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>archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Black%20templar
>old charsheet will update soon.
https://pastebin.com/sGzE8TW6

You are astartes.you are a warrior of terra and mankind and this is your tale.

Last thread you wulfred ahlgrim started a campaign within a crusade to retake multiple worlds from the chaos threat and managed to rout the forces of khorne from a once imperial mining world and left with heads held high.
Soon however you breached a dark mechanicus enclave on the orbital ring of kurze and now you face the horrors of what the quest for knowledge perverted will bring.
>>
Rolled 93, 67, 19 = 179 (3d100)

>>
Rolled 10, 53, 27 = 90 (3d100)

>>3319680
Burn the grubs
>>
>>3319942
>55-57-92.
Your valiant fire finally wanes as your flamer tank runs low and your bolter requires more ammo for the fight as the enemy take the chance in your hesitation to charge ravenously baying for human flesh towards your lines but you are able to rapidly fire boltshells once more soon alongside the reinvigorated tech guard as they do their duty and cut down the ripper swarm as your close range barrage splits the gaunt squads with vengeance grenades and cracks the carnifexes carapace under a rapid bolt deluge as it spits acidic blood and rages in a bestial fury.
Across the rest of the line ground is regained as well as the templars regain higher fervour and rip flesh and tear claws in two with the skill of sigismund alongside the adamant tech guard as lasfire blooms from backlines down hallways as more men are thrown bayonets ready into the fray as the enchanced ability of a forge world shows as enhanced unarmed strikes powered by cybernetica serve the mortals well in the furious fight and the vox network blooms with hope reinvigorating the entire line as one brother of the templars sights waning enemy reinforcements and announces the turning of the tide.
>roll 3d100.
>>
Rolled 45, 51, 38 = 134 (3d100)

>>3320077
WE HAVE BOLTS FOR EVERYONE OF YOU AND ALL YOUR FRIENDS
>>
Rolled 12, 66, 23 = 101 (3d100)

>>3320077


the Heretechs don t know when to stop experimenting
>>
>>3320109
>62-54-38.
But while the numbers wane the tyranids still are many as the ripper swarm finally is reinforced by the gaunt squads as they crash into the guard ripping limbs and eating flesh and the templars desperately use all of their prowess to stem the tide of claws with their blades.
Lasfire blooms throughout the line constantly though and for every dead guardsman the tyranids pay a heavy toll in flesh as slowly but surely the might of mankinds iron triumphs over flesh.
But you ignore the other fronts to focus on your own foe as you desperately try to fell the beast and manage to open a larger crack in its carapace to which your brothers continue firing at the flanking gaunts to aid your assault alongside the fury of the mechanicus.
But now the push has entered your zone as well as the first guardsman dies before you as metal is melted by acid and rippers smash into the line lead by the horrific carnifex that while wounded uses its remaining limbs to deadly effect eviscerating a dozen men in the first few seconds.

>options.

>FIRE IN THE HOLE.
roll 1d100 ranged combat to flame inside the broken carapace and cook a bug.
>FOR SIGISMUND WE SKEWER.
>draw your massive fuck off blade and rip open the carnifex.>1d100.
>>
Rolled 81 (1d100)

>>3320188
>FOR SIGISMUND WE SKEWER.
REMEMBER THE BASICS OF CQC
>>
>>3320188
>FOR SIGISMUND WE SKEWER.
>>
Rolled 61 (1d100)

behead it!
>>
Rolled 28 (1d100)

>>3320188
>FOR SIGISMUND WE SKEWER.
>>
>crit.
You cast aside your bolter as you draw your blade and give the cry of the templars.
"NO PITY! NO REMORSE! NO FEAR!"
You charge towards the carnifex as it scythes through bodies and machinery and manage to pre empt its next strike as you move your blade effortlessly through an attacking claw as you sever its stems and force the monster back in pain as it screeches in agony before your skill.
Your next moves devolve into a pattern of parries and slices as you hold against the monster with the might of mankind as you desperately attempt to open a hole in its guard.
You succeed in this endevour as your slices make on opening as you tax the power field ripping through the enemies claws to find the target as you grasp the blade with both gauntlets and thrust with all your might into the prior hole as you lodge into its torso and pull down taxing your gene enhancements but you succeed and rip the monster in half shattering both its spine and the tyranids bestial spirit as the rippers break into feralism after the death of their leader followed shortly by the gaunts as some devour each other or flee into vents and holes.

But while the foe disintegrates your templar brothers cheer your name and skill at arms as the other brethren come and clasp your pauldron in brotherhood and the mortals stand stock still at amazement at your glory.

You have defeated the monster and opened a route.
Victory has been won for the emperor.

>VICTORY.

>NEW TROPHY CHOICE. pick 1.

>Carnifex head.
>the head of a defeated monster the acquisition of the skull shall prove a nice chamber decoration and show your skill.
+5 to rolls interacting with fellow templars or other CQC focused marine chapters.

>Carnifex claw.
>A mighty claw shorn from a monstrous beast this claw may have use beyond being a trophy to your success.
>+2 to relations with fellow templars.
>can be reforged if you gain a favour from the techmarines into a kick ass scythe weapon.
>>
>BASE RETURN.

>beachhead rules pick 1 action.
>OPEN THE LIBRARIUM FOR A NEW BOOK.
>inspect the armory-new shit potentially
>converse with the mortal serfs.
>chat with mechanicus division,-Skiarri?Engiseers,Tech guard?
>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.-cannot do
>assess the force strength of the templars.
>Write in?-ill accept if its a reasonable choice for the situation.
>missions.
>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.
Opening this route will allow more forces to be delivered into the centre assault if it goes well.
>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.
This option will allow for you to join the front attack while another force skulks the vents
>further to the left.
Enter the left tunnels as its cleared nature has allowed servo skulls to ascertain potential flanking paths to assault the main corridor however the flank routes may be defended as well.
>>
>>3320278

>Carnifex head.
>the head of a defeated monster the acquisition of the skull shall prove a nice chamber decoration and show your skill.

Something to put on our Pauldron

>Speak with squad
>further to the left.
>>
>>3320278
>Carnifex claw.
A scyth weapon would indeed be kick ass.
>Speak with squad
>further to the left.
>>
ill do one more update at about 10 so get your votes in to settle the trophy shit.
>>
>>3320273
>Carnifex head.

>>3320278

>Speak with squad
>further to the left.
>>
>>3320278
>Carnifex head.
>converse with the mortal serfs.
>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.
Opening this route will allow more forces to be delivered into the centre assault if it goes well.
>>
>>3320591
>Carnifex claw.
Not the head.
>>
claw is better if we can reforge it into new weapon or combine it with our current sword
>>
ill post the squad update and allow for more trophy shittery.if no more votes ill roll 1d2 in the morn.

