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22:50, 10th May 2024 (GMT+0)

[Week 01] The Haunted Mines - COMPLETE.

Posted by The ArbiterFor group 0
The Arbiter
GM, 66 posts
Live, Die, Repeat
Mon 19 Apr 2021
at 20:50
  • msg #1

[Week 01] The Haunted Mines

It had been almost a month since the Rock's Rovers had gotten rocked by the massive gang war, being one of many that got shattered on the fields of battle. Grimm had escaped with a few close allies and their journey through the underhive had picked them up a few new recruits eager to prove themselves.

Their journey had ended in Sector LXIV, aka "Echerine's Folly". Nobody know who Echerine was or what their grand mistake was but the name had stuck and that is what the locals had called it.

Grimm and his fellow Orlocks had found a nice quiet dome to set up their camp in and began the fortification process. They cleared out minor predators, reinforced sturcturally weak segments, filled in a few holes and by the end of the month they not only had a fortified camp but had attracted the interest of a few locals. Apparently with the withdrawal of the Enforcers a couple years ago the resulting power vacuum had shattered many established settlements and there were lots of roaming civilians looking for safe harbor. A group of well armed and fortified Orlocks were as good a defense as any so over time a new settlement was born, one dubbed Goetlingun.

Now that their camp was established it was time to set out and secure resources. Goetlingun was near a large breach in the dome wall. It had once been a transportation line but that had long since fallen apart and now it let the Orlocks out into the Badzones surrounding LXIV without having to go through the main toll road. Right outside the Wall was a dried up slag sea. It had likely once been huge but miners over the centuries had slowly chipped away at it, creating a mining network that ran several layers below. Nobody understood the importance of mining more than the House of Iron so Grimm gathered his men and made his way to the mines.




It looked too good to be true. The doors were open and there were no signs of intruders or squatters or rivals. He had almost almost let his guard down when suddenly the lighting shifted from normal yellow to emergency red as doors all across the complex began slamming shut trapping the Orlocks into the mines and blocking several straight routes deeper into the complex. A speaker garbled to life next to Grimm.

"Welcome to your DOOOOM! The Blood God will soon be feasting on your guts as you beg for mercy!"

It was so cheesy that if it wasn't for the ominous chanting going on in the background Grimm might have taken it for a practical joke. The distant sounds of footsteps running and autogun clips being loaded however were all too real.

OOC: You have priority. I just need to update the map with your deployment. Don't forget to pick tactics cards.

Enemy Gang List: https://yaktribe.games/underhi...ne_squatters.176934/





Result Tracker:
Little Kate = Out of Action
Yorrick = Out of Action
Ashlet = 1xp for killing an enemy (Marjinx)
Fred = 2xp for killing 2 enemies (Squint, Four Fingers)
Grimm = 2xp for killing 2 enemies (Blister, Chaos Spawn)

This message was last edited by the GM at 02:30, Thu 29 Apr 2021.
Grimm Abacus
Orlock, 16 posts
Grimm's Ferric Heads
Lawful
Mon 19 Apr 2021
at 22:54
  • msg #2

[Week 01] The Haunted Mines

Tactics :
Down but Not Out
Lucky Find
Hive Tremors




Activate Yorrick
Double Action : Charge to AH11 (facing west, if we are keeping track)
The Arbiter
GM, 68 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 13:00
  • msg #3

[Week 01] The Haunted Mines

Footsteps in the dark.

OOC: Due to the set up feel free to take the entire rest of your first turn movement at once. I can always interrupt if someone gets LOS and we can take it from there but due to the size of the map it is likely a turn or two of movement before LOS is established.
Grimm Abacus
Orlock, 17 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 13:42
  • msg #4

[Week 01] The Haunted Mines

Yorrick signals that the way forward is clear, and the rest of the gang springs forward, intent on surprising the enemy before it can muster a coordinated response.




Activate Ashlet, use jump booster in safe mode -> Movement increases from 6->9"
Double Action: Charge to AD11, facing North
Grimm Abacus rolled 2 using 1d3 with rolls of 2.  Extra charge movement Ashley.
Total movement 2x9 + 2 = 20"


Activate Grimm
Charge to AH7, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Grimm.


Activate Hans
Charge to AJ8, facing North
Grimm Abacus rolled 1 using 1d3 with rolls of 1.  Extra charge movement Hans.


Activate Fred
Charge to AG7, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Fred.


Activate Greta
Charge to AI8, facing North
Grimm Abacus rolled 1 using 1d3 with rolls of 1.  Extra charge movement Greta.


Activate Little Kate
Charge to AG9, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Fred.


Activate Iron Henry
Charge to AI6, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Iron Henry.


Activate Yorricka
Charge to AG14, facing North
Grimm Abacus rolled 2 using 1d3 with rolls of 2.  Extra charge movement Yorricka.
The Arbiter
GM, 69 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 14:57
  • msg #5

[Week 01] The Haunted Mines

Ashlet is far enough forward that she can start to pinpoint where the enemy is moving to.

OOC: New round. Close enough to reveal enemy positions as you'll likely be able to start seeing and shooting them with this round of movement.
Grimm Abacus
Orlock, 18 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 15:25
  • msg #6

[Week 01] The Haunted Mines

I was thinking Yorricka might already be able to see (and shoot at) some of them, but that little spur in T11-12 does seem to still cover them. For now...

Roll for priority ?
Grimm Abacus rolled 5 using 1d6 with rolls of 5.  Priority.

Oh, and do we go back to moving one figurine at a time ?
The Arbiter
GM, 70 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 15:31
  • msg #7

[Week 01] The Haunted Mines

Yes the spur provides them cover. Yes we're going back to standard activations one at a time. You have priority.
Grimm Abacus
Orlock, 19 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 15:41
  • msg #8

[Week 01] The Haunted Mines

Activate Grimm
Move to AD7
Access Door Terminal
Grimm Abacus rolled 8 using 2d6-2 with rolls of 4,6.  Grimm Access Terminal (Int)
Success ! Door at AC5-6 should now be open !
The Arbiter
GM, 71 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 18:46
  • msg #9

[Week 01] The Haunted Mines

The door rises swiftly showering Grimm with dust. On the other side he catches sight of two figures running. Suddenly one cuts over and dives behind the cover of some stairs leading up to a ledge.

There is the rattle of autogun fire as the figure takes some shots at Grimm.


Tadon activates
Move (Simple) -> S2 (full cover)
Shoot (Basic) @ Grimm
-When there is a question about LOS (You would have positioned Grimm to be as far to the side as possible) then roll a 1d2 and call it.


13:45, Today: The Arbiter rolled 2 using 1d2 with rolls of 2.  roll for LOS, 1= visible 2= not visible.

13:46, Today: The Arbiter rolled 4 using 1d6 with rolls of 4.  ammo check, 1=Out.


The autogun fire plinks harmlessly off the wall next to Grimm.
This message was last edited by the GM at 18:47, Tue 20 Apr 2021.
Grimm Abacus
Orlock, 20 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 20:01
  • msg #10

[Week 01] The Haunted Mines

I feel the wall in X4 would have been even more of a problem for Tadon than how much cover Grimm has. Also, Grimm has Iron Stare, I should have reminded you. Anyway, it's a miss, I'll happily take it :)




Fred and Iron Henry move together, unleashing a hail of bullets down the corridor toward the other side. What or who they were hoping to hit is not clear.




Activate Fred, Group Activation: Iron Henry
Fred:
  1. Move (Simple) to AC5
  2. Shoot (Basic) @ Squint


I make it as long distance and partial cover ? Oh, and Tadon is harder to hit and probably not even in sight.
Grimm Abacus rolled 2 using 1d6-1 with rolls of 3.  Fred (AC5) shoots at Tarquin (partial cover). I meant Squint !
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Firepower die.
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Ammo Check.

Fred's Boltgun is Out of Ammo

Iron Henry:
Move (Simple) to AD6
Shoot (Basic) @ Squint

Long Distance and partial cover.
Grimm Abacus rolled 3 using 1d6-1 with rolls of 4.  Iron Henry (AD6) Shoots at Squint (partial cover).
Grimm Abacus rolled 4 using 1d6-1 with rolls of 5.  Firepower Die.
Grimm Abacus rolled 6 using 1d6 with rolls of 6.  Stray shot, oh dear I forgot about them when I started firing. But it's a miss

The Arbiter
GM, 72 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 00:13
  • msg #11

[Week 01] The Haunted Mines

Yeah it was iffy so I rolled. Even if it was hittable I would have given Grimm full cover from all the angles. Just like in tabletop you declare the shot and then you can see if it is feasible. Here you can take the shot, see if it even hits and if it does we can work backwards whether it was feasible or not. A miss makes it really easy to decide :)


Squint flinches as the distinctive *crack* of the bolter opens up. The rock and rusted steel around him starts exploding and he double times it into cover.

