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File: chaplain.jpg (21 KB, 480x360)
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>omnissiahs will.
"BATTLE BROTHERS,INITIATES, PROUD TEMPLARS ALL.WE HAVE VANQUISHED THE FORCES OF THE TRAITOROUS 15TH AND HAVE LIBERATED A WORLD BACK TO THE HANDS OF THE EMPEROR!
ALL HAVE SHOWN VALOUR AND SKILL AT ARMS BUT THE CRUSADE IS ETERNAL.
WE ARE NOW MOVING ALONGSIDE THE MACHINE CULT TO PURGE THE TRAITORS AND SILENCE THEIR FORGES AND ONLY THROUGH FAITH AND STEEL SHALL WE WIN THIS CAMPAIGN.
TAKE HEART BROTHERS FOR WE ARE THE EMPERORS FURY AND HIS CHOSEN IN THE STARS AND I CAPTAIN OBERON ARE PROUD TO LEAD YOU TO VICTORY AMONGST THE STARS!"

>roll 2d100 for warp shenanigans.
>>
Rolled 23 (1d100)

>>3280229
all hail the god emperor
>>
>archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Black%20templar
>current charsheet
https://pastebin.com/sGzE8TW6
>>
Rolled 100 (1d100)

>>3280242
> I may have mistyped the 2d100
>>
>>3280246
booooooooooommmmmmmmmmm
he is with us
>>
Rolled 27, 66 = 93 (2d100)

>>3280229
>>
Rolled 9, 30 = 39 (2d100)

>>3280229
>>
>>3280252
Well for half of it
If qm is noce he will combine your roll with the roll above yours.
As both numbers will have a affect on us
>>
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>23-crit.

As you enter the empyrean a thousand voices cry out in pain as the dread screams of a million souls permeate the ship as templars rush to arms and serfs take up steel as the gellar field flickers in the mist and the cruiser is overtaken by a million screams as the warp slips through.
Soon though the field reasserts itself but the shadows in the ship grow longer.
you and your brothers have snapped into action and are armed within minutes as the ship vox bursts into action.
"THIS IS CAPTAIN OBERON THE GELLAR FIELD HAS BEEN DESTABILISED ALL BROTHERS ARM YOURSELFS AND PURGE THIS STATION.
INITIATES FOLLOW THE SWORD BRETHREN I WILL COMMAND FROM THE HELM.

>MISSION INTERRUPT
>MINOR DAEMONIC PRESENCE
>PRIORITY TARGETS.-pick mission

>CLEANSE THE ENGINARIUM.
"Brethren wulfrik this is Oberon.you must purify and move to secure the enginarium to protect from further assaults.

>SECURE THE STORE.
"brethren wulfrik you must safeguard the reliquary if it is lost we shall lose vital wargear.

>NEW BLOOD.
"brethren wulfrik the geneseed must be protected,move with the will of dorn and secure it with haste.
>>
>>3280400
>>NEW BLOOD.
>"brethren wulfrik the geneseed must be protected,move with the will of dorn and secure it with haste.
GENESEED
>>
>>3280400
>>NEW BLOOD.
>>
>>3280400
NEW BLOOD
>>
>>3280400
>>NEW BLOOD.
>>
Id say thats unanimous.
>NEW BLOOD.
"captain this is brethren wulfrik we are moving to secure the apothecarion."
"good brother they could use your aid"

"Patreus, azikiel move to the front ferron behind amadeil with me in the center we shall move and cover the approaches.No daemon shall breach our will while we stand."
You move at a steady pace through the ship as serf crews charge about either with lascarbines in hand to secure the ship or carrying stretchers with the wounded and mentally savaged as the mortals save what they can.
Nevertheless they have their orders and you have your own.
Time to do the will of dorn.
>roll 1d100.
>>
Rolled 73 (1d100)

>>3280453
>>
Rolled 92 (1d100)

>>3280453
>>
Rolled 53 (1d100)

>>3280453
>>
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>>3280499
>92.
The corridors of the cruiser are traversed swiftly as you pass by gothic architecture and dozens of statues and scripture as you move past statues of chapter heroes and the primarchs themselves in your quest to complete the mission.
You make it without pause to the apothecarion where you are voxed in by the head apothecary.
"greetings brethren i am apothecary kemuel it is good to see an experienced member of the chapter to aid us in protecting the future of the templars with fire and sword against these abominations."
"thank you apothecary."
"we would appreciate it if you set up outside the apothecarium and defend against incursions that may come towards the main entrance."
"very well apothecary we shall defend with the strength and will of dorn."

You quickly set rapidly up as barricades are raised and you place your cannon in a fixed position as you range your shot to cover the main hall as your tactical brothers steady bolters to cover vents and supporting routes as amadiel stands at the door ready to provide indirect support to halt mass groups.
A simple formation but effective.
Your blood would demand no less as a heir of the praetorian.

>roll 1d100.
>>
Rolled 45 (1d100)

>>3280601
>>
Rolled 26 (1d100)

>>3280601
>>
Rolled 66 (1d100)

>>3280601
Firing plasma on our own ship, boi this is gonna be fun
>>
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>>3280695
>84.
The air hums as auspex readings light up and the shadows grow longer as a new cacophony of terrors to mankind come to die to the blows of the templars as a maddened rush of malformed abominations scream down the hallways.
You fire as soon as auspex shows range readings as safe as you shoot blasts that sear flesh and melt the empyrian crafted monsters as a myriad of shapes and sizes die to your wrath in a maddened push.
You kill at least two dozen at range before they even close to bolter range as your brothers open in a symphony of fire as auspex readings are called out and priority targets are met with vengeance grenades.
>roll 1d100.
>>
Rolled 19 (1d100)

>>3280716
>>
Rolled 43 (1d100)

>>3280716
>>
Rolled 56 (1d100)

>>3280716
Hey speaking of grenades, shouldn't we have a some in the standard armaments list? Or would we have to find them in the armory?
>>
>>3280820
find them in the armory.
>rolled 73.
As the daemons come you fire rapidly with precise shots as your brothers lay down a storm of gyrojets as boltshells bleed the foe deeply as they sprint towards your lines.
All give their finest as the skill of the templars is shown to be not just in the front as the gene forged skill of dorn shines through as the endless hordes slink back into their pits to search for your weaknesses as the barely formed monsters begin subterfuge games as they come into proper daemonhood.
>roll 1d100.

>last post until the morn.
>>
Rolled 93 (1d100)

>>3280966
>>
Rolled 26 (1d100)

>>3280966
>>
>>3281011
>Crit.
The daemons scream and skulk just out of visual range as claws and tentacles swerve in and out of what light remains as auspex readings show them slowly pacing.
Suddenly they burst into action as one makes a break for your lines but uses minor warp teleportation to get near you however it is severed from spine to head by a single blow from patreus.
The daemons stop in the shadows after the death of their comrade before cracking into life again as claws and tentacles turn on each other as the minor monstrosities claw and rip into each other in primitive ways to secure themselves as a leader and gain more energy to grow in a bloody slaughter.
Your brothers prepare to move to attack but you hold them back.after all disunity and infighting will lead to a smaller but more resilient foe which you still have the armaments to deal with handily and so you do as the daemons continue their cull until their numbers have been dropped from hundreds to mere dozens before they charge once more some now holding the corporeal forms of horrors or daemonetts. Still they are no match as the light armour of slaanesh is ripped before volleys of boltfire and the endless spawning of horrors is ceased with but a single shot from your cannon as they spawn directly into the same shot that killed their primogenitor.
You fire steadily and with faith as soon the daemons fall to the ground dead or run into vents and holes to save what remains of their lives.

You cool your cannon and sit tight as the apothecaries report no breaches.

>Mini Mission complete.
>>
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>omnissiahs will.

Contraxis l a mining world near the sun of the contraxis system is a harsh world of forests and ice as human settlements do their best to eek out a minor living under despotic overseers and an indulgent planetary governor.
The statue of things is common for mining worlds but this one is something worse.
Indulgences and cruelty led to pit fighting and wrath as workers grew and trained to fight against the tyrants but this endeavour was foiled as khorne spread into their ranks as cultist infiltrators spread their religion like a curse and supplanted the movement.
Using unholy rituals and curses they smashed through the PDF and took the skulls of all remaining imperial citizens for sacrifice and despoiling.
Now the world is a blood pit as an endless frenzy of blood and rages spans across it as all that remains of humanity and the old workers is another tyrannical system as menials are bled in pits from cowering and weak mortals to champions of khorne as the weak are forced back into the mines and the strong earn great favour amongst the 8 realms.
This world is vital to fall in order to starve the foe of resources and bring retribution to those who fell and will fall in these dark times.

You stand with your brothers as you equip yourself with the armaments that have served you well so far as you chant litanies and yell battlecries as you board the.....

>Drop pod.
"A swift drop pod assault will breach the traitor encampments and allow us to establish a distraction operation as they shall send forces to destroy the assault while we deploy a beachhead and your forces to assist magos."
>thunderhawk.
"our armour shall turn the tide magos as we shall move alongside your skitarri as the spearhead as we land as supplement our beachhead with a strong push to disable counterattacks.
>arvus lighter.
"some of our brothers shall board your transports magos and fight alongside your tech guard in order to keep a cohesive line as we land before striking out with a mighty blow."
>>
>>3282235
>>thunderhawk.
>>
>>3282235
>thunderhawk.
Seems pretty safe+we'll see the skitarris.
>>
>>3282235
>thunderhawk.
>>
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>>3282257
>>3282280
>>3282283
The screaming sound of the jets permeates the world as you descend through the atmosphere.
You stand alongside your own squad alongside a full thunderhawk of you brothers as devastators examine their bolters and lascannons and initiates steady bolters and sing litanies as the chaplain leads them in sermon.
Soon though the vox system is full of chants of flesh and litanies in binary as the entire force chants over the general vox net.
The thunderhawk door opens and in front you spot a world of red and blue as this once imperial world looks idyllic and beautiful at first with what mortals would call a stunning vista of ice and trees as far as the eye can see but you see more as you examine the auspex for valleys and obstacles as you study the field for the battle ahead.
You study while ice groans underfoot as thousands of skitarri pour out of their transports with chimerae and dunestalkers slowly manuvering forth as a veritable legion of steel and flesh moves to attack formations in complete unison.
the larger thunderhawks disgorge rhino and predator support as you and the other brethren rapidly take stock of the strategic situation.
You organise into a squad to a rhino and 2 rhinos following each predator as you provide the shock spearhead to the line of the mechanicus.
The battle is sorted and decisions are done as the brothers are rallied from defense positions and loading into the transports.
As you load the door closes before the ground shakes as the rhino moves alongside its brothers as the spearhead of sigismund moves forward to put an end to the enemy resources on this world and eventually free the sector.

>roll 3d100.
>>
Rolled 55, 81, 23 = 159 (3d100)

>>3282307
>>
Rolled 10, 89, 38 = 137 (3d100)

>>3282307
>>
Rolled 89, 12, 62 = 163 (3d100)

>>3282307
>>
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>>3282382
>crit-15-62.
The rumbling of the rhino is endless as you traverse the land of this forsaken world.
soon though auspex readings alight with the foe as the predators make the signal of attack as lascannons stride forth and deal lethal devastation into countless cultists as the templars make themselves known.
Next you charge forward with fury as you dismount the transport and fire scalding plasma as countless cultists fall as the symphony of boltfire makes itself known.
but suddenly from the horde of cultists a terror strikes as a full squad of brothers are scorched by warpfire as striding from the cultists comes their saviours as dozens of minor pyskers follow their major master as the cults of this world make themselves a force on the field as templars desperately scramble to cover the downed squad and save what life remains in their armour in the fury.
You respond instantly to this push as you erase a cult from the galaxy with a single shot as your squad adds its fury with vengeance grenades detonating the field making sure the other cults will not have the time to reap their own toll yet.
As the cultists start to reorganize the vast ranks of the mechanicum arrive as multilazered fury erupts from chimerae before disgorging the mechanical legions of the omnissiah as rad rifiles and the odd volkite armament bring fury and might to the field as hundreds of culists die in seconds with flesh erased and melted by the wrath of the mechanicum.
>roll 3d100
>>
Rolled 11, 29, 45 = 85 (3d100)

>>3282393
>>
Rolled 86, 62, 6 = 154 (3d100)

>>3282393
>>
Rolled 83, 8, 39 = 130 (3d100)

>>3282393
Do not fall behind!
>>
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>>3282400
>crit-65-6.
You lay down a devastating stream of fire as you and your squad erase the rallying cultists from the field with plasma and bolt as the primitive psykers fall before the wrath of dorn.
the templars then make their fury known as regrouped and resolute from the setback earlier they erupt bolt shells from the line killing hundreds in seconds in a bloody fury as chainswords whirr in the front lines and assault marines make their deadly dives.
The legions of the cult mechanicus now suffer setbacks as the great ranged prowess of the mechanicum is stalted as rabid servants of khorne smash into the rangers with blood in their veins and skulls in their voices as they rage a rabid chant."BLOOD FOR THE BLOOD GOD!"
Axes and knives smash into the augments of the mechanicum as the vanguards desperately try to smash past the ranks of rangers to save the line however the engiseers and adepts fail to command the break making the reinforcements fail to break through as rangers slowly lose ground to the ongoing push of the power of the blood god.

