informs you that it is caused by the solar flares of the nearby star and that long range vox communication in particular can be difficult.
After an otherwise uneventful flight, you land at Ar'Mat suggested coordinates. The pilot informs you that he can stays for about 6 hours above the site before needing to go back to base for resupply and being relieve by another pilot. Before you, the area is sparse vegetation until the mountain about 40 km away. About half way there, you can see in the distance the change of coloration in the affected region. Aside from the wind, the low rumbling of the Aquila Lander engine and the metallic creaks and clangs of your Power Armour, the place is completely silent, not a single bird or insect to be heard.
What do you do?
After the lander had refueled, Petrix instructed it to conduct a low-altitude flyover of the area, to conduct basic visual reconnaissance. If they saw nothing, Ar'Mat's landing zone would do, but he did not want to waste time if he could cut to the heart of the enemy.
As the unarmored marine steps out, Ken follows him, stopping just outside the door to watch the marine exit. Being spotted and addressed by the Sergeant outside, the Storm Warden ignores his offer to 'assist him' and returns the room. Securing the door, so that the brothers may continue to speak in relative privacy, Ken was waiting for orders. Kenshen eyed Petrix from behind the opaque viewports. Surely the Raven would have a more cautious plan. If they found a nest they could bomb it maybe, but this one Kill Team was not equipped to take an infestation of any real size. As beautiful as she was, two hundred and fifty rounds was all she had, even if he had to cheat on her and use the sidearm, that only left fourteen rounds before he’d have to drop put her down to reload, and if it was that hard they’d better have something better in mind than 'twenty clicks out'.
If the xenos are here, they are well hidden. Your vigilance does not waver, of course, because you know the vile xenos can be as devious as it is deadly. You find solace in the knowledge that you carry with you enough blessed firepower to raze a small army and in the fortitude forged from the experience of hundreds of battle fought in the name of the Emperor.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
He noted the crevasses in his cartograph, and leaned back, contemplating their mission on the approach. He contemplated, for a brave moment, jumping directly onto the site, but without more close-in reconnaissance, or intelligence of any kind, that would have been a criminally reckless act.
Petrix did not quite understand the game that was being played, and it made him deeply uneasy. They were but a half dozen marines. Not a magna-melta warhead, nor a company of Storm Troopers. They were not equipped, indeed, unable to wipe out a Tyranid invading force. The most he could expect the squad to do was to find and report. Bring down a structure? Certainly. Kill some kind of alien beast controlling the horde? Definitely. Insert or extract some person or thing from enemy territory? Absolutely. But to put bolts through the skulls of every Tyranid likely swarming under their feet? He could not do that. He would not ask his men to do that.
But someone wanted him to do that. Someone who did not understand warfare, and the role of Space Marines therein. That made his lip curl.
He silently stalked down the ramp as the lander alighted. The loitering shuttle was as good as gone - they would hardly be inside enemy territory in six hours, unless things went south, fast.
"Marines, we make for the mountain. There are caves there. The Lander has enough fuel to cover our approach, but not our operation. We will approach in stealth, look for signs of Xenos on the surface. Our immediate objective is to secure a base camp with a visual on these crevasses." He held out the cartograph for the others to see, the crevasses and caves he had seen on the north face of the mountain. "We will observe surface activity in a concealed camp until the relief shuttle arrives. Once we have an extraction vehicle on the deck, we will, if necessary, explore further."
"Our primary strategic objective is to observe the enemy and gauge its size and disposition, and determine if we are equipped to exterminate it, or deal it a significant strategic blow."
"Understood?"
Still, Petrix's words drive home. Duty. Honor. Glory. His brothers needed him, and he would do his best to ensure they all survived.
"Sir, yes, sir."
Elyas direct the lander to the landing spot, making sure to avoid any places susceptible to create a sink hole from the weakened soil. The team quickly set up camp and, a few minutes later, the kill-team is hidden in half trenches, concealing bushes and barricade of fallen trees.
Except for you, the place is still and silent. You have eyes on the crevasse that lead inside the montain, it is impossible to see how far they go from your position. While Petrix communicate with the command HQ through the pilot vox link to verify his deployment options, the rest of the team keep watch and operate the auspex.
@Petrix Unsatisfied with the coverage situation, you communicate with the pilot and the Imperial command for an alternative. They offer you to outfit a second Aquila with a resupply pod and sent it to refuel yours. It would arrive in 24 hour, spent 1 hour to refuel and then stay for 5 if requested. This would allow your current lander to stay as air support for the next 42 hour, possibly stretching to 48 before having to head back, with a 5h with 2 Aquial Lander as support.
"Brother, Perhaps we should not wait for the shuttle. As we delay, more of the foul xenos will spawn. Our departure should not be our primary concern."
He instructed his Squad to take up positions around the crevasse, monitor it, take readings with the auspex. But he did not order them to move until the shuttle arrived for it's second shift.
He nodded as he saw the distant contrails, motioning to his teams. The vanguard in front, support at the rear, and the line holding the center. A flamer at the front and the back of the formation.
He suppsessed an unpleasant grumble as he eyes the rocky incline. He knew how treacherous tunnels could be.
As the new pilot signal its imminent arrival, you get ready to move.
Edit: 3 degrees of success on Awerness
5 degrees of success on Tracking
Rolls
Awerness [54] - (1d100)
(17) = 17
Tracking [64] - (1d100)
(11) = 11
Rolls
Awareness [75] (Per 50 + 15 Auto Senses + 10 Acute Vision/Hearing) - (1d100)
(81) = 81
Rolls
Awareness [Per 43 +10 Auto-Senses (helmet)] - (1d100)
(36) = 36
Rolls
Awareness (41) - (1d100)
(17) = 17
Psyniscience (41) - (1d100)
(3) = 3
Rolls
Awareness (Trained) [47 + 10 (Auto-Senses)] - (1d100)
(33) = 33
It takes an extra half a mile of going around in tunnel heading lower in the underground complex before starting to see physical signs of their presence. Stein start to point out marking in the tunnels exterior, to the untrained eye they would seem natural, however they are trace of Rippers going through the rocks in their quest for biomass. The farther down you go, the more frequent they becomes, until they are almost everywhere.
As the auspex indicate a series of bigger caves in front of your position. Stein make a silent gesture, he can smell the Tyranids in the following caves.
You turn into the first cave, which is roughly 20 meters in diameter. At the other end, 6

You act first.
With Brothers Stein and Cloten in position, and Brother Elyas at his near his side, Ken calls, "For the Emperor!", and with the smoothest squeeze, the bolter came alight in a controlled burst.
Rolls
Heavy Bolter attack (6 round burst) - (1d100)
(28) = 28
Rolls
WP 87 (Base 47 + 30 from surprise + 10 from Semi-auto burst) - (1d100)
(95) = 95
Rolls
BS 44+10 SAB - (1d100)
(46) = 46
Damage - (2d10+5)
(910) + 5 = 24
You roll damage of 1d10+12 Pen 5 with the Heavy Bolter. Because of the tearing quality, you roll 2d10 and pick the highest to calculate damage for each hit.
