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/tg/ - Traditional Games


File: Lamenter.jpg (199 KB, 900x863)
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Your consciousness begins to stir. With a groan, you open your eyes and lift your head, trying to make sense of your surroundings. You see the flaming wreckage of your ship, the Dirge of Glory, lying several meters away. Ruined buildings lie all around you, though you don't think the ship's crash was responsible for all of them. Your battle brothers are scattered around the crash site, critically injured from the crash.

Quickly, you start inspecting yourself for injuries. No visible wounds, surprisingly, though you do feel sore. You're able to move with minimal discomfort, so no broken bones. Possible bruises, nothing of significance. Convinced you are physically unharmed for the most part, you take a moment to collect your thoughts, make sure the crash did nothing to your head.

Your name is Antarius, veteran of the Lamenters space marine chapter. You have fought alongside your brothers for a little over 300 years, having entered the scout company near the start of the Corinth Crusade in 698.M41. You became a fully fledged battle brother after proving yourself during the Liberation of Slaughterhouse III. After 200 years of service, you were finally promoted to your chapter's veteran company. Specifically, you were a...

>Vanguard veteran – You served in a veteran vanguard squad. Though trained to use all varieties of weapons, you specialize in close combat. You receive a boost to your Strength, Toughness, and Melee stats. You begin with a chainsword and boltpistol
>Sternguard veteran – You served in a veteran sternguard squad. Though trained to use all varieties of weapons, you specialize in ranged combat. You receive a boost to your Intelligence, Perception, and Ranged stats. You begin with a boltergun and specialized ammo.
>>
>>41677721
>What is this?
This is a quest taking place in the Warhammer 40k universe, focused on a space marine of the Lamenters chapter.

>What is the Lamenters chapter?
A chapter of space marines well known for their heroics and absolutely horrible luck. This article is a little silly, but does a good job explaining who they are and their history for people not familiar with 40k: http://1d4chan.org/wiki/Lamenters

>I'm not really familiar with 40k. Is it still possible for me to enjoy this quest?
Yes. 40K is a pretty difficult setting to get into, so I will do my best to explain all the pertinent information in-game. If something still confuses you though, just ask. Either I or one of the anons will explain. Alternatively, there are multiple wikis that you can use if you want more than just the relevant information.

>How close will this quest stick to the default lore?
For the most part I will stick to the lore, but like every 40k quest ever I will end up taking a few liberties with the lore at times. Likewise, 40k has mountains and mountains of lore and I don't pretend to know every little scrap of it, so I may end up passing over something simply because I wasn't aware of it. If any of that bothers you then this quest may just not be for you, unfortunately.

>How often will you run this quest?
Not very frequently. I already run another quest so this one will be run sporadically, whenever I feel like running something different and have an extra free day.
>>
>>41677721
>Sternguard Veteran
>>
>>41677721
>>Sternguard veteran

So if I understand this right, this chapter is going to get fucked hard right?
>>
>>41677721
>>Sternguard veteran
>>
>>41677800
They're basically locked in a perpetual state of being fucked hard one way or another. They're the most tragic chapter in WH40K, and there is no shortage of tragedy in the grimdarkness of the far future.
>>
>>41677721
>Sternguard Veteran
>>
>>41677737
Seconding
>>
I miss 3 kingdoms quest :(
>>
>>41677721
Now completely certain that you do not require medical attention, you rise to your feet and start checking on your battle brothers. The majority seem to be dead, though a few managed to survive by slipping into suspended animation. It will take an apothecary to wake them up, however. Having checked all the bodies, you take a moment to mourn your dead brothers. To die in a ship crash the day after your chapter's century of penitent crusade finally ended is perhaps the cruelest fate you can imagine.

Yes, just yesterday your chapter's century of crusade finally came to an end. With barely 300 surviving marines, your chapter finally completed their atonement for their participation in the Badab War. You remember the fleet gathering for a warp jump, intending to return to the imperium from the far fringes of the galaxy. Despite the odds, your chapter managed to survive extinction, and now you could return and rebuild.

But then, something went wrong. Red lights began to flash on the Dirge of Glory. The ship began to shake violently. A voice started speaking over the ship's vox, announcing that the ship had entered a warp storm and warning everyone to brace for impact. The shaking grew worse, the light began to flicker, and the last thing you remember was a soft “whoosh” as the ship exited the warp.
>>
>>41677721

I am unbelievably amped for this quest.
>>
>>41677933
The air on this planet is thick with black, toxic smog. You don't know what planet you're on, but judging by the tall buildings and what appears to be factories in the distance, you would guess that you are on a forge world, one of the many planets dedicated to producing weapons and armor for the armies of the Imperium. However, the streets are filled with debris and most of the buildings here appear heavily damaged. There must have been fighting here, how recently you're not sure. Cautiously, you draw your boltgun and survey the area, considering your next course of action.

>Search the wreckage, see if you can find anything of use
>Move your battle-brothers out of the open. You'll need to bring them to an apothecary when you get off this planet so they can be healed or their gene seed can be recovered.
>Search the buildings, see if you can find any inhabitants
>Other
>>
Sparks, it looks like you might have to update your image for next time you run this. As everyone is voting Sternguard, and your image, based on your description, is a Vanguard.
>>
CHARACTER SHEET

ABILITIES
Melee: C
Ranged: B
Strength: C
Toughness: C
Intelligence: B
Perception: B

Status: Sore, but uninjured
Fate Points: 0/2
Pain Suppressant Doses: 6/6

Melee – Defines how easy it is to hit enemies in melee combat
Ranged – Defines how easy it is to hit enemies with ranged weaponry, including guns, thrown weapons, and grenades
Strength – Defines your physical strength. Determines damage with melee weapons.
Toughness – Defines your physical endurance. Higher Toughness allows you to shrug off more damage.
Intelligence – Defines your mental capabilities. Determines how much you may know about certain topics, and allows for better strategy.
Perception – Defines your awareness. Determines damage with ranged weaponry.

ARMOR CAPABILITES
Osmotic Gill Life Sustainer - Power armor is environmentally sealed and can maintain an adequate oxygen supply so long as it's powered.
Bio-Monitor and Injectors - Auto-injectors within a suit of power armor will inject pain suppressants when the user's vitals are critical, allowing space marines to continue fighting after suffering severe trauma for a time. Power armor contains six doses of pain-suppressant.
Vox Link - Suits of power armor come with a built in vox, allowing for long range communication.
Magnetized Boot Soles - A suit of power armor's boots can be magnetized on command, allowing the user to safely travel up metallic surfaces.
Recoil Suppression - Recoil suppressors allow the user to fire rifles and other guns which would normally require both hands with one. Weapons classified as Heavy still require both hands.
Auspex – Personal radar built into a suit of power armor's helmet. Range of 50 meters, although walls more than 50 centimeters thick and certain types of building materials will block the signal.
>>
>>41677948
>>Move your battle-brothers out of the open. You'll need to bring them to an apothecary when you get off this planet so they can be healed or their gene seed can be recovered.

We will save as many as we can even if it (probably) kills us.

>>41677958
Its just a picture man.
>>
>>41677948
>Move your battle-brothers out of the open.
>>
>>41677973
GENE SEED CAPABILITIES
Larraman's Organ – Space Marines do not suffer blood loss from injuries, unless caused by weapons tainted by the warp.
Preomnor and Oolitic Kidney – Immunity to most poisons.
Catalepsean Node – Space Marines require less sleep than normal humans, to the point where they can fight for up to two weeks without sleep
Omophagea – Can gain a subject's memories by eating their brain.
Multi-Lung – Can breathe underwater and in toxic environments.
Sus-an Membrane – Allows a space marine to voluntarily enter suspended animation to survive lethal wounds until an apothecary can give them medical attention. Can not exit suspended animation voluntarily, requires the use of specific drugs.
Neuroglottis - Allows a space marine to identify chemicals by taste. This also allows a space marine to track things he has recently tasted by smell.
Betcher's Gland - Allows a space marine to spit corrosive acid. Certain chapters look down on the use of this organ.
>>
>>41677958
That's fine. I just used the one in the OP because I liked it, not because I expected everyone to go vanguard.
>>
>>41677948

Protect your brothers; move them to a safe location until other survivors can regroup. Surely we're not the only Lamented to have survived the crash.
>>
>>41677948
>Search the buildings, see if you can find any inhabitants
>>
>>41677948
>>Move your battle-brothers out of the open. You'll need to bring them to an apothecary when you get off this planet so they can be healed or their gene seed can be recovered.
>>
>>41677991
INVENTORY

Suit of Mk. 7 Astartes power armor
1 Boltgun and 5 magazines (28 rounds each)
1 Astartes combat knife
2 Kraken Pattern Penetrator Rounds (28 rounds each, longer range and better armor penetration)

Almost forgot inventory, my bad. Writing now.
>>
>>41677991
>Omophagea – Can gain a subject's memories by eating their brain.