>roll 3d100.
>>
Rolled 58, 54, 48 = 160 (3d100)

>>3282431
>>
Rolled 44, 68, 95 = 207 (3d100)

>>3282431
>>
Rolled 9, 55, 11 = 75 (3d100)

>>3282431
>>
Rolled 64, 50, 57 = 171 (3d100)

>>3282431
>>
>>3282441
>>3282447
>>3282451
>>3282466
>61-71-95.
The templars scream in defiance as a great warcry is shouted.
"NO PITY! NO REMORSE! NO FEAR!"
The heirs of sigismund stride forth with chainswords at the ready and begin a brutal slaughter as the initiates of the templars do what they do best in a bloody slaughter that breaks the back of the cultists and butchers the remaining psykers.
You follow in the wake of your chapter as you rapidly fire your cannon laying down fire as fortified cultists fallbacks are erased before your fire and wrath.
Azikiel slashes and stabs with his power sword as the field disintegrates the flesh of dozens while your other brothers draw their own chainswords and add their voice to the slaughter.
The skiarri legions of the mechanicum charge forward as an iron tide is reinvigorated as the techpriests get a handle on the programming and move the reserves away allowing a clean run for the vanguards as they dive into the cultist advance as tazers and lightning break their spearhead with the mechanicums own push as dunestalkers arrive from the beachhead along with a vast rush of dragoons as the cultists slowly break and run.
As the cultists break the dragoons run forward as they rapidly cut them down with the wrath of mars.

The cultists are broken.
The day is won.
>victory
>>
>missions.

>the crafting mine.
"brother the enemy have set up a weapons workshop in an old mining complex where they produce stub and las weaponry alongside deadlier melee implements for use in the blood pits and armies.Move with the vanguards of the mechanicum to destroy it."

>the eightfold path.
"brother the blood pits must be cleansed as while they whittle down the foes forces they also summon daemonic aid to the foe you must move with your brothers to silence them with bolt and plasma."

>Stem the tide.
"brother the active mines are supplying the foe with minerals going to the forge world and are our objective.While we may wish to continue this later the Magos suggest we go in rapidly and close the tunnels with explosives in order to cease the mining of this worlds resources and slow down the enemy.
>>
>>3282501
>Stem the tide.
>>
>>3282501
>The Eightfold Path
Stopping the Daemon summoning is important. They might summon someone important
>>
>>3282501
>Stem the tide.
We came here to fuck up their supplies and that is what we'll do,even thought the blood pit summoning strong demons seems kinda scary.
>>
>>3282501
"brother the blood pits must be cleansed as while they whittle down the foes forces they also summon daemonic aid to the foe you must move with your brothers to silence them with bolt and plasma."
>>
>the eightfold path.
>>
>>3282501
>Stem the tide.
>>
>>3282501
>the eightfold path
>>
>>3282501
>the eightfold path.

Frak off Daemons
>>
> the eightfold path.
>sry had a hectic afternoon.

You exit the beachhead at a rapid pace as you and 3 other squads of your brothers move to erase the foe and silence the daemonic pressure upon this lost world.
your brothers perform rites of maintenance and steel themselves to face the servants of the great enemy as litanies fill their breasts.
You yourself examine orbital auspex readings and study the field.
it is a standard if something like this can be called standard with 8 octagonal fighting pits filled with blood and skulls with a makeshift sacrificial chaos star in the centre which allows khorne to feed off the blood shed and choose the surviving lucky champions for his legions.
You analyse and brief your squad as you exit the transports and enter the scanned combat zone as you swiftly crush throats with your hands as the other squads utilize combat knives and their own hands to minimize initial detection.
But soon enough you spot a good position overlooking the pit of blood as even now mortals beat each other while a bloodletter waits in the wings presided over by a aspiring champion recruiting for his own warband.
>roll 2d100.
>>
Rolled 72, 47 = 119 (2d100)

>>3283012
>>
Rolled 63, 40 = 103 (2d100)

>>3283012
>>
Rolled 79, 28 = 107 (2d100)

>>3283012
>>
Why do these Khorne worshippers have so many psykers? I thought Khorne hated psykers.
>>
>>3283023
>>3283038
>>3283093
>89-50.
You sprint and mount your cannon as you aim and fire a blow of searing plasma straight at the bloodletter in the wings as your decisive shot takes the daemon out in a single blow as your squad adds their fire to your blow as the champion is riddled with boltfire as he dies in his throne of blood.
The templars next add their fire into the pit as the chaotic audience of cultists dies in a cacophony of blood as boltfire rips through them leaving this primitive sport dead and khorne starved of blood as a vengeance grenade flies into the center and detonates the circle.

You move swiftly onwards as chaos rallies its champions to investigate as you move to complete your mission as brothers smash symbols and despoil the symbols of the blood god.
>roll 2d100.
>>
>>3283110
He hates turning people into frogs and thoeing firbolts.
You can still coat your sword in fire and buff yourslf.
Have you played dawn of war 2?
>>
Rolled 64, 93 = 157 (2d100)

>>3283116
>>
Rolled 73, 77 = 150 (2d100)

>>3283116
>>
>>3283110
Khorne relationship with psykers is interesting.
he uses them in rituals to summon his incursions and wont turn them down however his followers will take their skulls and actively try to kill them.
Khorne does dislike pyskers but in the same range that he hates ranged warfare but that doesnt stop his daemon engines mounting massive hades guns.
and these were just cultists.
he wont have them in his main OG blood legions or CSM but mortals can more or less do what they want under the blood gods reign.
>>
Rolled 8 (1d100)

>>3283116
>>
Rolled 98, 23 = 121 (2d100)

>>3283116
>>
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>>3283121
>81-96.
You and your brothers move as an unstoppable force as you barge aside unaware cultists and quickly decimate your foes with blades and gauntlets as you speak litanies to the emperor and chants of sigismund as the other squads maintain the same efficiency as you come up on another pit as it is presided over by champions and daemons as rabid cultists cheer on mindless bloodshed as champions are crowned and the once icy ground is coated into the water with the thick stench of blood as it permeates the land.
You manuver through trees and bushes as you set up an ambush location and sight your cannon as the other squads prepare and vox target priorities and designations as the supersoldiers of mankind do their work as ordained by their gene sire's example.
>roll 2d100.
>>
Rolled 7, 85 = 92 (2d100)

>>3283335
>>
Rolled 65, 11 = 76 (2d100)

>>3283335
>>
Rolled 97, 14 = 111 (2d100)

>>3283335

taking another roll
>>
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got work to do tomorrow so ill probably be writing a little less.
going to bed tonight though.
thanks for playing.
>>
>>3283766
Thank you as always Commander. See ya tomorrow.
>>
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>crit.-15.
You fire your cannon with the fury of a god as plasma scorches flesh and evaporates blood in milliseconds as the champion is erased alongside his meager bodyguard.
Azkiel and patreus let loose on the cultists as they are shredded in the stands as the desperately try to fight back.
ferron fires his bolter at one of the bloodletters as its horns crack and it catches a bolt inside its eyes as it bursts under the pressure as its cranium explodes from the inside out.
Amadiel ranges his launcher and fires into the combat arena as the sigil of khorne breaks under fire and the competitors are broken apart by his fire.
Your brothers do not perform so well however as the remaining cultists quickly regroup from the stands and pits as monstrous bloodletters smash skulls and establish order their efforts make it so that your brothers fire hits to little effect as they disperse into cover and start moving to flank out of range nullifying the killing zone as the sounds of battle heighten.

>roll 3d100.
>>
Rolled 14, 85, 44 = 143 (3d100)

>>3285083
>>
Rolled 83, 91, 4 = 178 (3d100)

>>3285083
>>
Rolled 27, 15, 22 = 64 (3d100)

>>3285083
>>
>>3285085
>>3285093
>>3285099
>crit-94-4.
You fire with ruthless efficiency as you melt the enemy and blow straight through their meager cover while your squad targets the daemons shredding them from head to toe as they are riddled with boltfire until eventually falling over as naught but corpses.
Your brothers stand tall and move to erase the cultists as the flankers are caught in a vicious killzone and those who broke cover under your bombardment meeting naught but precise boltfire shredding bone and breaking bodies.
Eventually the cultists flee under these devastating blows as they scramble back into the shadows.
You and your brothers take heart and begin regrouping to move out however..........
>>
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the cultists managed to raise the alarm as a great screech of "BLOOD FOR THE BLOOD GOD"
Resonates through the battlefield as the veritable legions of khorne smash through barricades as they enter the arena catching you and the templars off guard as one of your brother squads initiates is slow to react and catches lasfire in his joints as his pauldron is cracked sending ceramite flying as you jump into action just as bloodletters enter alongside the large mass of unclean scum.
>>
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>roll 2d100.
>>
Rolled 42, 1 = 43 (2d100)

>>3285109
>>
Rolled 91, 20 = 111 (2d100)

>>3285109
>>
Rolled 39, 25 = 64 (2d100)

>>3285109
>>
>>3285111
>>3285119
>>3285144
>crit-23.
You raise and fire your cannon right down the entering spearhead of the chaos forces as your shot purges through flesh as bones are disintergrated and blood is exterminated as the horde splits under the weight of your fire as your brothers manuver in the respite into cover.
amadiel fires rapidly as the mass of cultists suffers devastating blows from the vengeance launcher as you bolter brothers fire their bolters into the bloodletters as they fall to the might of the astartes.
However much you performed with valour it is not enough as the remaining bloodletters launch a deadly charge as they smash into the intitiates of the other squads and hellblades smash into chainblades as a vicious melee starts.
you move to assist but are bogged down as stub fire smashes into your helm as the cultists rally and push your position as azikiel draws his power sword and strikes at least a dozen heads from shoulders in seconds.
>roll 2d100
>>
Rolled 58, 6 = 64 (2d100)

>>3285148
>>
>>3285152
cursed chaos rolls today
>>
Rolled 28, 42 = 70 (2d100)

>>3285148
>>
Rolled 99, 35 = 134 (2d100)

>>3285148
>>
Rolled 11, 20 = 31 (2d100)

>>3285148
>>
Rolled 13, 31 = 44 (2d100)

>>3285148
>>
Rolled 38, 91 = 129 (2d100)

>>3285148
>>
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>>3285200
>crit-38.
As the melee continues the initiates suffer heavily as one brother loses his own skull after a hellblade smashes through his chainblade and into his own skull as the rest of his squad desperately try to crush the foe and earn revenge for this slight.
You and your squad however hold your heads high as you fight with synchronicity as the lymans ear is used to its maximum as voices turn to alerts and assistance as your cannon fries the heads off a pack of cultists just for patreus to fire his bolter at a flanking group at your rear and azikiel cuts a bloody spearhead into the cultists as amadiel reaps a toll and dessicates the rallying foe and ferron fires with matchless efficiency culling the leaders and slaying what remains of organisation as the cultists rout.
You use the rout to turn your cannon on the bloodletters as you save a marine from his near death as you erase an arm swinging a hellblade as it makes a lethal dive as your brothers riddle the rest with bolters.
A fast rally later and a hiding of the fallen for later extraction of geneseed makes all ready to move on and complete the mission and regain honour for the templars all.
>roll 2d100
>>
Rolled 69, 83 = 152 (2d100)

>>3285417
Tzeentch's terrible curse continues
>>
Rolled 22, 21 = 43 (2d100)

>>3285417
>>
Rolled 56, 20 = 76 (2d100)

>>3285417
>>
>>3285422
>86-86.
You storm out of the pit with your brothers and the larger templars as behind you auspex systems register more cultists entering the complex as you move.
you sprint for miles as you utilise your superhuman endurance as your geneforged enhancements are used to support your mission.
Yours and the other squads move with matchless efficiency as you eschew bolters for melee as you remain undetected by the mass of foes as you manuver towards the 3rd ring.

