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5 years ago  ::  Oct 29, 2008 - 3:46PM #681
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
Rictor scrambles back to his feet and grabs the BFG. He finds himself a hole where he can aim out and fire at the remaining necron, but his headache is too distracting and his shot goes wide of the mark.

Att: 11

That leaves 2 more rounds in the BFG. He will fire one more and then go to his other gun so as not to completely drain the weapon before others have a chance to check it out.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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5 years ago  ::  Nov 02, 2008 - 7:57AM #682
Jekolmy
Date Joined: Feb 1, 2007
Posts: 390
Gregory holds the pedal down hoping to maintain his speed searching desperately through the front viewport for the dropship that is supposed to be coming out. Wait a minute aren't we supposed to let them know we got out?.

Hey guys does someone mind radioing back to the ship and letting them know we are coming so they don't leave us here to die?

Drive Check. (1d20 6=9)
AP (1d6=6)
Total 15
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5 years ago  ::  Nov 02, 2008 - 8:57AM #683
dementedwombat
Date Joined: Oct 19, 2007
Posts: 596
The Chimera finally reached the end of the canyon. The high walls of stone opened up into a large crater that must have been a lake bed at some point. Strangely, patches of metal were showing through the ground. Even as the team watched a great slab of rock was wrenched away and a metal tower the size of a building slowly emerged. Its tip crackled with the same energy surrounding the weapons of the warriors they fought earlier, though on a much larger scale. This wasn't an asteroid; this was a Necron tombship.

The good news is that a small Imperial shuttle is hovering over the lake with its cargo doors open. For obvious reasons, it seems reluctant to land. The Chimera will have to drive right up the loading ramp.

The destroyer accelerates again to move beside the transport, and recieves a face full of multi-laser for its trouble. This shot stuns the Destroyer and it falls back, leaving the Chimera to its fate. All is not safe yet, as it raises its gun for a final shot.

Necron attack (1d20=16)
Destroyer Damage AP10 (2d10=18)

The shot strikes the rear of the transport, scoring a long gash across the armor. It is not a truly damaging hit, more of a reminder that the team faced the greatest evil the galaxy has ever known, and lived to tell the tale.


The transport doesn't even wait for the Chimera to get all the way up the ramp before ascending. By the time the team is safely inside, they are already over 100' above the surface. The open door provides a cinematic view of the asteroid coming apart to reveal the Necron ship underneath. It continues towards the planet while the system ship that escorted the transport moves to intercept. From the opening exchange of fire it is obvious that the Necron ship has the upper hand. It systematically rips apart the system ship, finally breaching its fusion core and creating a momentary fireball that rivaled the system's sun in brightness. As the epic scale of the sight wore off, the team realized they were trapped in a shuttle on the edge of a star system. And their ride was not coming to pick them up.

While this grim realization was still sinking in, the cargo door began to close. Once it was fully sealed, there was an audible hiss as oxygen was pumped into the room. A door that lead to the rest of the ship opened and five people walked through. Four were obviously Imperial Guard, but the last was different entirely. Though obviously human, in physique he resembled an Ogryn more than a pure blood human. He was dressed in tattered rags of flak armor and had the cuts and bruises of poor treatment.

With a voice half way between a laugh and a sneer, the Sargent of the Imperial guard said
"might as well execute all the prisoners at once. Only pure members of the Imperium deserve to breathe our air."

The troopers raised their guns and prepared to fire.

Combat Time!

I'd like to welcome our new player Trebbellar Laeyway.

I'd assume your characters would want to get out of the Chimera as quickly as possible after they got inside the transport. Everyone starts by the Chimera except for Jason Stark (that's the new guy). He starts between the guardsman and the Chimera.

