Dark Heresy Test Battle

G

Grothnor

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Original poster
The Acolytes' shuttle approached the landing pad and as expected, there was a welcome party waiting for them. As they landed, they began to notice that something was off, a fact confirmed when they disembarked. A half-dozen thugs were waiting at the end of the causeway along with their leader, all armed and not at all pleased to see them.
"I don't know who you are or why you're here, but if you wanna live, you'd better get your filkin' arses back onto your shuttle and filk off," their leader shouted over the dying engines, waving his hand cannon towards the Acolytes menacingly.

Battlefield Setup

Note: Most of the following information would be revealed through an Awareness Test and in normal play I'd give you guys the opportunity to try to talk your way out of the situation. However, as we're testing the combat system here, I'm railroading this encounter a bit.

There is about 30 meters between the thugs and the Acolytes, with no cover in sight. The six thugs are standing alert, but idle, stub revolvers in their hands. They're clearly expecting the Acolytes to comply with their leader's orders. Their leader has (somewhat unconsciously) prepared a Standard Attack action against the first person to make a move against them. Going by the amount of spittle flying from his mouth during his intimidation tactics, he's clearly on something and cannot be reasoned with. As the thugs are waiting for the Acolytes to make a move, the Acolytes get to go first.

'Map'
asema_wip3.jpg
Acolytes start on the bottom right platform, Thugs start on the one across the walkway.


We won't be using initiative, so just go in whatever order you want. Once you all go, I'll do the enemies' turn and we go again until one side is done. Any late comers to the fight can come out of the shuttle.

Don't forget to consult the full moves list on page 219. There's plenty of things you can do to try to even the odds.
 
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The Sister Initiate, one of the first off the flight, gives the thug leader an annoyed look even before he starts barking out his rediculous demands. She calls out with a tone of superiority to the gangers, hoping to provoke them. "So this is what this system considers a warm welcome? How absolutely charming." She takes a moment for her taunting words to sink in before brandishing her flamer.

She breaks into a sprint when she realises the group of thugs are serious, easily clearing over half of the distance of the platform, running in a semi serpentine fashion to make her harder to hit with the doubtless incoming fire that she will have to dodge. (20 metre run.)
 
The Thug leader, spotting the Sister initiate move forward, whirled his gun onto her and fired, missing narrowly.

Action Summary
Prepared Action (Standard attack on first person to move), Attack missed.
 
The sergeant stepped down the ramp, lasgun at the ready, as he had done so many times before, only to be greeted by a roaring bunch of dolts. The Sister seemed rather eager to attack, and he very much doubted they could be swayed by words, especially as they fired at them, and so, he got down to one knee, and took aim, before firing a burst from his gun at the thugs.

With trained accuracy, he fired one shot to the heads of the leader and the thug closest to him, with a slight miss hitting the right arm of the man to the other side of the leader.
 
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Merrez's targets attempted to dodge the incoming lasblasts, but only one of them succeeded in evading.

Action Summary
Thug Leader: Dodge, Failed, took 6 damage (After Armor and TB)
Thug A: Dodge, Succeeded, evaded 13 damage
Thug B: Dodge, failed, took 5 damage (After Armor and TB)
 
From the shuttle emerged another Acolyte, this one however dressed in the Imperial Robes, covering everything except his head. The Chirurgeon gazed at the enemies that were awaiting them at the end of the walkway. Well, negotiations clearly weren't that well prized given the fact his comrades had now already begun their attacks and charges. He felt his Chainsaw Scalpel rew up slightly in anticipation for the upcoming battle, and he was just as excited as it. With his Autogun already in his hand, he fired off a round towards who he would assume to be the Leader of the Group. After all, he didn't want to anger the spirits within the weapon.

He misses the thug leader without a doubt, the round flying off into the distance. Was the weapon truely against Larl, or was he just being unfaithful to it? He walked down the ramp and slightly away from the shuttle, for a total of 2 meters away from the shuttle.

(OOC Note: Made a mistake regarding the Standard Attack. Ignore the Rolls below the first couple.)
 
