<GM> Just to recap: East: Khereph fires one half-attack into the remaining 1 Nid outside and 1 half-attack into those sticking out at hole. Rollo attacks the sticking out Nids at the hole. Or if Khereph manages to kill all Nids he will stick his flamer in the hole and incinerate the hallway. West: Maverick casts Smite upon the 2 Nids out of the hole. Zacharias throws a grenade on the same 2 Nids. Main-Terminal: Caius keeps helpinng the Magos with Data-Extraction. (Let's hope winrar doesn't crash on us! ) Execution comes soon.
Main Terminal: Caius worked the hardest he could under the pressure. 25 required, rolled a 82. Despite the 6 degrees of failure, the Magos intervention and safety measurements allows the system to continue the data extraction. 4 turns required until completion. East: Khereph opened two attacks upon the Tyranids. The first that already had jumped through the hole and was barely alive... But a bolt projectile made to it's right thigh, detonating violently and ripping the heavily wounded Hormagaunt apart. In an instant the Bolter was aimed at the nearby Hormagaunts, only one of two shots succeeding. It went straight for the head of the most eager gaunt, but it was so quick that it flew straight through it without a killing blow and exploded at the side of the back, pushing the creature out of it's hole just before Rollo opened fire. He roasted two of the three Hormagaunts, the Promethium devouring their bodies. But the next bunch of Hormagaunts already made for the hole once more... The last remaining but wounded Hormagaunt decided to make an All Out Attack against Rollo. The Talon connected with the chest of Rollo, but it only caused a long scratch, nothing that would harm the Space Wolf within or perhaps even intimidate him. <GM - East> Khereph shot #1 - Full burst. +20 on test; +60 from Ballistic skill; -10 for size of Hormagaunt; +10 for short range & clear sight => Needs 60 or lower to succeed; 3 shots: 68. 10, 23. 2 Successful hits. Location #1: 71 => Right Leg. Damage: 2d10 + 5 => 10+5+5 => 20 (despite armor and toughness, this one died very, very, very much) Hormagaunts in hole: Location: 6 => Head; Damage: 2d10 + 5 => 2+5+5 => 12 - 6 (3 from T; 3 from Armor) => -6 wounds => 3 wounds left Rollo shot against 3 Tyranids in the hole: 1/2 turn for attack, 1/2 turn for moving right in front of the hole (after Kherephs attack; this also will block Khereph for future attempts to shoot) Hormagaunts agility test to evade being hit: Agility of 55; but being stuck in a hole -20 and the short range of the flames make it more difficult too -10; need to roll 25 or less to evade flames. 83; 96; 11. 1 Hormagaunt evades the flames. 2d10+6 => 3+6+6 => 15 damage; 6+1+6 => 13 damage. Hormagaunt attacking Rollo: All Out Attack +20; +45 WS; 60 or lower is required for hitting. 8. Rollo tries to evade. 38 or lower required. 47. Not evaded. 1d10+5 damage. => 3+5 => 8; Location test: 51 => Armor; Power Armor easily withstands. Rollo and Hormagaunt are now bound in melee. Rollos Torso has 2 AP left. West: Maverick unleashed his smite... And brought demise straight up to the two Hormagaunts, killing their mind and body. Zacharias waited until it was time to unleash his grenade. But either mis-calculation or misfortune made his grenade go way astray and scorched nothing but the ground. At least it would reduce the incoming Tyranids from 3 to 2 per bout. But his failed deed allowed the three tyranids he prepared his grenade for to attack Maverick. They clawed at his arms and legs, damaging the left side of his armor horribly. Slowly but certain it seemed they would be overwhelmed... <GM - West> Mavericks Smite: 1/2 Turn: Focus Power Test (see if skill works): PR of 3 + WP bonus of 3 = 6; It's routine spell so +20. WP = 38 => 38+20+6 => 64 or lower required to manifest the power. 67. Due to very minor failure, you are still capable of manifesting the power, but must take a Psychic Phenomena roll.... 15 => Aura of Taint: All animals within 18 metres of the psyker become spooked and agitated. (but there are no animals around; so you can ignore this) Smite manifested! 1d10 x PR (Psychic Rating; which is 3) => 5 x 3 => 15; due to 2 hormagaunts being to each other, both are hit. (PR = meter radius it can affect); 15-6 (T&Armor) => 9 damage each. Both dead. Zacahrias grenade: Throwing grenades is handled as regular ballistic test. Your target is dead so I assume Zacharias waited until the three Nids jump out of the hole / timed his grenade so it would land when they land there. Ballistic Test: Short Range (+10); Half-Action Aim (+10); Standard Attack; 42 Ballistic => 60 max. => Rolled 82. Grenade falls to the north-east. 5 meters further than intended. 1d10+4 damage; The blast radius barely hits the last Hormagaunt... 1+4 = 5 damage; Hormagaunt absorbs damage, but rolls to evade the flame. Agility 55 => Rolled 55; succeeded to evade catch fire. Area is on fire for.... 5 turns. Because Tyranids don't want to catch fire; only 2 at once will jump out of the hole. The Three Hormagaunts received no damage and moved on to the Librarian. 3 hits (All Out Attack); 96-27-1; 2 hits. Maverick tries to evade. 42 Agility. 93 & 59; not evaded. 1d10+5 x2 => 9+5 => 14; 1+5 => 6; Locations: 28 & 94; Left Arm & Left Leg. Power Armor resisted 8 damage on the arm and 6 on the left leg Left Arm has 0 armor left; Left leg 2 armor left. Maverick is bound in melee with 3 Hormagaunts Enemies: East = Hormagaunt #1 - 3 wounds (melee with Rollo); Hormagaunt 2/3/4 - 9/9/9 (in hole) West = Hormagaunts 5/6/7 - 9/9/9 (melee with Maverick); 3 more in hole OOC: I just read now that one cannot take the same half action per turn, so I adapted it in your favor, sorry for not checking earlier!
<Colapse> Can I move while I'm in combat? Guess not (so Khereph can shoot) Also, can I now pull out my chainsword and fight with that, or do I have to fight with heavy flamer? And can I do something about the nidz coming out of the hole or I just have to tank all of them now?
<GM> Yes you can. Anyway you don't block them anymore. You only block the ones in the hole, apologies if that was not clear. And it takes you 1 entire action to put Heavy Flamer away and ready the chainsword. Well you could just decide to make half move to go away a bit and throw a grenade. Perhaps you are lucky and kill them all. ^^
<Colapse> So that would mean I would be unable to defend myself during one combat turn, while I pull out my chainsword? What do you propose? Perhaps I can go half move back and ignite them with my flamer?
<GM> I read upon it. Dropping weapons is a free action. So I suggest drop the Heavy Flamer, pull the chainsword and attack!
<Colapse> Ok, then I'll engage the nid and defend myself with a chainsword while dropping heavy flamer on the ground.
<Vulpas> Question can I use my staff as a weapon to fend of the nids by also channling psy power into it?