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  1. - Top - End - #481
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Crash, take a pavice, get over thar, an' have Stink make wit tha violence already, Slip growls.
    I am not crazy! I prefer "reality impaired".

  2. - Top - End - #482
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    PirateCaptain

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    Default Re: Warglory, Liberators II

    Speak-Easy

    Speak-Easy felt a chill. Not the kind of cold chill, but the chill that something wasn't right. Keeping close to command squad, he kept his eyes open (even though his visibility was rapidly decreasing with the setting sun) and his rifle ready.

    Spoiler
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    Awareness - (d20+2)[5]
    I drew this line myself

  3. - Top - End - #483
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Crash mutters under his breath before doing it. He takes the pavice and runs... nobody fires on him, lucky. Maybe they can't see him. He passes the order along as soon as he reaches Stinky.

  4. - Top - End - #484
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    2nd section move forward to get a better angle on the Houten building as the fire exchange goes on, the Houten definitely have an LMG position in play now while rebel fire slows to a trickle. Going carefully 2nd section avoid being spotted, soon enough they're 50m from the building and have a 45° angle on it. Your heavy guns punch hard into stone but at this angle it's a tall ask, most shots will be D20+1 at this angle though two men are more obvious, D12 on that pair. Grenades are not going to be terribly easy either, but the impact detonators of rifle grenades might be just the thing.

    Alternately, with the rebels not offering much fire the Houten may attempt to press their advantage if you wait... though time is a becomming a valuable thing.
    Last edited by Shirocco; 2008-12-15 at 06:44 AM.

  5. - Top - End - #485
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    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky

    Time to play! Stinky grins evilly putting on his best "nobody important" impression. He spins on a rifle grenade and takes a careful look at the angle before firing. Reloading swiftly he tries to follow up with another.

    Spoiler
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    RG away! (1d20+5)[10]
    #2 if possible (1d20+5)[9]

    1 shaped followed by a frag to same spot.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  6. - Top - End - #486
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((One a turn for Stink.))

    The shaped charge sails through the air and crashes into a section of wall someways shy of the intended window... and promptly blows a hole in it. Crash and the others take his shot for a hint and open fire, making a mighty racket of assorted gunfire. There's no reply initially from the Houten.
    Last edited by Shirocco; 2008-12-15 at 03:14 PM.

  7. - Top - End - #487
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((Nuffin'? By Jove, i best be dragging you all along... several turns should do it))

    2nd section lay fire on the Houten building, sending rifle grenades and bullets through the windows. Houten guns are turned on you but it doesn't save 'em, simply giving the rifles more targets. The rebels pick up their fire again and between you the fire heading for the Houten far outweighs what they're sending back.


    Back with everyone else, Slip observes and makes his call. "Forward, back alley to snatch and grab." he orders and leads 1st section north through buildings as guns and grenades light the night. Comming to the building just before the Houten's own he directs both 1st & 3rd into place covering the alley behind the Houten... and waits.

    The gunfire is loud. Grenades and LMGs rule the din so that is hard to hear much else, but as the bulk of the platoon lie waiting another din builds around them... scratching, scratching like nails on wood, nails on skin, moans, crys, a rustle of wind in the wind-shielded alley that has nothing to do with the air... everyone, man dvergr or beast can feel it now. The ghosts are moving about, madly about, you see odd shapes in the shadows, feel things brush you that aren't there, see light take an odd shimmer and your ears pop repeatedly from the gathering air pressure. Thunder rolls much closer now, the storm gathers speed like something from Harthglome, rolling about in the sky with great menace as it speeds toward you.

    And so in this far from comfortable place, 20 yards from the enemy position, you hear Houten men shouting as their gunfire drops off in retreat. They're comming!

  8. - Top - End - #488
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    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry


    The moaning of the spirits was almost enough to drive a man to distraction, to make him forget about the war right infront of him and instead focus on the horro of an eternal undeath, denied the rest of the grave. But Poetry was no man. He was a dverger, born to battle and harsher places then this. with an effort of will he ignores the apparitions and focuses once more on the task at hand.

    "Plant those pavices lads, and fix bayonets. Fire from cover if you can, and give 'em hell." Poetry fixes his own bayonet as he waits for the enemy charge, and prepares to give Frenis a death-offering of fallen enemy soldiers.

