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In the grim darkness of the 41st millennium there is only war. Imperium of Man, once strong and proud, now is slowly crumbling, whole regions of space are lost to the horrors that lurk in the darkness of the void. Sector Deus is just one of the thousands of Imperial provinces that form the front line in the war to defend Humanity itself. Corruption from within and aggression from without threaten it. But the Emperor sends us hope. High Lords of Terra commissioned a Chapter of Adeptus Astartes, finest warriors Humanity has ever seen, to defend this region of space. They are the last line of defence that hold Age of Ruin at bay. They are the Ghosts of Retribution and this is their tale.
>>
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Chapter Chronicles and starting point for the initiates:
http://chapterquest.wikia.com/wiki/Chapter_Quest_Wiki

Datalogs of the previous thread:
http://suptg.thisisnotatrueending.com/archive/39511732/

Voxcaster frequency (use for operational purposes only):
https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

+Thought for the day: Sin is heretic's subconscious plea for salvation. Do not hesitate to grant him peace. +

Theme: https://listenonrepeat.com/?v=2v4kaE_XbR8#Warhammer_40000_Space_Marines_Full_OST
>>
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Copernicon, your brother and Fleet Master, contacts you through the vox:
>Milord, what are your orders regarding the hulk from the enemy cruiser? Shall we incinerate it in case of possible taint or will we attempt to retrieve it? We spoke with Brother Simmer and he had his servitors run a quick analysis, I am sending you the results.

+Threat Assessment+

+Chance of enemies surviving: 75%
If there were more Traitors in that ship, it is quite likely that they are durable enough to survive this crisis. Possibly some cultists as well in the deeper levels.

+Potential recovery value: 80W + (3d10x5)W

It seems that damage was quite concentrated, so many internal parts could still be salvaged. Alternatively, we could pass on the hulk to the Techpriests after recovering it, it will earn us favour with the High Lords of Terra and good reputation.

+++

What are your actions?
>>
Rolled 10, 3, 10, 10, 10, 8 = 51 (6d10)

>>39612821
Cast visions on the interior of the chaos ship.
Spend a few hours in meditation beforehand, make sure we're in an isolated and safe place on the Aspera when we do it.
>>
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>>39612873
>>
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As your mind probes the ship, you realise that warp in the surrounding area seems to be unusually calm. After a while, you realise, that this must be the case because of the symbolic victory which your brothers have achieved over the enemy ship. You tap into this feeling of pride and accomplishment, it enhances your psychic strength greatly. When your aetherial form form approaches enemy hulk, you notice that Simmer and his servitors were correct - you sense survivors. As you carefully circle the ship, you count 6 Traitors, none of them are particularly sensitive to the warp, so you even pick up emotions which they radiate. Surprisingly, only one of them is worried, two are completely insane and the rest are planning something together in the lower decks. There, along with them a few hundred souls have survived. Some of them are completely bestial, probably dehumanised prisoners serving as menial labour on the ship, others are a little bit clearer, however their souls are dark, they are clearly followers of the Dark Gods. As you prepare to return to your body, you notice something else. There is darkness hiding in the ship. It noticed you and tried to hide itself behind the screen of emotions emitted by other survivors. You are not sure what it is, but you estimate it's Psychic Rating to be somewhere around fifth or sixth tier, so very close to your own capabilities. And then you realise that it was trying to hide not just itself, but also something else... Your psychic glance penetrates illusionary mist just for a second, but you instantly recognise the unbelievably ancient thought patterns. The Traitors have captured an Eldar and are holding it somewhere on the ship!

What shall you do?
>>
>>39613259
Line up Pax Sepulchrum and Aspera dominus on either side of the hulk.

Launch thunderhawks under cover of weak turret fire to keep any AA defences they might have left suppressed. Our Terminators take point followed by veteran squads. Once a clear beachhead has been established land in the 2nd and 7th company and have them spread through the ship purging all heretics in their path.

