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W&G: The Inquisitor's Speartip

Anna felt compelled to raise a further point, raising a finger for emphasis; "Putting a melta bomb on the front of the rhino will almost certainly destroy the front of it, including the driver compartment and whoever happens to be driving it. The line between martyrdom and waste can be blurry at times, but I don't think it would gain us much. Its not like we can't throw the things over the rhino if the door prove intractable."
 
With a plan of attack decided the group gets ready, the Rhino rolling forward and opening up its hatches once again. Half the scions load up inside, filing in and standing ready, all of them ready to storm back out once they reached their destination. The captain of this groups goes with them and seems to exchange a nod with Flagg, trusting the former stormtrooper to direct the rest in this initial part of the assault. This was a death trap, the Scion's knew it, but they were well trained to make their deaths be costly for the enemies of man.

The Rhino surges forward, pushing through the gate, blasted, desecrated flesh shoved aside and crushed under its treads. As soon as it came into clear view of the courtyard everyone would hear the sounds of weapons fire, the loudest of which was the distinctive booming of bolter rounds, launching from emplacements and detonating against the hull of the tank. The group pushes on behind, keeping in the shadow of the armored transport, even as volleys of Las-rounds come in from above, spraying sides and top in an attempt to get an angle on the group. This advance seems to go well to start with, the tank is holding and there appears to be no sound of heavy weaponry, nothing that is a threat to their transport.

Then the explosion happened, close and shaking the ground they stand on, cracking rubble strewn marble and making the team stagger a moment at the close proximity. The more alarming thing though was the tank, suddenly grinding to a screeching halt, it's wheels scraping against the marble helplessly as its left track rips apart. Evidently the warning about mines had been correct, something planted to immobilize any vehicle that thinks to storm the rebel defences. The fire now starts to swing around and unload on the sides of the transport, working to try and suppress anyone coming from behind.
 
Risking glances through the gunfire, the group would get a decent look at the fortified courtyard that stood in their path. The most prominent feature are four fortified bunkers dug into the foundations, each behind a section of razor-wire. From the corner of each bolter rounds spit out in rapid bursts, spraying the side of the Rhino and chewing up the marble ground with explosive detonations. Behind those are buildings to either side, three stories in height and with figures in the windows, unleashing small arms fire out to the group, wild auto rounds that try to angle to hit the protected team. Before either of these prominent fortifications is a pair of parallel trenches broken into the stone ground. Here figures can be seen, not firing but getting ready to make a charge.

You can see the figures in the bunkers seem better equipped than the other groups, ornate silver armor that suggested them to be some sort of decorated guard. Each bunker has a tripod mounted Storm Bolter on it and the rest of the men inside are raising up guns similar to the scions own.

The figures in the trenches are holding Shock Mauls and are moderately armored. In their midst is an unarmoured individual who is revving up an Eviscerator.

The figures in the buildings are an unarmored rabble and are shooting out wildly and inaccurately with autoguns
 
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The enemies were quite prepared for their trap to spring, the ones on the eastern side of the courtyard in particular. The tripod mounted Bolter streaks fire across the ground and starts unloading against the most heavily armored target on their side, the Battle Sister. However the shots are wide, their enthusiasm to hit her leaving their aim much to be desired and not even leaving Anna in worry that they would hit. Khanzhar however, she looked to be a lighter armored target and in the rebels mind, an easier kill. A hail of bullets came down from above, ringings all around the Drukhari and the Rhino, but again not coming close to hitting the nimble Xenos. The Las fire from the bunker though? That seems far more disciplined and despite the range and protection of the tank, one of the bolts hits home.

Cursing slightly, Flagg rushed forward out of cover, keeping her head down as fire traces out. Staying behind the immobile tank would be suicide so she did what any good Imperial trooper was trained to do, charge the enemy trench and claim ground! Jumping into the fortification she quickly turned and leveled her heavy weapon against the enemies inside, she unleashed a burst of fire, her aim unfortunately not steady enough after the run to clear the trench, but it gunned down most of the defenders. "Go, go, go!" She shouted to the rest of the Scions, who begin to push forward, a group moving up to the trench with her while the team inside the Rhino open the top hatch and begin pouring fire out against the rebels.