>azikiel.
"Great fights these have been eh brother.
By the emperor i thought being assigned to devastator training after my initiating was the death sentence for any chance of glory, oh how wrong i was.Many foes have fallen before us and by the fury of sigismund we shall see our crusade down with blood and sword.I offer my thanks wulfrik you have proven a true brother."

>patreus.
"this crusade sickens me slightly brother,to see once loyal men turn to such foul predations it brings worry to the hearts.But i have faith still brother and by sword and steel i hope we can bring the light of the god emperor to all the weak and mortal and offer them service to mankind one way or the other brother if you continue to stand loyal as i am."
>amadiel
"its been a hard fight so far brother.From chaos marines to knornate demons and now skitarri and thats not even mentioning the fight on that blasted arid world.privately brother i feel i need to seek aid from somewhere my spirit seems to flicker as even though my shots are true and powerful thanks to your gift i feel like we simply do not have time for further setbacks in the eternal crusade,

>ferron
"crusade has been going well so far brethren.We haven't taken too grievous losses and mainly have stuck to good deployments but i am wary about our allies as unlike the mortal militarum the mechanicum do not view us as superhuman and maybe just as more bodies for their arithmetic of war.I would not be surprised if they do see us that way take note brother there are many organizations that would see us templars culled or destroyed and we must stand fast together to overcome all!"

>reply to your brothers opinions and viewpoints if you wish and ill write responses.
>>
>>3320832
>Commend Azikiel on his enthusiasm, ask how he feels about wielding a second sword

>Reassure Ferron that it is our duty, no matter how...distasteful they can be

>Recommend that Amadiel seeks out the Chaplains after this but reassure him as well

>Patreus...hell yeah brother high five
>>
>>3320278
Carnifex head
the right tunnel
>>
>>3321104
Sure do this
>>
>>3321104
Support
>>
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>azikiel.
"a second blade?yes..yes it would be an interesting pursuit.i believe i shall consider this however i am a tad suprised by the suggestion coming from you wulfrik with that codex astartes stuff you keep in your chamber i thought that book was just all about being an enhanced guardsman."
>patreus.
"i am glad you are in agreement brother hopefully we shall live to see the light of the god emperor brung to all corners of the imperium once more.

>ferron.
"*sigh* i suppose you are correct brother it just that i have seen too many battles and brothers lost to not take everything into account i am afraid."

>amadiel.
"the chaplaincy? i suppose it may be a good idea after the battle but thanks for your support brother through these trying times.The crusade is hard on all of us but i suppose we all must persevere in the name of the emperor."

>the left.

You tread down the cleared hallways alongside fresh men of the tech guard who have been blended with the survivors of the previous venture to bring justice to the foes of the emperor.
The throngs of guard chitter and chatter in binaric over the general and personal voxes as you and the other 2 squads of templars walk proudly with fingers on triggers and senses on full alert.

But soon you reach the unexplored corridors and begin your march as engiseers cut the chatter down the line and melee oriented skitarri squads move to the front as a good 2 dozen vanguards join your push.
You begin to stride down dusty hallways marked with the symbol of the defiled cog as you are forced to occasionally open fire on a rabid tyranid or a deranged servitor as you travel into darker depths.
>roll 1d100.
>>
Rolled 52 (1d100)

>>3321980
>>
Rolled 34 (1d100)

>>3321980
>>
Rolled 43 (1d100)

>>3321980
>>
Rolled 52 (1d100)

>>3321980
>>
>>3321999
>52
Moving past broken pipes and rusted machinery you are forced to seal your armour further alongside your mortal kin as bulkheads break way to open void conditions as you spot the tyranid corpses floating frozen under the temperature of the cold dark.
But nevertheless you move as guardsmen breach and clear rooms alongside your strides and covering fire as you unearth countless heresies that have the engiseers screaming in binary as horrors from crude AI fused with daemonic tech inhabits rapid combat servitors to countless tainted weaponry unassuming but no less damaging to the soul.
But the pace slowly gets tougher and longer as more abominations are uncovered and the first casualties are taken when a squad of guardsmen breach a room but are eviscerated within seconds by a holo fielded stealth creature before you and your brothers put the monster down.
>roll 1d100 for further movement.
>>
Rolled 20 (1d100)

>>3322471
>>
Rolled 23 (1d100)

>>3322471
>>
Rolled 77 (1d100)

>>3322471
>>
>77
The pace is slow but righteous and strong as room by room and hall by hall your scour the darktech abominations with bolt and flame as you stride to the fore bolter at the ready and take the brunt of the work as countless deranged servitors and monstrous creations fall before your might.
There are many abomniations viewed in the purge worse than you ever saw in the underhives of armageddon as you fight many limbed abominations with skins sewn onto them from a thousand species as the corpses littering the laboratories are countless from felinids with organs ripped out and left in tanks to the visage of one of the vile rak gol with all of its limbs replaced with human arms as it screams in its cage begging for death which you grant it.
But soon you come to an intersection and are forced to make a choice as recon skulls return with finding.

>the left.
Down the left corridor the servo skulls reports no light however audio readings show the grinding of machines and the air sensors show the smog of smoke and ash.
>the forward tunnel.
The reports from going forward show of the dessicated corpses of dozens of deranged techpriests and eye feeds show what appears to be a trapped enviroment as blackened spikes fire from a wall eviscerating one poor skull.

>roll 1d100 for whichever path.
>>
Rolled 49 (1d100)

>>3322498
>the forward tunnel.
They surely couldn't died from their own traps.
>>
Rolled 1 (1d100)

>>3322498
the forward tunnel
>>
Rolled 54 (1d100)

forward
>>
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>54.
You move with haste down the passage leaving the guardsmen behind as the hall grows shorter.
You crunch over the bodies of the dead as once stalwart cybernetica is crushed beneath armored feet as you move into the trap area.
you inspect the shot trap and the dessicated servo skull before throwing the skull down in front of you.
As you throw it down the hall 6 other spear traps fire splintering the metal on either side.
With caution you order azikiel to move first due to his superiority in close range before you manuver down the corridor.
As you move down the hall you interestingly enough begin to smell a distinct void of no smell at all coming from various directions in quick succession in the haze of oil and rust.
Suddenly a trap erupts as a great spear ruptures from beneath spearing azikiel and ripping a lower leg wide open as he yells in agony.
As you move to assist a spear trap activates and smashes into the entire squad as you are caught between both walls in a crossfire as it splits ceramite and spills templar blood.
In a moment you deduce that a foe is there and had bided their time to manually activate a trap and while you gaze and ready for combat as your brothers arise you see strange alien symbols covering the doors and walls ahead.

