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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: 9618ce76dcbfc6e⋯.png (2.85 MB,3072x1654,1536:827,Image for Game.png)

File: b61c36061d25dcc⋯.png (3.68 MB,1179x1173,393:391,Battle 1.PNG)

File: 5218c799a19fc11⋯.png (3.85 MB,1539x1168,1539:1168,Koronam1.PNG)

a70b08 No.50580 [Last50 Posts]

It is the year M41. 889, and the Imperium of Mankind continues to hold itself together by any means necessary. Enemies of the Imperium are a dime a dozen these days… Orks, Necrons, Tyranids, Dark Eldar, and the forces of chaos continually threaten the Imperium and its worlds. The Imperium has countless soldiers deployed across an innumerable amount of planets, those soldiers are what holds back the tide of darkness from washing over the Imperium entirely.

Koronam is one of the countless worlds that is threatened by the countless enemies the Imperium of Man faces. It is a simple, civilized world in its current state, with 5 Hive Cities dotting the surface of the planet. In its past, it was a battleground of epic proportions, A fortress world, with massive complexes sprawling across its surface, and reaching deep deep underground. The age-old glory days of Koronam have long since passed, the last time this world has seen a battle was almost five millennia ago. Since then the fortifications have fallen into disrepair, they weren't being used and were costly to maintain.

Once more, forces rise to threaten Koronam as they did millenia ago. The Forces of Ghozkaluk the Mighty stir and cast their gaze upon taking Koronam, a vital world to the Imperium because beyond it lie more vulnerable worlds. Here the Generals of the Imperium have decided that while the fortifications are in ruin, it is faster to rebuilt what was ruined than to make a new massive fortress-complex on another world in the path of Ghozkaluk.

The Formal Orders that you have been given upon this planet are the following:

-Rebuild the Fortress Complexes that had existed upon Koronam in order to stem the tide

-Prevent the destruction of the Hive Cities by the enemy forces

-Hold back the green tide.

It is our duty as Soldiers of the Imperium to prevent the enemy from getting past this world by any means necessary.

```THE RULES:``` https://pastebin.com/MA8f8aa9

```TEMPLATE:```

Organization Name:

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.):

Sub-Category:

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

____________________________
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e6b633 No.50584

File: 31aa1b02fa79a5a⋯.png (912.08 KB,802x513,802:513,LemanRussTank00.png)

>>50580

>Organization Name:

1st Armoured Regiment of Koronam 'Koronam Punchliners'

>Category:

Imperial Guard

>Sub-Category:

Typical armoured regiment of the Imperial Guard. Colonel Jonas Rift has a personal preference for the Leman Russ battle tank.

>Troops:

Koronam's first and mighty boasts from having a presence of regular guardsmen as a back up to ensure combined arms in prolonged campaigns.

>Lore:

The Leman Russ tanks of the hiveworld of Koronam was one of the many tithes the planet had to concede after letting the mighty fortresses of Koronam fall into disrepair. The men of the regiment earned their name due to their tried and true strategy: to punch through the solid lines of the enemy in order to gain tactical and strategic advantage for the forces of the God-Emperor. The Punchliners are used to dealing with greenskins in the subsectors closest to their home planet. Now that the disgusting green menace approaches their very own homes, the guardsmen feel more bound to duty than ever as to protect their loved ones and the Imperium.

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a06a71 No.50585

File: 1d4464758415f18⋯.png (141.87 KB,300x242,150:121,ClipboardImage.png)

File: acdc5981f424c4c⋯.png (116.9 KB,300x228,25:19,ClipboardImage.png)

File: 88278d533c0ed94⋯.png (171.02 KB,300x295,60:59,ClipboardImage.png)

>>50580

>Organization Name:

House Dissidia

>Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.):

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Two Knight Errants and two Knight Paladins, along with a Knight Castigator. Accompanying these massive war machines are a main body of Skitarii Vanguards, with two detachments of Skitarii Rangers for long ranged and drawn out warfare.

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

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3fa08a No.50587

File: 1cbfb30e59e9979⋯.jpg (44.15 KB,644x354,322:177,sister-of-battle-horz[1].jpg)

File: 086966fe0470798⋯.jpg (89.66 KB,800x566,400:283,Sisters-of-battle[1].jpg)

File: 57a4e10d621d7d2⋯.jpg (29.21 KB,300x500,3:5,fed074f7b2d896dad04ccdeb89….jpg)

>>50580

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): A high amount of nurses, doctors and other Medicae and BiologosServing in the order.

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): Following the loss of the Panacea to the Dark Eldar, many Orders Hospitallier were created, The Order of the Cleansing Dawn was one such order, Created to root and destroy disease in all its form and to refine new cures against the maladies of the human body brought about from without and within.

While the majority of it's sister orders were kept away from the warfront to research medicine, the Order of the Cleansing Dawn was not so fortunate. Instead it was deployed repeatedly and often at first against Tyranid splinter fleets, helping to mop up the beasts and refine their anti-venoms and ability to cure wounds caused by their biophages and poisons, helping destroy the beasts before they could take root again.

After the Tyranid threat was brought to heel, at least locally, they were brought against the Great Enemy, to fight against a warband spreading plague and bioweapons in the great enemy's name. Here did the Order suffer, and suffer greatly. For servants of Nurgle are not so easily stymied, and took the sisters' presence as an affront. Thus did a fragment of the Death Guard and other Nurglite aligned chaos factiosn attack with great ferocity and fervor the Sisters and the populace they sought to safeguard. The plagues of chaos not caring for the sciences of the body and indeed more often than not using the knowledge to only make it worse, the sisters fell back onto the only things they could, Fire and Faith. They chanted Hymns to the Great and Might Emperor as they purged their enemy with fire and fervor. Even then it was barely enough to turn the tide, as the Previous Cannoness fell to the befouled blade of a Chaos Champion making the Imperials lose heart. Yet, as the Champion of the Ruinous powers laughed and mocked his enemies, Celestian Veritova took her fallen leader's Meltagun and jammed it into the remnant of a man, she fired it until it ran hot and the Champion was not but ash. Soon after

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3fa08a No.50588

>>50587

(Whoops it cut my post)

Soon afterwards the servants of the ruinous powers lost heart and fled, and all that was left was the mop up.

In the fires of the dead and ravaged world a new Canoness was raised from the ranks, the very same woman who had avenged the order previous and only Canoness, Luciana Veritova. With her ascension in rank came orders from her Prioress, that she would take her order to Koronam, and make a bastion that would hold against any and all enemies of Mankind, by the Emperor's will.

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2ce8cd No.50589

File: f4a45cedda29181⋯.jpg (215.81 KB,900x1273,900:1273,fae625f232dccc715cfde25401….jpg)

>>50580

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissioner Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

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5eb956 No.50591

File: f4d15e0dfe46bef⋯.jpg (34.93 KB,640x342,320:171,Baneblade10.jpg)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

Category: Imperial Guard

Sub-Category: Armored

Troops: One Baneblade, some enginseers to maintain said Baneblade, maybe a few Sentinels/Chimeras/Basilisks for support along with a few commissars to keep the boys in line

Lore: The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core oarts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Commander Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

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5eb956 No.50592

>>50591

I will accept your offer good sir, make me a heavy armor support regiment

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e7646d No.50594

File: cb98a375323c5d7⋯.jpg (73.03 KB,575x792,575:792,7aa750fc4d95dca88b23d3de2a….jpg)

File: a086dc321587122⋯.jpg (173.81 KB,731x960,731:960,365a732a61fddef4030a099729….jpg)

>>50580

Organization Name: 12th Koronam Regiment

Category: Imperial Guard

Sub-Category: Mechanized Infantry

Troops: Standard guardsmen with a large amount of Chimera vehicles

Lore: A home regiment of the fortress world, lead by Colonel Markus Krausmann. The 12th specializes in rapid warfare, out maneuvering enemy formations and destroying them with their armored fists, though the 12th can still perform other roles such as holding the line or mounting armored attacks if required.

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e6bc87 No.50595

File: 64bc79d457ad287⋯.jpg (278.06 KB,918x882,51:49,Old Imperial Knight.jpg)

File: 4c85410f53fe6fa⋯.jpg (46.38 KB,600x620,30:31,Atrapos.jpg)

File: 29a6ede51fe415c⋯.gif (81.23 KB,640x480,4:3,Computer Interfece Mechani….gif)

>>50580

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.):

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Warden, Gallant, Crusader, Errant, Atrapos

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist; the Atrapos is a good symbol of these virtues as a rarer Imperial Knight pattern which carries a Graviton singularity Cannon.

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0389c0 No.50596

File: e13612c84aba166⋯.jpg (1.75 MB,1280x6253,1280:6253,DNhnOVx.jpg)

File: 2642ea190a5a396⋯.jpg (1.44 MB,3840x2160,16:9,Machine_guns_Battlefield_1….jpg)

File: d1acb2b4ef58574⋯.jpg (83.59 KB,608x415,608:415,SolarAuxiliaArt.jpg)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Lore:

https://www.youtube.com/watch?v=6Xtm6zln5lg

Two centuries ago, an Imperial Vessel carrying an ecclesiarch crash landed on the fuedal world, in a Kingdom called Gaulle. There this missionary preached the gospel of the Emperor, and so taken was their King by this herald of the stars that he established the ecclesiarch over his realm and proclaimed the Imperial Cult as the dominant religion in the land. In return, the Ecclesiarch promised that the Imperium would come from the stars one day and establish him and his dynasty over the planet for eternity.

The ecclesiarch was also quick to adopt some basic knowledge to the locals. With clever use of some more advanced techology and the nigh unstoppable force of his personal guard with las guns, they radically changed the battlefield of the planet. The Knights of the Kingdom of Gaulle dismounted their horses, and fought in lengthy holes in the earth or from castles, learning to use the new powder weapons "slug throwers" brought by the Eccelsiarch. "Today you throw slugs of lead, tomorrow you and your grandsons shall shoot beams of light in the Emperors name!" Through his extended lifespan thanks to Imperial augments, gaulle's castles and cities transformed into massive spires of mighty guns and artillery, for these were easier to produce than las weaponry.

So it was that, after so many decades, the Imperium followed his tracking beacon. Gaulle had already gianed significant prominence on the planet, and now the King of Gaulle was proclaimed King of the Planet of Gaulle, he and his dynasty officialized by the Imperium, and the planet transformed and brought up to the modern times. It is a rather anachronistic world, but not at all incompatible with the Imperium, with serfs and peasants in the lowest class obedient to their fuedal lords and mayors who serve the King, who has sword faith and allegiance to the High Lords in Terra.

Gaulle's integration was a century ago.

Today, the 1st Heavy Infantry Regiment of Gaulle compromises the entirety of the planets ability to muster a force equivalent to the standard IG regiment. They retain many aspects of their home planet. Their officers ranks coincide with noble ranks, much like a few other IG regiments from certain noble influenced worlds. The lowest soldiers are often the best knights and men at arms the planet could spare, with officers being counts, earls, and lesser lords. The general has traditionally been the Duke of Gaulle, the highest noble rank before the Royal Family who are not to serve in the military (both to preserve the Dynasty, and to prevent potential Coups by claimants to the throne).

The Ecclesiarch, still alive thanks to Imperial augments, is now the High Ecclesiarch of Gaulle and has transformed the religion of the planet to the Imperial Cult which has been taken up whole heartedly by the planet. Besides being abundant in loyalty, it was discovered the Planet had vast mineral riches not only of precious metals but of rare minerals which could only have been mined by Imperium technology, which the Ecclesiarch proclaims a blessing by the Emperor. This, and the appearance of a Holy Saint on the planet during an Orkish invasion, has caused the planet to be designated as a shrine world. The zealousness of its citizens and status as a shrine world, coupled with the relative influence of a High Ecclesiarch, means the regiment enjoys close cooperation with both a Sororitas order which has established itself on the planet as well as the Imperial church in general. The motto of the regiment is "Duty, Diligence, Faith", which is instilled upon each soldier who believes if they follow their orders and stay pure even unto death they will be rewarded by the Emperor in the afterlife.

The wealth of the planet, and its knightly traditions, means most soldiers even the lowest grunts are equipped with Carapace or even Void Armor, shielding them from chemical and toxic attacks as well as the foul taint of Chaos, making them especially resistant to mutation. "Tis better to fall upon one's bayonet, than to live even a single hour a mutant." The regiment has an abnormally high number of confessors in its ranks, and daily prayers form part of its regimen when not in battle.

Their reliance on castles, trench warfare, and heavy artillery pieces makes them a very static regiment, akin to the famed Death Korps of the Krieg. Strangely, the Regiment seems to hold a fierce rivalry with the Korps, history has forgotten why but most suspect it was either a friendly fire incident or competition in a siege battle upon some planet.

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0389c0 No.50597

File: 01f4ab9715909dd⋯.jpg (85.25 KB,400x570,40:57,s-l1600.jpg)

>>50596

OFFICIAL GAULLE PROPAGANDA POSTERS

BLESSED BY SEGMENTUM COMMAND

DESECRATION OF ANY POSTERS IS PUNISHABLE BY A MINIMUM OF 40 LASHES (OR A FINE FOR THOSE OF NOBLE RANK)

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afdd1d No.50598

>>50580

>Organization Name:

66th Nalafay Mesa Rangers

>Category:

Imperial Guard

>Sub-Category:

Drop Infantry

>Troops:

This Drop Regiment hosts larger numbers of Vendettas and Venators in their TO&E then most similar Regiments.

>Lore:

Nalafay, a world covered in broken mesas interspersed with narrow canyons and passages. Atop these flat topped mesas are rows and rows of grain and crops, combining the richness of the systems sun with the riches of the soil. Below them is darkness filled with dangerous mega-predators and bio-luminescent wonders, but worst of all are the Orks whose biology encrusts every square centimeter in some corners. The Mesa Rangers quickly react to Ork attempts to scale to the surface world and repel any breaches that may arise. They have developed special tactics focused on hunter-killer teams of Vendatta formations and Venator platoons to quickly hunt down and destroy Ork artillery, flyers and mek boy contraptions that occasionally threaten the world of light every few years. The 66th are more than happy to help another world in their fight against the Green Menace.

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5e7f99 No.50600

File: a683919ddc0fe27⋯.jpg (82.18 KB,1024x611,1024:611,AM.jpg)

>>50580

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

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a70b08 No.50603

>>50584

TROOPS:

500,000 Astra Militarum Guardsmen

75 Leman Russ Main Battle Tanks

25 Basilisk Self-Propelled Artillery Pieces

10 Leman Russ Demolishers

Bonuses: +5 when using Combined Arms in an Assault.

