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  1. - Top - End - #391
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Bloomington, Indiana

    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo:
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    "This side of the building looks clear. Let us go back and see if we can catch up to Inquisitor Pale." Leaving the hatch open should they need to make a quick escape she sets a swift pace and moves back to follow the Inquisitor's path.
    Characters:
    Anton Dreln
    Korvick

  2. - Top - End - #392
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo and Troopers
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    Your quick trip back through the main factory floor is eerily silent, despite the mechanical whir of the still working servitors. Heading through the east door this time you enter into what looks like a Furnace room. Two great Forges stand in the middle of the room, molten flame burning brightly. In one corner of the room stands another Forge, but this one is quietly smoldering, as if put out suddenly. All three Forges are connected to chimneys. There are a couple of tables next to the two lit Forges with Bolter shell molds. The conveyer belt also starts in this room, however the lack of any new shells to the line has caused the servitors to stand idle, waiting for someone to add the next batch of shells. The Inquisitor, or anyone else for that matter, is not seen in this room. Near to another corner of the room are two doors, one of which appears to lead to the Owner's office.
    Last edited by Sgt. Fall; 2009-03-02 at 09:37 AM.

  3. - Top - End - #393
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo:
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    Guessing that any further resistance would have fallen back to the more defensible rooms of the offices, Halo continues on through the office doorway.
    Characters:
    Anton Dreln
    Korvick

  4. - Top - End - #394
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo and Troopers
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    The room appears to be the Owner's office as cabinets line the walls, a desk and chair is placed in the middle of the room and a data terminal sits in one corner. Two troopers stand by the terminal, protecting a tech-priest as he appears to 'interact' with the terminal. The troopers raise their guns as you enter, but quickly lower them at friendly confirmation. You recognise the tech-priest as one of the Inquisitor's Acolytes. Just in front of you is what appears to be an open trapdoor with stairs leading down from the entrace. The stairs curve a little to the right further down and so you cannot see what is at the bottom. One of the troopers guarding the tech-priest speaks up: "The Inquisitor and the rest of the Acolytes have headed down this trap door to put a stop to all this heresy. You should regroup with them so that your combined efforts will quicken the cleansing of the Factory and the purging of the heretical." Your four troopers nod and begin descending the stairs.

    (Just so you know, the tech-priest here is actually a player, although I'm auto-piloting him for the moment)

  5. - Top - End - #395
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo:
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    With a quick nod of thanks to the trooper, Halo heads down the stairwell listening for any indication of what is happening ahead.

    Crunch:
    Spoiler
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    Awareness Check:(1d100)[57] vs 31 per.
    Not sure if that is appropriate here or not.
    Characters:
    Anton Dreln
    Korvick

  6. - Top - End - #396
    Halfling in the Playground
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    Ireland
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    Default Re: Dark Heresy - An Unroutine Inspection IC

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    Initiative: (1d10+3)[6]


    Korland raised his laspistol in both hands, drawing a bead on the guard he'd wounded earlier, and wishing he were somewhere else right now.
    Please note that this material is provided for informational purposes only and should not be considered medical advice or instruction.

  7. - Top - End - #397
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Ah, finally the team is reunited! I'll need to post just one more split story then I should be able to keep everyone's actions in one spoiler.

    Halo and Troopers
    Spoiler
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    Following the troopers down the stairs and around the corner, you finally see the heresy.

    You are standing at the end of the stairs, leading to a large underground room. Standing just to the sides of the stairs is the Inquisitor and the Acolytes. The Inquisitor has his sword drawn and the rest of the Acolytes have their ranged weapons ready. At the back of the room is a large semi-circular area. Lining the walls of the area are 9 empty cells. About 6 metres in front of you is a large chair, standing beside which are two guards which have their weapons drawn on the Inquisitor and the Acolytes. One of them has a Stub Automatic, the other a Las Pistol. In front of the chair is a table with a few things on it, although it's hard to tell what they are from this angle. You are aware someone stands between the chair and the table. You can hear a faint growling in the middle of the large semi-circular area, but cannot see who... or what... is making the noise. The growling also seems to be coming from several entities.