>roll 1d100 to move ahead.
>roll 1d100 at a severe penalty to understand what the fuck the symbols are.
>>
Rolled 81 (1d100)

>>3322614
>roll 1d100 at a severe penalty to understand what the fuck the symbols are.
>>
Rolled 53 (1d100)

>>3322614
>roll 1d100 to move ahead.
If anyone's down then drag them, shield them with our body if we have to
>>
Rolled 90 (1d100)

>>3322614
>roll 1d100 at a severe penalty to understand what the fuck the symbols are.
>>
Rolled 24 (1d100)

>>3322614

>roll 1d100 to move ahead
>>
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>symbol check 90.
that was in fact a fucking dc 80 so good job there.
>move 75.
Through the mist and the haze of your blood you sight the symbols and interpret them correctly as you gasp in minor surprise as the dread symbol of the eldars degenerate kin is marked and alongside the crude and brutal traps lead you to conclude that the dark mechanicum must have been using or colluding with the vile xenos.
But such speculation means naught as you quickly aid azikiel to his wounded leg and use your blades power field to melt his armour together in a crude mesh of ceramite as you apologise to the machine spirits as you prepare your brothers for a fight.
You charge down the hall as quick as your enhancements allow you and smash through the bulkhead door as your speed makes the firing of the traps ineffectual as they lack the speed to pierce your hide in motion.
Entering the room beyond you see a horde of flesh abominations and as you prepare more enemies appear as patreus is shot with a crystal from above as his pauldron shatters.
You glance up and spy a full dozen eldar wielding xeno rifles and lead by an abominant xenos wearing a coat of machinery and flesh.
Worse yet the abomination speaks.
"Ah astartes? the crude giants of the mon'keigh? Your crude flesh may be simple but you should feel honoured to participate as my subjects anyhow."
its words fill you with anger as you hoist your bolter and fire.

>roll 2d100.
>>
Rolled 2, 22 = 24 (2d100)

>>3323361
>>
Rolled 98, 64 = 162 (2d100)

>>3323361
>>
Rolled 92, 39 = 131 (2d100)

>>3323361
>>
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>crit-67.
Fire spews from your bolter as shells melt through the flesh slaves of the eldar and the wrath of promethium is delivered from your flamer as dozens of the horde are shredded in seconds.
Your brothers and squadmates jump into action alongside with rifle fire smashing into the plate of the eldar smashing guts and leaving one of their old race dead before you.
The fight then dissolves into two combats as azikiel you and patreus stand as the tip on the front spear with melee and bolter ready shredding through the abomination ranks keeping the flash cloned monsters at bay.
Alongside this is the rest of the templars and your squadmates as they lift bolters and engage in a ranged firefight with the eldar as bolter fights splinter rifle in the darkness.
Amadiel uses his shells with great variation however as auspex reported clumps of monsters are erased without a second thought and in the rafters the dark eldar are forced into bolt fire as vengeance shells decimate their cover as the second and third eldar falls to the might of man.

>roll 2d100.
>>
Rolled 36, 41 = 77 (2d100)

>>3324673
>>
Rolled 2, 13 = 15 (2d100)

>>3324673
>>
Cursed be Tzeentch.
>>
Rolled 15, 7 = 22 (2d100)

>>3324673
>>
Rolled 5, 99 = 104 (2d100)

>>3324673
>>
Quick update for tonight as it was a 8-5 work day today.
>53-44.
But the dark eldar wise up to your brothers launcher as instead of clumping in a firing range they scatter into individuals as the templar line comes under heavy splinter fire as ceramite is bored into by fire and the blood of another squads brother soaks the metal ground.
You respond to this offensive with wrath as you once more pour damage from your bolter with and with flame and jet destroy the majority of the center of the flesh abomination forces as your salvo now and previously shocks the monsters into splinering and death with fire.
But while you hit the center the abominations on the flank make their push as swarms of monsters rush patreus and manage to knock him down ripping his left pauldron free as his blade cannot eat that many targets at once as he falters azikiel move in power sword screaming to bring death to the foe as patreus is dragged into cover and switches with another man as ferron draws his blade to the front and patreus raises his bolter for the firefight.

>roll 2d100.
>>
Rolled 61, 8 = 69 (2d100)

>>3325487
>>
Rolled 39, 75 = 114 (2d100)

>>3325487
>>
Rolled 72, 52 = 124 (2d100)

>>3325487
>>
im back for the weekend lads.
>89-55.
The changing of positions allows the battle to grow more towards your favour as you act with azikiel and ferron to tunnel the remaining flows into your bolter stream as you block the west with flame while azikiel rips heads and ferron slices chests as pockets of the enemy are fashioned into crude encirclement's that prove lethal for them before your rapid shots.
The cover fight intensifies as well as amadiel may not be able to damage the group into the fore however selective fire proves the decisive blow as amadiel and your brothers systemically rip through the dark eldar with each individual being blown out of the dark to face 10 wrathful bolters at once as one by one the eldar forces fall.
However the lessening of frontal fire allows the eldar to regroup as the individuals fire shots splitting ceramite and spilling blood before a rapid explosion lights the room.
You quickly dispatch the remaining clones and scan with the auspex however no more life signs are seen as it becomes apparent a vent came loose in the blast and the spindly foe has made a getaway.

>COMBAT CHOICE.

>keep moving and hunt them down.
>roll 2d100.

>hunt them down and signal the guard to assist.-gain 1 platoon of tech guard.
>roll 3d100.

>hold position and bring allies to find out what is occuring.
>roll 3d100-2 squads of skitarri and 2 engiseers alongside 2 platoons come to aid and investigate.
>>
Rolled 26, 11 = 37 (2d100)

>>3328059
>keep moving and hunt them down.
I mean we already reduced their numbers by a lot,so nothing wrong could possibly happen,right ?
>>
Rolled 52, 79, 85 = 216 (3d100)

>>3328059
>hold position and bring allies to find out what is occuring.
>roll 3d100-2 squads of skitarri and 2 engiseers alongside 2 platoons come to aid and investigate
>>
Rolled 25, 67, 31 = 123 (3d100)

>>3328059
>hold position and bring allies to find out what is occuring.
>roll 3d100-2 squads of skitarri and 2 engiseers alongside 2 platoons come to aid and investigate.
>>roll 3d100.
>>
ill hang on for a few more hours before i write so we can get a few votes to break the 2-1 lower.
>>
Rolled 80, 82, 32 = 194 (3d100)

>>3328059

>hunt them down and signal the guard to assist.-gain 1 platoon of tech guard.
>roll 3d100.
>>
Rolled 25, 31, 47 = 103 (3d100)

>>3328059
>hunt them down and signal the guard to assist.-gain 1 platoon of tech guard.
>>
>>3329370
On a phone or dynamic ip?
>>
>>3329394
Phone
>>
>48-97-91.
"are you able patreus?"
"apologies wulfrik my leg is slowing me"
"very well brother stay and hold the passage we shall move with haste."