"They're over here!"

x2 Move (Simple) to W8
Grimm Abacus
Orlock, 21 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 00:53
  • msg #12

[Week 01] The Haunted Mines

Why is Fred out ? Oh, out of ammo, not out of action, right. No problem, I have a Lucky Find card to play next turn :)

Activate Greta
Double Move to AD3
The Arbiter
GM, 73 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 03:18
  • msg #13

[Week 01] The Haunted Mines

One of the hive scum shuffles over, drawn by the calls for reinforcements.

Blister activates
x2 Move (Simple) to R6 (behind door, next to terminal).

Grimm Abacus
Orlock, 22 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 03:29
  • msg #14

[Week 01] The Haunted Mines

Hans moves to support his comrades... while staying behind cover.

Hans activates
Move to AG5

The Arbiter
GM, 74 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 11:45
  • msg #15

[Week 01] The Haunted Mines

It seems like the battle lines have been chosen as Four Fingers runs up next to Blister.

x2 Move (Simple) -> R5

I would say because of that little lip on R4 he is fully out of LOS of anyone down the tunnel.

Grimm Abacus
Orlock, 23 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 11:50
  • msg #16

[Week 01] The Haunted Mines

The last map is missing half of my crew ? Including those I haven't moved yet.
The Arbiter
GM, 75 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 13:07
  • msg #17

[Week 01] The Haunted Mines

That's...bad. When I export the map it just randomly removed a bunch of fighters and objects (doors, terminals etc.) and it was a struggle to get it to work properly. I wonder if it is because all the icons are getting closer together?

I've never had this problem before but there is an update available so hopefully that fixes it.

Grimm Abacus
Orlock, 24 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 13:16
  • msg #18

[Week 01] The Haunted Mines

Well, it also likes to crop the bottom, although that only happened after I had moved up. Might be a size issue ?

Yorrick : double move to Z12
The Arbiter
GM, 76 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 13:28
  • msg #19

[Week 01] The Haunted Mines

Yorrick is moving up on the bridge when suddenly a cultist comes charging across the narrow stone archway, opening fire the whole time with her Autogun.


Move (Simple) -> R13
Shoot (Basic) @ Yorrick - Distance is 8.5" -> 4+ to hit -> Miss!


Bullets spray all around Yorrick but miraculously nothing lands.
Grimm Abacus
Orlock, 25 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 14:20
  • msg #20

[Week 01] The Haunted Mines

No new map ? never mind, I have a good imagination, and this is simple.

Yorricka moves to AH13, shoots at the cultist in R13

Move (Simple) -> AH13
Shoot (Basic) @ R13 - Distance is 16", full cover from U13 -> 6+ to hit

Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Yorricka shoots R13, 6+.
Grimm Abacus rolled 3 using 1d6 with rolls of 3.  firepower die, 1 out.


Yes, it was a long shot (though not improbable), but if you don't try you won't succeed :)
Besides, I am really marking time and letting the bad guys reveal themselves
The Arbiter
GM, 77 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 14:50
  • msg #21

[Week 01] The Haunted Mines

It seems this is the extent of the first wave as there are no more signs of cultists. There doesn't appear to be any sign of the cultist leader however and the strange chanting is still going on throughout the speakers filling the air.

You're up. Feel free to activate the rest of your gang as you have a #s advantage over the cultists.
Grimm Abacus
Orlock, 26 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 15:26
  • msg #22

[Week 01] The Haunted Mines

Little Kate (AG9)

Double Move to Z13




And the best for last: with a mighty roar that can be heard over her jump pack, Ashlet charges, jumps over a few crates in her way, and tears a cultist to shreds with her chainsword.

Ashlet (AD12)
Activate jump pack, safe mode: Movement Characteristic -> 9"
Charge (Double) to S13 (distance 12" + 2" for going over U13, well below the charge distance)
Fight (Basic, free) against Marjinx (R13)
+1 to Hit and +1 to Strength for charging with a jump pack
+1 Attack for Dual Weapons (Bolt Pistol, Chainsword)
+1 Attack for charging

Grimm Abacus rolled 2 using 1d6 with rolls of 2.  Ashlet close combat bolt pistol 4+.
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Firepower die, 1=out.
Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Ammo check 6+.

Bolt Pistol Out of Ammo

Grimm Abacus rolled 3 using 1d6 with rolls of 3.  Ashlet Chainsword 1 3+. HIT !
Grimm Abacus rolled 3 using 1d6 with rolls of 3.  Ashlet Chainsword 2 3+. HIT again !
Grimm Abacus rolled 8 using 2d6 with rolls of 3,5.  Wound Rolls 3+,3+. 2 wounds !
Chainsword has an AP of -1, negating the 6+ save from Marjinx' hazard suit.
Marhinx loses her one wound
One injury die is rolled:
Grimm Abacus rolled 5 using 1d6 with rolls of 5.  Injury die. Serious Injury
*Grins*


Ashlet is now standing over the Prone and Seriously Injured Marjinx, so:
Coup de Grace (Simple, free) on Marjinx. Marjinx goes out of action.
Oh, and I believe that's one xp to Ashlet.
Grimm Abacus
Orlock, 27 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 17:40
  • msg #23

[Week 01] The Haunted Mines

Also, heads up, I'm planning on activating Hive Tremors at the beginning of next turn
The Arbiter
GM, 78 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 20:01
  • msg #24

[Week 01] The Haunted Mines

Marjinx is cut down but the chanting continues.




Round 3

A rumble starts to form. This is pretty typical for the Underhive but the tremors build and build before the entire ground is shaking. Chunks fall off the wall and half the fighters are thrown to the floor.


OOC: I rolled for the cultists.
Four Fingers, Tadon, Squint and Titaban all fall prone.

Make your D3 roll for loot caskets and place them. Your D3 roll for ductways and place them. Your D6 roll INIT roll for all your fighters.

Yorrick, Yorricka, and Ashlet are in danger of falling. First see if they fall from the quake. Then if they fail roll 1D2 (call it high or low) to see if they're within 1/2" of the side or not. Finally if they are roll your INIT check again. The reasoning for the 1D2 is there are safe squares so it is possible they could have been positioned to not be right next to an edge but I use the 1D2 to answer any questions like that.

Grimm Abacus
Orlock, 28 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 21:07
  • msg #25

[Week 01] The Haunted Mines

Ok, first, Little Kate is in Z13, not Z6. Which puts her at risk of falling too,  so I'll roll for her (Hive Tremors might not have been so smart after all :()

Grimm Abacus rolled 19 using 8d6 with rolls of 2,1,3,2,3,3,2,3.  Init Checks: Grimm's Ferric Heads in order, skipping Ashlet. 4+.

Wow, I managed to fail 8 50/50 rolls in a row !

Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Ashley Init 3+.

So everyone except Ashlet is prone

Grimm Abacus rolled 4 using 3d2 with rolls of 1,2,1.  Danger Rolls Little Kate, Yorrick, Yorricka. 2 is Safe.

Little Kate and Yorricka in danger of falling

Grimm Abacus rolled 5 using 2d6 with rolls of 1,4.  Little Kate, Yorricka, Init 4+: falling down.

Little Kate falls. :/
Grimm Abacus
Orlock, 29 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 21:14
  • msg #26

[Week 01] The Haunted Mines

Loot caskets D4, M10, M14
Ductways ... map doesn't really have that many thin walls ... C5-C6 and D8-D9, horizontally ?
The Arbiter
GM, 79 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 21:32
  • msg #27

[Week 01] The Haunted Mines

Ouch! Upside is loot crates!

The hive tremors subside. As everyone picks themselves up Titaban rushes forward for protection alongside her hive scummer mercenaries.

Stand Up, Move -> O5
Grimm Abacus
Orlock, 31 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 21:49
  • msg #28

[Week 01] The Haunted Mines

Upside is Tadon can't lob a Blasting Charge on my tightly packed group of fighters and Squint can't charge them. If I hadn't forgotten about the risk of falling down, this result would be just fine. Not perfect, but fine :)




Group Activation: Grimm, Fred, Iron Henry
Iron Henry : Stand Up, Move -> AD11
Grimm: Stand Up, Move -> AD8
Fred: Stand Up, Move -> AD7
The Arbiter
GM, 81 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 21:56
  • msg #29

[Week 01] The Haunted Mines

Yeah you probably would have been rocked next turn. Plus loot crates!

