RolePlay onLine RPoL Logo

, welcome to Necromunda - Gang Wars

01:58, 20th April 2024 (GMT+0)

[Week 01] The Haunted Mines - COMPLETE.

Posted by The ArbiterFor group 0
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.

Sign In