Second Sphere

Enclave => Online Roleplaying => Topic started by: BigToof on December 12, 2012, 02:30:10 PM

Title: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 12, 2012, 02:30:10 PM
--------------------------------------
Introduction: The Fall of Deneb Prime
--------------------------------------
To this day, the Administrum is still not entirely clear as to what caused the fall of Deneb Prime.
A flourishing Agricultural World far from the main trading lines, Deneb was a place of calm and stoic tranquility that made nary a mark of worth in the Administrum logbooks.

But that all changed on the 300th anniversary of the founding of the Brandywine Monarchy.

At the height of celebration, it was noted that a strange meteor had suddenly entered into the Deneb system, much to the curiosity of townsfolk and nobility alike.

It was perhaps, for this reason, that orbital defenses were not immediately trained on the wayward object, as it seemed to tumble through space with a clearly calculable trajectory, missing Deneb Prime handily.  Lord Brandywine himself had decreed that the meteor was a sign of good fortune and a gift from the Emperor himself.

He could not have been more wrong.

For the "meteor" was an Ork Rokk, fashioned by the Meks of Warboss Skullsplitta.

The records on the events that lead to Rokk-fall do not clearly delineate as to what caused the sudden change in the massive Ork-made object.  Some say that it was the change was made by the Rokk itself.  Some say that an errant Orbital laser caused the change.  Others say it was the will of greater powers.

But the results were the same.  The Rokk plummeted through the atmosphere, crashing and splintering with great abandon.  The sky darkened and the earth shuddered.

Though the people of Deneb Prime did not know it, the seeds of their destruction had been sewn.  And the fruit thereof would be both tragic and in its own way, darkly humourous.
---------------------

So, that's the intro!
I'm going to be putting out interludes here and there so you can all get the feeling of what you do.

First off, you are one of the few surviving Orks on the Rokk.

99.9% of the Orks (including the Warboss) are dead and done.

Write what you were doing (if you have it on a separate post, feel free to copy/paste it here), and then talk a bit about how you are staggering out of the rubble.

The first order of business will be no doubt determining who is in charge.  You all may discuss how this is to be done, and a leader should be decided upon soon, as the natives of Deneb Prime will be coming.

Also, take your first attribute check (in this case a wound check).  Roll either 'Ardness or Cunnin' to see if you were injured in Rokk-fall.  If you succeed, good for you, as you won't be Hurt.  Otherwise, you've taken some bumps and bruises.  The injuries will go with you to the first encounter.

If you have OOC questions, please feel free to post them in the OOC thread (former sign-up thread).

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 12, 2012, 02:46:25 PM
'Edbusta dragged himself groggily out of the rubble. He felt like had been on the BigMeks homemade Squigbrew that he made in the Megadreds engine compartment. His immediate reaction was to assign blame. Obviously it was nuffin' to do wiv 'im and he had the Pole to prove it.

Checking himself over for injuries he was pleased to fine nothing of note actually wrong. Looking around, he couldnt see anyone else moving, or screaming in pain, so that probably ment he was the only one alive. That made him Da Boss! Good. He liked bein' Da Boss coz Da Boss got more teef and gubbins that the rest.

Now his only problem was how to wage a one Ork WARGH all by hisself. . .
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 12, 2012, 03:06:47 PM
3d6=4 (http://invisiblecastle.com/roller/view/3821748/)

Ducktape looked at his surgery in annoyance. He'd paid good teeth to make the walls 'arder to stop those thievin' gits stealing his stuff, and now there was a huge lump of rock taking up all the space after coming through the roof! And it'd crushed his patient, and he hadn't started the dentistry yet. When he got his hands on whoever crashed the rokk, he'd give 'em one hell of a krumpin'.

The hole in his roof seemed to lead outside, since he could see sunlight through it. It was a good climb to get out, but he made it out. Wandering through the wreckage, Ducktape eventually saw another ork that wasn't dead. Good news was that Ducktape was bigger, bad news was that the other ork didn't look injured so he would get to do any surgery. He had teeth to replace.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 12, 2012, 03:14:52 PM
Hearing the rubble move behind him, 'Edbusta turned to see another Ork, a Doc by the look of 'im shambiling out into the light.

He quickly decided to make his new Bossness known.

"Oi ya git! We needs to find da ovas! Then we can gets dis WARGH back on track you 'ear me!"

He hefted his Pole and directed the other Ork to a likely section of rubble.

"Now I'm Da Boss in dese parts an' I reckon deres more boyz ova dere, so get to diggin'!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 12, 2012, 03:36:21 PM
Ducktape stared at da boy dat was yellin' at 'im. He was a bit smaller, but he did was a weirdboy by da look of it, so Ducky wondered if he should do as he was told.

Nah.

to hit: 7 (http://invisiblecastle.com/roller/view/3821756/)
to wound: 13. 'Edbusta is now hurt. (http://invisiblecastle.com/roller/view/3821757/)

Ducktape ran straight at da weirdboy and thumped him in da face, sending dat upstart to da ground.

"Ya think you da boss?" Ducktape bellowed. "Ya got nuffin' on me, ya runt!"

Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 12, 2012, 03:44:14 PM
By the Throne... a fight for dominance within the first 10 posts.

I'm... I'm so proud...

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 12, 2012, 04:01:12 PM
Zaag dragged himself from the rubble. Damn that crash had been a nightmare. At least it got rid of those other damn kommandos who thought they were sneaky. First things first Zaag started checking he had himself his knives. He'd be needing those.

"Wot's all this then?" He thought, "they'z already fightin'." He looked around for a hidin' spot and went to a patch of rubble.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 12, 2012, 04:02:18 PM
'Edbusta looked around as da voice of BigToof, echoed around the landscape. BigToof was the slightly less Cunnin' and Brutal cousin of Gork and Mork, and he seemed to have taken a personal interest in their plight.

Cunnin' 3d6 ? [5,1,4] = (10)

Right den! 'E wasn't gonna get knocked around by any Dok who din't wanna be looking for his 'ed in a box!

With a roar he called on the power of Da WARGH!

Roll for Rampage = 3d6 ? [5,3,2] = (10)
Roll to hit = 3d6 ? [1,3,3] = (7)
Roll to wound = 3d6 ? [6,4,1] = (11) REROLL = 3d6 ? [5,4,5] = (14)

With WARRGH power cracklin' along the unique Pole, 'Edbusta rose from the earth like the wrath of gods, Pole screaming through the air and taking Ducktapes legs out from under him.

"Yous damn right I'm Da Boss! I was 'ere first and I got's Da Pole to beat yer teef in if you wanna make somefing of it! Now you wana do dis all day or do you wanna find some more boyz and get on wiv a real WARGH!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on December 12, 2012, 04:36:20 PM
Cunnin' roll: 10.
http://invisiblecastle.com/roller/view/3821796/

The piles of dead Orks all around him as he disembarked was proof, if more was needed, that Grotbolt was far more cunnin' than other Orks. Whereas the others had panicked about the crash and died, Grotbolt had reasoned thusly: Nobody ever died in a landing. Thus, as long as they managed to land the Rokk, rather than crashing it, he'd be fine. So, whilst everyone else crashed, Grotbolt decided that the Rokk had made a perfect, if a little bit bumpy landing, and walked away without a scratch. Most of his creations were smashed into little bits, but you couldn't expect a Trukk to understand this kind of high level thinking.

As he wandered over to the fighting, Grotbolt briefly wondered who was now in charge, given that most of the last Warboss was trying to make the Rokk go fasta. He quickly decided, after a brief internal debate, that it really wasn't important; he knew he was the brains of the outfit, so that made him the one who was really in charge.

"Oi! You lot! Why iz you fightin' an' hidin' when dere's lootin' to be done? Come on, ya' zoggers!" he paused to point to the shiniest bit of metal in line of sight. "Let's get grabbin' dat scrap before some Deffskull gits can get it first!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 12, 2012, 05:49:27 PM
Injury: 17 (http://invisiblecastle.com/roller/view/3821853/)
Injury re-roll (rampage affects me too, right?): 10 (http://invisiblecastle.com/roller/view/3821855/)

Ducktape rolled from 'Edbusta's blow, springing back up and leaping on the weirdboy.