That's. . .pretty weird.
>>
>>41678209

Sometimes being a superhuman is gross, anon
>>
>>41677948
You start by moving your brothers into a dilapidated building. By your count, at least 8 are still alive and in suspended animation. The rest, it seems, did not make it. Absolutely none of the chapter serfs survived the crash. It must have been an act of the emperor that you managed to survive with minimal injuries.

Just as you finish moving all your brothers into the building and start considering moving the serfs in as well, your armor's built in auspex detects movement roughly 47 meters in, and closing fast. One vehicle signature, and 8 xenos signatures.

>Stay hidden for now
>Head outside and take cover
>Head upstairs and look for a vantage point.
>>
>>41678287
>>Head upstairs and look for a vantage point.
>>
>>41678287
Head upstairs and look for a vantage point
>>
>>41678287
>Head upstairs and look for a vantage point.
Don't fire unless we get a missile launcher or something heavy enough to threaten a vehicle.
>>
>>41678297
>>41678307

This, but for the love of the Emperor, be cautious.

If we're detected, it would be the end of our Chapter at the least.
>>
>>41678287
>>Head upstairs and look for a vantage point.
>>
>>41678327
>2 Kraken Pattern Penetrator Rounds (28 rounds each, longer range and better armor penetration)
>>
>>41678339
Oh we are not lucky enough for our torment to end.
>>
>>41678347
The only difference between Kraken Pattern Penetrator Rounds and regular Bolt rounds is an extra 6" of range and AP4. Not good enough for even light vehicles.
>>
>>41678339
This chapter will never die or be corrupted, just tortured forever with occasional periods of respite to make the torture worse.
>>
File: Trukk.jpg (481 KB, 1114x979)
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>>41678287
You find a staircase and climb up, hoping to find a vantage point where you can observe and possibly fire on whatever's coming. There are multiple crates here, likely filled with weapons of some sort, but you don't have time to look through them. There is a large hole in the wall facing towards your crashed ship, probably blasted by some sort of explosive. You take cover and peak over the side, just as the xenos signatures arrive at the clearing.

An ork trukk comes to a screeching halt in front of the ship wreckage. 8 figures get out, 7 ork boyz, 1 nob wearing armor that appears to have bene put together from scrap.. 5 boyz appear to be carrying boltguns, the rest have various simple melee weapons. The nob is carrying a chainaxe.

"'Ere it iz boss, like I told ya."

"Lotta dead humies, ain't seen em for a while now."

"Ahm takin' dis one's dakka!"

"No you ain't, AHM takin 'is dakka!"

Your grip on your bolter tightens. Orks, the filthiest of xenos. You still remember Slaughterhouse III, where you became a true battle brother and lost your sergeant in the process. The boyz shouldn't be too much of a problem, not with only 7 of them. The nob will be a problem though, they are stronger and tougher than the average ork, and you're familiar enough with orks to know that his armor, though seemingly worthless, will protect him better than one would expect.

>Wait for them to leave
>Attack
>Other
>>
>>41678626
>>Wait for them to leave
>>
>>41678626

>Wait for them to leave

We will never be less able to prosecute combat than we are at this instant. We need to find an apothecary in the wreckage.
>>
>>41678626
>>Attack
No filthy xenos is going to be looting our fallen battle brother's sacred dakka today.
>>
>>41678626
>Attack

Start it off by unloading a clip into the nob.
>>
>>41678681
Might want to conserve our ammunition like the sternguard vet we are. Why don't we just blast him with a few kraken rounds? They should go through his armor well enough.
>>
>>41678626
Strike, it is unconscionable to allow looting of your brothers in front of your eyes. Yet do so carefully with the experience befitting your experience.
>>
Alright, quick tie-brea-

>>41678774
Oh, guess not. Attack it is then. One sec.
>>
>>41678626
>>Attack
Though a Sternguard would look for anything that'd give him an edge before firing
>>
>>41678790
Wait for them to get close. Start this off with a grenade and then bolter fire.
>>
>>41678774
Boy, that line is dumb. I meant experience one's position. Good thing I have this to keep me awake my last hour or so of work.
>>
>>41678626
You will not allow xenos, much less orks, to steal from your fallen comrades before your eyes. Quickly, you assess the situation. The trukk doesn't appear to have any mounted guns, thankfully. You know from experience that orks are terrible shots, so the boyz with guns shouldn't be too much of an issue if you stick to cover. Once you attack, the orks with melee weapons will have to climb up the stairs to get to you, while the ones with guns will probably stay outside and try to shoot you from there. The stairs are only wide enough to allow them to come up one at a time, you could take advantage of that. Of course, there are also the large metallic crates around you, they might contain something that could help you, though some of the orks might hear you open it.

The nob and all but three orks are digging through the wreckage, looking for things to loot. Three with guns are standing guard. You come up with a plan, pick your targets, and prepare to fire.

[This quest will be using the action chain system for combat, just like my other quest, HSQ. Basically, anons suggest a course of action, and I will call for one or more rolls of 3d10. The first anon to roll will have his roll used for the first action, the second's roll will be used for the second action. Any excess on rolls that goes over the DC for an action will trickle down to the next action, potentially saving that roll.]

>Course of action?
>>
>>41678968
Load Penetrator rounds and open up on the Nob. Then shift fire to the melee Orks.
>>
>>41678968
Do you allow for time to check the armory for any available equipment?

>>41678906
Is there a Grenade available?
>>
>>41678968
Examine crates to determine contents, open if possibly useful
>>
>>41679024
This
>>
>>41679037
You don't have any grenades right now, no. I usually wait 5-10 minutes before calling for rolls when combat starts, you can check your inventory during that time.
>>
1. Load penetrator rounds
2. Open fire on the nob
3. Shift fire to melee orks

I need two rolls of 3d10. The way this works is everyone rolls 3d10 one time, the first roll gets used for the first challenge (in this case shooting the nob) and the second is used for the second challenge (in this case shooting the boyz).
>>
Rolled 7, 3, 1 = 11 (3d10)

>>41679198
>>
Rolled 1, 7, 6 = 14 (3d10)

>>41679198
>>
Rolled 4, 4, 1 = 9 (3d10)

>>41679198
>>
Rolled 5, 5, 10 = 20 (3d10)

>>41679198
>>
Rolled 6, 7, 2 = 15 (3d10)

>>41679198

I voted for staying quiet so hopefully this goes well.
>>
>>41679227
>>41679235
Seems about right for a Lamenter.
>>
>>41679248
Cowardice is Heresy. The Emperor protects.
>>
>>41679264

We won't finish the thread with idiots like you at the helm, anon.

Cowardice is heresy, but death before duty is fulfilled is the greater sin.
>>
>>41679366
BLAM
>>
>>41678968
You load a clip of kraken rounds into your bolter, and open fire on the ork nob. The ork has his back to you and you have the element of surprise, but unfortunately he moves to take something from another corpse just in time to avoid being shot in the head. All of the orks perk up at the sound of gunfire and find you standing on the second floor of the building behind them.

"SPACE MARINE!"

"ERE'S A SPACE MARINE UP DERE!"

"AHM GONNA GIT HIM WITH MY CHOPPA"

"WAAAAAAGH!"

You curse under your breath and shift targets. You fire at the two melee boyz, quickly dispatching both of them. The nob begins running towards the building entrance, while the five boyz with bolters take cover.

>Plan of action?
>>
>>41679414
Head back downstairs and get a line of fire on the front door. Light up the Nob as he comes in.
>>
>>41679449
Let's give it a shot.
>>
>>41679414


Move away from the hole in the wall and to the stairs where the Orks must be coming up from. Throw down a couple of the containers to slow them down and purge the Xenos.
>>
1. Head to the stairs
2. Fire at the Nob once he comes in.
3. Throw down a container if that doesn't kill him

I need two rolls of 3d10 please.
>>
Rolled 7, 5, 3 = 15 (3d10)

>>41679536
For the Emperor!
>>
Rolled 10, 2, 7 = 19 (3d10)

>>41679536
Here we go
>>
>>41679536

Emperor protects!
>>
Rolled 7, 4, 5 = 16 (3d10)

>>41679536
>>
>>41679536
>Head to the stairs
>Rolling

I get we're Lamenters but surely we can't fuck that up can we?
>>
>>41679586
1st roll is for lighting the Nob up
2nd is for containers.
>>
>>41679599
Woops, been reading the instructions wrong. Never mind.
>>
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>>41679414
You rush to the staircase, arriving just as the Nob enters the doorway. You shoulder your bolter, kraken rounds still loaded, and unload. Bolt after bolt hits him, piercing his scrap armor and tough green hide then exploding, blowing bits and pieces of him off. He pushes through, getting about halfway up the stairs before one of the bolts blows his leg out, making him trip and fall back down the stairs. You pull the trigger intending to finish him, but are met with an empty click. With the nob quickly getting up, you think quickly and set your bolter down, grabbing a metal crate and lifting it overhead. The create is heavy and you feel stuff moving around inside. Just as the Nob starts getting to his feet, you throw the create down on him, crushing his skull and ending the wretched greenskin's life.