>roll 2d100.
>>
Rolled 21, 15 = 36 (2d100)

>>3285502
For chaos!
>>
>>3285502
Hopefully we'll get a super demon boss at the end.
>>
Rolled 79, 31 = 110 (2d100)

>>3285535
Fudge
>>
Rolled 44, 70 = 114 (2d100)

>>3285502
Rollan
>>3285532
>fucking heretic gets a shitty roll
Imperial justice really does account in all balances
>>
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>>3285535
welp the rolls will decide.
>61-73.
You fire your cannon rapidly as you burn the scum out of the stands as they cheer wildly on the bloodly slaughter as two bloodletters fight in bloody combat.
the other templars reap a bloody kill as the warriors in the wings are cut down with wild fury in the bloody slaughter as corpses fall into the pit as their blood seeps into the floor.But cultists are themselves and bloodletters cease their combat to fight the guardians of man as they prepare a bloody charge.
>roll 3d100.
>>
Rolled 46, 92, 63 = 201 (3d100)

>>3285647
PURGE
>>
Rolled 96, 89, 73 = 258 (3d100)

>>3285647
>>
Rolled 21, 77, 4 = 102 (3d100)

>>3285647
>>
Rolled 7 (1d100)

>>3285647
>>
Rolled 66, 98, 8 = 172 (3d100)

>>3285647
>>
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>>3285654
>>3285666
>>3285681
>64-95-63.
The charge of the bloodletters and cultists is met with a furious deluge of boltfire and grenades as they are picked apart and blood and bones fly in the carnage and the servants of khorne are denied their skulls.
Your part in the deluge is done by plasma and sweat as you rapid fire your cannon into the daemons of khorne as horns are fried and the blood god is denied the skulls of his own followers forever denied the honour of the throne.

as the blood cools into the ground a swift vengeance barrage destroys the ritual circle denying the blood god his nourishment as his echoes scream in the empyrean denied glory.
the screams of his followers ring loud as auspex systems alight and you and your brothers quickly sprint out of the pit towards another objective as in the distance as you run you hear the daemonic wrath of bloodletters and cultists denied victory and witnessing their allies fate.
>roll 2d100
>>
Rolled 83, 63 = 146 (2d100)

>>3285733
>>
Rolled 15, 26 = 41 (2d100)

>>3285733
>>
Rolled 29, 25 = 54 (2d100)

>>3285733
>>
Rolled 41, 18 = 59 (2d100)

>>3285733
>>
>>3285738
>>3285756
>>3285758
>crit-66.
You sprint towards the next ring with fury in your hearts and the emperors wrath in your breast as you crush throats and matchless strength and draw your blade to eviscerate an errant bloodletter as you take his skull off before he even spots you as the black templars move like sons of the raven instead of dorn in a mastery of stealth in armour manoeuvring with excellence into position as recon is done on the blood pit and bolters aim at champions as initiates infiltrate the wings of the stadium culling the tired gladiators silently as you and your brothers slink into one of the holding areas and raise your cannon facing the door.
>roll 2d100.
>>
Rolled 73, 87 = 160 (2d100)

>>3285783
>>
Rolled 59, 69 = 128 (2d100)

>>3285783
>>
Rolled 18, 13 = 31 (2d100)

>>3285783
>>
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>>3285809
>90-90.
Azikiel smashes open the barrier as the door opens and you slam your hand on the trigger as you burn plasma into the pit and stands evaporating cultists and perforating the daemonic in conjunction with ferron and patreus opening fire into the crowd as boltfire perforates bodies in a deluge of death.
The other templars do similar feats as blood soaks the ground as the cultists in the stands are perforated with boltfire as the lie over and fall into the pit in a orgy of bodies and death and chainswords whirr as hellblades are deflected and diverted when the sons of sigismund make their lethal descent for vengeance.
Amadiel quickly demolishes the circle and you make your escape with the daemonic reinforcements shown as swelled in your helm and even more enraged.
>roll 2d100.
>>
Rolled 86, 38 = 124 (2d100)

>>3285888
>>
Rolled 23, 40 = 63 (2d100)

>>3285888
>>
Rolled 77, 52 = 129 (2d100)

>>3285888
Yeah, suck it heretics
>>
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>>3285982
>94-55.
You and the templars sprint through the world cracking ice underneath your feet and wrapped in a bloody fury towards the 5th pit of the blood god as you steady yourself for war and smash traitors aside with your pauldrons.
Your squad moves with great efficiency and gains first sight on the pit as champions holler with barely restrained fury in a celebration of violence.
But ferron spots the true enemy as he spots the telltale gleam of power armour as auspex systems detect the foul traitor marines in the shadow.
The other templars are raised to rage by this news and draw chainswords ready to bring retribution to the foes as they move towards the enemy.
>roll 2d100
>>
Rolled 61, 62 = 123 (2d100)

>>3286018
Aha, worthier foes
>>
Rolled 10, 91 = 101 (2d100)

>>3286018
>>
Rolled 40, 57 = 97 (2d100)

>>3286018
REEEEE
>>
Rolled 8, 100 = 108 (2d100)

>>3286018
>>
Rolled 17, 80 = 97 (2d100)

>>3286018
DEATH TO THE HERETICS!
>>
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>>3286029
>78-65.
Chainswords burst into action as initiates charge with fury in their hearts into the pit chanting
"NO PITY! NO REMORSE! NO FEAR!".
Horns fly as bloodletters are decimated before the rush of the templars as they once more prove their superiority in melee much like their founder as squads raised in wrath fight in hatred and glory as they melt the forces of khorne.
Chaos starts to rally a comeback as the black legion marches forth rallying cultists just to heave their sergeants head erased by your plasma as you fire death from above with bolter and plasma and the ritual circle is once more denied as amadiel does his duty with his launcher once more in a holy frenzy.
The cultists leaderless move to aid the bloodletters and bog down the inititates but are sent off guard by patreus and ferron unleasing a deadly bolt barrage.

>roll 2d100.
>ive got work so that will be all for tonight im afraid.
>>
Rolled 24, 45 = 69 (2d100)

>>3286304
>>
Rolled 31, 30 = 61 (2d100)

>>3286304
AIM FOR THE HEAD!

Thanks as always! Don't work too hard now.
>>
Rolled 41, 93 = 134 (2d100)

>>3286304
>>
Rolled 7, 20 = 27 (2d100)

>>3286304
>>
>>3286326
quick update before i go to work.
>58-96.
You fire towards the bloodletters with the wrath of mankind however you and your brothers barrage slays many as plasma burns skin and boltfire devastates dozens you reap a heavy toll upon the foe but not heavy enough as they smash into your brothers screaming chants of the dark gods as tentacles rake across ceramite and makeshift tools and weaponry aims to pierce the might of mankind.
But your brothers do not suffer the traitor to live as chainswords move with holy fervour dessicating bloodletters and ripping through the cultists.One of the other sword brethren manages to move his chainblade into the path of a hellblade to save an initiate as it began its lethal blow just to slide his chainsword up the blade and take the daemons horns and then head off with a mighty blow.
After the demolishing of the bloodletters the cultists receive the attention of the templars in full as their meager skills are found worthless before the might of the angels of death as their heads are crushed and mortal flesh in sawed through in less of a melee and more of a massacre as the hordes of chaos eventually falter and break as they turn on themselves killing each other in a desperate attempt to flee and save their own skins.
The pit has been taken and you quickly defile the symbols of khorne as you withdraw towards the attack position to siege the 6th circle in a holy frenzy as once more the screams of the enemy horde bleats ever louder and angrier as they chase the combat to find naught but ash.
>roll 2d100
>>
Rolled 51, 96 = 147 (2d100)

>>3288265
>>
Rolled 75, 33 = 108 (2d100)

>>3288265
2 more to go
>>
Rolled 93, 69 = 162 (2d100)

>>3288265
>>
Rolled 79, 48 = 127 (2d100)

>>3288265
>>
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>crit-72.
You sprint across the land like a ghost as you and the templars move with precision worthy of any raven guard let alone a son of dorn.
Patrols are swiftly cut down as power fields scream and chainswords whirr as you approach the 6th circle.
As you scout the circle you see a concentration of foes beyond the other circles as instead of mortal bloodshed two astartes beat each other in a blood soaked frenzy as pauldrons crack and armour shears.
The unwashed mortals cheer like the romans of old in this bloodshed.
And worse a chaotic astartes stronger than the others sits in what passes for a masters boss and you deduce he is at least a sergeant analogue to keep so many in line and who knows what powers chaos has infused him with.
You move onto a rocky outcrop and warm your plasma coils as the other templars steady themselves in their locations and aim devastating shots.

>roll 2d100.
>>
Rolled 67, 69 = 136 (2d100)

>>3292944
Welcome back.
>>
Rolled 1, 64 = 65 (2d100)

>>3292944
Oh boi a large, stationary target
>>
Rolled 5, 64 = 69 (2d100)

>>3292944
>>
Rolled 91, 39 = 130 (2d100)

>>3292944
>>
Rolled 74, 36 = 110 (2d100)

>>3292944
>>
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>>3293094
>84-72.
You cook your cannons coils as an overloaded shot burns into the body of the champion as his flesh sears in a solar flash and countless mortals scream in agony as their retinas are burnt before the stellar might of a small star.
Your squad fires in your wake as chaotic marines desperately sprint into cover under fire as the central champions in the ring are eviscerated before a vengeance grenade and the marines who make it to cover are harried under streams of boltfire.
the chaos marines and surviving cultists turn towards you lifting weaponry and preparing to fire when your brothers unleash their wrath as the templars charge from above using the superior physiology granted by the emperor to tank the fall as chainswords are drawn and bloodletters crumble before the unparalleled skill in the frontline of the black templars as the battlecry is shouted.
"NO PITY! NO REMORSE! NO FEAR!"
And the warriors of the emperor slash into the foe as countless mortals fall and the wrath of the emperors righteous carries the blows that fell the daemonic and traitor alike in a bloodsoaked frenzy.
but the cultists still come and at the head the rallying cry of khorne sounds from raging bloodletters as they come for the blood of the angels of death.
>roll 3d100.
>>
Rolled 42, 31, 29 = 102 (3d100)

>>3294062
for the blood god!!!
>>
Rolled 65, 11, 99 = 175 (3d100)

>>3294062
>>
Rolled 83, 84, 83 = 250 (3d100)

>>3294062
DEATH TO THE TRAITORS!
>>
>>3294389
>crit-87-83.
You raise and fire your cannon as plasma sears horns and melts blood into molten slag as your superheated fire erases the bloodletter contingent helped by your brothers as the rallying cry of the foe is silenced before imperial justice as the foe splinters before breaking before the charge of the templars as initiates do the will of dorn in the bloodshed.
Soon enough once more the mortals flee broken and beaten as symbols are defiled and anything warp looking is defiled or destroyed to deny the foe their riches.
You run towards the last pits as again the defied screams of chaos bellow in the night except this time from miles away in your helmet you spot a great purple gout as reality begins to tear before the denied anger of the eightfold god.
>roll 2d100.
>>
Rolled 67, 29 = 96 (2d100)

>>3294424
GIVE NO QUARTER!
>>
Rolled 81, 61 = 142 (2d100)

>>3294424
>>
Rolled 48, 21 = 69 (2d100)

>>3294424
>>
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>>3294563
>98-64.
The ice and snow crumbles at your feet as you move like a hunter in the night followed by your brothers as azikiel slits throats and cracks heads with ruthless efficiency and the worshippers of the dark gods are batted aside by your lightning assault as you navigate to a suitable firing position on the ring as you spot the true horrors of chaos.
The pit is an open slaughter as chaos spawn devour countless mortals in a bloody frenzy and hellblades match chainaxes as Astartes and daemon match in combat.
Khorne is said to not care from whence the blood flows and this proves it further in your mind as the previous pits may have been savage and bloodthirsty but this is the true wrath of chaos as they do away with notions of honour and swordsmanship for pure beserker rage in the honour of the blood god.
As you manuver however the brothers of the chapter follow in your wake remaining undetected but barely make it to assault positions but even then choose those that to your tactical mind seem impractical as your studied history clashes with the templar indoctrination as you debate melee with bloodletters as reckless with the fury of a son of dorn to see duty done as your brother reload and hum litanies for battle as they prepare to smash out of cover and cull the field.
>roll 2d100.
>>
Rolled 25, 12 = 37 (2d100)

>>3294971
>>
Rolled 24, 33 = 57 (2d100)

>>3294971
>>
Rolled 87, 82 = 169 (2d100)

>>3294971
>>
Rolled 68, 41 = 109 (2d100)