Meanwhile CM, Shadow Guard and Terminators head for the plague marines in the lower decks who are planning something, and take them out.
>>
>>39613409
Also alert to every friendly. Plague Marine corpses should be avoided because they explode.
>>
>>39613409
Bring boarding shields, and murder servitors, servo skulls, and anything that will help us minimize the danger to us, but maximize the danger for the enemy to confront us
>>
>>39613409
Actually, have Captain Harmantos lead squads of veterans and his best to apprehend the plague marines who are planning stuff.

CM, Shadow Guard and Terminators head towards the psychic presence that was concealing the prisoner. Must be some kind of sorcerer.
>>
>>39613495
And set up a decontamination/quarantine area free of serfs in the landing bay. Don't want anything hitching a ride back.
>>
>>39613259
can we get a location/source for that darkness/aura on the ship, so we can push our initial assault there.
2nd priority of the assault are the plagguies who are planning something. Whatever it is, it has to end, if we are to succed in this. (unholy ship repair? rot and corrosion are nurgles as well)
>>
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Please keep in mind that Traitors are not all concentrated in one location. Also, you felt that Eldar was further away from Traitors who were planning something (about 400m and 2 levels away). Exact location of the dark presence is unknown, but it has to be close to the Eldar in order to conceal xeno so well...

Please roll 3d100 for the main assault lead by Harmantos:
+Casualties
+Combat Damage
+Sanity

Roll another 3d100 for Chapter Master and his party:
+Casualties
+Combat Damage
+Awareness
>>
Rolled 82, 62, 2 = 146 (3d100)

>>39613750
Harmantos' assault.
>>
Rolled 3 (1d100)

>>39613750
the assault
+ casualties
>>
Rolled 58 (1d100)

>>39613750
Chapter Master and his party
+Combat Damage
>>
Rolled 32, 70, 5 = 107 (3d100)

>>39613750
Brother Harmantos, in his heart devotion to the Emperor, and the purity of the purest Mormarkian ice, takes no trickery from this foul rot!
>>
Rolled 49 (1d100)

>>39613750
casualities
>>
Rolled 61 (1d100)

>>39613750
For fuck's sake Chapter Master, you are about to enter enemy territory on unsable ground
KEEP YOUR EYES OPEN
>>
I feel like we have lost the chance with these rolls to end this operation with the same amount of marines we started with

And Skargan, I meant to ask. How many orders can we issue within a year?
I know that the CM can't be everywhere, heck even the chapter can't be. I know travelling takes time, and fighting also takes time. I also know that in the middle of an operation CM won't just stop and send messages to his forces on the other side of the sector, to do stuff.
But when we are not travelling/fighting/operating, how many messeges can we send detailing missions and isntructions?
Because there is the shit ton of thing we have to do, and perhaps we can't get to it ourselves, we can still send in some marines, after all we are leader of this autonomus military organization.
>>
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>>39613769
As soon as your men disembarked onto the hulk, Harmantos arranged his men into four groups and started quickly advancing towards the location which you indicated as the place where Traitors were scheming. The inside of the ship was even worse than you could have imagined - rotting flesh, pieces of corpses and other horrible decorations greeted your men. Astartes are not easily startled, but the insides of this ship look like an abattoir. Seeing that his men were worried, Harmantos took it upon himself to remedy the situation:

>Well, brothers, we might have the job of cleaning this shit hole, but just think about the poor bastards who have to live here! Well, let's get to work, I want to hear those flamers roaring louder than Gnars during the mating season!

A burst of laughter from the 2nd company men made everyone realise that this is just another mission and soon Traitors will pay for all of their sins. Harmantos and his force advanced deeper into the space ship, killing any unfortunate heretics who were stupid enough to show up on their way. Captain quickly realised that their way leads towards the reactors...
>Lets move faster, brothers, those cunning snakes are probably planning to take the ship with them! Onwards!

When Harmantos and his men charged into the Reactor Hall, they were greeted by a hail of bolts. Kadrim and Jinro fell to the ground, their armour torn open. Harmantos jumped to the side, so did the rest of his men.
>WHAT THE HELL!? How did they drag that heavy bolter in there? APOTHECARY! HERE! BROTHERS DOWN!
Shouted Sergeant Grison over the fire. Harmantos replied:

>We are pinned here, this entrance is a killzone. Grison, take your squad, find another entrance, flank them and murder them.

