Coolest Moments in Roleplaying?

By dyp100, in Dark Heresy

So, as I've asked in the title, what is the coolest moments in your Dark Heresy (Or Rogue Trader, even general if ya want) Roleplay?

If you want, explain anything cool you've seen; an awesome character perhaps, a near impossible feat, a great moment of RPing, even a crazy weapon or piece of equiment your GM let you get away with or keep.

Even explain to us if it's not your own character but you were there anyway, remember, the more detail the better. XD

Thanks for reading.

So far, I think the best scene I've had is an acolyte surviving death by chainsword. :P

The team had two members infiltrate a cult in the underhive as well as another teammate served up as the cult's sacrifice. When the time came to interrupt the ritual and purge the heretics, the scum confronted the cult's high priest who happened to be a psyker. Due to a mishap with the warp, said scum and psyker had a little mind-body swap.

At first the acolyte was frantic, obviously having been the victim of witchcraft. However, she was quick-witted and attempted to tell the rest of the heretics to surrender seeing as how she was now the high priest. That action didn't sit well with the cult's weapon master who had been holding back out of sight up until this point. He attacked the scum/priest from behind with a chainsword, plunging it straight through her/his chest and doing critical damage.

With the death of the psyker's body, the scum's mind was thrown back into her own shell. Needless to say, she earned a few insanity points for experiencing what is like to die by chainsword. Ever since, any attempt she made to find chain weapons for the rest of her teammates (she is the cell's 'acquisition officer') seemed to fail. In the end, I now have an acolyte in the cell who jumps at every whirring sound she hears.

For me personally with my Sister of Battle, it was the Attack on Hazael's Cross . The psyker had a little mishap with the Warp and found himself unable to use his powers for an hour. Meanwhile, we had three big bad mutants and a pack of lesser mutants coming after us. The enemy pyrokene was raining fire down on our arbitrator and our cleric, whose backpack flamer exploded. While the two of them were rolling around on the ground trying to extinguish their fiery clothes, I was the only combatant on our side left standing. I single-handedly took out the two big baddies who could be killed. (The third one was immortal for the time being.) After I'd taken out the pyrokene, I realized that I had taken out every single female enemy we'd ever faced.

That's right, boys. Leave the ladies to me. They're all mine.

Another awesome roleplaying moment, though not for me, was the night my first Sister got killed . My character got sliced in half my a monk who was dual-wielding power swords. The cleric was sneaking around a side passageway to take out the mooks in the other room, leaving the arbitrator and the psyker to face the monk. Unfortunately, the psyker incinerated his clothing and all of his equipment. Naked, he ducked out the front door, leaving the Arbites completely alone to face the man who'd sliced a Sister of Battle into two pieces.

With his shotgun out, he kept backpedaling until he was back against the wall. The Emperor's Righteous Fury was on his side! (Multiple times. Awesome!) From the other side of the front door, the psyker healed the arbitrator to keep him alive long enough to blow off one of the monk's arms and then land a shot to the heart. The arbitrator had prevailed, against all odds.

The previous session, my Sister had, er, seduced a priest to gain information... But I wouldn't put that in the same realm of awesomess since I only narrated it after the fact. (The roleplaying would have been more than a little bit awkward!)

Let me see here. This story is a little long, but I think it is my favorite subplot to my DH game.

An enemy psyker became a daemonhost due to an unfortunate Perils of the Warp roll. The Daemonhost was a fiery creature with wings of molten metal. The only person around to see at the time was our Psyker and some random mutants and arbitrators. The Daemonhost destroyed everyone but the Psyker who at this point had collapsed into hysterics. The daemonhost sat on our psyker's chest and branded him, "You're mine," she said.

From then until the end of the adventure, our Psyker would see the Daemonhost out of the corner of his eye. It would occasionally whisper to him, warning him not to tell anyone about her. One night, our Psyker broke down and told our Prime everything. The next morning, our Prime didn't remember a word of the conversation.

Around this time, the team was ordered to execute a prisoner who was previously promised amnesty. Everyone on the team begrudgingly agreed to the order except for our Cleric. Due to certain events during the previous couple of weeks the Cleric believed this prisoner could possibly be a Saint. She expressed her concerns to our Inquisitor but he would not change his mind. That night our Cleric prayed to the god emperor for guidance.

Her guidance came in the form of an androgynous being of blinding glory borne aloft on wings of molten metal. It declared itself to be a harbinger of the god emperor himself and told our Cleric that the prisoner was indeed the second coming of Saint Drusus. The harbinger left the cleric with instructions to keep her visitation a secret until the appointed time.

Eventually the Cleric was able to convince the team to hold off on the prisoner's execution until they were on their way out of the system. She suggested that the locals, who saw the prisoner as something of a Saint themselves, would riot if they caught wind of the execution. Our Inquisitor agreed and they left the planet.

That evening as they began to leave orbit, our Cleric was again visited by the Emperor's Harbinger. It told her that the time had come and that she needed to retrieve the prisoner and escape the vessel right away. The Cleric went to the prisoner's cell, noting that the guards were gone and the locks had been burnt through by something extremely hot. Inside, the prisoner awaited our Cleric, clearly incapable of understanding what was going on and almost resigned to his fate. Eventually the Cleric convinced him to come with her and they fled to the Lighter bay.