>>50585

TROOPS:

2 Knight Errants

2 Knight Paladins

1 Knight Castigator.

250,000 Skitarii

100 Sancristans

400 Tech-priests

Bonuses: +5 in General combat

>>50587

TROOPS:

2,500 Various Medical Staff

1,000 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

>>50589

TROOPS:

500,000 Poorly Equipped Agari Planetary Defense Forces

40 Armageddon Pattern Sentinels

300 Primitive Koronam Artillery

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

>>50591

(Since you took the Exclusively Armored regiment option you get this)

TROOPS:

1 Baneblade

300 Leman Russ Tanks

50 Leman Russ Demolishers

10 Hydra Flak Tanks

5 Leman Russ Punishers

Bonuses: +5 when fighting on open ground, -10 when fighting in very rough terrain.

>>50594

TROOPS:

500,000 Astra Militarum Guardsmen

100 Gorgon Armored Assault Transports

600 Chimera Transports

Bonuses: +10 if attacking in tandem with Armor, Faster speed.

>>50595

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

250,000 Skitarii

100 Sancristans

400 Tech-priests

Bonuses: +5 to scavenging Relics and Heretical Machines.

>>50596

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

>>50598

TROOPS:

500,000 Astra Militarum Soldiers, Specifically Drop troops

50 Vendettas

100 Sky Talons

200 Tauros Vehicles (For Dropping behind enemy lines)

Bonus: +5 to Fighting behind enemy lines, +5 to airdrop operations

>>50600

TROOPS:

400,000 Skitarii

25 Onager Dunecrawlers

100 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

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a70b08 No.50604

Our next update/post will be tommorrow.

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3fa08a No.50605

>>50603

>Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:2,500 Various Medical Staff

1,000 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

Lore: https://pastebin.com/N24g24HU

One condensed post for easy access later.

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e6bc87 No.50606

Dice rollRolled 75, 53, 87 = 215 (3d100)

>>50603

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Perceptor

250,000 Skitarii

100 Sancristans

400 Tech-priests

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

1 Scavenge the land for relics. Hive Mechanicus Temples, forgotten fortresses, places of power, alcoves within the mountains. If these mountains were formed by natural forces there may have been technology that was used to track and exploit them. The relics of the old fortresses will be of particular interest, if we are able to find great and holy weapons of the past we may be able to study and incorporate them into our defenses. The objects of titans cannot fall into the wrong hands.

2 Build Fortress. The mysteries of the Machine God grant us great insight into the glorious art of fortress craft. Most Importantly they must have a vault for our knights to protect and maintain them before it is deemed time for them to walk.

3 Train Walker Tactics. The theory is one that can be applied to all large machines of war; prevent anything from distracting the knights from bringing down their target and all each machine to cover each other's weakness with their respective strengths.

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0389c0 No.50608

File: 752c363bb0d2bbb⋯.jpg (155.18 KB,1024x728,128:91,039ad82231beb377bf60631ff0….jpg)

Dice rollRolled 5, 11, 10 = 26 (3d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

GAULLE RADIO:

https://www.youtube.com/watch?v=kkJC8p48g6g

1. Land upon the Mount, bretheren, and let us give thanks to the God Emperor for our safe arrival. To the Omnissiah, who though we sail through the fires of the Warp, guideth our starships to saftey and gives strength to our arms.

>Pray

2. This mountain, cold and snowy, shall be our redoubt from whence a mighty fortress will one day spring forth.

>Build a redoubt on the tallest mountain top, in preparation for higher tier defenses

3. Send an envoy to the nearby Hive City, that together we may prepare for the great battle that is to come

>Get the cooperation of the nearby Hive City near the mountain to help provide labour and supplies

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69e9a4 No.50610

File: 197fa6345159748⋯.png (149.13 KB,349x436,349:436,ashdragons.png)

>>50580

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops: Balanced mix of standard space marine infantry supported by tanks and aircraft.

Lore: The Ash Dragons have sent a portion of their chapter to Koronam and are establishing a fortress monastery upon the planet in order to prepare for the coming threats to the region. The leader of the company sent here is Strike Captain Rahak.

The Ash Dragons believe in surgical strikes, attacking with overwhelming force at precise points to cripple vital targets. They use artillery, airstrikes or orbital bombardment to open holes in the enemy defences, then attack with a narrow spearhead through this gap before the dust even settles. They will aggressively terminate their objective then fall back as suddenly as they attacked, often unleashing another barrage to cover their retreat.

Their weapons are chosen for shock factor and use in close quarters combat, so flame and melta weaponry is used extensively. Vindicator tanks and razorback transports are also commonly used to provide heavy close support. In addition, to better facilitate their tactics they do not follow the Codex on matters of organisation, instead preferring a more fluid system where temporary companies are created of a composition and size suited to the task at hand and are dissolved afterwards.

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9dd9f8 No.50611

File: 9f23c88c80c4ffc⋯.jpg (171.81 KB,859x537,859:537,Mordian-Iron-Guard.jpg)

>>50580

Organization Name: 283rd Mordian Iron Guard Volunteer Corps

Category Imperial Guard

Sub-Category: Mechanized Ground Infantry

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): Mordian Iron Guard troopers with mechanized and motorized support, troop transport vehicles

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Mordian Iron Guard is the superbly drilled and accoutred Militarum Regimentum of the Astra Militarum whose constituent regiments hail from the Hive World of Mordian. This bleak world is tidally-locked with its sun, which causes one side of it to always be bathed in perpetual darkness while the other is continuously bathed in its star's radiation, leaving it a scorched and lifeless wasteland. As such, all human settlements on Mordian are located on the world's dark side, and the planet has well-earned its moniker as the "World of Eternal Night."

These Mordian troopers have been sent to Koronam to bolster its defensive capabilities as well as provide mechanized support to offensive operations

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9dd9f8 No.50612

>>50611 Ignore this

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a9a40d No.50613

>>50580

Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

Category: Planetary Defense Force

Sub-Category: Combat Engineers

Troops:

Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

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9dd9f8 No.50614

File: 747faf1719ea67f⋯.jpg (21.33 KB,640x360,16:9,GoodnaturedHelpfulDromaeos….jpg)

File: 66c3bae6f6226f8⋯.jpeg (180.03 KB,1679x1078,1679:1078,54940_9dbb177444c3d40842f….jpeg)

>>50580

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): Heavily armed police and riot squads

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones

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a70b08 No.50618

>>50610

TROOPS:

400 Standard Space Marines (4 companies)

100 Scout Marines (1 Company)

10 Razorback Transport Vehicles

5 Vindicator Tanks

Bonus: Flat +10 battle bonus as applied to all space marines, Additional +5 in Close Quarters combat.

>>50613

TROOPS:

400,000 PDF Soldiers

100,000 Combat Engineers

Bonus: +10 to constructing Fortifications

>>50614

TROOPS:

300,000 Well Armed Adeptus Arbites

Bonuses: +10 to fighting inside Hive Cities and Agari Encampments

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a70b08 No.50619

File: 54491f75a88bc20⋯.png (2.85 MB,3072x1654,1536:827,Image for Game.png)

TURN 1

Upon arriving on the planet, everyone finds this world to be no different than your average civilized world. However, after some simple excavation and simply looking around, it appears that the ruins of once massive fortress-complexes are indeed present! While all of them are in disrepair and more or less useless in their current state, it is up to our troops to rebuild them!

The Fortress complexes provide the base foundation, meaning it'll take less time to rebuild these fortifications than it would normally take to build from scratch, cutting down construction time considerably. These ruins are pretty much everywhere.

Imperial Intelligence has told us the following:

Ghozkaluk's vanguard will be arriving in approximately one year, in that space of time we will be able to build up our fortifications to prepare for the oncoming onslaught. The forces on the nearby world, Ithos VI are holding as best they can to buy us time to prepare against the Orks!

You may all now do your actions

>>50608

>>50606

These two actions have been invalidated and will require a reroll.

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683fdf No.50620

File: d9ce0e2b7d2ab66⋯.jpg (147.52 KB,1036x504,37:18,Ad-Mech-Robot.jpg)

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Troops: Maximum Kataphracts and other Servitors like no Skitarii at all if possible because that's what the Cybernetica are all about.

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

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0389c0 No.50621

Dice rollRolled 28, 43, 57 = 128 (3d100)

>>50619

Thanks

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

GAULLE RADIO:

https://www.youtube.com/watch?v=kkJC8p48g6g

1. Land upon the Mount, bretheren, and let us give thanks to the God Emperor for our safe arrival. To the Omnissiah, who though we sail through the fires of the Warp, guideth our starships to saftey and gives strength to our arms.

>Pray

2. This mountain, cold and snowy, shall be our redoubt from whence a mighty fortress will one day spring forth.

>Build a redoubt on the tallest mountain top, in preparation for higher tier defenses

3. Send an envoy to the nearby Hive City, that together we may prepare for the great battle that is to come

>Get the cooperation of the nearby Hive City near the mountain to help provide labour and supplies

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9dd9f8 No.50622

File: dd0a99c6d4f4ae8⋯.jpg (691.91 KB,1920x1200,8:5,309066.jpg)

Dice rollRolled 40, 56, 40 = 136 (3d100)

>>50618

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +10 to fighting inside Hive Cities and Agari Encampments

1. The ADEPTUS ARBITES will begin to ROOT OUT and possible ORK INFILTRATORS within the great HIVE CITIES of Koronam. Make sure to WATCH OUR FOR PEOPLE WEARING PURPLE.

2/3. The ADEPTUS ARBITES will also begin to FORTIFY their LOCAL HIVE LEVELS and designate CIVILIAN SHELTERS for when the ORK INVASION ARRIVES.

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648435 No.50623

File: e10882f4ea9624d⋯.jpg (58.4 KB,629x900,629:900,6ce75a7e6f5dd2a76fa7c3d602….jpg)

File: 861f4901c3aaa46⋯.png (2.85 MB,3072x1654,1536:827,Image_for_Game-1.png)

Dice rollRolled 47, 14, 44 = 105 (3d100)

>>50619

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissioner Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

TROOPS:

500,000 Poorly Equipped Agari Planetary Defense Forces

40 Armageddon Pattern Sentinels

300 Primitive Koronam Artillery

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

——

1. The Commissar would start the Agari on rebuilding an old outpost on top of one of the largest peaks surrounding the two central Mountain hives. This would prove a strong point to defend the hives from and watch over the small Agari settlement which acted as a trade hub between the too. +15

2. Begin scouting around the central hive mountains for old storage compartments, any old weapons emplacements that might still work or weapons that could help boost their defenses +10

3. Begin a major planet wide recruitment campaign from among the Agari! Orks were on their way and more men would be needed to fend off the Orcish hordes! More than that this was an opportunity for the Agari to earn extra food rations and loot more weapons! If we can bring the PDF up to a million men we will be more then prepared to deal with the threat!

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a70b08 No.50624

>>50620

TROOPS:

100,000 Combat Servitors

100 Kataphrons

5 Kastellans

50 Support Personnel

Bonuses: +5 in Siege Combat

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e6bc87 No.50625

File: 33061ad8294dc10⋯.jpg (462.28 KB,564x818,282:409,1392416085550.jpg)

Dice rollRolled 9, 48, 90 = 147 (3d100)

>>50619

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

250,000 Skitarii Half Van and half Ranger

100 Sancristans

400 Tech-priests

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

1 Sanctify the planetary industrial facilities. All must honour the machine spirit and hallow their halls of iron. We must learn the state of their spirit and seek to rekindle their loyalty to the Mechanicus.

2 Scavenge the land for relics. Hive Mechanicus Temples, forgotten fortresses, places of power, alcoves within the mountains. If these mountains were formed by natural forces there may have been technology that was used to track and exploit them. The relics of the old fortresses will be of particular interest, if we are able to find great and holy weapons of the past we may be able to study and incorporate them into our defenses. The objects of titans cannot fall into the wrong hands.

3 Train Walker Tactics. The theory is one that can be applied to all large machines of war and their support units; prevent anything from distracting the knights from bringing down their target and each machine to cover each other's weakness with their respective strengths.

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a70b08 No.50626

>>50620

>>50624

+5 to all general combat as well.

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0389c0 No.50627

OLDFAG SAYS HE CAN UPDATE AS FAST AS EVERYONE POSTS.

SO PLEASE POST. WE CAN DO AT LEAST ONE TURN A DAY OR MORE.

THANK YOU

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683fdf No.50628

Dice rollRolled 84, 52, 69 = 205 (3d100)

>>50619

add title to table

Regional council lookup needs filters

revert checkboxes to yes/no

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Troops: Maximum Kataphracts and other Servitors like no Skitarii at all if possible because that's what the Cybernetica are all about.

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

TROOPS:

100,000 Combat Servitors

100 Kataphrons

5 Kastellans

50 Support Personnel

Bonuses: +5 in Siege Combat, +5 to all general combat

1,2. This land will prove a fine proving ground for the forces of the Omnissiah but it must be prepared for his divine work. Many servitors have been brought here and they will be put to work as is the need for my fine tools a great set of Manufactorums must be constructed to provide fresh weapons of war as the Orks destroy what was brought with us. The Agari Settlement to the south of Karanas will be able to provide our needs.

3. We will also see about constructing a Redoubt to guard my Manufactorums and house my servitors to the west of the settlement.

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a9a40d No.50630

File: 959b680286300c0⋯.jpg (1.23 MB,3072x1654,1536:827,Locations.jpg)

Dice rollRolled 4, 99, 88 = 191 (3d100)

>>50619

Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

Category: Planetary Defense Force

Sub-Category: Combat Engineers

Troops:

Task Force Bazra:

200,000 PDF Soldiers

50,000 Combat Engineers

Task Force Sick Yellow:

200,000 PDF Soldiers

50,000 Combat Engineers

Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

Bonus:

+ 10 to constructing Fortifications

1. Task Force Bazra would commence with the reparation of Fortifications to provide escape for two large Agri centers.

2. Task Force Sick Yellow would commence a very similar operation further East.

3. Recruitment drives had already been initiated amongst the local PDF. More Soldiers would be drafted with a special focus on obtaining potential Combat Engineers. Leading these recruitment efforts was Aiden Marius, the last member of the powerful Marius family that remained upon Koronam. Many liked to describe it as an honor that he would stay and fight representing his family's devotion, when in truth he had little of a choice.