  9. - Top - End - #489
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered

    "Spirits aren't just riled up, something's riling them up." muttered the Doc, as everyone seemed to prickle with fear. He watched the storm from behind cover, as he tried to focus on more immediate threats like bullets and instant karma.

    Spirits could do terrible things, that was obvious. But instant karma had the advantage of being, well, instant.

    Still, he pointed his rifle in the general direction of the oncoming Houten and tried to make himself as inconspicuous a target as possible.

    Stealth - (1d20+12)[30]
    Last edited by pingcode20; 2008-12-16 at 07:02 PM.

  10. - Top - End - #490
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip lay partially behind the corner of the building at the end of the alley, machine gun on its bipod and pointed at the door. He shivered in the unnatural chill as spirits danced about him. Gods know I ain't helping wit tha problem.

    The approaching voices, of real men, pulls him form his contemplative state. Unlike the ghosts, Slip could do something about Houten. A lot of somethings, actually. He had a couple spare magazines of somethings lying next to him, close at hand. C'mere humies. Come ta me. Grinning svagely, he takes the slack out of the trigger...
    I am not crazy! I prefer "reality impaired".

  11. - Top - End - #491
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    There's very little room in the alley; it's shaped somewhat like a } with the Houten comming from the east point and a window on either side in this alley. Slip and a rifleman take up the end, Doc and another rifleman take one window while Poet and a his machine gunner take the other.

    There's feet running, shouts, and the first three Houten burst into the alley running full tilt... it's a desceptively hard shot from the windows, D6, but very easy from the alley end where Slip's greeted with head-on targets, D4. The twisting shadows and ghostly cacophany are distracting in the extreme, -1shotdie to all.


    2nd section can see no targets. The same ghostly ruckus is happening at their end of the street too, and they get a better view of the storm sweeping toward them... it's not a comforting sight.
    Last edited by Shirocco; 2008-12-16 at 10:45 PM.

  12. - Top - End - #492
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    No sooner did the door slam open then Slip fired, destorying the lead Houten's head and shoulders. A restless spirit with impeccable timing, and perhaps an appreciation for drama, chose this moment seemingly burst from the dead man's chest as his fell. Slip carefully trained his gun on his next victim.

    ((1d3=3, 1d3=1
    Re-roll 1d3=2
    I am not crazy! I prefer "reality impaired".

  13. - Top - End - #493
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    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry

    The roar of the trenchgun ushers the Houten soldiers into the next life.


    Attacks:
    (1d6)[4]. (1d6)[1], (1d6)[2]

    Rerolls: (1d6)[4], (1d6)[1], (1d6)[3]

  14. - Top - End - #494
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    Default Re: Warglory, Liberators II

    Stinky

    Stinky says quietly Hunker down a prep for hell boys, here it comes. Stinky settles in against a wall rifle propped on a window sill. He concentrates on being "nobody importtant".

    awareness (1d20+8)[22]
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  15. - Top - End - #495
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    The first two men are cut to ribbons under the combined fire, the third throws himself quite smartly to the ground and it saves him for now, everybody's shots go too high as he does this. 4 more men pile out, not having realised you lie in wait. Same die on them as before, the man on the ground's a D4 for Slip or a D2 for the rest. With targets so close together Slip gains an extra shot roll for every hit against standing targets, but no such luck against the prone man.
    Last edited by Shirocco; 2008-12-17 at 01:23 AM.

  16. - Top - End - #496
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    SolithKnightGuy

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    Default Re: Warglory, Liberators II

    "shooting ducks..." Snake mutters as he shoots steady...

    1d4 → [2] = (2)
    1d4 → [4] = (4)

  17. - Top - End - #497
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    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry


    Still Shooting:

    (1d6)[6], (1d6)[3], (1d6)[5]

    Rerolls:

    (1d6)[3], (1d6)[1], (1d6)[4]

  18. - Top - End - #498
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip's LMG opens on the new arrivals, but he spends most of his ammo on the dancing apparitions instead of the men.

    ((1d4=2, 1d4=1, 1d4=1, 1d4=4
    Re-rolls 1d4=4, 1d4=2, 1d4=1
    Extras 1d4=2, 1d4=2))
    Last edited by RandomLunatic; 2008-12-17 at 05:53 PM.
    I am not crazy! I prefer "reality impaired".