Around this point there was a pricipitous in power to all vital systems on board the vessel. The ship was thrown into chaos and our cleric's path to the lighter bay was inexplicably clear. They arrived at the lighter bay, where the bulkhead doors had once again been burnt through by something approaching a meltagun's intensity.

In the Lighter bay, our two escapees found a shuttle pilot who was doing a routine walk around of his craft. While at first apprehensive, the pilot was overcome with awe as the Harbinger appeared to him. Together, everyone gathered upon the Lighter and powered her engines.

It was at this point that the bridge became aware of what was going on. They locked down the Lighter bay doors and demanded the pilot stand down. With a flash of searing white flame, the bay doors were reduced to slag and the Lighter was free. But not for long. Our Inquisitor voxed the shuttle, discovering our Cleric's treason first hand. She refused to cut the engines and return to the ship. The Inquisitor gave the order to fire. The shuttle was destroyed utterly.

After a brief delay, power was restored to the vessel and the ship began warp translation. The whole team prepared for the trip in stunned silence.

It was during the first week of transit that our team began to piece together what happened. They found a note speaking of "an angel made of fire" in the Cleric's cabin. During the incident Internal auspex readings had produced bizarre readings almost as though they'd had warp incursion.

All of this evidence led our Psyker to go to our Prime for help. But our Prime didn't remember the first conversation. After mercilessly interrogating the Psyker and discovering his contact with a Daemonhost as well as the mark , our Prime executed him and made his report to our Inquisitor. Sensing something truly out of place, the Inquisitor ordered a return to the original planet (Sepheris Secundus in this case.)

Upon arrival at Sepheris Secundus, it was already apparent that something was terribly wrong at the mine they had left only a few weeks prior. Communications were down, and there were strange readings coming from the mine itself. Our Inquisitor mobilized our team as well as his personal security team and we landed planetside.

In just a few short weeks, the mining serfs and mutant population had been driven mad. Those who had not devoted themselves to Chaos had been burned alive and fed to the others. Heretics assaulted our team in droves, led by an insane woman with a horribly burnt face who we later learned to be our beloved foolish Cleric. Somehow, she had survived the destruction of the shuttle and now was a ravening lunatic devoted to some dark god.

We fought them at every turn, finally making our way to the heart of the mine where we found the Daemonhost herself and the "Saint" now driven horribly insane by horrific burn scars and the wings of bone and blackened wood nailed to his shoulders.

Battle was joined immediately, our team took heavy losses. But we had one trick the Daemonhost hadn't counted on. Our Tech-Priest had jury-rigged a device using heretek technology found earlier on their mission. The device was an explosive that would cause part of the mine to go out of phase with the surrounding area and then rematerialize in a different position, killing and trapping all within. Our attack proved a sufficient distraction for the Daemonhost and its minions. We detonated it at the last possible second, hopefully banishing it for all eternity.

That's my story. Sorry for the wall of text, but it was one of the coolest sessions I've had in a long time.

For my own character, it still has to be, among other things, during a longer mission.

Our group was looking into some disappearances downhive, and we are in the final stages of the mission (POSSIBLE SPOILER ALERT HERE)

So we're fighting the main baddy, when she drops down an elevator shaft using repulsors. Psy, our techpriest, decides to go down the stairs, cause he's low on health. One guardsman was dealing with a high level mook, and the other was pondering her chances at tossing a 'nade down there or shooting. (This is Kira, btw)

Jericus, in his infinite wisdom, decides that, while it would be smarter to just shoot at her, that it'd be more fun to jump after. Taking a running leap over Kira, he starts falling after. The enemy fails to respond with a lasgun shot, and our intrepid assassin cleaves her in twain. Unfortunately, I fail his Catfall ability, so he's taking a full 15 meters of falling damage.

Zilla rolls, and tells me the number. I laugh out loud, because after my toughness, the damage (it was about 12 after TB) dropped me to 0 even. No crit.

After spending a fate point to heal a couple of wounds, Jericus is bolting back UP the stairs, passing up Psy on the way, causing the quote in my sig.


Though, our Adept gets one in a later mission (Right after our Meatmountain Guard catches a Krak missile with his teeth) when she uses a 4 round burst on a multilaser and hits four different targets and vapes them. With out having training. She now has Heavy weapon (Las) training.

In our year-long campaign, we've had some great moments and I'm honestly not sure where to start. I'd talk of Nrvnqsr, our assassin, but he got his share in the Terrible Things thread, and Plagueface has done so much awesome stuff so often I should probably have just saved a word document and pasted it in every 'awesome moments' thread. Same with Legs (our techpriest) and Khan (our psyker), so I'll dedicate this post to Apollo, our ill-fated voidborn cleric who passed away forgotten under the Tricorn Palace.

Apollo's crowning moment of awesome would have to have been our escapade through an andventure called 'The Castamere Look' , available on Darkreign somewhere (hey, it was a while ago). The party have traced a series of psychic 'awakening' spikes to an isolated mining and cropgrowing village full of strange inbred people. A short way past the town, a few of the party have discovered the long abandoned mining tunnels home to a cult of genestealers and their patriarch, who by now have subjugated the entire town for several generations.