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e7646d No.50631

File: 00c65fdd6d07f07⋯.jpeg (432.2 KB,2478x1334,1239:667,3E8D6E93-9180-4B6C-9F38-E….jpeg)

Dice rollRolled 79, 29, 14 = 122 (3d100)

>>50619

Organization Name: 12th Koronam Regiment

Category: Imperial Guard

Sub-Category: Mechanized Infantry

Troops: 500,000 Astra Militarum Guardsmen, 100 Gorgon Armored Assault Transport, 600 Chimera Transports

Bonuses: +10 if attacking in tandem with Armor, Faster speed.

1. Begin construction/repairs of fortifications in this hive city. It will be the main base of operations as the surrounding terrain is the most ideal for our tactics.

2. A redoubt will also be made in the following agri settlement.

3. Launch a recruitment drive in preperation of the coming assault.

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a06a71 No.50632

File: e25386052675f58⋯.png (1.58 MB,1878x1009,1878:1009,ClipboardImage.png)

Dice rollRolled 92, 28, 17 = 137 (3d100)

>>50603

>Organization Name:

House Dissidia

>Category ):

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

2 Knight Errants

2 Knight Paladins

1 Knight Castigator.

250,000 Skitarii

100 Sancristans

400 Tech-priests

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Construct mighty fortifications upon the tall spires of these mountains, providing great cover the two Hive cities in the east.

2: Thank our fellow noble Knight House for starting the sacred duties of the Omnissiah, and assist them with these duties.

3: Participate and assist in their training as well. It stands to reason that since our legions are similar, the training should be too, no?

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3fa08a No.50633

File: 373792bb67ed441⋯.jpg (206.74 KB,666x862,333:431,012c579c332155f0128e0e4382….jpg)

File: 40bbd9a25dc1778⋯.jpg (18.62 KB,900x900,1:1,photo[1].jpg)

Dice rollRolled 64, 44, 5 = 113 (3d100)

>>50619

>Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:2,500 Various Medical Staff

1,000 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

Lore: https://pastebin.com/N24g24HU

1. As the Order of the Cleansing Dawn sets down, many things become apparent. Firstly that while this planet may once have been a fortress, time, and lack of maintenance has degraded it into a world that would be even less defensible that a start from scratch, as the ruins and tunnels in it would let the enemy flank and move around without threat out of sight. This simply would NOT do. However the sister were not builders, and so they would need to start small. Towards this end they begin establishing a Convent for their use, a fortress and home for the sisters, in or near the hive of Olagas, the most faithful hive, and thus the one that the sisters would get along with the best.

2. Next was that the World's Medicae Services were woefully short of the standards needed to keep soldiers alive in war time. This was unfortunate, but expected. Most worlds that had not known war in millennia were grossly unused to dealing with one. To that end Medicae teams were sent out in the following weeks to help bring up medicine production, bandage production, and medical standards of the world up to snuff for the ensuing combat.

3.Finally the standards of faith and education for the populace was, quite frankly, abhorrent. So the Sisters would set out to the various settlements and hives proselytizing to the masses, even if said masses were… abhumans. They would shine the Emperor's light into the dark places of this world, to look for signs of any enemy, as well as signs of relics, believers or any long lost embers of the FAtih.

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5eb956 No.50634

File: 30519cfc853560f⋯.png (1.05 MB,1024x768,4:3,baneblade_for_der_buchstab….png)

Dice rollRolled 59, 20, 2 = 81 (3d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1 Baneblade

300 Leman Russ Tanks

50 Leman Russ Demolishers

10 Hydra Flak Tanks

5 Leman Russ Punishers

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+5 when fighting on open ground, -10 when fighting in very rough terrain.

https://www.youtube.com/watch?v=9NWEmnRbkRw

The Colonel straightens his hat and gets to work. He knows he has much ahead of him.

1. Alright you dogs, I've been tasked with whipping this place into shape and you'd damn well better be sure that I'll do it. First off while our armored munitions are great indeed we will need scout infantry battalions that can scout ahead and go where our vehicles cannot. Sound the recruitment drive in the nearby hive cities. The Greenskins are coming and the people of this world must choose to either fight or perish. Join the Imperial Guard, and make this world your fortress, or refuse and make this world your tomb.

2. The vile green menace draws nearer with every passing day and by the Emperor's grace we WILL be prepared. The men and machines will be drilled in armored battalion tactics to ensure this.

3. While our arsenal is impressive the Emperor will demand more to defend the Imperium in the Eternal War and we will not be found lacking. To accommodate this we will requisition a Mechanized Command building in Karanas from which we will be able to build new engines of war with which to rain devastation upon the foul xenos and any of the other hated enemies of the Imperium that dare set foot upon this planet.

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69e9a4 No.50635

File: 60a72e8304b8eee⋯.png (3.14 MB,3072x1654,1536:827,monastery location.png)

Dice rollRolled 74, 85 = 159 (2d100)

>>50619

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops: 400 Standard Space Marines (4 companies), 100 Scout Marines (1 Company), 10 Razorback Transport Vehicles, 5 Vindicator Tanks

Lore: The Ash Dragons have sent a portion of their chapter to Koronam and are establishing a fortress monastery upon the planet in order to prepare for the coming threats to the region. The leader of the company sent here is Strike Captain Rahak.

The Ash Dragons believe in surgical strikes, attacking with overwhelming force at precise points to cripple vital targets. They use artillery, airstrikes or orbital bombardment to open holes in the enemy defences, then attack with a narrow spearhead through this gap before the dust even settles. They will aggressively terminate their objective then fall back as suddenly as they attacked, often unleashing another barrage to cover their retreat.

Their weapons are chosen for shock factor and use in close quarters combat, so flame and melta weaponry is used extensively. Vindicator tanks and razorback transports are also commonly used to provide heavy close support. In addition, to better facilitate their tactics they do not follow the Codex on matters of organisation, instead preferring a more fluid system where temporary companies are created of a composition and size suited to the task at hand and are dissolved afterwards.

1: Begin laying the foundations of our new fortress monastery. As is normal for a monastery, it will be away from population centres. We can't have the mortals interfering with Astartes business. (position on the map)

2: Captain Rahak will go to the planetary governor and ask for people. We require chapter thralls to work directly for us on this world. There is little time to properly indoctrinate them before the enemy arrive, so we must begin quickly.

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a70b08 No.50636

File: ccc3b5d70fef1b5⋯.png (2.85 MB,3072x1654,1536:827,Image for Game.png)

>>50621

You begin to pray, thanking the God Emperor and the Omnissiah for all that they have done for you. While many are grateful, in truth the prayers do not help much in terms of morale, at least for now. Many soldiers say that we should get to work building our fortifications. Heeding the advice of your soldiers you begin to order them to construct fortifications on the highest mountain peaks. You pick one of if not the largest mountain in the western Mountain chain that is close to the hive city, and your troops immediately begin to start fortifying the area and successfully constructing the redoubt! You also manage to gain the cooperation of the nearest Hive City, Karanas, to help provide Labour and supplies for constructing the redoubt! Many of the citizens even claim that where you are building used to be the largest of the "Shield Fortresses" that were nestled in the mountains.

>>50622

The Adeptus Arbites run around executing those they believe are Ork infiltrators. Several people wearing purple are EXECUTED. For now, you believe that the place is clear of any and all Ork Infiltrators. Afterwards you begin to order civilians to construct fortifications and create civilian shelters or die. Everyone complies, and immediately sets about constructing these fortifications. The Lower Levels now have redoubt-level protection, and civilian shelters on the lowest levels have been constructed to ensure that the people are safe in the event that the Hive City is invaded and heavy fighting in there happens. Hive Cities Ortal and Karanas now have redoubt-level fortifications thanks to you.

>>50623

You start to order the Agari to start constructing a redoubt that overlooks the pass that connects the hive cities of Ortal and Karanas. This is a strategic location beyond any doubt, and while the fortifications are not all that great, they are better than absolutely nothing. Your scouts find nothing aside from extremely old storage compartments filled with aging ammunition crates. After a short fearmongering campaign against the Orks, your numbers Swell massively, you gain 150,000 new conscripts!

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a70b08 No.50637

>>50625

Your Techpriests run around sanctifying all the Industrial facilities. It really doesn't do much, as most people focus more on the God Emperor than the Omnissiah, and very few if any have had any contact with the Adeptus Mechanics in a long time. After some long searching, you find a massive storage hall, within it you find out that this underground facility was used to store Imperial Knights underground to ensure that no harm befell upon them. It is a well-protected area just outside Khe-Sanh built into the mountains, and a very good foundation from which to build your base! As for your Walker Tactics, they continue to improve with rigorous training exercises day in and day out and give you a +3 to all rolls in battle.

>>50628

You begin to establish several Manufactorums and start to tell the Agari to work there. Many of the Agari agree and work in tandem with your servitors in order to provide a steady flow of supplies to your forces. While it seems a little redundant due to the fact that the Hive Cities produce most of what you need, this ensures that everything they don't produce is now produced, and you have yet another area from which you get supplies from! After a short time of thinking, you also realize that the area itself is quite exposed. You immediately get the rest of your servitors to work on constructing a redoubt just west of the settlement to provide protection.

>>50630

Task force Bazra has a noble goal, but ultimately its mission is redundant, as Battle Maniple Epsilon already had constructed fortifications not far from your area of construction, seeing that it is entirely unnecessary your troops simply give up and join Task Force Sick Yellow, which has been working incredibly hard to see its task is complete, after extremely hard work and help from both of the Agari Settlements you manage to construct not a redoubt, but a fully functional fort! This is truly a good fortification and will make this formerly impossible to defend area, now possible to defend. That being done, you begin to start recruitment drives, many grateful Agari join you, in addition to some from the Hive cities. +100,000 PDF Soldiers, +40,000 Agari PDF soldiers, +20,000 Combat Engineers.

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a70b08 No.50638

>>50631

Your troops get to work focusing on building up the fortifications of the Hive City of Vertun! The Citizens of the area are grateful for your help and help you construct these fortifications. Due to your efforts, the Hive City of Vertun now has Redoubt-Level fortifications, allowing this Hive city to be much more well defended. The Redoubt in the end is redundant, and your troops instead help Task Force Sick Yellow in constructing their own Fort, which is far better and protects not just that settlement, but another one as well. While few choose to join your forces, the ones grateful for your efforts in fortifying the Hive City join you. +15,000 Astra Militarum Guardsmen.

>>50632

Your troops get to work constructing not just a redoubt, but a Fort! Working overtime, they are able to complete the task in a timely amount. The Position of the fort is excellent as well! It is not far from the Storage Warehouse that the other Noble Knight house was able to discover right by Khe Sanh! You also assist your fellow Noble Knights in sanctifying the planet's industrial facilities. While the training of the other Noble Knight house goes well, your Knights cannot keep up with theirs, and as a result you do not gain much experience from these exercises.

>>50633

You begin to construct a convent, which gain redoubt level fortifications! It is north of Olagas and overwatches the key chokepoint by which any enemy forces would have to get through in order to get to Olagas. While it is a humble convent, it also contains large amounts of medical facilities where wounded can be treated. Afterwards you send out Medicae teams to ensure that the Hive Cities are producing appropriate amounts of medical supplies, in specific bandages, medicine, and ensuring that the local hospitals and medical facilities are prepared for the massive amount of wounded that they will have to treat in due time. Your attempts to proselytize are poor at best, most people, while they declare and formally worship the God Emperor, are mostly apathetic and try to go on with their daily lives as best they can.

>>50634

Your fearmongering campaign and slogan "This world will either be your fortress or your tomb" manages to attract quite a bit of people as well, primarily to act as scouts and support forces. +50,000 Astra Militarum Guardsmen. After having gained some guardsmen, you immediately get to work drilling your men and machines day in and day out to ensure that they will be ready for the upcoming Orkish assault. Due to all this training your men gain an additional +2 to fighting on Open Ground. Your attempt to requisition a mechanized command building in Karanas fails spectacularly, it appears that you will have to wait until you are assigned one.

>>50635

The Ash Dragons immediately get to work laying the foundations of a Fortress Monastery deep within the Mountain, as they dig deeper and deeper they find something spectacular! The Ruins of an Ancient Fortress Monastery! It is well protected, and is truly a massive complex. While much of it is caved in and damaged heavily, you establish your main base in the halls not far from the entry-gate itself, as those are the least ruined and you are able to repair them relatively quickly. Finding a map, you find that in its Glory Days, the Fortress Monastery was a massive complex meant to house large amounts of space marines. This planet saw a lot of fighting, and this Fortress Monastery must have been the main base of the Space Marine Garrison upon this planet. You estimate that these ruins once used to be able to hold the united might of three space marine chapters. Afterwards you head over to the Planetary Governor and demand thralls to work directly for you. He begrudgingly grants your request and gives you 2,000 Thralls. +2,000 Thralls.

IT IS NOW TURN 2. GET YOUR TURNS IN LADS!

Imperial Intelligence states that the Orks will be upon you in at most, three months. You must finish your preparations.

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1c3af9 No.50639

File: ec220d447145bd8⋯.jpg (140.91 KB,577x800,577:800,1490395463389.jpg)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Troops: Noble Leaders, Noble Retinue, Serfs, Kroot Mercenaries

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

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a70b08 No.50640

>>50639

TROOPS:

Command over a large portion of Hive Khe-Sanh and its Industries

50,000 Stalker Kindred

20,000 Tracker Kindred (Riding Knarlocs)

300 Krootox Riders

50,000 Hunter Kindred

10,000 Headhunter Kindred

BONUSES: 50% cost reduction on ALL mercenary units, +5 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

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a70b08 No.50641

>>50640

75,000 Carnivore Kindred added as well

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1c3af9 No.50642

Dice rollRolled 85, 50, 15, 89, 86, 79 = 404 (6d100)

>>50636

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +5 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Troops:

Command over a large portion of Hive Khe-Sanh and its Industries

75,000 Carnivore Kindred

50,000 Stalker Kindred

20,000 Tracker Kindred (Riding Knarlocs)

300 Krootox Riders

50,000 Hunter Kindred

10,000 Headhunter Kindred

1. Expand the arms industry of Khe-Sanh

Command over a large portion of Hive Khe-Sanh and its Industries

2. Increase the Defenses of Khe-Sanh

Command over a large portion of Hive Khe-Sanh and its Industries

3. Start a recruitment campaign in Khe-Sanh

Command over a large portion of Hive Khe-Sanh and its Industries

4. Assimilate or eliminate rival nobles to consolidate control over Khe-Sanh.

Command over a large portion of Hive Khe-Sanh and its Industries

5. Have the kroot build their outposts and traps outside the city to prepare against the orks.

+5 to Guerrilla Warfare when using Kroot Units

6. Begin making business deals ahead of time in order to profit after the war against the orks is concluded.

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0389c0 No.50643

File: e63b9a4e9f9056c⋯.jpg (86.5 KB,637x400,637:400,awakened.jpg)

File: 570fed4a44951e0⋯.jpg (146.27 KB,1280x668,320:167,memories3-cannon-fodder-72….jpg)

Dice rollRolled 95, 65, 83 = 243 (3d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=eTPiZup0GMM

1. The Duke addressed his assembled officers and leaders of the nearby city. "My lords, good citizens of the gentry, we have but a narrow window upon which we might further establish our grand bastion. There art simply not enough time. We must buy time."