Krumpin' (to hit): 8 (http://invisiblecastle.com/roller/view/3821860/)
Cunnin' (to wound): 11 (http://invisiblecastle.com/roller/view/3821863/) (my cunning is 16, so I think that makes you maimed)

Wrestling him to the ground, Ducktape tried to break his arm, pausing only to yell obscenities at the newcomer.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 12, 2012, 06:10:09 PM
Rampage effects ALL Orks, so yes, you get re-rolls for your next turn (which is this turn).
Jayne will have to save at -2 or face having a not-so-great working arm.

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 12, 2012, 06:23:47 PM
[Save from wound, 'Ardness test 3d6 ? [1,4,4] = (9)]
[Test for Power or Gork (or maybe Mork) at -1 3d6 ? [6,3,3] = (12)]
[Roll to 'it 3d6 ? [3,4,1] = (8)]
[Roll to wound 3d6 ? [4,4,4] = (12)]

Booting the Dok up the jacksy with his steel clad foot, 'Edbusta rolled and levered himself up with his Pole. Shaking his head clear he called on the WARGH again. 'E was gonna be Da Boss if it killed 'im!

WARGH lightning crackled along the Pole as he swung it into the Doks arm. He could always bolt it back on after all. . .
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Railgun Convention on December 12, 2012, 07:35:42 PM
Somewhere in the sky above, a huge, black, smoky streak marked the descent path of the Rok. Out of it flew another black, smoky streak, which was making a droning sound. It fell rapidly towards the ground, pulling up at the last minute to reveal itself as a rather battered looking (saying a lot for an Ork contraption!) Dakkajet. It wooshed noisily over the heads of the fighting Orks, and crashed into the largest pile of rubble it could find.

3d6=14 against 10 - hurt! (http://invisiblecastle.com/roller/view/3821991/)

After a few minutes, something collapsed, and a bloodied Ork stood blinking in the sunlight, lugging one of the wrecked craft's main cannons and an ammo belt. Upon seeing the fight taking place, he started traipsing towards it. Lurtz wozn't gonna be tryin' to take charge o' this lot - dere was a doc tuffer dan he woz! So instead, he wandered to a handy bench shaped piece of rubble and sat down, narrowly missin' sittin' on Zaag's head.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 12, 2012, 08:28:24 PM
Saving throw: 13 (http://invisiblecastle.com/roller/view/3822016/)

At the last moment, Ducktape caught the pole, stopping it dead. Fortunately he was wearing his surgical gloves; the rubber melted a bit, but saved him from a nasty shock. He shoved 'Edbusta back and was about to attack again when a dakkajet crashed nearby. The two of them watched for a moment as the pilot emerged and sat down next to the kommando.

Turning back to his rival, Ducktape had a thought. "'ere, wot was your name again?"

"'Edbusta."

"Right... listen. Dere's not dat many of us left alive. We need every one of da boys ready ta fight. If we kill each ovver over who gets ta be da boss, we lose one of da bestest fightas. I say we leave it for now, and whoever gets da most kills in da first fight we get into gets ta be da boss."
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 12, 2012, 08:39:57 PM
'Edbusta considered it, and was forced to agree.

"Youse got a deal den. No point in krumpin' ya if theres gonna be more people ta fight soon! Anyway, i'm gonna need more boyz for me WARGH! So lets get to lootin' and just remember oo was in charge first around 'ere!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 12, 2012, 08:44:24 PM
Fair enough.

-------------

Still waiting for Isaac, RZ, EagleEye.

As soon as I get the "all clear from them" (or if a really egregious amount of time passes), we can get to the first encounter.  :)

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Lord Sotek on December 12, 2012, 09:58:24 PM
3d6 vs 'Ardness = 11 vs 14 (Success!) (http://invisiblecastle.com/roller/view/3822104/)

Ledwrekka had been minding his own business, redistributing Big Shoota bullitz from one of the Trukks in the motor pool to his ammo packs, when gravity suddenly decided to go funny and all the trukks and wagons, his included, decided to hop up in the air and fly left in a pile. He blinked, more than a little confused; he hadn't remembered that mobz' wagon having a Red Kustom Paintjob before. Maybe the grots had redone it when everything was flying left? They were sneaky buggers like that.

Setting the mystery aside, Led booted plates of scrap metal off of himself and upended the flipped Truck chassis that had temporarily caged him in its rear bed. Scrabbling about, he dug Mitzie out of the rubble and brushed her off lovingly, sighing with relief to notice that she didn't have any scratches or dings that hadn't been there before.

Nodding to himself, he stomped along the floor and out the hatch, only to notice that everything was sideways and he was flying left again, before he landed on a pile of boyz; the weight of his 'eavy armor crushing several flatter than previously, but slowing his fall. Angrily, he demanded to know why they were all muckin' about, before realizing that they were all being way too still and mild-mannered under his tirade. So he shot them a couple times, to liven their ideas up.

When that didn't work, he decided that either they'd been dead or Mitzie'd made 'em dead, so they were a lost cause. Climbing down the pile of mangled ork corpses, he pounded his feet into earth and peered in indignant incredulousness at sky as he stomped his way over the the nearest bunch of orks that didn't look all broken and non-move-y. "Oi, you lot, since when did we land, and why didn't nunyaz tell me about it? Tryina make me look bad in front'o Nob Zigdakka, eh? I'll smarten you up if you was. Oi, and wot sorta Deffgitz is you anyways? Ain't nun ov yas even got proppa 'eavy armor?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 12, 2012, 10:24:39 PM
Suddenly realising what he could be doing instead of biding time, Zaag looked at the crashed rokk. So full of dead orks. They won't be needin' their stuff anymore!

"Oi, ya gitz, shall we get lootin', lets see what we can get togetha!"

Zaag started searching the wreckage for stikkbombs, tankbusta bombs and a shoota or two.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on December 12, 2012, 10:28:03 PM
Grotbolt settled down at one of the piles of scrap and, like any good Mek, began to loot it. The 'scrap' turned out to be a chunk of bulkhead that may have been connected to a Stompa at some point. He did his best to ignore the shiny gubbins for now and crawled a little way inside to examine the cramped interior, coming across the broken form of the Stompa Kaptain', who had died at his post. In the giant Ork's hands were a collection of leather-bound books, the face and pages of which were covered in Ork gliff-skript.

Satisfied at his prize, Grotbolt settled back down outside the wreck and began to read. Reading was a very important skill for a Mek; sometimes you had to write ideas down so you could remember them later. Sometimes you had to write ideas down for other Meks to build them. Most of the time, you just had to know which of the glowing red lights meant "We'z gonna' get killy now!" and which ones meant "Oh zog! Run like a Grot in a girly pink tutu!"

The first book had a picture of a large, angry Warboss crudely drawn on the front. Its title, painted in angry red gliffs, was 'Ere We Go!, with the subtitle A guide on all things Waaagh!

To satisfy his own curiosity, he turned to the section on "Meks an' Spanner Boyz" and dutifully read the gliffs, which had to wander erratically around the page to make room for some really cool drawings of big guns and Dreads and stuff.
"Da first thing you must do..." Grotbolt read slowly, tracing his finger along, up, around and behind the page as he followed what passed for a written language amongst Orks. "Is find da biggest Mek and make him Big Mek. Da Big Mek shall do all the grand schemin' and..."

{Cunnin' test against the difficult word: 3d6=4 (http://invisiblecastle.com/roller/view/3822170/)}

"...Konseptualising!" he cried triumphantly. "Of all da Mek projects. Everyone else will do what he sez."

This all seemed very straightforward and sensible to Grotbolt, the only living Mek, but he felt it worthwhile, for once, to read all of the instructions before hurling them away and never consulting them again. "A handy way to determine da Big Mek is to look at how many Wounds dey have. Meks with two or more Wounds have clearly been in a lot of fights and so are very 'Ard, whereas a Mek with only one Wound is probably not that 'Ard. Meks with loads and loads of Wounds are only super-'Ard Masta' Meks if they is actually still alive; if dey dead, then they hasn't got any Wounds because you can't Wound a dead thing, so that don't count."

