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Author Topic: Roll to WAAAAGH! A 40K RTD Turn 25: Home Is Where The War Is  (Read 54882 times)

Sensei

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #300 on: February 28, 2010, 11:22:13 pm »

See if I can't let some of the marines get on board before I ditch this party. And then ditch this party. If anyone shoots at me, do a barrel roll. (Press Z or R twice!)
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dragnar

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #301 on: February 28, 2010, 11:24:29 pm »

If anyone shoots at me, do a barrel roll. (Press Z or R twice!)
Because barrel rolls make everything better! Also, your name is now Fox.
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Wimdit

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #302 on: March 01, 2010, 01:59:42 am »

Hey, you're stealing my ride! If the Valkyrie takes off, I warp aboard.
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zchris13

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #303 on: March 01, 2010, 06:34:38 pm »

In my interpretation, a 1 then 6 would be an epic spell that was just too much, but was diffused. Unfortunately, would probably leave ya drained and barely able to fight. 1 then 5 would be perfect diffusion of the spell, and 1 then 1 would be what happened there.
The demon sommoning should probably occur on a 6 then 1.
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Akhier the Dragon hearted

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #304 on: March 02, 2010, 02:13:05 pm »

Unless you where trying to summon the daemon, then it probably be:
1: you die and daemon summoned then rampages
2: you die
3: you fail and are drained
4: minor daemon(like an imp) - roll for control
5: mid range daemon - roll for control
6: high range daemon - roll for control

minor control success 3-6
mid control success 4-6
high control success 5-6
6 = some kind of over control like it only does exactly what you tell it robot like or does the whole monkey fist type of thing with the "misinterpreting" of what you say.
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Luke_Prowler

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #305 on: March 02, 2010, 03:18:33 pm »

Actually. 6s don't get a second roll like 1s do. that's not to say something wouldn't have gone horribly wrong.
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Rolan7

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #306 on: March 03, 2010, 12:42:09 am »

Posting to follow this, and to get on the waiting list.  I can wait (:

Name: Talrook
Gender: Male
Faction: Kroot Mercenary
Starting skills: Shaper, Ranged Hunter.
Starting equipment: Kroot Rifle (Tau Pulse modified), Surefoot Charm
Background (optional)
Former Shaper for the Tau in their campaign against the Imperium.  He was leading his squad in the defense of a dusty pebble of a world, when the young Tau commander in charge of the defense abandoned all auxilary forces "for the greater good".  A strong believer in the Greater Good, Talrook was initially shocked.  As the Imperial fleet shattered the planet, he moved on to cynical acceptance.  Thousands of Kroot perished in the bombardment, but Talrook lead his pack to escape in a powered-down merchant vessel.  They floated in the hulk for a week before restoring power, then served as mercenaries for several years.  Talrook has little hate for the Imperium, he mainly resents the "Greater Good" that abandoned him.  Yet a part of him may yet believe...
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RAM

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #307 on: March 03, 2010, 02:55:10 am »

I wouldn't hold out too much hope for encountering any good, greater or otherwise, in this RTD...
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Luke_Prowler

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Re: Roll to WAAAAGH! A 40K RTD Turn 22: Blatant Disregard of the 4th Wall
« Reply #308 on: March 10, 2010, 12:10:02 am »

[size=9]Turn 22: Blatant Disregard of the 4th Wall[/size]

Power! Limitless Power

(5) Screw this, you think. You are tired of being trapped like this, being laughed at like some clown. You look up to the sky and ask, no, demand to whoever is listening for actually assistance rather than the asshat beat-around-the-bush they have been doing so far. You have served for long enough and now you want your reward. Suddenly, you feel yourself change, and you become stronger, and you bust out of the concrete prison like some boil covered Incredible Hulk. After freeing yourself, you here a small voice in the back of your head, saying "We're even" (Gained mutation: +10 strength)

[A quick note on mutations: during your travels you may pick up a mutation or two, either from being exposed to Chaos or as a gift from a daemon. some are simply cosmetic, others are helpful, or hindrance. Regardless, you can only take 1d6 mutations before becoming a warp beast, which essentially kills your character. The max amount of mutations you can hold are, naturally, hidden.]