Our assassin is the first to take a peek around the corner to take a look at what all the strange chanting is about, failing his fear test horribly and fainting dead away at the sight of the horrid, overgrown patriarch being groomed and tended to by his flock (something like 30-40 models on our gaming mat). The rest of the party, now aware that whaever's around there is well alert about their presence, steps into the fray and lets loose with frag grenades, and volleyed lasfire. Apollo lets rip with his flamer and starts taking out scores of muties with each hit. The patriarch is commanding his troops forward from the comfort of his throne (he's too large to shift from it) and selectively targetting members of the party with Blood Boil to them as they individually cut through the throng and confront him.

First one down is our assassin, Blood Boiled one damage away from insta-death. The cave walls begin to leak blood from the psychic phenomenon occurring, and about halfway through the patriach is lifted into the air, fries literally half his flock with a psychically-charged static bolt, and left smoking and naked behind the battle. Apollo clears a path with his flamer and confronts the patriach, who takes him down too with Blood Boil, again one damage away from insta-death.

At this time, the rest of the party are handling the muties well enough, but they realise that help is on its way soon, and not for them; their inquisitor and one other character are picking up genestealers shadowing them through the crops. Apollo's player asks if he can burn a Fate Point to remove all fatigue, and I figure, since the entire party is likely going to buy the farm if they all before they can take out the patriarch, why not?

With the fire of the Emperor possessing him, Apollo drags himself up from the poll of blood, and beats down the patriarch with the butt of his stub auto. Just like that.

Unfortunately, poor Apollo was eventually called up by the Emperor himself not long after. When the party (and their inquisitor) was captured and held under the Tricorn "Pending Investigation", he died in the breakout attempted by an ally of theirs. Chasing after some psychotic 'patient' he released, he was confronted by a daemonic being which possessed him. When the rest of the party found him in this state they wasted no time executing the poor fellow.

The last words spoken about him were by our Moritat (new player/character; hired by their ally to help bust them out), after they stumbled upon the listless body of their former comrade floating down the hall like a ragdoll before twisting its head around Exorcist-style to confront them.

Althalus: Does your priest normally act like this?
Plagueface:....Ah, good old Apollo [chuckles nervously]

During one of our first sessions, our assassin was investigating child disappearances in the lower hives. befriending a street urchin, she was led at one point back to where the poor thing lived, ine a one-room flat at the top of a decrepit hab-block, with his mother, who had a serious obscura addiction and was a prostitute. they had a solid fuel stove where they burned rubbish to keep warm, the clothes they were wearing and...that was it. The boy's sister was one of the kids who had gone missing.

Our assassin player got very dewy-eyed and sad.

In our last gaming session on Iocanthos the PC's alongside the Seth the Voices army faced off against the army of Vervai Skull.

They drove their 14tonne truck with a cattleshield on the front of it straight into the front lines and proceeded to mow down men with the missle launcher and the auto cannon. They killed the two bosses easily in a hilarious display... that was utill one of them turned into a Greater demon of darkness and proceeded to walk towards them.

Assasin1(ranged) on the auto cannon flips out! he unstraps himself and jumps off the guns tower into the enemy army beneath him and runs away. Assasin2 (melee) sat the session out (lucky for him :) )

The Techpriest on the Missile launcher also flips out and jumps off the side of the flat bed... she then fails an agility test and falls under the wheels, breaking both legs!

The Guardsman driving the truck had already flipped out earlier and was simply driving in a straight line mowing down the enemy infront of him.

The psyker doesn't flip out, now away from the assasins null zone(for being untouchable) he uses a phychic power to knock the Gaurdsman oiut of his fear.

The gaurdsman then pulls a hard right and loads the only Vortex Grenade they were given into his Launcher, next turn just serviving the next attack of the Demon who had just killed 5 Adeptus Soratis troopers he launches the grenade and sends the thing back where it cam from.

Some how all the PC's survived.

-

or this one...

Gaurdsman kills 3 guys with a meltagun throough a wooden door as they head up the stairs, we then interogate the survivor.

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Or this one...

Three of s PC';s versus the end boss...

Psyker rolls a 9 and ends up with perils summoning a lesser demon (this is our first game with this GM).

Half the enemies turn on the Demon, demon kills half our enemies... We kill demon!

In same gaming session the same Psyker tricked a repentant greiving man into thinking we were angels from the emperor, he then made him lick up spew later on in the game!

GROSS!!!

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In DH for me, it would have to be the finale of Baron Hopes, from PtU. The look of horror on the other players' faces when my Sororitas killed Ulbrexis ... priceless. gran_risa.gif

So here's the setup. !SPOILERS!

