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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.

1743886876086.png
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
 
Despite his cover behind the now tracked rhino, Talshi found himself under an impressive hail of fire from the nearest bunker to his left. His refractor field ate most of the barrage, dissipating the bolter rounds in a blurry haze that crackled aggravating electrostatic upon the micro bead in his ear, but one round somehow managed to make it through albeit with greatly reduced energy behind it. A small explosion rippled against his sturdy hide, ripping a few of his iridescent scales free from his flesh as it carved a shallow wound. These errant scales flew high and wide, sparkling in the light of the day, but the end result was hardly as gruesome as it could have been even if the Sslyth did still have a small, bleeding wound mid-way down his lower half.

He hissed in response, though any noise this caused was well drowned out by the sound of gunfire and screaming from the trenches where the two females were no doubt busy slaughtering weak humans. While there were many things he could do, he allowed instinct to take hold and pushed forward towards the source of his injury. His long body slithered with surprising speed, taking him past the scions taking cover so that he was suitably aligned with the troops manning the two-barreled boltgun. The sslyth then proceeded to raise his heavy flamer above the trench wall and loose two gouts of flame towards the firing port of the structure, hoping to drench as many troops in burning promethium as possible in retaliation.

Determination roll against 8 damage: [_5d6s4]=(4, 3, 6, 3, 3)=2=2
3 icons.

Spending 1 Wrath to reroll the failures: [_3d6s4]=(6, 3, 5)=2=2
3 additional icons for 6 total icons.

1 Glory Die: [1d6s4]=1
No additional soak unfortunately so Talshi does take 2 wounds, however since he spent a glory he gets to ignore the other 6 wounds instead of converting them to shock.

--

Talshi will use his simple action to run. This should allow him to use his 16 movement to get into the trench on the left side, aligned so that his token is in line with the two rows of troops in the bunker. Talshi will go as close as he possibly can with that movement so long as he is still getting the benefit of cover from one of the trenches. (My counting would put him at only able to target the first 2 troops in each column but I'm not sure how diagonals work in this system to know if that's accurate.)

Multi-attack against the troops in the bunker, targeting 8m's into the left row and the right row. With his wounded penalty he can't afford to shoot long range, his dice pool is too poor to be able to hit. Thanks to his Sslyth Limbs he reduces the DN penalty by 2, negating it entirely in this case.

--

Left Row Heavy Flamer (+1 DN for being wounded): [_6d6s4]=(3, 3, 4, 5, 6, 2)=3=3
4 icons.

Damage against every target between Talshi and that target: 12+[_2d6s4]=(5, 1)=1=1
13 damage.

Right Row Heavy Flamer (+1 DN for being wounded): [_6d6s4]=(6, 5, 1, 5, 4, 5)=5=5
6 icons and a crit. (not that the crit likely matters against a mob) If I can shift the wrath die in this case for Glory I would like to do so, though we gain 1 Glory regardless for the crit.

Crit Table Roll for fun: [_2d6]=(3+5)=8
Savage Attack: The assault leaves the opponent a mangled mess, slashing, burning, breaking or ripping into them with violent force.
Effect: Target suffers one Mortal Wound. If the target survives they immediately acquire a Memorable Injury.

Damage: 12+[_2d6s4]=(3, 3)=0=0
12 damage + the mortal wound from the crit if that even applies.
 
As a spout of burning promethium shot out and sprayed inside the nearby bunker, the bolter fire immediately ceased, instead replaced by the screams of burning humans. The emplacement itself likely was silenced for the rest of the battle now, the tripod mounted weapon coated in the sticky promethium and blazing alongside the corpses of the two men who had been operating the thing.

A high powered las bolt suddenly snapped out from one of the windows of the palace, a streak of light that flashed across everyone's vision briefly, though mostly just Anna's as she got to watch it strike Flagg in the armor, enough force to knock her back against the Trench. Her Carapace didn't crack, and it didn't wound her exactly, but the wind got knocked out of her and she had to take a moment to orientate herself, even as more las fire struck her, though these were glancing hits that the former Scion could shrug off.