As you chat with patreus the tech guard stream in weapons raised as their sergeants scream orders and the men are readied for battle.

Soon though the preparations are done and the men prepared for war.

The push starts with the templars at the helm as you and your chapter push forward with the full speed your enhancements allow you as rooms are bashed in and cleared with rapid haste followed by tech guard as they use their augments to near match your superhuman pace.
Soon though you find a boon as it seems the eldar have made a fatal mistake as you find a spot of blood followed by another and activating helmet sensors allows you to place a trail.

The hunt is on.

>roll 3d100
>>
Rolled 50, 59, 1 = 110 (3d100)

>>3331219
>>
Rolled 63, 66, 91 = 220 (3d100)

>>3331219
>>
>80-69-91.

You track the trail as you loosen your pace as slowly but surely you track the foul xenos along the many passageways and tracks.
The guard bring their own aid to the front as the tools of the mechanicus silently breach doors and examine rooms as well as assisting your tracking efforts.
Soon though you find success as you gain the jump on the foe as you gain a sightline on a wounded eldar within a broken biologis facility as the leader tends to his wounds with monstrous malice as blood spurts and the cries of lust and agony scream down the hall.
You manage to avoid the keen eyes of the eldar as the guardsmen move silently and move behind shattered rubble and fallen beams and lascarbines and rifles are activated.
Suprisingly you and your templar brothers move with stealth as well as you move towards a more rear position but still avoid the eyes of the eldar for now.
But you raise your bolter and stand it on rubble as you sight for the bastions entrance as you scream down the vox to deliver the wrath of the emperor.

>roll 3d100.
>>
Rolled 45, 5, 93 = 143 (3d100)

>>3331277
>>
Rolled 71, 86, 30 = 187 (3d100)

>>3331277
>>
>88-89-30.

Your salvo strikes true as alongside the imperial lines open with furious fervour surprising the weakened foe as the guards are eviscerated in a flash of bolt and lasfire leaving naught but a steaming pile of flesh.
Your own shots are aimed for the leader as your bolts strike true and cave a bloody hole straight through his chest bleeding a spurt of blood all over the wounded man.
but the rest of the eldar make their deadly play as thrown grenades smash into the lines of the guard as time ruptures and guardsmen are left standing immobile as sergeants corral their men to prevent them from getting close.
You personally deliver retribution alongside your brothers as the vengeance launcher shocks the monsters out of cover before your bolter turns them into a pile of metal and flesh.

The room seems to be clear as you phone the tech priests for aid.

The left is clear as it becomes apparent the eldar were held up in the facility entrance coming from the main centre.

You now have cleared a route and are prepared to act.

>VICTORY.

>returning to base.
>>
>beachhead rules pick 2 action.-+1 due to squad wounds.
>OPEN THE LIBRARIUM FOR A NEW BOOK.
>inspect the armory-new shit potentially
>converse with the mortal serfs.
>chat with mechanicus division,-Skiarri?Engiseers,Tech guard?
>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.-cannot do
>assess the force strength of the templars.
>Write in?-ill accept if its a reasonable choice for the situation.

>missions
>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.
Opening this route will allow more forces to be delivered into the centre assault if it goes well.
>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.
This option will allow for you to join the front attack while another force rushes the left and move through the vents.
>further to the left.
Enter the left tunnels as its cleared nature has allowed servo skulls to ascertain potential flanking paths to assault the main corridor and your clearing has allowed an opening-join the flank force.
>>
>>3331945
>chat with mechanicus division,-Skiarri?
>OPEN THE LIBRARIUM FOR A NEW BOOK.
mission
>the right tunnel.
More forces for the attack would be nice and I'm assuming going to the left will start the attack.
>>
>>3331945
>converse with the mortal serfs.
>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.
This option will allow for you to join the front attack while another force rushes the left and move through the vents.
>>
>>3331945
>chat with mechanicus division,-Skiarri?
>OPEN THE LIBRARIUM FOR A NEW BOOK.
mission
>the right tunnel.
More forces for the attack would be nice and I'm assuming going to the left will start the attack
>>
>>3331945
>chat with mechanicus division,-Skiarri?
>OPEN THE LIBRARIUM FOR A NEW BOOK.
mission
>the right tunnel.

It would be nice to start gaining bonuses for the cogs
>>
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ill call it here.
>NEW BOOKS.
>library.
>annals of sigismund-CQC increase book.
>codex xenos.-knowledge of xenos and how to kill,identify and purge them.
>codex daemonurm-knowledge of daemons and how to kill,identify and banish them.
>imperial organisations.-roll 1d100 and get a random book for bonuses for speech to them.

>skitarri.

"greetings astartes what is it you wish of us."
"myrmidon i wish to learn about your men and what your purpose is."
"very well flesh warrior.We of the skitarri are the cybernetic striking arm of the omnissiah and the wrath of mars.Our divisions and roles are manyfold as is proper much like the holy machine.However i only know the intricacies of my own role within the vanguards.
We are the flexible close range soldiers of the cybernetica and standard issue equipment is a tesla spear alongside a tesla rifle or pistol.
Our purpose is to hold the line and allow the rangers to take their crucial strikes to remove the foe from the presence of the omnissiahs chosen."
>LORE SKITARII VANGUARDS-+2 to general skitarri rolls.

>the right side.

The groaning of metal is prevalent and pervasive as you stride alone alongside your squad throughout the cold void.
The right wing seems to have been broken in an accident or sabotage as you walk on the hallways that have been breached by the cold dark.
You watch through your helmet as servo skull feeds read back to you multiple locations of potential foes.

Through the feeds you see multiple targets but the one you decide to breach first is.

>the chapel.
the symbol of mars seems to adorn the door of this bastion and binaric language translations recognise this as a chapel to the omnissiah.
>the bay.
Through the feed the defiled symbol of the cybernetica is shown and binaric translations recognise this as a sort of robotics bay.
>the hold
The language translation on this door reads it as a storage facility and you lack knowledge of what foul heretics would wish to store within.

Any one of these roll 1d100 either way.
>>
Rolled 37 (1d100)

>>3332356
Can we read Sigismund book?
Chapel
>>
Rolled 54 (1d100)

>>3332356
Sigismund
Center
>>
Rolled 82 (1d100)

>>3332356
the chapel
>>
>>3333333
Checked
>>
Rolled 16 (1d100)

>>3332356
>codex daemonurm-knowledge of daemons and how to kill,identify and banish them.

>the hold
The language translation on this door reads it as a storage facility and you lack knowledge of what foul heretics would wish to store within.
>>
>>3331967
>>3332148
hivemind. 1 hour apart hivemind
>>
>>3333333
Frist time for me.
Today was a good day
>>
going with the chapel as its been an hour and i want to deliver some more before bed.
>82.

