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To Recover the Past... [OW/DW] IC Thread


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Initiative roll = (2) + 3AgB = 5 v_v

 

Apollus, too, has a Stalker Bolter with Stalker Shells and, whilst reacting to the danger a bit slower than Igorot, will follow his lead and take a shot at it.

BS: 64 + 10 (Half-Aim) + 10 (Accurate) + 10 (Short?) + 10 (immovable warrior?) = 104

 

BS 104(?) = 44 for 7 DoS

 

Damage = 1d10+9 +2d10 (Accurate) = 3 (2 and 3 Tearing) + 10 (Righteous Fury!) + 4 = 17+9 = 26

Righteous Fury: If this plant can be considered a Xenos, thats auto-confirmed with Deathwatch Training. Otherwise:

BS 104 = 71 to confirm.

RF Damage = 1d10 = 7

Total Damage = 33 Damage, Pen 4, Explosive.

 

(I also used DW Rules and I think, where possible, we should probably use those?)

 

Unfazed by the surprise attack from the plant, Apollus brings his Stalker Bolter to bear and fires a single Stalker inaudible Stalker Shell at it. Over the Kill-Teams comms, he speaks: "Brothers, if any of you have concealment gear, from here on out, it might be prudent to activate it if you haven't already."

(Apollus has his Stummer activated meaning he produces no sound and his Cameleoline draped over his form to visually conceal it.)

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Initiative roll: (7) (+(4)AGI) = 11

 

 

Gallan did not requisition stalker shells for his bolter pistol, so he carries the unfamiliar inferno pistol.  He holds fire until it becomes evident that use of the relic will be necessary.  Gallan also moves his chainsword into fighting position, but does not engage the sword's motor.  He also forgoes igniting his jump pack, recognizing that the roar of its engine would certainly be heard by anything nearby.

 

Simultaneously with Gallan's preparing for close-quarters combat, Apollus and Igorot unload their bolters into the attacking plant.  The barrage from his kill team brothers is thrilling in its silent fury.

 

If Gallan is able, he will Delay action for the first round, and carry an additional half-action into the second round.

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Initiative roll 4+4=8

 

Irad will wait until his brothers have fired on the creature then charge it.  Aiming to hit it with his force-staff.

 

Charge attack rolled 95, using a fate point for a 19.  Base WS is 51 + 10 for charging = 4 DOS

 

He will then channel his will into the weapon, trying to force the life out of the plant rolling a 73 which is a fail.

 

He rolls a 10 for damage, which he confirms with a roll of 47 (wasn't sure if it counted as xenos) , which is also 10 damage +5 a third roll of 5 + 14 for strength/ weapon bonus/ psy rating =39 damage with 3 pen.

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The thrill of battle calls to him and the urge to draw his chainsword and cleave the plant in half is almost too great.

 

You are a blackshield, glory is never yours. Do your duty.

 

The voice of reason within his mind focuses his thoughts and prevents any brash actions. He instead turns his attention to the rear of the team and keeps watch for further threats.

 

"Brothers, if any of you have concealment gear, from here on out, it might be prudent to activate it if you haven't already." The Devestator's words move his bionic hand to check that his Cameleoline cloak is still in position, though he leaves his Stummer off for now. Silently, he scans the foliage for additional contacts, finger straight against the trigger guard of his Stalker Bolter.

 

Initiative roll - 7 + 5 = 12

 

The Blackshield will establish overwatch at the rear of the team, facing their rearward flank. He will engage known threats with Semi Auto Burst fire.

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((Initiative roll - 7 + 5 = 12

Initiative roll: (7) (+(4)AGI) = 11

Initiative roll (6) +4agi = 10

Initiative roll 4+4=8

initiative roll: 2 +3AgB = 5

Initiative roll = (2) + 3AgB = 5

(Flora Init: 2)))

As far as the plants, they appear to be delaying, and slow; they're not much of a threat, however, noise, and the possibility of the plants having some kind of noise making ability might become a major issue if they are able to ...

 

There's a rather loud, shrill, and painful cry coming from nearby; it's a plant, and it seems to be a noise maker. Screamers are in the planetary report, however, it's both old, and apparently, there's been some changes as to the local flora of this world over time. The shrieks must stop, and fast; it's starting to aggravate both the Astartes, and the other plants around the area.