>>3294971
>>
>crit-85.
Vengeance grenades fly as amadiel makes his move and shock runs throughout the blood pit as mortals and astartes alike are decimated before the charges.
You follow swiftly with a barrage of plasma as you fire rapid shots into the chaos spawn as you melt tainted flesh and sear organs in a wrathful blow.
Your bolters brothers make their move as well as patreus and ferron fire a deluge of fire into the downed chaos marines cracking armour and splintering into their fetid bodies killing them like dogs and azikiel turns his bolter onto the mortals as cultists are cut down.
The foe sights you and moves to respond when out of the holding areas for the gladiators initiates charge under the cover of another salvo from your cannon as chainswords pierce into chaos hides and mortals reorganise just to be cut down with ruthless skill.
But chaos is many and even the most skilled warrior cannot pierce dozens of bodies at once as bloodletters stalk in from the audience as mortals jump the barrier and charge with their daemonic leaders.
>roll 3d100.
>>
Rolled 72, 2, 57 = 131 (3d100)

>>3296484
>>
Rolled 79, 100, 19 = 198 (3d100)

>>3296484
>>
Rolled 45, 69 = 114 (2d100)

>>3296484
For da Empraaaaaaahhhh
>>
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>96-crit-19.
The initiates of the templars smash the foe as the ring is cleared through steel and fire as blood soaks the snow in a bloody pattern.
But the daemons are not idle and their charge sprints towards the initiates as the templars move into the center and prepare to hold the line like a true son of dorn.
The daemonic charge smashes into the line of the astartes as bloodletters move to swing their hellblades just to face the wrath of a god as you fire your cannon from above as you decimate the leaders with wrathful plasma decapitating the enemy force and cleaning the field of symbols as the initiates do the work of dorn and finish off the cultists.
You all begin to clean the pit like so many times before however something goes wrong.
The ground shakes as screams echo through the sky as it glows stronger in the purple light and sword brethren raise vox systems and immediately contact the captain as you spot the foe.
Dozens and dozens of daemonic bloodletters scream at the lead of a veritable legion of khorne as cultists adorned with millions of heretical symbols bay for blood.
But the sons of dorn are not ready to falter just yet as you throw rubble off your position and brothers desperately make a small position out of rubble and even bodies as bolters are readied for the fight.
>roll 3d100.
>>
Rolled 22, 57, 84 = 163 (3d100)

>>3296656
Frak off Daemons
>>
Rolled 79, 84, 3 = 166 (3d100)

>>3296656
NO MERCY
>>
Rolled 43, 57, 31 = 131 (3d100)

>>3296656
>>
Rolled 87, 88, 32 = 207 (3d100)

>>3296656
>>
Rolled 43, 29, 8 = 80 (3d100)

>>3296656
>>
Rolled 25, 29, 54 = 108 (3d100)

>>3296656
LIGHT'EM UP!
>>
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>>3296722
>96-87-3.
The great legion charges into a stream of relentless firepower as you and your brother templars lay waste to the legion of khorne as bloodletters fall to furious plasma and cult leaders die to expertly placed shots of boltfire as limbs fly as the charge draws closer.
Stub fire ricochets off your cover as it takes a pounding as the cultists perform an ineffectual barrage of makeshift weaponry.
The spearhead of the charge is devastatingly broken by shots from amadiels launcher as he co-ordinates a barrage much like a miniature whirlwind to pick apart command squads and heavy weapons teams as combined with the added streams of allied boltfire and the wrath of the templars halt the charge for now under the sheer weight of bodies in the meatgrinder.
But to much dismay the vox system alights with delays as the incoming support to aid in the fight has been diverted after an aggressive swarm of harpies distracts the attack and forces interceptor launches.
>>
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>roll 3d100.
>>
Rolled 50, 14, 68 = 132 (3d100)

>>3297279
>>
Rolled 8, 74, 96 = 178 (3d100)

>>3297279
Get it together air support
>>
Rolled 51, 86, 83 = 220 (3d100)

>>3297279
BLANKET THE SKY!
>>
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>>3297322
>>3297319
>>3297308
looks like they got to work.
>68-89-83.
The charge of khorne slams forwards as chants roar from the mouths of bloodletters and cultists as the legions of khorne make their bloody charge climbing over their comrades to victory.
The gunline of the templars erupts with fire once more as they enter range as heads explode under sheer force as shells penetrate not only skulls of mortals but the bodies of the next 5 men behind the impact in a deluge of slaughter.
But unlike the first charge lessons have been learned as unlike the rabid hordes of the prince of pleasure the warriors of khorne may be wrathful but are by no means idle and feeble as they disperse elite units across the entire line and amadiels shells fail to once more make a critical strike.
Taking advantage of this failure bloodletters smash into the templar line as swords are drawn and bolters hung in exchange for the skill at arms of the melee.
You move with efficiency as you fire your cannon erasing through bloodletters through the charge but now firing rapidly into the melee as you desperately try and find a beneficial target as you strike at the foe for maximum effect and tax your implants as you examine ways to provide fire and not harm the brothers in melee.
But this task is simple for any true devastator as you aim with precision and erase true wounding foes and saving many a initiate from a most brutal death.
But no matter the valour and strength of the sons of dorn they cannot stand alone forever.
But through stress faith and strength abides.
A great scream comes from the heavens as thunderhawks make their deadly dive and missile and lasfire alike rail into the chaos forces as they scream in anguish and higher bloodlust.
But under the pressure the lower ranks run from the legion as cowardly cultists sprint to cover which forces comrades to reconsider their own chances as the slow trickle turns into a major break as cultists at the back flee towards hovels and bloodletters in turn back off from the melee to chase the cowards down and make them suffer for insulting their lord.
This mass re prioritisation makes a reprieve in the assault as the thunderhawks make their deadly dives forcing holes as some break off towards your location.
As they land and the door opens a great thunderous stomp sprints out of the front as 4 terminators disgorge from the transports followed by the captain himself and supporting squads as the templars deliver reinforcements and the cry is shouted.
"NO PITY! NO REMORSE! NO FEAR!"
And the captain and bodyguard charge spurring you and all your other brothers to fight as a spearhead is formed and blades sink into the flesh of the daemonic in a righteous assault.
>roll 2d100.
>>
Rolled 6, 35 = 41 (2d100)

>>3297344
FIRE AT WILL!
>>
Rolled 14, 64 = 78 (2d100)

>>3297344
>>
Rolled 2, 67 = 69 (2d100)

>>3297344
Frak yeah, termies
>>
>>3297353
>>3297350
>>3297349

Hopefully since the enemy is already routing this just means we don’t kill as many of them. Instead of us or a bunch of Templars getting beat down.
>>
>>3297357

they could regroup or more reinforcements could arrive. It s becoming a great battle, so i expect to see more enemys if they don t want to lose this region.
>>
>>3297350
>32-67.
The templars charge valiantly into the lines of the foes as chainswords smash against hellblades and the servants of the blood god fight against the angels of death.
The captain is a storm unto himself as his sword rips through pairs of bloodletters like no challenge was given as the hellforged weapons are broken like wood before him as he moves and parries as his armour crafted by the finest of templar forgemasters allow supreme mobility and protection in one as he ducks and weaves like a wave slaying all on the field as he commands down the vox keeping the line coherent.
The initiates follow the charge with much enthusiasm as chainblades sink into the resisting foes in a charnel house of a push as the heirs of sigismund live up to his legacy with valour in their hearts and voices.
You charge alongside your brothers as you fire rapidly into the foes erasing cultists and scum with solar blows.
However with the rapidity of the push you are forever moving and lack the ability to put down effective aim as you limit shots to close range bloodletter diverting and erasing of common cultists to best help the chapter in the push.
But the thunderhawks prove the most deadly as designated rally points are noted and raided with maximum firepower to keep the foe off guard and dispersed.
The foe break into full retreat as bloodletters utter oaths to revenge this defeat and prove themselves worthy in the next fight as the bulk of the legion split into corridors and disperse as thunderhawks desperately try to run down as many as possible as blood once more soaks the ice and snow.
As the foe routs the captain calls you over the vox.
"Good performance brother wulfrik you have succeeded in denied the traitors their abhorrent pleasures.Your brothers will now stride forth as we finish what foes we can but we cannot lose casualties.
Take command of the squads that fought in the extermination mission and report to the techmarines.
your plate is cracked alongside your brothers and we cannot lose the blood of dorn so easily.
Guard the base brother i shall see the emperors work done with my own hands."

>MISSION COMPLETE.
>pits demolished.
>templars invigorated.
>enemies on this world denied mass daemonic support-less bloodletters and smaller chance of higher quality daemon summons.

>returning to base.
>>
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>roll 1d100 for mechanicus denial of enemy munitons production.

>Actions.-2 actions due to campaign status.
>read the codex hereticus.
>inspect the armory-new shit potentially
>converse with the mortal serfs.
>chat with mechanicus division,-Skiarri?Engiseers?myrmidons?Biologis?
>inspect the chapter history-roll 1d100 and say an enemy type-Khorne,biel tan,iron warriors and possibly gain knowledge on them by researching previous engagements.
>speak with the chaplaincy.Purity is paramount.have yourself tested for loyalties and corruption-Takes 2 action slots.
>assess the force strength of the templars.
>Write in?-ill accept if its a reasonable choice for the situation.
>>
Rolled 89 (1d100)

>>3297401
>read the codex hereticus.
>inspect the armory-new shit potentially
>>
Rolled 4 (1d100)

>>3297401
>>read the codex hereticus.
>>inspect the armory-new shit potentially
>>
Rolled 96, 72 = 168 (2d100)

>>3297401
>converse with the mortal serfs.
>inspect the chapter history-roll 1d100 and say an enemy type-Khorne
>>
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>>3297408
>>3297413
>89.
The legion of the omnissiah strode forth through the mist and snow like an iron tide as the forces of chaos were routed out of their tunnels with gas and flame as cultists were burned alive in their own flesh and the munitions factory was lit alight bursting the mine chamber from the inside out crushing valuable materials under tons of rubble and securing the mine for further use as it was sanctified by the holiest of incense and the blast of a thousand meltas.

>codex hereticus.
"the lord of change,the changer of fate the entity known more as tzeentch has many names and titles but is an ever shifting being as he prizes the change of all things and all within his realm is fleeting.
The cults of change revolve around the number 9 and involve complex plans and schemes that can topple governors and decimate militarum and naval forces.
The flaws of the god of change is that his cults are while difficult to discover due to their preference for playing a long game they are easier to destroy once found due to the forces the god uses.
The high amount of psykers amongst his forces mean that a blank or null can be a decisive blow against a cult to negate the powers of the empryrean and combined with a change cults physical frailty they can even be stopped by the imperial guard if found in time unlike the cults of nurgle or khorne that usually necessitate the deployment of astartes or other specialist forces."
>basic lore on the god of change.

>armory.

>heavy bolter +10 to rolls vs light to medium armoured infantry
>lascannon +10 to rolls vs vehicles.
>flamer +10 to rolls against mechs and heavily armoured infantry
>plasma +5 to rolls against all targets.-+10 with your skill.

>melee.
>chainblade +10 to cqc.
>combat knife +5 to cqc +15 in dire or ambush scenarios.
>your own mastercraft blade +25 to cqc but reverts to +5 after 7 turns.

>roll to loot some more shite >1d100.-spends the armory action.
>"fuck this slow ass devastator shit time to go tactical and assault for the GLORY OF THE TEMPLARS IN MELEE"-browse the tactical and assault weapon list-will change tactical position in the line as well.


>for reference the different weapons also have fluff degradation values as while your plasma owns everything with your bonuses a flamer will be more effective in close range due to the logistics of picking the fucking thing up and using it like a rifle rather than the shoulder hefting cannon.
>>
Rolled 69 (1d100)

>>3297537
>>roll to loot some more shite >1d100.-spends the armory action.
>>
Rolled 26 (1d100)

>>3297537
>roll to loot some more shite >1d100.-spends the armory action
>>
Rolled 98 (1d100)

>>3297537
>roll to loot some more shite >1d100.-spends the armory action.
>>
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>>3297677
>>3297602
>>3297543
>98.
you move past the stores within the armorium and move into the outdated supplies as you move past the dust and into the true stores of the armourium.
You move past hundreds of bolters and bolt rounds as you open crates and check dusted chainblades until you come across a strange store with an inbuilt dataslate.
You ask an adept for some assistance and decode it.

"DATASTORE 02452165"
"PRIORITY RESUPPLY"
"RESUPPLY 05625 TO ADEPTUS ASTARTES CHAPTER BT M37 200X MARS PATTERN BOLTER.200X MK7 AQUILA ASTARTES GRADE ARMOUR......"
The slate you observe seems to be a data manifest on a shipment from terra to resupply the chapter until you note a perculiar substance.
"1X INFERNUS PATTERN HEAVY BOLTER"
You look at the state and examine the marked crate after an hour or two of searching.