Bah! Da weaponz iz un-Orky, but dey cud still make sum nice bashas! Grab 'em an start smashin' some 'eads, boyz!

I ride my Warbikk and strafe the Cultists, attempting to scorch 'em.


(4) You leave the lasguns and the other pile of weapons behind, telling your boyz to get moving to the fight (after pointing them in the right direction, of course). You then mount your ride to  head off and krump some funny 'ummies (funnier than normal). (5) You quickly zoom off, following your instincts to a proper scrap, and soon find several cultist firing at the Valkyrie. You ride right at them and fire the dakkaguns. (2,2) However, even with the twin linked dakkaguns you are unable to hit jack squat. You then park up to the cultist and fire the skorcha (5), hitting most of the cultist, (6, 4, 4, 5, 6) killing them in a blaze of fire. You're as happy as any Ork can be. (+2 driver)

Well I guess that means I'm behind the cultists? Use the power of stealth to kill 'em all.
Hey, you're stealing my ride! If the Valkyrie takes off, I warp aboard.

(3) There is no point in sneaking behind the cultist, as they are well aware that you are there. They would have filled you with holes had not the Ork Warboss intervene, unleashing napalm onto the cultist. You take out your pistol and let out a shot. (2) you miss, distracted by the fact that the mon'keighs had nicked your ride. Not about to be stranded, you decide to warp into the transport. (3+1) You are unceremoniously placed into the back of the ship, finding that it was now filled with humans, one in particular in a fancy hat pointing his bolt pistol at your head. Oh my...

I smell the foul hand of chaos here, and they must suffer for this heresy! Go back to the valkyrie, kill the cultists with ludicrous application of tank and two-by-four.

(2) Your fourth wall breaking skills are not nearly as powerful as the Ork's, so you are unable to sense any nearby fighting. You simply continue to drive around, completely ignorant of your surroundings.

See what the near by fuss is about.

(6) You pick yourself up from off of the ground, and move over to a window to spot the Ork torching some chaos humans, and the Valkyire you were pushed out of flying off. Up from your vantage point, you take a few shots at the cultist. (3+1-1) You hit one in the arm, (1) but you have as much affect as a soft wind.

Stop mukkin around an getz to work!

(2) You seem more interested in picking the ear wax out of your ear to get to work. The other Orks give you a few strange looks, but you couldn't care less.

Sigh loudly and go find something to shoot at.

(1) You place your head in your hand, letting out a sigh of annoynce, and move to kill something. (4) However, you quickly find yourself lost again, unable to find the human vehicle or any notable landmarks. You wander around more, but you only keep getting more confused.

See if I can't let some of the marines get on board before I ditch this party. And then ditch this party. If anyone shoots at me, do a barrel roll. (Press Z or R twice!)

(4) You motion for the guardsman to get into the Valkyrie, as you plan on taking this bird for a spin. You disregard that fact that the Eldar is still on the ground, but that doesn't really bother you. (3) You jam the stick shift, stall the engine twice, confuse the buttons for the spot light and the window wiper, and hit the dashboard at least half a dozen times over the course getting it to work, but you manage to get the thing in the air. (4) You worry that the heretics might shoot at you, but you realize that that only have lasguns, which could barely dint the armor let alone bring the Valkyire out of the air.

Quote from: Da Blood Bruzas
Stomp da 'oomies

(4) The Orks run towards the fight, trying their best to follow their war boss. A though feat, considering that they're hoofing it unlike the Warboss himself. (3) It takes them a little while, but they finally make it to the fight. however the battle is nearly over, most of the combatants running away or dead. That however doesn't stop the orks as the attacks the last of the heretics (1,6,6,3) they rush in, swinging their choppas like maniacs, except for one who hits himself on the head. (6+1, 4+1, 2+1)Thanks to their new an improved choppas from the Mek Boy, they easily slice through the remaining cultist (how many times have I said cultist?).