@Stein Unjamming the weapon take a full action and a successfull BS check. The current ammo in the clip will be lost.
@Cloten Your SAB succeed with 1 hit. Damage (from the liviniig errat is 10+9 pen 4 tearing). With tearing, you choose the highest dice of the 2 you rolled. The 10 allows you to roll for a Righteous fury. Roll an extra BS check with same diff and success give an extra d10 of damage!
Rolls
BS 44+10 SAB - (1d100)
(5) = 5
Extra damage - (1d10)
(9) = 9
8+9= 17 damage, Pen 5, damage ignores natural armor (hellfire special).
Rolls
Flamer Damage (tearing) - (2d10)
(83) = 11
so 2d10 (drop to lowest) +12 / hit?
15, 18 to fire target
16, 17 to second target?
Rolls
Heavy Bolter Damage - (2d6+12, 2d6+12, 2d6+12, 2d6+12)
2d6+12 : (32) + 12 = 17
2d6+12 : (64) + 12 = 22
2d6+12 : (42) + 12 = 18
2d6+12 : (54) + 12 = 21
=19 damage
Rolls
bolter damage - (2d10+12)
(37) + 12 = 22
Cloten's target was similarly unlucky as the last bolt of the burst ripped him in two.
As the cleansing flame of Ar'Mat flamer washed on the rest, two more fell, literally melting into piles of chitin and charred organs.
The last two had escaped on both side and are turning to charge in your direction.
Seeing the effectiveness of the volley, he switched back to standard bolts, holding his fire carefully as he aimed through the vast ceramite columns of his battle brothers. A single bark sounded as he fired between them, hoping to bring down one of the beasts before it hit their line.
Rolls
Boltgun Attack: 52 [42 (BS) + 10 (Bolter Mastery)] - (1d100)
(97) = 97
Boltgun Damage - (1d10+11, RA)
(1) + 11 = 12
Boltgun Damage (Tearing) - (1d10+11, RA)
(6) + 11 = 17
Rolls
SAB BS+10 - (1d100)
(93) = 93
Damage (Tearing) 1d10+9 PEN 4 - (2d10)
(12) = 3
Rolls
Scything talons (WS +10 for charge+ 10 for ganging up) - (1d100)
(28) = 28
Damage d10+5 PEN 3 - (1d10+5)
(1) + 5 = 6
Scything talons (WS +10 for charge+ 10 for ganging up) - (1d100)
(88) = 88
Damage d10+5 PEN 3 - (1d10+5)
(1) + 5 = 6
It is your turn.
Rolls
Parry (WS test) [57] (WS 47 + 10 for balanced weapon) - (1d100)
(51) = 51
Counter attack (WS 47), dmg (tearing) - (1d100, 1d10+13, 1d10+13)
1d100 : (79) = 79
1d10+13 : (9) + 13 = 22
1d10+13 : (3) + 13 = 16
Attack 1 (WS 47) - (1d100)
(81) = 81
Attack 1 Dmg, (tearing) - (1d10+13, 1d10+13)
1d10+13 : (5) + 13 = 18
1d10+13 : (2) + 13 = 15
Attack 2 (WS 47) - (1d100)
(93) = 93
Attack 2 Dmg, (tearing) - (1d10+13, 1d10+13)
1d10+13 : (10) + 13 = 23
1d10+13 : (4) + 13 = 17
The Salamander did not seem perturbed and was merely stating the facts as he moved to assist Stein.
Rolls
Attack. WS 49 + Charge attack +10, Outnumbered +10=69 - (1d100)
(25) = 25
Base Damage 1d10+2+8SB+3PR / Pen 2+3 PR - (1d10+13)
(9) + 13 = 22
Focus Power (resisted by enemy), Add 1d10 damage for each DoS - (1d100)
(7) = 7
Ar'Mat step in to assist, but his powerful is dodge by a hair breath and the creature is now unbalance until it get back its footing.
Rolls
Hormagaunt 1 dodge roll - (1d100)
(46) = 46
Rolls
Charge +20, WS 50+20=70 - (1d100)
(88) = 88
Rolls
Damage (Tearing) 1d10+9 PEN 4 - (1d10+9)
(3) + 9 = 12
SAB BS+10 (57) - (1d100)
(45) = 45
They are also very close so you get Point Blank range (within 3 meters) for one and close range for the other, giving +30 and +10 to BS test respectively.
This makes your BS at 67 for the test, with 45 making a success with 2 degree of success allowing 2 bolters hits.
Rolls
Agility (44) - (1d100)
(30) = 30
Rolls
AG 56 - (1d100)
(90) = 90
While there as been a few smaller tunnels you passed as you went down, it would be either impossible or very long for the Tyranids below to go all the way around behind you. This cavern is actually the best position you saw to apply concentrated firepower on your enemy.
You have 2 combat rounds to prepare, get in position, etc. Dont forget options like delay action, overwatch and grenades. So just describe how you spent those rounds and the real fight will begin.
WS 47(+4) / BS 46(+4) / S 68(+10) / T 51(+10) / AG 44(+4) / Int 35(+3) / Per 44(+4) / WP 36(+3) / Fel 46(+4)
Wounds: 23/23
Insanity: --
Movement: Half [5] Full [10] Charge [15] Run [30]
Fate Points: 3/3
Corruption: 0
Gear
-Mk5 "Heresy" Power Armour
-Wolf Tooth Necklace
-Bolt pistol (Ammo:14/14, Clips:[x][][])
-Bolter (Ammo:28/28, Clips [x][x][][])
-Chainsword
-Combat Knife
-Frag Grenades [][][][][]
-Krak Grenades [][][]
-Jump Pack
-Repair Ciment
-Auspex
"Commander... I feel this position is best to stem the approaching tide." Defensive tactics were Ken's specialty as well, and seeking cover from which to gain the best vantage and upon which to cut swathes through the soon to be approaching masses, with the tunnels behind them to retreat and block off in the case that the Tyranid wave becomes too great for their rate of fire. "We will funnel them into our holy wrath."
His head inclined towards Stein. "Can you get any reading on their numbers?"
May the Emperor bless your aim and may hatred fortify your hearts.
Your turn to act.
Rolls
Bolter - Burst Fire (47 + 10) - (1d100)
(43) = 43
Rolls
Damage - (2d10+6)
(83) + 6 = 17
Edit: 12 magnitude damage, the horde is now down to Magnitude 5
Rolls
Heavy flamer Magnitude damage d5+8 - (1d5+8)
(4) + 8 = 12
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
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.