The create's lid pops open, and a heap of grenades start falling out with a clatter. You hear the boyz outside start shouting at each other to move in, they will likely enter the building soon.

>Plan of action?
>>
Whoops, forgot.

>1 Kraken round magazine remaining
>>
>>41679686
>Fire a bolt at the grenades when the orks go near it to set it off.
>>
>>41679686
Chuck grenades like an absolute madman. If possible, set up a grenade trap at the entrance to the building so the first guy to walk in gets turned to hamburger.
>>
>>41679686
Grab one of the grenades and toss it at the group of Orks coming in. Mob up the rest with Bolter, regular ammo.
>>
Y'know, this quest is really just a rip-off of that Legion of the Damned quest.
>>
>>41679721
>>41679728
HOLD ON
AREN'T OUR BATTLE-BROTHERS IN BUILDING
>>
>>41679744
Who cares?
>>
>>41679686

Thank the Emperor and reach for a grenade to throw it at the door entrance as the Choppa Boys enter. Reload and unleash hell on the Orks while they are staggered.
>>
>>41679760
This seems like the best option.
>>
>>41679744
Not familiar with that quest. If there are any similarities outside of being in 40k, then it's a coincidence.
>>
>>41679745
Chuck grenades outside building. And make sure the grenade trap, if possible, is at the entrance to the building, not near wherever we stashed our brethren.
>>
1. Grab grenade and throw it outside
2. Set up a grenade trap at the building entrance, away from your battle brothers
3. Fire at any surviving boyz that come in.

I need three rolls of 3d10.
>>
Rolled 2, 7, 7 = 16 (3d10)

>>41679791
Boom.
But on who...
>>
Rolled 1, 2, 8 = 11 (3d10)

>>41679801
>>
Rolled 4, 7, 6 = 17 (3d10)

>>41679791
>>
>>41679816
Oh crap... Well, that should have worked? maybe?
>>
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>>41679686
You grab a grenade from the pile, run to the door, pull the pin and chuck it out at the orks firing at you. It lands at the feet of three orks, who try to jump out of the way but are just too slow. The grenade explodes, killing all three of them.

Quickly, you grab another set of grenades and pile them up by the door, setting up a small trap, then fall back to the stairs. The remaining orks shout and charge in, and you fire at the grenades. These orks are faster then their dead comrades, however, and only the one in the back is hit by the blast. His left leg is blown off at the knee, but he holds up his bolter and continues shooting at you from the ground.

With two orks remaining and one injured, you shoulder your bolter and finish them off. The uninjured one tries to shoot you from the bottom of the stairs but you are faster, riddling the foul xenos with bolter fire. You fire one last shot into the injured orks head, blowing it apart save for his jaw.
>>
>>41680200
You reload your bolter and check your auspex. No more orks within 50 meters of here. You check the ork bodies and their trukk, taking any bolter magazines they have with them. You have enough standard ammo now that you don't have to worry about running dry anytime soon. You grab some grenades from the crate as well, just in case.

If there are orks here, then that would explain why most of the buildings around here are ruined. You believe one of the ork boyz mentioned not seeing humans for a while, perhaps everyone on this planet has been killed? Or maybe there are survivors somewhere in hiding. You don't know, but if this world has been infested with orks then you'll need to find a way to get off this world. The question is, how?

The ork trukk is still operational. You could load your battle brothers into the trukk and look for help, or you could empty one of the crates and load them in to hide them and come back later. Alternatively, you could dig in and put out a distress signal over the vox and see if any survivors pick it up. Of course, there would also be a risk of orks finding the signal as well. Whatever you choose to do you should do it fast, because if these orks noticed your ship's crash then more may come in time.

>Hide your battle brothers and the ship's equipment, then head out in the trukk and look for survivors
>Load your battle brothers and the ship's equipment into the trukk, then head out and look for survivors
>Investigate the nearby buildings on foot
>Set up a distress signal and dig yourself in
>Other
>>
>>41680200
"Oi, we're just pretendin to looz rite?"
>>
>>41680213
>>Investigate the nearby buildings on foot
>>
>>41680213
>>Hide your battle brothers and the ship's equipment, then head out in the trukk and look for survivors
>>
>>41680213
>Set up a distress signal and dig yourself in.
>>
>>41680213
>Load your battle brothers and the ship's equipment into the trukk, then head out and look for survivors
>>
>>41680227
>>41680229
>>41680259
>>41680265

Well fuck.
>>
>>41680287
>>
>>41680213
>>Investigate the nearby buildings on foot
>>
>>41680213
>>Load your battle brothers and the ship's equipment into the trukk, then head out and look for survivors
>>
>>41680213

Set up a distress signal a few blocks away, hide and dig in into a defensible location. If Humans come in, we'll be near enough. But if Orks respond the call, they won't find us. Maybe rig a grenade bundle to explode with a certain Vox-frequency trigger in case it's Orks.

Eat the Nob's brain and gain his knowledge.
>>
>>41680371
I second the part about eating the nob's brain only, for I am also the man who made this vote. >>41680265
>>
INVENTORY

Suit of Mk. 7 Astartes power armor
1 Boltgun
1 Astartes combat knife
1 Magazine of Kraken Pattern Penetrator Rounds (28 rounds each, longer range and better armor penetration)
3 Frag grenades

Standard ammo will no longer be tracked, as I realized in the previous combat section that that would have overcomplicated things. Special ammunition will still be tracked.

Also, quick tie breaker. Respond to this post with the number of your choice. I'll count votes in 5 minutes.

1. Investigate the nearby buildings on foot
2. Load your battle brothers and the ship's equipment into the trukk, then head out and look for survivors
3. Set up a short-range distress signal.

Also
>Eat an ork brain? Y/N
>>
>>41680371
hmmm, sounds good
>>
>>41680431
1
Yes
>>
>>41680431
1
Y
>>
>>41680431
Y

2
>>
>>41680431
>Eat an ork brain? Y/N
Yes
>>
Investigate and eat a brain it is then. Writing.
>>
>>41680431
Oh and 2
>>
>>41680213
Before you proceed, you need to figure out what's happened here. No better way to do that then to learn from the ork's memories. The idea of eating a greenskin's brain disgusts you, but you will have to bear it. Pulling out your combat knife, you find an ork who's head is still intact and get to work, sawing through the top of it's thick skull then prying it open to reveal the brain. You pull your helmet off and set it aside, reaching into the ork's skull and pulling the brain out, then tearing a large chunk of it off and popping it into your mouth.

The gene seed does it's work, and you immediately start seeing visions of the past through the ork's eyes. You see thousands of ork roks, plummeting towards a black planet. The roks crash on the planet surface, and thousands of orks begin to climb out and attack the populace. You see fighting, as the orks are met with resistance from the Planetary Defense Force and a detachment of imperial guards. They do their best to hold back the green menace, but ultimately are overrun. Eventually, the fighting starts to die down. The planet is taken, most of the factories are looted. With no humans left to fight, the orks start looking for a way off the planet, to continue their conquest to a new planet. The mekboyz start customizing looted ships and building new ones, in preparation for the ork exodus. Then one day, a ship appears from nowhere and crash lands on the planet surface. A band of orks on a trukk witness the crash and immediately make their way there, the Nob shouting for them to go faster before others get there and loot it first.
>>
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The memories fade, and now you know the situation. This planet was overrun and now the orks are preparing to move on to another. A lost forge world will surely attract attention from the higher ups of the Imperium, but if the world is overrun and no humans remain...

You should find a way off this planet, fast. The first step of that would be to look for survivors. You may head out on the trukk and search later, but right now you'll start by searching the immediate vicinity. Standing up, you leave the ork bodies behind and start searching the nearby buildings.

---------
You search the area for about an hour, finding nothing but crates, most of which contain things you don't need, like flak armor and lasguns. After searching the area high and low, you're just about ready to head back to the crash site when your auspex picks up another signature. This time, it's a servo skull.

Curious, you follow after the signal. Just as you start getting close you pick up three more signatures, all orks. You approach with caution, leaning past the corner and looking ahead.

