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Messages - Cheesecake

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121
Forum Games and Roleplaying / Re: Darkest Heresy (DH II PbP) (OOC)
« on: February 23, 2016, 08:53:31 pm »
The turn is edited, but the rolls are the same. The thugs's shots were still good enough to hit Irlven and Kalta even without the +10 aim and with the -20 to BS. They won't be pinned for the next turn.

122
Forum Games and Roleplaying / Re: Darkest Heresy (DH II PbP) (OOC)
« on: February 23, 2016, 08:42:05 pm »
Hold on, editing the turn!

123
Forum Games and Roleplaying / Re: Darkest Heresy (DH II PbP) (OOC)
« on: February 23, 2016, 08:23:36 pm »
@Cheesecake: Pinning Tests are made at the end of the character's turn, not at the beginning. The thugs should still be pinned this turn and taking a -20 BS penalty as well as sticking to Half Actions.

Damn. Sorry guys. I will keep that in mind, but I'm not eager to redo the entire thing :/ How about an IOU?

124
Forum Games and Roleplaying / Re: Darkest Heresy: Hush, little baby. (IC)
« on: February 23, 2016, 08:02:54 pm »
Quote
I want to replace the damage die with the number of DoS (rule on pg.227 of the core book, top of the page).

Spoiler: Damage Roll (click to show/hide)

The thug stops laughing, as he realizes that the bullet had sunk into his stomach. He howls in pain as he is inflicted with 2 Wounds!

125
Forum Games and Roleplaying / Re: Darkest Heresy: Hush, little baby. (IC)
« on: February 23, 2016, 07:43:29 pm »
Quote from: Initiative
*Irlven
*Heavy 1
*Heavy 2
*Prom
*Thug 1
*Thug 2
*Thug 3
*Thug 4
*Chalchuitlicu
*Kalta
*Deacon

Turn 2

Prom:

Prom takes aim, targeting the first thug. The unwitting savage falls into the heretek's sights. Prom pulls the trigger.


The bullet burrows into the brute's chest!

Spoiler: Damage Roll (click to show/hide)

Despite the solid blow, the thug's constitution and thick furs nullify the damage. He barks tersely, a haughty look on his face.

Thugs 1, 2, 3, 4:

The thugs, still pinned, take potshots at the acolytes. The first thug aims at Protheus.

Spoiler: Roll to Hit (click to show/hide)

In his zeal, the thug's shot misses Protheus by a wide berth. The bullet sails into the distant dark behind Prom, and disappears without a sound.

The second thug aims at Irlven. He squeezes the trigger.

Spoiler: Roll to Hit (click to show/hide)

His shot misses as well. The revolver impacts a branch on the tree Irlven has taken cover behind, and it bursts into a shower of splinters.

The third thug howls as he fires at Irlven.

Spoiler: Roll to Hit + Dodge (click to show/hide)
Spoiler: Damage (click to show/hide)

The bullet sinks into Irlven's right leg! However, the cover softens the blow, and his trusty flak armor protects him once more. His steely constitution reduces the damage to 1 Wound!

The final thug fires his gun at Kalta, caught in the open.

Spoiler: Roll to Hit + Dodge (click to show/hide)
Spoiler: Damage (click to show/hide)

The bullet grazes Kalta's side, a trail of blood dripping from her waist! Her tough body and faithful flak soak up the damage, the bullet only causing 2 Wounds.

Spoiler: Roll to Resist Pinning (click to show/hide)

The thugs holler and howl, no longer fearful of these outlanders.

It is now Chalchuitlicu's turn.

126
Forum Games and Roleplaying / Re: Darkest Heresy (DH II PbP) (OOC)
« on: February 23, 2016, 06:20:08 pm »
Are there thugs within 30m? My optical mechadendrite removes penalties from darkness within 30m.

Oh. I'll remember that for next time. All the thugs are within 10m, and the heavies are behind cover 15m away. It wouldn't have hit anyhow but thanks for catching that.

127
Forum Games and Roleplaying / Re: Darkest Heresy: Hush, little baby. (IC)
« on: February 23, 2016, 06:09:11 pm »
Quote from: Initiative
*Irlven
*Heavy 1
*Heavy 2
*Prom
*Thug 1
*Thug 2
*Thug 3
*Thug 4
*Chalchuitlicu
*Kalta
*Deacon

Turn 2

Irlven:

The chirurgeon takes a step behind the last tree. Snow and mud fly from his heels. He trains his autogun on the first thug. It roars brutally as it sends death towards the thug.

Spoiler: Roll to Hit (click to show/hide)

The dark is coy. The bullet sails past the thug, smashing into a distant tree. A shower of frost and splinter erupts from the impact.
Heavies 1+2:

Spoiler: Roll to Resist Pinning (click to show/hide)

The heavies are deathly still behind the cover of the wall of wood and thorn. They exhort their underlings, cheering them on. Their harsh, guttural dialect of Low Gothic is incomprehensible.

It is Prom's turn.

128
Forum Games and Roleplaying / Re: 5e Worldbuilding/Possible Campaign(OOC)
« on: February 23, 2016, 07:21:03 am »
What if magic existed everywhere outside of the hollow world, but seeped through cracks in tiny amounts. Unlike the gods and spirits of the world, 'magic' is entirely alien.

129
Forum Games and Roleplaying / Re: Darkest Heresy: Hush, little baby. (IC)
« on: February 23, 2016, 07:01:01 am »
Spoiler: Rolls for Initiative (click to show/hide)
Quote from: Initiative
*Irlven
*Heavy 1
*Heavy 2
*Prom
*Thug 1
*Thug 2
*Thug 3
*Thug 4
*Chalchuitlicu
*Kalta
*Deacon

Turn 1

The dark of night is treacherous. All Ballistic Skill tests are done on a -5 penalty.