Taldon scrambles to his feet and moves up.

Stand up & move -> W4. Should be full cover for any shots down the hallway.
Grimm Abacus
Orlock, 32 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 22:02
  • msg #30

[Week 01] The Haunted Mines

Yorrick picks himself up and moves forward:

Stand up and Move to V12

What's the arrow symbol on V11 ?

The Arbiter
GM, 82 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 00:33
  • msg #31

[Week 01] The Haunted Mines

It's nothing. An artifact of forcing facing arrows on the tokens. Do you mind at all making this public? Might help the others to get a feel for how the game will go.

Four Fingers picks himself up and ducks around the corner.

Stand Up & Move -> T7
Grimm Abacus
Orlock, 33 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 00:39
  • msg #32

[Week 01] The Haunted Mines

I have no problem with you making this public.
Map hasn't updated, but I don't need it for this move:


Yorricka stands, and moves toward the battle.

Stand Up & Move -> AF10

The Arbiter
GM, 83 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 00:45
  • msg #33

[Week 01] The Haunted Mines

LOL you're posting too fast. I'll update the map first and then make the post from now on.

Blister hauls himself up and cuts along the side trying to get as much cover as possible as he moves up to support Tadon.

Stand & Move -> U3
Grimm Abacus
Orlock, 34 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 00:59
  • msg #34

[Week 01] The Haunted Mines

Greta Stands up and stays where she is.
The Arbiter
GM, 84 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 02:21
  • msg #35

[Week 01] The Haunted Mines

Squint steps up and then slides on over near the terminal...
Grimm Abacus
Orlock, 35 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 10:17
  • msg #36

[Week 01] The Haunted Mines

Hans stands up and stays right where he is.
The Arbiter
GM, 86 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 12:52
  • msg #37

[Week 01] The Haunted Mines

From deeper in the complex is a horrible roar and the sound of metal being ripped apart.

Something unseen happens...
Grimm Abacus
Orlock, 36 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 13:19
  • msg #38

[Week 01] The Haunted Mines

Oh dear, already ?

Ashlet moves forward, and spotting a dusty box resting on fresh debris, apparently recently fallen from a crack above, opens it. Inside he finds some loose rounds of ammunition.

Activate Ashlet, Move to M13, Bypass Loot Casket
Grimm Abacus rolled 8 using 2d6 with rolls of 6,2.  Bypass Loot Casket 8+.
Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Contents of Loot Casket see p.122.
Ammo Cache ! Awesome, just what I needed ! Why, I just might make the ammo roll to reload next turn ! It seems like the dice roller likes Ashlet !

The Arbiter
GM, 88 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 16:59
  • msg #39

[Week 01] The Haunted Mines

Screaming unholy gibberish Tadon charges down the hallway seemingly oblivious to incoming fire in order to try and lob a blasting charge at Grimm and Fred.

Tadon
Move (Simple) -> AA5
Shot (Basic) -> Throw Grenade -> Targeting ~AD6 to catch Grimm, Fred, and Greta while juuust barely not hitting Tadon. Grenade bounces right back and explodes in his face...sigh


The charge clips the wall, drops right at Tadon's feet and blasts him right off the walkway and into the abyss below.
Grimm Abacus
Orlock, 38 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 18:18
  • msg #40

[Week 01] The Haunted Mines

I was considering buying blasting charges instead of frag grenades for my people, but suddenly I'm not so sure. That short range is a killer !

So, that was a new turn, let's dig into it.


Ashlet digs into the ammo crate, looking for bolt rounds that will fit his pistol. It takes him a little time, but he finally finds them and his bolt pistol is once more loaded.


Reload (Simple) x2
Grimm Abacus rolled 3 using 1d6 with rolls of 3.  Ammo check Ashley with Ammo Crate Bonus: 4+.
Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Ammo check Ashley with Ammo Crate Bonus: 4+, second try.

The Arbiter
GM, 91 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 19:01
  • msg #41

[Week 01] The Haunted Mines

While Ashlet is digging around for a fresh magazine of ammo Titaban steps back and launches a frag grenade in her direction.

Titaban
Move (Simple) -> L4
Shoot (Basic) -> 4+ -2 from full cover (lot of stuff in the way) = 6+ -> Scatters 1" north so still hits -> No wound


Ashlet dives for cover just in time. The force of the explosion actually knocks her back a bit but luckily she has solid rock walls on either side and isn't blasted into a catacomb.

End result: Ashlet is pinned in N13
Grimm Abacus
Orlock, 41 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 19:12
  • msg #42

[Week 01] The Haunted Mines

Oh, someone is... not getting charged next round because Ashlet is Prone. Oh well, it's coming anyway !

Fred spots something shiny at his feet. Several somethings, in fact. Picking them up, he realizes that they are rounds for his boltgun that must have fallen out of his pockets when he was knocked down. With the ease of long practice he immediately reload his boltgun, then takes a couple of steps back.

Play Lucky Find tactic ! Fred reloads automatically at the cost of one action.
Move to AD9

The Arbiter
GM, 92 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 20:46
  • msg #43

[Week 01] The Haunted Mines

Squint pounds away at the terminal but only gets red flashing warnings and angry sounding electronic warnings.

Access Terminal: Fail
Access Terminal: Fail

Grimm Abacus
Orlock, 43 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 21:18
  • msg #44

[Week 01] The Haunted Mines

Greta steps forward, and unleashes a blast of sharp pellets at the pistol-wielding scum.

Greta:
Move to AA5
Fire combat shotgun with shredder ammo (template)
Automatic hit on Four Finger, who is Prone and Pinned.
Grimm Abacus rolled 2 using 1d6 with rolls of 2.  Wound Roll Four Fingers 5+.
No wound.



Note to Self: the image could stand to be reduced to half-size next time
Grimm Abacus
Orlock, 45 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 21:27
  • msg #45

[Week 01] The Haunted Mines

Oh, I forgot the Firepower dice:
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Ammo roll Greta 4+. Firepower dice, ammo check required on 1
Grimm Abacus rolled 6 using 1d6 with rolls of 6.  Ammo roll Greta 4+.


Oh look ! I almost but not quite went out of ammo again ! I can't wait to get to the trading post and get some reliable lasguns for my people !
The Arbiter
GM, 95 posts
Live, Die, Repeat
Fri 23 Apr 2021
at 05:46
  • msg #46

[Week 01] The Haunted Mines

Four Fingers stands up and unloads with his twin pistols at Greta. She dives to the ground but only one bullet barely scrapes her opening a gash along her arm.

Stand Up
Shoot (Basic) x2 -> 4+ to hit -> Two hits -> 1 wound -> Flesh Wound!

Grimm Abacus
Orlock, 47 posts
Grimm's Ferric Heads
Lawful
Fri 23 Apr 2021
at 10:45
  • msg #47

[Week 01] The Haunted Mines

Looking at the dice, I think you forgot the -1 to Hit from Twin Guns Blazing, but it doesn't matter since the wound was made by the first hit, the one that was good enough anyway.

Little Henry runs forward.

Double Move to U13
The Arbiter
GM, 97 posts
Live, Die, Repeat
Fri 23 Apr 2021
at 17:16
  • msg #48

[Week 01] The Haunted Mines

There is another roar from deeper in the mines. Something is getting closer...

Hidden Fun Stuff happens.
Grimm Abacus
Orlock, 48 posts
Grimm's Ferric Heads
Lawful
Fri 23 Apr 2021
at 17:21
  • msg #49

[Week 01] The Haunted Mines

Yorrick follows Grimm's masterplan and hurries forward.

Double Move to N10
I can go from Q12 to P11, right ?

I may not make it to the ritual chamber in time, but at least I can get in position to shoot whatever comes out... oh, and Titaban. Titaban needs shooting, too.

The Arbiter
GM, 98 posts
Live, Die, Repeat
Fri 23 Apr 2021
at 18:29
  • msg #50

[Week 01] The Haunted Mines

Poor Greta caught in the open. Blister moves up and blasts down the corridor with scattershot.  At such short range he almost couldn't possibly miss. However because she is already lying down most of the shot goes over her although she still catches a few stray rounds but luckily for her she doesn't get anything more than a few scratces.