>Will do, Captain!
>>
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>>39613802
>>39613841
>>39613850
+Meanwhile, on the other end of the ship+

Sulix was not happy. In the past few years one by one his friends, other members of the Shadow Guard, died protecting the Chapter Master. Yesterday Renard almost took the same path. Targos was busy looking into strange rumour about one of the brother being able to see who will die next. It meant that Sulix had to bear the full responsibility for the Chapter Master.

>Milord, do you think it would be wise to recruit more...

Sulix was suddenly interrupted by the death sounds of an enemy cultist which he just killed. Sulix might not have been a great tactician or a military leader, but there were few in the Chapter who could match his reaction and instincts.

>They are upon us! Fight!

Sulix and Terminators murdered their way through a swarm of cultists. Then the real challenge appeared - two insane Traitors which you have spotted earlier in the warp, charged out from behind a corner. They were plague marines, their bellies rotting and bloated. Both of them were swinging disproportionately large dual power axes. They gang up on Terminator Hakon, who also accompanied you into the tunnels beneath the Nurgle’s temple. Sulix does his best to help Hakon, but it’s too late. Four power axes are too much even for the Terminator power armour to handle, especially after one lucky strike damages suits power core.
>>
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>>39615088
In a last desperate attempt to serve the Emperor, Hakon jumped on one of the mad brothers and dragged him to the ground. Hakon was already dead when seconds later power core melted and exploded, but his sacrifice was not in vain – not only it killed a Traitor, but he also protected everyone from the putrid warp acid which Plague Marines hold inside their bellies... Sulix tried to carefully disarm the other Traitor so that his belly wouldn’t explode, but Terminator Daveron was too sad and angry to waste time, he charged past Sulix and slammed into the Plague Marine after evading his axes. Terminator pummelled his enemy into a bloody pulp and then one by one tore off his arms.

>HE WAS MY FRIEND, YOU WRETCH! HE HAD DREAMS! HE WANTED TO SEE TERRA! I WILL KILL YOU! I WILL KILL YOU!!!

Sulix managed to drag Daveron away. He turns to you:

>Milord, should I terminate the second Traitor from a safe distance or do we want to keep him for interrogation?
>>
>>39615115
My vote is on exicution
>>
>>39615115
Interrogate a plague marine? One that has been described as insane?

Bolters away my boys, bolters away
>>
>>39615115
Dude's insane so we probably can't get much.
Just give him a flippant
>I hope your friend offers more of a challenge than you
In the hopes he blurts out the location in anger, then execute immediately whether he does or doesn't.
>>
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+Back in the Reactor Hall+

Grison jumped out of cover and dashed into the side corridor just as Apothecary Filios arrived. He tried to drag Kadrim into cover, but another bolt hit your medic in the chest, penetrated the armour and exploded inside. Filios screamed for another two minutes, before darkness took him. Krayvir, another Apothecary, tried to help him after other Ice Wraiths threw grenades to cover him, but it was too late. It took Harmantos and his forces almost ten minutes to surround and neutralise heavy bolter nest. Ice Wraiths wanted vengeance and they took it, two Traitors lost their heads over this. However they were ancient, experienced warriors and they didn’t want to go down easily. Another two brothers, Genov and Drastimos lost their lives before they succumbed. While Ice Wraiths rarely took trophies, Harmantos was furious and didn't mind it. By the time your men arrived to the reactors, Captain understood that he was right - last of the Traitors was finishing to plant some sort of improvised explosive package to the reactor. Harmantos eviscerated him personally, but it was too late, explosives are already activated...

Roll d100 for Harmantos intelligence (38)
>>
Rolled 14 (1d100)

>>39615193
rolling for Harm
>>
>>39615182

Roll d100, Deceive skill test
>>
Rolled 65 (1d100)

>>39615235
Foolish plague marine
>>
Rolled 44 (1d100)

>>39615235
>Deceive
this better not be for harmantos hiding chaos trophies
>>
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>>39615253
>>39615235

>The weakling..!? Hah! I am three times the warrior he is! You should be more afraid of his pet, becau...

Daveron's stormbolter ends this pleasant conversation.