WS 47(+4) / BS 46(+4) / S 68(+10) / T 51(+10) / AG 44(+4) / Int 35(+3) / Per 44(+4) / WP 36(+3) / Fel 46(+4)
Wounds: 23/23
Insanity: --
Movement: Half [5] Full [10] Charge [15] Run [30]
Fate Points: 3/3
Corruption: 0
Gear
-Mk5 "Heresy" Power Armour
-Wolf Tooth Necklace
-Bolt pistol (Ammo:14/14, Clips:[x][][])
-Bolter (Ammo:25/28, Clips [x][x][][])
-Chainsword
-Combat Knife
-Frag Grenades [][][][][]
-Krak Grenades [][][]
-Jump Pack
-Repair Ciment
-Auspex
Rolls
Attack - (1d100)
(90) = 90
(BS 42; +20 Magnitude; +10 Range; +10 Bolter Mastery -20 Run)
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
Rolls
Hellfire flamer d5+5 - (1d5+5)
(5) + 5 = 10
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!
Hit 1: 27 dmg (righteous fury)
Hit 1: 28 dmg (righteous fury)
Hit 1: 12 dmg
Hit 1: 16 dmg
Hit 1: 17 dmg
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
Rolls
Heavy flamer damage - (1d5+8)
(1) + 8 = 9
Cloten's flamer inundate the ceiling sending almost half of the gathering Gargoyles burning to the ground. Gargoyle Horde Magnitude 20->11
Rolls
Bolter - SA (47+30) - (1d100)
(39) = 39
Rolls
more firing? - (1d100)
(71) = 71
Oath of the Astartes (Tactical advance, Bolter Assault, Tactical spacing)
Squad mode : Petrix -Kenshen
Sustained abilities: none
Rolls
Unrelenting devastation 5+1d5 - (1d5+5)
(5) + 5 = 10
Petrix aim for the Hormagaunt survivors but they are to spread out to stop them all.
Rolls
Ar'Mat flamer d5+5 - (1d5+5)
(1) + 5 = 6
Petrix Bolter fire - (1d100)
(100) = 100
Petrix Fate reroll - (1d100)
(84) = 84
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.
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
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
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.
Rolls
Shooting w/ pistol (bc i bad at maths) - (1d100)
(71) = 71
Reroll - (1d100)
(63) = 63
@Team As this his a new system for most if not all, I compiled here some options you have that you may not be aware of.
Bolter advance tactics can be called out by anyone in squad mode for 3 cohesion point. It represent the advantages of superior teamwork and coordination in action. This gives a free bolter or grenade attack to everyone in squad mode. Cohesion can be regained be accomplishing objectives or spending fate points and squad mode can be joined as a free action with a cohesion test (rolling 7 or less on a d10 atm) or by spending a fate point.
Frag grenade do 5 magnitude damage at a horde
You can move at a half action and use the other half action for an attack both forward or backward of the melee. Ennemies engaged in melee with you will have an attack against you but, in this case, they cannot do much against you.
Those with a jump pack can actually fly and hover for 1 minute before having to let the pack cool down, allowing tactical options.
Last point, a horde damage is maxed at Magnitude 20 and significantly less at 19 or lower, so make sure to put some priority into thinning the biggest hordes.
I know we can't parry a horde, but Stein has counterattack, does he manage to get an extra hit in ? (will roll parry and an extra attack just in case. If the answer is no, just ignore them.)
Rolls
Attack 1 - (1d100)
(24) = 24
Attack 2 - (1d100)
(81) = 81
Parry - (1d100)
(99) = 99
Counterattack - (1d100)
(33) = 33
Rolls
Focus Power: Smite, unfettered - (1d100)
(19) = 19
Smite damage (energy, pen 3, blast 3) - (3d10)
(842) = 14
Horde hits (Psy rating 3 + 1d10 for area) - (1d10+3)
(5) + 3 = 8
Rolls
WS 50 - (1d100, 1d100)
1d100 : (73) = 73
1d100 : (43) = 43
Hormagaunt M2 ->Eradicated
Gargoyle M5 -> M4
Ar'Mat use that breathing room to launch a devastating psychic attack to the oncoming Hormagaunt wave. Hormagaunt M20->M12
@Deadpool While Stein do probably use his counterattack skill in the fight, it kill one only and is not enough to count as a magnitude hit.
Rolls
Heavy Bolter attack - (1d100)
(85) = 85
You will want a Deathwatch suspensor for that when you hit Respected renown ;)
Kenshen's grenade gets deflected by a xenos and explode farther and lower than intended, but still well in reach of the Gargoyles. Gargoyles M20->M15
Rolls
Scatter roll - (1d10, 1d5)
1d10 : (1) = 1
1d5 : (4) = 4
Gargoyle attack - (1d100)
(3) = 3
Gargoyle damage (Primitive) d10+3 Pen 3 - (1d10+3)
(3) + 3 = 6
Rolls
Gargoyle M5 hit - (1d100)
(90) = 90
Gargoyle M5 dmg (Primitive) d10+3 PEN 3 - (1d10+3)
(8) + 3 = 11
Petrix SAB +10 range +20 size-20 run TN42 - (1d100)
(63) = 63
The numbers of Hormagaunt is greater than before, and it becomes harder to keep them at bay.
Some Hormagaunts pierce Elyas's chest plate but his extraordinary Astartes physiology allow him to ignore the wound. Damage brought down to 0 wound
Some Hormagaunts overwhelm Stein and inflict a deep gash through the thickest part of his armor. Stein suffer 5 wound.
The Gargoyle M5 in melee disengages toward the ceiling.
The Gargoyle M15 mass fire their fleshborer weapon in the tunnel toward Kenshen and Elyas but most of the fire hit the rocks covering the battle-brothers.
More Hormagaunt M20 enter the room running, but you can see its the last of them.
After them walks in a enormous shape taking almost all of the tunnel, a Tyranid Warrior appears and let out a terrifying roar.
Even with all your training, you need to steel your mind against such an monstrous horror.
Elyas, Stein, Ar'Mat and Cloten need to either roll the Fear test or enter squad mode with their reaction.
Rolls
Hormagaunut M12 Swift attack - (8d100)
(9082252234777435) = 439
Damage Khulod Chest 2d10+5 PEN3 - (2d10+5)
(95) + 5 = 19
Damage Khulod Right arm 2d10+5 PEN3 - (2d10+5)
(39) + 5 = 17
Damage Elys Chest 2d10+5 PEN3 - (2d10+5)
(35) + 5 = 13
Damage Stein Chest 2d10+5 PEN3 - (2d10+5)
(88) + 5 = 21
Gargoyle Fleshborer - (1d100)
(99) = 99
Can we spend the Fate after the failed roll?
Rolls
Cohesion TN 7 - (1d10)
(2) = 2
Rolls
Petrix Willpower test (-20) - (1d100)
(63) = 63
Ar'Mat Willpower Test (-20) - (1d100)
(4) = 4
Perhaps not his most inspiring moment, as he felt his squad reel back against the sudden presence of the huge Warrior. But the press of bodies was too tight to think about anything else. He trusted his squad to choose their targets well, to know their limits. He only hoped his harried Assault marines would be able to break the charge of the onrushing Warrior.