Blister activates
Move -> W4 juuust peeking out from around the corner to blast down the hallway. Probably good for -1 or -2 depending on the angle from return fire.

Shoot (Basic) -> BS 4+, roll of 2+2 (short range) = Hit! Scatter - D6 Wounds = 1 wound, Wounds on 3+ (she is -1 toughness due to flesh wound) -> FAIL, ARRRGH.

Grimm Abacus
Orlock, 49 posts
Grimm's Ferric Heads
Lawful
Fri 23 Apr 2021
at 18:36
  • msg #51

[Week 01] The Haunted Mines

Return Fire ? I have a better idea. How about return chainsword with a side order of plasma ? Next turn, anyway...

Grimm activates.
Double Move to Y5

The Arbiter
GM, 100 posts
Live, Die, Repeat
Fri 23 Apr 2021
at 20:27
  • msg #52

[Week 01] The Haunted Mines

More creepy chanting echoes out the comm boxes. Whatever that roaring sound was, it wasn't the cult leader...

Finish your two remaining activations
Grimm Abacus
Orlock, 53 posts
Grimm's Ferric Heads
Lawful
Fri 23 Apr 2021
at 20:30
  • msg #53

[Week 01] The Haunted Mines

Yorricka: double move to Y6
Hans: double move to AA6

Edit: Oh, and in case you go first, Grimm has Iron Stare:

quote:
Enemy fighters wishing to target this fighter with a ranged attack must first pass a Cool check if this fighter has a line of sight to that enemy fighter. In addition, this fighter never counts as the closest fighter for the purposes of Target Priority

This message was last edited by the player at 20:35, Fri 23 Apr 2021.
The Arbiter
GM, 101 posts
Live, Die, Repeat
Fri 23 Apr 2021
at 21:12
  • msg #54

[Week 01] The Haunted Mines

Grimm takes a gamble...and it pays off. His sudden charge catches the cultists by surprise giving him the chance to capitalize and charge into the breach...

Round 4
You have priority. Cultists rolled a '1' and because they had it last time you break ties. Fortune favors the brave this time, it seems...
Grimm Abacus
Orlock, 54 posts
Grimm's Ferric Heads
Lawful
Fri 23 Apr 2021
at 21:47
  • msg #55

[Week 01] The Haunted Mines

*grins*

Grimm barks a short order, and Hans and Yorricka follow him in bold charge !

Activate Grimm -> Group Activation: Grimm, Yorricka, Hans

Grimm charges the shotgun wielding idiot, and unleashes a fury of blows that part the air and a plasma shot straight to the wall behind.

Charge (Double) to W5
Fight (Basic, free)
+1 Attack from charge -> 3 Attacks, one with plasma pistol, two with chainsword

Grimm Abacus rolled 3 using 1d6 with rolls of 3.  Grimm plasma pistol ,low setting, close combat attack 3+. HIT !
Grimm Abacus rolled 4 using 2d6 with rolls of 2,2.  Grimm chainsword x2, 3+. MISS, MISS !
Grimm Abacus rolled 4 using 1d6 with rolls of 4.  plasma pistol firepower dice, 1=out.
Grimm Abacus rolled 2 using 1d6 with rolls of 2.  Plasma Pistol wound roll, Str 5, 3+. No wound





Yorricka steps forward and shoots the madman with the oversized axe. One bullet grazes him, the other hits but it appears to be a through and through

Move to W7 + Shoot Squint
Grimm Abacus rolled 6 using 1d6 with rolls of 6.  Yorricka Shoots, 3+.
Grimm Abacus rolled 5 using 1d6 with rolls of 5.  Autogun firepower die '1' = 1 Hit + Ammo check  '2-3' = 1 Hit '4-5' = 2 hits '6' = 3 hits.
Grimm Abacus rolled 11 using 2d6 with rolls of 6,5.  Wound rolls Squint 4+, 4+.
Grimm Abacus rolled 9 using 2d6 with rolls of 6,3.  Squint save rolls 5+,5+.
1 Wound goes through !
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Squint Injury Die '1-2' = Flesh Wound '3-5' = Serious Injury '6' = Out of Action.

Squint is Pinned and Prone and has one Flesh Wound




Hans goes straight ahead and shoots the gunslinger wannabe with his two cheap toys. The gunslinger goes down but miraculously escapes unscathed.

Move to V6 + Shoot Four Fingers (combat shotgun + salvo ammo)
Grimm Abacus rolled 6 using 1d6 with rolls of 6.  Hans shoots salvo 2+.
Oh, look, 6 is greater than Four Fingers' Strength and Knockback comes into action !
Oh, look, Four Fingers cannot move back because of the wall, the damage is increased by 1 instead, to 3 !
Grimm Abacus rolled 5 using 1d6 with rolls of 5.  shotung firepower die '1' = 1 Hit + Ammo check  '2-3' = 1 Hit '4-5' = 2 hits '6' = 3 hits.
Grimm Abacus rolled 4 using 2d6 with rolls of 1,3.  Wound roll x2, S4 vs T3, 3+.
1 Hit inflicts damage
Grimm Abacus rolled 6 using 1d6 with rolls of 6.  Four Fingers save 5+.
Or not. Four Fingers got lucky !

Four Fingers is Pinned and Prone
Grimm Abacus
Orlock, 55 posts
Grimm's Ferric Heads
Lawful
Fri 23 Apr 2021
at 21:51
  • msg #56

[Week 01] The Haunted Mines

Oh, I forgot: Blister gets to make a reaction attack on Grimm, with his fist. And if he hits, then he needs to roll again because Parry. I'll let you make it, please be gentle...

And I just realized, chainsword has a bonus to hit, those 2's were actually hits. :/
This message was last edited by the player at 21:55, Fri 23 Apr 2021.
The Arbiter
GM, 102 posts
Live, Die, Repeat
Fri 23 Apr 2021
at 23:36
  • msg #57

[Week 01] The Haunted Mines

I rolled for Grimm's wounds:
18:29, Today: The Arbiter rolled 3 using 2d6 with rolls of 1,2.  wound on 4+.

So karma really wanted to save Blister for some reason...


Four Fingers picks himself up out of the dirt and fires his twin pistols at Hans. One shot goes through but a single gunshot wound isn't going to take Hans down.

Stand up & Twin Guns Blazing -> 4+ to hit (4,3) --> 1 hit, 3+ to wound (5), Armor save 5+ (1), 1 wound.

Hans is prone & pinned.

Grimm Abacus
Orlock, 56 posts
Grimm's Ferric Heads
Lawful
Sat 24 Apr 2021
at 00:57
  • msg #58

[Week 01] The Haunted Mines

Don't forget the firepower rolls ! Those dum-dums are going to run out you know !

Yorrick moves as close as he can and fires at the grenade launching menace.

Move to N6 (via O7-8 if it matters) facing NW
Shoot at Titaban. Misses
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Yorrick autogun 3+.
Grimm Abacus rolled 5 using 1d6 with rolls of 5.  Yorrick firepower 1 out of ammo.

The Arbiter
GM, 103 posts
Live, Die, Repeat
Sat 24 Apr 2021
at 04:45
  • msg #59

[Week 01] The Haunted Mines

FYI rolled for reaction attack. Whiff...




Yorrick charges forward and finds that around the corner comes barreling a three headed monstrosity coming right for him!

Chaos Spawn, WOOO! But I rolled a lot of 1's on the statline. Poor WS and only 1 attack? Booooo!


The Chaos Spawn slams into Yorrick like a ton of bricks and yet Yorrick is able to fight it to a standstil.

OOC: Charge -> 1 hit (6,2) -> no wound (1). Roll your reaction and take your turn.
Grimm Abacus
Orlock, 57 posts
Grimm's Ferric Heads
Lawful
Sat 24 Apr 2021
at 10:48
  • msg #60

[Week 01] The Haunted Mines

Iron Henry runs to the sound of battle while Yorrick swings ineffectually at the monster.

Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Yorrick reaction attack 4+.

Iron Henry: Double Move to O9

This message was last edited by the player at 10:50, Sat 24 Apr 2021.
The Arbiter
GM, 106 posts
Live, Die, Repeat
Sat 24 Apr 2021
at 21:30
  • msg #61

[Week 01] The Haunted Mines

Grimm thought this cultist would be a simple pushover, someone to be gutted with a chainsword and blasted with plasma but what he didn't know was that Blister was a veteran mercenary hive scum who had survived dozens of skirmishes as a hired gun for the worst of the worst in the underhive. Genestealers, Corpse Grinders, Crazy Cultists, he had survived them all with his trusty shotugn.