    (Roll Initiative please, most of the Acolytes here have already done so, just waiting for Lucious. If Lucious doesn't post by tommorow evening I'll count him as idle for his turn. You're automatically assumed to have the weapon you've been using ready, which in this case was the Flail, so if you want to use that there's no need to ready it)

    The troopers take up some positions, filling the gap between the Acolytes and the Inquisitor, weapons ready.

    (Troopers will be counted as 1 initiative roll to speed up the process. (1d10+3)[10])


    Underground Area
    Spoiler
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    A Sororitas and four troopers make their way down the stairs. Upon quickly surveying the scene, the troopers take up positions next to you and prepare to purge the heresy once and for all.

    (If Lucious doesn't post by tommorow evening I'll count him as idle for his turn. The troopers will count as 1 initiative roll, since there's enough combatants as it is)

    Current Order:

    Inquisitor Pale
    Mira
    Troopers (x4)
    Guard 1 (Gorgor)
    Esther/Korland - Whichever one of you posts first
    Guard 2 (Trap door guard)
    Last edited by Sgt. Fall; 2009-03-03 at 02:28 PM.

  8. - Top - End - #398
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo:
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    Init:(1d10+3)[7]
    Characters:
    Anton Dreln
    Korvick

  9. - Top - End - #399
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
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    (Just need Lucious now, this fight is going to be brutal, there's 11 combatents at the moment!)

    Current Order:

    Inquisitor Pale
    Mira
    Troopers (x4)
    Guard 1 (Gorgor)
    Halo
    Esther/Korland - Whichever one of you posts first
    Guard 2 (Trap door guard)

  10. - Top - End - #400
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
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    (Well, Lucious hasn't posted yet, so to keep the pace of the game going he'll be idle for this round. First up, Inquisitor Pale, followed by Mira)

    The Inquisitor, in his energetic nature, wastes no time in bringing the fight to the enemy and charges forward with his sword held high. Now raised for all to see, you notice how beautifully crafted the sword is: The hilt almost embracing the armoured hand of the Inquisitor. The edge so fine and gleaming, with patterns of holy incantions and saints lining every visable space on the sword. The tip so focused and precise. A thing of beauty for you, a grave threat for one of the guards. Seeing the Stub Automatically armed guard as more of a threat, the Inquisitor charges towards him.

    Crunch
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    Pale is charging at Gorgor. His WS is 45 + 10 (Best Quality weapon) + 10 (Charging) = 65 to hit. (1d100)[73]. Damage is (1d10+4)[12]. (3 strength bonus + 1 damage from Best Quality weapon)


    The Inquisitor brings the blade down on the guard. A soothing hum comes from the blade as it slices through the air, almost like a melody. The blade misses the guard by mere inches.

    It's now Mira's turn.
    Last edited by Sgt. Fall; 2009-03-05 at 02:19 PM.

  11. - Top - End - #401
    Ogre in the Playground
     
    Illiterate Scribe's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

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    Perhaps, as a psyker, Lucious' fragile mind has been overloaded by the psychic energies of the ritual's backfire for this turn?

  12. - Top - End - #402
    Ogre in the Playground
     
    crazedloon's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Mira

    The Inquisitors zealous attack makes the catachan proud and she quickly follows suit. She takes a few brisk steps forward and smiles broadly as she levels the shotgun at the second guard not engaged with the Inquisitor. She whispers a quick prayer to the emperor for the mans soul and pulls the trigger.

    crunch
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    half action move forward
    half action fire
    BS 37+30(point blank) - 10 fatigue =57
    (1d100)[70]
    if hit damage
    (1d10+4)[12]


    Her body abused by the fire does not lock into its normal firing stance and she steps back as the shotgun is fired and the shot goes wild missing the guard wildly and she lets loose a few curses before trying to regain her footing.
    Last edited by crazedloon; 2009-03-05 at 03:10 PM.
    Check out my horrible homebrews

  13. - Top - End - #403
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
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    Trooper's Turn

    The four troopers now make their intentions known and begin to advance in a flanking style on the second guard. They each fire a single shot from their autoguns and lasguns.