As you move through dust and shadow you come to the door of the defiled omnissiah and the inscriptions on the door are broken and erased as the marks of the chaos gods coat the door.

The sight fills you and your brothers with wrath but nevertheless your brothers stack up on the door trading guns for swords as even amadiel is forced to melee in the void.
But to your luck the explosive gyrojets of your bolter are fast enough to make a difference as the door is smashed open by power armoured hands revealing a horde of monstrous machines as flesh hangs off a varied horde of servitors and corrupted servo skulls as you let loose with boltfire shattering machines and rendering the puppets of the dark omnissiah to rust and dust.
As your salvo abates and the monsters turn and charge your brothers enter swords ready as you draw your own and lead the charge as your blade prepares to meet the limbs of the machines as loose lasfire spurts from servo skulls and the battle starts.

>roll 1d100
>>
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>>3333382
I had a moment like that.
my first ever post in 2011 was 666.
>>
>>3333333

Witnessed
>>
Rolled 35 (1d100)

>>3333383
>>
>>3333333
HOLYSHIT SUPREME GET
>>
Rolled 66 (1d100)

>>3333383
>>
>>3333387
Ausomes
>>
>>3333425
>>3333387
>>3333333
>666
you roll 66.
jesus fuck what in the emperors name is going on.
>>
>>3333449
A hell of a good time
>>
>>3333449
Praise Slaanesh!
>>
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ill take the 66.
>rolled 93.
You charge into the fray power sword ready as you first strike eviscerates a mechanical body as promethieum and metal flies in a crude mockery of the death of a man however all foes are equal before the might of an astartes as your brothers work just as well as azikiel rips his own power blade through a half dozen of foes with one titanic two armed strike as metal and flesh sears in unison before his skill patreus as well shows fevour in the fight as his chainblows are many as he dances past swirling mechadendriets and claws to sink his chainblade into the chest of the foe eating through at least a dozen within the first minuite in the fray as he chants litanies to the god emperor within his helm. however while your more melee loving brothers show telling skill your other kin are no slouches as ferron moves like a strike of lightning moving past the foes guard with decisive blows from his chainblade disabling directly the power cores of the servitor monsters or crushing their feeble brain computers.Amadiel as well proves a good show for himself as his blade seeps long strikes into the fray as he rips metal and strikes flesh as he rends the foe down with attrition drawing the bestial attention of the servitors by displaying great resistance as he allows his plate to tank claw blows to let him move for the kill.
>>
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>roll 1d100.
>>
Rolled 82 (1d100)

>>3336227
>>
Rolled 92 (1d100)

>>3336227
>>
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yeah we are not rolling better than that.
>Crit.
the servitors continue to charge like lambs to the slaughter before your might as powerblades rip through metal and chainblades sever limbs.
Once more azikiel and patreus prove the crucial front line as azikiel rips his power blade into the center of the enemy formation as he crushes all before him as many limbed mechadentries charge his bulwark just to be severed into impotency with a single blow before their plate is pierced with distruptive might.
Patreus works in unison as well as his holy fervour is ever more powerful as he dances full force into the enemy lines parrying their own brutal thrusts into their own comrades as he barely takes a scratch from the machine monsters.
The last blows come from ferron and amadiel as ferron moves in and allows his plate to tank the blows of the machines as he destroys dozens in seconds with lightning strikes that decapitate them in an instant.
Amadiel not to be outdone charges his bulwark forward and escews his guarded fighting for a brutal assault as he moves his chainblade with fury as he rips through chests with one hand and instead of using two hands he uses a spare hand not holding his blade to hold the machines throats as he incorporates brutal stunning punches with ripping sword smites to push victory.
But you as a black templar are no slouch either as your blade smashes into the foe as you use your pauldrons as a makeshift ram as you charge into the center of the monsters and begin to slice a hole in the center crushing all before you.
The servitors cannot stand in the face of this assault and their ill equipped hides are soon dismantled leaving their broken remains floating in the void.

You locate the atmosphere controls and move to slam the door shut as gravity reasserts itself leaving the broken remains of the servitors crashing to the floor.

Azikiel and patreus move with blades to cover the door as amadiel and ferron move the wreckage and clear the floor as you scan the opening hall of this chapel and sight the giant statue to the omnissiah once holy now coated with the symbols of chaos as its once great visage is marred and twisted as offerings of monstrous flesh and metal are given in prayer bowls.
Nevertheless you move to action as you prepare to search what has occurred here.

>roll 1d100.
>>
Rolled 64 (1d100)

>>3336394
>>
Rolled 53 (1d100)

>>
Rolled 48 (1d100)

>>3336394
>>
Rolled 49 (1d100)

>>3336394
>>
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>64.
You move rubble and shift dust as you search through the remains of the once holy chapel.
Many things are found form dusty dataslates with profane rites and garbled experiments with glancing looks showing naught but disgusting procedures from effects on prometium injected into a servitors brainstem or what seems to be mutilated binary of gene modifying tyranid genomes with trace amounts of something called a pariah gene.
Neverthless you transfer the data onto a large dataslate and place it on your rear to bring back to the mechanicus before you set a melta grenade on a timer and leave back into the void.

>where to next.

>the bay.
Through the feed the defiled symbol of the cybernetica is shown and binaric translations recognise this as a sort of robotics bay.
>the hold
The language translation on this door reads it as a storage facility and you lack knowledge of what foul heretics would wish to store within.

Any one of these roll 1d100 either way.
>>
Rolled 49 (1d100)

>>3336952
>the hold
Spooky mysteries.
>>
Rolled 50 (1d100)

>>3336952
the hold
>>
Rolled 43 (1d100)

Hold
>>
Rolled 100 (1d100)

>>3336952
>the hold
>>
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>50.
The void beckons as you walk through the cold.
Metal groans underfoot as you heft your bolter through the broken halls.
Visual feeds show naught but defiled marks and scratches as helmet feeds deliver you scanning information that you can find out what occurs.
Broken servitor bits and floating machinery common in plasma reactors set a clear scene of a malfunction probably caused by the wayward negligence of the dark mechanicum.
But soon you come to the last hold as the great door beckons and you enter into it blades and bolters high as gravity seems to still be in play as the airlock is functional and sealed.
You see nothing but the cold black within as crate upon crate marks a blackened hall.

Time to do the emperors work.