>Have the Hive denizens work on constructing a series of tunnel networks beneath the Redoubt, so that even when under attack and siege we can continue efforts to build and move supplies and manpower. Connect the Hive City to the Redoubt

2. Omnissiah bless you, tech priest, and investigate this "Shield Fortress". Emperor willing, we can reactivate it.

>Send our tech priests to investigate and if possible salvage or even reactivate the shield fortress so rumored

3. May the Emperor speak through our guns, let us show the foe the true meaning of 'Hammer of the Emperor'

>Organize the foundries of the nearby Hive City, we must prepare them to be able to produce the mighty Basilisk Magnus guns, who of such caliber and size they can shield the entire island continent with the very booming thunder of the Emperor himself crashing down upon our foes. Once we can produce these guns, we will then begin to prepare the Reboubt with suitable blockhouses and turrets to hold them.

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0389c0 No.50644

>>50643

https://www.youtube.com/watch?v=eTPiZup0QmM

TYPOS IN HOLONET URL'S ARE AN OFFENSE AGAINST THE OMNISSIAH

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Post last edited at

5e7f99 No.50645

Dice rollRolled 91, 50, 56, 30 = 227 (4d100)

>>50603

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

TROOPS:

400,000 Skitarii

25 Onager Dunecrawlers

100 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

1. Set up in one of the ruined forts and begin working on rebuilding it. +5

2. As well, begin expanding the fortifications with lesser trenches, fortifications, and emplacements for the Dunecrawlers with the Icarrus Arrays and Broad Spectrum data tethers to aid in aiming. +5

3. Set up a communications relay to allow for quick communication throughout the planetary forces, and if there is one to have a backup in case of destruction by ork attack of failure to appease the machine spirit.

4. Just because the fortifications need to be set up does not mean that the rangers and vanguard can get sloppy in their shooting. Have them conduct target practice so that their aim may be calibrated.

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e7646d No.50646

Dice rollRolled 10, 7, 33, 10 = 60 (4d100)

>>50638

Organization Name: 12th Koronam Regiment

Category: Imperial Guard

Sub-Category: Mechanized Infantry

Troops: 515,000 Astra Militarum Guardsmen, 100 Gorgon Armored Assault Transport, 600 Chimera Transports

Bonuses: +10 if attacking in tandem with Armor, Faster speed.

1-3. Obtain more Chimera transports.

4. Continue to improve fortifications at Vertun.

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3fa08a No.50647

Dice rollRolled 99, 94, 54, 29 = 276 (4d100)

>>50633

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:2,500 Various Medical Staff

1,000 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

Lore: https://pastebin.com/N24g24HU

1. The Convent is coming along well, but with Orks it will likely not be enough. So the sisters poor more resources and effort into making their new home a fortress to withstand any and all assaults the enemies of the Emperor and Mankind.

2. Next the sisters begin instituting a schola system. Besides the fact it helps engrain faith in the God-Emperor and duty to the Empire into children, it will also help deal with the inevitable orphans of war by giving them a place to go. Furthermore it will give the sisters a place to select new recruits from.

3. The sisters begin setting up logistics points, to alloy them and allied Imperial forces to redeploy and move rapidly in response to the Orks' planetfall. There is no guessing where they may end up, but with proper planning the Forces of the Emperor and his children may reach them quickly and snuff them out all the same.

4. With whatever time is left, Sister send scouts to search through and catalogue the ruins. This will let them know where they can rebuild the old bastions of defense, where the tunnels are, and maybe if they are blessed by the Imperator himself, they might find something their forebears left behind.

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74348e No.50648

File: ddf91f7d59f93b3⋯.jpg (47.43 KB,400x500,4:5,spacemarine2.jpg)

File: cfe488dd012f14b⋯.jpg (65.64 KB,400x500,4:5,tsm.jpg)

File: b034ad8ae0320bf⋯.jpg (27.28 KB,500x375,4:3,DeathCompanyArt.jpg)

>>50580

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

Troops: In addition to what is listed above, 1 Death Company

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

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a9a40d No.50649

Dice rollRolled 73, 78, 72, 41 = 264 (4d100)

>>50638

Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

Category: Planetary Defense Force

Sub-Category: Combat Engineers

Troops:

Agri Defenders East (Stationed at: Fortress Sick Yellow)

60,000 PDF Soldiers

40,000 Agri PDF Soldiers

5,000 Combat Engineers

Task Force Steel Vertun:

440,000 PDF Soldiers

115,000 Combat Engineers

Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

Bonus:

+ 10 to constructing Fortifications

1-2. With the Sick Yellow Fortress protected by Agri Defenders East the remaining members of Regiment Mobwag would be assigned to Task Force Steel Vertun and moved North to Vertun where they would establish fortifications near the isolated Hive. Time was of the essence.

3. Aiden Marius would continue to oversee recruitment of more members of the local population into the 2nd Koronam PDF Regiment.

4. A subsection would be created within the Mobwag Regiment to sort Combat Engineers by skill and teach them the non-hereticla knowledge required to perform their tasks. This would aim to further increase their construction capacities and allow for more rapid and reliable fort constructions.

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e6bc87 No.50650

Dice rollRolled 99, 27, 69, 84 = 279 (4d100)

>>50637

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

250,000 Skitarii Half Van and half Ranger

100 Sancristans

400 Tech-priests

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

+Discovered Large Facility

Move our forces to the proximity of Khe-Sanh for the fort construction and other efforts

1 Spread the faith of the Machine Cult into Khe-Sanh. The glory and splendor of the Imperial Knights is a sight to see that could move even the most jaded hearts, it is the Mechanicus that can marshal such awe inspiring machines and they shall know it.

+Mechanicus

2 Begin constructing a fort using the relic massive storage hall and underground facility and whatever supplies we can get from Khe-Sanh. Having a place where we can store our Knights shows that this world has known the touch of the Mechanicus at some point in the past, this bodes well.

+Mechanicus

+Large Facility

3 Sanctify the industry of Khe-Sanh, bring the factories who can provide for our needs to full capacity and operational efficiency. Show them that we are capable of improving output tremendously with the wisdom of the Machine Cult.

+Mechanicus

4 Begin recruitment of people who want to contribute to our war efforts whether they be Houses and enginseers with affiliations to the Mechanicus or those who have men and resources that they are willing to contribute in return for backing and blessings of the Mechanicus.

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5eb956 No.50651

Dice rollRolled 16, 80, 59, 50 = 205 (4d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1 Baneblade

300 Leman Russ Tanks

50 Leman Russ Demolishers

10 Hydra Flak Tanks

5 Leman Russ Punishers

50,000 Imperial Guard Scouts

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+7 when fighting on open ground, -10 when fighting in very rough terrain.

1. We must train ever harder, for to do so is to honor the Emperor by increasing our ability to smite and kill his enemies. The vehicles and drivers will go through armored warfare exercises while the scouts practice reconaissance and scouting in addition to their usual guardsman training.

2. Time is of the essence and delays are unacceptable, but still orders must be followed. Instead of waiting idly for a mechanized command building in Karanas we will move our base of operations to the hive city of Vertun and assist with the building of fortifications there.

3. Then we should scout around Vertun for anything of interest, be it chokepoints, ambush spots, or forgotten treasures of old.

4. We should continue to increase our numbers, this time adding more armored firepower to our ranks. The Hellhound Flametank is a versatile and effective machine, its powerful blasts of righteous fire able to strike the fear of the Emperor into even the angriest orc. We must requisition some so that we may hit the enemy where it hurts.

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1c3af9 No.50652

>>50650

The Enterprisors recognized the value of the Mechanicus due to both its size, influence, and resources. While the other nobles were apathetic to their existence the Enterprisors were quick to ingratiate themselves by supporting the Mechanicus' proselytization efforts and assisting their efforts in expanding Khe-Sanh's industry (which by proxy is in fact their own). Hopefully such a move would give them more political capital to utilize against their rivals and gain a new ally.

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afdd1d No.50653

>>50636

>Organization Name:

66th Nalafay Mesa Rangers

>Category:

Imperial Guard

>Sub-Category:

Drop Infantry

>Troops:

This Drop Regiment hosts larger numbers of Vendettas and Venators in their TO&E then most similar Regiments.

>Lore:

Nalafay, a world covered in broken mesas interspersed with narrow canyons and passages. Atop these flat topped mesas are rows and rows of grain and crops, combining the richness of the systems sun with the riches of the soil. Below them is darkness filled with dangerous mega-predators and bio-luminescent wonders, but worst of all are the Orks whose biology encrusts every square centimeter in some corners. The Mesa Rangers quickly react to Ork attempts to scale to the surface world and repel any breaches that may arise. They have developed special tactics focused on hunter-killer teams of Vendatta formations and Venator platoons to quickly hunt down and destroy Ork artillery, flyers and mek boy contraptions that occasionally threaten the world of light every few years. The 66th are more than happy to help another world in their fight against the Green Menace.

>TROOPS:

500,000 Astra Militarum Soldiers, Specifically Drop troops

>50 Vendettas

>100 Sky Talons

>200 Tauros Vehicles (For Dropping behind enemy lines)

>Bonus: +5 to Fighting behind enemy lines, +5 to airdrop operations

—————————

1.[MAKE UP ACTION 1/1] The perils of warp travel had not only delayed the full deployment of the regiment but had also delayed the transports laden with many of their airframes. This alarms the Colonel who humbly petitions the planetary Departmento Munitorum for whatever Valkyries may be available on the planet as soon as the situation was apparent.

2[REGULAR ACTION 1/2] The 66th establish their Aerodrome in Hive Karanas, careful to choose a location nestled within its confines that offered both enough space for the housing, drilling and maneuvering of Mesa Rangers and protection from direct or indirect fire. Once established within Colonel Crator conducted constant readiness exercises and scramble drills to ensure the Rangers could flawlessly deploy to their objectives with little notice.

3.[REGULAR ACTION 2/2] Daily rotating flights of Vendettas and Sky Talons would rise and make their way to the various hives, budding fortifications and Agari settlements. The flights were aimed at familiarizing the pilots, officers and NCO's of the Regiment with the layout of the particulars of the world's terrain, aided by liaison teams that the Colonel placed at each Imperial position on the world.

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afdd1d No.50654

Dice rollRolled 92, 51, 7 = 150 (3d100)

>>50653

>The Emperor Protects

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e6bc87 No.50655

>>50652

The Mechanicus officials look to the Enterprisors with a mix of appreciation for their quick move to see that the local populace becomes more in line with the doctrines and worship that furthers Mechanicus influence. Then, disgust at their employment of the kroots; some are questioning if the Enterprisorers were planning on making xeno tech and weapons for the mercenaries which would be Tech Heresy.

A perfectly generic looking human approaches, on closer inspection he seems -too- human as though he was shaped to be the most human looking human possible and a secretary with a scant few augmentations at his side, and once the introductions were done he speaks in a serious tone.

"To build and fight with such things is to rely on the alien and the alien cannot be relied upon. It is not human technology. Those who maintained the machines of this world in their deepest memories and most inner circles should be of the Mechanicus. Once we have spread the word that a true force of the Mechanicus is here then the production of xeno technology must not be done. Troubling times call for you to use these aliens, and perhaps even arm them with rudimentary tools, this may be overlooked while no greater tech heresy takes place and no supreme yet authority takes the reigns of this world for if that time comes there will be no ground given on the matter. You are warned."

"It is not for us to convince the houses of Khe-Sanh to join with those who employ aliens. Those who seek our aid and who receive it will be those who hold ancient ties with the Mechanicus of Mars, their associates, and patrons. The asset holders that we can supervise will produce goods for and earn rewards from our side as needed, we suggest you make the most of those who do not agree with your policies naturally coming to us and leave it at that. We spread the word of the Machine Cult for your own good as well as that of this world as a representative of Mars which is allied with Terra. Make ready what forces you can for the Orks are coming but do not worry as we are ordered to see those who would try to take Hive Khe-Sanh and Koronam are scattered by the marching of iron feet. Good day, we will speak again I hope."

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5af4f1 No.50656

File: a61d25a63c1c1be⋯.jpeg (98.62 KB,640x321,640:321,604259A3-B1A5-4601-9681-3….jpeg)

>>50580

Organization Name: The Mordian 10th Regiment

Category: Imperial Guard

Sub-Category: Disciplined wall of lasguns and artillery.

Troops: I’d prefer a more infantry focused army, as Mordians are known for disciplined line firing.

Lore: The Mordian 10th is but one of the many esteemed regiments to come from that horrific planet. Unfortunately, they did not get the chance to prove themselves as their first deployment was against the Despoiler’s 13th Black Crusade. They were one of the lucky few regiments to be mostly evacuated, and the fragmented remains of other Mordian regiments were added to make up for lost men. Now led by Colonel “Steelwall” Albrecht, famous for instilling hard discipline, the Mordian 10th have been deployed to Koronam to HOLD THE LINE.

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a06a71 No.50657

Dice rollRolled 79, 7, 17 = 103 (3d100)

>>50638

>Organization Name:

House Dissidia

>Category ):

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

2 Knight Errants

2 Knight Paladins

1 Knight Castigator.

250,000 Skitarii

100 Sancristans

400 Tech-priests

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: As a machine works together in perfect synchronicity to become more than the sum of its parts, so must we too work together to achieve more as one unit. Assist the Knight House in constructing a fort using the Storage Hall. See if we can't connect it to the mountain spire Fort.