The C's are the Chimera, just in case someone asks.
a b c d e f g h
01|X| |[color=Red]g[/color]|[color=Red]g[/color]|[color=Red]g[/color]|[color=Red]g[/color]| |X|
02|X| | | | | | |X|
03|X| | | | | | |X|
04|X| | | | | | |X|
05|X| |C|C|C|C| |X|
06|X| |C|C|C|C| |X|
07|X| |C|C|C|C| |X|
08|X| |C|C|C|C| |X|
09|X| |C|C|C|C| |X|
10|X| | | | | | |X|

Initiative:
Initiative: Nerra (1d20 3=4)
Initiative: Karsall (1d20 2=12)
Initiative: Guardsman (1d20 2=6)
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5 years ago  ::  Nov 02, 2008 - 9:44AM #684
Trebbellar_Laeyway
Date Joined: May 6, 2002
Posts: 1,681
Jason, INIT roll (1d20+2=22)

Ohhh, baby! Those guardsmen are going to be sorry I got such an awesome INIT roll.


Demented Wombat:
Question, do you post enemy AC so I know if I hit or not when I roll an attack or what? I'll re-check the thread to see if my question is maybe already answered.


Upon hearing the words of execution, Jason simply smiles.

AHAHAHAHA You guys sure are ssssooooooo stupid. Ohhhhhh. Immuh nun an imperial guardsamanehe. Deyhee, deyhee. Ahahahha! Only two things wrong with this situation boys.... ONE! you forgot to bnid me up. TWO! You forgot to disarm me.
Now, I don't know how they do things on this backwater prison that you all have man love in, but where I'm from, I like a little thing I call......


Jason turns to the guardsmen in front of him, gleaming a lovely little smile that says "I'm going to rip you apart"

BREATHE THIS!!!

With that, Jason takes a step towards the guardsman before him (the guardsmen at [e,2]) as he draws his chainsword in both hands, wondering how these morons ever stayed alive this long. When he was in the guard, he would have beaten a prisoner senseless; done whatever he had to to secure them. Of course, he doesn't recall taking prisoners, but that's got nothing to do with anything!!!


Combat stats....
Defense...18
DR..........3
INIT........22
AP..........7
HP..........45
Ignores 2 points of DR on attacks
Can remain active even when reduced to -1HP and below


Chainsword attack on guardsmen at e,2 (1d20+5=8)

DOH! Here's damage just in case. In case I am blessed with stupendous luck!

damage roll (3d8+4=18)

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5 years ago  ::  Nov 02, 2008 - 10:35AM #685
Jekolmy
Date Joined: Feb 1, 2007
Posts: 390
Gregory exausted by the long ordeal they have already gone through reacts slowly to the sudden but inevitable betrayal of the guardsman.

I am not gong to let these guys stop us now, not after all we've been through. Let's get 'em guys.

Gregory moves to either b5 or g5, assuming someone doesn't get there before him. Leaning around the corner he lets off a long burst (auto-fire) at the nearest pair of guards trying to keep their heads down, and doesn't succeed too well being somewhat rattled by the fire of the guardsmen.

Just stay calm and we'll pull through this one.

Inatitave (1d20 3=5)

Attack (1d20 2=6)
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5 years ago  ::  Nov 02, 2008 - 4:44PM #686
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
Init: 4

Rictor follows Gregory out and stops right behind him, using him as cover.

He then kneels and takes aim at the guard at f, 1 or c, 1 depending on which side we come up on.

Att: 18
Dmg: 9 (AP: 2)
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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5 years ago  ::  Nov 02, 2008 - 5:33PM #687
CrazyGuy
Date Joined: Sep 16, 2007
Posts: 179
Sativez hardly seems surprised by the man's declaration. Right on cue. Before the NCO can even finish speaking Sative is running back to the Chimera, scrambling up the vehicle's glacis plate and jumping on the turret hatch he left open on his way out. Anybody that saw his face might have had reason to worry-he was wearing one evil smile. The vehicle's turret hums ominously as he swings it around to train on the guards. He screams into the mike Purge THIS ya ers! as he pulls the trigger, unleashing the weapon's destructive power on the two leftmost Guardsmen. The massive shots make a mockery of armor and practically erase both from existance.

((Init versus Guardsmen (1d20+5=10)
Move: Get back into turret.

Standard: Autofiring C1/D2 area (1d20=10)

Right on the nose!