>roll 1d100 for search and happenings.
>>
Rolled 2 (1d100)

>>3337411
>>
Rolled 17 (1d100)

>>3337411
>>
Rolled 87 (1d100)

>>3337411
With those rolls youl make us a gurdsman
>>
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one last update before bed.
>87.
The dust parts before you as your helm triggers low light vision as miscellaneous light fixtures trigger on as you enter illuminating the hold slightly.Your brothers cover you and you cover them as amadiel with the most destructive gun shoulders the burdern of the search as crates are cracked open and the bounty of the dark mechanicum is found.
Dozens of tesla rifles and shockingly a crate of volkite arms are found as you search and discover all from servitor parts to relic gear.
However not all discoveries are good as you find a crate of human and xenos bodyparts as well as an entire stasis tube containing a huge tyranid of some form.
But soon your sensors trigger movements within the mist and dust as you activate thermal readings to spot an insectoid figure before it fades into shadow.

You tap your brothers in the vox as they smoothly prepare for battle and point weapons in all directions as you move for a crossroads in the hold.
You arrive at one just as a projectile swings out of the dark as you manuver and it burns through the floor.
You snap your head towards the shot location and hear a foul scream as out of the mist charges a dozen claw and tentacles roaring for destruction.
>roll 1d100.
>>
Rolled 31 (1d100)

>>3338148
>>
Rolled 53 (1d100)

>>3338148
>>
Rolled 71 (1d100)

>>3338148
>>
>>3338148
JEANSTEALERS?
>>
>>3339044
Not my blue jeans
>>
Only got one post in me today as im off to a funeral.
>88.
You meet the charge with a deluge of boltfire as you spit down the hall decimating a dozen in seconds as your brothers act in unison spewing fire down each hall as four bolters meet four charges holding them back under sheer weight of ordinance.
And speaking of ordinance amadiel finally lets loose with his launcher as when the genestealers manage to push numbers for a hard push a deluge of grenades match it blowing away claws and flesh leaving naught but a blasted carapace.
But the foe is many and their numbers strong as more claws come from the dark and the great devourer always hungers.

>roll 1d100.
>>
Rolled 93 (1d100)

>>3339389
>>
Rolled 54 (1d100)

>>3339389
>>
Rolled 77 (1d100)

>>3339389
>>
Rolled 13 (1d100)

>>
>crit.
More genestealers come and more fall before your might as in the dark the light of boltfire shines through the night.
All brothers work in perfect seamless unison as your heavy boltfire is transferred with a snap to the different approaches to meet an incoming charge while your tactical brothers pick off the swarm with withering fire.
Amadiel as well proves his worth as vengeance grenades hit deep into the flesh of the swarm battering bodies against the crate walls.In the darkness and the ravenous night the sons of dorn stand righteous this day.
But soon the air thickens with screams and the monsters grow more ravenous as the reason becomes clear.
Out of the mist a great beast stalks as bolts of warpfire dash the ground.
Through your eyes you see a mechanical abomination stalk as claws of metal and flesh move out of the mist.
As you gaze up you see a monstrous being with eyes of balefire.
To your eyes recognition sparks.
The dark zoanthrope has arrived.

>roll 1d100.
>>
Rolled 70 (1d100)

>>3342184
speshh mehreenn atakk!
>>
Rolled 85 (1d100)

>>3342184
Well we'll definitly not CQC this one.
>>
Rolled 88 (1d100)

>>3342184
>>3342368
This one you want to cqc as its all minde power and range
>>
>>3342435
Mind
>>
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>crit.
You sight the monster and let loose with all of your fervour as purple blood erupts from broken carapaces before dozens of bolts.
After the bolts you trigger the flamer as gallons of promethium scorch the metal ground as swarms of genestealers melt before its wrath as you snapshot your attack down every approach creating a ring through which the sons of dorn defend through with stalwart fervour.
Amadiel and azikiel team with patreus to keep the genestealers away as vengeance grenades smash into massed ranks and headshots ring across the hold as heads explode before iron might.
But you and ferron move to execute the critical strike as you turn your bolter against the zoanthrope and its horde as you spew suppressive fire keeping the mass charge of insectoid flesh at bay as ferron demonstrates his veternancy with the bolter as he expertly picks claws straight off the leader as the mechanical limbs of the zoanthrope fall the same as its flesh equivalents before the skill of a son of dorn.
But the monster responds as it calls upon the empyrean to slay you as the great wall of flame before it is cast aside up the walls with a single burst of purple energy as telekinetic strength rips out to bolster the charge of the great devourer.

>roll 1d100.
>>
Rolled 17 (1d100)

>>3342466
>>
Rolled 30 (1d100)

>>3342466
>>
Rolled 46 (1d100)

>>3342466
Burn bug burn
>>
Rolled 67 (1d100)

>>3342466
>>
Rolled 11 (1d100)

>>3342466
>>
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>64
A great roar erupts from the tyranid lines as the zoanthrope spurs its legion to greater fury with a desperate charge as genestealers rush towards your barrage falling in dozens as they spend their lives to reach you in a starving rage.
But the numbers push through as you are forced to pull back as ferron and azikiel draw blades and leap to stem the tide.
You instead roar your cannon down the other approaches as the incoming flanking swarm is halted before your wrath as flame and bolt splat against carapace piercing flesh and sending the monsters back to their primogenitor.
Amadiel and patreus work in concert with you as tactical shots ring towards the zoanthrope from patreus's bolter smashing against its armoured skull stunning it from making its deadly psionic abilities manifiest.
Amadiel works with you like a true brother as grenades are slung over your barriers of promethium once more reaping a heavy toll from the devourer.
However to your dismay it seems the zoanthrope has had enough and reverted to more bestial instincts as it raises its remaining claws and charges into the melee batting aside its lesser kin and sinking a blow direct into ferrons left pauldron as he screams in agony.
The beast rears for a kill when azikiel moves with his blades and opens a wound right down its head to its stomach as the beast backs off screaming in agony as warpfire erupts from the wound angering it to further bloodlust.

>I SHALL KEEP THE MONSTERS AT BAY.
>roll 1d100 for ranged.

or

>BROTHER GET BACK ILL TAKE CARE OF THIS MONSTER.
>roll 1d100 for melee.

pick one.
>>
Rolled 48 (1d100)

Charge!!!
>>
Rolled 33 (1d100)

>>3342810
>I SHALL KEEP THE MONSTERS AT BAY.
>roll 1d100 for ranged
>>
Rolled 57 (1d100)

>>3342810
>I SHALL KEEP THE MONSTERS AT BAY.
>roll 1d100 for ranged
>>
Rolled 22 (1d100)

>>3342810
>>BROTHER GET BACK ILL TAKE CARE OF THIS MONSTER.
>>roll 1d100 for melee.
>>
Rolled 47 (1d100)