They had to make some space. He reached down to his belt, pulling the pin from a red-and-black striped cartridge with the corner of his bolt pistol's stock, holding the lever for a long moment, as he watched the enemy stream forwards. "Flame out!"
At the warning, he tossed the primed cartridge of prometheum into the midst of the oncoming hormogaunts, towards the back of the cluster that was already upon them, and the front of the new pack rushing into melee, hoping to break up the formation, and create some space ahead of their front line to ease the burden of the attack.
Hoping to hit both groups of Hormogaunts with this grenade.
Fate Points: 2/3
Incendiary Grenades: 0/1
Rolls
Thrown Grenade (BS 42) - (1d100)
(82) = 82
The hormagaunts in melee receive the worst of it thinning the rank goint fromM12 to M10 while the incoming ones were less touched going from M20 to M19.
The good thing is that the whole center on the room was now a burning pyre and the incoming Hormagaunt would have to move around, gaining a precious few seconds to the team.
Rolls
Scatter - (1d10, 1d5)
1d10 : (8) = 8
1d5 : (3) = 3
[spending Fate to re-roll!!!!]
Rolls
Full-Auto - (1d100)
(100) = 100
re-roll Full-Auto attack on Warrior - (1d100)
(64) = 64
Rolls
Warrior dodge roll - (1d100)
(22) = 22
Rolls
damage - (1d10+12, 1d10+12)
1d10+12 : (8) + 12 = 20
1d10+12 : (2) + 12 = 14
Rolls
Heavy flamer damage - (1d5+8)
(4) + 8 = 12
Rolls
WS 50, Swift Attack - (1d100, 1d100)
1d100 : (100) = 100
1d100 : (78) = 78
WS 50 - (1d100)
(88) = 88
Rolls
Attack 01 (WS 47) - (1d100)
(50) = 50
Attack 02 (WS 47) - (1d100)
(11) = 11
"The large one is psychically active brothers. It likely directs this horde."
Ar'Mat spends a few seconds trying to direct his psychic powers.
Rolls
Elyas bolt pistol - (1d100)
(50) = 50
Ar'Mat Focus power - (1d100)
(69) = 69
Ar'Mat Fate re roll - (1d100)
(98) = 98
The battle-brothers in the front do a great job weathering the assault, they are scratched and battered, but are holding without more serious injuries.
The Gargoyle's M15 and M5 mass fire from the ceiling continues, one of the horrible beetle-like creature they are shooting piercing through Petrix's armour and borrows into his flesh. Petrix tough it out without being seriously wounded.
The Warrior stop and raises two of his four arms toward Kenshen. A disgusting reservoir of flesh and chitin start shooting maggot that exploded into corrosive go. Most of those explode through the flame and melee before reaching but one aim true.
Rolls
Deathspitter SAB - (1d100)
(32) = 32
Gargoyle M5 shooting - (1d100)
(84) = 84
Gargoyle M15 shooting - (1d100)
(27) = 27
Hormagaunt M4 swift attack - (8d100)
(952085437792513) = 367
Hormagaunt M19 move and attack - (4d100)
(53618141) = 236
Deathspitter Tearing PEN4 - (1d10+12, 1d10+12)
1d10+12 : (9) + 12 = 21
1d10+12 : (1) + 12 = 13
Gargoyle Mass fire PEN3 - (2d10+5)
(26) + 5 = 13
Hormagaunt M4 PEN 3 - (1d10+5, 1d10+5, 1d10+5, 1d10+5, 1d10+5)
1d10+5 : (7) + 5 = 12
1d10+5 : (5) + 5 = 10
1d10+5 : (5) + 5 = 10
1d10+5 : (5) + 5 = 10
1d10+5 : (5) + 5 = 10
Hormagaunt M19 PEN 3 - (2d10+5)
(14) + 5 = 10
Is dodge the whole action?
Rolls
Dodging [Agi is 43] - (1d100)
(31) = 31
Is dodge the whole action?
Rolls
Heavy Bolter FA - (1d100)
(41) = 41
Rolls
Warrior dodge roll - (1d100)
(67) = 67
Rolls
3 hits damage - (1d10+12, 1d10+12, 1d10+12)
1d10+12 : (1) + 12 = 13
1d10+12 : (6) + 12 = 18
1d10+12 : (6) + 12 = 18
3 hits damage - (1d10+12, 1d10+12, 1d10+12)
1d10+12 : (1) + 12 = 13
1d10+12 : (4) + 12 = 16
1d10+12 : (2) + 12 = 14
Rolls
Tearing quality - (6d10)
(5108771) = 38
Confirming Righteous fury - (1d100)
(10) = 10
Extra dice - (1d10)
(10) = 10
More Righteous fury - (1d10)
(4) = 4
Rolls
Bolt Pistol SA - (1d100)
(63) = 63
"By fire be purged, Xenos filth!"
Rolls
WS 50 Swift Attack - (1d100, 1d100)
1d100 : (7) = 7
1d100 : (35) = 35
Rolls
Semi-Auto [3] Burst: [TN 62; 1d10+9; Pen 2, Blast 2] - (1d100)
(39) = 39
full action to charge.
Using wings of an angel (+20 move, +1d5 dmg)
Using a fate point to reroll my attack
I will also activate my feat of strength
Rolls
Attack (WS 47 + 10 (charge)) - (1d100)
(70) = 70
Attack dmg - (1d10+13, 1d10+13)
1d10+13 : (2) + 13 = 15
1d10+13 : (2) + 13 = 15
Pilot test for wings of an angel (AG 44) - (1d100)
(51) = 51
Wings of an angel dmg - (1d5)
(1) = 1
Attack reroll - (1d100)
(3) = 3
Redirecting his aim into the hormogaunts, Ken was at it again. Everyone was pulling their share, and in spite of the suddenness they were holding out decently as the numbers thinned. Was that all that nested here, or were there more of the intelligent ones, accomplishing tasks elsewhere in preparation of the next ambush. For now the battle-brothers must silence their screams.
Rolls
Heavy Bolter [BS 53+ 20 full auto] - (1d100)
(15) = 15
Rolls
Ar'Mat Flamer - (1d5+5)
(3) + 5 = 8
Hormagaunt M4/M19 on Stein - (1d100, 1d100)
1d100 : (57) = 57
1d100 : (53) = 53
Hormagaunt on Ar'Mat M4/M19 - (1d100, 1d100)
1d100 : (95) = 95
1d100 : (62) = 62
The Gargoyles M5 and M10 barrage pierce Petrix armor, but the worst of the hit as been mitigated by the reinforced part of the rebuilt armor's left leg. Petrix receive 1 wound.