Opening it reveals what appears to be a combi weapon of some sort as a heavy bolter seems to have had a flamer attached.

You inspect the weapon thoughroughly before handing it to an adept for use to check over by the techmarine contingent.

>WEAPON UNLOCKED.
>INFERNUS PATTERN HEAVY BOLTER.
>+10 to dmg vs all infantry and light mechs.
>slower to raise and set up.
>holy fuck that supressive fire and coupled with close range scalding?-deathwatch get all the good xenos murder toys.
>>
>equip the burninator?
>yes?
>no?


>MISSIONS.
>Stem the tide.
"brother the active mines are supplying the foe with minerals going to the forge world and are our objective.While we may wish to continue this later the Magos suggest we go in rapidly and close the tunnels with explosives in order to cease the mining of this worlds resources and slow down the enemy."

>PRAY KILL BURN
"brother the cultist army we broke has splintered into minor warbands and retreated towards multiple town complexes and begun to fortify.We cannot allow them respite else they may bargain for more power and grow over time you must move with our allies and cut them down.-skitarri moving to assault here.

>DEEP STRIKE.
"after assessment of the tactical situation the battlefield seems to be clear enough that the foe is dispersed across and in wide areas and we of the astartes do not simple have enough marines to take and hold all of this land without support.
I have moved half our brothers to the strike cruiser prepared to deep strike.
If the mechanicum tech guard forces run into a concentrated push and attempt to organise a offensive against our lines we will be prepared to drop in and break the tide.
Will you support and bring death from above brother? the foe is not yet broken and only a foolish mortal underestimates the great enemy.
>>
>>3297750
>equip the burninator?
>yes?

>Stem the tide.

time to end the supplies for the chaos fleets and armys.
>>
>>3297756
Do this
>>
>>3297750
>>equip the burninator?
>>no

>Stem the tide
>>
>>3297750
>No
>Give Azkilion a SECOND SWORD from the armory
>Pass thr Burninator to our 3rd best ranged damage dealer
So would this turn is into 3 mobile dev, 1 assault and 1 tactical?

>Stem the tide.
>>
I want to purge enemies in melee with assault tactical mix why a heavy weapon reeee
>>
>>3298555
Because we're looking at the devastator stores?
>>
Going out for a few hours ill either write if we have another vote breaking the lock or roll a 1d2 to decide.
>>3298488
Yes.
also.
"hey azikiel i heard you like swords so fuck the codex i put a sword on your sword."
>>
>>3298795
equip combi bolter, vengeance launcher and plasma. go with 3 devastator 2 tactical
>>
>>3298795
Do we get the option to train up general combat stuff between missions to mitigate the negative effects of poor dice rolls?
>>
>>3297750
>equip the burninator?
>no
>Stem the tide.
>>
>>3298964
I mentioned earlier in the threads that is what you can and have been doing in the cages so yes.
also you already are getting a +17 bonus to general combat and a +30 rape train in melee so its a definitive plus.
>>
>>3297756
Do this
>>
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>equipped
>MISSION.
>due to the 1 vote for each we ares sticking with current squad loadout asides from you unless anyone wants to add a vote.

You move with your brothers as you stalk the land and monitor the ammunition for your bolter as you heft it with the might of man.
Ice crumbles beneath your feet as you roll alongside skitarri strike teams as the rust stalkers make their deadly appearance alongside vanguards and rangers as the might of the omnissiah marches at the command of its magos as a many limbed myrmidon leads the cohort as lower lexmechanics and engiseers follow in his wake.

You and your brothers soon break into a run as you sight the target complex and auspex readings show the enemy.

>roll 2d100.
>>
>>3299247
>>
Rolled 47, 62 = 109 (2d100)

>>3299247
>>
Rolled 54, 54 = 108 (2d100)

>>3299247
>>
>>3299247
>>
Rolled 30, 32 = 62 (2d100)

>>3299247
>>
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>>3299261
>64-62.
The auspex blooms to light within your helm and shows he enemy is entrenched behind formidable fortifications as durasteel and ceramite barricades are manned by heavy weapon teams as what appears to be chaos marines search along the line and smash things into standard as they patrol.

The mechanicus make their assessment and decide to perform a lightning strike as the foe is caught off guard.
Thousands of ruststalkers and vanguards leap from higher ground as they enter the valley in a bloody charge as the forces of chaos snap to action and fire bloodily as boltfire and stub munitions rain and ruststalkers begin to fall under heavy barrage.
But the casualties are meaningless as the ruststalkers manage to close to the first line of barricades as the intense melee fury of the omnissiah pits against the wrath of khorne as cultists lose 5 to one men vs the might of mars in a bloody slaughter.
You and your squad sprint in the wake alongside countless rangers as their mobile implants burn heavily to maximise acceleration.
You eventually sprint to higher ground as nearby rangers pile up dead corpses as makeshift shields as a gun line is presented.
you rail boltfire against the foe as your deluge splits skulls and erupts through the flimsy shielding of the cultists before you turn your wrath on the traitor legion.
The warriors of the black legion are pinned down as you fire as your storm cracks plate and flesh as you penetrate their pauldrons forcing the traitors into cover and denying the frontline their potent bite.
>roll 2d100.
>>
Rolled 81, 82 = 163 (2d100)

>>3299293
>>
Rolled 87, 16 = 103 (2d100)

>>3299293
>>
Rolled 95, 88 = 183 (2d100)

>>3299293
>>
>>3299308
>>3299312
>>3299316
>crit-88.
You slow down your fire as the chaos marines begin to take their chances and move like a flash out of cover presuming your distraction.
It is a mistake that proves fatal as you turn your fire away from the cultists to the marines once more as you catch them in the open alongside your brothers as you pierce their cranium and send the entire squad to the grasp of their gods with the might of mankind before once more firing towards the line of cultists as you shred holes in the line.
From your breaches the mechanicum moves to exploit as the cultist fortifications are surged into by dozens of skitarri as ruststalkers engage combat protocols and rip through the cultists with mechanical efficiency followed by the ranks of vanguards as lightning sparks the field from guns and tesla spears rip into the foe as their formations are shattered under the multi limbed attack.
But from the caves more cultists scream and move out as the might of chaos musters in full to bring an end to your incursion as thousands of misshapen faces and tentacles of foul mutation pour out of the caves to bring death.
>roll 2d100.
>>
Rolled 94, 6 = 100 (2d100)

>>3299356
>>
Rolled 21, 44 = 65 (2d100)

>>3299356
>>
Rolled 14, 49 = 63 (2d100)

>>3299356
We can snapshot with the bolter right?
>>
>>3299396
yes.that was what the quick manuver just then referenced.
>rolled crit-6.
The offensive of the mechanicum slows to a halt underneath the blow of the chaos reinforcements as the might of metal is melted by the corrosion of the acidic and the purity of the omnissiah is struck down by the piety of the chosen.
Vanguards use tesla staffs to parry tentacles just to be speared around by the sheer weight of the chaotic numbers.
But the line of the imperium does not break easily.
You stand tall and proud as you raise your bolter and let loose into the heart of the horde as you shred through dozens at once with a hundred kills to your toll within a mere half minute in the frenzy of war.
Your brothers move with strength as well as amadiel shreds through those who clump in huddles after your bombardments as dozens are decimated with each launch.
Your entry to the fight turns the tide as the cultists begin to falter and the line repositions as more cultists begin to pull off for juicer parts of the line just to be denied by your boltfire and more ruststalkers and skitarri pour into the salients as the line extends as fortifications fall and the battle spreads.
>roll 2d100.
>>
Rolled 43, 65 = 108 (2d100)

>>3299439
>>
Rolled 38, 26 = 64 (2d100)

>>3299439
>>
Rolled 51, 76 = 127 (2d100)

>>3299439
>>
Rolled 99, 69 = 168 (2d100)

>>3299439
>>
Rolled 90, 99 = 189 (2d100)

>>3299439
>>
>>3300572
What a waste
>>
>>3299454
>>3299477
>>3299518
>68-76
The battle rages as the children of the omnissiah smash against the chosen of the dark gods in a bloody slaughter as the blades of the ruststalkers begin lethal descents and the blasts of the rangers cover the field with destructive lightning.but that fury is matched by the warriors of chaos charge forward with mutation rampant within their bodies.
Acid spit spawns from ragged throats as it impacts against holy steel melting it to rust and rubble and thousands of tentacles rip through the fray as flanking forces use their mutations to split their opponents guard and spear them with dozens of blows.

But the imperium does not falter yet.
More skitarri roar in with the wrath of the omnissiah as the battle is turned in full as the cultists are grouped into disorganised pockets by ranging ruststalkers before being cut down by either ranger fire or amadiels launcher.
But you do not sit idly while the mechanicum turns the tide as you smash past rubble and take a stand on the walls as you fire down into the fray splitting great cones of fire into the horde as you buy all the breathing space you can.
Your efforts are rewarded greatly as the forces you free smash back into the side of the enemies and free more from the combat as you assist with the push by causing a cascading reinforcement effect that finally breaks the line.

The cultists flee with blood and fury back into the mouth of the cave wounded and defeated as the mechanicus begin setting formations.

The magos comes up to you.

"Astartes we of mars would ask of you to remain here while we secure the other entrances your firepower will be most useful to prevent this main entrance from being retaken.
We will be keeping 2 skitarri cohorts here while i take the rest and leave some of my adepts behind to manage before i move with the rest to take the chaos tunnels and cleanse them in the name of the omnissiah."


>DEFEND?
>yes
>no!

>roll 2d100 anyway.
>>
Rolled 97, 33 = 130 (2d100)

>>3301659
>Defend
>>
Rolled 9, 78 = 87 (2d100)

>>3301659
>Defend
>>
Rolled 27, 63 = 90 (2d100)

>>3301659
>Defend.
The worst thing that could happen is a giga demon,wich will make a good boss.
>>
Rolled 27, 22 = 49 (2d100)

>>3301659
yes
>>
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>crit 33

defend.

"very well magos.The blood of dorn shall stand this day."

You steady your bolter on a wall of rubble as engiseers direct servitors to prepare a defence alongside myrmidon adepts who position skitarri around the field by the tenets of the cult.
You converse with your brothers as headcounts are counted and weapons are checked as you inspect the bolter for issues and your brothers check chambers and re attach blades.
But soon preparations are halted as auspex systems flare to action as it detects the ground vibrating under the thunder of feet.
You make ready and stand your barrel on the wall as a makeshift tripod.
Through your helmet you see the first of the foe as out of the darkness comes a horde of mutation as thousands of cultists swarm out of the caves screaming foul oaths to the four gods.
But through your helm you see the true foe as shielded behind a torrent of flesh comes a fist of steel as warmachines come from the dark and chimerae and russ squadrons once of the PDF are rolled out coated in daemonic symbols and the members of the mechanicus sing litanies to the omnissiah to cleanse the foe and redeem the machine.

You open fire as soon as the cultists come as your shots melt the line alongside your brothers as you cut a spear of dead into the push causing countless accidents as the dead are fallen over as the foe fails to organise in the face of your fire worsened by the shots by your brothers as leaders are blown while rallying by bolt shells and clumped formations are struck by vengeance grenades.
But no matter your valour the men of the machine are found wanting this time as thousands of shots ring from the ranger squads to minimal effect as they strike against central targets and large nurglite cultists allowing the flanking runners of slaanesh and the beserking warriors of khorne to run free as they move into the flank and begin charging the mechanicum rather than you and the ruststalkers in the vanguard.
>>
Just to say that the updates are a bit more sporadic as im back into the meat of college life and have a few assignments to get done so itll probably be still a good amount of updates but spread out depending on the weekday.
>>
>>3301932
No problems ,but what's the roll ?
>>
>>3301932
All good
Work on passing
>>
ah
>roll 2d100.
>>
Rolled 54, 55 = 109 (2d100)

>>3302246
>>
Rolled 47, 40 = 87 (2d100)

>>3302246
fortify this position!
>>
Rolled 2, 96 = 98 (2d100)

>>3302246
>>
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>>3302324
>71-55.
The vanguard of the foe pours more of their reserves into the fray as they are cut down by your thunderous firepower as you hold the line like a true son of dorn in the battle alongside your brothers as you prove the worth once more of the strength of the gene warriors of man as you reap the critical blow that keeps the main line from danger.
However despite your valour and skill you are only 5 men against a tide of flesh as the legions of the mechanicus are smashed by the cults of the prince and warlord as putrid screams are chanted.
"BLOOD FOR THE BLOOD GOD."
"FOR THE PRINCE OF PLEAAAASSSSSSSURRRREEEEEE"
The cultists smash many limbs into the skitarri as mechanical augments stress and the line bends before the wrath of chaos.
But while the line bends it fails to break.
"FOR THE OMNISSIAH,01000110 01001111 01010010 00100000 01001101 01000001 01010010 01010011!"
Skitarri vanguards rush to the fray tesla spears sparking as they smash into and fix the line with steel and oil with the might of mars on full display.
Skitarri arms smash into skulls just to be flanked by an errant mutated limb in the melee as the skitarri dearly give their lives in the combat.
But their lives are not spent needlessly as from above comes the wrath of the rangers as engiseers manipulate the maniple into action and shots of plasma rip through flesh and sear armour to bone as they fire into the melee with firing computers on full workout as countless techpriests perform painstaking calculations to make every shot seamless and perform feats of firepower that no fleshling can match without killing their own comrades or fleeing of a weak will.