At this point, perhaps impatient to get this over with or feeling a little urgent after taking such a hit, Flagg hefted her Volley gun up and braced it above the Trench. Her helms visor focused on the nearest Bunker and as she gritted her teeth, she pulled the trigger... and didn't stop pulling the trigger. A withering amount of fire struck the bunker and while many shots simply hit the rockcrete defenses and harmlessly chipped away at the stone, many, many bolts found gaps and filled the interior of the bunker with deadly fire. When at last the charge indicator light flashed red for Flagg and her volley gun went silent, there was a similar quiet that fell over that bunker... though not entirely silent.

The Flamer will incinerate the four struck Palace Guards

Ruin Action
I'll spend 1 ruin point for a Sniper to shoot with a Long-Las to shoot at Flagg
[_9d6]=(1+1+6+2+2+3+2+6+4)=27 5 successes vs 5 defense, just hits
10 + [1d6]=6 = 12 damage at AP -1
The Sniper then proceeds to instantly run out of ammo, not that he's technically a npc

Flagg takes 4 wounds and will attempt Determination
[_4d6]=(6+1+4+4)=15 will convert all 4 into Shock(+1 Glory to the Pool on that crit)(nvm, seems that Determination don't use Wrath Dice)

Round 2

Palace Guard 2 will split fire between Flagg and Anna, the stormbolter aiming for Anna:
[_6d6]=(4+3+4+3+4+3)=21 3 successes will miss
Hellguns vs Flagg:
[_7d6]=(2+2+6+5+6+5+1)=27 6 successes vs 5 defense, hits
7 + (Copied the wrong dice rolls, but it was a failure) = 7 damage at AP -2

Flagg takes 0 wounds from that attack

Cultist 2 will engage the Scions

Flagg
Will do a Full Round Action to Spray Shot against the Palace Guard 4(Spend her ammo to hit an additional number of enemies in the mob=to her Salvo value(4)) done at short range for +1 dice
[_12d6]=(2+3+1+6+4+6+1+5+6+4+1+1)=40 9 vs 5 defense, 9 hit in total... so close.
10 + [1d6]=3 = 10 damage at AP -2

Scions
[_4d6]=(5+3+5+1)=14 Fails to destroy a mob, two fall as casualties this round.

Khanzhar

Glory: 4
Ruin: 5
 
Khanzhar certainly felt a deep satisfaction with cutting through the deacon and the guards there. There was a soothing of her very soul as the sermon was cut short. Yet it did was not completely satisfying. Nothing ever was. Always new sensations to savor, new experiences to push to the max. That was the Drukharii way of life and it was a long and painful path for any Aeldari to walk. For now though, it was the path Khanzhar was walking, and She-who-thirsts be damned if Khanzhar was about to give it up anytime soon.

"Come on! Scream louder! I wanna hear your vocal cords tearing mon-keigh!" Khanzhar screamed in a frenzy. Her desire for pain making her lash out at the three remaining guards in her trench. Before she hunkered down inside not moving from inside the trench and letting the others figure out how to suppress those bunker.

Khanzhar will attack the three remaining guards then stay in the Trench and not move for this round.

[_11d6]=(4+6+6+4+2+3+4+6+4+1+1)=41

10 successes. 3 being shifted into ED

Damage
11+[_7d6]=(3+5+2+5+1+5+3)=24 for 14 damage at AP-4
 
More screams of pain punctuated by the dull thud of dead flesh hitting the stone of the trenches. There was something to be said about the brutal efficiency of Khanzhar's Klaive, even if it didn't allow quite the lingering agony that most of her kind preferred. Still, it left her alone in the trench, the walls and her armor spattered with blood and gore while firearms of all types shot out over her head from both sides.