There are three orks up ahead, one mekboy, one 'ardboy, and one grot. The mekboy is holding the servo skull and examining it.
>>
>>41681069
Does the Mekboy carry any guns that are strong enough to quickly kill a space marine? If yes, he dies first.
>>
>>41681097
Surely discretion is the better part of valor?

Until action is needed anyway. Right now, I don't see an immediate need.
>>
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>>41681069
"Oi now, wat's dis then?" It says, poking the servo skull curiously. The servo skull does a scan of the ork, then buzzes.

"Non-human entity detected. Shutting down."

The servo skul powers down, the light in it's eye immediately dimming. This does not please the mekboy, who knocks angrily on it's cranium.

"Oi. Oiiiiii. Where's the fuel cell on dis piece a' junk?"

The mekboy is holding an oversized wrench in it's right hand, a tool of it's trade that can also functions as a deadly weapon in it's hands. In it's left is a handflamer, a small but deadly short ranged weapon which fires burning promethium but has a low capacity. The 'Ardboy is carrying a shield and choppa, and the grot somehow got it's hands on a laspistol. The grot is a non-threat, if anything your only concern would be that it runs off and alerts more orks to your presence. The real threat is the mekboy and the 'ardboy. They haven't noticed you yet, you could take them by surprise or wait and see if they lose interest in the servo skull.

>Attack them by surprise
>Wait and see
>Other

Sorry for the delay, internet started acting weird.
>>
>>41681142
>>Attack them by surprise
>>
>>41681142
>>Attack them by surprise

The ardboy first.
>>
>>41681142
>Shoot down the Ardboy with a few Kraken rounds then swap to normal rounds for the Mek and Grot.
We need that Servo-Skull to find other survivors.
>>
>>41681142
>>Wait and see
>>
>>41681142
Kraken rounds and then blast the 'ardboi in the face.
>>
>>41681142

Put a bolt into the 'Ardboy when he had his guard down, then shoot the Grot to prevent it from running. Kill the Mek last. Use normal bolts, unless we don't drop the 'Ardboy right away - if he survives, chuck a grenade behind him and kill him while he is dazed.
>>
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>>41681142
You need that servo skull, it may have information you could use. If you have to kill orks to to get it, then all the better.

Loading your last magazine of kraken rounds, you take aim at the 'Ardboy. His shield will make fighting him difficult, best to kill him now before he has a chance to use it. After that, you'll switch to normal rounds and kill the grot, then focus on the mekboy. Kraken rounds loaded, you lean over the corner and fire.

------
1. Shoot the 'Ardboy with kraken rounds
2. Switch to standard rounds and kill the grot
3. Shoot the Mekboy

I need three rolls of 3d10.
>>
Rolled 10, 10, 7 = 27 (3d10)

>>41681298
Emperor Protects.

But does the dice...
>>
Rolled 3, 8, 4 = 15 (3d10)

>>41681298
>>
>>41681309
Ah yeah 2% chance baby.
>>
Rolled 2, 6, 10 = 18 (3d10)

>>41681298
First roll of the day
>>
>>41681309
https://www.youtube.com/watch?v=-m7e7tCn7Bk
>>
>>41681298
You fire two rounds into the 'Ardboy's back, exposing it's spine and killing it instantly. With practiced hands, you swiftly change to standard ammunition and take aim again at the grot, ending it's miserable life before it even knows what's going on.

"Wo-" The mekboy starts. He has no time to finish, as you empty another 8 rounds into it's chest. It falls to the ground, thoroughly dead, the servo skull falling from it's hand and onto the ground at it's feet.

With the orks dealt with, you reload your bolter and pick up the servo skull. At your touch, the servo skull powers back up, the red light in it's right eye socket slowly coming back to life. It scans you, making clicking noises as it process the new information, then it's voice module speaks again.

"Human entity detected. Replaying audio recording."

There's a series of clicks, then the voice module comes to life again, this time in a different tone.

"This is Private Callen Leversee, of the 194th Fumarius IV PDF regiment. Calling out to all survivors: We are holed up and looking for a way to evacuate the planet. If anyone's hearing this, come to these coordinates and bring any guns, ammo or supplies you have. Emperor be with you...Emperor be with us all."

The transmission end after providing you with the coordinates. So there are survivors here after all. You don't know how old this recording is, for all you know those survivors might have been caught by the orks already, but it's the only lead you have so you'll just have to hope.

Picking up the mekboy's hand flamer, you start heading back to the clearing. The coordinates are far from here, but you should be able to get there quickly if you take the trukk. Question is, should you bring your brothers with you, or wait until you know for sure the survivors are still there?

>Bring them with you
>Hide them and come back later
>Other
>>
Back in a bit. While I'm gone, what are your guys's thoughts so far? Thread's a little slow since this is the first thread, but is everyone having fun at least?
>>
>>41681572

Hide your brothers, and load the Trukk with grenades, Lasguns and other supplies the PDF could use. Then start making way towards their hideout.
>>
>>41681572
>Bring them with you.
We really don't want to risk them getting found.
>>
>>41681572
>>Bring them with you

I don't think there's anything particularly defensible or hidden about our current position.

>>41681602
Is good boss.
>>
>>41681572
>>Bring them with you

>>41681602
S'alright. Killing Orks is always fun.
>>
>>41681616

We should bring the survivors any supplies we can. After making
contact, we can return to get our brothers and any remaining supplies.
>>
>>41681572
>>Bring them with you
>>
>>41681572
>>Bring them with you
>>
>>41681637
I think the bigger priority is getting our brothers to safety. Astartes are not as easily replaced as any supplies on our ship.
>>
>>41681572
grab them and any supplies they might need and then sneak over there.
>>
>>41681667

Fair enough. But at least we should try to hide the remaining weapons an ordnance so the Orks don't find them and we can return with the PDF remnants for them.
>>
>>41681572
You arrive back at the crash site and start loading your brothers onto the trukk. After that you start loading supplies that the survivors could use as well. A crate of lasguns, some flak armor, grenades, anything you can find. You might have been able to pack more had you left your brothers behind, but you are not willing to risk your brothers being found. You consider bringing some of the equipment from the wreckage as well, but decide against it. Most of the weapons on board are too big for normal humans to use. You do take a couple boltpistols from the dead serfs with you though, they are too small for you to use but just right for a human. Whatever you don't bring with you you pack into an empty crate and leave behind, just in case.

With everything loaded up, you start up the trukk and start driving. Emperor willing, you'll find the survivors there safe and sound.

--------
The coordinates bring you to a heavily damaged building with the words "Material packaging facility" painted in low gothic on it's crumbling wall. Had the servo skull not given you all the information you need, you might have assumed the survivors were bombed out and dead. With the servo skull's information though, you know that they are hiding in a bomb shelter hidden below the facility, hidden under the many empty crates you find inside. It looks like the orks have already looted this place, hopefully they didn't find the hidden shelter below. You push the empty crates around, looking for the shelter entrance. Finally you find it, a false crate that is welded to the ground. You feel around for the hidden flap the servo skull informed you of, then open it up and pull the latch hidden behind it.

The false crate moves aside, revealing a drop down and a set of metal stairs heading further underground. You drop down, making a loud thump as you do from the combines weight of you and your power armor and proceed downstairs, the door automatically closing behind you.
>>
>>41682199
The ceiling is low, probably because it was built for normal humans. You have to crouch down to proceed, but finally reach a higher ceiling at the bottom of the stairs. A sealed door lies in front of you. There is a destroyed keypad where you assumed you would normally had to type in a code of some sort, but it seems someone busted it and tinkered with the wires. You pull the latch and it opens without issue, leading to a small white room and another door. As soon as the door behind you closes you hear vents spring to life. All the black smog that followed you in is vented out, leaving only clean air. The door forward unlocks once the air has been filtered, and you start to open the door.

"Hold it!"

Immediately after opening the door, you are greeted by a man standing behind a heavy bolter mounted on the opposite side of the room. As soon as he sees who you are, his eyes widen and he lowers the heavy bolter.

“Space marine? By the emperor, Callen finally did it!”

Behind your helmet, you raise an eyebrow in confusion. What exactly did Callen do? It seems this man is misunderstanding something.

“S-so, uh, how many more of you are there si-er, that is, my lord? Where's your ship, are we ready to evacuate now?”

>"No others, I am here alone. My ship crashed several kilometers from here and my brothers were critically injured."
>"My ship is destroyed. I have come hoping you would know would know where to find another one."
>"You seem to be misunderstanding something. Bring me to whoever's in charge, I must speak with them."
>"All in due time. I must speak to whoever's in charge here first though."
>Other
>>
>>41682241
>>"All in due time. I must speak to whoever's in charge here first though."
>>
>>41682241
>"All in due time. I must speak to whoever's in charge here first though."
>>
>>41682241
option 3 or 4
Don't lead them along but don't crush their hope
>>
>>41682241
>"All in due time. I must speak to whoever's in charge here first though."
>>
>>41682241
>>"All in due time. I must speak to whoever's in charge here first though."
>>
>>41682241
"All in due time. I must speak to whoever's in charge here first though."