Grotbolt considered this wisdom, and decided that, just to be safe, he would stub his toe and hit himself in the head with the book. Thus producing two Wounds, albeit minor ones, Grotbolt felt confident in declaring himself Big Mek, and securing his position as part of the mob Headquarters. Protocol satisfied, Grotbolt grabbed some interesting lengths of wire, shoved them down his pants, and went to find out what everyone else was doing.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Ravager Zero on December 13, 2012, 04:07:59 AM
Pulling himself stiffly out of the burning wreckage
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 13, 2012, 10:33:20 AM
Ducktape watched in amusment as the tankhamma hit him. The only noticeable effect was that the rokkit fell off. (http://invisiblecastle.com/roller/view/3822783/) He picked it back up and threw it at Gorksal, who was looking a bit sheepish. He decided it was time to start acting like the boss he was (even if no-one else agreed).

"If any of ya fink ya can take me, ya need ya heads examined!" the doktor bellowed. "I can give ya an appointment! If not, get ta work ya lazy gits. Dere's loot ing to be done before da humies get here and we give 'em a good krumpin'. And you," he added to Gorksal. "Fix ya tankhamma."

Satisfied that there wouldn't be any more challenges for the moment, Ducktape swaggered over to a nearby pile of rubble to try and find something he could use as a choppa.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 13, 2012, 12:35:28 PM
'Edbusta didn't have much use for extra weapons, Weirdboys had a Pole, and dat was enough! Although a few extra totems and lucky do-wots wouldn't go amiss. 'E would make the Dok understand the situation later. Until that time though, there wer' 'umies to krump, and that was much more fun coz they made better noises.

Well, time to see what was going to be lucky! He walked over the rubble until he felt right, then he flung the Pole out from him and chased after it as it spun through the air. It landed with a clang on a heap of wreckage and he dug it out again.

[Luck for finding a totem = 3d6 ? [6,6,4] = (16)]

Pulling the pole out of the ground he found that it had aquired a new fingy. Closer examination revealed it to be a chunk of leather wrapped metal that had been scorched blue by the fires around them. 'Edbusta could only take this as a good sign that 'e was Ay, going to be much luckier now, and Bee, that 'e was DEFFNATLY ment to be Da Boss.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 13, 2012, 02:24:11 PM
Right... I think I have responses from everyone but EagleEye, so I'm going to press forward.

EagleEye, when you see this message, just reply and we will work it all out retroactively.

So...

1.  Lootin'
As many of you have seen, there's a lot of loot, but a lot of it is melted due to reentry or smashed up.

To see what you get roll Luck:
If you make it straight, then you find a slugga, choppa, or some ammo (any kind; a clip or two rokkits)
If you make it by 2, you find a large workable item (i.e. Shoota, Tankhammer, Big Choppa, Heavy Armor) or two small items.
If you make it by 5, you find a large item and a small item or three small items.
Remember that you can only hold 2 small items/1 large item per 5 'Ardness you have!

2.  Roll Cunnin'
The first encounter is starting!

If you FAIL Cunnin':
You Ork can make out what sounds like some talking that is definitely not-ork and some "fwoosh" sounds over thataways.

If you SUCCEED Cunnin' (by 0):
You can tell that it sounds like hummie talkin' and that a burna is gushing out flame.  Probably over the next ridge.

If you SUCCEED by 2:
You can tell that there's a lot of hummies, they have a workin' burna, and there's a rumbling that sounds like a tank.

If you SUCCEED by 5:
There's about 10 or so hummies, they got a burna that sounds like it's workin', but they're not making big shots so they might be runnin' low on gas.  They also got a Chimera.  They're talkin' regular like, so they probably don't know that Orks are around.

-----------------
Let me know your plan of approach, and we'll go from there :)

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Railgun Convention on December 13, 2012, 02:42:35 PM
Lurtz started back in the direction of his plane, searching the ground for any useful bitz that might've fallen off.

3d6=16 against 16 (http://invisiblecastle.com/roller/view/3822942/)

It didn't take him long to reach his downed aircraft - most of the scattered bits and bobs were no more than sheet metal, not of much use. When he reached the plane, he went to the other wing. Its guns were all smashed up, but one of the ammo boxes was still intact, so he grabbed it and headed back.

3d6=14 against 5 - epic fail! (http://invisiblecastle.com/roller/view/3822947/) I swear I keep rolling way too high.

Apparently, something had locked his helmet over his ears, 'cos Lurtz couldn't 'ear a damned thing on his way back.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 13, 2012, 02:49:54 PM
Lootin': 11 (http://invisiblecastle.com/roller/view/3822948/)
Cunnin': 12 (http://invisiblecastle.com/roller/view/3822949/)

Ducktape didn't have any luck finding a choppa; he blamed it on the weird guy that kept talkin' nonsense here rather than stayin' in da OoC thread. He did, however, hear one useful thing: BigToof said somefing about a load of humies wiv a burna and a tank. He went to round up the others woth a big grin. Everyone would see he was da boss soon.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 13, 2012, 03:21:51 PM
[Luck for Lootin' 3d6 ? [5,2,2] = (9)]

Feeling very lucky with his new totem, 'Edbusta scrabbled around in the wreckage and unearthed the not entirly smooshed, but very entirly dead body of an 'Ard Boy. Well, 'e wasn't going to be needing that armour was 'e? He quickly removed it and strapped it to 'imself. No harm in having some extra 'ardness between you and any shootas and choppas that were comin' your way. The former 'Ard Boy also had a Slugga with 'im. 'Edbusta took that too, on the basis that more Dakka was good dakka.

[Cunnin' Test =3d6 ? [3,4,2] = (9) ]

As he made his way back, 'Edbustas psyker skillz detected fings moving towards them. 'Umies. . a largeish group. Plenty good for more Lootin' and to get back on track wiv 'is new WARGH!

"Ok you rotten lot! I is givin' the rulez now! We gots 'umies coming over 'ere to try and loot our Rokk! We ain't gonna let 'em though are we! We's gonna show these squishy pinkskins what Proppa Orks is ain't we!

YOU! Da Sneaky Git! You go over dere and sneak up behind 'em while dey is distracted. YOU! Wiv da Big Big Shoota! You get over dere so you can shoot 'em whiles they is chargin' at us ova 'ere! DEN! WE ALLZ CHARGE 'EM AND KRUMP 'EM GOOD!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Eagle eye on December 13, 2012, 03:56:01 PM
1. Lootin result
3d6 ? [2,3,4] = (9)
found nothing
2.Cunning test
3d6 ? [2,1,5] = (8 )
(how did i go for it?)
i think its a failed for cunning

Gruk Erupted from the rubble of the crashed rock with both fists punching the air with the sun beating down on his green shoulders as he yelled

'YUS TRYIN TO KILL MEH GRALAXY IYS IZ GRUK THE BESTES LOOTA IN DA UMIVERSE'

Quote from: BigToof on December 13, 2012, 02:24:11 PM
Right... I think I have responses from everyone but EagleEye, so I'm going to press forward.

EagleEye, when you see this message, just reply and we will work it all out retroactively.

So...

1.  Lootin'
As many of you have seen, there's a lot of loot, but a lot of it is melted due to reentry or smashed up.

To see what you get roll Luck:
If you make it straight, then you find a slugga, choppa, or some ammo (any kind; a clip or two rokkits)
If you make it by 2, you find a large workable item (i.e. Shoota, Tankhammer, Big Choppa, Heavy Armor) or two small items.
If you make it by 5, you find a large item and a small item or three small items.
Remember that you can only hold 2 small items/1 large item per 5 'Ardness you have!

2.  Roll Cunnin'
The first encounter is starting!

If you FAIL Cunnin':
You Ork can make out what sounds like some talking that is definitely not-ork and some "fwoosh" sounds over thataways.

If you SUCCEED Cunnin' (by 0):
You can tell that it sounds like hummie talkin' and that a burna is gushing out flame.  Probably over the next ridge.

If you SUCCEED by 2:
You can tell that there's a lot of hummies, they have a workin' burna, and there's a rumbling that sounds like a tank.

If you SUCCEED by 5:
There's about 10 or so hummies, they got a burna that sounds like it's workin', but they're not making big shots so they might be runnin' low on gas.  They also got a Chimera.  They're talkin' regular like, so they probably don't know that Orks are around.