    Trooper Crunch
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    Half Action move, Half Action shoot. BS 36 for each of them, + 20 for Point Blank range = 56 to hit. Two of them have autoguns, two of them have lasguns. I'll roll the two autoguns first, followed by the two lasguns. They're firing on the same one as Mira, the one not engaged by the Inquisitor.

    (1d100)[31]
    (1d100)[79]
    (1d100)[29]
    (1d100)[74]

    Damage:

    (1d10+3)[10] Impact
    (1d10+3)[10] Impact
    (1d10+3)[5] Energy
    (1d10+3)[8] Energy

    So that's an Autogun and a Lasgun hit. Dealing 10 Impact to the left leg, 5 Energy to the right arm. The guard has a toughness bonus of 2 and a Light Flak Coat (AP 2) so that stops 4 damage a piece. He takes 6 Impact damage to the left leg and 1 Energy damage to the right arm. From a previous encounter, this guard was at 7 wounds and so now is at 0 wounds.


    Two of the four shots hit the target, the guard crying out in pain as he is hit.

    Gorgor's Turn
    With a hardened Inquisitor at his heels, the guard is fairly focused and decides the best course of action is to stop him from using his sword. He attempts to grapple the Inquisitor in the hopes that he will be able to wear him down.

    Gorgor's Crunch
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    Gorgor's grappling Pale. Gorgor's WS is 28. (1d100)[51]. If he succeeds, Pale can make an Agility test to escape the grapple. Pale's agility is 45. (1d100)[60].


    The guard's choice of hold is easily overcome by the Inquisitor, who prepares to strike again.

    It is now Halo's turn.
    Last edited by Sgt. Fall; 2009-03-05 at 03:48 PM.
    Chaos Khorne Flakes - Enjoy as part of a balanced....
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  14. - Top - End - #404
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo:

    Halo charges the wounded guard, hoping to finish the guard before he can react. Spinning the weighted and rune carves heads of the flail into a deadly blur she uses the momentum of her charge to amplify the force of her blow.
    Crunch:
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    Charge attack on the guard battling Mira + 4 guards.
    WS 34 +10 charge +10 quality = 54 vs (1d100)[71]
    Damage 1d10+2 + 3 str + 1 quality = (1d10+6)[10]
    Characters:
    Anton Dreln
    Korvick

  15. - Top - End - #405
    Orc in the Playground
     
    Ceridan's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Lucious Veridian

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    Lucious' senses tingle in the warp charged air of the chamber. "The Emperor protects," he whispered under his breath as he aims at the closest enemy. Initiative (1d10+2)[6]
    Thanks to Kpenguin for the Superb Avatar.

    Deathwatch Characters
    Sven Carlson, Alistayr
    Tristan Weylin, Mikael
    Master of the Forge, Hephaestus Faust, Gwain

  16. - Top - End - #406
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    Illiterate Scribe's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Having stood herself just to the left of the Inquisitor, Esther is amazed to watch the ganger attack him, and be rebuffed with such fluid ease. Drawing and hefting her own flail, she attempts to ram its haft into the guard's head.

    All the while, one eye is kept fixed on the darkness. That thing - things? - did not sound like the type of things to turn one's back to.

    O what once was Turket - show yourself!

    Spoiler
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    Half action drawing flail, half action attacking, since the guy's next to me.

    WS 39 vs. (1d100)[22], for (1d10+4)[13] damage.
    Last edited by Illiterate Scribe; 2009-03-06 at 03:02 AM.