The Warrior fails to stand up and is still stunned on the ground.
The promethium flame start to engulf Ar'Mat's power armor. While he endure the heat without serious injury, the experience is taxing even for him. Ar'Mat suffer one level of fatigue
Rolls
Gargoyle Fire M5/M10 - (1d100, 1d100)
1d100 : (82) = 82
1d100 : (19) = 19
Hormagaunt swift attack M8 - (6d100)
(2922174734) = 266
Gargoyle damage PEN 3 - (2d10+5)
(101) + 5 = 16
Hormagaunt damage PEN 3 - (1d10+5, 1d10+5, 1d10+5)
1d10+5 : (6) + 5 = 11
1d10+5 : (7) + 5 = 12
1d10+5 : (5) + 5 = 10
Ar'Mat agi test - (1d100)
(88) = 88
Fire damage - (1d10)
(7) = 7
Rolls
Heavy flamer damage - (1d5+8)
(3) + 8 = 11
Rolls
Bolt Pistol SA - (1d100)
(7) = 7
Ar'Mat change his target to the gaygoyle, combining his flame with Cloten's spray to cover the entirety of the ceiling leaving no Gargoyles alive.
Having cleaned the last of the hordes with great efficiency, there is only the Warrior left in the burning room, still struggling to get back to his feet, almost waiting to be executed.
As the fire dies down, the Kill-team can appreciate its first victory and take some time to take care of their wounds and armour, extinguish their burning brother, as well as planning there next move.
Rolls
Kenshen damage - (1d5+7)
(2) + 7 = 9
Kulod damage - (1d5+5)
(5) + 5 = 10
"This likely was only a part of the swarm. The hive mind is likely aware it has fallen. We should press on and strike at the swarm's heart."
Elyas went around to examine quickly for treatable injuries and signs of contamination, using his Narthecium to diagnose and treat his Battle-Brother rapidly, efficiently and without having to remove the power armours. Every armor would required some application of repair cement to be sealed again, but it was up to each battle-brother to decide if it was needed.
While the apothecary was doing his duty, the rest of the kill-team stood watch over the tunnel or executed grimly some broken but still breathing Xenos. Standing in the room painted with the gore and flesh of their ennemies meant different things for the Adeptus Astartes. Some could barely contain their disgust over the Xenos filth, for others, the duty of destruction was a gleeful pleasure. Many would use those moment to nourish their blessed hatred of the Uncleaned. Some would already forget the fallen foes, as they were merely a stepping stone for their next duty in the Name of the Emperor.
After a short amount of time, the Squad is ready to move.
Rolls
Medicae Ar'Mat - (1d100)
(67) = 67
Medicae Stein - (1d100)
(3) = 3
Medicae Petrix - (1d100)
(8) = 8
Medicae Petrix - (1d100)
(96) = 96
Rolls
Tracking [64] - (1d100)
(59) = 59
He and Ar'Mat would bring up the rear. Though he had confidence that their rear was secure, he wanted a flamer ready to clear out their retreat, and Ar'Mat's ability to project his psychic power without risking friendly fire made it acceptable to put him on rearguard.
Words could wait. Once his squad was in position, he tapped his boot to indicate a double-time pace. Though he knew the Tyranids spoke through some sorcery with one another, he hoped their reaction time might somehow be limited, that speed and intensity would win them some ground before the adversary was fully roused...
He reloads the heavy flamer, pleased with its performance, but wishing for a second weapon to pair with it. That's his way: two fists, no waiting.
He signals his readiness. They'll choke on our fist rammed into their gullet.
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.
A Fear (4) check is necessary for the Squad leader and those in solo mode at Willpower-40
"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."
Shooting grenade "before" the action would require activating the
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.
Incendiary Grenades: 0/1 (Spent)
Rolls
Fear Test (WP 34; -40) - (1d100)
(36) = 36
Metal Storm Semi Auto Burst [3] (BS 42; +10 Burst) [Blast 2] - (1d100)
(48) = 48
Half action: move 5m
Rolls
BS 44 - (1d100)
(7) = 7
Damage - (2d10)
(89) = 17
Rolls
Heavy Bolter [BS 53+ 20 full auto] - (1d100)
(11) = 11
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
Brother Petrix opened the fight with a volley of Metal Storm bolts into the swarm. Termagaunt hordes M69->M62
Magnitude Damage (Blast 2) X (3 hit) =6 , +1 for eXplosive a ammo => 7
Kenshen heavy bolter wreck devastation in the first line of the Tyrannid. Termagaunt M57-M48
Magnitude damade 6 +1 for X ammo + d5 (2) unrelenting devastation Total = 9
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
Of the 19 damage (PEN3) left, 5 is stopped by the armour and 8 is soaked by the TB. Resulting in 8 wounds.
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
"Brothers, destroying the pillar may disrupt the Tyranids."
Rolls
Heavy flamer damage - (1d5+8)
(1) + 8 = 9
Missing his parry, Stein starts hacking at the vine to get rid of it...
...but only his first attack connects on the vine...
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
@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)
Rolls
Heavy Bolter [BS 53+ 20 full auto] - (1d100)
(60) = 60
unrelenting devastation - (1d5)
(1) = 1
If successful, I'll attack it with my earlier attack roll.
Rolls
Opposed str check - (1d100)
(48) = 48
As the vines-like appendage fail s its Str check, Stein wins
Rolls
Opposed strength Vines - (1d100)
(85) = 85
Termagant Horde M40->M16
Kenshen's heavy bolter 6hit+ 1hit(X)+ UD 1 = 8
Petrix's metal storm rounds. Blast 2 X 1 + 1hit (X)= 3.
Elyas's bolter. 3 hit +1 hit (X)= 4M.
Rolls
Petrix SAB - (1d100)
(73) = 73
Elyas SAB - (1d100)
(46) = 46
As the rest of the Termagant M16 keep firing ineffectively in your direction, you see an hulking shape emerge from the pool of acid.

The missile aim true toward Kenshen chest.
Another missile circle from the other side of the tower and blast through Cloten's cover.
Since the Felling quality remove your Unnatural Toughness. The damage, if not dodge, of the missiles would be 11-2(armor)-3TB=6 wounds on Kensen and 22-1(Cover)-2(Armor)-4TB= 15 wounds on Cloten
Rolls
Termagant shooting - (1d100)
(96) = 96
Vines - (4d100)
(58209566) = 239
Impaler cannon - (2d100)
(1624) = 40
Elyas reaction (dodge) - (1d100)
(46) = 46
Impaler Dmg Kenshen (Chest) Pen 8 Felling 1 - (2d10+5)
(33) + 5 = 11
Impaler Dmg Cloten (Chest) Pen 8 Felling 1 - (2d10+5)
(710) + 5 = 22
Rolls
Kenshen reaction (dodge) - (1d100)
(88) = 88
You started with 4 fate point (your 3 +1 because of armour history). I have noted your usage, I would need to check.