How shall you proceed forward? You feel that the dark presence is near, close to the Eldar captive... Describe and roll 3d100 - Casualties, Damage, Secret Lore check

>>39615221

+++

Very good! Harmantos instantly recognises reworked anti-tank mine. It seems Traitor had the time to safely secure it and the timer activation was set to coincide with the energy surge in the reactor... Harmantos grabs one of the barely alive slaves by the throat and shakes him:

>How do we stop the power surge!? Speak!

Slave weeps and cries, but apparently he doesn't know anything and all of the "machine shepherds" were killed either during the space combat or after the friendly neighbourhood Space Marines decided to visit the ship.

After tinkering with the nearby cogitator Harmantos realises that the next power surge is expected in 18 minutes and 6 seconds, then reactor and ship with it is going to explode.

>DAMN IT! Where are the techpriests when you need them...

What should he do?

+Try to deactivate the explosives himself, it's just a mine, shouldn't be too difficult (Intelligence +10 roll)
+Try to warn Chapter Master (will take at least a few minutes because of the metal structures blocking the signal) [success threshold 85]
+Try to evacuate his men as quickly as possible

Retreat from his position to the Thunderhawk will take between 8 and 15 minutes depending on how lucky you are. Retreating from CM position would take between 4 and 13 minutes.
>>
Rolled 66, 9, 40 = 115 (3d100)

>>39615566
>>
>>39615591
Approach the area carefully, ID the dark presence and eliminate it, regard the captive with caution until proven otherwise.
>>
Rolled 75 (1d100)

>>39615566
lore check
>>
Rolled 58 (1d100)

>>39615566
roll for casualties
>>
>>39615566
>What should he do?
Get a techmarine up there and deactivate the mine!
>>
>>39615609
Oh. I missed the 'describe' part. Thanks.
>>
>>39615638
how about shooting it from afar?
>>
>>39615638
How long will it take Techmarines to show up?

And if Harmantos calls for techmarines, we warn CM about the bomb.
>>
Rolled 87 (1d100)

>>39615566
>+Try to warn Chapter Master (will take at least a few minutes because of the metal structures blocking the signal) [success threshold 85]
And whilst the techmarine attends to the mine, Harmantos warns CM just in case.
>>
>>39615566
>>39615682
Okay well, given new information. Just start evacuating. How the hell are CM and the terminators going to get out?
>>
Rolled 91 (1d100)

>>39615566
Harmantos remained still for a few second, staring at the bomb, as his thought raced on.
Two of his brothers layed dead, rethreating in the gates of victory from the jaws of danger would be like spitting on Kadrim's and Jinro's sacrifice, and disgracing the Emperor
The chapter master probably had his own problems to deal with, if his suspicions were right about a hostile presence in the warp....
He reached a decision, and with sure arm and ready mind he started to unbolt the case of the mine...
>>
Rolled 42 (1d100)

>>39615566
+Try to deactivate the explosives himself, it's just a mine, shouldn't be too difficult (Intelligence +10 roll)
>>
>>39615566
>reworked anti-tank mine

If the traitor managed to secure it, the tools to remove it should be right there.

If there are no tools, YOU ARE A DAMNED SUPER HUMAN IN POWER ASSISTING ARMOR. PULL IT OUT/OFF.

Hell, doesn't anyone have a power weapon that could just cut the bomb's clamps/binds off?
>>
>>39616566
Welcome to CM quest, where marines are insecure and incompetent, infromation that we should act upon is scarce, and logic doesn't matter
>>
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>>39615676
>>39615638
It'll take techamrine a couple of minutes to arrive.
>>39615661
Could possibly detonate it.
>>39615682
It appears that the transmission was blocked by the layers of metal...
>>39615781
>>39615792
Because of Dieter's beautiful RP, I will instead take godemperor's roll with a penalty - it will be a minor failure.
+++
It's been some years since Harmantos practiced disarming live explosives. Cursing and swearing he managed to disarm parts of the mine, however it's not enough. Finally, he manages to rework the mechanism which traitor used to connect mine with the reactor. Now Harmantos faces two choices:
a) He can just leave the mine as it is in current state, it will not explode after second energy surge, giving you more than an hour to finish your business and evacuate. Any further attempts to tinker with the bomb will trigger it.
b) Cut the yellow wire and rip the mine off the wall with brute force - it will most likely explode, but it's explosion will not damage the reactor.
>>
>>39616785
>a) He can just leave the mine as it is in current state, it will not explode after second energy surge, giving you more than an hour to finish your business and evacuate. Any further attempts to tinker with the bomb will trigger it.