"Ah, r-right. Private Callen's the one in charge here, I'll take you to him."

The man behind the heavy bolter opens the door behind him, leading into the shelter proper. You follow after him, ducking to get through the door.

There are about 30 people here in the shelter. By the looks of it, most of them are normal, untrained civilians, at least two of which are children. You see a few people wearing flak armor and carrying lasguns, but you're not sure if they're actual guardsmen or just civilians with a guardsman's equipment. Immediately after entering the shelter all conversation dies down, and everyone stares at you. You're not surprised, you've learned that this is the normal reaction from civilians when they encounter a space marine. You follow the man who was guarding the entrance to a room in the back, where someone wearing the robes of a techpriest is standing in front of the door.

"Is private Callen still in there?"

The techpriest nods, stepping aside to let you enter, then closing the door behind you once you're in.

Tables filled with guns, food, and other essential supplies are set up all around this room. More interesting is the large vox terminal set up on the right side of the room, where a man you presume to be Callen, is shouting into the vox angrily.

"So that's it then? You're just going to leave us to die along with the greenskins, is that it?!"

"I am sorry guardsman, but there is nothing we can do. We cannot risk sending a rescue team for the sake of only 30 civilians."

"Emperor's sake my lord, there are children here! How can you jus-" He stops mid-sentence upon noticing you. His face twists with confusion as he looks at you and back at the vox.
>>
>>41682587
"Guardsman? Are you there?"

"...Yes my lord, didn't you just say you couldn't send a rescue team? Why is there a space marine standing here right now?"

"Pardon? I have not sent any marines there, we have not even reached your system yet."

"Then why is there a marine wearing yellow armor right here?"

"Yellow? That is not our chapter's color...You there, marine, speak into the vox. Who are you, why are you on Fumarius IV right now?"

You don't recognize the voice over the vox, but he speak with authority. You approach the vox terminal and answer him accordingly.

>"I am brother Anterius, of the Lamenters chapter. Who is this?"
>"My name is Antarius, I am a veteran of the Lamenters chapter. My ship crashed on this planet after a major malfunction during a warp jump."
>"I am Antarius, sternguard marine of the Lamenters chapter. My ship crashed on this planet and my brothers are all dead or wounded and in suspended animation. I need to find an apothecary to treat them and retrieve their gene seed."
>"I am Antarius, sternguard veteran of the Lamenters space marine chapter. I have come to this shelter intending to help these survivors evacuate the planet."
>Other
>>
>>41682592
Can't guarantee anyone here isn't corrupted and hiding it well. Or perhaps the voice on the other side of the vox therefore I say.

>"My name is Antarius, I am a veteran of the Lamenters chapter. My ship crashed on this planet after a major malfunction during a warp jump."
>>
>>41682592
>"My name is Antarius, I am a veteran of the Lamenters chapter. My ship crashed on this planet after a major malfunction during a warp jump."
>>
>>41677721
Quick question. Can we have good things happen to the Lamenters for once?
>>
>>41682241

>All in due time, I must speak with your leader.
>>
>>41682592
might as well keep being honest. Maybe we can get an airlift.
>"My name is Antarius, I am a veteran of the Lamenters chapter. My ship crashed on this planet after a major malfunction during a warp jump."
>>
>>41682637
Well, things have been going alright for this guy so far. The civilians don't seem to be chaos cultists.
>>
>>41682647
More importantly, they maybe willing to come for the Equipment. They might even piece together 'Dead Marines' without anyone saying anything.
>>
>>41682652
Later we find out that the Inquisition let the world be overrun by Orks to clear Chaos cultists, but didnt tell anyone.
Now since we crashed here it looks like we're supporting cultists.
Also all the Lamenters somehow all get his in the nuts by high speed shrapnel, because God hates them.
>>
>>41682668
We could set up a moderately fortified landing zone with the marine equipment and the surplus we have. Some grenades and maybe twenty armed with lazguns, pistols and a heavy bolter could fend off a light ork assault.
>>
>>41682680
hit*
>>
>>41682592
>>"My name is Antarius, I am a veteran of the Lamenters chapter. My ship crashed on this planet after a major malfunction during a warp jump."
>>
>>41682592

"I am Brother Antarius, Veteran of the Lamenters Chapter. Who am I talking with?" If they don't flip their shit at "Lamenter", tell them everything and request for an Apothecary for starters.
>>
>>41682592
"My name is Antarius, I am a veteran of the Lamenters chapter. My ship crashed on this planet after a major malfunction during a warp jump."

"Lamenters?" There's a long pause, then the marine on the other end of the vox sighs. "I am sorry brother, you've come back to us at the wrong place at the wrong time. How many of you are there?"

"Eight in suspended animation. The rest besides myself are dead."

There's a long pause of the vox. "How many other ships are there besides your own?"

"To my knowledge, my ship was the only one to land here. I believe we were separated from the rest of our fleet while we were in the warp."

"...That is unfortunate. I wish I could help you, brother. I wish I could help everyone still alive on that planet. Perhaps if there were more of you then I could, but it would be irresponsible of me as a chapter master to risk the death of my marines for only 30 civilians and nine marines of a chapter not my own. It pains me to say this, but if you want to survive then you will have to find your own way off the planet."

"There IS no other way off this planet, the only ships left are all in ork hands. Do you really expect 30 of us and one marine to fight through a horde of orks and take one of their ships? I don't think anyone here even knows how to pilot one even if we did succeed."

"I'm sorry, but that's your only chance of survival. Our ships will arrive in two hours. If you can't find a way off the planet by then, then I'm afraid there's nothing I'll be able to do. Emperor be with you."
>>
>>41682891
"Hello? Hello?! Dammit!" The private shouts, smashing his fist onto the vox terminal. He hangs his head, defeated. "Well that's it then, we're done. We're all going to die now."

"What do you mean?"

"You heard him, the ships are gonna be here in two hours and there's no rescue team. Planet's too far gone, the higher-ups deemed us too far gone and now they're sending a fleet of marines to stomp out the orks before they can spread to other planets. They're calling for an exterminatus."

You feared as much. With the planet completely overrun and the orks preparing to leave and invade more worlds, now equipped with the best weapons a forge world can provide, it's no wonder the Imperium has decided to cut their losses.

"It is not over yet." You tell him. "You spoke as though you knew where the orks are keeping their ships. If rescue is not coming, then we will have to make our own rescue."

"And how are we supposed to do that exactly? There's 30 of us, and the place they're keeping their ships are heavily guarded. We'll never make it."

>"We have no choice. It's either take the risk and potentially escape, or do nothing and face certain death along with the planet."
>"I am a veteran marine, I've fought orks and all other enemies of the Imperium for over 300 years. I will get everyone off this planet safely, you have my word."
>"We will not know unless we try. Better to die in battle then perish in the fires of exterminatus."
>"If you will not even try then feel free to stay here and die like a coward. I will go, and I will take anyone else who still has the courage to fight with me."
>Other
>>
>>41682896
>"We will not know unless we try. Better to die in battle then perish in the fires of exterminatus."
don't be a pussy.
No time to grab the rest of the stuff from our crash landing-we should start arming up and heading.
>>
>>41682896
>"We have no choice. It's either take the risk and potentially escape, or do nothing and face certain death along with the planet."

So much for something good happening to a Lamenter. Welp, They're all fucked. But hey! There are two kids! If they bag a few Orks they'll be totally worthy to join a Chapter.
>>
>>41682896

"I am a veteran marine, I will get everyone off this planet."

We have two hours, so I don't think we can go back and rig some ship weapons on the Trukk. Ask Callen what arms, supplies and transportatio they have.

If they have no transport of their own, its gonna get hairy trying to get 30 civvies and the Marines off the Planet.
>>
>>41682896
>"We have no choice. It's either take the risk and potentially escape, or do nothing and face certain death along with the planet."
>>
>>41683007
Can't sacrifice those marines either. If there's hope saving the Gene Seed, it must be saved. But, I'm not seeing how it's going to be possible.
>>
>>41683007
Not to mention there's technically no guarantee that any Ork ship not piloted by an Orc will A. Work B. be properly pressure sealed.
>>
>>41683101

Die trying rather than lying down and accepting death.

Are the Exterminatus ships still en route, or do we have anythin in orbit? Maybe we could ask them for artillery support, if nothing else? They most likely won't drop any equipment on a doomed planet, though.