Even as their bunker burned, the surviving Palace Guard formed up in a double line. They kept away from the smoldering remains of their bolter emplacement and instead started unloading their weapons in retaliation against Talshi "Kill that monster, kill it for Lord Van Staten!!" Powered up las rounds shot across the gap and into the trench, striking the Ssylth with an intent to kill. Joining these professional troops, the eager rebels up above add their own small-arms fire to the mix, which added stray bullets and chips of stone from their wild shots to the mix. They all had the intent to kill just lacked the capacity it seemed right now...

Khanzhar cuts down the remaining three Enforcers.

Palace Guard 3
Reposition and unload their Hotshots at short range at Talshi
[_9d6]=(4+2+4+4+6+4+5+2+5)=36(Missed 1d6 for Talshi's size [1d6]=5) 9 successes vs Defense 5, they'll go ahead and Shift 1 to damage
7 + [_2d6]=(2+6)=8 = 9 Damage at AP -2
(Pretty sure that does nothing to you)

Cultist 1
Mass fire Autogun fire at Talshi at short range
[_10d6]=(2+2+2+5+6+3+2+1+2+6)=31 5 successes vs Defense 5, hit but can't do any damage without shifts/crit

Anna

Glory: 4
Ruin: 5
 
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"Silence." Anna hissed under her breath at the blade, knowing it was pointless but went through the motions anyway. The Hospitaller turned to Flagg after the woman took a smattering of gunfire, ready to render first aid but they seemed to still be in one piece as her armour and the Emperor's blessings kept her safe.

That left Anna to press the attack and they had many enemies yet to slay for few close at hand. Advance it was. Perhaps she could use the bunker against the defenders? So she vaulted over the lip of the trench and crossed the span to the next, which she dropped into and started running along the length of.

Not that she didn't use the opportunity snap off a few shots at the nearest bunker, there was still an enemy lurking within after all.

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Anna uses simple action to run (2x6=12) with two movement to get out of the trench shes in, cross the gap and drops into the next trench before running along it and snapping off two shots at the last guy in the bunker, who by my count is 8 square away so middle ranged.

3agi+3bs makes six so
[_6d6]=(5+5+6+2+4+3)=25 5

[_6d6]=(1+6+6+6+5+2)=26 7 with a complication. I don't have a clever idea for this one, maybe a jam or 'inconvenient target' and clip the space marine to piss it off. Or if you have something interesting in mind toss it to me in the OOC, if not feel free to roll it.

Not sure if that hits or not, if so then:
ED: [_1d6]=(2)=2 no ed. So 10 damage.
 
With a single well aimed bolt, even shooting into the confines of the las-blasted bunker, Anna's bolt would fly true and detonate, making the last heretic within fall with a scream. All now was quiet in that closest bunker to Anna, and she was free to redirect another few shots up towards the heretics shooting down from bellow. Again her aim was true, perhaps a little too true as the bolt detonated and struck one of the stone gargoyles that decorated the edifice of this pockmarked chapel. Even as cultsits screamed and died, rubble strewn down the surface of this small imperial chapel and left a pile of rubble where its doorway should have been...

'Naughty girl, defacing the images of your most glorious corpse-god. I thought that was supposed to be my job!' Clearly the daemon of the blade found Anna's performance highly amusing.

Meanwhile the furthest bunker from the group focused their fire on Khanzhar, their shots clear now that their allies had been brutally cut down. Unfortunately for them the nimble Drukhari was able to keep herself well positioned to avoid the bolter rounds and las-blasts that filled the air around the trench. For now she was safe, though owed much of that safety to the trench itself.

First shot will kill the last of the guards in the SE bunker, second shot will kill half the cultists and collapse part of that building.