  17. - Top - End - #407
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
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    (Due to the short nature of this post, it'll be one of first in a while I can leave unspoiled for space! Woo!) Esther's on the ball today, so I'll have to spoil this for crunch.

    Halo's charging strike misses the wounded guard (guard 2, trap door guard), the metal spikes of the Flail twirling harmlessly in front of the guard.

    It is now Esther's/Korland's/Lucious' turn, in whichever order you post, since Ceridan, rolled just in time to take their turn. R4ph has PMed me saying he'll be away for the weekend, so I'll let Esther and Lucious take their actions first and include Korland's, Guard 2's and the Inquisitor's turn all in one post. (Unless R4ph posts himself)

    Esther's Flail collides with the guard's right arm, just too low enough for the guard's head. A deep bruise quickly appears on his arm.

    Crunch
    Spoiler
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    I'm assuming you just wanted to hit the guard's head and weren't actually calling a shot. Gorgor was at 6 wounds from a previous encounter. He has a Light Flak Coat (AP 2 Arm, Leg, Body) and Toughness Bonus of 3. He takes 8 damage to the right arm and so is at Critical Damage 2 (Impact, Arm) and as a result, takes on a level of Fatigue.


    At Esther's words, Turket remains fixed on whatever is in the middle of the semi-circular area and leaves his back to you. He merely replies, slightly sobbing: "But... but... why?! Why have you done this! I gave you everything you desired! WHY?!" You can't tell if his speech is directed at you or someone else entirely.
    Last edited by Sgt. Fall; 2009-03-06 at 03:16 AM.
    Chaos Khorne Flakes - Enjoy as part of a balanced....
    BLOOD FOR THE BLOOD GOD!!!!

  18. - Top - End - #408
    Orc in the Playground
     
    Ceridan's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Lucious Veridian

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    Lucious looks at the circle and reaches out with his otherworldly senses. Psyniscience Check. Need a 30 or less. (1d100)[33]
    Thanks to Kpenguin for the Superb Avatar.

    Deathwatch Characters
    Sven Carlson, Alistayr
    Tristan Weylin, Mikael
    Master of the Forge, Hephaestus Faust, Gwain

  19. - Top - End - #409
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
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    (Lucious) Your attempt at psychicly finding out what lurks in the centre of the semi-circle draws up nothing conclusive; the immediate area is so tainted with ritualistic 'residue' that it makes concentrating on a single point in the underground area extremely difficult. You are aware that there are four 'beings' in the centre of the semi-circle of a fairly powerful psychic, or perhaps daemonic, nature; but nothing other than that.

    Korland's Turn
    (Autopiloting Korland, since R4ph is away for the weekend) Korland aims his Laspistol at the second guard, not wanting to hit Esther, or worse, the Inquisitor. He then fires a shot.

    Korland's Crunch
    Spoiler
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    Korland's BS is 34, half turn spent aiming means 44 to hit. (1d100)[33]. Damage is (1d10+2)[9] Energy.


    Guard 2's Turn
    The guard fires a semi-automatic burst at one of the troopers. (Stub Automatic armed guard)

    Guard 2's Crunch
    Spoiler
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    BS is 33 + 10 from Semi-Auto burst. 43 to hit, extra hit for every 2 degrees of success, possible 3 hits from -23 to -3. (1d100)[53]. Damage is:

    (1d10+3)[5] Impact
    (1d10+3)[4] Impact
    (1d10+3)[5] Impact

    This is assuming he's not dead by his turn
    - The guard is on fire and fighting for his life, he cannot take these actions, see posts below

    Inquisitor Pale's Turn
    The Inquistor, wanting to end the combat quickly and focus on whatever has 'happened' in the middle of the semi-circle, swings his sword around him in a graceful set of movements; trying to cut down the heretical guard.