We should ask Callen what their actual numbers are, how many know what they are doing, if there is ant others, do they have vehicles.. We should also take the Heavy Bolter with us. Time to go Devastator.

Basically, walk and talk.
>>
>>41683032
I think we can try for a low orbit ship. Get a basic transport and get everyone in the air.

I know the other marines don't want to launch a full blown assault but if they can spare a Thunderhawk or two then a mid air rendezvous might work.
>>
>>41682896
"We have no choice. It's either take the risk and potentially escape, or do nothing and face certain death along with the planet."

The private thinks for a moment, sighs, then nods his head. "Guess if we're fucked either way, might as well go down swinging. But what's the plan? The ork ships are a long ways from here, how are we going to get there in time?"

You tell him about the trukk you've brought with you, and all the supplies you loaded in. You've brought enough grenades, guns, and flak armor to outfit everyone here.

"It's not a lot compared to what the orks are carrying, but it's enough to give us a chance I guess. I'll let everyone know what's happening and get them loaded up."

"You seem to know the area where we're attacking, do you have a plan of attack?"

"Just one. Drive in, huddle down, and get to the ship as fast as possible. No other way we're getting in, the place is too heavily guarded and we're short on time. God-Emperor help us, because we're gonna need it."

-------------
Two dakka boyz stand outside the hangar. Told by the warboss to keep out the grotz, they stand outside, bored out of their minds.

"Why do we have ta keep da grotz out? Day knowz bettah than tah mess wit da mekboyz."

"Da boss sayz we wuz muckin' about. Dat's why we'ze here."

"Aaaargh! Why ain't dere no more humies ta kill? It's been to damn borin' since we killed em all."

"We'ze gettin' on the ships soon, calm ya head! Dere's more humies to kill out dere, we'ze just gotta git off dis planet an'...'ang on, ain't dat trukk goin' a little to fast?"

The other dakka boy smacks the other over the head. "You git, ain't no such ting as too fas-"
>>
>>41683173
BOOM!

The trukk smashes through the ork boyz, leaving a bloody trail behind it. 30 humans, all wearing gas masks and packed as close together as possible, some sitting on top of each other and the bodies of the fallen space marines, huddle down as tight as they can to avoid the resulting gunfire. Private Callen drives the trukk, gritting his teeth and trying his best not to crash as he drives full speed into the hanger. Standing on top of the trukk is you, your power armor's magnetic boots keeping you attatched to the metal trukk as you rain fire on the orks with the heavy bolter from the shelter.

"Humies! Humies in da hangar!" One ork screeches, before being torn apart by heavy bolter fire. All around, orks start scrambling for their guns and choppa, caught completely off guard by the sudden attack.

"We're gonna need a big ship to carry everyone and all those bodies, they keep the big ones in the back!"

"Drive forward then guardsman, the safety of these people relies on you." You tell him. This plan is foolish, a suicidal assault which would only be used by the most crazed or desperate of people. Unfortunately, you are that desperate, so there's no other choice than to push forward and hope for the best.

A squad of orks start scrambling to make a blockade ahead of you. Ten ork boyz, 5 with lasguns, 4 with bolters, and one with a rocket launcher, stand in your way.

“Grot on a stick, someone git those humies outta my hangar!” A mekboy shouts, reaching for a plasma rifle.

>Plan of attack?
>>
>>41683173
>.'ang on, ain't dat trukk goin' a little to fast?"
What a git.
>>
Gotta go do something, back in a bit. Sorry if that last update was kind of rushing ahead, I have to leave soonish, so I'm sorta hurried to finish up
>>
>>41683187
Well the Rokkit Launcher dies first.
>>
>>41683187
And hey, if it works the Private might get promoted to Corporal.
>>
>>41683187
Lob two fistfulls of grenades at those blockading orks, and have the PDF guys supply covering fire on any survivors with their lasguns. While they're shooting, take out the mekboy with our bolter, and once he's down use it to help finish the PDF finish off any blockading orcs.
>>
>>41683187

Throw a grenade at the group of Orks, then make sure the Ork with the Rokkit dies. Then shoot the mek boy with the Plasma and start raining down suppressive fire while Callen has his men get a ship and haul everyone inside. Let the Orks hear you war cries and focus their attention on you so the rest have at least a chance.

Callen and his men should also have lots of grenades and be prepared to toss 'em like candy, right?
>>
Alright, I'm back.

1. Lob grenades at the blockade, specifically targetting the ork with the rokkit launcher
2. Have the PDF troops supply covering fire
3. Shoot the mekboy
4. Help finish any remaining orks in the blockade

I need three rolls of 3d10 please.
>>
Rolled 8, 4, 5 = 17 (3d10)

>>41683304

Here comes the big one.
>>
Rolled 8, 8, 9 = 25 (3d10)

>>41683304
>>
Rolled 8, 1, 8 = 17 (3d10)

>>41683304
>>
>>41683324
>>41683340
>>41683348
https://www.youtube.com/watch?v=AGlza-6TwvE
>>
>>41683367
I've been listening to bolt thrower for the last hour or so. Can't decide if i like them or not.
>>
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>>41683367
How long were you waiting for the right moment to post that?
>>
So are we in the 42nd millenium? I think the Lamenter's crusade only ends by then, does it not?
>>
>>41683487
Maybe we've actually been thrown back in time by the warp. Then we'd have to start a penitent crusade all over again, with just 1 marine.
>>
>>41683517
That sounds lovely.
>>
>>41683187
You let go of the heavy bolter with one hand to pull out a grenade. You pull the pin off using your thumb, and chuck the grenade at the blockade, specifically at the ork with the rokkit launcher. The grenade lands at it's feet, and it barely as time to shout before it and the two orks next to it are blown up.

"PDF troops, start firing on the blockade ahead! Everyone else, grab a grenade and throw it!" You command. Everyone obeys, either standing up to shoot or grabbing a grenade and throwing it overhead. You even see the two children start throwing grenades.

You turn your attention to the mekboy reaching for his plasma gun. Just as he starts to shoulder it you start raining the emperor's fury on him with your heavy bolter. He's riddled with bolter fire, when one hits the plasma gun and it explodes, ejecting hot plasma all over the screaming mekboy.

With the mekboy dealt with, you turn your attention back to the blockade. The civilians are doing a good job, and you finish the rest off with rapid bolter fire. The last of the orks die, but one last grenade goes off, nearly hitting the trukk had Callen not swerved in time.

"Watch where you throw those things, dammit!"

"S-sorry!" One of the kids apologizes.

The trukk comes sliding to a stop in front of the ship. Everyone piles out, running up the open ramp into the ship. You deactivate your magnetized boots and jump down. Quickly, you start pulling your brothers off the trukk and into the ship. Gunfire whizzes overhead, sometimes glancing off of your power armor, but you maintain your calm. In many ways, this reminds you of Slaughterhous III. It is not your first time being in the line of fire, and Emperor willing it will not be your last.

The PDF provides covering fire as you work, doing their best to keep the orks off you. After loading the last of your brothers onto the ship, you rush inside and through the ship, up to the cockpit.
>>
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>>41683532
"Dammit you piece of shit, work!" Callen shouts in frustration, pounding a fist into the ship's console.

"The orks have muddled with the circuitry. I will be able to fix it given time." The techpriest informs you both.

"Well work fast, we don't have-"

"HUUUUUMIEEEES!" Something roars, loud enough to be heard over the overwhelming gunfire. Suspecting the worst, you rush back outside and confirm your fears.

An ork warboss, a couple feet taller than you and much wider, comes stomping towards the ship. Carrying a stormbolter in one hand and a mechanical claw in the other, he comes marching ahead of the ork line, eyes trained directly on the ship.

"Emperor preserve us, get this ship in the air, now!"

The warboss is approaching and the techpriest needs time to get the ship operational. You need to buy them time.

>Plan of action?
>>
>>41683428
Quite a while actually, I won't even lie. also, just realized I forgot my trip with that post. Whatever.
>>41683404
I like both D-Rock and Bolt Thrower personally.
>>
>>41682891
>I wish I could help everyone still alive on that planet. Perhaps if there were more of you then I could, but it would be irresponsible of me as a chapter master to risk the death of my marines for only 30 civilians and nine marines of a chapter not my own.

How can this coward be a chapter master? This sounds heretical to me.
>>
>>41683547
I don't know, Load Kraken Bolts and start with the Dakka? Not a particularly great position here.

>>41683573
Well some Astartes couldn't give less of a fuck about civvies. He might also not be a fun of the Lamenters.
>>
>>41683547
Do we still have a consistent arsenal in inv?
>>
>>41683547

Walk out of the ship and try to buy the Techpriest time. Should we try to keep the Orks at bay using our heavy bolter, or do a noble sacrifice and duel the Boss?