Give us the time.

IF we have time later, a single properly armoured specialist can attempt the rip.
>>
>>39616806
Actually, now that I think of it, get a techmarine to rip it off with his servo arm?

Keeps it at a distance so the techie doesn't get hurt.

Wait half an hour before attempting though.
>>
Rolled 5, 5, 7, 7, 6, 1, 5, 9 = 45 (8d10)

>>39615591
>>39615609

You soon enter an empty cargo bay full of metal containers. You can feel that the dark psychic presence which you felt earlier is here... So is the last living Traitor. Behind them, in a metal container, you feel Eldar's essence pulsating. Daveron opens fire, sending a swarm of bolts into the darkness, however they disappear. Usually after the bolter is fired there are secondary thuds! which come from exploding bolts, this time there are none. You realise that those bolts clearly ended their journey not in this dimension...

>Watch out!

Green-coloured wave of psychic energy destroys the hull in the spot where Daveron just stood. Terminator managed to evade it just because of your warning. From the way metal crackles and melts, you assume that it's some form of Nurglite Toxic power... Then your adversaries appear in front of you. A Traitor Marine and a psychic acolyte, on a leash. He opens bolter fire, but it's cut short a moment later, when The Star of Macragge burns a neat hole between Traitor's eyes. Psykers unleashes a wild wail, you are unsure if he's happy about his freedom or is he sad about his masters death. Either way, he unleashed a massive psychic attack targeted at your group.

+First die determines target+
1. Chapter Master
2. Sulix
3. Daveron
4 - 8 Other Terminators
9 - 10 Multiple targets hit, reroll x2
>>
Rolled 70 (1d100)

>>39616824
Rolling to attempt to warn the CM, again.
>>
Rolled 6 (1d10)

>>39616853
The Emperor protects!
>>
>>39616853
Sigismund, an old veteran from the Luna training camp is hit by a bolt of baleful sickly green energy. He screams and melts like sugar in hot water.

How do you attack psyker? It seems this witch has some sort of protection against ranged attacks... [You estimate it to be effective 90% of the time] Other terminators will fire, d5 Terminators can get a clear shot at him at once in this crowded environment. Roll d100 and d5
>>
Rolled 1 (1d5)

>>39616919
>Just the foul creature lies between us and victory brothers! Purge it!
>>
Rolled 23 + 1 (1d100 + 1)

>>39616919
rolling for terminators
>>
>>39616785
My dispair of doing it for nothing just disappeared. Thanks Skargan
>>
Rolled 54 (1d100)

>>39616919
Close the gap quickly, unleash an overcharged lightning from ironhaunt as we charge to distract the psyker then slash him up with Sulix.
>>
Rolled 97, 3 = 100 (2d100)

>>39616948
Daveron's stormbolter this time is dead accurate, but will psyker's shield protect him..? if psyker rolls on first roll 91+, he's hit.

>>39616964
Second roll is for dodge, [32]
>>
>>39616785
b)

Anti-tank mines are by their very nature DIRECTIONAL. If the blast won't damage the reactor, it will still be facing away from our astartes and at range it shouldn't have enough punch to screw us.

Even the venerable melta bomb must be secured to the surface of the target or it is useless.
>>
>>39617048
I 100% agree with you but we might as well wait a little bit and give a techmarine time to erect a blast shield and remove the mine via mechanderite/servo arm over said shield.
Just to be safe.
>>
>>39617070
from how I understand option a, it would detonate and take out the reactor part when removed.
>>
Rolled 25 (1d100)

>>39617014
While psyker manages to dodge arcs of energy streaming from Ironhaunt with amazing grace, Daveron's stormbolter rips through psyker's belly, effectively vaporising his groin and thighs... Psyker whines and cries, praying to his dark god...