-----------------
Let me know your plan of approach, and we'll go from there :)

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 13, 2012, 06:44:23 PM
All the orks stared at Gruk for a moment. Then Ducktape figured he may as well take over from 'Edbusta.

"Ya nearly missed da fun, ya lazy git! Get over there wiv da big shoota boy who's name I don't know!" He turned to the rest of them. "They've got a tank and a burna, so Gorksal blow it up!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Ravager Zero on December 14, 2012, 04:33:03 AM
Gorksal scrambled around after Ducktape threw da obviously broken rokkit back at 'im. The tankbusta just frew da rokkit over 'is shoulder and set about lookin' for better rokkits. (http://invisiblecastle.com/roller/view/3823954/) Gorksal couldn't find a zoggin' thing. Not one rokkit, not a rusty old choppa, just loads and loadsa scrap.

Wandering around, Gorksal heard nothing (http://invisiblecastle.com/roller/view/3823963/) over the general shouting ov da boyz around 'im. When Ducktape shouted about a humie wagon Gorksal forgot about everyfink else. 'cept dat broken rokkit. A broken rokkit was still better dan no rokkits at all.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 14, 2012, 06:55:37 PM
I think I've got most responses now, but I'll leave things a bit so you can make a plan (or just running up and screaming if you like).

As you all crest the next hill, you see a fairly orderly group of hummies marching down a small path cut between big piles of Ork Rokk rubble.  They have a big tank (Chimera) with them.  You're on the left flank of their column, and they haven't noticed you yet, as the tank is pretty loud.
The Guardsman in front apparently has burna duty, and is burning anything that seems dangerous.
Which, as you can imagine, is taking a long time.  He's none too happy about it, but I suspect his concerns will be limited given the uh... sudden greenskin influx coming to them.

If you charge in straight and screaming, you will get shot at.  The Guardsmen aren't horrible shots, and will hit you once or twice, making you take a cunnin' or 'ardness roll.  Once you hit them uh... You can roll to start splattering them.  Don't worry about their resistance rolls, they're far too weedy for that.  They may start to try jabbing you back with combat knives, bayonets or a brick the SECOND combat round, but well...  that might be too late.

The burna guy is too slow, so he won't be able to burna anybody the FIRST combat round (unless someone deals with him, the second will be more painful).

The Chimera will also be reacting a bit slower, and will start moving it's turrent and treads towards you, which means Multi-Laser and Heavy Flamers coming your way the SECOND combat round, unless noone comes to stop it (hint, hint).

---------------------

I'm going to be away this weekend, sadly in a place that knows no internet, so I will not be as communicative as normal.

I have asked Zambia to answer questions, and we will go with the flow.

Depending on the mayhem, I will make another interlude, showcasing the uh... destruction from both points of view.

With luck, I'll be back Monday and we can go from there :)

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 14, 2012, 09:35:41 PM
Cunnin roll: 13 (http://invisiblecastle.com/roller/view/3824748/)

Continuing to stay in the shadows Zaag carefully started to sneak over the crest of the hill towards the 'umies keepin' away from the chimera as much as possible. He did this whilst paying careful attention to what everyone else is doing around him.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Ravager Zero on December 15, 2012, 05:05:13 AM
Gorksal saw da chimera as soon as he climbed over da hill. It was a wagon, derefore it was his ta kill. 'e was still a tankbusta after all.

"Dat wagon's mine ya panzy gitz!" Gorksal screamed, leaping past a startled guardsman and slamming his tankhamma into the side (http://invisiblecastle.com/roller/view/3825308/) of da tank. The rokkit exploded with an almighty boom (http://invisiblecastle.com/roller/view/3825311/), throwing him back into a startled humie. Maybe da rokkit hadn't been faulty
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Naser Al-Istikhara Cyrus on December 15, 2012, 08:05:07 AM
From what i can gather from BT's last post, the guardsmen will shoot at you if you charged in screaming.

As he's away I am undecided if he wants me to resolve those shots now, or whether he wants to resolve everyone's actions as they are posted in the next 48 hours when he returns from the weekend.

Remember, there are 10 guardsmen outside the chimera; if you want to charge in immediately without letting the other gitz know what's goin' on then all the shots will be on you...which would be...hurty.

If you wish to delay/cancel your action Rav until a few others have collaborated (and/or BT comes back) then let me know. Also let me know if you don't wish to do this of course. If 24 hours goes by without a response I'll assume that you wish for your actions to be taken there and then.

Zambia
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Railgun Convention on December 15, 2012, 10:13:26 AM
Lurtz lurched up the ridge between the Orks and the 'umies, set up his gun on the top and opened fire, managing to send a flurry of rounds (http://invisiblecastle.com/roller/view/3825530/) into the unsuspecting Burnaman (http://invisiblecastle.com/roller/view/3825526/). With any luck, he might be able to salvage something from it.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 15, 2012, 10:29:56 AM
Ducky had reacted quickly to Gorksal's sudden charge; he was only a split second behind in breaking cover and running at the enemy with a bloodthirsty roar. Ignoring the tank as not his problem, he leapt into the biggest group of humies, intending to rip a few heads off, and maybe throw them if the runts tried to leg it.

(I have a cunnin' of 16, and I rolled a 17) (http://invisiblecastle.com/roller/view/3825534/)

Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Naser Al-Istikhara Cyrus on December 15, 2012, 01:08:18 PM
Alright, new proposal; roughly 20 or so hours from now (24 hours from my last post) I'll work out how the combat goes. You have until then to explain your combat plan/moves on the encounter, and tomorrow night i will put through the combat.

Also, while it's great that you can link your roll straight to the post, but can you please also post your roll result here - it's very inefficient and time consuming for BT and I to look at a new link for each individual roll you guys make - especially when there are 3+ per post :P

And one last thing; while it's great that you narrate what you wish to do - ensure that you don't assume things happen. Talk about things in ways to express your intentions.

For example; " managing to send a flurry of rounds into the unsuspecting Burnaman. " is perfectly fine, but "it didn't explode!" is probably not the best thing to do; the checks/tests will not always be a certain number - they will often have penalties or bonuses depending on how hard or easy the situation is. Perhaps the "not exploding" has a -6 penalty, or even a +4 bonus? Simply saying "hoping that it doesnt explode with all his might (luck roll: x, linky)" is much better :)

Any questions, don't hesitate to ask :)
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 15, 2012, 11:42:31 PM
'Umies. Wiv a Trukk of dere own. And a burny man. Well, 'Edbusta knew wot to do about dat!

[Roll for Frazzle at -2 = 3d6 ? [1,5,4] = (10) pass]

Clenchin one green hand tight he summoned a ball of mind power, then tossing into the air in front of him he swung his Pole,sending the ball of psychic might hurtling through the air into the mass of pinkskins. He managed to avoid hitting any of his boyz, but he lost sight of the orb until there was a bloom of power and lots of screaming.

'Edbusta grinned. Well dat deffnatly went well. . .
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 16, 2012, 07:55:39 PM
I'm back!
Combat is looking rather nice!
Just a few more mates have to chime in and then we can see if the Imperials have anything left to hit back with!

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 17, 2012, 02:54:56 PM
I have moves for Jayne, Mabbz, RC and RZ...

Waiting for others...

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 17, 2012, 03:37:20 PM
Seeing the other orks leap into action Zaag decided to take his chance to make a move behind the imperial guardsmen, within jumping distance of the guard. He started carefully sneaking behind them Cunnin: 9 (http://invisiblecastle.com/roller/view/3828718/).
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Eagle eye on December 19, 2012, 09:11:38 AM

Gruk charged the guardsmen shouting his way there (not sure what to do)

"OIS I MZ GRUK DA LOOTA YA GITS"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 19, 2012, 03:12:56 PM
Right, so it's been about 24 hours, so I'm going to run with it.

Duck leads the charge in (while Zaagblitz sneaks around the back).

I didn't see a roll for Duck for his fightin, so I'll just roll it here :)

Krumpin'=9 (barely)
'Ardness=14 (good)

Duck gets stuck in first, choppin' away at the first Guardman in front of him, earning him First Blood for the encounter (ooh).

Simultaneous attack by Grotbolt, (also didn't see an action per se, so I'm going to run with an assault...)
Shootin'=12 (dead on)

So, Grot with his extra-special Shoota makes swiss cheese of another Guardsmen.