But through the flesh and wrath the battle continues as from the back the great warmachines exit the tunnel in full and leman russes spread into the field blasting oaths to the gods and decorated with dozens of foul symbols each.
>>
>targets.


>HOLD THE LINE -fire into the nuglite cultists in the vanguard.
>SIEZE THE FLANK.-repositon and fire into the flanking forces
>STALL THE IRON PUSH-fire at the russes and chimerae to halt the tide.

>remember the weapons you equipped.

>roll 2d100 for whichever you pick.
>>
Rolled 30, 86 = 116 (2d100)

>>3302594
>>HOLD THE LINE -fire into the nuglite cultists in the vanguard.
>>
Rolled 64, 71 = 135 (2d100)

>>3302598
>HOLD THE LINE -fire into the nuglite cultists in the vanguard
>>
Rolled 12, 3 = 15 (2d100)

>>3302598
>HOLD THE LINE -fire into the nuglite cultists in the vanguard.

This is why we need to either stick with plasma or get someone else on AT, the Burninator and Vengeance Launcher can only do so much against tanks
>>
>>3303640
Its just what you wana be good at shooting at.
Plasma means we a jack at thing wheres the blooter means good hords, lasroz canon means good velaice bad other things.

I mean we could go lasroz canon since our friend is good argest hords
>>
Rolled 37, 7 = 44 (2d100)

>>3302598
>HOLD THE LINE -fire into the nuglite cultists in the vanguard.
>>
>>3303719
>>3303719
No I suggested giving the bolter to someone else in the squad, since

A.) We already have a bonus to plasma weapons
B.) Learn to spell
C.) The Plasma cannon has bonuses to all targets

And

D.) Because we don't have any proper AT we'll have a harder time against the Russ charge

Is the Burninator better at hordes than the PC? Yes
Would we benefit from having three heavy weapons in the squad? Yes
>>
>>3303810
Well theres a thing where im not the best speller dont care.

Also theres onyl 2 of is that use havy wepons in the squad the rest is tacs.

I mean just have to deal with the fact we are not going to be able to deal with everything all the time and pick which foe is going to give the most trouble and use the wepons for that and hope the ally rolls can deal with the rest.

Right now il say dealing with hords is better atm and the flsmer part will help in the tunnels.
The robo boys can pop tanks well enguh
>>
>>3303810
Having 3 havy wepons would make us slow to set up and move about.

And for the rust fight we just dont deal with that or if we have time swap wepons.

Also the plasma cannon bounuse argets everything is less then what youl get from useing a wepon thats good argest one type of foe.

Pla if going see lots of different fores.

Burntor for hords

Lasroz canon for tanks and such.
>>
>>3303833
We can convert the tacs into mobile devs like us, and speaking of slow the Burninator is the only hw we have that has a slow set up time

I'd rather we have the ability to counter most things instead of just 2 things since we already have the VL as the horde breaker and it's not like the PC can only erase one target at a time, I will concede that the Burninator is doing wonderful against these hordes; my main concern is for when we face even more varieties of enemies

Also hw don't slow us down as much since we have access to the snap shot ability.
>>
just look for a thunder hammer or any heavy melee weapon and go melee like a real templar if you guys want bonus vs all
>>
>>3303943
Why not just stick with the plasma cannon? We already have a bonus to rolls with it. And instead of constantly looking in the armory for stuff that isn’t any better than our current gear, we train up to kill enemies better or improve our allies dice rolls.
>>
>>3304283
Plasma is good but it's not the be all, end all. OP has stated that in some situations another weapon could be as good or even better.

Like in this situation the Heavy Bolter Combi-Flamer is doing really really good at Horde Breaking and infantry killing, a flamer would destroy anyone we meet in close quarters and lascannons laugh at any large targets.

Also we keep looking in the company armory because anything we find there gets added to our personal armory where we can freely swap around our stuff and give stuff to our squad, it's how Amadiel got a Vengeance Launcher and why Azikiel got a power sword.
>>
>>3304395
Im all for looking for stuff to gift to our squad and us
But i like that we having to chose which wepons and which fights we have to do couse if it
>>
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>71-71.
Your bolter screams with the wrath of a demigod as you fire into the line of the foe and bones and blood fly as you push into the flesh tide.
The cultists move onwards in a fetid display of mutation as intestines are dragging on the ice as guts are hanging freely split and ravenous cultists spray foul fluids from countless orifices as mouths erupt acid that melts their own flesh even and cuts into the ground alongside other shows of great heresy.
But your shots roar as they impact the foe as they are blown and broken before your wrath as boltshells impact through chests erupting the kin of the plaguefather in droves as their resilient hide cannot stand against the power of mankind as you and your brothers reap a toll alongside the machines of the mechanicum as the nurglite cultists are held at bay for now.

On the flanks the slaaneshites are the first to run as the khorneates fight to the finish in this battle as the chaos line falters as more vanguards pour from reserves and the techpriests take themselves to the fore as mymidons rev power axes in the fight as the machine spirits awaken for war alongside their brothers.
But chaos has played its card and the armour of the PDF fires from battle cannons as ranger cohorts are blown apart with squads equipped with the weaponry of a thousand sanctified oils are decimated with a single blast from the defilement of once imperial machines.
But while the iron tide comes the mechanicum moves its answer as from the back the dunestalkers are activated as 3 of the most feared machines of the skitarri legions enter the fray guns blazing to bring death to the foes of the omnissiah as they stalk over rubble blowing up 2 of the chimerae in a brutal strike.

>roll 2d100.
>choose targets.
>BACK DISEASED SCUM.
Fire into the nurglites again.
>DO NOT LET THEM ESCAPE.
cut off the fleeing slaaneshites with streams of fire to lock them between a temporary stream of fire to act as an anvil to the mechanicums hammer.
>BEGONE DAEMON MACHINE.
Fire into the traitor armour and sunder it with the might of man.

>roll 2d100.
>>
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ill update again at 7 and then again at 10.
updates will be a little less tomorrow due to a needed in assignment.
But hey ill run pretty much hourly or two hourly on sat and sun.
>>
Rolled 80, 70 = 150 (2d100)

>>3304791
BACK DISEASED SCUM
>>
>>3304395
Well the fact is we’re now in a situation where we can do nothing against a very significant proportion of the enemy forces. Yes the others are situational, but with plasma we will never be in a position where we will be straight up ineffective.
>>
unless we get another roll within an hour ill take that one due to it generally being good before i pop to sleep.
>>
Rolled 38, 78 = 116 (2d100)

>>3304791
>>
>>3305323
Umm buddy theres way more horde boddys then there are tanks and shit
Soo we are dealing with the bigest part of the foe forces with the burntor not the smallest
>>
>>3305323
Also havey boolters can deal damg to tanks just takes more rounds, or we get some of that deathwatch special ammo
>>
Fuck it ill write one last post for tonight now.
>97-70
The nurglite charge is blocked further as your shots ring through flesh and decimate the horde of green as the 3 circles are broken by vengeance shells as the children of the carrion lord finally begin to wane before your barrage as their casualties while they are resilient have racked up too much to sustain this kind of vanguard attack as they call forth more allies into the fray as the backlines desperately try to corral unaligned scum into the front line or force the scions of pleasure back to battle in the purge.
The mechanicus steps their might up a notch as the dunestalkers lead a barrage with guns roaring as ranger squads down the line let loose with electricity and plasma as steel is melted and flesh seared as the horde is further whittled by the power of the omnissiah and finally after much trial the weaker willed begin a ragged rout to the cave as they desperately try to save their damned lives.
But the cultists do not break in full as desired as the iron fist of armour comes burning forth as once more battle cannons and multilasers roar with barely halted fury and the scions of the machine fall before the traitor engine as rangers desperately sight rifles and plasma teams refocus in order to doom the foes last assault and see them broken like so many others before the might of mars.

>LET NONE SURVIVE.
fire into the mass of rallying cultists and put their assault down for good.
>BRING THE BEASTS DOWN.
Refocus your own squads bolters as you aim to silence the guns of the traitor engines.

>Roll 2d100.
>>
Rolled 37, 79 = 116 (2d100)

>>3305406
LET NONE SURVIVE
>>
Rolled 65, 51 = 116 (2d100)

>>3305406
Let non survive
>>
Rolled 66, 74 = 140 (2d100)

>>3305406
>>
>>3305431
>>3305787
>>3305786
>73-74.
"LET NONE SURVIVE"
Is the cry you and your brothers yell as bolters are raised an a new deluge of death rips through flesh and bone as gyrojets smash the symbols of the despoiler in a barrage from the astartes as you stand tall and lay waste to the weakened foes as they now begin to splinter under your wrath as boltshells from both your heavy bolter and your brothers normal fly into the cultists as their numbers wane but that is not all that is thrown upon the foe as amadiel fires his launcher in rapid succession as clumps in the line and command squads are identified by allies and swiftly removed by a crude barrage from the launcher as from the weakness and instability the forces of chaos splinter and many run away into the caves while others attempt one last charge as the warhost breaks.
But the iron fist of the traitors pushes forward under fire uncaring of their allies fate as battlecannons and multilasers do their deadly toll as once more skitarri squads are hit by the heavy fire.
But this time the sons of mars have rallied their answer as engiseers enact calculations and firing patterns are communicated throughout the line in seconds as thousands of guns fire as ranger squads let loose with lightning and plasma and the dunestalker cohort fires all guns with the wrath of a mechanical beast as the traitor armour becomes under attack.
The symbols of the gods are burnt and cindered as the vehicles are bombarded from a thousand angels and positions and their plate cannot hold against the strain as the leman russes slow and stop under the weight of melted engines or the crew burnt alive by plasma or lightning whereas the more lucky of there allies in the leading russes are evaporated in an instant as the dunestalkers take their prey.
The chimerae are left supportless and are quickly picked off as most of the foe die but 2 chimerae run full speed from the back and retreat into the caves.

The battle is won.
In Dorns name you have held the line and done your duty.
But the battle is not over yet.
Nevertheless a true astartes knows no fear and so you do not as skitarri cohorts collect their dead for repair or reprocessing you reload your boltstocks and lay down your cannon back in position and prepare to await what else the foe has cooked up.

>roll 4d100.
>>
Rolled 31, 91, 50, 83 = 255 (4d100)

>>3306700
>>
Rolled 50, 68, 49, 15 = 182 (4d100)

>>3306700
>>
Rolled 67, 84, 57, 31 = 239 (4d100)

>>3306700
>>
Rolled 40, 80, 64, 2 = 186 (4d100)

>>3306700
>>
Rolled 14, 63, 33, 76 = 186 (4d100)

>>3306700
>>
Alrighty done with the work so ill post an update before bed.
>48-91-50-83.

As your battle raged reports come in from the vox from the magos about what occured in the later stages of the plan.