2: To fall behind as combatants is to invite shame upon this House. Train in the tactics of the House until we have caught up, at least.

3: Continue assisting the other House with sanctifying the industries.

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a5058e No.50658

Dice rollRolled 48, 62, 54 = 164 (3d100)

>>50636

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissioner Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

TROOPS:

650,000 Poorly Equipped Agari Planetary Defense Forces

40 Armageddon Pattern Sentinels

300 Primitive Koronam Artillery

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

——

1. Continue work on improving our new mountain top fortification! It would be the strong point to defending the hives and allow us a centre of organization . +15

2. Continue efforts to scout out usable salvage +10

3. Continue the recruitment campaign!

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69e9a4 No.50659

File: 6df6abdd9a7a48b⋯.jpg (238.75 KB,1516x1398,758:699,latest.jpg)

Dice rollRolled 17, 24, 18, 96 = 155 (4d100)

>>50638

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops: 400 Standard Space Marines, 100 Scout Marines, 10 Razorback Transport Vehicles, 5 Vindicator Tanks, 2000 human thralls

Lore: https://pastebin.com/6UjaqgvC

Finding this ancient fortress monastery is clearly proof of the Emperor's will. We are in the right place and these ruins have their time to serve again.

1: Under space marine supervision, half of the thralls will be put to work excavating the landing pads of the old fortress monastery. Getting these facilities in working order is vital to being able to redeploy and resupply effectively in the future.

2:The second half of the thralls will be working on the fortress's forges, getting these into working order so that we can begin producing new equipment for the chapter and repairing that which we have properly. Restoring full functionality is not important right now, just enough to support the forces we currently have.

3: A small third unit of thralls, just a few dozen, will be assigned to the company chaplain, who will use them to search the accessible sections of the fortress monastery for relics or forgotten equipment which may still be present.

4: Captain Rahak will send messages back to the rest of the Chapter asking for further support to be sent to us. The enemy forces that are coming and the level of preparation on the planet is not enough. Although any reinforcement would be appreciated, in particular he requests that aircraft and flying transports be sent to allow the Ash Dragon forces to redeploy quickly around the world. The Emperor's angels of war need to be able to get to where they are most needed quickly.

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9dd9f8 No.50660

File: 3ab6849578c381f⋯.jpg (24.03 KB,480x360,4:3,hqdefault.jpg)

Dice rollRolled 1, 15, 31 = 47 (3d100)

>>50636

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +10 to fighting inside Hive Cities and Agari Encampments

1/2. The ADEPTUS ARBITES will FINISH FORTIFYING the GREAT HIVE CITIES of Koronam. Make sure to KEEP CIVILIANS SAFE, for LIFE IS THE EMPERORS CURRENCY.

3. The ADEPTUS ARBITES will prepare themselves for the coming battle by TRAINING TO THEIR FULLEST and INCREASING THE BEATING QUOTAS so that they may BE MORE EFFECTIVE IN MELEE AND RANGED COMBAT

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a70b08 No.50661

>>50656

TROOPS:

350,000 Mordian Iron Guard Troops

Bonus +10 all fort defense rolls.

>>50648

TROOPS:

400 Standard Space Marines (4 Companies)

100 Scout Space Marines (1 company)

100 Death Space Marines (1 Company)

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

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683fdf No.50667

File: 8b83e9864e4a2c5⋯.jpg (84.21 KB,523x549,523:549,armiger-admech.jpg)

Dice rollRolled 9, 1, 82 = 92 (3d100)

>>50637

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Troops: Maximum Kataphracts and other Servitors like no Skitarii at all if possible because that's what the Cybernetica are all about.

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

TROOPS:

100,000 Combat Servitors

100 Kataphrons

5 Kastellans

50 Support Personnel

Bonuses: +5 in Siege Combat, +5 to all general combat

1. With the forces of the Orks incoming I should see about upgrading the defenses of my redoubt, round up some of the planets criminal element and convert them into servitors so they can man my defenses and provide a permanent garrison

2. In preperation for the incoming Orks I will also begin the construction of some heavier weapons to be carried by my Kataphrons, Grav will be useless against the raving beasts but Plasma should do the trick (Construct Kataphron Executioners)

3. With the oncoming Orks we will need some more durable weapons to engage them with, my Manufactorum should be upgraded so it can begin constructing the necessary parts for Armiger Warglaives.

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a70b08 No.50670

>>50642

You begin to consolidate your control over Khe-Sanh in a variety of ways. First of all, you being to expand the arms industry of Khe-Sanh, making you stronger militarily, and enabling you to equip Kroot with Imperial Weapons. You are unable to create Kroot weapons simply because to do so would be Tech-heresy, and with a significant adeptus mechanicus presence tech heresy would be an ill-advised idea. Afterwards, you begin to do a public service project for the people, that is to fortify their hive city, and when all the civilians get to work fortifying the area, once the fortifications are complete, the Hive City now has redoubt-level fortifications and your civilians are very much grateful for your efforts. That being said, your recruitment campaign is a failure, as many people are extremely busy either working in the expanded arms industry or working on fortifying the area. Having failed, you use your Kroot mercenaries to strong-arm the other nobles into line with you, giving you almost complete control over Khe-Sanh! Then, you deploy your Kroot mercenaries to start constructing ambush outposts and large amounts of traps all over the area around Khe-Sanh. Needless to say this gives the Kroot an additional +5 (total of +10) when fighting around Khe-Sanh in a guerrilla style due to the large amount of preparations that went into this. Lastly, you make several business deals with wealthy traders that will certainly give you a return on your investments!

>>50643

Ordering both your people and the Hive Denizens to construct the tunnel system, the construction project is completed very quickly, producing a large system of tunnels that connect your redoubt directly to the Hive cities, ensuring that there will be a constant flow of supplies from the City to your forces. Sending the Tech-Priests to investigate the shield-fortress, you realize that a Shield Fortress is in fact, a massive complex of Citadels and Heavy Fortresses spanning all throughout the massive western mountain range. This entire complex, now ruined and buried, although still salvageable should it be excavated properly, was a thing of legend in the old days. It must've been capable of accommodating massive numbers of men, artillery, and was extremely durable. Should you manage to restore the Shield Fortress, this planet will be able to withstand just about any assault. Lastly, you begin to order the denizens of the Hive City to construct Basilisk Magnus guns! These are massive things, and the first one comes out of the production line just in time for the Orkish assault, however it takes a long time to produce, with the industries necessary being so disorganized and rapidly set up. However, a single cannon has an extremely long range! The first one churned out and places in the center of the redoubt has the range to reach Karanas, many Kilometers away.

>>50645

You begin to set up in a ruined fort just outside of Ortal, and you work extremely quickly, wasting no time in reconstructing the fort and actually making it a proper Fort! After constructing a proper fort you begin to set up data tether arrays and Icarus Arrays! When fighting inside this fort just outside of Ortal, your forces will gain an additional +5 (+10 total). Afterwards a communications relay is established, opening up communications with all the Hive Cities, Agari Settlements, and all of the other forts and redoubts, ensuring that you are always connected to your allies. As for the target practice,it succeeds, giving your troops an additional +2 in combat (+7 in general, +12 in Ortal Fort.)

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a70b08 No.50671

>>50646

High Command immediately rejects any attempt to acquire more Chimera transports, saying that their forces are already overextended, and they find that you do not need more Chimeras. As for the fortifications of Vertun, everyone is so exhausted from constructing fortifications that they no longer can muster up the strength to build any more.

>>50647

The Convent turns into a fully functional Fort! While this seems insignificant, your medical facilities have massively expanded, the convent itself is capable of holding and maintaining thousands of men at a time. In addition, you construct a tunnel directly linking your Convent to the Hive City of Olagas, establishing a safe and secure flow of supplies for you and your medics, and even allowing you to perhaps transport your patients away to Olagas if necessary. Afterwards you institute a Schola System, Olagas responds extremely positive to this, and even some citizens of Khe-Sanh begin to strengthen their faith in the emperor due to this new method of proselytizing. This could also ensure a flow of recruits from the female population. In addition to this, you start establishing logistic points which allow you and nearby imperial forces to redeploy even faster than before. Your attempts to search through and catalogue the ruins produce nothing new, and the ancient tunnel system boggles the minds of even the smartest within the Order of the Cleansing Dawn.

>>50649

The citizens of Hive City Vertun were exhausted, that was certain. However, the engineers within Task Force Steel Vertun are not exhausted in the slightest! They immediately get to work improving the fortifications of Hive City Vertun, uplifting the fortifications to Level 2, the level of a fort. You also continue to recruit more members for the PDF, and you gain yet another 50,000 PDF and 10,000 Combat Engineers. You also start to organize your engineers according to skill, which increases efficiency throughout your Regiment, giving you an additional +3 (+13 total) to constructing fortifications.

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a70b08 No.50672

>>50650

While you are competing with the Order of Cleansing Dawn in regards to worship, the mere sight of your glorious imperial knights instills faith into the hearts and minds of those who cast their gaze upon those Imperial Knights, truly a beautiful spectacle. Praise the Omnissiah! Your attempts to construct a fort in the massive storage hall fail, it appears you will need more time to fully complete the construction. The sanctification increases the output of the Hive City industries by a significant amount, and further reinforces people's faith in the Machine Cult and the Omnissiah. Lastly, there are plenty of men willing to work with you, although they are all inexperienced in the ways of the Adeptus Mechanicus they are happy to serve on the frontline and help any way possible. +40,000 PDF.

>>50651

Your continued training only exhausts your troops further, meaning the training eventually becomes ineffective, and therefore useless. The Machines are also starting to break down from constant exercise, however luckily all of them are prepared before the Orkz come. Your support in constructing the Fortifications of Vertun is appreciated, and you fully ensure that there are plenty of civilian shelters and that the Fortifications of Vertun are in order. Your Headquarters are also established right by Vertun. Searching around for chokepoints and ambush spots, you find an interesting spot. It is an area of thick foliage, perfect to disguise your tanks in, it can hold about 50 tanks and the Baneblade, but it is certainly an excellent location to infiltrate the enemy rear. A location that Ursarkar E. Creed would definitely use. Lastly, you request 5 Hellhound Flametanks, and your request is granted.

>>50653

The Departmento Munitorum grants you another 100 Valkyries for additional Air Support, 25 Sky talons, and 10 Vendettas to reinforce your existing numbers. The Aerodrome is also established, in a decent location nestled and hidden from enemy forces. While it has no true fortifications, it is deep within your defensive lines, meaning you will not have too many problems with attacking enemy forces. The practice flights do not really help you fly better, but at least your troops managed to get a decent layout of the planet from up above.

>>50657

Your help and effort ensures that your ally Knight House has a well-protected storage hall. By establishing a basic wall and further fortifications, and a gate large enough to move Imperial Knights through, you are able to ensure that your allies have a fortified base from which to operate from. Your Imperial Knights continue to fall behind the other Knight House in terms of tactics and efficiency in battle. Your efforts to sanctify the industries are also greatly overshadowed by the other Knight house on the planet of Koronam.

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a70b08 No.50673

File: ef4b375a8cefce4⋯.png (2.85 MB,3072x1654,1536:827,Image for Game.png)

>>50658

Your Mountaintop fortification finally reaches Fort Status, through the help of many Agari you at last accomplish a good defensive location from which you protect the pass connecting the two Hive cities. Afterwards you scout out Usable salvage, and you find a large storage warehouse built underground, filled with large amounts of Las-Guns and ammunition for your troops! Your continued recruitment pulls more and more from the Agari, but at the end of the recruitment campaign you amass yet another 150,000 PDF, bringing you up to 800,000 total PDF.

>>50659

The Old Fortress Monastery is massive and sprawling, and due to the large size and the effort required to excavate the area the thralls slow in their work, the landing pads are unable to be cleared in time before the Ork Assault. The attempts to excavate the Forges are also slow going, while they manage to unearth and reactivate about 10% of the forges, that is enough to continuously supply about half of your force. Any attempts to find relics fail, as most of your thralls are still busy trying to unearth other parts of the Fortress Monastery, and areas where you suspect relics may be in abundance, specifically the Crypts and Heavy Armories, are the deepest areas of the Fortress Monastery.

>>50660

Further attempts to fortify the great Hive Cities of Koronam somehow, inexplicably, results in massive riots throughout the Hive Cities. It takes months to quell these riots, and the end result is a large amount of dead civilians and about 1,000 Dead Arbites. -1000 Arbites. Luckily, these Riots are AMAZING training, and you gain a +2 (+12 total) to all fighting inside Hive Cities and Agari Encampments. It appears that beating the shit out of a civilian and then executing them is both therapeutic and good training.

>>50667

Any attempts to upgrade your redoubt's defenses ultimately fail, as you are entirely busy with upgrading the heavy weapons with Kataphrons. As for the Kataphrons, there is a massive mix up, and a few of the Kataphrons are killed while their weapons are being upgraded by either rioters, or simply just negligence by the person upgrading them. -4 Kataphrons. On the bright side, your manufactorum is now churning out the parts required to assemble Armiger Warglaives, and it is also producing more equipment overall!

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a70b08 No.50675

File: 09c028c6e7f02b2⋯.png (2.85 MB,3072x1654,1536:827,Image for Game.png)

File: ab691ffbbc0873b⋯.png (2.66 MB,1181x833,1181:833,Ork 1.PNG)

File: 36a5f7020f388de⋯.png (5.97 MB,2061x1159,2061:1159,Ork 2.PNG)

From the sky they fell… Massive amounts of Asteroids fell. Upon closer inspection, these were Ork Roks. The Orks have found Koronam at last, whatever fortifications we have, may we hope that we have enough. All your commanders are presented with the exact same map (See image) outlining the Ork Drop sites and the locations of where they will be disembarking. It appears that they are focusing on mostly flat land, perhaps it is the most ideal landing site for them. Initial Scouting reports suggest that the number of Orkz is approximately 3 Million. This is a mere vanguard force and should be relatively easy to dispatch. It is made primarily up of normal Boyz in all drop zones carrying a wide variety of weapons. Several Nobz are present as commanders, and the chief commander appears to be a Nob inside a Gorkanaut! The Gorkanaut was deployed in the Drop Zones east of Khe-Sanh.

It is time for battle! What will you do?