+Rolling Corruption(-30), under 35+

>>39617048
Thank you, I am very well aware how tank mines are designed. However what you are facing here is a custom explosive which only used tank mine as the basis, so your advice is not relevant in this case. It is connected to the reactor and it was rigged to explode if anyone tampers with it, thus the explosive charge NOT directed. Harmantos managed to deactivate this part for a few seconds, but decided to rather play it safe and don't risk it. If anyone touches explosive now, 95% chance that it will explode.
>>
>>39617195
Decapitate the filth as he cowers and prays to his false gods!
>>
>>39617195
>Thank you, I am very well aware how tank mines are designed. However what you are facing here is a custom explosive which only used tank mine as the basis, so your advice is not relevant in this case. It is connected to the reactor and it was rigged to explode if anyone tampers with it, thus the explosive charge NOT directed. Harmantos managed to deactivate this part for a few seconds, but decided to rather play it safe and don't risk it. If anyone touches explosive now, 95% chance that it will explode.

In that case Harmantos and his men should be looking for anything we can loot before this place explodes.
>>
Rolled 2, 6, 10, 2, 3, 5, 2, 10 = 40 (8d10)

=Fate Turns=
Daveron's storm bolter jammed and exploded in his hand. Terminator roared in outrage and threw a grenade at the psyker, but he was already out of harms way. Sulix grabs Daveron by the shoulder:
>Retreat brother, this battle is over for you, we don't want to lose you. Find an Apothecary!
Only now did Daveron realise that his right hand up to the elbow is missing.

Meanwhile psyker casts another power...


+First die determines target+
1. Chapter Master
2. Sulix
3 - 8 Other Terminators
9 - 10 Multiple targets hit, reroll x2
>>
Rolled 6 (1d10)

>>39617247
The emperor protects!
>>
>>39617195
Brother Daveron is performing very well lately
>>
Rolled 8, 6 = 14 (2d10)

>>39617217
Please roll d100 for Harmantos intelligence to look for valuable stuff.
>>39617247
Roll d100 for Sulix to dodge, his dodge is 30+2d10[check above this post]. This roll may minimise or with two degrees of success even completely negate psychic attack.

>>39617281
Sorry, it was my first roll [2], this psyker only has PR 7, that's why I roll 8d10
>>
Rolled 73 (1d100)

>>39617335
dodge sulix, dodge!
>>
Rolled 47 (1d100)

>>39617335
If he can't dodge, use our digi ring to protect him.
>>
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>>39617354
>>
Rolled 69 (1d100)

>>39617335
Harmantos' Intelligence.
Primarily want small and easily transportable things, leave plenty of time before we blow up.
>>
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>>39617354
>>39617364
Sulix did his duty courageously until the end. When the psychic attack hit him, he didn't feel anything for a moment, it seemed as if he would be taking a swim in a warm bath. And then his body in an instant entered absolute agony. If he would have been a mortal man, Sulix would have died from pain shock. But he was a Space Marine, and he endured, screamed, shouted, but endured. However when he was retrieved after the battle, he was not the same anymore...

Sulix fails to dodge toxic warp attack, however being more than an average marine, he manages to survive, horribly scarred.

Roll to maim Sulix[roll 3d5]
1. He loses a limb
2. He loses vision
3. He loses face
4. He loses a limb
5. He loses sanity

If same result is rolled twice, we'll just assume that he lost another limb.
>>
Rolled 3, 4, 3 = 10 (3d5)

>>39617670
>>
Rolled 2, 2, 1 = 5 (3d5)

>>39617670
>>
>>39617692
Toxic warp slimes melded Sulix's face with his helmet, after the battle Klementhos had to carve up his face into pieces to remove shards of the helmet. In some cases, sun-hot metal melted through Sulix's face as if it was butter and fused with the bones. The rest of the psyhic attack burn Sulix's right side of the body, melting off his arm and leg up to the thigh. Later Klementhos would tell you that it was one of his most horrific operations performed in Sector Deus...