>>3342810
>I SHALL KEEP THE MONSTERS AT BAY.
>roll 1d100 for ranged.
>>
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>74
"PATREUS GET FERRON OUT OF THERE BROTHER I SHALL HOLD THE FOE AT BAY."
With a instantaneous nod that would be unseen by anyone lacking your superhuman eyes his draws his roaring blade and charges towards the zoanthrope as its claws rip the air as they glow with eldrich fire prepared to rip into azkiels armour and dissect his flesh.
But patreus makes it there in time as he sinks his blade straight into one of the great joints of the claw as its severed bulk falls harmlessly to the floor.
The distraction spurs retribution as azikiel swings his own power blade once more at center mass as organs rupture before the field stuttering the monsters psychic emissions as its purple stained blades are silenced as the eldrich power subsides.
While your brothers engage in the fury of melee you bring the wrath of a god to the field as you spew iron and flame down the halls of the hold killing dozens in seconds as the ravenous horde charges now unhindered by mass of fire.
Your fire is as devastating as ever as your bursts of flame cover two hallways as the screams of the insectoid monsters roar in denied hunger.
However you final swing as you move towards the west hall finds your flamer ineffective as the monsters quickly bleed forces from the other fronts as they climb over stacks to mass in the west before charging.
You meet them once more with boltfire and flame however the monsters seem to have had enough and charge heedless of casualties through your storm walking over their kins dead bodies to traverse the flame streams as they begin to close to critical range in the break while you are forced to slam in another promethium tank.
In response to the charge the zoanthrope once more acts but this time with renewed vigor from incoming reinforcements as it engages both its remaining claws in a parry fight as they catch your melee brothers and force them to only be able to smash in light attacks due to the defensive tyranid stance.
But the last weapon of the monster is on display as eldrich power erupts from its head and chest hole as it repairs its wounds and roars in correlation with the entire swarm.

>HOLD THE LINE.
>roll 1d100. ranged.

>RIP IT IN TWO BROTHERS.
>roll 1d100 melee
>>
Rolled 54 (1d100)

>>3344851
>HOLD THE LINE.
>roll 1d100. ranged.

Kill the thrope then get swarmed by genestealers? Hard pass
>>
Rolled 60 (1d100)

>>3344851
>HOLD THE LINE.
>roll 1d100. ranged.
We should got into melee at the very end,wich should be after the next post.
>>
>>3344998
Depends, I'd rather the squad get the kill while we polish off the rest of the hive over us getting the kill then getting swarmed by things that can rip through Terminator armor
>>
>>3345023
Well by the time we go to melee,I'd suppose the beast would've already been very weakened so we'll finish it quickly and the number of genestealers would've decreased enough for the rest of our team to just take care off but you also have a point. I'll just see how things go change my vote if there are too much bugs.
>>
Rolled 64 (1d100)

>>3344851
>HOLD THE LINE.
>roll 1d100. ranged
>>
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>81.
Blood flies in the melee as the monster roars forward with both claws shining with sharpened plate.Its strikes are relentless as they fly at speeds incomprehensible to human minds as the strength of the zoanthrope is powered further by magical might.
But you and your brothers are not mortal by any perception as the claw strikes are parried and deflected by the true skill of the heirs of sigismund and the swords of azikiel and patreus are joined by a re invigorated ferron finished beating the poison and infection from the beast as 3 blades of the templars breach the monsters guard and eat through its flesh as its kin desperately try to get past it to assist as its bulk covers the hall.Not to be humbled so easily you reload and spew molten death down the hall as flame and boltfire is united in unison once more as dozens die before your flame as the mass of genestealers you realise has been weakened as you glance into the halls to spew more death into the previously blocked charges and realise that they have bled the halls so much the supplementary attacks to the main have been reduced to mere dozens rather than the hundreds of claws and carapace there was.
Nevertheless you snort with contempt as you settle with mere seconds worth of flame bursts as you reignite the blockages as you add to it with both flamer and bolt as you shoot out the storage supports sending a great collapse of metal and crates onto the heads of the tyranids crushing what remains of their flankers.
with the flankers crushed and your brothers engaged you cover their backs as you once more lay down fire alongside brother amadiel as his shots fly above the flame streams of your bolter to deadly effect.
With the main charge halted the zoanthrope begins to realise its loss this day and starts to let out a great presence of warp energies as it suffuses itself with energy while your brothers are desperately attempting to break through its guard once more.

>BROTHERS MOVE I SHALL PIERCE ITS HIDE.-Cook and hole the bug with your bolter=1d100 ranged.

>GET ME A HOLE.
>roll 1d100 melee for skewering and cutting action.
>>
Rolled 100 (1d100)

>>3345084
TIME FOR A BARBEQUE
>>
Rolled 87 (1d100)

>>3345084
>BROTHERS MOVE I SHALL PIERCE ITS HIDE.-Cook and hole the bug with your bolter=1d100 ranged.
>>3345095
Oh geez is that wasted? What you rolling for?
>>
>>3345107
FOOK

>>3345095
>BROTHERS MOVE I SHALL PIERCE ITS HIDE.-Cook and hole the bug with your bolter=1d100 ranged.
>>
thats for the ranged.
and we are not rolling better than that so ill crank out one last update before i fuck off for tea.
>>
reee should've jumped and stab the head
>>
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>crit.
You see the monster glowing with its power and respond with a bellowed charge as you move with fervour and scream with all your might.
"BROTHERS MOVE I WILL CLAIM THE BEAST. FOR HE ON TERRA!"
Your brothers break like a valley before you as they take backward positions and turn their blades to the remaining genestealers ripping and tearing through the monsters flesh.
But you do not care as you have sighted your kill.
The bug notices your charge and spins its power further as it prepares to scythe your charge when you stop to fire.
But this is its fatal mistake as you do not halt your assault and tilt your pauldron for action.
The monster realises its mistake too late as you smash full bodied into the beast knocking its unbalanced tail back and creating a new crater in its central carapace.
As it screams in agony and hunger you raise your infernus and open with all you have as dozens of shells and gallons of promethium splinter its hide and cook its innards respectively as every bolt is another hole to exploit and insert the flames of a demigod.
Before your might the monster screams further as it desperately tries to fight through the flame to summon more warpfire however the pain from your might is too agonising to concentrate as it is cooked inside out as the smell of burnt flesh pervades your helm further in the fight until finally the last vestiges of life cease in the monsters eyes as a final pulse from its power erupts knocking you back under the shockwave and causing its allies to break into full rout as their connection to their overlord mind is cut and they revert into blatant cannibalism and feralism.

As they run you steady your bolter as ferron begins to trigger its mucranoid to seal from intrusion as you and your brothers scout and cut down the remaining monsters.

The hold is clear.
>roll 1d100 for doing a basic survey and searching the remaining fancy looking crates.

>additional vote.

As sergeant analogue you register your remaining objective as having probable forces from the darkest minds of the corrupted cybernetica and brother ferron its wounded and his plate pierced.

do you wish to send him back to heal and get reinforcements while you search?