Regarding Rolls:

You are allowed to do as many actions as you want (WITHIN REASON. I don't want to write up 14 different actions) but remember that the more you spread your forces out, the less effective they will be in regards to every individual action. (With a few exceptions like stealth missions, where less people mean the chances of remaining stealthy will increase)

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a5058e No.50676

File: 73e64fd714a033a⋯.jpg (188.32 KB,1024x768,4:3,9251.jpg)

Dice rollRolled 15, 97 = 112 (2d100)

>>50675

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

TROOPS:

600,000 Poorly Equipped Agari Planetary Defense Forces

200,000 Decently Equipped Agari Planetary Defense Forces

40 Armageddon Pattern Sentinels

300 Primitive Koronam Artillery

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

——

1. By order of the Commissar the Agari PDF would move out across the wastes to destroy the Ork landing site to the south. They would travel under cover of night and using the labyrinthian tunnel systems built under the surface of the world. They would strike during the night using their superior night vision and knowledge to launch a viscous surprise attack to wipe out the orks before they can muster a defense. Guards would be picked off, sentire gunned down and all the Orks wiped out. The Sentinels would hold in reserve only striking out against armored targets.

+60,000 Poorly Equipped Agari Planetary Defense Forces

+180,000 Decently Equipped Agari Planetary Defense Forces

+40 Armageddon Pattern Sentinels

2. Before the assault started men would be selected from their stealth abilities and knowledge of the subsurface tunnels. They would use these tunnels to infiltrate the Ork base before the assault setting off explosives on ammo depots, fuel reserves and striking terror in all they pass.

+20,000 Decently Equipped Agari Planetary Defense Forces

+10

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bf8b27 No.50677

File: d2db3fa774d558e⋯.jpg (46.86 KB,220x426,110:213,220px-ArbitesDH.jpg)

Dice rollRolled 21, 20, 32 = 73 (3d100)

>>50673

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 299,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments

1. The ADEPTUS ARBITES will dedicate much of their FIGHTING FORCE to Vertun, Karanas, and Khe-Sanh. As those are the most threatened hives.

2/3. The ADEPTUS ARBITES will then be ordered to FORTIFY those locations to the BEST OF THEIR ABILITY

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41be81 No.50678

Dice rollRolled 52, 90, 43 = 185 (3d100)

>>50671

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Troops:

Agri Defenders East (Stationed at: Fortress Sick Yellow)

100,000 PDF Soldiers

5,000 Combat Engineers

Task Force Silo

10,000 PDF Soldiers

40,000 Agri PDF Soldiers

Section Red River: (Stationed at: Vertun)

440,000 PDF Soldiers

125,000 Combat Engineers

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 13 to constructing Fortifications

1. Fortress level constructions had been established in Vertun and a nearby Ork landing zone suggested the Hive would soon come under attack. Task Force Steel Vertun would be reassigned as Section Red River. While numerous in PDF Soldiers more importantly they had a rather incredible number of combat engineers at their disposal. The Vertun defenses would quickly be expanded North towards the river, setting up heavy defenses along the river bank where Section Red River would await the green horde with lines upon lines of barbed wire, landmines and bunkers. Volunteers from Vertun would be accepted into the ranks of Section Red River in order to further reinforce the Hive's defense.

2. Agri Defenders East would continue their fortification of Fortress Sick Yellow, administrative personell sending requests for workers from the Northern Agri Region to send soldiers to reinforce their position as Fortress Sick Yellow would allow them to operate in spite of the Greenskin invasion.

3. Task Force Silo would be sent forth from Fortress Sick Yellow and move East to secure whatever produce the local Agri Center had accumulated, bringing it back to Fortress Yellow for secure storage. To keep resistance from locals at a minimum and allow for well managed transport of produce a large part of Task Force Silo would be consisting of Agri PDF Soldiers. Protection for Eastern Agri Civilians could be provided at Fortress Sick Yellow, however the produce had priority over any civilian transportation. Still, free space would be granted to those who wished for the 2nd Regiment's protection.

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5e7f99 No.50679

Dice rollRolled 28, 2 = 30 (2d100)

>>50670

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

TROOPS:

400,000 Skitarii

25 Onager Dunecrawlers

100 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. It seems we far from the heat of the fighting, but we must still do our part. Send the harass and lead the northern ork forces, with their idiotic desire for loot and fighting, southward toward our entrenched position. +7

2. As well, move all of our forces except for 100,000 Skitarii and 1,000 Techpriests to hold and maintain the fort. Move along the northern river and set up another entrenched position to intercept the orks hopefully following the Inronstrider detachment. +5

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74348e No.50681

Dice rollRolled 4, 17, 74 = 95 (3d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

TROOPS:

400 Standard Space Marines (4 Companies)

100 Scout Space Marines (1 company)

100 Death Space Marines (1 Company)

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1/2. The first task the Carnelian Martyrs set about once making planet fall was the construction of a Fortress monastery outside of the hive of Ortal, if a suitable one could not be found in the region.

3. Scouts and land speeders would be sent out to scout out possible locations of enemy activity, the eye that rests is the one that often finds itself blinded

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e7646d No.50682

File: cb611aca363c10b⋯.png (150.46 KB,250x344,125:172,9A9AB3B7-57FA-45DB-B6C2-99….png)

Dice rollRolled 52 (1d100)

>>50675

Organization Name: 12th Koronam Regiment

Category: Imperial Guard

Sub-Category: Mechanized Infantry

Troops: 515,000 Astra Militarum Guardsmen, 100 Gorgon Armored Assault Transport, 600 Chimera Transports

Bonuses: +10 if attacking in tandem with Armor, Faster speed.

1. Immediately launch an attack on the enemy landing site north of Vertun. This operation is deemed crucial so over half the regiment shall be deployed in the assault. Send 315,000 Guardsmen and 400 Chimeras.

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e6bc87 No.50683

File: cdaa85a825bb718⋯.jpg (115 KB,640x446,320:223,Imperial Knight1.jpg)

Dice rollRolled 96, 76 = 172 (2d100)

>>50672

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

250,000 Skitarii Half Van and half Ranger

40,000 PDF

100 Sancristans

400 Tech-priests

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

1. March the forces of House Varuke to combat the Orks who threaten Khe-Sanh in the east, the southern mass of the two will be targeted first. +3 Walker Tactics, +5 Heretical Machines (If present, for a combine total of +8). Knights will focus on crowd control unless the Gorkanaut appears and then focus will shift to destroying it as soon as possible and intercepting it with the Knight Errant who is a CC specialist knight if it approaches.

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

250,000 Skitarii Half Van and half Ranger

100 Sancristans

200 Tech-Priests

2. Continue Building up the Fort with the resources we have gained from our new found influence and PDF support

+Mechanicus

40,000 PDF

200 Tech-Priests still in the Fort.

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3fa08a No.50684

Dice rollRolled 93, 9 = 102 (2d100)

>>50671

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:2,500 Various Medical Staff

1,000 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

Lore: https://pastebin.com/N24g24HU

The Order will split it's forces, fully three fourths of it's personnel. Going out onto the field in the rearguard to back up Imperial forces. this leaves the Convent garrisoned with 250 Sisters of battle and 500 medical personnel.

To the eastern Keh-san front

400 SoB and 1000 Medics 20 Rhinos

Task Force Mighty

To the southwestern Khe-san front supporting the Agari Pdf, 350 SoB and 1000 Medics 20 Rhinos

Task Force Mercy

1. Using the logistics point set up in advance Task force might moves to set up a field hospital to back up the forces moving to deal with the eastern Khe-san front. The sisters in the task force eagerly join the battle leaving a small but robust guard for the medics, as their rhinos and superior vox equipment will allow them to disengage and come running if the line is pushed enough to threat the hospice.

2. Task force Mercy does the same as in regards to the Agari PDf moving against the Orkoid filth. The sisters here will provide cover for the Medics and stay off the front line as to avoid any issues with the abhumans. However if the line is pressed badly they will fill the gap until the line can be reset. They will mostly act as bodygaurds for the medics and mercy kill those beyond help.

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1c3af9 No.50685

Dice rollRolled 44, 23 = 67 (2d100)

>>50675

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Troops:

total control of Hive Khe-Sanh and its Industries

75,000 Carnivore Kindred

50,000 Stalker Kindred

20,000 Tracker Kindred (Riding Knarlocs)

300 Krootox Riders

50,000 Hunter Kindred

10,000 Headhunter Kindred

1. Seeing that the mechanicus was focusing its efforts on the smaller landing zone in the north east. The nobility decided that their mercenaries would be best used to attack the larger landing zone in order to keep the ork forces separate yet corralled in groups that the titans could easily crush once they finish their assault.

+10 to Guerrilla Warfare when using Kroot Units

2. To the south there is also multiple landing zones that hold many orks. Their position is such that they could attack anywhere they wish. While our walls are strong it would be ideal if we were able to keep them from threatening our assets. A portion of our kroot army shall lead them away from our hive city and ideally keep them perpetually stalled. If done correctly then by the time we finish the front to the northeast we could launch a mass assault along with the other hives to crush them once and for all.

+10 to Guerrilla Warfare when using Kroot Units

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5eb956 No.50686

Dice rollRolled 12, 21 = 33 (2d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1 Baneblade

300 Leman Russ Tanks

50 Leman Russ Demolishers

10 Hydra Flak Tanks

5 Leman Russ Punishers

50,000 Imperial Guard Scouts

5 Hellhound Flametanks

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+7 when fighting on open ground, -10 when fighting in very rough terrain.

1. A well-defended, hidden area, this is the best I could hope for. Move the Baneblade and 50 tanks into position, recite the Prayer of Invisibility and hope that this works…have the rest of the tanks and men in reserve some distance away in case things get hairy.

2. It is time for the recon squads to earn their keep as well, send a scouting force of guardsmen to gather information about the numbers of the ork horde to the northwest of Vertun, our most direct threat.

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df8c86 No.50687

Dice rollRolled 11, 58, 43 = 112 (3d100)

>>50675

Organization Name: The Mordian 10th Regiment

Category: Imperial Guard

Sub-Category: Disciplined wall of lasguns and artillery.

Troops: I’d prefer a more infantry focused army, as Mordians are known for disciplined line firing.

Lore: The Mordian 10th is but one of the many esteemed regiments to come from that horrific planet. Unfortunately, they did not get the chance to prove themselves as their first deployment was against the Despoiler’s 13th Black Crusade. They were one of the lucky few regiments to be mostly evacuated, and the fragmented remains of other Mordian regiments were added to make up for lost men. Now led by Colonel “Steelwall” Albrecht, famous for instilling hard discipline, the Mordian 10th have been deployed to Koronam to HOLD THE LINE.

TROOPS:

350,000 Mordian Iron Guard Troops

Bonus +10 all fort defense rolls.

1. Get ourselves situated at the hive of Karanas. Build fortifications to wait for oncoming onslaught.

2. Colonel Albrecht will personally direct his troops in firing exercises to train discipline, responsiveness and accuracy.

3. Prepare several specialized troops to deal with enemy heavy infantry (maybe use meltas).

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b26f30 No.50688

File: 474e16911dd8097⋯.png (1.63 MB,884x1141,884:1141,ClipboardImage.png)

File: fcdf346b0c0f76e⋯.png (1.54 MB,1799x974,1799:974,ClipboardImage.png)

Dice rollRolled 36 (1d100)

>>50675

>Organization Name:

House Dissidia

>Category ):

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

2 Knight Errants

2 Knight Paladins

1 Knight Castigator.

250,000 Skitarii

100 Sancristans

400 Tech-priests

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: It seems our time has come. Against foes such as the massed troops of the Orks, the Castigator and Paladins excel, with their Castigator Bolt Cannon and long-ranged Battle Cannons hailing enemy foes with destruction. If we do meet the Gorkanaut up in north-east, it should not stand a chance against the Tempest Warblade of the Castigator in any case. Move our armies out of the fortresses to combat the north-eastern Ork army.

+2 Knight Errants

+2 Knight Paladins

+1 Knight Castigator.

+250,000 Skitarii

+100 Sancristans

+400 Tech-priests

+5 in General Combat

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496af9 No.50689

Organization Name: 277th armored cavalry "hellguard"

Category Imperial Guard

Sub-Category: flamer oriented

Troops Hellhounds lots of Hellhounds and flamer infantry

Lore: the flame cleanses the xenos and and the heretic. This is the only tenant of the self named and fire obsessed "hellguard". Fearless and a little insane the hellguard believe that if fire doesn't kill it the you aren't using enough fire. The hellguard don't originate from any particular planet they burn and recruit as they go.

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a70b08 No.50690

>>50659

Minor messup, I had omitted your fourth action by accident.

The Space Marines send a message back to the rest of the chapter requesting additional Air support, luckily their request is granted! The Chapter responds to their request of aid and just before the Orkish assault the reinforcements arrive! Four Thunderhawks arrive, each can transport 50 Marines and can provide Aerial support with the guns it has mounted! A valuable asset indeed.

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69e9a4 No.50691

Dice rollRolled 74, 60, 57 = 191 (3d100)

>>50675

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops: Strike Captain Rahak, 400 Space Marines, 100 Scout Marines, 10 Razorback Transport Vehicles, 5 Vindicator Tanks, 4 Thunderhawk Gunships, 2000 human thralls

Fortress Monastery: Redoubt level fortifications, 10% forge functionality

Lore: https://pastebin.com/6UjaqgvC

Most of the ork dropsites seem to be being contained by other forces. The only ones that remain unchecked are the two landing sites in the south central region.

1: Relocate our forces towards these dropsites using the thunderhawks. The first wave will be the 100 scouts and 100 marines led by Captain Rahak. If there is time a second wave of another 200 marines will be brought down to reinforce them.

2: The scouts will then attempt to assess the strength and disposition of the orks at these sites, and identify any nobs or other ork leaders. The marines and the Captain will remain on standby further back and only engage if open combat occurs.

3: The thralls will remain at the fortress monastery and attempt to clear enough of the landing pads for the thunderhawks to use to resupply in the future.

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a70b08 No.50700

>>50676

Your plan was indeed a genius plan, although the lower-ranking commanders had executed it poorly. You struck during the night, but the orks were being particularly observant today, more than usual since this was the initial drop and Ork scouts were everywhere looking for you. Your forces had managed to take out several of these ork scouts before they were spotted, savage fighting had ensued, you killed approximately 50,000 Orkz but in retaliation you had lost 30,000 of your Poorly Equipped PDF and 60,000 of your decently equipped PDF. The second phase of your plan went spectacularly on the other hand! You managed to detonate a massive amount of explosives right underneath the main Ork Camp, killing at least 100,000!