The acolytes had been travelling in a compact formation. They stand flanked by two dense tree-lines (5 meters apart, with a pathway in the middle), and to their backs is the landing zone. Ahead is the caravan-village - and the rampaging thugs.

There are three sturdy trees that have grown on the otherwise clear path, all within the reach of the entire warband. 10 meters ahead is a boulder, large enough to cover one person.

Four thugs in tatters and animal-skins howl rabidly as they sprint full-speed. Two goliaths, wielding vicious chainaxes, exhort their brutish brethren forward.

The caravan is 100 meters ahead. At the rate the barbarians are charging, they could make it to their destination in 6 turns, if left unimpeded.

Irlven:
(I assume this counts as a situation for 3-round burst of Suppressing Fire?)

Irlven establishes his killzone, all the barbarians within his arc of death. He lets loose a burst of bullets that soars silently towards the charging marauders.


The barbarians grind to a halt as a storm of lead sails past them. Irlven's fire is as wild and tempestuous as the wind that carries his bullets and hits nothing. However, it does stop the thugs and the heavies from their charge towards the caravan.

Heavy 1 + 2:

The first heavy leaps to cover behind the boulder, 10 meters ahead from the acolytes, with utter disregard for those around him. The second heavy makes a dash for the treeline, hacking away at the underbrush and making a clearing for himself to hide in. He too is 10 meters ahead from the acolytes.

Spoiler: Roll to Resist Pinning (click to show/hide)

The heavies roar their challenges, eager to fight. Still, they fear these otherworldly bows and the death they deal.

Prom:

Spoiler: Tech-Use Test (click to show/hide)

Prom makes a dash to cover, hiding behind one of the three trees near the acolytes. (The movement was short enough to half-move to.) He draws his stub revolver.

Saying the hymns of activation, he uses the auspex to scan the barbarians. It relays that they suffer from numerous diseases and minor mutations, and would be considered clinically-insane on civilized worlds. The auspex detects the thugs are armed with stub revolvers. 

Thugs 1, 2, 3 +4:

The thugs find no such luck; vainly, they try to follow the example of one of the second heavy, clearing away the underbrush to take refuge among the trees. The forest denies them entry, and they stand helpless and vulnerable. They are all 15 meters away from the acolytes.

Spoiler: Roll to Resist Pinning (click to show/hide)

The thugs wail for help. Their pleads are lost in the unnatural silence of Hush.

Chalcuitlicu:

The Blank Knight moves 3 meters ahead of the group, sword unsheathed. The metal sings a sweet tune on the scabbard. A song of death.

Kalta:

Kalta as well moves 3 meters ahead, keeping pace with Chalcuitlicu. She unslings her long-las, ready to deal death to any foe at any range.

Deacon:

The psyker moves behind one of the trees. His mind begins channeling the writhing streams of immaterial energy.

Spoiler: Focus Power (click to show/hide)

A rush of energy surges throughout his body and then - nothing. He hears cruel laughter, whispered across the gulfs of space.

It is Irlven's turn next.

130
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: February 22, 2016, 04:00:37 am »
Here's a sci-fi-tank-ogre thing with a goblin crew.

Spoiler (click to show/hide)

Not too happy with the goblin that's standing on the ground though. And I think I could have added way darker shadows.

131
Forum Games and Roleplaying / Re: Darkest Heresy (DH II PbP) (OOC)
« on: February 22, 2016, 02:35:19 am »
Ooh, nice! I'll get to work learning how it works then making a quick map soon.

132
Forum Games and Roleplaying / Re: Darkest Heresy (DH II PbP) (OOC)
« on: February 22, 2016, 02:24:17 am »
So are you guys planning to actively engage them? Or ignore them and try to beat them to the caravan? I'll roll for initiative either way.

By the way, for combat, I have no idea how to make a battlegrid. I'll just be as descriptive as I possibly can be. (Unless you guys got some program to recommend :P )


133
Forum Games and Roleplaying / Re: Darkest Heresy: Hush, little baby. (IC)
« on: February 21, 2016, 07:07:31 pm »
Acolytes:

Spoiler: Rolls (click to show/hide)

The acolytes begin moving towards the caravan-village. The wet mulch beneath their feet crackles softly. The landing zone they find themselves in is a fifteen minute walk to and from the caravan. In almost absolute silence, the warband marches on in the dark. The dark, all know, plays tricks on the eyes and on the soul.

But this is no trick.

The psyker, Deacon, can sense the turbulent emotions and raging thoughts of a presence nearby. Fear, he senses, and anger. Where? All around them. But strangely, they care not for the acolytes. They head straight for the caravan.

The others, too, by chance or fate, catch glimpses of the hidden marauders. They wear naught but tatters and are armed with crude devices. They fleetly run towards the caravan, and the Space Hulk behind it.

134
Einsteinian Roulette / Re: Mission 27: Typhoon Team
« on: February 21, 2016, 06:36:19 pm »
Riker readies himself as well for rapid deployment.

135
Forum Games and Roleplaying / Re: Darkest Heresy: Hush, little baby. (IC)
« on: February 21, 2016, 02:53:18 am »
One could rationalize that the Inquisitions adepts did not want to risk landing too closely to a civilian settlement; the tempests called for a large margin of error, and the adepts agreed to land far enough to exclude the caravan-village from a likely crash.

That being said, there might have been a darker purpose to landing quite a ways away from the caravan-village. Perhaps as a test?

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