During the course of this mission, the other characters had come to like, and maybe even respect Ulbrexis, while I kept my distance. Near the end, we had failed to keep Morirr's "bomb" from going off, but we did force him to set it off somewhere other than his intended target. So, we had the mass manifestation of warp zombies to contend with. We fought a running battle out of the mines, and back to the Arbites bastion. There we made plans to (hopefully) deal with the situation. As this was in progress, zombies and mutants came pouring out of the mines and attacked the bastion. Rather than wait for them to fight their way inside, we decided to take the fight to them, and leave Ulbrexis inside, where it was 'relatively' safe (we knew we needed him still, just not exactly why, though we had our suspicions). In the course of the fight, Morirr and his 'inner circle' appear. At the same time, Ulbrexis pops up, having snuck out of the bastion, and shoots at Morirr (and seeming to wound him slightly!). Then Morirr unloads a full-auto burst on Ulbrexis, seeming to kill him. Since I already suspected that Ulbrexis' blood would hurt Morirr, I ran over and knelt down by Ulbrexis (my intent to coat my chainsword in his blood, and thinking that he was already dead). Suddenly, he opened his eyes and looked up at me, saying, "Use my blood." Well, since I was already secretly (the others were not aware) under orders from our Inquisitor to kill him once the mission was complete, I knew what I had to do. So looking Ulbrexis in the eye, I said, "As you wish." Then I promptly decapitated him with said chainsword. As the blood gushed from his neck (coating my sword nicely), I noticed that the room had become absolutely silent. When I looked up and saw everyone's jaws hanging open, and looks of pure shock and horror on their faces, I couldn't help it, I started laughing uncontrollably. When I regained my composure, I said, "What? I was under orders. Besides, those bullet holes just weren't leaking enough to be useful." At this, the look of horror and disgust returned to their faces, forcing me to break out in laughter yet again. Awesome-ness in a can! gran_risa.gif

We then proceeded to kill Morirr and his mutant cronies, whereupon the zombies faded back into the warp. Just before our Inquisitor arrived at the scene in a rage, demanding to know why we thought it acceptable to allow this planet to nearly be overrun with warp creatures. preocupado.gif

Ah, a fellow Sister. If only our Inquisitor had seen fit to tell me Ulbrexis was expendable. It would have made matters so much easier.

Ophilia Midkiff said:

Ah, a fellow Sister. If only our Inquisitor had seen fit to tell me Ulbrexis was expendable. It would have made matters so much easier.

Oh DANG!!! sorpresa.gif I can't imagine what might have happened if my Inquisitor hadn't given me explicit instructions. Otherwise, I might have fallen into the same 'modern-day philosophically-PC' trap as the other players in my group. And we were so seemingly incompetent up until the end, that I'm sure we would have ended up allowing Morirr to get away, if not succeeding in opening a permanent warp-gate on the planet, otherwise.

But since he (our Inquisitor) had the foresight to install me as the party prime, and since he told me exactly what his expectations were ... and, since I was playing a fanatical battle-nun of unquestionable loyalty to the Imperial Creed, we managed to salvage the situation. gui%C3%B1o.gif

Sister Cat said:

Oh DANG!!! sorpresa.gif I can't imagine what might have happened if my Inquisitor hadn't given me explicit instructions. Otherwise, I might have fallen into the same 'modern-day philosophically-PC' trap as the other players in my group. And we were so seemingly incompetent up until the end, that I'm sure we would have ended up allowing Morirr to get away, if not succeeding in opening a permanent warp-gate on the planet, otherwise.

But since he (our Inquisitor) had the foresight to install me as the party prime, and since he told me exactly what his expectations were ... and, since I was playing a fanatical battle-nun of unquestionable loyalty to the Imperial Creed, we managed to salvage the situation. gui%C3%B1o.gif

Our Inquisitor has... trust issues. Never mind that we had a special reward just prior to the adventure for a job well done on the space hulk. Never mind that I've been a loyal, faithful servant with unshakeable faith who absolutely hated the fact that we were harboring and supposedly rewarding a known heretic.

One of these days, we're going to get killed because our Inquisitor withheld an important piece of information like this. (We almost lost two of our party because they were barely hanging on when we ended up fighting the Royal Scourges because we thought we had to protect the wretched man.) Out of character, however, putting him in charge would have been a good idea.

Ophilia Midkiff said:

Our Inquisitor has... trust issues. Never mind that we had a special reward just prior to the adventure for a job well done on the space hulk. Never mind that I've been a loyal, faithful servant with unshakeable faith who absolutely hated the fact that we were harboring and supposedly rewarding a known heretic.

One of these days, we're going to get killed because our Inquisitor withheld an important piece of information like this. (We almost lost two of our party because they were barely hanging on when we ended up fighting the Royal Scourges because we thought we had to protect the wretched man.) Out of character, however, putting him in charge would have been a good idea.