>50.
The second tunnel was overrun by cultists but more devastatlngly were backed up by what appeared to be a full 3 dozen chaos astartes as they prepared foul fortifications after the collapse of the first tunnel and reports down the line.
The skitarri struck hard and fast before the foe could complete further fortifications with a spearhead of onager dunecrawlers and vanguards to push the offensive.
However the aimed lightning push devolved into a steady slog as the penetrating attack only reached the middle of the enemy fortifications as their reinforcements streamed from their base in the rear as runners sprinted to alert their comrades.
The rest of the legion of mars were forced in as they began taking casualties similar to a unit of guardsmen rather than skitarri warriors as while the cultists were ill ready to face the warriors of the machine cult the traitor marines were veterans of their long war and much tougher than hypothesised as the black legionaries ripped a bloody gash into the skitarri lines almost shattering the left flank before ruststalker units were hastily activated to fill the gap.
But while astartes are immortal supersoldiers they cannot be everywhere at once and through iron and blood the men of mars pushed into the lines and decimated the weak cultsts and even fell a handful of the traitor marines before they cut their losses and ran to the caves.
With the foe routed the machine men of mars recovered their dead and repaired their wounded before melta charging the tunnel and closing it for the foe.
>83.
The 3rd tunnel went better for the legions of the omnissiah as the enemy it seemed confident that their push in the main gate and reinforcement of the second tunnel would be good enough and sent only light cultists to arm this tunnel entrance.
The enemys hubris was proved to be their downfall as ruststakers dropped from above the entrance leaping off cliffs and using inertial leg dampeners to their fullest as a deep strike shattered the cultists before the rest of the legion moved in to mop up the foe and move to the tunnel.
The expediency of the operation led to the mechanicus taking the projected losses of the 3rd tunnel and carving them in half before adding that half to a garrison force comprised of the wounded and exhausted even for machines as they burned holy promethium reserves within the mouth of the cave and set melta charges to burst on command and timer in an attempt to force the foe out of cover within their dens.
>>
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But the victories of the magos while heartening are also concerning as while the mechanicus moves to eliminate the last 2 tunnels auspex crews once more report enemy movement within your own tunnel as once more from the shadows you spot the unwashed hordes of the gods but this time bolstered to greater fury by the appearance of traitor marines within their ranks as the veterans of the heresy march alongside both mortals and lesser born marines to bring death to man.
Ranger crews in the back spark voxes in mechanical alerts as behind the main push comes the few remaining daemons on this world as they charge baying for khornes tithe as you and the engiseers desperately try to raise a vox to the strike cruiser for aid in this battle.

But your efforts are for naught for now as you are quickly forced to open fire into the cultist line once more as your opening volley only decimates a lesser amount of cultists with only a few dozen falling rather than the hundreds you were hoping for as your shells bounce into the reinforced hide of mutants as it is discovered that chaos is not just brutal but cunning as well and have sent the chattel first before any true chosen of the gods.
The skitarri perform greater feats however as the gunline once more erupts into the foe as great swaths of both unaligned and chosen cultists are evaporated as the first lines of chaos fall in the start of the next battle for this world.

>roll 3d100.
>>
Rolled 36, 51, 100 = 187 (3d100)

>>3307921
>>
Rolled 99, 46, 51 = 196 (3d100)

>>3307921
>>
Rolled 6, 34, 21 = 61 (3d100)

>>3307921
>>
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>>3307976
>>3308274
>>3309383
>crit-46-51.
Your bolter is stretched to the very limits of its spirit as you awaken the true firepower available to you as you fire shells that break through flesh and steel as ten dozen cultists fall within your opening salvo and your second cracks ceramite and bone as you smash your wrath into the bodies of the traitor marines felling a squad in an instant as they cockily charge towards you baying for blood.You also unleash the signature rounds of the inferno bolter as you adjust the flamer for long fire as you use one hand for reloading the bolt shells from your pack and the other for gushing steaming rivers of flame that create a scolding wall of burning ice that burns the cultists feet before they stand back and are forced to give reprieve.
But while your devastation held the vanguard back the legions of chaos had been quick on their feet as once more khornate cultists even more heavily mutated charge into the flank but this time backed up on each flank by a daemonic herald and a squad of bloodletters a final charge if you will to claim as many skulls as they can before they are inevitably cast back to the immaterium.The charge on the flanks is wounding as the beserkers charge through ranger fire heedless of casualties and once more engage with the vanguard line.
However chaos is not the only one to change tactics on the fly as ruststalkers moved from the vanguard in exchange for rangers move to engage the chosen of khorne as axes meet the servos of the martial omnissiah in a bloodly melee that reaps heavy casualties.
But the exchange reaps other dividends as in the wake of your barrage ranger squads open with the wrath of mars and thousands of rifle spit into the cultists as they fall before the might of the omnissiah without a way to respond as behind the flame they wait and die as they desperately try to find cover in rubble and piles of the dead to survive.

But while the opening stage of the battle seems a success reports from the engiseers are not heartening as the strike cruiser cannot support for now due to a chaos insurgent offensive on the main beachhead.

>roll 2d100.
>>
Rolled 44, 48 = 92 (2d100)

>>3309631
>>
Rolled 99, 20 = 119 (2d100)

>>3309631
>>
Rolled 3, 96 = 99 (2d100)

>>3309631
>>
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>>3309671
>crit-20.
You once more prove yourself as a god on the field as boltshells ring across the field blasting into the front line of the cultists and decimating their vanguard as tons of flesh falls before your mechanical death as fire and boltshells rip through bone and shatter ceramite with casualties moving to hundreds of cultists and at least two more squads of traitor marines fallen outside of vital cover.
Vengeance shells launch as well as command squads are shattered and the enemy vanguard falls into chaos as the fire from your flamer and shots from the bolters and launchers wane away at numbers and shatter unit cohesiveness.
But not all in the battle is a success as in the vanguard the rangers miscalculate shots and fire at minor cultists rather than focusing on targets of vital importance and even worse the battle for the flanks has shifted in chaos's favour as the bloodletters have made it to the combat and are cleaving a bloody path through the squads of vanguard as ranger shots and ruststalkers desperately halt the charge with waning numbers as more reserves are forced to be reactivated early by engiseers as mymidons lead more of the legions of mars into the bloodier battle in a desperate attempt to hold the flanks and secure the main battle line.

>roll 3d100.
>>
Rolled 18, 80, 38 = 136 (3d100)

>>3310171
Man chaos just fuck off and give us the planet already
>>
Rolled 12, 90, 98 = 200 (3d100)

>>3310171
>>3310219
I mean chaos will always be pieces of shit to deal against and the QM warned us agaisnt that. So since we'll fight them for a while we should read a lot the codex hereticus
>>
>>3310227
>>3310219
Well there still is plenty of other battles in the galaxy so far.
Remember you are tagging along with your companies cruiser at the moment fighting a reclaimation crusade up in calixis however it is currently M41 year 942 and you cleaned up armageddons 1st war vs the orks so in the galaxy a few hive fleets just entered in and the tau are preparing for the third sphere expansion alongside countless rebellions and other rubbish also of course Gazzy is pottering about getting ready for the 2nd war on armageddon vs the orks which the majority of the BT command turned up to and of course at the end of the century depending on player actions you have the 13th black failsade which will be interesting to say the least and mr astral claw just renamed his traitor marines and is about to start raiding planets.
And the eldar have started their Yynead shenanigans.
there are plenty of opportunities for battle once the crusade is over or you leave due to casualties.
>>
Rolled 49, 14, 85 = 148 (3d100)

>>3310171
>>
>>3310219
>>3310227
>>3310244
>29-90-98.
Your barrage wanes as the cohesion of the foe further breaks as you are forced to redirect your fire multiple times a minute as the enemy vanguard breaks under boltfire and a deadly barrage from the rangers who have learned from their previous failure and recalculated a firing pattern as the vanguard finally breaks into the tunnels as marines throw cultists back out of their way as they desperately fight a fighting retreat as boltfire clangs off your pauldron setting off your aim and forcing your squad into cover while the marines escape.
The shattering of the vanguard has also broken the support for the flanks as the center line of rangers fires into the sides of the daemonic onslaught felling countless cultists and even a squad of bloodletters as the ruststalkers on the flank take the opportunity offered to smash full force with the support of the dunecrawlers as they decimate the bloodletters and fell the herald under sheer weight of arms as the flank support wanes.
But the flank fully breaks under the weight of new entrants on the field as a great screech in binary sears mortal ears as a great roar comes from the skitarri as from the hills of the valley come reinforcements in red as they chant.
"01000110 01001111 01010010 00100000 01010100 01001000 01000101 00100000 01001111 01001101 01001110 01001001 01010011 01010011 01001001 01000001 01001000 00100000 01000001 01001110 01000100 00100000 01001101 01000001 01010010 01010011"
A great charge of vanguards come from the cliffs as the binary alights with orders from the lead magos as the split tunnel forces return to bring the fury as tesla spears rip into the side of the flank forces and death comes from above as ranger squads scale the cliffs and fire their rifles into the foe.
Under the weight of the fire the foe breaks and runs.
The main tunnel is blown as skitarri rush to close the breach as dust washes over you in the wake as your enchancements pick out the deafend screams of the trapped chaos forces.
>>
>VICTORY.
>main chaos forces trapped and heavily bloodied.
>PLANET WON.
>through strength of arms and faith this mining world has been reclaimed for the crusade as the warriors of dorn and the legions of mars have taken it for the emperor.

"Brother wulfrik i need to speak with you."
"yes captain."
"you performed well on that world brother however be warned that it seems our company may have to to take a lesser role compared to our allies as the tests of strength on armageddon and our fight against the 15th have bloodied us and while the quality of skill has improved we need more initiates but more to the point.
You are a shield brethren now and it would be fitting for you to take a new recruit once we return to the eternal crusader to shepard until initiatehood if you find a worthy one.I ask that you only consider it brother as your skill is already of note within the chapter due to your skill at range and however much i dislike it we astartes are very reliant on personal pride and while we in the 27th company may not mind your prowess at range our other more bloodthirsty brothers on other crusades may slight you for it and look for weaknesses i only ask that you consider it due to our waning numbers brother."

>CONSIDER TAKING A TOTALLY NOT SQUIRE ONCE RETURNED FROM CRUSADE TO BT BASE?"
>YES!
>NO!.

>MISSIONS.

>still doing OMNISISSAHS WILL just pick next battleground.

>Xurunt.
A chaos tribal world whose survivors of relentless tribal warfare are chosen to join the ranks of the chaos marines in a blatant mockery of a holy astartes recruiting world it must be burned with fire and ash-strike cruiser accompanies mechanicus fleet to rail a world with orbital bombardment-high chance of naval battle.
>Kurse.
The world of curse is inhabited with foul mutants and mockeries of human life and is used by the forces of the annihilator to capture the strongest and the dark mechanicum force them into gladiatoral matches to conduct biologis research and gain elite warriors for the numerous warbands in the stars.The cruiser will move alongside a smaller detached fleet armed with light and medium cruisers rather than the arks of the other mission in order to breach the orbital stations with skitarri and tech guard and put an end to this mockery of the quest for knowledge.
>>
>Actions.-2 actions til arrival.
>read the codex hereticus.
>inspect the armory-new shit potentially
>converse with the mortal serfs.
>inspect the chapter history-roll 1d100 and say an enemy type-Khorne,biel tan,iron warriors and possibly gain knowledge on them by researching previous engagements.
>speak with the chaplaincy.Purity is paramount.have yourself tested for loyalties and corruption-Takes 2 action slots.
>speak with the veterans-Which?-(techmarines,apothecaries,terminators.)
>assess the force strength of the templars.
>get in the training cages and ranges-Which?-Bolter range-devastator range-exotic weapon range-melee cages.
>Write in?-ill accept if its a reasonable choice for the situation.
>>
>>3310327
>>3310327

>CONSIDER TAKING A TOTALLY NOT SQUIRE ONCE RETURNED FROM CRUSADE TO BT BASE?"
>YES!

>get in the training cages and ranges-Which? Devastator
>speak with the veterans-Which?- Apothecary

Voting to re equip Plasma Cannon as well
>>
>>3310327

Forgot to vote for mission
>Kurse.
>>
>CONSIDER TAKING A TOTALLY NOT SQUIRE ONCE RETURNED FROM CRUSADE TO BT BASE?
>YES!
More marines are always usefull.
>get in the training cages and ranges-Which?-Bolter range-
>read the codex hereticus.
>Kurse.
Space Marines are dangerous but genetically enhanced warriors that can be quickly produced would be more problematic.
>>
>>3310373
>get in the training cages and ranges-Which?devastator range*
My bad,meant devastator.
>>
Ill chill and wait for some more votes.
>>
accept squire
train melee
speak with veteran terminator learn about combat skills and terminator armor.
mission kurse
equip power sword and 1handed plasma gun to utilise our melee and range bonus
>>
>>3310324
>>CONSIDER TAKING A TOTALLY NOT SQUIRE ONCE RETURNED FROM CRUSADE TO BT BASE?"
>YES!

>Kurse.
The world of curse is inhabited with foul mutants and mockeries of human life and is used by the forces of the annihilator to capture the strongest and the dark mechanicum force them into gladiatoral matches to conduct biologis research and gain elite warriors for the numerous warbands in the stars.The cruiser will move alongside a smaller detached fleet armed with light and medium cruisers rather than the arks of the other mission in order to breach the orbital stations with skitarri and tech guard and put an end to this mockery of the quest for knowledge.

>>3310327
>converse with the mortal serfs.
>Speak with Captain Oberon on what it means to be a leader.
>>
>>3310327
read the codex hereticus
converse with the mortal serfs
>>
I support the adoption of a cute, young child yet to be an Astartes.
Or a wide-eyed rookie we can be a grizzled veteran to. But I want the little kid.
>>
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I believe that is hereticus and training cages.