>>50677

Your fighting force is deployed and continues efforts to fortify the cities. While many are panicking your troops are able to restore order. However, an anomaly that you have noticed is that your arbites have lately been executing substantially more worshippers of chaos than normal, perhaps Chaos Cults are rising?

>>50678

Section red river immediately gets to work expanding the defenses of Vertun northward over the River. The plan was certainly a good one, and thousands of mines, alongside rows of barbed wire. Many bunkers were also constructed providing valuable cover for the approaching Ork Forces. Fortress Sick Yellow continues to also be expanded, and a proper void shield generator is installed! On top of this underground areas are made to house civilians and high value personnel in the midst of an attack, and the walls are further reinforced. Task Force Silo heads over and secures the food that the Agari have stored, while many are angry because it meant less rations, you took the food anyway.

>>50679

You deploy your Ironstriders to harass the Orkz and attempt to lead them south. It appears that harassment was not needed to begin with mainly because the Orkz were already heading that way. Your Agile Ironstriders are mostly able to keep out of harms way, but 8 of them are damaged beyond repair due to Ork gunfire. Your attempts to engage the Orkz do work out, however you take significant losses, losing 80,000 Skitarii and 5 Onager Dunecrawlers in the heat of battle against the Orkz. Luckily, in the fighting you are able to take about 75,000 Orkz.

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a70b08 No.50701

>>50681

It takes all the time you had before the assault and a lot of labor, but you manage to unearth yet another, much smaller Fortress Monastery. It appears that unlike the Ash Dragon Monastery, this was only equipped to handle one full chapter and nothing else, certainly a smaller Fortress Monastery but it is enough to support for your chapter for now. In its current state it has redoubt level fortifications. As for your forces, scouts are deployed and sent out and through excellent estimations, it appears that about 500,000 Orkz have landed on each Dropzone outlined in the map.

>>50682

Your lightning strike manages to work much better than that of both the Skitarii offensives and the Armored assaults! Deploying your Chimeras and Guardsmen you move at an extremely rapid pace, reaching the Frontline and immediately hitting the Orks right where it hurts! In your offensive, together with both the Armor of Battle Maniple Sigma and the First Koronam Super-Heavy Tank Regiment you are able to break through the Orkish lines and generally cause a large amount of Havoc. While you lose approximately 50,000 Guardsmen, your troops kill 80,000 Orks.

>>50683

>>50688

When your Forces arrived on the scene you saw a scene of Carnage… A million Orkz, and in the distance a Gorkonaut, most likely the leader of this force. Your forces had opened fire upon the Orks and a savage battle had begun. Imperial Knights backed by Skitarii open fire upon the forces, the guns of the Imperial Knights firing upon the thickest concentrations of Orks while the Skitarii ensure that the Imperial Knights do not get overwhelmed. As the battle progressed the Gorkonaut had exposed itself just a bit, and both the Knight Castigator and the Knight Errant had raced each other to see who would get the honor of slaying the first Ork Boss… The Knight Errant was faster this day, and when it reached the Gorkonaut the Castigator was right behind it, and the Reaper Chainsword of the Errant of House Varuke had sliced clean through the Gorkonaut as if it was a knife slicing through a piece of butter. Together the Knights fought their way out of the Ork Moshpit and rejoined the firing line. At the end of the battle the Orks were forced back.

Losses:

House Varuke:

1 Knight Errant, Slight Damage

35,000 Skitarii dead (5,000 Saved by the Order of the Cleansing Dawn)

House Dissidia:

1 Knight Castigator, Medium Damage

45,000 Skitarii Dead (5,000 Saved by the Order of the Cleansing Dawn)

Ork Losses:

150,000 Orkz dead

1 Gorkonaut.

In addition, House Varuke continues to build up their Fort, turning it from a redoubt into a fully functional Fort.

>>50684

Alongside the Skitarii and Imperial Knights fought the Order of the Cleansing Dawn, and the Hospital is certainly set up, and all the Sisters were ready to treat any injured. The Sisters worked day and night to treat all the Injured, and indeed through hard work they had managed to save the lives of ten thousand soldiers who would have otherwise died. The Sisters of Battle had also engaged a contingent of enemy forces that started to run straight for the Field Hospital, and after a valiant stand by the Sisters of Battle against the superior numbers of the Orkz the Sisters of Battle are able to hold the Orks back long enough for House Varuke and Dissidia to break the Orks and send them running! In total, you had lost 25 Sisters of Battle. In combat you had killed about 15,000 Orkz through your cunning tactics! As for Task Force Mercy… They arrive far far too late to make an impact on the battle, but manage to save about 10 Marines that were able to hold on from the Ash Dragons

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a70b08 No.50702

>>50685

Your Kroot are deployed to the east in preparation for the upcoming Ork Assault! Your Kroot are certainly effective at guerrilla warfare and try to do their best at slowing down the Orkish Advancing forces. Through the use of many traps and ambushes, as well as surprise night time attacks they always keep the Orks on their toes, and they also keep the Orks exhausted. Through this long process they are able to slow the Orks long enough for the Imperial Knight units to enter battle and crush the Orkish forces. As for your southern forces, they arrive too late in order to put up any meaningful resistance, although you do manage to slow them down.

Total Losses:

North East Front:

10,000 Carnivore Kindred

5,000 Stalker Kindred

3,000 Tracker Kindred

10 Krootox Riders

25,000 Orkz

Southern Front:

5,000 Hunter Kindred

4,000 Orkz

>>50686

The Ork Horde Northwest of Vertun has in total, about 500,000 Ork boyz of all kinds ranging from Normal Boyz to Nobz as their commanders. Knowing that due to your scouting, you hide your troops inside a well defended Hidden area which you had discovered earlier. Reciting the prayer of Invisibility it appears that it had worked for… some time. As the Mechanized forces advance you burst out into the Ork side! It appears that the Orkz were waiting for you and had unleashed their own fire against you. Seeing that you race your other forces to their aid to smash into their flank, and a prolonged fight begins. While your forces manage to obliterate and tear apart about 30,000 Orkz, you lose about 30 Leman Russ tanks, 3 Demolisher Leman Russ tanks, and 1 Hellhound Flametank!

>>50687

Karanas is already well fortified as a city, the Arbites have seen to the fortification of the city to ensure that it is well protected in the event of an assault, with redoubt level fortifications. This makes your fortification efforts largely redundant. The Training of the Mordian Iron Guard goes reasonably well, giving you an additional +2 to Fort defense rolls. lastly, you equip about 10,000 of your Mordian Iron Guard with Meltas.

>>50691

Your Thunderhawks are deployed and are sent in waves. 100 Scouts and 100 Marines are deployed as part of the first wave meant to contain the Orkz. The First wave does their job well, advancing in formation and keeping the Ork Forces at bay with large amounts of Bolter fire. Afterwards they are reinforced by a second wave of another 200 Marines meant to reinforce them further. Needless to say with the power of the Space marines they are able to hold back the Orkz and inflict heavy casualties on them. Although the Superior Ork Numbers means that they are being forced back slowly but surely. Your scouts are able to identify almost all of the Nobz that the Orks have, and even manage to take a couple out causing plenty of Havoc! As for the Thralls, they are able to clear 30% of the Thunderhawk landing pads, it appears that these Landing Pads were able to accomodate 30 Thunderhawks in total, and now you have space for 10 Thunderhawks, far more space than you need.

Battle Losses:

10 Scout Marines

7 Space Marines

10 Scout and Space Marines Wounded (Saved by the Order of the Cleansing Dawn)

40,000 Orkz.

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bbb9e1 No.50703

Dice rollRolled 70, 47, 47 = 164 (3d100)

>>50673

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Troops: Maximum Kataphracts and other Servitors like no Skitarii at all if possible because that's what the Cybernetica are all about.

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

TROOPS:

100,000 Combat Servitors

100 Kataphrons

5 Kastellans

50 Support Personnel

1. The Orks have arrived and we will need to prepare for their assaults, the Redoubt must be fortified with heavy bolter emplacements and sturdier locations

2/3. Excellent, we will begin the construction of Warglaives to provide a mobile punch to our forces.

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a70b08 No.50704

File: 97baa8a6c01d937⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

The Ork Numbers are as follows:

Southwestern Dropsite- 350,000

Northwestern Dropsite: 315,000

Eastern Dropsite: 825,000

Southern Dropsite: 936,000

In the Eastern Dropsite, the Orks have been forced back well by the Skitarii forces combined with the Order of the Cleansing dawn. The Gorkonaut was taken down by the Imperial Knights and the Orkz have been almost routed despite their clearly superior numbers.

In the Southern Dropsite, Space Marine, Kroot and the Order of the Cleansing Dawn are all battling the Orkz. They are greatly outnumbered and trying as best they can to hold back the Green Tide which is continuously advancing.

In the Northwest, while there is heavy fighting going on the Orks have advanced despite the Imperial Army's best efforts to prevent otherwise. All that stands between the Orkz and Hive City Vertun is now a single River and the existing fortifications that have been put up in and around the city. Skitarii and Guardsmen forces are trying as best they can to hold back the orkz and pay for every inch of ground.

In the Southwest the Agari PDF forces have struck a decisive blow against the Orkz by blowing up their main encampment although beside from that blow, the Orkz are advancing and inflicting casualties on the Agari PDF forces.

>>50689

TROOPS:

100 Hellhound Flamer Tanks

125 Chimera Transports

300,000 Guardsmen equipped with Flamers

100,000 Guardsmen Equipped with Heavy Flamers

300,000 Guardsmen carrying Normal Flamers

BONUSES: +10 to all enemies weak to fire, -10 to all enemies resistant to fire

>>50703

The Redoubt has heavy bolter emplacements built into it and the walls are reinforced with better materials in order to provide better protection against enemy fire, your redoubt is now a fully-functional fort! In addition to this you complete construction of an Armiger Warglaive! This is the first Armiger to roll off the production line, and while it is not perfect, it will provide some serious firepower!

+1 Armiger Warglaive

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b26f30 No.50705

Dice rollRolled 40, 4, 65 = 109 (3d100)

>>50704

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

2 Knight Errants

2 Knight Paladins

1 Knight Castigator, Medium Damage.

205,000 Skitarii

100 Sancristans

400 Tech-priests

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Take time to make sure that the Castigator gets repaired by the Tech-priests and Sancristans so that it may function at full capacity for the next fight.

2: Requisition reinforcements for the lost Skitarii, preferably more than we lost due to the high numbers of Orks present.

3: Head out once again to battle those foul Orcs

+2 Knight Errants

+2 Knight Paladins

+1 Knight Castigator, Medium Damage.

+205,000 Skitarii

+100 Sancristans

+400 Tech-priests

+Reinforcements

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0389c0 No.50706

Dice rollRolled 29, 66, 83, 37 = 215 (4d100)

>>50644

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=nQh0c0wJtwo

(MISSED TURN [UNABLE TO POST LAST NIGHT)

1. "Hearken to me, Command from On High, we hath discovered great bastions of mankind upon this firmament, and am in need of further support in men and repairs."

>Send repeated Urges to Segmentum Command, and to Mars, of the discovery of the series of Fortifications. If we can get the manpower to repair, and man the forts, we will be able to defend this planet!

2. "Governor of the Hive, have faith in the Emperor for he has blessed us with an opportunity to protect thine denizens. Let every man, woman and child not holding a lasgun pick up a tool and begin the repairs."

>Work with Hive Karanas, and begin repairing the forts. Focus first on the secured barracks and civilian quarters, so that if the Hive City is attacked we won't be distracted by needing to defend the civilian populace. We may be able to move most if not all the civilians of Karanas into such forts.

(THIS TURN)

1. "Make every attempt to requisition from Terra and Mars above that we gain the support we require."

>Continue to send urgent requests for manpower from Segmentum Command and the Admech for support in repairing, and operating, the fortifications.

2. "Work with haste, citizens, these shall either be your fortresses or your graves. It is you who shalt decide which."

>Continue to focus major efforts on the repairing, and operating, of the forts. Hurry while the enemy is not yet at our gates.

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b33e5a No.50707

Dice rollRolled 16, 4, 17, 96 = 133 (4d100)

>>50704

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Troops:

Agri Defenders East: (Stationed at: Fortress Sick Yellow)

100,000 PDF Soldiers

Task Force Silo:

10,000 PDF Soldiers

40,000 Agri PDF Soldiers

5,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

200,000 PDF Soldiers

50,000 Combat Engineers

Relieve Force Koronam's Shield: (Sent to support Fortress Sick Yellow)

240,000 PDF Soldiers

75,000 Combat Engineers

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 13 to constructing Fortifications

1. Plans and predictions had given way to reality. Where a relatively minor assault in the North was about to hit Section Red River and its well fortified positions, supported by numerous allied forces in the South a much more devastating force was ravaging. A large part of Section Red River would be reassigned to Relieve Force Koronam's Shield and sent South East to assist Stronghold Red Yellow.

+ Relieve Force Koronam's Shield

2. Task Force Silo would now prioritize the evacuation of the nearby Eastern Agri settlement, civilians would be brought into Stronghold Sick Yellow where they would be cared for for the time being. As Task Force Silo was severely understaffed in terms of Combat Engineers Agri Defenders East's Combat Engineers would be reassigned to the Task force for now, in order to construct a number of defenses to funnel the Orks towards Stronghold Sick Yellow and away from the Agri Settlement.

+ Task Force Silo

3. Section Red River would dig in once more and await the Orkish assault. Its allies would be made familiar with the elaborate defense network that had been set up and be offered positions to compliment their abilities and Section Red River's own shortcomings.

+ Section Red River

4. Agri Defenders East would do their best to huddle up in Stronghold Sick Yellow, though seeing as they had no Combat Engineers and had only been intended as a Garrison Force there was little they could do to improve the already impressive fortification. Drills would ensue to ensure readiness of the men and those evacuated from Agri Settlements would be offered the opportunity to serve in the defense of the Stronghold until the Ork Invasion had been repelled.