Fun fact about fate point, if you use one for a +10 to your check before the roll, the +10 still apply if you reroll it after a miss with a 2nd fate point.
.... wow... I hit my AGI number 46!
Rolls
re-rolling dodge (using fate point) - (1d100)
(46) = 46
Rolls
AG 56 - (1d100)
(57) = 57
AG 56, fate to reroll - (1d100)
(40) = 40
"The Tyranids obscure the Warp brothers. My options are limited."
Despite this, Ar'Mat will advance to the next stalactites to fire his flamer once more.
Rolls
Heavy flamer damage - (1d5+8)
(3) + 8 = 11
@Ar'Mat The new xenos exited the pool 10m behind the front line of the Termagaunt so 40m from your initial position. So the first Termagants are 25m from you, the Cannon monster 35m and the vine a little bit everywhere. If you move forward 6m or more, i will consider you close enough for flamer damage on the last of the horde. (It would probably require going to solo mode and using the Burst of speed codex solo ability)
@Cloten You have the option to move to the S12 cover which is intact, offering more cover and putting the cannon xenos in reach of your 30m cone.
Rolls
Heavy Bolter [BS 53+ 20 full auto] - (1d100)
(69) = 69
unrelenting devastation - (1d5)
(4) = 4
Stein jump straight to S18 and fire a single bolter shot at the bigger xenos
Cloten move to S12 to fire his flamer
ANd Ar'Mat move to S8 clearing as many vines as he can on the way.
Elyas and Petrix concentrate their fire on the cannon-wielding Tyranid.
The new xenos catches fire and absorb the volley fire without flinching, barely slowed by the onslaught.
Rolls
Petrix fire SAB - (1d100)
(52) = 52
Stein fire Single shot - (1d100)
(56) = 56
Heavy flamer dmg d10+12 Pen 6 - (1d10+12)
(4) + 12 = 16
Creature Agi roll - (1d100)
(58) = 58
Elyas SAB - (1d100)
(27) = 27
damage Stein Pen3 - (1d10+9, 1d10+9)
1d10+9 : (4) + 9 = 13
1d10+9 : (8) + 9 = 17
dmg Petrix Pen3 first hit - (1d10+9, 1d10+9)
1d10+9 : (9) + 9 = 18
1d10+9 : (3) + 9 = 12
dmg Petrix Pen3 2nd hit - (1d10+9, 1d10+9)
1d10+9 : (10) + 9 = 19
1d10+9 : (5) + 9 = 14
dmg Elyas Pen3 1st hit - (1d10+9, 1d10+9)
1d10+9 : (5) + 9 = 14
1d10+9 : (7) + 9 = 16
dmg Elyas Pen3 2nd hit - (1d10+9, 1d10+9)
1d10+9 : (5) + 9 = 14
1d10+9 : (7) + 9 = 16
dmg Elyas Pen3 3rd hit - (1d10+9, 1d10+9)
1d10+9 : (3) + 9 = 12
1d10+9 : (1) + 9 = 10
Petrix righteous fury - (1d100, 1d10)
1d100 : (86) = 86
1d10 : (8) = 8
The vines continues to try to grabs the team, getting a hold on Cloten and Petrix.
Rolls
Impaler burst 1 - (1d100)
(7) = 7
Impaler burst 2 - (1d100)
(15) = 15
Vines - (4d100)
(61151236) = 124
Stein first missile PEN16 Felling (1) - (2d10+5)
(75) + 5 = 17
Stein second missile PEN16 Felling (1) - (2d10+5)
(66) + 5 = 17
Elyas dodge - (1d100)
(2) = 2
...using that last fate point...
Fate: 0/3...
Rolls
dodge (44) - (1d100)
(54) = 54
dodge reroll - (1d100)
(88) = 88
...using that last fate point...
Fate: 0/3...
Stein has 1 critical damage from Rending damage into the body. Effect is :"If the target is not wearing armor on this location, he takes a level of fatigue from a painful laceration. If he is wearing armor, there is no effect. Phew!"
Bring out those demeanours to transform some fate points into wounds!
Rolls
S 44 - (1d100)
(56) = 56
You do however use the +20 str from the armor making your TN 64.
If you succeed to check, you had the multiplier from Unnatural Strength as bonus DOS.
So, you count have having 2 DOS in your opposed test, if the creature failed to reach it TN or if it succeed with less DOS than you, you will win.
Edit : Indeed, the vines failed the test, Cloten breaks free and can use a half action for the rest of its turn.
Rolls
Vines opposed STR - (1d100)
(82) = 82
Rolls
Heavy flamer damage - (1d5+8)
(3) + 8 = 11
Elyas struggle in vain to escape the clutch of the vines.
Cloten clears up a section of the vines with the flamer.
Stein, startled by the sudden pain of the almost 2m spike that ripped through his armor, decide to trust in his team and jump back to free Elyas from the grapple.
Rolls
Kenshen shooting - (1d100)
(42) = 42
Elyas opposed - (1d100)
(59) = 59
Kenshen dmg 6hit tearing PEN 5 - (1d10+12, 1d10+12)
1d10+12 : (9) + 12 = 21
1d10+12 : (4) + 12 = 16
Kenshen dmg 6hit PEN 5 - (1d10+12, 1d10+12)
1d10+12 : (7) + 12 = 19
1d10+12 : (9) + 12 = 21
Kenshen dmg 6hit PEN 5 - (1d10+12, 1d10+12)
1d10+12 : (4) + 12 = 16
1d10+12 : (2) + 12 = 14
Kenshen dmg 6hit PEN 5 - (1d10+12, 1d10+12)
1d10+12 : (4) + 12 = 16
1d10+12 : (1) + 12 = 13
Kenshen dmg 6hit PEN 5 - (1d10+12, 1d10+12)
1d10+12 : (2) + 12 = 14
1d10+12 : (9) + 12 = 21
Kenshen dmg 6hit PEN 5 - (1d10+12, 1d10+12)
1d10+12 : (5) + 12 = 17
1d10+12 : (2) + 12 = 14
Vine opposed - (1d100)
(10) = 10
Much of the immediate vines have been repelled by repeated flamer burst, some are still in the back trying to catch Elyas and Stein there
Rolls
Missile SAB 1 - (1d100)
(81) = 81
Missile SAB 2 - (1d100)
(98) = 98
Vines - (1d100, 1d100)
1d100 : (28) = 28
1d100 : (29) = 29
Elyas dodge - (1d100)
(27) = 27
Stein turns back to late and gets grabbed by the vine but instead of trying to break free of its grasp, he simply starts hacking at it...
... the dices seems against me this day...