Sister Cat says, "Hmm ... methinks you may have the misfortune to work for a radical, or even - Emperor forbid! - a heretic. It may be time to consider purging the fool. For the good of the Empire, of course." gran_risa.gif

Sister Cat said:

Sister Cat says, "Hmm ... methinks you may have the misfortune to work for a radical, or even - Emperor forbid! - a heretic. It may be time to consider purging the fool. For the good of the Empire, of course." gran_risa.gif

Yes, I think Inquisitor Kaede does seem a bit radical, and he's quite the scoundrel, to boot. I'm quick on the trigger, but I've seen him execute too many people without ceremony to think I'm quicker on the draw than he is. gui%C3%B1o.gif

Ophilia Midkiff said:

Yes, I think Inquisitor Kaede does seem a bit radical, and he's quite the scoundrel, to boot. I'm quick on the trigger, but I've seen him execute too many people without ceremony to think I'm quicker on the draw than he is. gui%C3%B1o.gif

Ha! Well, when it comes to 'quick on the trigger', I think my fellow players now understand that I won't hesitate to put a holy bolt shell through their eye at the slightest hint of disobedience or heretical thinking. Of course, our group's Witch ... er, Psyker ... already knew that. I made that very clear to him right from the start. angel.gif

But if you do decide to go after Kaede, I'm sure you'll want to do so in the proper order. Gather the evidence, present it to your Mother Superior, then lead the force they send to purify him. I wouldn't try and take matters into your own hands, at least not unless a very good opportunity presents itself.

Mine would be for an adventure I ran. 6 players, 1 psyker, 1 arbitrator, 1 tech-priest, 1 scum, 2 assassins.

The group was investigating rumors of a cult using tech heresy to modify people and animals into horrific killing machines, something usually not heresy by itself except some of the examined subjects found had xeno's parts and organs stitched into them.

The group followed a rumor of demonic hellhounds killing villagers to a cave on a feral world. The initial cave is empty so the groups psyker stealths ahead followed by one of the assassins. Afterwards the 2 'hellhounds' (psyber-augmented canines with flamers in their mouths and a tech electro fear howl) come in the cave behind the remaining acolytes. Its a small cave system, basicly two larger 'rooms' seperated by a long curving passage.

The pysker starts fighting a heriteck further in the cave and the hellhounds wind up setting the arbitrator on fire, then a howl causes the arbitrator to start fleeing further in the connecting passage (still on fire) the psyker in another room gets a perils of the warp making everyone in range (enough to hit the other group too) see flashes of the warp which snaps the other assassin (the one that didnt follow the psyker) she hits 20 insanity and fails her trauma roll making her stop and just repeatedly clean and maintain her precious rifle..ignoring the fight.

The techpriest chases after the on-fire screaming arbitrator and tackles him to put him out, he rolls badly trying to douse the fire and gets set on fire himself and then remembers that he has about 30 grenades on him (thanks to his new toy grenade launcher). The scum stays and tries to fight the hellhounds alone to guard the snapped assassin.

The psyker fighting the hereteck gets perils of the warp Again but this time jams all weapons in the cave system....which is what saved the two flaming guys since I rulled the grenades 'jammed' and not set off by all the fires. The psyker and sane assassin manage to kill the hereteck and the scum manages to get the emperors luck a few times in the fight to save the snapped one and down's the hellhounds armed only with his mono-knife since he stopped using his gun when it jammed from the psyker.

Another fun thing I forgot is that the psyker managed to knock everyone's microbeads offline prior to the big fight and they haven't gotten them working yet.....so nobody knows what has been going on with the others while split. The group eventually comes to check on the arbitrator and tech-priest who are laying in a smoldering heap in the passage way but both alive....but confused by the whole experience. The arbitrator only remembers flashs of it...being set on fire then scared as hell from a 'demonic' howl.....seeing the warp while he ran on fire and then being crushed by the weight of the tech-priests tackle and wondering why he's flailing at him. The tech-priest is confused as to how being on fire with enough ordinance to take down the whole cave didn't. It was an interesting bonding experience between the tech-priest and arbitrator though.

***SPOILERS FOR HOUSE OF DUST AND ASH***


For me as a GM it had to be when the group stumbled upon the Abbot feasting on a corpse of a guard he had kill in his own search for the party (Crow Father had a beef with our Kadian Guardsman Kira. Now, he's not too fond of anyone in the group). Naturally a fight broke out, the party with Cisten and Whent and a few recruited guards against the Abbot, his men, and some of the cultists that he had taken control of with his Unclean Spirits. One of the first moves by Kira was to throw one of our spare flamer fuels into the room with the intention of herself or the Assassin shooting it for a nice big boom. It however lands practically at the feet of one of the cultists, who decides to pick it up and run out the other door.


The Abbot than decided to get Cthulhu and pulled a Fear 4 out of his ass. The Assassin falls to the floor while his brain checks out for a while. Our cyborg Guard, John, drops Whent on the floor while crossing the hallway in front of the door and the poor child checks out for essentially the rest of the game after the sight of Mr Tentacles. While this is happening cultist with the flame fuel decides to return it to the group, with this throw being to much for the poor canister lighting most of the group on fire.


After a continuing series of unfortunate events at the hands of the Abbot's Psyker powers, something a little odd happens. Psychic phenomena had naturally been quite common up to this point but this time was fun. He was trying to Psychic Crush John and rolled up two 9s. One was just the boring "OMG THE WALLS ARE BLEEDING!", the other was Vice Versa. After some random rolling and Rule of Cool/Funny he and the guard body swapped.
Now for John, who was Scholla raised, this was a horrifying experience. He found himself in a demonically tainted body with crows living in his gut. After crying a bit he decided he wants to convince the cultists to kill off his body / the Abbot. Told him to make a Deceive roll that was anything other than an auto fail... he rolled a 98. So he began shouting about purging the Heretics and and killing all the cultists. After which John decides he can best spend his time emptying the Abbots pockets and removing and demonic artifacts of protection from his person all while crying wildly. The Abbot doesn't like the looks of that a tries to give the powers another go and fails his manifestation, but does cause all machines to rebel, causing the power armor his current body is in to shut down. Losing his sight the Abbot begins to panic and scream thinking that the Crow Father has brought down his favored punishment unto his failing disciple.