  19. - Top - End - #499
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Poet's fire drops a couple of men, blowing into them with such force their moment's broken and they fall dead on the spot as the last of his magazine's spent. Snake also kills one and Slip's fire largely goes astray, sawing one man in half before his LMG clicks empty. Doc doesn't achieve much at all, he trys to fire fast and it doesn't work for him - two misses. Between the rest 4/5 are cut down, the last one throwing himself to the ground amoung the bodies. Clearly a survivor (for now), the one who did that earlier works out where the LMG is and fires on Slip... miss. He works bolt for another go, shouting warning to the rest.

    Of which, 3 come tumbling out anyway. Same die as earlier. The ones on the ground are D3 now for windows, D4 for slip.

  20. - Top - End - #500
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered

    The Doc fired, and missed. That was something of a success in his book.

    He fired at the fresh faces, hoping that he wouldn't be spotted and a bullet put in his chest. At least he was behind particularly good cover.

    Shoot - (2d4)[3][1](4)

  21. - Top - End - #501
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip quickly reloads and keeps up the pressure on the men in the door.

    ((1d4=2, 1d4=1
    Re-rolls 1d4=3, 1d4=2))
    I am not crazy! I prefer "reality impaired".

  22. - Top - End - #502
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    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry

    Ducking behind cover, Poetry feeds shells into the trenchgun's magazine.

  23. - Top - End - #503
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    Default Re: Warglory, Liberators II

    Stinky

    Stinky keeps an eye on his sector and makes sure his men are prepared for the wrath of the storm and the coming spirits.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  24. - Top - End - #504
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    The Houten finally realise there's an ambush out here as the last 3 to go running out are cut down. Doc sees a man useing the door as cover (D6) readying a grenade, he'll throw it this turn. Poet in the opposite window clacks a magazine in, ***** the gun and rises... to also see a man in the door, difference being this one's raised a carbine at him. That's something different; it's not just a short bolt action, that's a completely different gun to what you've seen. D6.

    Lightning flashes, bringing daylight brightness to top of the alley, a reflection of it down to you... the shadows cling light the smoke of a fire in strong winds, in total defiance of the light and returning thicker than before. Speazy, around the corner from Slip and out of the fire exchange is struggling to see. The caress of the unseen is no good for him either... the radio crackles sharply to life. "Speazy, we've got trouble... spirit host, never seen anything like this... patching into command for update shortly, situation there?" says the radio with remarkable clarity. That'd be the APC (local channel).

  25. - Top - End - #505
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip mercilessly rakes the ground with tracers bullets, ripping into the unprotected Houts

    ((1d4=2, 1d4=1, 1d4=2, 1d4=1
    Re-rolls1d4=4, 1d4=1, 1d4=3, 1d4=2))
    I am not crazy! I prefer "reality impaired".

  26. - Top - End - #506
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered

    The Doc, despite his usual distracted state, managed to spot something important for once. He quickly elbowed the rifleman next to him, and pointed at the guy with the grenade.

    "Quick, before he throws it!"

    Shoot - (2d4)[2][1](3)

    The haste doesn't pay off, however, as the bullets go harmlessly through the door (as opposed to harmfully through the door).
    Last edited by pingcode20; 2008-12-18 at 08:10 PM.

  27. - Top - End - #507
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    The men on the ground are torn apart, while the men in the doorway are also shot down. If there's any more Houten in the building they're in no hurry to come out this way...

  28. - Top - End - #508
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    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry


    Firing at the carbine-er

    Attack: (1d6)[1], (1d6)[6], (1d6)[2]

    Rerolls: (1d6)[2], (1d6)[2], (1d6)[1]

  29. - Top - End - #509
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip replaces his spent clip. Speasy, tell 'em we got tha place surrounded, an' they're ta come out wit their hands up!
    I am not crazy! I prefer "reality impaired".

  30. - Top - End - #510
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    SolithKnightGuy

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    Default Re: Warglory, Liberators II

    "that's a funny looking gun..." Snake mumbles as he works the action of his rifle; why was it that he never said anything coherent?

    Firing steady at the Carbiner:
    1d3 → [3] = (3)
    1d3 → [3] = (3)

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