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Wilhelm crouches down in the shuttles exit hatch leaving enough room for people to get past as he spends a moment aiming (half-action aim = +10 to hit) his sniper rifle at the Leader's head (Precision Killer, no penalty called shot.) being at short range (+10 to hit) with an accurate weapon (+10 to hit, extra D10 damage per 2 degrees of success to a maximum 2d10) he had little worries about the attack and squeezed off a single round.
 
Free Action: Hum
Half Action: Dismount
Free Action: Ready (Quick Draw)
Half Action: Move [4m]

Starting Distance: 30 m
Travelled Distance: 4 m
Current Distance: 26 m

Weapon Range: 15/3 = 5
Maximum possible range for long range shot = 5*4 = 20 < 26 -> Can't fire

Canto, wanting to offer the shuttle's Machine Spirit his thanks, lowly hummed a few notes. He would then exit the vehicle, getting his weapon ready. Canto was aware of the situation, and the only thing that mattered right now was closing the distance. Already, his fellows were firing at the thugs. It was perhaps a shame that, for now, he was simply too far away to assist. As soon as he was off the landing ramp, Canto set out to rectify this situation, moving forward past the resident Chirurgeon with a slight crouch while covering his lower face, neck and upper torso with his non-equipped arm.
 
The Thug leader blinked in pain, clearly dazed from the close impact of Wilhelm's sniper round.

Action Summary
Thug Leader: Took 6 damage and 2 critical damage to head, -10 to Per and Int tests for 4 rounds.
 
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The thugs were shocked, but brought their guns up and returned fire. Most of them spotted the flamer in Elleantra's hands and aimed for her. The thug leader screamed incoherently at her while blasting away with his hand cannon. At such close range, how could they miss?

Unfortunately for the thugs, they weren't good at hitting moving targets; Elleantra made mockery of Thug A's attempt at accuracy, ducking out of his line of fire at the last second. Merrez simply shrugged off the stub rounds that hit him, his flak armor deflecting them handily. Wilhelm deftly rolled out of the way of a bullet headed for him.

ACTION SUMMARY

All: Half action Aim
Thug Leader, Thug A, C, and E: Standard Attack against Elleantra, Thug A hits target in chest for 7 damage (1 after reduction) DODGED
Thug B and D: Standard Attack against Merrez, Both hit target in chest for 4 damage (0 after reduction) and left leg for 7 damage (0 after reduction)
Thug F: Standard Attack against Wilhelm, Hits target in chest for 11 damage, (5 after reduction) DODGED

END OF ROUND 1
 
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Elleantra, after having narrowly dodged a round from one of the thugs, would cautiously approach off to the side while she levels her flamer at the leader, pulling the trigger. A gout of flame pours out of the mouth of the weapon, covering the man and the two thugs at his sides. Her rebreather covers most of her grim expression as the woman burns her enemies.

Action Summary:
Half Action Walk, 4 Metres to the side
Half Action Single Shot Fire, Targetting Thugs Leader, C, D
 
Two of the thugs actually managed to hit Merrez, but he shrugged it off, feeling that his armor had stopped the bullets before they pierced his flesh. If only more of his enemies would use shoddy stubbers like those... He took aim again, firing another burst of las-fire, this time at one of the unharmed thugs, Thug A, yet the now far more mobile target was a far harder one to hit.

Action summary:
Half action: Take aim.
Half action: Fire burst (lasrifle) Thug A. (Miss)
 
The thugs tried to evade the sheet of flame headed towards them, but all for naught. As the attack washes over the Thug Leader, his skin turns black and peels off, while melted fat seeps from his clothing and armor. He is on the brink of death, but he still lives, likely being driven on solely by whatever drug he was on. The others fare better, but only barely. Thug C is quickly able to pat himself out, but Thug D and their leader are covered in burning promethium.

ACTION SUMMARY
Thug Leader, C, D, Agility test failed.
Thug leader takes 6 critical damage and is stunned for 2d10 rounds, all Characteristics halved, and Fellowship reduced by 2d5 (roll irrelevant).
Thug C and D take 6 damage (after reduction).
Thug C Passes Fire Ag test, Thug Leader and D fail and catch fire.
 