That being said, he did realize he was overmatched in melee so he tried to retreat. Grimm cut him off so he popped Grim right in the face with the butt of his shotgun, stunning the Orlock leader and dazing him so that his follow up attacks all swung wide.

Holeee sheeeet. Did not expect Blister surviving but here we are.

Retreat (Basic) -> Fails Init check (2). Grim fails INIT check to reaction attack (1).
Fight (Basic) -> WS 4+ (4) -> Wound on 5+ (6) -> Armor Save 5+ (2) -> 1 Wound to Grimm
Grimm Reaction Attacks -> WS 3+ (6,6) -> Wound on 3+ (1,2) -> Firepower Check (2).

Grim takes a wound.

Grimm Abacus
Orlock, 58 posts
Grimm's Ferric Heads
Lawful
Sat 24 Apr 2021
at 22:57
  • msg #62

[Week 01] The Haunted Mines

Oh, we are so revisiting that fight next round !

Oh, and you left a ready marker on Iron Henry in O9, that might be confusing later.

Meanwhile, Ashlet stands up and moves forward.

Stand up, activate jump pack in safe mode (+3 Movement), and move to M7, claiming what cover there is to claim.
The Arbiter
GM, 107 posts
Live, Die, Repeat
Sun 25 Apr 2021
at 00:34
  • msg #63

[Week 01] The Haunted Mines

Squint picks up his axe and hauls himself up and over to what cover can be had as well.

Stand up & move -> T9, possible partial cover.

Grimm Abacus
Orlock, 59 posts
Grimm's Ferric Heads
Lawful
Sun 25 Apr 2021
at 00:37
  • msg #64

[Week 01] The Haunted Mines

Fred moves towards the action

Double Move to X6
The Arbiter
GM, 109 posts
Live, Die, Repeat
Sun 25 Apr 2021
at 01:34
  • msg #65

[Week 01] The Haunted Mines

Tatiban backsteps before launching a frag grenade right between Yorrick and Ashlet, hoping and praying she doesn't accidentally clip the chaos spawn and have it turn on her.


Move -> I1
Shoot (Basic) -> Frag -> Targeting M7 to hit Ashlet and Yorrick -> Miss! (2) -> Scatters 4" SE


The shot goes wide, bounces down the hallway and explodes right behind Yorrick but just far enough that neither he nor Ashlet take any shrapnel.

Tatiban gets worried when she reaches for her bandolier and doesn't find another grenade, but she quickly remembers that she had stored extras on her belt.
1 on the firepower die but 6 on the ammo check so she is good to go
Grimm Abacus
Orlock, 60 posts
Grimm's Ferric Heads
Lawful
Sun 25 Apr 2021
at 01:49
  • msg #66

[Week 01] The Haunted Mines

Greta stands up and moves forward.

Stand up and Move to W6
The Arbiter
GM, 111 posts
Live, Die, Repeat
Sun 25 Apr 2021
at 12:48
  • msg #67

[Week 01] The Haunted Mines

The chanting builds to a height and it feels like it is coming to a head...but then it dies back down again to a more "normal" warp-fueled psychotic chant for posession.

So close, got a 5 and 6.




Round 5
Cultists get priority (rolled a 6, you had priority last time...)

Squint grips his axe and comes charging in, gunning for Yorricka!

x2 Attacks at WS 4+ -> x2 Hits (5,5,) -> Wound on 3+ (S5 vs T3) -> (6,6) -> Injury Dice (2,1)

1 flesh wound, 1 serious injury

Grimm Abacus
Orlock, 61 posts
Grimm's Ferric Heads
Lawful
Sun 25 Apr 2021
at 13:52
  • msg #68

[Week 01] The Haunted Mines

I still had a Fred to move I think (just moving forward to join the fun)

Also, the current map got cropped very badly, if you could repost it ?

Oh, and I shouldn't remind you, but... Squint gets a free Coup de Grace if he wants it...
This message was last edited by the player at 13:55, Sun 25 Apr 2021.
The Arbiter
GM, 113 posts
Live, Die, Repeat
Sun 25 Apr 2021
at 14:37
  • msg #69

[Week 01] The Haunted Mines

Fred moved as part of Msg #64.

I fixed the map issue. Right now because of how crowded it is the map is getting too large to upload so I will have to crop it manually a bit until some people die off.

I believe I don't get a CDG because Squint and Hans are engaged in melee even though they're not facing one another.

Grimm Abacus
Orlock, 62 posts
Grimm's Ferric Heads
Lawful
Sun 25 Apr 2021
at 15:05
  • msg #70

[Week 01] The Haunted Mines

Oh, sorry, couldn't see the map so I forgot about Fred. And you're right about Squint, I didn't realize he'd charged to V7 rather than W8. Well then...

Group Actication: Grimm, Greta

Grimm does his best to kill Blister. his best is not nearly good enough.

Grimm Fight (Basic): 2 attacks
Grimm Abacus rolled 4.  Grimm Chainsword 2+.
Grimm Abacus rolled 5.  Grimm Plasma Pistol 3+.
Grimm Abacus rolled 5.  Plasma Pistol Firepower. No issue
Grimm Abacus rolled 3.  Grimm Chainsword Wound 4+.
Grimm Abacus rolled 1.  Grimm Plasma Pistol Wound 3+.

Blister is... fine ? And gets a reaction attack

Grimm Abacus rolled 6.  Blister reaction attack 4+. Grimm uses Parry
Grimm Abacus rolled 4.  Blister reaction attack 4+ second try.
Grimm Abacus rolled 2.  Blister Wound roll 4+.


That also goes nowhere.




Greta slips through the fighting, then turns to fire a shredding shot at Four Fingers. To her delight, this not only brings him down but leaves him bleeding on the floor.

Don't need him to get into melee too !
Greta W6->V5->U4->T4 I believe that she never gets within engagement range.
Fire template, automatic hit on Four fingers.
Grimm Abacus rolled 6.  Greta Firepower, 1=out of ammo.
Grimm Abacus rolled 3 using 1d6 with rolls of 3.  Scattershot.
Grimm Abacus rolled 5.  Greta Wound roll 5+. Oh ?
Grimm Abacus rolled 4,5.  Extra wound rolls scattershot 5+.
Grimm Abacus rolled 3.  Four Fingers save 5+.
Grimm Abacus rolled 2.  Four Finger save secound wound 5+.
Grimm Abacus rolled 5,5.  Four Finger Injury Rolls.


Four Fingers is seriously injured.
The Arbiter
GM, 119 posts
Live, Die, Repeat
Sun 25 Apr 2021
at 20:17
  • msg #71

[Week 01] The Haunted Mines

Titaban readies another frag grenade and tries to place it between Ashlet and Yorrick again. This time the grenade goes off wounding both members of the Orlocks.

Titban targets M7 -> BS 4+ (5) -> Wound 4+ (6,4) -> Injury Dice (2,4)
Yorrick and Ashlet are both Seriously Injured

No Knockback (1) on Ashlet

Grimm Abacus
Orlock, 66 posts
Grimm's Ferric Heads
Lawful
Sun 25 Apr 2021
at 20:48
  • msg #72

[Week 01] The Haunted Mines

Ouch ! I take back everything I said about rubber grenades !

Well then:
Group Activation: Hans, Yorricka

Yorricka stands up but does not attack.

Play Down But Not Out on Yorricka. Yorricka takes a Flesh Wound but becomes Standing and Engaged... and promptly does nothing (because she cannot afford a reaction attack).
A question here, the card says Standing and Active, but she is in base contact... so I assume she ends up engaged ? Otherwise I'd love to more her and have her fire at someone :)


Hans attacks Squint. His fist connects but does no damage.

Face Squint (free with activation)
2 unarmed attacks, +1 to hit for having Yorricka assist
Grimm Abacus rolled 6,3.  Hans attacks Squint, 3+.
Grimm Abacus rolled 3,2.  Wound 4+.
Right, nothing to see, take a lovely reaction attack
-1 for axe, -1 for assist from Yorricka
Grimm Abacus rolled 5.  Squint reaction 6+.
No second action

The Arbiter
GM, 123 posts
Live, Die, Repeat
Sun 25 Apr 2021
at 21:22
  • msg #73

[Week 01] The Haunted Mines

Even as Yorricka is standing up, Yorrick finds himself being chewed up and ravaged by the chaos spawn. Without anyone to help him the wounded ganger is quickly ripped apart.