+++

Roll d100 to attack psyker and roll d5 to see how many terminators manage to line up a shot on him
>>
Rolled 5 (1d5)

>>39617813
Lets hope for more terminators this time.
>>
Rolled 46 (1d100)

>>39617813
Death to the traitor!
>>
Rolled 94 (1d100)

>>39617813
here we go again
>>
Rolled 82 (1d100)

>>39617828
roll 5d100 under 55 to hit

Rolling for psyker dodge [32]
>>
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Rolled 23, 74, 83, 49, 18 = 247 (5d100)

>>39617875
Terminators are not amused by your shit psyker.
>>
>>39617875
>>39617835
This time psyker failed to dodge miserably. And your attack catches him dead on. As you have not specified how you attack him, do you want to describe it yourselves?
>>39617507
Harmantos organised his men to look for anything resembling a treasury and quite soon they found one! Even Chaos Space marines sometimes need to bribe pirates, outlaws or other heretics... You find an equivalent of 5+d10W in cash and a selection of neat chaos weapons, with name plates near their stands:

+ Drashir, Destructive Pride [ornate power sword]
+ The Piercing Bitch [power-halberd]
+ Aurora's End [Bolter with golden Nurgle's insignia]

These look like exquisite and expensive relic weapons... Should Harmantos pick them up or leave them to perish with the ship?

>>39617894
That picture alone gives +10 to terminator attacks, sauce?
>>
Rolled 7 + 5 (1d10 + 5)

>>39618074
Take the relics, but have them purified when Harmantos returns to the ship.
>>
>>39618074
> do you want to describe it yourselves?
Though the corrupted, bloating bodies of the servants of the Plague God are remarkably resilient, Chapter Master has found that their bodies still die just the same once the head is removed.

>+ Drashir, Destructive Pride [ornate power sword]
Possibly. To be carefully inspected on return to ship for taint and heresy.
>+ The Piercing Bitch [power-halberd]
Possibly. To be carefully inspected on return to ship for taint and heresy.
>+ Aurora's End [Bolter with golden Nurgle's insignia]
NOPENOPENOPENOPENOPENOPENOPE
>>
>>39618074
Filled with rage at the maiming of one of his closest brothers and the killing of another of the oldest veterans of the chapter, Chapter Master pours all his fury into a mighty strike that enters through the foul creatures skull.
Ironhaunt tears down the length of the monsters body, exiting at the groin and leaving the bisected halves to simple fall apart.

>sauce?
google image search turns up https://www.artstation.com/artist/thrax
>>
>>39618074
And of course also check out the eldar captive.
>>
File: chapter.jpg (80 KB, 1280x1024)
80 KB
80 KB JPG
>>39618114
>>39618149
>>39618186
Great, roll +d3% for Heresy, add +12W, +3 xp, +10 Chapter XP, +1 Doctrine: Ships and Closed spaces, +1 Doctine: Daemons, -1 Doctrine: Forests

+Mission: ???+
Casualties:
+Terminator Hakon (armour beyond repair)
+Terminator Sigismund (armour beyond repair)
+Apothecary Filios (roll d100 to recover armour)
+Brother Genov (roll d100 to recover armour)
+Brother Drastimos (roll d100 to recover armour)
+Brother Kadrim (roll d100 to recover armour)
+Brother Jinro (roll d100 to recover armour)

Seriously Wounded:
+Daveron (armour auto-fixed, minor dmg)
+Sulix (armour destroyed)

Mysterious Eldar captive was safely retrieved. But that's another story...

Thanks for playing! Session over!
>>
Rolled 8, 76, 43, 39, 85 = 251 (5d100)

>>39618362
Rolling for 5 suits of power armour.

Thanks Skargan.
>>
Rolled 1 (1d3)

>>39618362
heresy gain.
>>
>>39618074

Take all 3 relics via their stands. Have a thunderhawk deployed to have stasis crates/devices prepared for each relic and the treasures until they can be
>>
>>39618362
Now that we've inspected the hulk it should be bombarded to oblivion or crashed into the local star with no survivors or whatever the most convenient method of totally obliterating it is
>>
>>39618458
It's gonna kaboom itself because of the bomb remember.



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