We could pull the pins on two grenades and bum rush the Boss..
>>
>>41683573
Bear in mind, the place is absolutely infested with orks, and one space marine is worth way more than 30 normal civilians by most space marine standards. And that's assuming only one is injured or killed.

That said, it really did sound like he wanted to help. You would have imagined it was more a "I really want to, but sending marines into a proverbial ant hill for 30 normal humans would be a bad trade, and I have to think of my chapter."
>>
>>41683547
All our battle brothers are in the ship? All the civilians are in the ship? The Trukk Empty?
Then I propose an assault.
We get on the truck, go as fast and as hard as we can, load kraken rounds into tha warboss, and jump off in the last minute.
It might not kill him, but if the Emperor is forgiving it might immobilize him,
Or get caught by the truck and carried off to the horizon.
>>
>>41683604
I would imagine the Codex Astartes would support this action.
>>
>>41683596
* more a "I really want to, but sending marines into a proverbial ant hill for 30 normal humans would be a bad trade, and I have to think of my chapter." than a *I don't want to because I'm scared also fuck civvies and fuck Lamenters*
Fuck, I just forgot to finish my sentence. God dammit.

>>41683604
>All our battle brothers are in the ship? All the civilians are in the ship? The Trukk Empty?
Yes to all of the above, except the box of grenades is still there.
>>
>>41683604
Oh and aim for the eyes, so preferably he won't know when to dodge.

>>41683619
>the box of grenades is still there
Even better.
>>
1. Load kraken rounds into bolter
2. Jump in trukk
3. Drive towards warboss and shoot at him
4. Jump out at last second and crash trukk into him.

I need two rolls of 3d10.
>>
Rolled 7, 10, 5 = 22 (3d10)

>>41683650
>>
Rolled 6, 1, 8 = 15 (3d10)

>>41683650
>>
Rolled 9, 9, 10 = 28 (3d10)

>>41683650
The mailed fist of the Emperor!
>>
>>41683604
This maneuver is called STEHL HAMMAH
>>
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>>41683679
>>
Rolled 5, 7, 8 = 20 (3d10)

>>41683650
"If I survive I definitly have to tell Assault-Brother Armites about this"
>>
>>41683547
With your heavy bolter running low on ammo, you drop it and draw your boltgun, loading your last magazine of kraken rounds. Loaded and ready, you jump back into the trukk and drive straight towards the warboss. Desperate tactics have already gotten you this far after all, might as well continue with the desperate tactics.

With one hand on the wheel and one on the bolter, your fire start unloading your whole magazine into the warboss. The shots all connect, blowing off bits and pieces of the massive ork, but a warboss is far tougher than any other ork, and he continues to fire his storm bolter at you and the trukk even as pieces of him fly off.

One of the ork's bolts strikes the trukk's engine, causing it to sputter and smoke. Surprisingly, this actually helps your plan. At the last minute, you jump out of the trukk and send it barreling into the warboss. It explodes on impact, along with the crate of grenades in the back, consuming the warboss in flames.

However, no sooner have you gotten to your feet than the warboss comes out of the fires, burned and wounded but still alive.

"You ain't takin' any of my ships, space marine! Ahm' gonna rip ya ta shreds! WAAAAAAGH!"

The warboss charges forward, stormbolter firing and giant mechanical claw outstretched. You need to think fast, the techpriest is still trying to fix the ship.

>Plan of attack?
>>
>>41683547
throw vox among the orks, then have it say "Gork is better than Mork!"

or just shoot the fucker
>>
>>41683791
Knew it wouldn't finish the job. Good try though. Is the basic rounds gonna do all that much? We're still in a lot of trouble.
>>
>>41683791

Grab the nearest heavy object and swing it at the Warboss with all the fury and might of lord Sanguinius. If we connect and manage to distract him at least a bit, jump on his face and start working with Astartes combat knife.
>>
>>41683822
Isn't that a little too desperate even for our Bad-ass?
>>
>>41683791
Well I am kinda out of ideas.
Keep distance, and try to lure him among the other ships. Keep him away from our ship at all costs.
Maybe scream something along the lines of "The Emperor is bigger and better than Gork and Mork combined!"

>>41683820
I think at this point, we better off trying to distract it than kill it. The speed of the Techpriest is our only hope.
>>
1. Fire at the warboss
2. Keep your distance, keep him away from the ship

I need two rolls of 3d10.
>>
Rolled 4, 2, 8 = 14 (3d10)

>>41683865
>>
>>41683833

You aren't a Lamenter if you're not desperate and ready to fight to the death for others.

Besides, I have a good feeling about it.
>>
Rolled 10, 8, 10 = 28 (3d10)

>>41683865
Just adding a bit
>spit at his eyes
>>
Rolled 9, 2, 8 = 19 (3d10)

>>41683865
>>
>>41683883
my first post after reading the whole thread. That sure made my day better.
>>
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>>41683883
Emperor is with us.
>>
>>41683791
You do your best to keep your distance, firing at the warboss as you go. Most of the shots connect, but it's only wearing him down little by little. As you run, a squad of orks carrying rokkit launchers gets into position in front of you and fires all at once.

But thankfully, your reflexes have been sharpened from centuries of war, and you turn the tables against them by rolling out of the way, just in time for the rokkits to fly past you and strike the warboss in the face.

"Gaaah, ya bloody grots!" It shouts, covering it's face in pain with it's clawed hand and firing it's storm bolter at the offending orks with the other. All three orks are blown apart for their offense.

Up ahead, the guard that originally stopped you at the shelter comes running out of the ship. "My lord! Get in the ship, we're ready to go!"

"You ain't goin' NOWHERE, 'umies!" The warboss growls, leveling it's storm bolter at not you, but the PDF soldier this time.

"No!"

The warboss fires, riddling the trooper with bolter fire. His right arm is torn off, followed by his left leg. He screams for just a brief moment, before death silences him and he collapses in a pool of his own blood.

The warboss stops to reload. The ship is ready to go, but you grit your teeth and your heart rate picks up. Primal rage washes over you, a feeling you've become very familiar with over the years. The Red Thirst claws at you, demands that you tear the warboss apart, rip him to shreds and let his blood paint your armor green. Even as the primal rage that is your progenitor chapter's curse claws at your mind, you stay in control through sheer power of will. The ship is ready, the others are waiting for you to get on so they can get out of here before the ship come and destroy the planet. Yet the red thirst pulls you back, demanding that the warboss be purged in the name of the emperor.

>Resist it
>Accept it
>>
>>41684030
>Accept it
Pretty sure he could take down the ship if we don't.
>>
>>41684030
Course it does... and our instincts don't sense the coming of ultimate purging.

Probably best to resist.
>>
>>41684053
Oh, Is that so? Change my vote to that then. Bad if ship goes down.
>>
>>41684064
I'm no expert on 40k, but I'm betting that the warboss could jump onto the ship as we get on it, or rally more rocket launchers
>>
>>41684053
This is an FTL capable shuttle we're talking about, I would assume he'd need more than that storm bolter of his to take it down.
>>
>>41684030
>Resist it
Come on guys, we could develop our own cure and help all the successor chapters.
>>
>>41684115
I think we just rolled exceptionally high on a will save. I doubt this is a normal thing.
>>
>>41684115
>>41684127

Whoops sorry, my bad. saw the options, and I thought we are dealing with Black Rage here.
If this is the Warboss of all the orks who invaded the planet his death could make things much easier to the eradicating force.
>>
>>41684136
It's exterminatus. That's irrelevant. The Writ of Exterminatus has already been signed.
>>
>>41684030
>>Resist it
>>
Resist
>>
Calling the vote now. Writing.
>>
>>41684180
"You Are Dead" Incoming.
>>
>>41684151
Real pity. Saving a forgeworld would be a kickass way to get the Lamenters back on track
>>
>>41684030
Resist that shit.
>>
>>41684189
Well another chapter had given up on the world. One Lamenter would probably not be able to do much. Still he saved 29 people and 8 marines from certain death. As expected of a decorated Astartes.
>>
>>41684189
The forgeworld is already as good as dead anon, killing a single mid tier warboss wouldn't do anything to save it.
>>
>>41684211
As I said, only if this guy is the warboss to all the orks.
That thing is mid tier? Holy shit.
>>
>>41684241
Even if it was, that would have only caused a greater swath of destruction as the Orks fought among themselves. The problem wouldn't be solved.
>>
>>41684255
Surely and organised force that's preparing to hop onto the next planet, is worse to deal with than rival factions that kick each other in the nuts.
>>
>>41684241
I get the impression you don't quite appreciate the sheer scale of a WAAAGGHH big enough to infest a factory planet thoroughly enough to warrant an exterminatus. Contrary to popular opinion, the Inquisition is very, very hesitant to approve of them, and almost never opt to permanently destroy a world as valuable as forge world, unless there is absolutely no other alternative.
>>
>>41684281
Well, again, it's a moot point as in less then an hours there will be no orkz either way.
>>
>>41684292
>>41684299
Welp, let's skaddle the fuck out of here then.
>>
e Red Thirst demands the warboss's death, but you have no time to waste. You must get off this planet with the others, or else you and everyone else will be purged along with the orks. You fight the thirst, forcing it back and finally regaining control of yourself in time to avoid being blasted by the warboss's storm bolter.