Chaos Spawn activates and CDG's Yorrick. Alas poor Yorrick, he had such great promise!
Grimm Abacus
Orlock, 67 posts
Grimm's Ferric Heads
Lawful
Sun 25 Apr 2021
at 22:21
  • msg #74

[Week 01] The Haunted Mines

To save Yorrick or Yorricka, that was the question :/

Fred charges the axe-wielding madman, intent on removing him from the face of the ... I mean the bowels of the Hive. He feints right, knees Squint, and then delivers a powerful uppercut that knocks the scum out. Then he proceeds to apply the boot to the injured Four Fingers behind him.

Charge to U7
Fight Squint
+2 to hit from assists
+1 attack from charging
Grimm Abacus rolled 2,2,2.  Fred Attacks Squint x3 2+ -> 3 Hits
Grimm Abacus rolled 3,4,5.  Fred Wound rolls x3 4+ -> 2 Wounds
Grimm Abacus rolled 1,5.  Squint Save x2 5+ -> 1 Saved
Grimm Abacus rolled 6.  Injury roll Squint.

Squint goes out of action ! Yoohoo

Oh, and a free Coup de Grace on Four Fingers, since Fred is engaged with him and there are no standing fighters left. Four Fingers goes out of action !

The Arbiter
GM, 126 posts
Live, Die, Repeat
Sun 25 Apr 2021
at 23:19
  • msg #75

[Week 01] The Haunted Mines

Blister tries to pop Grimm in the face again. He almost gets a hit in but Grimm parries.

Blister activates
WS 4+ (6) -> Parry reroll (2) -> Miss!

Grimm Reaction: WS 3+ (6,6,2) -> Wound (1,2) No wound
Firepower check passed.

You can finish out your remaining activations.

Grimm Abacus
Orlock, 70 posts
Grimm's Ferric Heads
Lawful
Sun 25 Apr 2021
at 23:44
  • msg #76

[Week 01] The Haunted Mines

Ashlet crawls toward the safety of the tunnels.

Crawl (Double) to N9




Iron Henry moves forward and shoots the chaos spawn. He is quite happy to see that the ... thing ... appears to bleed.

Move to O7
Grimm Abacus rolled 5.  Iron Henry shoot chaos spawn 3+ -> Hit
Grimm Abacus rolled 5.  Firepower Die. -> 2 Hits
Grimm Abacus rolled 6,2.  Wound rolls x2 5+ -> 1 Wound
Chaos Spawn takes 1 wound and has one left


This is where a normal gang would bottle, but your chaos guys are immune you said :/
Also, recovery roll for Ashlet

Grimm Abacus rolled 5,5.  Ashlet recovery roll. (forgot to switch back to 1d6, using first result) -> still seriously injured.

Edit: oh, and
Grimm Abacus rolled 4.  Priority for next round.
This message was last edited by the player at 23:45, Sun 25 Apr 2021.
The Arbiter
GM, 132 posts
Live, Die, Repeat
Mon 26 Apr 2021
at 00:38
  • msg #77

[Week 01] The Haunted Mines

They aren't immune, they just get HTA. They rolled a 4 + 4 = 8 < 9 starting models Chaos gets a '5' for priority.

Round 6
The chanting stops, and it doesn't sound like it was because they were successful, but that the sound of gunfighting had gotten too close to the ritual chamber.

Bathia the cultist witch has entered vision.
Grimm Abacus
Orlock, 71 posts
Grimm's Ferric Heads
Lawful
Mon 26 Apr 2021
at 00:54
  • msg #78

[Week 01] The Haunted Mines

Greta moves and shoots the abomination, seriously injuring it.

Move to R5
Shoot - Salvo - range is short - +1 to hit
Grimm Abacus rolled 4.  Greta shoots 3+ -> Hit, no Knockback
Grimm Abacus rolled 3.  firepower dice -> 1 Hit
Grimm Abacus rolled 5.  Wound roll 5+ -> Wounded ! Second wound, injury
Grimm Abacus rolled 3.  Injury roll -> Serious Injury

The Arbiter
GM, 134 posts
Live, Die, Repeat
Mon 26 Apr 2021
at 03:09
  • msg #79

[Week 01] The Haunted Mines

If a spawn of the warp could be put down so easily, the Imperium would have eliminated Chaos from the galaxy millenia ago.

Chaos Spawn cannot be pinned and ignore flesh wounds and serious injury results.




Meanwhile the Cult Leader finally makes his appearance. He looks pissed at having his possession ritual interrupted!
Grimm Abacus
Orlock, 72 posts
Grimm's Ferric Heads
Lawful
Mon 26 Apr 2021
at 04:07
  • msg #80

[Week 01] The Haunted Mines

So I'm going to have to roll a 6 on an injury roll ? Likely after passing a 5+ wound roll unless I use Grimm's plasma pistol. That may... take a while.

Iron Henry takes his time, and aims another volley at the spawn.

Aim, Fire

Grimm Abacus rolled 4.  Iron Henry shoots spawn 2+ -> Hit
Grimm Abacus rolled 5.  Firepower die -> 2 Hits
Grimm Abacus rolled 3,2.  Wound rolls 5+ -> No wound

The Arbiter
GM, 139 posts
Live, Die, Repeat
Mon 26 Apr 2021
at 11:47
  • msg #81

[Week 01] The Haunted Mines

Yeah, that is kind of the point. From reading around online they are very susceptible to things like Blaze. Or just pouring on the fire and hoping something gets through. I'm looking into it further though.
<orange>

Titaban moves up and tries to fire a frag grenade at Greta....click...click...click.

<orange>She did fire, but the blast didn't wound so /shrug.

Grimm Abacus
Orlock, 74 posts
Grimm's Ferric Heads
Lawful
Mon 26 Apr 2021
at 14:14
  • msg #82

[Week 01] The Haunted Mines

Group Activation Hans, Fred

The two Orlock sergeants move together to lay on the hurt on the chaos spawn. Their accuracy is spot on, but the abomination just shrugs everything off.


Hans moves to S4
Fire shotgun-scattershot
Automatic hit, Shotgun savant applies
 rolled 4,6.  Hans scattershot with Shotgun Savant -> 6 wound rolls
 rolled 1,2,4,4,3,2.  Wound rolls 6+ -> no injury
 rolled 6.  Firepower die -> no issue

Fred moves to R4
Fire boltgun - short range
  rolled 5.  Fred shoots 2+ -> Hit
  rolled 6.  Firepower die -> 3 Hits !
  rolled 4,1,1.  Wound rolls 5+ -> no injury

Oh well, I tried !

The Arbiter
GM, 141 posts
Live, Die, Repeat
Mon 26 Apr 2021
at 18:26
  • msg #83

[Week 01] The Haunted Mines

If you swap Fred and Hans around you could probably clip Titaban with the scattershot as well...

Seeing lots of fresh meat the chaos spawn charges down into the Orlocks, slamming into Greta. Luckily its wild and flailing attacks are easily countered.

Charge -> WS 5+ +1 charge (2,1,2) -> Miss
Greta response -> WS 4+ (2) -> Miss

I am done, take the rest of your activations.

This message was last edited by the GM at 18:27, Mon 26 Apr 2021.
Grimm Abacus
Orlock, 75 posts
Grimm's Ferric Heads
Lawful
Mon 26 Apr 2021
at 18:49
  • msg #84

[Week 01] The Haunted Mines

The door in R6 seems to have gone wandering into P6. Bad door !

Ashlet crawls (O8). Grimm attacks Blister. Blister goes down ! Grimm casually finishes him before moving toward the next fight (S3). Yorricka runs to reinforce the flank (AD9).

Grimm
Fight (Basic)
 rolled 1.  Grimm Plasma Pistol 3+ -> Miss
 rolled 5.  Plamsa Pistol Firepower -> no issue
 rolled 6,4.  Chainsword x2 2+ -> 2 hit, first is rending (2 damage)
 rolled 5,1.  Blister Wounds x2 4+ -> 1 Wound, the first one
 rolled 1.  Blister save 6+ -> not saved
 rolled 4,5 -> Serious Injury
Coup de Grace (Free)
Move (Simple) to S3





End phase: recovery roll for Ashlet, with help from Iron Henry
rolled 2,5.  Ashlet recovery -> 2 -> Flesh Wound

Ashlet suffers a Flesh Wound and is Prone and Pinned




Priority for next round
 rolled 5.  Grimm Priority.