And in no particular order is the rest of the assault, with
'Eadbusta throwing his charged up WAARGH! grenade in the midst of the line of Guardsmen.  One poor guy reflexively reaches out to catch it...  It does not end well for him as the green energy released turns him into something resembling chunky salsa and boots that litters his team-mates.

Didn't have any actions for Deffgit, so I figured he'll be shooting into the Guardsmen.
(Shootin' =5... Sweet love of Mork)
Right, so Deffgit unloads his enormous gun into the Guardsmen, who are still startled by the sudden liquification of their fellow.  Three of them are torn right off their feet in a spray of hard-on savagery.

Flyboy Lurtz rounds up the pack by shooting extremely high-calibur rounds into the poor guardsman holding the burna.  He does not survive.  At. All.

Gorksal slams his Tankhammer into the side of the Tank.  (Luck roll=8)  He hits something that does indeed explode, knocking him back.  Your hammer went in deep, and there appears to be some screaming from inside the tank...  You're not really sure why...

And to round everything out is Gruk the Loota.
Who rolls... an 8 with Shootin' his Deffgun.
I figure he'll probably aim for the Tank (?).  He fires in, chipping off lots of the front armor, tearing off what looks like important bits of the multi-laser on top.

There are three still mobile Guardsmen who are going to try shooting you back.  They are a bit faster than Orks (go figure), and will aim at the ones who are immediately in their faces.  Which is... Duck.

Duck, you're going to have to take an 'Ardness test as they pepper you with Lasgun shots.  Just... one for the three.  They're not horribly accurate and as far as pain goes, Lasguns need more than a bit of help to really hurt an Ork.

The Chimera, on the other hand, is starting to back up and get out of there.

If you make a cunnin' test, you all can figure out that a fire has started inside the tank and the crew are trying to put it out rather than shoot at you all this turn, but the driver is trying to back up and just reverse out of there. 

You have one chance to try and assault it before it manages to get out of easy run range.  Of course, you can also try and shoot at it as well.

So... that was the first round of combat, with the Imperial uh... reply.

I'm putting in a 48 HOUR LIMIT for your next moves.

There's three Guardsmen (poor sods) and a hurt tank trying to get  away, so tell me what you're doing and make rolls!  :)

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 19, 2012, 03:38:05 PM
Surviving lasguns ('Ardness) = 8 (http://invisiblecastle.com/roller/view/3831200/)

Ducktape laughed off the lasguns that the desparate humies fired at him, before grabbing the man he had punched to death and chasing them. He had a weapon now. He was going to inflict grievous harm with a body.




(My action is to catch the humies and bludgeon them to death with my human)
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 19, 2012, 04:52:06 PM
'Edbusta saw the tank trying to escape. Oh no, this is NOT how his WARGH was gonna start! No good WARGH ever started with survivors!

He gripped the end of the Pole and swung it over head like a great axe, A blade of shimmering psykik power rippled towards the Chimera.

[Roll for Zzzap @ -3 = 3d6 ? [2,6,5] = (13) Pass. Just]

Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 19, 2012, 08:48:35 PM
Time for Zaag to strike.

Zaag leaps from behind /next to the Guardsmen. Flying directly at the nearest one, time to show who can kill da best.

Krumpin:11 Vs 12 (http://invisiblecastle.com/roller/view/3831465/)
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Ravager Zero on December 20, 2012, 04:11:37 AM
Cunnin' Roll: 11 vs C5 (http://invisiblecastle.com/roller/view/3831818/)
Krumpin' Roll: 6 vs K16 (http://invisiblecastle.com/roller/view/3831821/)
'ardness Roll: 14 vs A14 (http://invisiblecastle.com/roller/view/3831824/)

Gorksal couldn't really see anyfing inside da humie wagon, but 'e could tell it was tryin' ta get away. No tankbusta worth his bomms ever let one get away. So, wiv dat in mind, Gorksal primed a Tankbusta bomm, wun ov two he carried everywhere, and threw it wiv all his considerable orky strength at da wagon. It landed with a satisfying clang on top o' the wagon, a little left o' the shooty gubbinz. Da tankbusta bomm exploded wiv a noise loud enuff to wake Gork himself, and bright pillar of fire and melty-stuff dat would've impressed Mork too. Of course, Gorksal had no idea if it did anyfing to da wagon, but it looked like it worked.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 21, 2012, 04:33:05 PM
Well...
The madness all comes apart in short order.

Zaagblitz manages to throatcut one of the Guardsmen who was trying to get away from Duck, who was busily beating one poor sod to death with the body of another.

And the Chimera is... well...

'Eadbusta fires his Zzap! right into the front of the once mighty vessel, shearing a great big hole in it.

Into which Gorksal throws his Tankbusta bomb.

The resulting cataclysmic explosion shatters the tank, throwing bits everywhere.

Gorksal, make an 'Ardness/Cunnin' test as shrapnel scythes into your general area.

There is one last, poor, poor Guardsman who throws down his gun and tries to beg for mercy.

I... have no idea as to what you all want to do with him.

------------------

As for what is going on after, roll Cunnin'.

Anybody who makes it will make out some kind of hummie talkin' from the remains of the chimera.

Anybody who makes it by -2 will realize that it's their comm system and not actually just strange voices coming up from burnt out scrap.

And if anyone makes it by -5, they'll hear something about "reinforcements" and "artillery"

---------------

Feel free to talk amongst yourselves, I'll write when I can, but will be sporadic over the weekend.

Happy early holidays to all!

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Ravager Zero on December 21, 2012, 05:42:01 PM
'ardness Roll: 12 vs A14 (http://invisiblecastle.com/roller/view/3833513/)
Cunnin' Roll: 9 vs C5 (http://invisiblecastle.com/roller/view/3833515/)

Gorksal laughed maniacally as bitz of wagon pattered off his thick green skin like steel rain. The tiny marks they left were a mark of pride. A tankbusta dat didn't 'ave some scars wasn't worth his rokkits. Gorksal listened to the crackling from da humie wagon, wiv da odd bang as somefing minor exploded again. He'd also 'ave to 'ave a talk wiv da wierdboy
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 21, 2012, 06:00:37 PM
'Edbusta grinned maniacly as the Chimera erupted in flames and screaming 'umies. Still, there was one survivor, and a good Boss 'ad to be clever about dese fings.

He walked over the the cowering wreck of a man and picked him up bodily and shook him roughly.

"Were are da rest of ya? Who's ya boss? Wat wagons you got? 'Ow many boys? If you tells us all dat, I'll let you go back to 'em and my boys won't krump you 'ere and now! Gots it?"

[Roll for luck in questioning = 3d6 ? [4,6,1] = (11)]
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 21, 2012, 06:17:24 PM
The poor man blubbers in your mighty green grasp and says something like (but actually far less intelligable due to fear/incontinence):

"L...  Lord Morgan Brandywine!  He owns this township.  W...  Wagons?"

He looks kind of crosseyed,

"Uh...  I just... helped put together a wagon yesterday.  I think our town has... one per family...  Maybe twenty?  I think Josef had a boy last winter, so uh... I think thirty?  There's uh... some more PDF with guns though.  They uh...  probably will be coming soon.  Maybe you can let me go and we'll call it even?"

------------------

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 21, 2012, 06:20:41 PM
Cunnin' roll: 8 vs C16 (http://invisiblecastle.com/roller/view/3833578/)

Ducktape ignored the surrendering humie as he heard something in the remains of the tank. His scowl deepened as he heard the comm system talking about artillery. He wandered back to coward, shoved 'Edbusta out of the way and picked up the soldier. He took him over to the chimera.

"Your mates were sayin' somefing about artillery. I 'eard 'em on da comm in your wagon. Now you're gonna tell 'em it aint needed, or I'm gonna start pulling out all your bones, one by one. Got it?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 21, 2012, 06:33:08 PM
'Edbuster scowled at Ducktape as he dragged off the pinkskin. Still, he had some information to use. He wasnt too sure what a Peedeeeff was, but dey 'ad shootas. So that was something they would get rid of soon. An' 30 wagons! Some part of 'Edbustas brain told him that the 'umie 'ad misunderstood what a wagon was. Families didn't 'ave wagons, clans did. Warbands did. And Bosses, like 'im!