Palace Guard 2(NE bunker)
2 of them are operating the Stormbolter and shoot at Anna. Anna will receive a +2 to her defense due to cover behind the Rhino
[_6d6]=(3+1+5+4+2+3)=18 2 successes vs Defense 5, miss
The other 8 shoot with their Hellguns at Khanzhar, who is similarly shielded by the Rhino and a penalty for long range
[_9d6]=(4+1+4+6+5+5+5+1+6)=37 9 successes vs Defense 8, hit
Damage: 7 + [1d6]=6 = 9 damage at AP -2

Cultists 2(E Building)
Will mass their Autogun fire against Khanzhar, still covered by the Rhino
[_8d6]=(1+2+5+3+1+5+1+6)=24 4 successes vs Defense 7, miss

Flagg
Sacrifices her Simple Action to Run and get into the first trench
Unloads her Volley Gun against the Enforcers in the trench with her at close range
[_12d6]=(3+4+2+1+3+6+3+4+2+2+4+2)=36 5 Successes vs Defense 2, 3 members of the mob hit
Damage: 10 + [1d6]=4 = 11 damage at AP -2, 3 dead Enforcers in the mob

Scions
Flagg makes a DN 4 Leadership test [_4d6]=(3+6+4+1)=14, 3 successes, no mobs destroyed by the Scions this round, but they'll start to push forward and open the top hatch on the Rhino to shoot out, working to split fire

Khanzhar's turn
You'd take 2 Wounds from the Hellgun shots, you can roll Determination to convert these into Shock.
 
Khanzhar grunted as las weapons landed onto her black and white armor. Leaving sizzling wounds that burned with a ecstasy she had felt in too long. Klaive in hand the xeno felt her ancient body begin to pump the chemicals of battle. Far less potent than the stims of Commoragh, but it would suffice to get her excited for the slaughter for now. The lithe xenos charged forward crossing over land, leaping over the first trench. And landing in the second right next to the deacon and the guards there. Such perfect targets, priests of the Imperium really practiced their vocalizations. Made such excellent screamers.

"Mon-keigh." The Incubus practically purred, before her klaive lashed out with ruthless cruelty towards the deacon and the guards there with him.

Khanzhar abandons her simple action in favor of run to get into the second trench. Then swings at both the Deacon and guards.

[_11d6]=(4+4+5+4+6+5+6+3+2+5+5)=49

With 11 successes, with 2 being shifted into ED for the Deacon

For 11+ [_6d6]=(2+5+1+1+3+4)=16 for 13 damage at AP-8



[_11d6]=(3+6+1+4+2+4+1+2+3+2+5)=33

5 successes for the guards so 2 guards hit

For 11+[_4d6]=(3+3+1+4)=11 for 12 damage at ap-4
 
"Kill them, kill them! Our Lord's great work is vital it cannot be stopped it cannot be-" The Deacon just had time to turn and look up as a figure in black and white came flipping into the trench beside him. His last sight was that of the distinctive Xeno' helm right before the viscous weapon lashed out and spun through it. His speeches and prayers he'd been ready to give to lead and bolster his troops, giving way to a scream of agony as he was disemboweled by the weapon and two of his retinue cut down where they stood.

Around them the heavy fire continued, enemies on the western side of the battle unloading on the Scions and taking down a couple of them. Light losses so far and the heretics are loosing far more than the assault team, especially with their apparent leader of this defense felled.