Quote from: Cyrus Prime's 23[sup
rd[/sup]]Safe for now

(6) The guardsman take the time to relax, unsure when they are force to fight again. But then without warning, an Eldar warp spider appers right into the middle of the cargo bay, taking them by surprise. (5) But cooler heads prevail, as they notice that this is the same Eldar that was piloting, until the Techmarine took the spot. However, as a precaution, the commissar has his bolt pistol aimed at the xeno's head.

Quote from: Cultist
Run away

(1) The remaining cultist attempts to run for it, before on of the orks grabs him and pulls him back into combat, and gets ripped into shreds.

Quote from: Players
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Quote from: NPCs
Spoiler: Cyrus Prime's 23rd (click to show/hide)

Spoiler: Da Blood Bruzas (click to show/hide)

Spoiler: Valkyrie (click to show/hide)

Spoiler: Land Raider (click to show/hide)

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Spoiler: Warbike (click to show/hide)
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Wimdit

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Re: Roll to WAAAAGH! A 40K RTD Turn 21: Truly, A Fearsome Weapon.
« Reply #309 on: March 10, 2010, 12:21:02 am »

Ungrateful humans. I give them a ride out of here, and they threaten me with bolt pistols. Try to disarm the commissar, then warp into the cockpit, blessing the poor design that has kept the cockpit and cargo bay separate. Oh, and knock the Techmarine over the head and take back the controls, if possible.

Also: Yay, update!
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Luke_Prowler

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Re: Roll to WAAAAGH! A 40K RTD Turn 22: Blatant Disregard of the 4th Wall
« Reply #310 on: March 10, 2010, 12:30:04 am »

Sorry for the lateness. I had some bug problems. Still haven't found that lictor yet, the sneaky bastard.
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Keita

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Re: Roll to WAAAAGH! A 40K RTD Turn 22: Blatant Disregard of the 4th Wall
« Reply #311 on: March 10, 2010, 04:15:31 am »

Sorry for the lateness. I had some bug problems. Still haven't found that lictor yet, the sneaky bastard.

Flamers, lots and lots of flamers.

Keep shouting! Pew pew pew!
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Sensei

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Re: Roll to WAAAAGH! A 40K RTD Turn 22: Blatant Disregard of the 4th Wall
« Reply #312 on: March 10, 2010, 04:42:21 am »

Is there a radio or something? Talk to the other people in the ship and make a plan. Any plan. I'm quite willing to accept a plan made by a fellow marine. If I have an opportunity to fight something -including orks if it looks like the battle is in my favor- then I'll use the Voltron button to transform the Valkyrie into a giant walking robot (why else would the cockpit need to be separate?). Drink more, to improve my Beer Goggles to Lv.2. If not given any other task, devote all resources to building an awesome hat. It will be a hat of kings- no, gods! The god-king of hats, forged from the scraps of a fallen world into something mightier than has even been witnessed upon a man's head! Collect any potentially valid shinies.
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The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
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dragnar

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Re: Roll to WAAAAGH! A 40K RTD Turn 22: Blatant Disregard of the 4th Wall
« Reply #313 on: March 10, 2010, 08:28:46 am »

Since I clearly don't want to get anything done, I'll hand the boyz some blueprints for the truk, then find something more interesting to do/kill.
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CJ1145

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Re: Roll to WAAAAGH! A 40K RTD Turn 22: Blatant Disregard of the 4th Wall
« Reply #314 on: March 10, 2010, 03:56:51 pm »

Gonna go find me a big hill. Find da biggest city in da region, and take me boyz 'dere iffn dey get dat truk built. Weez is gunna find sum more Orks!
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