Den dere was da matta of Boss Bradnywine. What kind a name was that? 'Oo was gonna be scared of a pansy name like that. Still, A Boss was a Boss, and Bosses dat weren't 'Edbusta got krumped!
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 21, 2012, 06:55:32 PM
The Guardsman nods so violently it looks like his head might fall off.
He whets his lips, gingerly picks up what is left of the comm and says,
"Uh... Command?  This is... Guardsman Baleweaver, over?"
The comm crackles back,
"Confirm that Guardsman.  Repeat, are you in need of fire support, over?"
Baleweaver takes a look back at the Orks all surrounding him.  Somehow, he suspects that the PDF posters have all lied to him at this point.

"Uh, no.  No, we're... ok.  The Chimera..."

Baleweaver took a moment to look around the still sizzling remains.

"Uh...  The Chimera took some... damage.  We're... considering repairs."

The comm paused for a moment,

"Alright Guardsman, keep us informed.  And if your Lieutenant doesn't give us a report himself next time, we will make note of it.  See you back at the celebration.  Over."

The Guardsman looks back at you all expectantly.

"Uh...  I... did what you said...  Can I go now?"

-------------------
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 21, 2012, 07:00:55 PM
'Edbusta marched in again.

"Celebration is it? Wots that for then? And then you can go."
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 21, 2012, 07:04:45 PM
He turned back to the pinky. "Oi, wot was you sayin' about dis 'pee dee eff'? Wot guns dey got?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 21, 2012, 07:11:55 PM
The Guardsman did the best he could with the two green mountains of destruction barking questions at him:

"Uh... the celebrations for the Brandywines.  They've been in charge for years.  Lots of drinking.  Food.  Girls.  That sort of thing... uh... you know?  The PDF?  The uh... planet...  planetium uh...  The guys like me who signed up for a uniform and a fast way to impress girls.  They have some guns, they just give us lasguns.  I swear none of us thought it was gonna be serious.  I mean, it took us all day just to get the Chimera to turn over and...  Uh...  you really are going to let me go?"

-----------------------
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 21, 2012, 07:15:43 PM
'Edbusta grabbed the man and threw him towards the settlement. "You start running 'umie. Boys! Get ya shootas ready! Lets see how far he makes it!"

Either they would kill 'im or not. If they did, they could sneak up on dis big party. If they didn't, da 'Umie would warn 'em that Orks were comin' and they could get into a proppa scrap right away! It was win-win far as 'Edbusta was concerned.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 21, 2012, 08:29:06 PM
Ducktape had been planning more or less the same fate for the humie, but since 'Ed had beaten him to it he decided to have a go himself. Ripping the head off a nearby corpse he lobbed it at the fleeing pinkskin Sadly, he'd never been much good at aiming, so the head soared over the guardsman's head (http://invisiblecastle.com/roller/view/3833719/) (probably giving him more of an incentive to run faster.)
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 21, 2012, 09:06:17 PM
Before the guardsmen could get too far Zaag leapt at him intent on killing him.

Krumpin: 7 Vs 12  (http://invisiblecastle.com/roller/view/3833725/)

"You can't let dem gits get away. We needs ta be sneaksy."

As for cunnin'

11 Vs 16 (http://invisiblecastle.com/roller/view/3833726/)
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 21, 2012, 11:59:22 PM
Well... Zaagblitz makes short work of the last human survivor.

So now I suppose all that's left is planning.  Or doing... things.  Hmmm....

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Eagle eye on December 23, 2012, 10:21:39 AM
sorry about not posting anything  was abit busy packing
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 23, 2012, 10:31:57 AM
"Oi, boys! Listen ter me. Dey said 're-enforcements' and 'artillery'. We need ta git ready, more will be 'ere soon."

With that Zaagblitz decided to take it upon himself to do some scouting and started to sneak forward to have a good look over the hill.

Cunnin: 13 Vs 16 (http://invisiblecastle.com/roller/view/3835362/) for the sneaking.

Then

Luck: 7 Vs 11 (http://invisiblecastle.com/roller/view/3835363/) for seeing something useful.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 23, 2012, 10:33:16 AM
"Right. Before we do anyfing else we need ta sort somefing out." Duck swaggered over to 'Edbusta. "I killed two humies. You killed one. Dat makes me da boss, got it?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 23, 2012, 02:44:36 PM
"Wagons is werf more dan 'umies. So dat make ME Da' Boss. Fink about it Dok," 'Edbusta put an arm around the Dok an spoke softly, for an orlk. "You could 'ave me as Da Boss, an' i'll look after you all, and 'elp get dis wargh back on track, or you could not 'ave me as Da' Boss, and spend da rest of dis trip sleeping wiv one eye open."

'Edbusta grinned and then sauntered off in the direction of da sneaky git.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 23, 2012, 03:07:21 PM
Ducktape watched as 'Ed walked away. His back was a tempting target, but the doc was more cunnin' than some of da boys thought. Dat git was a clever one; he'd be expectin' an attack. Well, Ducky wouldn't give him one.

Yet.

Sleepin' wiv one eye open? 'Ed might have to as well...
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 23, 2012, 03:27:52 PM
'Edbusta looked back at da Dok over his shoulder.

"Remember Dok! I can kill ya wiv me brain!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on December 23, 2012, 03:53:18 PM
"I can kill ya wiv someone elses! And stop quotin' River Tam, ya aint killy enough for it!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 23, 2012, 03:57:38 PM
"Riva 'oo? Stop makin' fings up ya git! Now gets to being a Dok and make sure da boyz is all in shape for the pinkskins in da town!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on December 24, 2012, 12:18:08 AM
Grotbolt looked up from his book, having stayed out of the fight due to being unsure as to whether they were actually allowed to fight or not. According to Da Rulez, an Ork invasion had to have a Warboss to lead it, plus a Big Mob (all the Warboss' mates and most killy Orks) plus at least one other Mob. It was something of a worry, and he decided to grab the Weirdboy and attempt to commune with the Gods. Surely, if he could get a psychic message to Gork's workshop in the sky he could confirm whether or not their band constituted a right and proper Ork invasion.

"Oi! 'Ed!" he called out to the Weirdboy whilst waving the heavy Book of Waaagh! around. "I need a rules kla-riffy-cake-shun! Get chantin' to Gork!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 24, 2012, 12:54:56 AM
"An' wadda you want? We gots krumpin' to be doin' ain't we? You doubtin' what we're doin'? Dis is a planet. We is Orks. We is 'ere. Dats an invasion! An' we gonna win it ain't we! Wat's ya book got to say about dat?
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Eagle eye on December 24, 2012, 11:33:13 AM
Gruk peared over and looked into Grotbolts book and said

"Dat book looks silly just a bunch of papers stuk togreather wif sqruible dat looks like a squig exploded wif its guts n stuff" clearly gruk has no respect for the finer things in life
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 24, 2012, 08:19:09 PM
-----------------------------------------
Interlude 1: The Death of Lord Morgan
-------------------------------------------

Lord Morgan Brandywine was the youngest of the three Brandywine princes.

As was customary, the three continents were divided between the Brandywine heirs, and each had their own relative strengths.

Relative, to say, that one continent took the shaft, and that was Morgan's.

He tried not to think of it some days, as his lands were traditionally the seaports that kept the intercontinental trade flourishing, and they had a rich, rich history of... fishing things.

But, that all changed once Marshall, the eldest, built the spaceport.

Now things just weren't good enough for the locals, oh no.  Why should they settle for Brandywine ale when they could get a fine rotgut from Vostroya or a whiskey from Catacha?

And the same Spaceport polluted the air, raised the water levels, and disrupted fisheries and canneries up and down the coast.  It was all Morgan could do some days, but not sit down and wonder what he had done wrong to the Emperor.

And that was when the enormous meteor fell out of the sky, missed ALL of his brother's lands and slammed right into his neck of the woods.

He had sent out a few groups armed with flamers and Chimeras to sanitize the interstellar garbage.  Who knew what kind of farm blight might be clinging to the wreckage.