 

Starting at the highest above initiative, please go in order during the turn, of what each of you choose to do in this situation...

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If nobody's going to shoot at the screamer, then I'll just post my action doing so instead of waiting for my initiative to come up since I'm literally the last in our group to go in initiative order tongue.png

Apollus, having shot the first plant more as an instinct when faced with a threat, identifies the screamer plant and fires off a Stalker Shell at it in an attempt to silence it before it causes any more problems for the Kill Team.

Actions: Half-Aim (+10 BS), Standard Attack

Modified Ballistic Skill: 64 (base) + 10 (Immovable Warrior) + 10 (Accurate) + 10 (Half-Aim) + 10 (short range?) = 104

Roll: : 1#1d100 69 for 4 DoS which adds 2d10 to the damage due to Accurate Quality. http://orokos.com/roll/436003

Damage:

  • Stalker Bolter = 1d10+9 (Tearing)
  • Accurate = 2d10

Damage Rolls:

Stalker Clip Ammo: 22/24

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As soon as the shot is fired, the little loud thing that is causing such a ruckus makes a satisfying Bwhommpsh sound; this quite literally is the end of its little plant rant.

 

The surrounding area is quiet, and seems to go back to normal, at least for the time being...

 

As the party progresses, there are a total of five other spots where the screamers might be activated before the Kill-team is able to get to its destination, of at least, the old location of the manufactorum entrance, and any attached facilities to it, possibly forming a complex.

 

Five stealth rolls, each, please:

-

-

-

-

-

 

Also, is the party marching or cutting their way through for most of this? If marching, it's a +10 to the roll; if the Kill-team is cutting their way through, it's a -10 instead.

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Concealment Roll: Stealth Roll: 1#1d100 34 http://orokos.com/roll/437925

Concealment Roll 2, 3, 4 and 5: Stealth Roll: 4#1d100 54 84 65 49 http://orokos.com/roll/438841

Agility of 38 + 20 from Cameleoline + 10 (marching?) = 68

Results:

  1. 4 DoS vs 34
  2. 2 DoS vs 54
  3. 2 DoF vs 84
  4. 1 DoS vs 64
  5. 2 DoS vs 49

Silent Move Roll: : 1#1d100 21 http://orokos.com/roll/437927

Agility of 38 + 30 (Stummer) + 10 (marching?) = 78 for 6 Degrees of Success vs a roll of 21

 

As Apollus slowly looks to his Squadmates after firing his soundless stalker shot and felling the plant, he speaks over the vox "We move as quietly as possible from here on out. It would serve us naught to waste ammunition on vegetation." and he activates the Stummer clipped to his waist, the ambient sounds of his Power Armour becoming all but inaudible.

 

He then turns to continue heading towards the overgrown manufactorum, the sounds of vegetation, dirt and stone crunching under his boots all but soundless.

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Agility of 67 + 10 (marching) = 77

 

5#1d100: 38, 72, 60, 11, 18.  All passes (thank you God Emperor).

 

38 = 4 DoS

72= 1 DoS

60 = 2 DoS

11 = 7 DoS

18 = 7 DoS

 

Gallan signals his acknowledgement of Apollus and Irad's  vox-calls, and follows as quietly as possible.  His Corvus armor helps compensate for his lack of strummer.

 

Edits: Removed Okoros link; added 4 additional stealth checks made by regular dice; corrected and added Degrees of Success for each (DoS).

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Stealth roll:

 

Agility of 54 + 30 (stummer), + 10 (marching) = 94

 

1. 71 - 2 DoS

2. 45 - 4 DoS

3. 88 - 0 DoS

4. 55 - 3 DoS

5. 78 - 1 DoS

 

The blackshield activates his stummer and moves out alongside the team, stalker bolter at the low ready.

 

His actions, not word nor battle sign, voice his compliance to the psyker's order.

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  • 2 weeks later...

The going through the thick, sticky, semi pungent jungle is rather slow; due to the nature of this excursion, things are starting to seem, odd?