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Realizing that things could not be rushed, Larl decided to take a different approach to the combat, and instead straightened up his back, and took to eyeing down the sight once more. He offered the weapon a silent prayer for it to work properly this time around, and instead took aim towards Thug C. He might've gotten lucky to not be burning alive right now, but he sure wasn't going to escape. Not whilst Larl had anything to add to it to these heretics. He kept standing where he was, and aimed down properly this time around. And fired off a round towards the Thug's direction.

Seeing the reaction of the man, his sudden collapse and the blood pooling around him, sufficed to say that the man was dead. Larl smirked and quietly said to himself. "Sorry, Heretic. You may've escaped the Flames, but that doesn't mean you may escape the Emperor's justice."

Action Summary:
Half Action: Aim
Half Action: Standard Attack
 
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Just as Thug C patted himself out, Larl's bullet landed home, passing through his belly and out the back, leaving him collapsed in a pool of his own blood, dead.

ACTION REPORT
Thug C: Dodge, failed, took 5 damage (after reduction), Died.
 
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Starting distance to targets: 26 m
Full Action: Run {details: AgB = 4 -> max distance = 24 meters -> distance covered = 24 meters}
Free Action: Standard Attack (Pistol) {Move and Shoot} /Target A, B, E/

Range: 15 - 15/3 = 15 - 5 = 10 -> Ditance to target = 2 -> Distance to target <= 10/2

Point Blank bonus = +30 BS
Scatter Bonus = +10 BS, +3 dmg
Ordinary test = +10 BS

Standard Attack -> Forearm-mount Sawed-Off Shotgun -> Ranged -> BS Test
40 + 30 + 10 + 10 = 90

Result = 90 + 5 = 95 > 90 -> Test failed, 1 DoF

From his position, Canto would steel himself for a brief moment before sprinting, rising up from his partial crouch to better dash towards his foes, guarding still his face and neck. He managed to notice that one of the fiends had been felled already, and while the thugs had returned fire, perhaps his slow descent had spared him as being targeted. Either way, now that the flamer's wrath had come and one of them had been felled, Canto prayed to the Ommnissiah that he may finish things.

Upon reaching point range, he would extend his arm and fire towards the remaining thugs with extreme prejudice. Surely his proximity guaranteed his success?!

But it was not to be. Canto was awestruck as, against all odds, his point-blank attack missed spectacularly. He did not even have a chance to chastise himself for not humming to his weapon's Machine Spirit when he had closed the distance...
 
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Wilhelm moved and repeated his actions to eliminate the Thug Leader, without him they might be forced to withdraw. Aiming slightly at the Thug's head and squeezing off another round.
 
The horridly burned and burning Thug Leader's eyes met Wilhelm's the moment before his head exploded violently, spraying those nearby with gore.

ACTION SUMMARY
Thug Leader: Dodge, failed, took 13 critical damage and died.
Everyone within 4 meters (Thug D, Canto) Must make Ag Test or take -10 WS/BS Tests on their next turn. (Both pass)
 
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The ferocious assault by the Acolytes had pushed the thugs on the defensive. Two of them were wounded, and two were dead, including their leader, whose violent death had gutted their morale. Thug F fled, the first to figure how things were going to end for them if they fought on. Thug A tried to take out the Sister Initiate with the flamer, fearing it's destructive power. Thug B backed off from the acolytes and popped off a round in their direction, directed at Larl. Both their shots landed home, Elleantra's injury stinging slightly and Larl's more serious. Almost as a humorous twist of fate, Thug E, who Canto had missed so narrowly at point blank, fired off a retaliatory shot from the same range, only to miss as well. He backed up in shock at the turn of events.

END OF ROUND 2

ACTION SUMMARY
Thug A: Aim Half Action, Standard attack at Elleantra, hits left leg for 7 damage (1 after reduction), dodge failed.
Thug B: Move half action (3m) away from Acolytes, standard attack at Larl, hits left arm for 12 damage (5 after reduction), Dodge failed.
Thug D: WP Test to act normally (Failed), Flail and scream Full action. Took 0 damage and 1 fatigue from fire.
Thug E: Standard Attack at Canto (missed), Move Half action (3m) away from acolytes
Thug F: Run Full Action, leaves battlefield.
 
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Wilhelm turned his rifle on the closest thug aiming for his head before squeezing the trigger. (Same half-aim, called shot etc)