Morgan sighed, looking out at the antique set of Bastilisks that being used mostly as museum pieces in front of his castle.  If only he had lived during the great periods of Strife.  When a man could be a man for more than just sitting around watching trade levies and signing pieces of paper.  He wished most of all that something, ANYTHING exciting would happen...

-----------------
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 24, 2012, 08:43:44 PM
'Edbusta crept up behind the Kommando who was performing recon, and asked him in an Ork whisper, "Oi, you, sneaky git, wot youse seeing down dere?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 24, 2012, 08:49:24 PM
Zaagblitz (and now 'Eadbusta) can plainly see that past the next ridge is the edge of the big chunks of Ork Rokk rubble.  There's a good sized road that runs through farmland, although nothing is growing at the moment.  Miles and miles of flat land (i.e. not too much cover), with scattered small buildings.

Far, far away (maybe about 10 or so miles), you can make out what seems to be a pretty big castle, done up with large gates around it that you can kind of make out has some activity.  Can't see what's what, especially as things are getting dark.  The hummies are starting to put lights out, but nothing too bright.

---------------
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 24, 2012, 09:08:50 PM
"Hmmm. . .das a long way ta go. Wheres da Mek? Maybe 'ee can get dat 'umie wagon going again. Cover up dem 'ole and make it look tidy. Den dem 'umies won't be suspecting a bucha Orks! It'll be like one o' dem. . .err. . .Tsortean Badger fings. . .yeah, dat's right!"

He turned to look for the Mek.

"You! Mek, makes us a Badger outta dat dere 'umie wagon! We'se gonna sneak in to dere little party!"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on December 24, 2012, 10:47:54 PM
2d6=6 (http://invisiblecastle.com/roller/view/3837202/)
D'oh! Missed a dice!
1d6=4 (http://invisiblecastle.com/roller/view/3837204/)
3d6 total: 10! Woohoo! I'm still awesome! :D

Grotbolt examined the Chimera with a critical eye. He walked around it carefully, pondering the machine from every angle, sometimes tapping the hull and listening to the sound it made. Finally, satisfied with his studies he announced, "Yup, this is a tank."




Due to legal reasons, we are required to insist that the resulting back and forth between Grotbolt and an un-named second party, which may or may not have been multiple individuals proceeded thusly:

"We know it's a tank!" said the unmentioned party. "Can you snazz it up?"
"Easy!" Grotbolt replied. "Drag it over here into my Workshop!"
And so, with much grunting, shoving and swearing, the tank was pulled next to a big pile of scrap and a very ad-hoc workshop was erected around it.

In due course, after much hammering, soldering and welding, the Chimera reappeared. Its arrival was not noticed for some time, however, because someone had hidden it under a garrish yellow and pink paint job with speckled squig-fur trim.

"That is not what [we] meant!" our lawyers insist the reply was.
"You asked me to snazz it up!" Grotbolt replied.
"But we want it workin'! It's got to look like a Humie tank, not like an Orky one! Go and make it look Human!"
And so he did.

After a brief, but rather heated discussion, the details of which we are not at liberty to repeat due to the potential presence of small children, the humanoid mecha constructed from Chimera parts was taken away again, and the Mek was left with instructions to make it look as though the Orks, particularly a certain Mek, had never encountered it.

Thus ends the legally moderated portion of the proceedings.




The Chimera rolled out to greet the Orks, and what they saw astounded them. The tank growled like a hungry hunting beast; it's multi-laser turret tracked back and forth in search of targets; its armoured hull looked tough enough to withstand the worst a Tankbusta could throw at it. The Orks had themselves a fighting vehicle worthy of the Imperial Guard, and sat at the controls was Grotbolt, grinning like a maniac.
"Ya see, lads? I told you all I was a Masta Mek!" he laughed raucously as he brought the tank to a halt.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 24, 2012, 10:53:39 PM
'Edbusta nodded appreciativly.

"Now dat is one impressive Badger. Dem 'umies will neva see it comin'! Well. . .dey will, coz its a wagon. . .but they won' know its fulla Orks! Now, da rest o' you boys! Get into da Badger! We got 'umies to krump! Grotbolt, you da de-sig-na-ted driva! Alright! You! Shootaboy, get in dat tuttet, and keep yousself proppa 'idden unda da lid until we gets close, or inside. I'mma get on dat Skorcha! Da rest o' yous gets in da back an' lets get going while we gots some dark left to be sneaky in!
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on December 24, 2012, 11:00:43 PM
Your rather pleasant night-time drive down the mostly-paved road turns out to be rather smooth, by Ork standards.

Some lights go on in the surrounding small lean-to and shacks, but nobody bothers to come out.

In fact, you get rather close to the castle, and you can start to make out more details.

First off, there's a big castle, it's got to be at least a hundred or so feet tall up to the tallest parapet, although most of it isn't in the best condition.  There's a large wall surrounding the castle, made of rather large wood tree trunks lashed together with metal bindings.  Hummies are walking up on top, and there's doors big enough to well... fit a tank through pretty easy.  Too bad that they're locked up.

-----------------

So... if you roll right up to the gate, they're going to start asking questions.

Cunnin' rolls will help if you want to try something sneaky.

The front door is barred shut the old-fashioned way, but a Tankhammer will probably see it through.

You might even be able to ram through it if you feel gutsy enough, but well...  I'll leave you all to think about how you want to try it out :)

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on December 24, 2012, 11:04:28 PM
"Hmmm, we needs to be sneaky about dis. Can you make da radio ask for help Grotbolt? "We is injured, let us in" kinda fing. Make up old recordins to make a new one in 'umies voice?" If dat don't work we is gonna 'ave to go the noisy way and blast da door while rammin it.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Railgun Convention on December 25, 2012, 12:45:22 AM
Lurtz was a tad miffed about not being offered the driver's seat, but even he couldn't pass up the opportunity to use a Multilaser.

Swinging into the seat, he analys'd the gubbinz surroundin' 'is new gun. 'is old one woz stashed inside the Badger, ready to be snatched up at a moment's notice. All the bitz around 'im looked good, and the laser looked to be readin' a healthy burt o' powa from da reactor.

All woz lookin' shiny.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on December 30, 2012, 11:18:06 AM
"I fink ther shud be some scoutin' be done."

"Who wants ter do it?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on December 31, 2012, 01:22:29 PM
"Given time I could probably build us a Scoutamajig..." Grotbolt's face lit up at the idea, and he began greedily eyeing up bits of the Chimera that could be cannibalised into a Orkish automaton.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on January 03, 2013, 10:14:23 PM
Cunnin' 16, roll 8 (http://invisiblecastle.com/roller/view/3849145/)

While the others were muckin' around with the wagon, Ducktape decided to look around some more. This time, he was searching for stuff he could make into a choppa. He needed a weapon besides his syringe.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on January 03, 2013, 11:32:31 PM
Cunnin 12 Vs 16 (http://invisiblecastle.com/roller/view/3849315/)

''Going fer a sneak around the walls, lookin' fer ways in. Join me if you keep up."
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Ravager Zero on January 04, 2013, 10:40:20 AM
Gorksal looked around da inside o' da wagon. Everyone else seemed to be preparin' stuff, or makin' somefing. Gorksal didn't bovver wiv dat nonsense, just fixed a rokkit to da end o' his tankhamma and made sure he had a couple spare. Never knew wiv these 'umies when ya might need ta crack somefing open. Like a beakie. Mork how he wished they could fight da beakies again.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on January 04, 2013, 03:04:36 PM
Quote from: Wargamer on December 31, 2012, 01:22:29 PM
"Given time I could probably build us a Scoutamajig..." Grotbolt's face lit up at the idea, and he began greedily eyeing up bits of the Chimera that could be cannibalised into a Orkish automaton.

Grotbolt, give me a cunnin' roll and an idea as to what you want done.
As usual, the niftiness of the creation will be based on what you can roll.
If straight on, then you well... you can get basically a camera on a smallish chassis.
by 2, you can get a little fancy.
By 5, and well...  you can get really, really fancy.  Like remote-controlled flyer drone fancy.

Quote from: Mabbz on January 03, 2013, 10:14:23 PM
Cunnin' 16, roll 8 (http://invisiblecastle.com/roller/view/3849145/)

While the others were muckin' around with the wagon, Ducktape decided to look around some more. This time, he was searching for stuff he could make into a choppa. He needed a weapon besides his syringe.