Very Dead Deacon and 2 Enforcers

Palace Guard 3(SW Bunker)
Engage the Scions killing 2 of them

Cultist 1(W Building)
Engage the Scions but do not kill any

Anna
 
Anna glanced out from behind the transport, bolt pistol in hand, only for shots to scatter around her, some missing and others glancing off her armour and accomplishing nothing. When she turned back to her allies she found that Flagg and the eldar had already darted out of cover! The Sororita blinked, *hmph!*ed behind her helmet and didn't hesitate to tear out of cover herself! Her heavy tread pounding against the ground as she cut sharply around the disabled Rhino and ran straight into the trench, dropping down between Flagg and the remaining enemies.

Her bolt pistol came up and she fired at the remaining enforcers that had already been mauled by Flagg's attack.

Lowering the still-smoking barrel she swapped the pistol to her other hand and reached across, her fingers twitching on air for a moment before she grabbed the blade at her waist and pulled it free.

There was no power pack or activation stud but a power field snapped to life seemingly of its own volition with the chime of shattering glass, coating the milky white metal in a jagged and unnatural energy field of bright pink that crackled in the air like the laughter of the damned.

Even through her gauntlet, she could somehow feel the sensation of bodyheat-warmth in her hand, but that didn't stop her from offering up an apology to the God Emperor as she raised the blade towards His enemies.

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move action (6) into trench, multi attack at the enforcers (2x boltpistol, short range), simple action to draw sword (pointless as it is, my head canon is that at the moment she doesnt draw the blade until she absolutely needs to, so it wasnt in her hand at the start of the attack like her bolter but the rest of those mooks behind the enforcers might charge her so... )

3Agi+3BS+1 short range.
[_7d6]=(3+1+4+3+4+1+1)=17 only 2, but i think the enforcers only have two def, so its still a hit? Multi attack on a additional target increases the def by 2 and dual wield decreases by 2 so it cancels out. second attack: [_7d6]=(4+2+2+4+2+5+5)=24 4

So if damage: 10+1ED so
[_1d6]=(3)=3 no ED sad.

So thats 10 damage and 0ap on all targets. (...on a bolter? *double checks* how does a hot shot las pistol have more AP than a bolt pistol?! o_O)
 
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'Yes Anna, kill them, draw out their agony! Use me!!' The sword was eager, excited, it always was when Anna drew her. It was easy to feel the disappointment when the Soroitas warrior unloaded two quick shots with her bolt pistol instead, each explosive shell striking one of the rebels and leaving a gaping wound in their chests, their armor doing little to save them from the precise shots. Now this first trench was clear of enemies and the assault team was closer to securing the courtyard.

The Scions and guards continue to exchange fire with one another, and in the second trench the mob of rebels lunged forward, trying to surround Khanzhar and beat her to death with electrified mauls, mauls that were almost clumsily swung for the reaction speed of the Drukhari. But the real brutal action came when one of the Storm Bolters swung around unloaded into Talshi, managing to nail him in center mass and exploding to brutal effect.

Enforcer Mob 2 dies

Palace Guard 1(NW Bunker)
Shoot the Scions and fail to kill any

Palace Guard 4(SW Bunker)
Stormbolter fire vs Talshi, bonus from cover applies, but they get +1 to hit because he is large
[_7d6]=(6+6+4+5+3+6+1)=31 8 vs Defense 6, crti and can shift 1
Damage 10 + [_2d6]=(4+4)=8 = 12 damage
Critical hit: [_2d6]=(6+3)=9, Unspeakable Carnage, Talshi suffers [_1d3]=(2)=2+3 Mortal Wounds
Hellguns vs Anna, +2 cover from the trench
[_9d6]=(2+5+1+2+4+6+1+4+2)=27 5 vs Defense 5, just hits
Damage 7 + [1d6]=4 = 8 damage at AP -1

Enforcers
Will attack with their Shock Mauls at Khanzhar
[_7d6]=(2+5+1+4+5+3+5)=25 4 vs Defense 6, miss

Talshi
Takes 10 damage and 5 mortal wounds
(Anna I'm pretty sure takes no damage thanks to her armor)

Glory: 3
Ruin: 7
 
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