Rolls
dodge (44) - (1d100)
(96) = 96
Attack 01 (ws47) - (1d100)
(76) = 76
attack 02 (ws47) - (1d100)
(13) = 13
attack 02 dmg - (1d10+13)
(3) + 13 = 16
The vines are part of the tower and you can consider them more of an environmental hazard than creature to kill. Each action directed against them delays their grapple attempts and with enough actions they will eventually stop coming altogether.
Cloten last position was S12, so he is 28m away from the xenos so, if your intention is to enter melee combat, you are already in jump pack boosted charge range (15X2 : 30m).
SB bonus to damage +10
Activate Blood Angel Frenzy
Righteous Fury activated
Total damage: 47
Rolls
WS 50+20 Berserk Charge, damage, Wings of Angels - (1d100, 1d10+3, 1d5)
1d100 : (28) = 28
1d10+3 : (7) + 3 = 10
1d5 : (3) = 3
Pilot Personal AG 56 - (1d100)
(37) = 37
Reroll damage - (1d10+13)
(1) + 13 = 14
Reroll damage, Blood Angel Frenzy - (1d10+13)
(9) + 13 = 22
Righteous Fury, WS 70 - (1d100, 1d10+13, 1d5)
1d100 : (11) = 11
1d10+13 : (7) + 13 = 20
1d5 : (5) = 5
Don't forget that the chainsword tearing quality allow to rule twice for dmg and take the best. Melee attack also add your SB to the dmg.
Some solo ability can also be use in this situation. Like the Blood Angel Blood frenzy for extra dmg reroll and higher chance of righteous fury or Codex Feat of strength to increase your unnatural strength to X3 for Rank in round.
Rolls
pilot (44) - (1d100)
(7) = 7
charge attack (57) - (1d100)
(24) = 24
chainsword dmg - (1d10+13, 1d10+13)
1d10+13 : (1) + 13 = 14
1d10+13 : (1) + 13 = 14
Ar'Mat's flame reaches the tower, it quivers strangely as the promethium flames start spreading slowly across the surface.
@deadpool_qc To my knowledge, the DOS in a melee attack does not change the minimum dmg (except for magnitude dmg against hordes)
Both Stein and Cloten gain a fate point for their Chapter's demeanour.
It is your turn to act, no ennemies are in your line of sight but you hear one moving slowly about 30m from the assault Marines position hidden by the tower.
Rolls
Kenshen fire - (1d100)
(51) = 51
Petrix fire - (1d100)
(80) = 80
Xenos dodge - (1d100)
(26) = 26
Kenshen 5 hits PEN5 Tearing - (1d10+12, 1d10+12, 1d10+12, 1d10+12, 1d10+12, 1d10+12, 1d)
1d10+12 : (1) + 12 = 13
1d10+12 : (10) + 12 = 22
1d10+12 : (10) + 12 = 22
1d10+12 : (10) + 12 = 22
1d10+12 : (4) + 12 = 16
1d10+12 : (3) + 12 = 15
1d : (2) + 1 = 14
Kenshen dmg - (1d10+12, 1d10+12, 1d10+12, 1d10+12)
1d10+12 : (7) + 12 = 19
1d10+12 : (2) + 12 = 14
1d10+12 : (2) + 12 = 14
1d10+12 : (9) + 12 = 21
Kenshen righteous fury - (1d100, 1d100, 1d10, 1d10)
1d100 : (76) = 76
1d100 : (84) = 84
1d10 : (6) = 6
1d10 : (5) = 5
Ar'Mat flamer dmg Tearing ignore natural armor - (1d10+9, 1d10+9)
1d10+9 : (7) + 9 = 16
1d10+9 : (7) + 9 = 16
Elyas activate his jump pack and speed in your direction, meeting the others near the pool of biomass.
WS 47(+4) / BS 46(+4) / S 68(+10) / T 51(+10) / AG 44(+4) / Int 35(+3) / Per 44(+4) / WP 36(+3) / Fel 46(+4)
Wounds: 0/23 Fatigue: Critical Damage: 1
Insanity: --
Movement: Half [5] Full [10] Charge [15] Run [30]
Fate Points: 5/3
Corruption: 0
Gear
-Mk5 "Heresy" Power Armour
-Wolf Tooth Necklace
-Bolt pistol (Ammo:14/14, Clips:[x][][])
-Bolter (Ammo:25/28, Clips [x][x][][])
-Chainsword
-Combat Knife
-Frag Grenades [x][][][][]
-Krak Grenades [x][][]
-Jump Pack
-Repair Ciment
-Auspex
Rolls
BS (46) - throwing grenade - (1d100)
(16) = 16
krak grenade dmg (3d10+4X, Pen 6) - (3d10+4)
(298) + 4 = 23
The xenos walk in sight, about 25m of the biomass pool stand between you. It snap a shot in Ar'Mat direction. The missile head straight for Ar'Mat helmet.
Your turn to act!
Rolls
Xenos shooting - (1d100)
(50) = 50
Missile dmg PEN8 felling 1 - (2d10+5)
(65) + 5 = 16
Rolls
First, Piloting Personal AG 56 - (1d100)
(19) = 19
WS 70 - (1d100)
(10) = 10
Damage - (1d10+13)
(6) + 13 = 19
Armat advances 5 meters and fires his flamer at the creature.
Rolls
Dodge (Basic) vs 21 - (1d100)
(43) = 43
The creature catche fire and become fatigued. The dmg itself does not overcome its TB and it receives 0 wound.
Ar'Mat gain a fate point for roleplaying his demeanour.
While the first hit does not overcome the target Armor and TB, the second is a confirmed righteous fury that total 30 dmg. 3 are stopped by the armor and 18 by the TB. The xenos receive 9 wounds
Kenshen's hits chip at the xenos for a total of 3 additional wounds
Stein and Elyas throw krak grenades at the distracted xenos. Stein's miss however, Elyas aim his blessed by the Emperor.
Rolls
Kenshen shooting - (1d100)
(70) = 70
Elyas krak grenade - (1d100)
(22) = 22
Stein krak grenade - (1d100)
(66) = 66
Ar'Mat dmg - (1d10+9, 1d10+9)
1d10+9 : (1) + 9 = 10
1d10+9 : (4) + 9 = 13
Cloten extra dmg - (1d5)
(5) = 5
Petrix shooting - (1d100)
(38) = 38
Creature ag test - (1d100)
(70) = 70
Creature parry - (1d100)
(4) = 4
Petrix 2 hits tearing PEN3 - (1d10+9, 1d10+9, 1d10+9, 1d10+9)
1d10+9 : (7) + 9 = 16
1d10+9 : (6) + 9 = 15
1d10+9 : (10) + 9 = 19
1d10+9 : (10) + 9 = 19
Krak dmg PEN6 - (3d10+4)
(1044) + 4 = 22
Kenshen 3 hits Pen5 - (1d10+9, 1d10+9, 1d10+9, 1d10+9, 1d10+9, 1d10+9)
1d10+9 : (2) + 9 = 11
1d10+9 : (1) + 9 = 10
1d10+9 : (4) + 9 = 13
1d10+9 : (9) + 9 = 18
1d10+9 : (6) + 9 = 15
1d10+9 : (8) + 9 = 17
Petrix righteous fury - (1d100, 1d10+9, 1d10+9)
1d100 : (46) = 46
1d10+9 : (1) + 9 = 10
1d10+9 : (2) + 9 = 11
Elyas righteous fury - (1d100, 3d10+4)
1d100 : (24) = 24
3d10+4 : (897) + 4 = 28
It is now engaged in melee, causing all ranged attack against it to suffer a -20 penalty
...using fate point to reroll attack...