 

(Navigation: Ground test please)

 

I'm not saying the team is lost, however, the team might be seeing oddly similar arrays of plants after some time. While this might mean the party is lost, which it should know it's not, well, something seems to be amiss, for unknown reasons. What it is and what it might be, will require some investigation. There's one thing that seems to be consistent, however, with the plants and the recurring theme, whatever it might be caused by: there's an apparent cave entrance near each of the glens, and, to put it simply, appears to be a part of each glen's reason for existing on this world.

 

The team faces a choice: continue on the surface, or see what lies below.

 

What does the team do?

 

Adventure awaits no matter which way the party chooses; cast your votes please in the OOC thread, and let us all see what becomes of our intrepid heroes...

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thank the Emperor I have an int of 50 on this character.

 

Navigate Surface: 1#1d100 45 or: http://orokos.com/roll/442291

 

Vs an Int of 50 thats a success with 0 degrees.

 

Ever the eagle eye, Apollus mentions to the team that there is some foul trickery afoot for the terrain seems to be repeating itself much too symmetrically to be a naturally occurring feature."Brothers, if you've noticed, while we've continuously headed in the proper direction towards our target, it seems that the surrounding environs have an...artificial...quality to them. The same features repeat themselves in a manner that would discount natural occurrence."

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Navigate Surface: 36

 

vs INT of 40 = 0 DoS

 

The blackshield, not as observant as his keen eyed companion, is slower to pick up on the artificial nature of the surrounding flora. The caves too pass his observation until further scrutiny is given their form. His mind recalls battles fought against the Tyranid, and encounters with the ravener brood of that most vile of alien enemies. Could the abhorrent creatures be watching them, waiting for the opportune time to spring an ambush? And if not the Tyranid, might the Eldar be responsible for these entrances? Each area they pass through has contained a gateway of some kind. There could be passageways linking this entire area, perfect for guerrila coordination.

 

Whatever the tunnels' use the blackshield remains silent. Since his induction in the Deathwatch no one has deigned to ask his opinion. He does not offer it now, instead waiting for the team leader, the witch, to make a decision.

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The Iron Snake follows the librarians lead. For all he knows, he has gleaned a bit of information in manners unknown to him and thus heeds his command promptly.

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Seeing confusion among some of his team Irad uses longer and more detailed battle cant to indicate going down into the caves. I had forgotten that battle cant could differ slightly from chapter to chapter. I should bring this up after the mission so we can standardise our use."
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  • 2 weeks later...

The party takes a knee; I assume that once things are shortly clarified, everyone is going underground?

 

Once the party is in the underground area, there is a mix near the entrance of surface, normal plants, and underground, fungal type flora among the tunnels. There is a fork in the cave system directly before the kill-team: left, straight, right, and a tunnel leading straight down. All are dark, and as the party is likely using their night vision equipment of their helmets, there's no clear path to take, towards their objective. Down might be a LONG way down, then again, that might be a good thing; as far as the other three paths, again, no clear markings as to which way to go here.

 

What does the party do, as far as actions, and finally, towards attempting to achieve their goal, of finding the relics on this world?

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Seeing the choices in direction, Brother Apollus walks to the edge of the hole going straight down and, if available, take a loose rock and drops it in listening intently to see if/when it reaches the bottom and starts his in-helmet chrono to time the drop.

 

Once he hears the rock hit the bottom or the lack of it doing so after a period of time, he turns back to the Librarian leading them and over the teams in-helmet vox network asks him "It seems we have a choice to make. Does your Witch Sight provide any clues as to which path we would be better off pursuing? If there are indeed Tyranids present then I wouldn't be surprised if we encountered any within these caverns."

 

Awareness Test to see if I can hear the rock I dropped reach its destination...or not. Awareness; Hearing: 1d100 22 http://orokos.com/roll/444942

 

Vs Apollus' Awareness of 40 + 20 for suit auto-senses for a total of 60. Total of 3 DoS vs a Roll of 22.

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There is a loose rock; the problem is the time it will take the rock's sound to get back to the top of the tube.

 

After a full minute and a few seconds, there's a very clear metallic, "Bong!" reverberating up the cave channel that goes apparently, from the sound, straight down.

 

As far as the others, what is anyone else doing right now? There is also a very clear lack of sound for the next few minutes; after three or so minutes of dead silence, things appear to be back to normal, as far as the wild life sounds are concerned.

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