Kira takes advantage of this and throws her cloak over him so when his suit comes back on line he is still left blind. Still in a panic he begins to run around, wildly swinging power blades, making contact with a cultist and cutting the poor sod in half. At this point the group just moves in for a cope de grace on the non resistant Guard-in-evil-demonic-mutty-body killing of the Abbot and returning John back to his own body a little more corrupted and a lot more insane.

*END SPOILERS*


As a player it had to be from our most recent game. The short of it was that we were investigating a Slaanesh cult. Being a Tech-Priest I was quite uncomfortable with the situation, and even more put off to find a low level Tech-Adept visiting to watch the "show" that they put on. As our group was sexually assaulted psychically my urge to kill was rising and was only stopped when the doors were busted down by a group of merc's one of which puked on the room with a Heavy Webber. Our Assassin wiggled free of the slime and I managed to hulk out of it using a Manipulator arm. The webber dude decided that a face full of obvious combat focused Tech-Priest was a very bad thing and threw a Eldar Haywire Grenade my way. Now, I was faced with a really crappy situation. I could try and dodge out of it... with my mighty 15 dodge rating. Or, I could shoot it. Now my problem with option two was that I'm a Navy boy, so shooting isn't my thing, but I was going to be damned if a piece of Xeno tech was going to take me down without a fight. So, I waited for the thing to be point blank and pulled an almost perfect shot out of my ass with my Plasma Mechadendrite. I still ate some of the blast, but **** it, no dirty Xeno tech was taking me down easy.


After failing to restore power to both my Cyber-Mantle and my bionic lungs (ouch) I decided to start charging at the webber guy. He shot me once in the eye with a tranquilizer dart and than tried to stun me with his shock maul. Both having failed him he started panicking and just stat there defending until his backup showed and took one of the kids (for the love of the Emperor don't ask) hostage. As the average age of the party is quite young, we all have a tendency to defend children, so we were sadly forced to give up.

I think I just had mine, using an NPC! The game I'm running has seen the acolytes find Haarlock's ship The Glorious Retribution just after Tattered Fates . The ship we zoomed along on had us being kidnapped by Inquisitor Glavius Wroth for 'express purposes'. After running around on the mental dungeon ship (wherein I took over as GM) we had alot of silly shenanigans to deal with. And we did.

The plan eventually became that the Scion of the Haarlock line was going to take the ship, return to Marr with it and at somepoint probably renew himself as a bona fide Rogue Trader. But to do this we first needed to escape from under Wroth's Prime's shackles. Our current PCs are a joint cell currently running under the auspices of Rykehuss, but also with some representatives from Marr. Marr's psyker, a telepathic-biomancer was helping us storm the bridge of our captor's ship. Waaay back when I was still a PC not a GM, my character had made some headway with undermining Wroth's forces by basically sweet-talking the ship's machine spirit and techpriests.

In the meantime, we're assaulting the bridge. This psyker goes invoked full-blast on Soul-Killer, getting a nice 20+ overbleed, so three bolts, all quite sufficient to kill pretty much outright. Lovely, the rest of the cell are storming the bridge in a big break-in battle scene, she comes swanning in after having just soul-killed the two guards and proceeds to kill another three with one fell-swoop. And promptly disappears from time!

In the meantime one of the PCs is off to dual the ship's Interrogator-Captain (Wroth's Prime) whilst the Haarlock Scion is fighting for the bridge itself and our mechanically ressurected guardsman is busy intimidating the enemy's armsmen that we're the correct Inquisition! And my old PC (now NPC and plot-faciliatator) is off doing the run-around with a techpriest, a navigator and two astropaths...

I rather enjoy this campaign.

In the campaign I am running I put my players through the Maggots in the Meat advernture. When the players were trying to find out who had been taking some of the bodies the (crazy) arbitrator began an impromptu interogation of a local.(the local knew who it was but wouldnt say). Eventually the arbite pulled out his shotgun, fired a warning shot just to the left of the mans head and demanded to know who was taking the bodies. Scared out of his mind the local just sort of screamed at the top of his lungs "SmeedandSmoot!!". To which the now enraged arbite replied "What did you just call me!?" and promptly blew his brains all over the pavement. Afterwards the assassin told him he was pretty sure those were the names of the people. To which the arbite replied "Oh well, he was probably a heretic anyways"

This is also how i came up with my strange name

Our assassins are insane.

Out of the two which were present (Malfian son of dispater and feral generic melee assassin), they both just about won the big finale of our campaign for us, taking on the BBEG and his head cronies while the rest of the party+NPCs tackled the mooks and generic cultist rabble.