Palace Guard 1 will now unload their Storm Bolter and Hellguns at Khanzhar, now that she is no longer engaged in melee.
Stormbolter
[_6d6]=(2+6+4+5+6+1)=24 6 successes vs 7 defense, miss
Hellguns
[_9d6]=(2+3+1+2+5+5+6+5+3)=32 5 successes vs 7 defense, miss

Talshi
Glory: 4
Ruin: 5

Palace Guard 2
Cultist 2
Flagg
Scions
Khanzhar
Palace Guard 3
Cultist 1
Anna
Palace Guard 1
Talshi
 
The continued fire from the human weapons crackled into his ear as his field absorbed the hits, each impact blurring his outline in an eerie fashion for a moment as they all failed to actually do him harm. The twin-barreled boltguns were his only real concern, the rest were but runts of the litter ready for the culling. Continuing to show little restraint in his movements, Talshi slithered up and out of the first trench and dove into the second one before turning to the side and shifting as close to the remaining troops in the bunker as he could.

Again he loosed twin streams of flame from his weapon, drenching the troops inside the bunker and burning them alive, but as he angled the heavy flamer to the left his hands slipped and fumbled for but a moment with the cumbersome weapon. Truly his strength was such that holding it wasn't normally a problem and yet in the heat of the moment, so distracted by the pain and suffering he was inflicting, his focus lapsed just enough to cause this minor mishap.

Indeed he managed to cook some of the humans as planned but the spray went well wide and to the left, spattering extra promethium into the narrow passageway that he had intended to use to get around behind the bunker. It was a stupid mistake, and a potentially costly one, as now he'd either have to slither through the flames himself or go around the other way and into clear view of those twin-barrel bolters in the rear bunkers. He couldn't let his desires for inflicting pain get in the way of his work like this, even if he hungered so deeply right now for anything to satisfy his senses.

Talshi moves into the second trench and aligns himself with the two rightmost columns of troops in the bunker. I counted 7m of movement if that's accurate.

Multi-attack at short range against the far right-most column in the bunker and at medium range against the far left-most column.

Attack vs Right column (+1 DN for wounded, +1 die for short range): [_7d6s4]=(5, 5, 2, 1, 4, 3, 3)=3=3
3 icons should just hit.

Damage: 12 + [_2d6s4]=(4, 1)=1=1
13 damage total

--

Attack vs Far Left column (+1 DN for wounded): [_6d6s4]=(1, 3, 6, 4, 4, 3)=3=3
4 icons should hit but not enough to shift unfortunately, and also a complication.

Damage: 12 + [_2d6s4]=(4, 4)=2=2
14 damage total (not that it matters since it's all overkill anyway)

Complication is that he accidentally sprays the alley on the left as well to create a temporary fire hazard.
 
More screams of pain from the bunker and what's more the familiar cries of panic and terror. It seems Talshi's attack broke the defenders will and even though he hadn't killed them all, the last two survivors decided to take their chances and fled out of the bunker, making a break for the Palace itself, just as the Cultists hiding in the Church were pulling back from their own positions. Everything might have been looking good for Talshi, right up until a heavy block of marble came hurtling down from the palace above..

The defenders from the back rear bunkers continue to lay down fire, right now focused in on the most forward of the team, empowered las-bolts even seeming to strike the Drukhari at last, getting a lucky angle in against the trench line. Flagg at this point came rushing up, though found herself drifting towards Anna, the chaos tainted human preferable to the xenos companions in the woman's mind. Freshly reloading her weapon, she unloaded a quick burst out against the last bunker to fire, killing the two operators of the Stormbolter, but clearly being unable to lay enough fire down to make much more work.

The Scions finally pulled their weight and after exchanging futile shots with the palace defenders, managed to lay down enough concentrated Las-fire to utterly destroy the defenders of the Palace building itself, Autoguns now going silent as the last of those defenders were slain or driven off.

4 more killed Guard and a section of the map on fire.