>Cages.
"greetings brother have you come once more to test your aim?. Good brother.a moment of laxity will equal a lifetime of weakness.
>dev ranges 4/10 training to rank up.

>hereticus.
"the forces of slaanesh are the spawn of the newest of the gods as the so called prince of pleasure was created by the promiscuous eldar and caused countless death amongst the worlds of mankind as while we were recovering from the age of strife the first daemons emerged to kill us off and we were only spared by the might of the god emperor.
The cults of slaanesh revolve around the digit 6 and are unfortunately the most common cult in the imperium amongst traitors due to the ease of worship and the instant rewards it offers.these sorts of cults are arguably one of the most deadly as they can infiltrate the high ranks of imperial forces easily due to the all too common symptom of bureaucratic incompetence and weakened astropathic networks.The inquisition works tirelessly to stamp out these cults most often due to their penchant for secrecy and corrupting the important.The number of this god is 6 and cultists will frequently summon foul daemons through rituals and iconography using this....
>BASIC LORE LEARNED SLAANESH.

>MISSION KURSE.

"BATTLE BROTHERS TODAY WE MAKE TO ERASE THE FOUL TRAITORS UPON THESE STATIONS AND RESTORE PURITY TO MANKIND.WE SHALL BREACH THE STATION IMMEDIATELY IN ORDER TO MAKE A RAPID ASSAULT BROTHERS.ARM YOURSELVES AND TAKE HEART.FOR WE ARE THE TEMPLARS OF TERRA!

>how to breach?

>shark assault boats.
breach alongside skitarri troops comprising of vanguards and smash into the foe with mechanical might.
>Thunderhawk breach.
You will move with your brothers and smash into the enemy hangar bays and form an elite breachhead while the tech guard land behind you and reinforce before you make an assault.
>Lightning strike.
You will move with the captain and all other brethren as you are split from your brothers and act as an elite force teleporting directly to the enemy command HQ and cutting the head off the snake.

>be aware whichever you pick will be the one the other templars will be doing alongside you with sharks being a squad of marines per cohort and so on and the teleporter being a alpha strike followed by the hangar beachhead,
only pick 1,
>>
>>3310633
>Thunderhawk breach.
You will move with your brothers and smash into the enemy hangar bays and form an elite breachhead while the tech guard land behind you and reinforce before you make an assault.
>>
>>3310633
>Thunderhawk breach.
>>
>>3310633
>Thunderhawk breach.
>>
>>3310865
>>3310874
>>3312761
>thunderhawk breach.
The pull of the void surrounds you as the thunderhawk screams through the entropy of space alongside its mechanical kin holding similar deadly cargoes.
You rack your bolter as you hold near the back on the thunderhawk and read the tactical net while the noise of other brethren shouting orders and the background noise of creaking armour is droned out as you page through auspex readings and battle plans.
But soon the thunderhawk opens up with lasfire as serfs fire barrages at the hangar gun arrays and the thunderhawks link up for the breach with all marines readied from the terminators at the front of the bay to the initiates in the middle and you and the devastators leaving last.

>roll for how well the initial attack in the breach goes.
>roll 2d100.
>>
Rolled 19, 97 = 116 (2d100)

>>3313001
>>
Rolled 74, 64 = 138 (2d100)

>>3313001
>>
Rolled 54, 40 = 94 (2d100)

>>3313001
>>
>>3313204

.91-67.
Fire and smoke blooms out of the walls as lasfire scorches machinery and bodies fly as the thunderhawks clear a bloody hole on entry.
You hear las and stub fire hit the thunderhawk as the door opens and the terminators stride forth two abreast as initiates storm out with you hot on their heels.
Storm bolt fire pours from the company veterans as the armour shrugs off the concentration of the assault as servitors are ripped with boltfire and the wrath of the attached fists as the namesake of the praetorian proves its melee might crushing machinery and flesh in the attack as soon the enemy barrage is backed up by your own alongside the other initiates and devastators as in the close range fighting you spew your flamer as the flesh of the foe sears before your wrath cutting your own hole to which you follow with boltfire as you cleanse countless foes in the breach and then you are followed by the deluge of bolts from the initiates as chainblades and bolt pistols are used in perfect union as the templars cut a bloody spear through the foe and begin to establish a fortification under fire as tactical brothers pull rubble into position and other devastators mount guns upon the wall.
>roll 3d100.
>>
Rolled 18, 98, 96 = 212 (3d100)

>>3313822
>>
Rolled 87, 91, 42 = 220 (3d100)

>>3313822
>>
been 2hrs so.
>crit-94-42.
You spew boltfire in a rapid deluge as you shred the foe before you as servitors fall and you provide riotous fire support as initiates take their chances with chainswords roaring as slowly but surely the hangar bays are cleared of foes as the might of sigismunds heirs cleanse the bay with fire and sword.
You maintain a vigil with your bolter as corpses are burnt and rubble is brought down to secure a beachhead as behind you arvus lighters move in and spit out dozens of readied tech guard and lesser adept engiseers as incense is burned and the captain convenes his command squad for orders as servo skulls fly into vents and passageways to inform of foes.

Soon enough the tacnet is finished and battle plans established as the servo skulls transmit their data however due to interference it is broken and malfunctional nevertheless astartes have made do with less so you steady yourself and assign your squad to.

>THE LEFT.
Down the left passageway reports of closed ceilings and locked doors belay strange auspex readings of what seems to be an biologis stronghold and strange auspex readings of a fast or small force as auspex readings show periodic blips in unrelated areas on thermal scans.
>the right tunnel.
Down the right tunnel rust seems to be overly prevalent and changes in atmo reflect open holes into the cold void as cameras view the defiled symbol of the old legio cybernetica.
>forward unto the chasm.
Down the central tunnel servo skulls have been destroyed by hostile fire however vent based skulls observe a mockery of the mechanicus as turrets and damned skitarri man the fort awaiting an attack from the front.

>OOC explanation.
>the left and right could lead to a flank route to the main bastion however come with there own risks.you also would have got more intel and better quality allies on a good 3rd roll ranging from shitty servitors to skitarri.
>>
>>3314135
>THE LEFT.
Let's hunt some mutants.
>>
>>3314135
>THE LEFT.
Time for a hunt
>>
>>3314135
>The Right Tunnel
Down the right tunnel rust seems to be overly prevalent and changes in atmo reflect open holes into the cold void as cameras view the defiled symbol of the old legio cybernetica.
>>
>>3314135
THE LEFT
>>
You stride through the shadow and dust as you walk what seems to be long abandoned tunnels as behind you your squads of brothers hum litanies of the chapter as 8 of your kin move with your attack alongside a full regiment of tech guardsmen who stride in front of you with incense burning and chants to the omnissiah filling the general vox.
The ground shakes and groans as you come towards the central compound and sight the defiled symbol of mars,reshaped into a sigil of chaos and heresy as you move towards it.

>roll 1d100 for what to find.
>>
Rolled 33 (1d100)

>>3314777
>>
Rolled 88 (1d100)

>>3314777
>>
Rolled 76 (1d100)

>>
>>3315411
>>3315012
>>3315655
>88
You steady your bolter as you aim down one of the many approaches alongside the mortals of the tech guard as weak adept engiseers perform holy litanies and sermons to open the bastion.
A tense silence penetrates the area as nervous guardsmen keep eyes on the auspex systems as they show the blobs skittering out of existence.
But soon the great door opens and your squad strides in as you draw your blade for a potential ambush.
But one does not come as you enter the bastion without fault or crisis.
You see countless gene chambers and broken bodies as to your studied eyes you can see what appears to be acid and claw attacks as some specimens appear to have gotten loose.The engiseers immediately get to work calling over a few squads of guardsmen for a small garrison and linking to cogitators to find what devils hide in the dark.
The news of the death of the chaos priests is known throughout the line as the younger men feel glee at the prospect of not as much fighting however the veterans realise that whatever killed them is still out there and to prove that the auspex flickers and the foe seems to increase and fade more.

>roll 1d100 again.
>>
Rolled 92 (1d100)

>>3317085
It's getting all horror and shit.
>>
>>3317153
>92
this is more than enough
>>
Gotcha.
ill write at 12ish.
just about to head to work.
>>
Rolled 16 (1d100)

>>3317085
>>
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im back.
>92.
You instantly notice the flickering of the lights as your senses bloom into action and you shout orders to arm across the line as tech guardsmen jump into readiness and your personal brothers aim guns down their respective tunnels as you hold the largest entry with the other squads split amongst the tri junction with one at each hall.
But using your experiences you soon realise what foe is in the tunnels as you see deformed skin flicker in the tunnels and reptilian mutation on arms as you bellow to sight sensors to audio and prepare for acid attacks.
Your bellow is what starts the final assault as the bestial intelligence of the foe may be crude but is still cunning enough to know when it is spotted as the foul spawn of the foes from beyond the emperors light come forth clacking claws and screetching a foul symphony as they come.
>>
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>roll 3d100.
>>
Rolled 14, 20, 46 = 80 (3d100)

>>3317459
>>
Rolled 61, 8, 74 = 143 (3d100)

>>3317462
>>
Rolled 96, 73, 70 = 239 (3d100)

shoot and burn it!
>>
>crit-76-70.
You stand and roar your cannon alongside the tech guard and your brothers as the swarm of bugs suffers a painful blow as countless lasfire bolts ring out on rapid fire scorching shells and burning flesh in conjunction with your bolter firing at max speed to counter the mass of foes in the tight hall as the swarm is cut down with dozens shredded in seconds of their first appearance and further attacks are just as hurtful as amadiel fires overhead of the foe and decimates pockets interspersing their rapacious charge as you also soon add your flamer to the attack as you scorch flesh and bone adding a fortification of prometium that holds the horde stalled and free to be picked off from under a tide of fire.
>roll 3d100.
>>
Rolled 95, 99, 90 = 284 (3d100)

>>3317661
>>
>>3317687
2 crits,nice.
>>
Rolled 40, 95, 27 = 162 (3d100)

>>3317661
>>
>>3317687
>Crit crit 90.
The roar of the insectoid menace runs towards the lines of the imperium as a rapacious horde lusts for flesh.
But the illusions of the mind are so easily shattered even for the greatest mind of all as mankind stands defiant before the wrath of the xenos as the space marines, the black templars fight like gods as bolter fire rapidly fills the halls with shells and the stronger tyranids entering the fray are splattered in seconds through efficient vox callouts as mankind works in rare efficiency as guardsmen focus on the swarms of rippers keeping the monsters at bay while the heavier guns of the astartes gun down dozens of rushing genestealers and occasional gaunt squad.
You personally lock down both jobs in your hall as flamers and vengeance grenades fly as you mesh perfectly the fire and ordnance to beat back all foes as guardsmen cut down the other foes with contemptuous ease.
But your skill appears to have attracted the hive minds attention as more gaunts pour towards your bolter to be cut down and the auspex finally shows large targets charging the line.
>roll 3d100.
>>
Rolled 16, 12, 28 = 56 (3d100)

>>3317986
>>
Rolled 97, 11, 38 = 146 (3d100)

>>3317986
>>
Rolled 40, 1, 1 = 42 (3d100)

>>
right itll either be a new thread or an update in the morn.
>>
>>3318451
Nice. You probably have one more day on here without it auto-pruning. Thanks again and good night.
>>
right ill do one more update before transferrance to a new thread.
>crit-11-38.
Out of the shadows swarm now the true threats of the insectoid xenos as great hormaguants rush down the hall covered by a swarm of rippers unfortunately that is not the true threat on the field.Through the great shadows and the dust comes great claws the size of an astartes and razor sharp teeth protruding out of a slathering grin as step by step a carnfiex takes the field and screeches a warcry that emboldens the foe and shock the forces of man as once rapid boltfire wavers like the mens spirits for an instant.An instant is enough for the tyranids as the rippers slam into the left and right tunnel lines and the front rows of tech guards fall before the ravenous teeth in the melee and more reserves are called to stem the tide.Many would look to the astartes for salvation however when the templars move to assist a mighty blow of acid firing from the xenos lines changes priorites as a swarm of unified gaunts rushes the templars forcing them into desperate melee on both approaches to hold the line as ceramite cracks before claws just as carapace splits under swords.
But a bright hope in the darkness is you as you spew boltfire down the hall combined with your flamer once more serves to stem the tide into impotency as even the charging carnifex is halted by your barrage as your squadmates take the time to aim at the beast with bolter brothers concentrating shots and managing to shear of a few of its mighty limbs as it screams in agony from every carapace shattering blow it takes.

>roll 3d100.
>>
>>3319680
new thread roll there.



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