Our Malfian, Nrvnqsr (who already appears in numerous other 'cool moment, bro' threads), has a possible Initiative range of somewhere between 24-34 if I'm correct in remembering his talents. He basically goes first in every battle, all the time, to the point where "What's your initiative?" is answered by "first". This got even sillier when he doped himself up on Ghostfire Pollen Extract.

The opening move of the battle is him whipping out his Carnodon (only one since he wasn't in his fully battle gear and as such didn't have his recoil gloves)and blasting the BBEG's face off in one fell move, with only a fairly modest damage roll. That did a fair bit to lift the morale of the party when staring down a greater daemon and it's summoners. Until they remembered they still had to fight a greater daemon and the rest of its summoners.

During the course of the battle, Nrvnqsr gained enough CPs to force a mutation. In the true spirit of him surviving each and every damned thing which affects him in a positive way, he rolled Wyrdling. That's a psy rating of 1 and two powers for him. I wasn;t sure if he should pick the powers or not, but since it's a major character development I let him choose. He now has Precognition and Lucky. I don't think he's ever going to get hit by anything again. Ever.

Our other assassin, Savage, is, in every sense of the term, a feral killer. Shorter than the rest of the party, built like a ceramite throneroom, and has sideburns which extend all the way into a joint ponytail. He took to the fight with a 'requisitioned' powersword, along with our Moritat's sword to boot (the player was absent so we figure he was pinned by debris in our crashlanding). He was dealing close to 20 damage a swipe with each, which would be pretty **** scary if he wasn't fighting the equivalent of a maxed cleric optimised for melee and wielding an eviscerator. He was the second in command of the BBEG, the head of the sect responsible for summoning the daemon, and entirely convinced the party were trying to undo the 'rebirth of the Emperor', as he saw it.

During the fight, while the others are trying to kill the mooks swarming around them (including another 'miniboss' based on the Witch Hunter Acolyte model), the two take the spotlight in a duel in the center of the cathedral. Savage takes a few chunks out of the cleric, dropping him from 25 wounds to about 3 in a turn or two. On the next turn, a low blow takes one of the cleric's kneecaps and sends it across the room. I'm pretty sure Sav was hit at least once by an eviscerator, but he's built tough so I wouldn't be surprised to see him not go down. Halfway through, our arbitrator Guy leaps into the fray, slamming straight into the cleric's back. He wrenches the eviscerator through the air, which Sav ducks under seemelessly. Guy isn't so lucky and catches the blade head-on, taking 24 damage and "dying" outright. A burnt Fate Point ensured that a chunk was taken out of his chest as only the tip of the sword cleaved through him, enough to leave him relatively in one piece.

Sav's retaliation is to swing his swords back at the momentarily-distracted cleric. The blade cuts deep into his stomach, spilling out his intestines Ricky-Oh style. Which meant I simply could not pass up the opportunity to have him his weapon, gather up his guts, and try to strangle Sav with them, proclaiming all the while about dying in the Emperor's service. Sav shoves him away and backs up, so the cleric whips out his backup weapons, a hand flamer and a well-crafted shortsword. The sword buys it parrying Sav's continued onslaught, but so far the cleric hasn't died from either his guts falling out or his Blood Loss.He's 'died' once but spent a Fate Point to reroll his Blood Loss test. All up in Sav's grill now, he opens up with the Hand Flamer. Sav fails to dodge it and takes a burst to the face, which he spends his turn rolling around trying to put out while the cleric moves back to pick up his eviscerator from the ground. Then he finally dies of Blood Loss.

The cleric, his black and yellow robes stained with both combatants' blood, stoops down, forcing himself to his feet as he leans on his eviscerator. It's too much for him now, and he collapses onto a pile of his own blood and guts with a wet plop.

In other news, we ended up saving the sector by casting Spasm!

Recent game was made of awesome, one with some intelligence behind it, one with some STUPIDITY helping it happen, and one due to a failed throw.

SPOILERS FOR THE FIRST HARLOCK BOOK AHEAD. DO NOT READ IF YOU HAVEN"T PLAYED

So we're in this room on a bridge. There's a four meter gap, and we have naught but what we've scavenged from others (Clothes, weapons, ect). So as the tech priest tries to figure out how to make a pole long enough to do something with without sending us to our doom, our Adept, the smartest person in the group (with a 2-3 strength mod) Tries to jump it. The Psyker and the TP tries to stop her, but they fail their agility rolls to do so.

She utterly flubs her jump.

Seeing this, and having 4 more fate points (had to use one earlier to not be knocked on my keister by a dog) the assassin uses one to kick in the afterburners and jump with a +20 to his Str check to slam into her AND make it across the gap. With a couple of degrees of success, he slams into her back and knocks her across, both landing and tumbling, but safely across.

After everyone glares at the Adept and breaths a sigh of relieve, the TP finally (And near perfectly) uses his Smith ability to cut some of the handrail off to make a makeshift climbing pole. A majority of them get across, with the exception of the knocked out Sister (Cause the player wasn't there), our TP, our Prime/Guardswoman, a mook, and a NPC lower TP (See the one talked about in Filandan's post). After tossing the mook and the sister over, Psy and Kira go to sling the NPC over. Unfortunately, Psy fails his toss check by just enough that she misses by a meter.