Ruin Action
Spending 2 Ruin Points to have one of the Cultists near Talshi hurl masonry at him. Talshi needs to make a DN 5 Athletics test or take 10 + [_4d6]=(3+5+2+3)=13 = 11 Damage

Cultist 2 and Palace Guard 3 needs to make a DN 3 Resolve test or flee
Palace guard: [_1d6]=(3)=3 Fail
Cultists: [_2d6]=(5+5)=10 Fail

Round 3

Palace Guard 2 Focus fire on Khanzhar as she is the closest they can see(Anna is out of line of sight for them)
Stormbolter [_6d6]=(2+3+1+6+1+3)=16 4, misses
Hellguns [_9d6]=(4+6+4+6+4+3+3+1+4)=35 8 successes vs 7 Defense, hit
7 + [1d6]=6 = 9 Damage at AP -2

Flagg
Reloads her Volleygun and moves to the next trench over, closer to Anna, then fires at Bunker 2 with a single attack
[_11d6]=(2+2+1+3+6+5+1+2+4+1+4)=31 5 vs 4 Defense, hit
2 Palace Guard die.

Scions(Going to treat them like a mob in future engagements but will continue the current rules for the rest of this combat)
[_4d6]=(4+2+6+6)=18 5 successes, they wipe out Cultists mob 1

Khanzhar
You'd be taking 9 damage at AP -2, which pretty sure is 2 Wounds for you to try and resist unless I am mistaken

Glory: 4
Ruin: 3
Palace Guard 2
Flagg
Scions
Khanzhar
Anna
Palace Guard 1
Talshi
 
Khanzhar savoring the pain however short lived in the mon-keigh she sliced up. Was caught off guard as the damned guards unloaded their weapons at the Drukhari. Bolts splashed down around the trench but it was the hellguns that burned into her Incubus warsuit, the sizzling pain making her scream in pain and pleasure. "Thats it mon-keigh! Make this fun for me!" she yelled. Inside her helmet her eyes flickered around and focused on the right bunker. Jumping out of the trench and running around to try and get around it. Very much intending to make the inside a blender once she got inside the entrance.

Fails to shake off the wounds
[_3d6]=(1+1+2)=4

Changes her simple action into run to double her speed and try to duck around the right bunker and get out of line of sight of the left one.
 
Its already defiled! She thought back in protest, God Emperor knows, the cultists filling the chapel up probably had defaced everything inside by now. Hell if anything crushing the doorway would stop the cultists inside from pouring out and causing them more problems! Right? Right! She should think of this as His divine providence!

That said the only way on was forward so she continued to run along the trench until she got behind the bunker and ran up the space between the back of the bunker and the already defiled thank you very much! chapel.

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Run anna run!
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While everyone was running around for cover, it just left one member of the strike team out and exposed, though very much behind the cover of the trench. A trail of bolter rounds came tracing up to her and one struck her where the previous sniper round had struck. The explosive shell dug into the weakness and detonated and had the trooper staggering back as blood showered out from her chest. She trembled, faltered but did not fall. Yes she'd taken a direct hit and was bleeding, but her cracked armor took the brunt of the hit for her, leaving her alive for the moment.

Palace Guard 1 open up on Flagg as she's the only one besides the Scions they can really see right now.
Stormbolter: [_6d6]=(6+1+1+3+3+6)=20 4 vs Defense 5, miss
Going to spend a Ruin point to not waste that crit(and it generates a ruin anyway)
[_4d6]=(1+6+6+4)=17 becomes 9 vs Defense 5, so can shift 2 into Extra Damage here
10 + [_3d6]=(2+5+4)=11 = 13 Damage and a crit of
[_2d6]=(6+2)=8 Unspeakable Carnage, adding [1d3]=1 +3 = 4 Mortal Wounds

Determination vs the 4 regular wounds.
[_4d6]=(4+6+2+5)=17 She'll choose to convert 2 of those into Shock so she is not Exhausted Misremembered rules here, she'll have to take all the Shock, you can just choose to roll or not roll in the first place. So she'll convert into shock and be Exhausted.

Hellguns: [_9d6]=(6+2+5+1+1+1+3+4+2)=25 4 vs 5, miss(As mean as I could be here, going to save the Ruin for later)

Talshi
Glory: 5
Ruin: 4
Palace Guard 2
Flagg
Scions
Khanzhar
Anna
Palace Guard 1
Talshi
 
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