    Pale's Crunch
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    Inquisitor is making a Swift Attack (two attacks) against Gorgor. WS is 45 + 10 from best crafted weapon + 10 from two-to-one attack, 65 to hit. (1d100)[72] and (1d100)[73]. Damage is (1d10+4)[14] and (1d10+4)[8] Rending.


    Amazingly, Gorgor manages to avoid getting the business end of Pale's sword.

    It is now Mira's turn.

    EDIT: Forgot about ganging up bonus, added that now, although it makes no difference as Pale still misses.
    Last edited by Sgt. Fall; 2009-03-07 at 08:08 PM.
    Chaos Khorne Flakes - Enjoy as part of a balanced....
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  20. - Top - End - #410
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
    (Short post, no need to spoiler) Korland's laspistol shot hits the guard in the torso. The force of the attack causes the guard to hit the floor, clutching his torso and covering his face with his hands in agony.

    Crunch
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    Body hit by Korland, guard has 0 wounds, 2 toughness bonus and 2 AP. 5 damage taken and so is at Critical Damage 5 (Energy, Body). He must make an Agility test or catch a light. Guard's Agility is 22. (1d100)[72]. He also takes (1d5)[2] levels of Fatigue.
    Last edited by Sgt. Fall; 2009-03-07 at 05:40 PM.
    Chaos Khorne Flakes - Enjoy as part of a balanced....
    BLOOD FOR THE BLOOD GOD!!!!

  21. - Top - End - #411
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
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    Guard 2's Actual Turn

    Flames consume the guard's body and he screams at the pain. For Esther and Mira (who have seen this kind of thing before) the sight brings back mixed memories, especially for Mira who knows the pain of the flames. Still, you are an Acolyte and these are heretics; they deserve no less punishment for deserting the Imperium and the Emperor. The guard tries to stand and fire at Korland, the one responsible for his suffering.

    Crunch
    Spoiler
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    Willpower test to act normally. Guard's willpower is 20. (1d100)[80]. If he passes, he spends a half action to stand and another half to shoot Korland with his Stub Automatic. If he passes, his BS is 33, - 10 from Fatigue. 23 to hit. (1d100)[83]. Damage is (1d10+3)[10] Impact. If he fails or after his shot, he takes (1d10)[1] wounds and takes 1 level of Fatigue. Guard's toughness bonus defends him from fire damage, although he's knocked out for 8 minutes and counted as a Helpless Target


    The flames are too much for the fragile minded guard and he rolls about on the floor in a panic, despite no signs of the flames actually hurting him. He quickly stops rolling, however, as it becomes clear his also fragile body cannot withstand any more physical punishment and causes him to black out; his eyes glazed over through the flames.


    Mira can now make her turn.
    Last edited by Sgt. Fall; 2009-03-07 at 05:41 PM.
    Chaos Khorne Flakes - Enjoy as part of a balanced....
    BLOOD FOR THE BLOOD GOD!!!!

  22. - Top - End - #412
    Ogre in the Playground
     
    crazedloon's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Mira

    Mira grins at the flames.

    It hurts don't it. Maybe the emperor will bless you and allow you to put them out.

    At this she laughs before turning to aim into the middle of the circle. She fires her last shot into the ring at whatever is there if she can see it if not at the center hoping to hit something. When her gun is spent she drops it before unsheathing her sword and turns to the man giving the Inquisitor issues.

    crunch
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    awareness to see what is in the circle if I can (and if I actually need it).
    perc 31(1d100)[10]
    half action shoot into the circle at whatever
    BS 37-10 fatigue (27)
    (1d100)[45]
    Half action to draw and ready the sword
    Last edited by crazedloon; 2009-03-07 at 05:57 PM.
    Check out my horrible homebrews