Jericus, being the action hero of the group, jumps after her, the new Scum grabbing his legs and staying on the bridge as dead weight (With the psyker and the cleric on HIS legs as more dead weight). With a good Agility test and a lucky as sin Strength test, the assassin catches her by the arms, and the Scum passes his two str tests to pull them back up.

Go Go Teamwork!

________________

End spoilers

Kylen said:

Recent game was made of awesome, one with some intelligence behind it, one with some STUPIDITY helping it happen, and one due to a failed throw.

-

Jericus, being the action hero of the group, jumps after her, the new Scum grabbing his legs and staying on the bridge as dead weight (With the psyker and the cleric on HIS legs as more dead weight). With a good Agility test and a lucky as sin Strength test, the assassin catches her by the arms, and the Scum passes his two str tests to pull them back up.

Go Go Teamwork!

Ya, I can't thank you enough for pulling those rolls out of your ass. I REALLY didn't want to burn a fate point for an NPC, but seeing as how she is Psy's very strange and wrong Tech-Priest romance interest (yes, it hurts my brain too, and no brain-bleach does not help) HE would burn the point for her.

My point of awesome came from, of all things, Grox (GM made this himself, so no spoilers here).

So, we were really busy at getting lost after just having fought off some jerks that wanted to eat us, and all of the sudden the hall starts shaking. Grox stampede. Our scum was leading the way with me following close behind. The scum pulled a "hell no" and dove back into the line behind me, leaving me looking at the grox. We had managed to find a real craptastic grenade that I was holding onto. Spur of the moment I whipped it out and thought about throwing it and the beasts. Then I remembered I'm a Navy melee centric Tech-Priest and passed it back to the person behind me, which turned out to be the aforementioned Adept. The players dice really weren't agreeing with him that night and he flubbed the throw, JUST missing the party. The rest of the party decided to go with the idea of "Get the hell behind the big guy", with the exception of a couple of poor pot shots. So, I braced myself and then wrestled the freaking Gox heard. I soaked the impact like a Cyborg and than pulled off punching the off to the sides, breaking the flow around the group.... except the Cleric. She had stepped a wee bit too far out of line and got ran over. Good news - she lived. Bad news - Grox hoof scar on naked ass.

An ally - a price on the head of three of my four acolythes placed by a criminal group - an ambush involving blind grenades, machine pistols and an attack dog.

The feral world guardsman going by the name of "Soman" decided to stay in the open (blind) while the rest jumped (blindly) behind some trash containers.

He recovered quick from the blinding grenades...just to find an attack dog latched to his arm. Since he wear guard flakk, this is not hurting, but the beast pulls on him (taking away a half action) while some ambushers start shooting at him. So, what does the player of Soman proclaims? "I bite the dog into the nose!"

sorpresa.gif

Gave him a penality, made it a WS test. Success on the behalf of the feral worlder (perhaps he was not doing this the first time...)
Rolled for the WP of the dog, with a +30 bonus since the beast was "goaded" and a trained attack dog. The dog failed miserably.

"Man bites dog", the attack dog runs yepling. Around a table sat a very pleased player, some very amused co-players and a quit buffled GM (me).

"Soman" was downed in the proceed of combat since he insisted on storming across the ally, ignoring the bullets (manstopper) shot at him. But not before he slaughtered two further attackers with his chainsword. But this did not beat the fact that he bites away (other) attack dogs. A **** prime rude he is....

My best was my very first character, the renowned assassin Quint Gaius, unfortunately he was renowned for failing fear checks and then either throwing up or running away. So take us to one of these moments where we are on a space station over run with Chaos we're fighting our way to the command centre to regain control of the station. Well we hit the point where we meet the big bag ugly and Quint runs from the room leaving the group to fend for themselves, this doesn't work out too well. So Quint regains composure later on and comes back into the room, where in he fells the last four remaining cultists and the big bad ugly, all with one shot each.

So rejoice as Quint has now become known for spooking easily but also a killing machine, but that's not the end. No our psyker was possessed by an enemy psyker and was slowly being transformed into this enemy psyker. So what happens, he tips his hand too soon at this point and Quint feeling unstoppable threatens this man, bad idea since I can't make WP save... to well... make a WP save. So he does his witchcraft and makes me turn on the one teammate still left in the room who dodges my first shot, not my second one. Our last teammate storms in, dodges helps me regain composure then pivot and *BLAM* psyker is no more. So add two teammates to my kill sheet.

But once more this is not the end for our hero and his faithful team er mate, no they have to leave as the cult leader has now escaped. But not before going to loot the holds where the cult leader promised there would be archeotech weapons and riches. Not the best idea again, as obvious trap is obvious, well no matter the door opens to the cargo holds that have been vented to space and not closed again. So we struggle back to the door, barely, and also losing the corpses of our two dead teammates we decided to drag along. Turn to look at each other then say "The hell with this, let's get out while we still can." and we do make it back to our ship, but do not leave the station behind before seeing the shuttle of the cult leader and blowing it to pieces.

There are other stories dealing with Quint Gaius, probably my most favourite DH character I've ever played, but I think this one tops them all.