Autofire Damage, AP 4. Ref DC 20 halves. (3d12+1=24)
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5 years ago  ::  Nov 02, 2008 - 6:04PM #688
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
:OMG!
Hope you don't blow up the ship we are on. And just a point of order, the rear of the transport would be facing away from the guards, not at them as we drove up into the cargo hold and they came out the doors in front of us, opposite the door we entered from. Well, at laest that is the way I understood it at least.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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5 years ago  ::  Nov 02, 2008 - 7:15PM #689
dementedwombat
Date Joined: Oct 19, 2007
Posts: 596
The cargo hold is at the rear of the ship. The door to the rest is on the side opposite the hold. The chimera would drive up facing the guardsmen, with the turret facing backwards. That does create the interesting possibility of simply running the guardsmen over, but that wouldn't be fair would it.
Initiative:
1. Jason
2. Karsall
3. Sativez
4. Guardsmen
5. Gregory
6. Nerra (Init +3)
7. Rictor (Init +1)

The guards have an AC of 16. 15 flat footed.

Jason immediately whirls around and takes a slash at the nearest Guardsman. His sudden movement affected his aim, and the sword slices air inches in front of the terrified trooper.

Karsall regrets killing fellow Imperials, but self preservation quickly kicks in and he takes a shot at the guardsman in F1.

1d20 3=12
Action Point (1d6=6)
damage (2d8=9)

The shot hits, and the guardsman emits a pained "oomph". He staggers backwards against the wall, but doesn't go down.

Reflex save (1d20 1=10, 1d20 1=19)
With an evil smile and a burst of multi-laser fire, Sativez reduces two of the guardsmen to black outlines on the wall.

The two remaining guardsmen know their time is up, but they're bloody well not going to go down without a fight! The one across from Jason makes a stab at him with the bayonet of his las-gun
Thrust (1d20 3=14)

A well executed blow, right out of the Imperial Guard manual, but Jason knows a couple tricks not written in the manual. He contemptuously smashes aside the blow with his chainsword and continues his assault.

The second guardsman also takes a thrust at Jason better than taking an attack of opportunity
Thrust (again) (1d20 3=18)
Ignores 2 DR (1d6 2=8)

Jason is distracted by the other guardsman, and this persents an opening. The bayonet cuts a nasty gash in Jason's side. He doesn't seem to mind in the least, and keeps right on hacking away.

Gregory is unable to get a clean shot in the cramped confines of the shuttle. His laser hits the ceiling and causes everyone to reflexively duck.

Nerra is eager to prove that Jason isn't the only one who knows how to wield a chainsword. She bounds up beside him and engages the rightmost guardsman.

Attack! (1d20 4=16)
Damage (2d8=6)

She easily slides around the trooper's guard and slices his arm. It's a bad gash, but somehow the man has it in him to keep fighting.

Rictor's hypothetical action point. (1d6=2)
Since Nerra/Jason are in the way, the guard's AC is now 21. Rictor can make the shot if you spend an action point

Rictor takes a few precious seconds to concentrate. Does he risk a shot, potentially injuring his comrades, or does he wait for a better opportunity to present itself? He takes the shot. As it turns out, he made the right decision. His aim was dead-on and the third guardsman falls to the floor.

map (purely a formality at this point)

a b c d e f g h
01|X| | | |g| | |X|
02|X| | | |J|N| |X|
03|X| | | | | | |X|
04|X| | | | |K| |X|
05|X|R|C|C|C|C| |X|
06|X| |C|C|C|C|G|X|
07|X| |C|S|C|C| |X|
08|X| |C|C|C|C| |X|
09|X| |C|C|C|C| |X|
10|X| | | | | | |X|

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5 years ago  ::  Nov 02, 2008 - 7:19PM #690
CrazyGuy
Date Joined: Sep 16, 2007
Posts: 179
You should give the structural integrity of Imperial spacecraft a little more credit. A multilaser cannot deal with anything heavier than light armor, and your typical Imperial ship can take considerably more abuse than that.

Yuo are probably right on the postioning, though. I got lazy and figured they attacked right as we were disembarking, which would presumably be via the rear door. Fixing.


Sativez tries to line up on the last man standing. He lines up a perfect shot, if not for the the half-Ogryn in his way. Hey Big Guy! If ya can hear me, move to ya left!

Standard: Shooting last Guardsman (1d20+4=16)
If Jason takes the advice, that is a hit.
Damage to last Guardsman, AP 4 (3d12+1=22)
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