  23. - Top - End - #413
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    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
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    Mira
    Spoiler
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    You move slightly to the left and are finally able to see round the table. This, perhaps, was not the best course of action on your behalf; as you finally see what is the middle of the semi-circular area. Four people.... No... they can't be people.... Four 'things' stand in the middle of the semi-circle. They appear humanoid, but their skin is brown, grey and rotting. Strips of flesh hang from their arms and legs and it seems as if their bones inside have broken and shifted position; making odd shapes and patterns across their decaying skin. Parts of their bodies are missing, but only chunks from here and there; nothing that would stop them from moving or attacking. Their eyes do not contain pupils and staring into them is like staring into death itself; a cold and lifeless void. They wear aging and ripped rags. Two of them, you barely able to make out, appear to be adult in body features and structure, with one as a male, one as a female. The other two appear to be different ages of child, with a young female and a teenage male. The young female is quite small and would be harder to hit if you tried to attack it. They merely stand there for now, their expressionless faces staring into space. The sight of such horrible creatures sends a shiver up your spine.

    Mira, please make a Disturbing (-0) Fear test. (As a benefit of doubt, I'll allow you to retake your actions, should you choose to and pass the test of course )

    (The 'Zombies' possess the following traits: Dark Sight, Fear: Disturbing, From Beyond, Natural Weapons, Unnatural Characteristic: Toughness x2, their Toughness is 30, so Toughness bonus is counted as 6 and the young female one is Size: Scrawny.)


    Troopers' Turn
    The troopers also move into a position where they can see the middle of the semi-circular area. The sight of whatever is there causes each of them to retreat from their position and back up the stairs, out of sight. "COWARDS! RETURN TO YOU DUTY AT ONCE!" Yells the Inquisitor, as yet unaware of what the fuss is about and too busy concentrating on Gorgor to go after the troopers.

    (If you're wondering why I made no fear test for the troopers, it was part of the story. You've got to take down whatever is there by yourselves, although I'm sure the Inquisitor will help you. )

    Gorgor's Turn
    Seeing his fellow guard fall in combat, Gorgor attacks Esther with all his might.

    Gorgor's Crunch
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    Gorgor is attempting to beat up Esther with his fists. (Page No. 197 - Unarmed combat) His WS is 28 + 20 All out Attack, however, -20 because he's attacking an Armed opponent. His Strength bonus is 3. 28 to hit. (1d100)[20]. Damage is (1d5)[3] Impact. A Success hit gives you 1 level of Fatigue. Armour points are doubled against this attack. A roll of 5 counts as Righteous Fury. - Gorgor has successfully hit you and you gain 1 level of Fatigue.


    Gorgor's fists smash into your helmet, throwing you very off balance and giving you a slight headache, but otherwise not causing any real problem.


    It is now Halo's Turn, followed by Esther, Lucious and Korland.
    Last edited by Sgt. Fall; 2009-03-07 at 08:06 PM.
    Chaos Khorne Flakes - Enjoy as part of a balanced....
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  24. - Top - End - #414
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    crazedloon's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Mira

    Spoiler
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    Don't have my book on me so hopefully I do this right.


    Mira takes a step back at the sight before re-leveling her gun. She steps forward until she is nearly point blank and pulls the trigger at the larger male.

    crunch
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    Fear test
    WP 35 (1d100)[62]
    point blank shot BS 37+30(point blank)-10 (fatigue) -(anything for fear I don't have my book)
    (1d100)[37]
    possible damage
    (1d10+4)[6]
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  25. - Top - End - #415
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    England
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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
    Mira
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    (Ok, since you failed your WP test, you must roll on the Fear Table (pg. 233), adding + 10 for every degree of failure. You failed by 2 degrees, so that's + 20 to the roll. I'll roll for you now and tell you the results. (1d100+20)[83] - Oh dear, that's not the greatest result ever.)

    Panic grips you. The things are just standing there, lifeless and cold! They look like they could take on a firing squad and not get hurt! You've got to get out of here and fast, before they get you!