You run for the ship as quickly as you can. Bolts fly over your head as you run, the warboss shouting for his underlings to chase after you. The ship ramp closes behind you, and the ship begins to rise into the air. your hear the sound of gunshots plinking off the ship's hull, then the ship lifts off, flying out of the hangar and into the air.

--------
The chapter master's ship exits the warp, finally arrived at the fallen forge world. A marine approaches him, informing him that the cyclonic torpedoes are ready to fire.

"Is there any sign of the Lamenter and the planet's survivors?"

"No my lord, there's no sign of them."

The chapter master sighs. "A pity. I truly hoped they would survive. Prepare to fire on my-"

"My lord, we've just picked up a new signature."

The chapter master leans out of his seat. "Are they orks?"

"No my lord, we're picking up human signatures on that ship."

A sigh of relief escapes the chapter master. "Thank the Emperor. Send a thunderhawk to escort them onto the ship. Fire the torpedoes once they're out of range."
>>
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>>41684421
-------
The tech priest steers the ship up into the planet's atmosphere. Suddenly, multiple ships come out of warp jump, the chapter master's fleet.

"Looks like we made it in the nick of time." Callen says, wiping the sweat off his brow.

"None of this would have been possible had you sat and done nothing like you were going to." You comment.

"I guess your right. Not gonna lie, we wouldn't have made it out of there if you hadn't come along. So, uh, thank you, my lord."

"I am just doing my duty."

A thunderhawk approaches, and a voice over the vox asks you to follow after it. The tech priest obliges, following after them.

-------
Damn! Someone git dese ships up an' runnin'!"

"We can't boss, da mekboyz is dead."

"Well find a way, ya grots! They's already gotten away."

"Wait, boss. What's does things headin' towards us?"

---------
The cyclonic bomb hit, igniting the planet's atmosphere and consuming the planet in fire. The explosion can be seen from space. Right now, billions and billions of orks are being purged in the Emperor's fire, not a single one will survive. The planet will never be inhabitable again though, and that's assuming it's core isn't destabilize, causing the planet to crumble into an asteroid field.

Cheers can be heard amongst the civilians, grateful to have survived. You do not join them, for this victory is bittersweet. You may have survived and rescued most of the civilians, but you haven't forgotten that all but 8 of your brothers are dead, along with that PDF soldier the warboss killed before takeoff. You may not have known him, but to you his death feels like a failure of duty. You are happy to have rescued most of the civilians, but you regret not having saved all of them.

The ship docks with the largest vessel. Time to meet the chapter master who nearly condemned you all to death by exterminatus.
>>
Gotta go now, I'll finish the last bit on my phone. That may take a while. Thread's almost done though.
>>
>>41684443
Thanks for the thread OP!
>>
>>41684443
Well I'm gonna pass out now, but thanks for running Sparks, you do know how to write Ork dialogue pretty damn convincingly.
>>
>>41684473
>>41684544
Still one more choice after this, but after that, thread's done. Feel free to pass out if you're tired though, it's not much to catch up on.
>>
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>>41684430
------
You are brought up to the ship's bridge together. There, chapter master sits in his command chair, which swivels to face you when you enter.

The chapter master wears green Mk.6 power armor with no helmet. His face is coal black, and his eyes are red as blood. He smiles when he see you all.

"Greetings. I am glad you all managed to escape in time. Allow me to introduced myself, I am Ar'shun, chapter master of the Salamanders chapter. I am sorry I was not able to send a rescue team, thankfully the emperor has smiled on you all and sent someone else to rescue you, a Lamenter of all things."

The Salamanders chapter, you are very familiar with them. A legendary chapter from the first founding, well known for their heroics and care for the Imperium's citizens. Your chapter has not had much contact with them, but you are all very familiar with their reputation. Something doesn't add up though. The chapter master said his name is Ar'shun, you know Tu'shan to be the Salamander's chapter master. On top of that, you would expect the Salamanders to jump into the fray to rescue the Imperium's citizens without hesitation, why then did they hesitate to send a rescue party?

>"You say your name is Ar'shun. Where is Tu'shan, why is he not here?"
>"I know the Salamanders well, they are supposed to be one of the most stalwart defenders of the Imperium's citizens. Why then did you leave these people to die?"
>"My brothers were taken to an apothecary after we arrived. How long will it be before the ones in suspended animation are revived?"
>Other
>>
>>41684762
>My brothers were taken to an apothecary after we arrived. How long will it be before the ones in suspended animation are revived?
Don't let him know you're on to him he might kill your brother's/civvies
>>
>>41684762
>>"My brothers were taken to an apothecary after we arrived. How long will it be before the ones in suspended animation are revived?"
>>
>>41684762
>"You say your name is Ar'shun. Where is Tu'shan? What year of emperor's glory is it anyway?"
>"My brothers were taken to an apothecary after we arrived. How long will it be before the ones in suspended animation are revived?"
>>
Out of the frying pan...
>>
To me it seemed really weird from the start that Imperium would OK an exterminatus on a forge world. The infrastructure itself is far more valuable than anything orks could carry off.
>>
>>41684762
>Other
>Ask what is the current Imperial Date is.
The Ship didn't arrived where it was supposed to be, so it probably didn't arrived WHEN it was supposed to either. We might be off a few years or decades.
>>
>>41684762
"My brothers were taken to an apothecary after we arrived. How long will it be before the ones in suspended animation are revived?"

"The apothecaries will have to treat their wounds before waking them from their slumber. Depending on how severe it is, they may wake up tomorrow or five days from now."

"And the gene seed of my fallen brothers?"

We will extract it and return it to your chapter. When we find your chapter, that is. It has been centuries since the Lamenters were last seen, we assumed you had all been killed by tyranids or lost in the warp."

"Centuries?" You ask, confused. "We were only gone for one century, our penitent crusade ended just yesterday."

Now it's the chapter master's turn to look confused. "You said your ship suffered a malfunction before exiting the warp, correct?"

"Yes."

"Do you know what year it is, brother?"

"012.M42" You answer, wondering why he would ask you such a thing.

"Brother, it's 350.M42. You chapter's crusade ended over 300 years ago, you've all been missing ever since."

You freeze, caught completely off guard by this revelation. It's true, warp travel has resulted in ships returning years into the future before, or even the past. Still, 300 years? You would never have suspected...

Ar'shun turns to his crew. "Set a course back to Nocturne. Come brother, there is much to be explained. You have been gone a very long time, and much has changed in the Imperium since then."
>>
>>41685031
>a quest about the Lamenters
>a quest past 999.M41
Sounds awfully interesting. It's a real pity that you don't plan to run this quest too often.
>>
Alright, calling it a thread here. Felt good to run something a little different than usual. As mentioned before, I'm not sure when the next thread will be. I will announce it on Twitter when I decide to run Lammenters Quest again. My Twitter is @sparkthetgqm

Thanks for playing, hope you all had fun.
>>
>>41685090
Thanks for the run boss, it was pretty good.

HSQ still happening tonight? You did just do an all nighter.
>>
>>41685076
If enough people end up wanting it I may end up running this quest more frequently. I'll have to figure out how much free time I'll have to run once college classes start again though. And of course, Holy Sword Quest still gets priority since that's my main quest.

Oh yeah, and I'll stick around if any bodies got questions. If I don't answer them here, feel free to send them to ask.fm/sparksqm
>>
>>41685090

Thanks for running, OP.
>>
>>41685109
Maybe. Depends on how much sleep I can get. Technically it's not an all-nighter because I got back home at 4 yesterday and slept till about an hour before I started this thread. So it's not as bad as if I'd been up the whole time.
>>
>>41685146
Thank you for running this. I hope you find the time to do more of it.
>>
>>41685123
>Imperium is more stable, or deeper in shit?
>Do we rebuild the chapter, or we find the lost guys?
>Did we just came back for another Apocalypse, or if we can restore the Chapter then we can be off with our Astartes ways?

Or we have to discover all the answers in the future?



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