The Arbiter
GM, 145 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 16:00
  • msg #85

[Week 01] The Haunted Mines

You forgot to take a turn with Yorricka I think. Take it now.

Also cultists pass their bottle check but lose on priority so you're up again.

Grimm Abacus
Orlock, 77 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 16:06
  • msg #86

[Week 01] The Haunted Mines

It's in msg #85 but apparently got lost in the noise. Yorricka takes a double move to AD9.
Grimm Abacus
Orlock, 78 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 16:08
  • msg #87

[Week 01] The Haunted Mines

Also Ashlet crawled to O8.

Ok, I see what I did wrong. I was trying to be concise and you missed the less important info, I should have had a section for each person. My bad.
The Arbiter
GM, 147 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 18:53
  • msg #88

[Week 01] The Haunted Mines

Gotcha. Yeah going forward put each fighter in their own little section.
Grimm Abacus
Orlock, 80 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 19:22
  • msg #89

[Week 01] The Haunted Mines

Iron Henry shoots Titaban, but the bullets glance off his armor. Iron Henry then performs a tactical advance toward the rear.

Activate Iron Henry, Shoot (Basic)
The Chaos Spawn but it is engaged and therefore a more difficult target, so Iron henry is free to target Titaban instead.
 rolled 3.  Iron Henry shoots Titaban 3+ -> Hit
 rolled 4.  Firepower die. -> 2 Hits
 rolled 6,3.  Wound roll x2 4+ -> 1 Wound
 rolled 5.  Titaban save 5+ -> Saved :/
Titaban is Prone and Pinned. And out of Ammo.
Move (Simple) to O11, facing West





Just a reminder when you update the map that Ashlet is in O8 and Yorricka in AD9
The Arbiter
GM, 151 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 20:16
  • msg #90

[Week 01] The Haunted Mines

Bathia steps forward intending to use her warp abilities to put up a giant shield to protect the rest of the cult from incoming fire but the dark gods of chaos are angry at the ritual being interrupted. As she summons the the dark energies the warp twists out of her control, slamming her against the ground and causing a rush of warp to temporarily blind everyone.

When the dust settles there is nothing but a dark red stain on the ground.

LOL! Bathia steps up and tries to cast Dark Shield (1,1) -> Warp Peril. Ordinarily her familiar would let her reroll but A) this is funnier and B) generic gangs don't get the scales stacked against them -> Warp Peril (4) -> S6 D2 hit (2) -> Injury Die: (6) -> Out of Action.

Tatiban passes her never check though...

Grimm Abacus
Orlock, 82 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 21:30
  • msg #91

[Week 01] The Haunted Mines

Hey, I just lost a chance at 2 xp for taking her out ! On the other hand, getting a hit to stick with that familiar of hers... yes, I'll take the easy win. Plus, it IS hilarious.

Ashlet stands up, and takes a few steps back

Stand Up, Move to P9, face NW
In case you're wondering, I'm clearing my field of fire. Wouldn't want a stray shot to hit my own fighters, not after that whole Hive Tremors fiasco

The Arbiter
GM, 154 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 22:16
  • msg #92

[Week 01] The Haunted Mines

Tatiban steps up and frantically taps around for more grenades but she can't seem to find any more to launch.

Stands up but fails the ammo check
Grimm Abacus
Orlock, 83 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 22:45
  • msg #93

[Week 01] The Haunted Mines

New map ? But I don't need it for:

Fred aims carefully and shoots the chaos spawn again. His bolt hits the chaos spawn but has no apparent effect. His boltgun, however, refuses to cycle... jammed, out of ammunition, who knows ? Certainly not Fred.


Aim
Shoot chaos spawn
+1 short range, +1 aim, -1 chaos spawn engaged in melee -> 2+

 rolled 6.  Fred shoots chaos spawn 2+ -> hit
 rolled 1.  Firepower dice -> 1 Hit, Ammo check
 rolled 2.  Ammo check 6+ -> Out of Ammo
 rolled 1.  Wound roll 5+ -> no effect

The Arbiter
GM, 159 posts
Live, Die, Repeat
Wed 28 Apr 2021
at 15:29
  • msg #94

[Week 01] The Haunted Mines

FYI I have fiddled with states. Green circles now mean active (easier to see, the red dots were getting lost). Also things like Out of Ammo are smaller and easier for me to stack up.

Gorax the Chosen One steps forward. With his autopistol in one hand and his flail in the other he starts growling and pointing towards the melee as if directing his chaos spawn to drive through the heart of his enemies.
Grimm Abacus
Orlock, 85 posts
Grimm's Ferric Heads
Lawful
Wed 28 Apr 2021
at 15:39
  • msg #95

[Week 01] The Haunted Mines

Are you posting before updating the map again ? Or is Firefox failing me and not reloading from scratch even though I'm telling it to ?
The Arbiter
GM, 161 posts
Live, Die, Repeat
Wed 28 Apr 2021
at 18:21
  • msg #96

[Week 01] The Haunted Mines

Check it again. I see the updated map.
Grimm Abacus
Orlock, 86 posts
Grimm's Ferric Heads
Lawful
Wed 28 Apr 2021
at 19:22
  • msg #97

[Week 01] The Haunted Mines

No matter what I do, and I've even tried opening it with a different navigator I normally never use, I see the map as it stood after msg #90. Ashelt, Tatiban, Fred and Gorax haven't taken their turns on the map :/
The Arbiter
GM, 163 posts
Live, Die, Repeat
Wed 28 Apr 2021
at 21:41
  • msg #98

[Week 01] The Haunted Mines

fuck me I've been uploading the map to the wrong group. Check now.
Grimm Abacus
Orlock, 88 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 00:10
  • msg #99

[Week 01] The Haunted Mines

I have it ! Oh, those green circles are... green ! And the ammo symbol, at this size, well, I know what it is so no problem, but it has no definition left.

Well, only the chaos spawn left to activate on the other side, no reason for a group activation now.


Grimm charges the abomination - well, the more visually obvious abomination, because all cultists are abominations - and thumbs his plasma pistol on max power. The chaos spawn seems faintly tickled by the massive discharge. Maybe it does slow it down enough for Grimm's trusty chainsword to finally do its duty and cleave the abomination where it counts, for it collapse until the accompanying flurry of blows.

Activate Grimm
Charge to Q4, face East, Fight chaos spawn
2 attacks +1 dual weapons +1 charge -> 4 attacks, plasma pistol at max power + chainsword x3
+1 for assist, chainswords have built-in +1
 rolled 2.  Grimm attack chaos spawn plasma pistol max power 2+ -> Hit
 rolled 5 using 1d6 with rolls of 5.  Firepower dice, unstable -> no issue
*wipes brow*
 rolled 6,4,3.  chainsword attacks x3 1+ ?? -> 3 hits, first is rending
 rolled 1.  Plasma Pistol Wound 3+ -> max power and no wound, dammit.
 rolled 6,2,5.  Chainsword wound x3 5+ -> 2 go through, including the rending one
 -> 3 injury dice
 rolled 1,6,5.  Injury chaos spawn - I need a 6 ! -> YES ! A 6 -> Out of Action.
Chaos Spawn is gone !
Grimm gets... 1 xp ? Unless the chaos spawn is worth more xp, but it does not appear to be.

I'll wait for you to confirm I get to activate the rest of my fighters before going ahead

Oh, yes, and bottle test for you I think

The Arbiter
GM, 166 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 00:42
  • msg #100

[Week 01] The Haunted Mines

You did it! It's only worth 1xp though. Continue with the rest of your turn.
Grimm Abacus
Orlock, 90 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 02:01
  • msg #101

[Week 01] The Haunted Mines

Yorricka continues her run to reposition on the flank.
On the Home front, Greta and Hans both unleash devastating scattershot from their combat shotguns, leaving the remaining enemies bleeding on the floor.

Double Move to V12
Yes, running all the way around is better than trying to open a door, at least for a ganger. Plus, she has two flesh wounds so I want her out of harm's way.





With the chaos spawn down, Greta has the perfect shot lined up: all the remaining enemies right in front of her combat shotgun. She fires... but somehow the leader and his tiny abomination move out of the way. Greta could swear they moved before she did ! Still, the remaining goes to ground and appears to be hit though not seriously.