Duck, by that heck of a roll, you can get any very large item (big shoota or big choppa) or a choppa and shoota.  Alternatively, you can get a pile of ammo if you like.  Just keep in mind what you can carry.

Quote from: Will Vas Fire on January 03, 2013, 11:32:31 PM
Cunnin 12 Vs 16 (http://invisiblecastle.com/roller/view/3849315/)

''Going fer a sneak around the walls, lookin' fer ways in. Join me if you keep up."

Right, looks like the Kommando is goin in!
With your roll by 2, you can get a good look-see as to what things look like in the hummie fort.

And well...

It's kind of sad really.

The big walls you all are taking a look at aren't that well put together.  The tank can actually just drive through the walls if need be, as the metal holding the sides together are more than a bit rusted and the wall isn't that deep in the ground.  The doors are also wide open right now, as there's a lot of partying going on.  A bunch of hummies are getting pretty wasted on drink and staggering around.  There's guards roaming around, with maybe a handful walking around on the walls, but most are either asleep or drunk.

Inside the walls, you can see a small, bustling hummie town that is full of drunkards, walking around (mostly into each other).  Far inside the town, you can make out another set of large walls and a big castle some ways off (about a mile or so, but Orks have never been good with distances).

What DOES catch your attention are three large Boomgun-tanks (Bastilisks) that are just parked outside the walls of the Castle.  They might be servicable if you can get them working.

Oh, and there are actually hummies with guns and such inside the castle.  You can see them walking around, but it's hard to see much without actually getting inside...

Quote from: Ravager Zero on January 04, 2013, 10:40:20 AM
Gorksal looked around da inside o' da wagon. Everyone else seemed to be preparin' stuff, or makin' somefing. Gorksal didn't bovver wiv dat nonsense, just fixed a rokkit to da end o' his tankhamma and made sure he had a couple spare. Never knew wiv these 'umies when ya might need ta crack somefing open. Like a beakie. Mork how he wished they could fight da beakies again.

Sounds good Gorksal.  Your tankhammer is ready to go!

-----------

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on January 04, 2013, 08:07:02 PM
Ducktape's rummaging was a success. He found plenty of scrap he could use, and after taping it together he was left with something resembling a big choppa. He taped a few heads on (leftovers from the earlier battle) for good measure.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on January 04, 2013, 11:03:57 PM
'Edbusta was getting impaitient. Sneaky was all nice an' dat, but he wanted to smash stuff. Good bosses waited for da right time though. He would see if they had found any weak points, then they would make use of them.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on January 11, 2013, 10:23:19 AM
Cunnin' roll: 3d6=14 (http://invisiblecastle.com/roller/view/3860296/)

Attention Span roll... 1d6=6 (http://invisiblecastle.com/roller/view/3860298/)

Grotbolt emerged from the depths of the Chimera's rear engine housing with a collection of bits, and began proving emphatically that you can get a square peg to fit into a round hole, given a large enough hammer. The result of his work was a mobile (for a given value of "mobile") camera device, controlled by... well, that was anyone's guess.
"Got us a scouty doodad." He said, pausing only to notice he'd forgotten to fit the camera lens, and correcting it quickly when nobody was looking.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on January 11, 2013, 04:02:15 PM
Yay!
The thread shows life once more.
Well, with your scout, you can easily use it to get a mobile camera...  How you want it to look, it's up to you :)

In any case, it'll wander around in the dark taking pictures, so you get a decent view of everything inside (see above posts).

So, you can clearly plan a means of attack (hint, hint).

If you want something specific, let me know :)

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on January 11, 2013, 08:53:51 PM
"I fink we should try and look for a better way inside" Zaag said as he appeared from the shadows to rejoin the group.

"If we can make an 'ole quiet like, we can get inside, dey don't look up ta fightin'"

Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on January 14, 2013, 10:07:47 AM
"Ed'busta's in charge for now so go ask him what ta do. Not much ov a boss, is he?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on January 14, 2013, 03:22:27 PM
Grotbolt dropped the spy-bot onto the ground and experimented with driving it about the place. "Just tell me where ya want it."
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on January 14, 2013, 08:35:33 PM
"Go find a 'ole in the wall dat fing can fit froo! Get in dere and fin' out stuff. We wanna know who is near da main gate so dat we know where to get blastin', then we can get choppy. You ain't gots long till dem 'umies see were out 'ere, so, go quick and get it done. Den we breaking dis gate down and gettin' dat Brandybuck fella!
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on January 14, 2013, 11:54:08 PM
(Roll for cunnin' on the spy-bot)

Well, depending on how you roll...

If you fail outright, your bot will get noticed before he can go too far.

If you succeed straight up, you can get as far as the walls and look about. (see above for descriptions)

If you make it by 2, you can get inside and look at all the drunk and clearly not paying attention hummies.

Now if you get it by 5... you can probably make your way into seeing the Bastilisks.  :)  If you make it by THAT much, I'll let you know the surprise with them.

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on January 15, 2013, 09:59:58 AM
Zaag starts 'is sneakin' behind da SpyBot. Intending to follow it in.

Cunnin: 12 Vs 16 (http://invisiblecastle.com/roller/view/3866513/)

Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Wargamer on January 15, 2013, 12:38:26 PM
Cunnin' roll: 3d6=8 (http://invisiblecastle.com/roller/view/3866670/)

Grotbolt steered the SpyBot in toward its destination, muttering constantly as it went.
"Left a bit... left... left! No, the other left! Zoggin' thing! Right, let's go this way... hey, lads, look! We've found some shinies!"

The announcement was followed by the light on the "Display Mashin" (DM for short) blinking into life. Grotbolt turned his attention to the DM, awaiting confirmation as to what his bot had found.
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on January 15, 2013, 02:42:06 PM
Right then, Zaag, you can follow the bot no problem, although you can't get right up to the Bastilisks as the Bot can go past the sentries (two of them) without making a fuss.  The guards are dozing a bit, which makes it no problem for the bot to get by.

What the bot does see, is that the artillery is actually ready to fire!  The hummies have loaded up shells that look a bit odd (Grotbolt can tell that they're fireworks) that are ready to go.  So, yes, three Bastilsks, loaded with firework shells.  Right in front of the castle with complete fire-range to anything in the town, castle, gates, etc...

:)

So... what now?

Best,
-BT
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on January 15, 2013, 05:22:10 PM
Getting the report from Grotbolt, 'Edbusta considered the options. When it came down to it, there was really only one. Make one hell of an entrance, , ,
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Will's on Fire on January 15, 2013, 09:27:13 PM
"It's time fer yer te' taste 'umie blood agin" Zaag spoke to his blades as he crept up upon the two guards, ready to kill them.

Against Cunnin 16 11 (http://invisiblecastle.com/roller/view/3867262/)

And with that he struck a blow upon each. Time ter keep sneakin'.

Cunnin 13 vs 16 (http://invisiblecastle.com/roller/view/3867265/)
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: BigToof on January 15, 2013, 09:42:18 PM
The Hornsfeld Brothers, Lance and Vince, weren't the brightest of militia members.  In fact, both were probably drinking far more than they should.  But that bothered Lance (and to a lesser degree Vince) less than they should.  After all, what could happen on a night like this?  The night was cool, drink and revelry were in the air, and if they played their cards right, they might even get free passes with the less choosy girls.
Indeed, things were looking up for the Hornsfeld Brothers.

Until a sharp sword drew across each of their necks.  The Hornsfelds fell with nary a sound and were dragged back to the shadows.

The Ork invasion had begun.

--------------------------------
Game bitz:
Zaag, you can also see the Bastilisks now.  You're not sure, but it looks like they're ready to fire straight up with their big guns.  Seems like a waste, but things are primed to go.

-------------------------------
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: Mabbz on January 18, 2013, 12:12:34 PM
"Oi! 'Edbusta! When are we gonna start da krumpin'?"
Title: Re: Orks Gone Wild! [The RP Thread]
Post by: The Man They Call Jayne on January 18, 2013, 01:24:08 PM
"Soon as Grotbolt gets back in da drivin' chair, we's goin' throo dem gates, den we gon' be krumpin all night!"