    (You are required to flee from the 'zombies' as fast as you can. The easiest way to do this, not to mention the quickest way to get you back in the fight, is to run up the stairs you came down to get here. Once you're up the stairs, you must test WP until you pass. Once passed, you can continue fighting normally. You gain 1d5 Insanity Points. If you could roll the Insanity Points in your post, that'd make the topic a little less crowded and I'd appreciate that.)
    Last edited by Sgt. Fall; 2009-03-07 at 10:30 PM.
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  26. - Top - End - #416
    Ogre in the Playground
     
    crazedloon's Avatar

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    Jan 2007

    Default Re: Dark Heresy - An Unroutine Inspection IC

    Mira

    This is not my day! Why do you mock me Emperor!

    With these words she turns and runs up the stairs.

    crunch
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    insanity (1d5)[5]
    do I get to the top this round if so do I get a will power test this round? if so
    (1d100)[24]
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  27. - Top - End - #417
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Nov 2006
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    Bloomington, Indiana

    Default Re: Dark Heresy - An Unroutine Inspection IC

    Halo:
    Stepping away from the flaming body of the guard Halo attacks the one guard left standing.

    Crunch:
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    If movement is not required she'll use a full attack. Otherwise half move half attack.
    WS 34 +10 best quality (+20 full attack)= 44(64) vs (1d100)[19]
    Damage: (1d10+6)[13]
    Characters:
    Anton Dreln
    Korvick

  28. - Top - End - #418
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Would of replied sooner, but the forums is giving me trouble not loading or connecting and whatnot.

    Underground Area
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    Mira
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    (Yes, you'd reach the top of the stairs by the end of your turn. You're supposed to make the WP test at the start of your next turn, but I'll be generous and say you've snapped out of it. You'll be able to act normal when your turn comes back around.)


    (It matters little if you were close enough to hit Gorgor, with a roll like that you've hit him either way, you also forgot about that +30 bonus for three-to-one advantage, that three being you, Esther and the Inquisitor)

    Halo sweeps the ground furiously with her flail and lands a brutal hit on Gorgor's leg, causing a huge chunk of flesh to be ripped from it. Gorgor screams in pain, clawing at his leg; desperately trying to stop the flow of blood. He screams in agony so loud that when the Inquisitor shouts to Mira to hold her ground his voice is drowned out by the screaming. He quickly falls to the floor dead, however, a pool of blood forming around him.

    Crunch
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    Toughness bonus 3, AP on leg 2 for 8 damage. That takes him to Critical damage 10 (Impact, Leg). He's dead and his screams drown out all noise (basically) in the underground area for a few moments.


    It is now Esther's, Lucious' and Korland's turn, although there are currently no enemy combatents. Turket remains where he is, still focused on whatever is in the middle of the semi-circular area and quietly sobbing to himself. He takes no notice of Gorgor's scream.
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  29. - Top - End - #419
    Ogre in the Playground
     
    Illiterate Scribe's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    With the sudden silence filling the room after the scream with a final, calming surety, Esther glances at her Inquisitorial master, then at Turket. She raises her laspistol, levelling it to cover the four forms and their progenitor in the summoning circle.

    This can't bring them back, Turket. It can't make it any better.

    These words, softly delivered over the iron sights of her pistol - she believed them. Murderer, consorter with daemons, all of these, yes - but he was still human, and had just broken inside from what he had been through. Merciful oblivion would make that pain go away.

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    One half-action aiming + talking, delaying the next half-action.

  30. - Top - End - #420
    Dwarf in the Playground
     
    Sgt. Fall's Avatar

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    Default Re: Dark Heresy - An Unroutine Inspection IC

    Underground Area
    Esther
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    (I take it you've read what Mira's seen, if you are indeed looking at the four things you need to make a Disturbing (-0) Fear test. Are you aiming at Turket or the four things?)
    Chaos Khorne Flakes - Enjoy as part of a balanced....
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