>yes - if yes roll 1d100 for reinforcement quality.
>no
>>
Rolled 13, 86 = 99 (2d100)

>>3345129
rolling for loot and reinforcement
>>
Rolled 13, 18 = 31 (2d100)

>>3345129
>yes - if yes roll 1d100 for reinforcement quality.

Wow the first squad injury that isn't Patreus
>>
Rolled 77, 53 = 130 (2d100)

>>3345129
>do you wish to send him back to heal and get reinforcements while you search?yes
>>
Rolled 67, 70 = 137 (2d100)

>>3345129
>yes - if yes roll 1d100 for reinforcement quality
>>
Rolled 2, 85 = 87 (2d100)

>>3345129
>>
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Alrighty then.

>77 for looty loot.
>86 for reinforcements.

As ferron begins to deeply expel the fluid from the mucranoid his genetic shell forms as he walks into the void wounded but not broken.
In the meantime you and your brothers search crates and the bounties of the dark mechanicum as esoteric books which you label for destruction and corrupted armaments are selected for purification.
However while your search turns up many useful things from radium rifles to even mortal volkite arms you finally discover something useful.
Opening a centuries old crate in the deepest part of the hold you find.
>a flickering reductor field-take less damage and suffer less potential wounds from small arms fire
>a strange dagger that seems to glow black and green and its alloy disgusts you to the core.

Pick one.

As you obtain your prize you routinely mark the rest of the crates by designation with your sword as you dull the field.

You finish your work and leave the hangar as you sight a sizeable force of the mechanicum coming from another hall through the void.

You walk over and open vox channels.

"greetings magos are you here to aid?"
"astartes we of mars are here to examine the hold and sanctify the chapel.i cannot spare much but a squad of my rangers i can.use them well my lord."
You affirm the sentiment as the squad falls in step behind as you approach the great hall marking the cybernetica.
As you walk towards the grand door you spot many burn marks and floating spent shells as you identify at least two dozen heretical marks on each wall in the grand space alongside the floating remains of servitors both imperial and traitor.
it seems by your experience this was a last stand or assault of some sort.
No matter the facts you log your observation and set up your bolter as your brothers draw blades and stack up on the door once more before smashing the open button as the rangers move in shoulder to you and raise rifles.

>roll 2d100.
>>
Rolled 3, 81 = 84 (2d100)

>>3345238
Pick reductor the green shit is probably a nurgle or necron thing
>>
Rolled 61, 59 = 120 (2d100)

>>3345238
>a strange dagger that seems to glow black and green and its alloy disgusts you to the core.
>>
Rolled 34, 61 = 95 (2d100)

>>3345238
a flickering reductor field-take less damage and suffer less potential wounds from small arms fire
>>
was going to post again but im knackered so you can still get votes in for your option im off to bed.
>>
Rolled 86, 93 = 179 (2d100)

>>3345238
>a flickering reductor field-take less damage and suffer less potential wounds from small arms fire
>>
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>reductor.
You lift the relic gear and examine its marks and scratchings.
it seems to your eyes to be rather weak but still effective.You rapidly affix it to your armour as it slots on your back flickering into life as the field covers your bulk.
an unorthodox placement but it will do until the adepts can properly affix it.

>79-59.
The door opens to reveal a thick smog as blackened air drifts into the vaccum and rushes past you as the atmosphere violently vents.
But your eyes see keenly despite the confusion and through the darkness you see a gleaming barrel of brass and your auspex quickly pings the foes shape.
You watch a powerful machine stride out alongside its kin as the skitarri rangers quickly deliver the information you require.
The rangers spot and identify the bulk of what was a castellan maniple as the warmachines roar their opening salvo as streams of stub fire rake the ground in an inaccurate but deadly deluge.
The rangers duck to cover as you open in defiance of the enemy roaring your bolter with extreme prejudice as you exchange fire with stub shells splashing harmlessly against your armour in contrast to your own shots smashing against reinforced plate slowly bending it and exposing its vital servos.
Your brothers spring into action as the maniple passes them with blades roaring as they sink into the back of the foes as azikiel slices off a top turret with his blade as your other brothers perform a deadly dance of alternating hits ripping through one of the kastellans and silencing its core dooming it to failure as it slumps powerless floating in the void.

As the kastellans react to your brothers charge they swing around to engage allowing the rangers to make a move.
The exposed rear of the maniple is raked by radium rifles exposing circuity and severing limbs as the tactical data held by the skitarri cogitators allows them to pinpoint the vitals of the corrupted machines with ease.
However as your barrage continues the plate of the robots holds true as they quickly manuver themselves into combat positions with two to each side of the combat and fire all guns once more.

>roll 2d100.
>>
Rolled 67, 1 = 68 (2d100)

>>3347239
>>
Rolled 45, 67 = 112 (2d100)

>>3347239
>>
Also,are reductor fields better than refractor fields ?
>>
Reductors merely slow projectiles while refractors just stop them.
Reductors will actually help more in mass fire scenarios but a refractor would be better vs elite troops.
To sum a reductor is best against slugs and lighter bolt weaponry while a refractor would be better against marine bolters and eldar weaponry.
>>
>>3347362
Thanks Qm.
>>
Rolled 14, 91 = 105 (2d100)

>>3347239
>>
>62-67.
The robotic formation moves forward as their fists rise for melee action as your brothers quickly move around the robotic swings and prepare to take their chances as the devastating effect of the attacks are made clear when a fist goes wide and breaches a solid hole into the void from the ground spurring azikiel and the rest of your brothers to go for the joints and disable the arms.
Meanwhile you let loose alongside the rangers with the full fury of the machine as the incoming robots are sundered under the blast with plates shaken by boltfire are then exposed by one fireteam before the circuitry is melted by the seconds as methologically you manage to cut through one of them and seal its motors in its legs clean busted with melted parts and broken machinery.
However the maniple has not wasted its strength yet as the crippled kastellan uses its fists to swing it forward before holding itself upright with them as its cannon regains a firing angle and begins to supress your rangers and smash against your plate once more.

>Roll 2d100.
>>
Rolled 1, 65 = 66 (2d100)

>>3347570
>>
Rolled 64, 92 = 156 (2d100)

>>3347570
>>
Rolled 32, 55 = 87 (2d100)

>>3347570
>>
i wont be able to update tonight as ive come down with a fever and im absolutely roasting cant concentrate so ill leave it and hopefully come back tomorrow with a fresh head and maybe a new thread it depends.
>>
>>3348149
You take it easy. Lots of fluids and sleep.
>>
we found volkite weaponry earlier, any chance we could get some of that martian death-ray goodness?
>>
Sadly no update today still feel roasted.
>>3350052
its mortal sized only mate.
mechanicus equipment.
>>
File: 1516174467539.jpg (9 KB, 252x200)
9 KB
9 KB JPG
feeling better and ready to write.
new thread here.
>>3356831



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