Hidden 9 yrs ago 9 yrs ago Post by SomeChap
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@Natsucooldude

I'll start

So, the turn.

Free Action: Comrade Order: Take Cover! - Comrade hunkers down and tries to not take a bullet for the EMPRAH.
puu.sh/ocfuw/ec732735f6.png
Half Action: Standard Attack: 1 Ranged attack at +10BS.
Needs 50 or less to hit.
Hits.

Half Action: Full Auto: 6 Ripper Shots at -10BS.
puu.sh/ocfC6/b2f53a8dfb.png
Needs 30 or less to hit.
3 Hits.

4 Hits in total.

Rolling four damage dice: 1d10+8
puu.sh/ocfMW/b126f858bd.png
9 - 10 - 10 - 10

18 Dmg
18 Dmg
18 Dmg
17 Dmg

Hidden 9 yrs ago Post by Moonman
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@Natsucooldude

Since it seems I'm next in the initiative order, here's my turn.

Comrade Order: Ranged Volley - Joins the Sergeant in firing off a volley of Lasgun shots, adding +5 to all Ballistic Skill Tests for the Turn.

Free Action: Lasgun Variable Setting (Overload) - Adds +2 Damage and +2 Pen to Damage Roll, but consumes four shots of ammunition and replaces Reliable with Unreliable.

Half Action: Aim - +10 to Next Attack Roll.

Half Action: Standard Attack - Attack roll at +10 BS

56 or lower to succeed.

For reference, that's a 28.

Passed, rolling damage.

13 Damage, Pen of 2.

Side-note: Assuming we're using the Range Rules, and that each square on the map is one metre, most of our guns should be benefiting from the Short Range rule (+10 to hit if the distance to the target is equal to or less than half the weapon's range). Granted, this means the same bonus would apply to the Orkz. Take that as you will.
Hidden 9 yrs ago Post by Natsucooldude
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Alright, so the orkz all rolled a frankly terrible initiative roll... anyone with initiative higher than 8 resolve your turn.
Hidden 9 yrs ago Post by SomeChap
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Pretty sure that means @Eisenhorn will be up next then.

That is to say, Elfen left.
Maxx wont be here until Monday.
Hidden 9 yrs ago Post by Eisenhorn
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Well, rolled Initiative 7, so the Orks are going to resolve before my psyker will.
Hidden 9 yrs ago Post by SomeChap
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Oh my. I do guess it's time for the four mangled up orkz then.
Hidden 9 yrs ago Post by Natsucooldude
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psyker is go! Tear them to pieces with your mind!
Hidden 9 yrs ago Post by Eisenhorn
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Awesome, I'll have a post up in a couple hours, after work is done. Don't have time to write up one proper at the moment.
Hidden 9 yrs ago Post by Eisenhorn
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Alright, so made the Smite roll earlier (imgur.com/mrh7N4U for reference, reversing that roll for the purpose of hit location, torso in this case), didn't roll for damage yet. So, Smite is a 1d10 + Psy Rating (2, in this case) at Pen 4 and adds a bolt ever other degree of success. So, in this case, two bolts heading right for the Ork that was rude enough to be lobbing stikk bombs. Damage rolls were as follows.

imgur.com/vgdnoPq

10
12

Alrighty, posted the IC post finally.
Hidden 9 yrs ago Post by SomeChap
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@Natsucooldude So how many orks are left over?
Hidden 9 yrs ago Post by Natsucooldude
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@SomeChap More than you probably expected.

Alright people, new round, new initiative.
Hidden 9 yrs ago Post by Eisenhorn
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Done and done, new initiative roll.

imgur.com/STtO4fn
Hidden 9 yrs ago Post by Moonman
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Hidden 9 yrs ago Post by SomeChap
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Hidden 9 yrs ago Post by MaxxRocker
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Alright guys so sorry about the time delays I'm back and ready to go.

puu.sh/ogLws/bdbc404df7.png

So that's a 10+3 (or plus 4 including combat formation?) making it 13 or 14.
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@MaxxRocker @Eisenhorn

So, since we all managed to roll 13's (or 14's) who wants to go first? Probably easier than rolling.
Hidden 9 yrs ago Post by Natsucooldude
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Adding right now that you can still target the 'hiding' orks. It's just a -10 modifier cause thye bleive dey's hidden right now.
Hidden 9 yrs ago Post by Eisenhorn
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@SomeChap @MaxxRocker Either of you can go first, considering I posted right before Natsu did.
Hidden 9 yrs ago Post by MaxxRocker
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MaxxRocker I don't like my coffee shaking.

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I'll let the big guy go and then follow up I'm reading up and catching up. I want to make sure my post covers the gap of missing a post and keeps up the pace.
Hidden 9 yrs ago Post by SomeChap
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Alright so.

Free Actions:
Volley Fire!
Volley Fire!
- Both to be in time with my own shooting.

Half Action:
Full Auto Burst
puu.sh/oi1tv/f3411f9a2a.png
5 Hits

Half Action: Full Auto Burst
puu.sh/oi1u7/cb006ccda0.png
5 Hits

Damage:
10 Ripper Shotgun hits at 1d10+8
puu.sh/oi1HZ/f79fd111a4.png

16
18
12
17
12
16
14
15
14
17
= 151 Damage
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