Greta Activates
Shoot -> combat shotgun, shredder ammo, using template
 rolled 4.  Greta firepower die -> no issue
 Gurak and Titaban are under the template, Gurak's familiar is half under (and the wall protects the other half even if I rotate the template).
 rolled 1 using 1d2.  Familiar counts as under the template ? 1=yes.
 rolled 10.  Omen of Fortune: Gurak avoids hit Will 6+. -> Gurak is not hit
 rolled 1.  Precognition Familiar dodge on 1-3. -> Familiar is not hit
 rolled 6.  Scattershot number of wounds rolls Titaban -> 6 Wounds rolls
 rolled 5,2,5,6,6,5.  Titaban wounds 5+ -> 5 go through
 rolled 5,5,6,6,1.  Save rolls mesh armour 5+ -> 4 are saved
The dice are mocking me again. Here, have 5 wounds ! Oh, wait, don't !
 rolled 1 using 1d6 with rolls of 1.  Injury die. -> Flesh Wound
Titaban is Prone and Pinned with a flesh wound, but Gurax and his familiar just saw it coming.
no second action for Greta



After Greta shoots, Hans steps to her side and unleashes a devastating salvo.

Do it again !
Hans activates
Move to R6
Fire shotgun with scattershot ammo
 Grimm Abacus rolled 2.  Hans firepower die -> no issue
I still can't get both the familiar and Titaban completely under the template, so the familiar might gets to maybe not be under.
 rolled 1.  Familiar under template ? 1=yes.
No Omen of Fortune for Gurax, one per turn only !
 rolled 5.  Precognition: familiar safe on 1-3 -> Not safe !
Gurax, the familiar, and Titaban are all hits. I'm going to roll so many wound rolls (and then so many saves).
 Scattershot dice, Hans Shotgun Savant skill applies ! roll 2d6, keep highest
 rolled 4 with rolls of 1,4.  Scattershot Titaban.
 rolled 6 with rolls of 2,6.  Scattershot Gurax.
 rolled 5 with rolls of 5,4.  Scattershot familiar.

 rolled 2,5,5,3.  Wound rolls Titaban 5+ 4+, flesh wound -> 2 wounds
 rolled 6,3.  save Titaban 5+ -> saved 1
 rolled 1.  Injury Titaban -> Flesh wound
Titaban is prone and pinned and has 2 flesh wounds

 rolled 3,2,6,2,5,6.  Wound Gurax 5+ -> 3 wounds
 rolled 3,6,4.  Save Gurax 5+ -> 1 save, 2 wounds
 rolled 3,4. -> Seriously Injured
Gurax is prone and seriously injured
 rolled 7 using 2d6 with rolls of 5,2.  Familiar Cool 5+ -> not broken
 rolled 6 using 2d6 with rolls of 1,5.  Titaban Nerve Test Cool 5+ -> not broken

 rolled 4,1,3,6,6.  Wound familiar 4+ -> 3 wounds
 rolled 1,4,3.  Save familiar 3+. -> 2 saves, 1 wound
 rolled 5.  Injury familiar -> Seriously Injured
Familiar is prone and seriously injured !
 rolled 4 using 2d6 with rolls of 3,1.  Nerve Check Titaban 7+. -> Titaban breaks !
Titaban must make a running for cover action. Since he is prone and pinned, he'll only move 3". I'll let you resolve it as he has several valid options, such as J3-L3 or L7-M7
 rolled 8 using 2d6 with rolls of 3,5.  Nerve check Gorux 7+ -> not broken


Titaban is prone and pinned and broken and has 2 flesh wounds and needs to make a run for cover action.
Familiar is prone and seriously injured
Gurax is prone and seriously injured


Thus ends my turn, leaving you to do bottle tests, recovery tests, and rallying tests.
The Arbiter
GM, 167 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 02:30
  • msg #102

[Week 01] The Haunted Mines

With the spawn killed and their psyker a blood stain the two remaining cultists bug out. The mines have been cleared although the taint of chaos might linger long after their departure.

Congrats, the mines are yours. Begin all of your post-battle work.
Grimm Abacus
Orlock, 92 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 03:11
  • msg #103

[Week 01] The Haunted Mines

Oh, I don't get a chance to finish up that demagogue :/ Oh well...

1 Wrap Up:
Little Kate Lasting Injury -> rolled 32 -> Into Recovery
Yorrick Lasting Injury -> rolled 26 -> Out Cold, no effect

Capture enemy fighter:  rolled 17 using 2d6+5 -> Marjinx, Squint, Four Fingers, Blister, Chaos Spawn (??) -> 5 !! -> Did I just capture the chaos spawn ? I don't want it !! Kill it dead ! Deader !

2 Injured Fighters Heal
No one started the battle in recovery

3 Territory
Gain #9 Mine Workings
Settlement does not generate any free juve  (rolled 3,3)

4 Receive Rewards
1d6x5 credit -> rolled 1 -> 5 credits
Too Pretty for Primus 2d6x5 credits -> rolled 3,5, not a double -> 8 -> 40 credits

5 Collect Income
1d6x10 for settlement, 1d6x10 for mine workings -> rolled 2+2 -> 40 credits

I'm going to pause here to think about what to do with the credits (85 in total), plus I have some questions.



Questions:

1) I rolled for capture and somehow ended up with the chaos spawn ?? Can I claim the bounty ? Do I have to wait for the cultists to have a chance to rescue it ? No one sane want to keep that thing captive !

2) For that matter, there is a bounty on any outlaw that suffers a memorable death, which would require you to check if any of the out of action outlaws actually died (but it's only a 1/36 chance)

3) Do I get the standard 1xp per fighter that took part and 1 xp for the leader for winning ? You didn't mention it in the scenario set up.

4) For that matter, is there a reputation gain for winning ?
This message was last edited by the player at 04:02, Thu 29 Apr 2021.
The Arbiter
GM, 168 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 15:29
  • msg #104

[Week 01] The Haunted Mines

1) You cannot capture the chaos spawn as part of its ruleset it never goes Out of Action, it is just "Restrained" or something. It doesn't count towards capturing but you rolled high enough anyway. Re-roll to figure out who is captured.

2) Nope no deaths.

3&4) Yes. The scenario is basically just a standard Stand-Off scenario so you can use that for figuring out rewards, xp, and rep.
Grimm Abacus
Orlock, 93 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 16:10
  • msg #105

[Week 01] The Haunted Mines

1 Wrap Up (Correction)
 Capture Enemy Fighter: 1 Marjinx, 2 Squint, 3 Four Fingers, 4 Blister -> 3 -> Four Fingers Captured !

4 Receive Rewards (Correction)
Credit reward for is 1d6x10, not 1d6x5, so that's 10, not 5
1 xp for each participating fighter, and 1 extra for the Leader for winning.
2 Reputation for winning, +1 for first battle against the Mine Squatters.

6 Post Battle Action
Grimm, Hans and Fred visit the trading post

7 Delete Dead or Retiring Fighters no action needed

8 Hire New Fighters and Hangers-On none

9 Sell Unwanted Equipment no action needed

10 Generate Trading Post Rarity Value
Savvy Trader applies
Rarity 2d6+5 -> 11, anything under Rare (11) goes

11 Purchase Equipment
Uphive Raiments 50 credits discounted to 30 credits with Savvy Trader Rare (10)
Mesh Armour x2 30 credits
Photon Flash Grenade 15 credits
Smoke Grenade 15 credits
90 credits spent, none left

12 Adjust Fighter Gear
Grimm gains Uphive Raiments
Fred and Ashlet gain Mesh Armour
Fred gains smoke grenade
Ashlet gains Photon Flash Grenade

13 Update Gang Rating & Wealth
Gang Rating 1110, Gang Wealth 1110

Gang has been updated on Yakhive
https://yaktribe.games/underhi...ferric_heads.176185/
This message was last edited by the player at 16:34, Fri 30 Apr 2021.
The Arbiter
GM, 169 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 18:58
  • msg #106

[Week 01] The Haunted Mines

Two corrections:

1) You do not get the bonus rep for facing a new gang because this isn't a gang. Not a proper one. You'll know when you fight a real gang to earn that rep.

2) You can sell Four Fingers immediately for 45cr. No need to wait. I don't know if that changes up your purchases or not.
Grimm Abacus
Orlock, 94 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 19:17
  • msg #107

[Week 01] The Haunted Mines

1) Noted, rep is corrected on my gang roster

2) If I sell him now, it means I take one of my champions off the trade action to sell him, that affects my rarity roll... which I've already made, and used. Better not go there, I'll just hang on to him for now and sell him after the next fight. It won't hurt to have some extra money if all goes well and I end up with new gangers to equip.
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