...confirming righteous fury...
...total 33 dmg...
Rolls
pilot (44) to activate wings of angels - (1d100)
(19) = 19
attack (57) - (1d100)
(69) = 69
attack reroll (57) - (1d100)
(29) = 29
attack dmg, tearing, wings of angels dmg - (1d10+13, 1d10+13, 1d5)
1d10+13 : (10) + 13 = 23
1d10+13 : (6) + 13 = 19
1d5 : (3) = 3
confirming righteous fury (57) - (1d100)
(45) = 45
righteous fury dmg - (1d10, RA)
(7) = 7
The creature topple on the ground, a massive pool of alien blood forming and it dies moments later.
What do you do?
Rolls
Creature parry - (1d100)
(84) = 84
Armat turned to the burning tower. As the buzz in his head had not dissipated, he knew the threat was not over. He raised his flamer to the tower, expertly applying its purifying flame to it to engulf it and hasten its demise, before reloading the weapon.
He stashes the chainsword, and gripping his own heavy flamer, adds a burst of holy fire to the tower in the pool.
Rolls
tracking (64) - (1d100)
(17) = 17
He finds some lesser tunnels with faint traces of xenos further. You quickly notice that the larva-type xenos are appearing faster and faster in the cave. First it was a trickle, somes falling from the ceilling or wiggling their way toward the center from the walls, but now they are massing home. You start shooting and slashing at them. The disgusting abominations are numerous, however they are far to slow and spread out to be a threat in this situation. After about an hour, they stop coming altogether and the tower as been burned down completely.
Silence falls again in the smoky cave.
There is a few tunnels found by Stein that could be cleaned of more Tyrannid trace, but all sign indicate that there his no other group that could be a threat to you. You have some time left to to it, but not that much if you want to catch your lift back.The squad regain 1 cohesion for accomplishing a secondary objective.
How do you proceed?
Petrix watched one of the incoming corridors sternly as his bretheren tore down the traces of the xenos hive behind them. The battle had him somewhat rattled, as it could have easily turned at several junctures. He was eager to leave this place behind, or to direct the Guard to flood it with Prometheum.
"The guiding presence of the tyranids has waned. I believe this structure was indeed it. But do not think of it as a leader in that sense, more a louder voice among many. These Xenos are a vile breed in form and their endless hunger, but their truly terrifying aspect is that they combine into one mind. The larger creatures merely form a nexus for that mind to focus on. It is how they cast the shadow in the warp with their hive fleets. Billions of hungry, chittering minds overwhelming everything, blanketing out everything else."
He looked around at the ruin of their foe. "We must ensure their destruction. If another guiding creature survived, it may direct the lesser forms into making a new spawning pool for another larger construct. But I have another concern.."
The Librarian's attention returned to the burning construct, but his words were for the entire squad. "That thing. I do not know its purpose and that worries me. It is unwise to dwell on the motivations of Xenos, but I believe the Tyranids must have had a reason to build this thing over one of their larger warrior forms. The larger warrior could guide them to consume more and help their brood grow, but this... I think this served a different role. A role not directly involved in consuming this planet." Ar'Mat shook his head. He took off his battered helmet, his red eyes standing out from his ebony skin. Clotted blood coated one side of his face. "I worry brothers. I speculate this structure may have been a beacon. It may have tried to attract one of the Tyranid splinter fleets. We should warn the others of such a possibility."
Their doom would be absolute, but their duty would be fulfilled. To Ar'Mat, nothing mattered more.
Rolls
Elyas Forbidden lore xenos - (1d100)
(34) = 34
Medicae - (5d100)
(595388531) = 254
WS 47(+4) / BS 46(+4) / S 68(+10) / T 51(+10) / AG 44(+4) / Int 35(+3) / Per 44(+4) / WP 36(+3) / Fel 46(+4)
Wounds: 5/23 Fatigue: 0 Critical Damage: 0
Insanity: --
Movement: Half [5] Full [10] Charge [15] Run [30]
Fate Points: 0/3
Corruption: 0
Gear
-Mk5 "Heresy" Power Armour
-Wolf Tooth Necklace
-Bolt pistol (Ammo:14/14, Clips:[x][][])
-Bolter (Ammo:25/28, Clips [x][x][][])
-Chainsword
-Combat Knife
-Frag Grenades [x][][][][]
-Krak Grenades [x][][]
-Jump Pack
-Repair Ciment
-Auspex
By the time the window for the return flight was closing, neither the auspex, Ar'Mat's psyniscience, nor Stein's nose could detect anymore Tyranids.
The way back to the surface was speedy and the Aquila bLander was waiting for you all. You got in and began the long flight back.
We'll also see if we have enough players left to continue. Combat in this system can get very harsh for small teams
Nothing much as changed in your absence, except for a colorful caravan of locals just outside the base and an certain additional nervousness in the soldiers when they look down in your direction. You are offered refreshment in your quarters and the service of the armoury's techpriests to remove, bless and clean your armours if you wish it, as well as free access to the base's hospital for your injuries. Brother Elyas take sample of each of you as the Codex recommend after exposure to the vile xenos.
You are informed that representative of the local religious government request an audience with you and another message from Deathwatch Brother Neledis Gierus, one of the Deathwatch researcher in the station, would wish to discuss with you at your convenience.
Your schedule and plans are left totally at your discretion.
The helmet was a mess. The cracks required larger parts of the ceramite be removed and replaced entirely. Ar'Mat forged these pieces himself, and the reassembly of the hundreds of pieces that made up the helmet was a herculean task that he personally committed to for days without rest even as artificers around him rotated through their duty shifts. For their dedication they were treated properly by the Salamander; Praised for proper work, corrected where they waned, replaced for severe faults.
As the days passed, the requests came in. The Librarian had many duties. He would meet with Brother Neledis in time. The religious authorities he had little patience for. As a member of the Promethean Cult he rarely saw eye to eye with the mortal attendants of the Emperor's faith who were so often convinced of their own truth. Worse, they were often demagogues who could fill a room with pious drivel for hours on end. He returned the message stating he would need a more concise reason for the meeting before he could spare the time for such trivialities. He knew the Ecclesiarchy didn't like to be snubbed. But he was an astartes, and that meant his time was more precious then theirs..