+ Agri Defenders East

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eb7116 No.50708

Dice rollRolled 39, 47, 3 = 89 (3d100)

>>50704

>Organization Name: 277th armored cavalry "hellguard"

>Category Imperial Guard

>Sub-Category: flamer oriented

TROOPS:

100 Hellhound Flamer Tanks

125 Chimera Transports

300,000 Guardsmen equipped with Flamers

100,000 Guardsmen Equipped with Heavy Flamers

300,000 Guardsmen carrying Normal Flamers

BONUSES: +10 to all enemies weak to fire, -10 to all enemies resistant to fire

1. It's time for battle the flames of water rise and it's one of our favorite enemies. (Boost morale)

2.3. join the battle at the southern dropsite and annihilate the enemy orks burn the very ground they stepped on to cleanse their filth permanently from this planet

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e6bc87 No.50709

Dice rollRolled 50, 69, 26 = 145 (3d100)

>>50701

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant (Slight Damage)

1 Knight Preceptor

215,000 Skitarii Half Van and half Ranger

40,000 PDF

100 Sancristans

400 Tech-priests

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

1. House Varuke attacks once more the Orks in the Northeastern Theater, with the loss of their leader they may just break into a route if we can strike while the iron is hot and make the most of our knights' crowd control armaments,

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant (Slight Damage)

1 Knight Preceptor

215,000 Skitarii Half Van and half Ranger

+3 Walker Tactics

2. Bring up 30,000 of our PDF to act as a rearguard for our HQ and the reserved 200 Tech Priests who along with the Sancristans will repair the damage to the Knight Errant and save any other casualties in the Mechanicus HQ Field Hospital by replacing or severing them from their frail mortal flesh, bringing them closer to the point of 'Crux Mechanicus' when their body is more machine then flesh.

30,000 PDF

100 Sancristans

200 Tech-Priests

3. The 200 Tech Priests who have been here from the start will act as Magos Domini and take command of the skitarii from our HQ defended by the rearguard making use of venerable Mechanicus technology, the Noosphere, to transmit and receive information to and from their Skitarii forces. Their experienced hands will refine the movement and formation of the Skitarii troops into devastating assaults that will break the last Ork leadership and put them to route.

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e6bc87 No.50710

>>50709

(Walker Tactics +3 to ALL rolls in battle)

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bf8b27 No.50711

Dice rollRolled 97, 11 = 108 (2d100)

>>50700

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 299,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments

1/2. The ADEPTUS ARBITES does not take this information about possible chaos incursions lightly. We will SEEK OUT and DESTROY any possible chaotic infiltrators

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e6bc87 No.50712

File: f8d5f78849e2c07⋯.jpg (183.62 KB,660x939,220:313,10-robot-paintings-by-haji….jpg)

>>50709

>69 again

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69e9a4 No.50713

Dice rollRolled 9, 91 = 100 (2d100)

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops: Strike Captain Rahak, 393 Space Marines, 90 Scout Marines, 10 Razorback Transport Vehicles, 5 Vindicator Tanks, 4 Thunderhawk Gunships, 2000 human thralls

Bonus: Flat +10 battle bonus, additional +5 in Close Quarters combat.

Fortress Monastery: Redoubt level fortifications, 10% forge functionality, 30% landing pad functionality

Lore: https://pastebin.com/6UjaqgvC

We are inflicting a heavy toll on the orks as they advance, but many remain. The focus must be on whittling down their numbers, even if we have to give some ground to do so.

1: Captain Rahak will lead our forces currently on the ground (293 marines and 90 scouts) and conduct a fighting retreat. The priority is to maintain our fighting strength while draining theirs.

2: The Thunderhawks will conduct airstrikes on the ork forces, prioritising the nobs our scouts located in the earlier phase of fighting. We must deprive the orks of what pathetic leadership they have.

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907ffa No.50714

File: 49dbef3c83623e5⋯.jpg (55.63 KB,650x1049,650:1049,i3.jpg)

File: 8a74dcb06d2252f⋯.jpg (137.49 KB,646x344,323:172,jutland.jpg)

File: 4261a120307af08⋯.jpg (187.55 KB,1600x820,80:41,Imperial Navy personnel (3….JPG)

Organization Name: The Pride of Praetoria

Category: Imperial Navy

Sub-Category: Dominator Cruiser

Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

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b33e5a No.50715

>>50714

If you wanna have a chat with OP or others

https://discord.gg/SFpH45

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bbb9e1 No.50716

Dice rollRolled 63, 99, 83 = 245 (3d100)

>>50704

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Troops: Maximum Kataphracts and other Servitors like no Skitarii at all if possible because that's what the Cybernetica are all about.

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

TROOPS:

100,000 Combat Servitors

96 Kataphrons

5 Kastellans

1 Armiger Warglaive

50 Support Personnel

1. The meat of our force will move south to aid the army in engaging the Ork forces

50,000 Combat Servitors

85 Kataphrons

5 Kastellans

1 Armiger Warglaive

40 Support Personnel

2. The remaining forces will move to the south to build a second redoubt protecting

3. My Manufactorum will need to replenish my losses and should work on producing Kataphrons.

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a5058e No.50717

Dice rollRolled 64 (1d100)

>>50700

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

TROOPS:

570,000 Poorly Equipped Agari Planetary Defense Forces

140,000 Decently Equipped Agari Planetary Defense Forces

40 Armageddon Pattern Sentinels

300 Primitive Koronam Artillery

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

——

1. Engage in hit and run tactics on the orcish horde while we slowly withdraw towards the nearest fort. The orcs lack ammo, food and fuel, the longer they chase us the less they will have later to fight us. We shall only engage them during the night and using our knowledge of the tunnels to our advantage.

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bbb9e1 No.50718

Dice rollRolled 43, 59, 23 = 125 (3d100)

>>50716

somehow cut out my own bonuses

+5 to siege, +5 to all combat

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a70b08 No.50719

>>50714

TROOPS:

100,000 Military Capable Personnel

800,000 Non-Military Capable Support Personnel

Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

Heavily Damaged but repairable Nova Cannon.

Bonuses: +10 to fighting in and around the Crashed Dominator Cruiser

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5e7f99 No.50720

Dice rollRolled 42 (1d100)

>>50700

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

TROOPS:

320,000 Skitarii

20 Onager Dunecrawlers

100 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Pull a fighting retreat to a better position. Have the squads of Dunecrawlers overlap their shield for better protection for the skitarii and cover the rear from fire. Use the heavy fire power of the Icarus arrays to pour fire into the ork lines and kill as many of the imbicile greenskins as possible before following the main force. +7

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3fa08a No.50721

Dice rollRolled 39, 69 = 108 (2d100)

>>50701

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:2,500 Various Medical Staff

975 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

Lore: https://pastebin.com/N24g24HU

Convent garrisoned with 250 Sisters of battle and 500 medical personnel.

To the eastern Keh-san front

375 SoB and 1000 Medics 20 Rhinos

Task Force Mighty

To the southwestern Khe-san front supporting the Agari Pdf, 350 SoB and 1000 Medics 20 Rhinos

Task Force Mercy

1. Task Force Mighty continues to contribute to the defense of the east, by riding in with their rhinos and recovering the wounded and dead, burning away at any ork foolish enough to stop their holy missions. The guard around the field hospital has increased in size to prevent any more sisters or wounded from getting predated upon by the orks.

2. Task Force Mercy does likewise, sitting farther back from the failing and flagging battle line, the hospital itself keep in a state of readiness to flee if the orks send a wave towards them. The sisters would still brave the battle to recover wounded and dead however, and burn any greenskin they came across.

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afdd1d No.50722

Dice rollRolled 71, 62, 40 = 173 (3d100)

>>50704

>Organization Name:

66th Nalafay Mesa Rangers

>Category:

Imperial Guard

>Sub-Category:

Drop Infantry

>Troops:

This Drop Regiment hosts larger numbers of Vendettas and Venators in their TO&E than most similar Regiments.

>Lore:

Nalafay, a world covered in broken mesas interspersed with narrow canyons and passages. Atop these flat topped mesas are rows and rows of grain and crops, combining the richness of the systems sun with the riches of the soil. Below them is darkness filled with dangerous mega-predators and bio-luminescent wonders, but worst of all are the Orks whose biology encrusts every square centimeter in some corners. The Mesa Rangers quickly react to Ork attempts to scale to the surface world and repel any breaches that may arise. They have developed special tactics focused on hunter-killer teams of Vendatta formations and Venator platoons to quickly hunt down and destroy Ork artillery, flyers and mek boy contraptions that occasionally threaten the world of light every few years. The 66th are more than happy to help another world in their fight against the Green Menace.

>TROOPS:

500,000 Astra Militarum Soldiers, Specifically Drop troops

>100 Valkyries

>60 Vendettas

>125 Sky Talons

>200 Tauros Vehicles (For Dropping Behind Enemy Lines)

>Bonus: +5 to Fighting behind enemy lines, +5 to airdrop operations

>ACTION 1: Resupply Southern Stronghold

Sky Talons begin transferring munitions and medical supplies to the Southern Stronghold from Karanas Hive, including Valkyrie and Vendetta munitions and fuel so the Southern Air Interdiction force can operate from the Stronghold.

Assets: 75 Sky Talons

+5 to airdrop operations

>ACTION 2: Air Interdiction To The South.

Wishing to appease his pilots chomping at the bit, an Air Group of 15 Vendettas and 30 Valkyries armed with hellfury missiles are tasked with air strikes against the Southern Ork Force, targeting any visible salients or over extended portions of the ork front for cleansing flame. Depending on the success of the establishment of a Forward Rearmament Point at the Stronghold the Air Group will begin operating from the Stronghold. If not, they will continue to operate from distance Karanas Hive.

Assets: 15 Vendettas, 30 Valkyries

>ACTION 3: Air Interdiction To The South West

An Air Group of 15 Vendettas and 30 Valkyries armed with hellfury missiles are tasked with constant air raids against the Southwestern Ork force, striking directly from the Karanas Hive to cover the advancing green tide in flame ceaselessly. They strike throughout the day, leaving the night to the Abhuman PDF to avoid friendly fire incidents.

Assets: 15 Vendettas, 30 Valkyries

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907ffa No.50724

File: 3c441b02d02b7d8⋯.png (2.6 MB,3072x1654,1536:827,ship location.png)

Dice rollRolled 7, 4, 67 = 78 (3d100)

Organization Name: The Pride of Praetoria

Category: Imperial Navy

Sub-Category: Dominator Cruiser

Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

TROOPS:

100,000 Military Capable Personnel

800,000 Non-Military Capable Support Personnel

Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

Heavily Damaged but repairable Nova Cannon

#1 send envoys to Karanas, ask for local maps. presight the surrounding area for fire from the ship guns, I want to turn the first ork in range to vapor

#2 the orks are still far off, we can prepare the defense. I am a navy captain but know something about the effect of razor wire and ditches to slow down enemy vehicles. surround the ship and make it difficult to approach, then we can cut down the orks as they come near

#3 work on our own secure tunnel network to Karanas, near a secured landing bulkhead. if we can fortify it we will have a means to move troops and supplies two and fro the ship while under attack

>note: want the guns to be within range of the city, so that if it's attack it can fire upon foes the ship can support it

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907ffa No.50725

File: 8fa0d16d0073602⋯.png (2.6 MB,3072x1654,1536:827,Location3.png)

File: 9013334546bd7b1⋯.jpg (17.67 KB,250x360,25:36,Commodore_Teodor_Naremmus.jpg)

Dice rollRolled 16 (1d100)

>>50724

>change action

https://www.youtube.com/watch?v=HL8xL0ZIrhw

"crew, brace for impact!"

"Captain? I thought we were making a controlled descent near the hive city"

"nay, with not while there are still Orks breathing. We're going to land directly atop them. all batteries be ready to fire once we make planetfall."

"Aye Captain!"

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1c3af9 No.50726

Dice rollRolled 28, 17 = 45 (2d100)

>>50704

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Troops:

total control of Hive Khe-Sanh and its Industries

65,000 Carnivore Kindred

45,000 Stalker Kindred

17,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

45,000 Hunter Kindred

10,000 Headhunter Kindred

1. Excellent, With the orks close to routing this lets us use our auxiliary forces to their maximum effect. They shall give false openings for the orks to rout through and once they have taken the bait then they will be subject to the foul cunning of our mercenaries preparations.

+10 to Guerrilla Warfare when using Kroot Units

2. While the southern front is not going as well as we like, we have planned for this eventuality. We shall continue trying to lure them west as it would be outside the path of any settlements and would ensure the safety of Khe-Sanh. Knowing orks such a lure would involve the greatest amount of fighting.

+10 to Guerrilla Warfare when using Kroot Units

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74348e No.50732

File: 3c761145cbafa23⋯.jpg (62.57 KB,500x500,1:1,tumblr_mbmh8kJKyX1qz7t9so1….jpg)

Dice rollRolled 27, 6, 83, 83 = 199 (4d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

TROOPS:

400 Standard Space Marines (4 Companies)

100 Scout Space Marines (1 company)

100 Death Space Marines (1 Company)

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

>Free Action: We will claim this monastery, for all great things have small beginnings.

1/2. The Chapter is mobilized for combat at once, 2 companies are dispatched to the southern landing zone, aiding Imperial Forces already engaged with the enemy.

3/4. Our other 2 Battle companies are dispatched to the northern landing zone near Vertun, requisitioning aerial transport from either Ortal or Vertun, or marching if need be. The scouts would hold down the new Monastery which would serve as our HQ

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5eb956 No.50741

Dice rollRolled 91, 56 = 147 (2d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1 Baneblade

270 Leman Russ Tanks

47 Leman Russ Demolishers

10 Hydra Flak Tanks

5 Leman Russ Punishers

50,000 Imperial Guard Scouts

4 Hellhound Flametanks

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+7 when fighting on open ground, -10 when fighting in very rough terrain.

1-2. Damn, they're crafty bastards indeed…Emperor forgive my hubris…but even still, we have not lost yet! Those brave souls who have fallen not be forgotten, and indeed we will show why this Baneblade has been named the Fortress of Retribution. All forces, ADVANCE! Continue flanking their forces along with the 12th Koronam Regiment's brave men and chimeras and break them apart!

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5af4f1 No.50748

Dice rollRolled 85, 20, 18 = 123 (3d100)

Organization Name: The Mordian 10th Regiment

Category: Imperial Guard

Sub-Category: Disciplined wall of lasguns and artillery.

Troops: I’d prefer a more infantry focused army, as Mordians are known for disciplined line firing.

Lore: The Mordian 10th is but one of the many esteemed regiments to come from that horrific planet. Unfortunately, they did not get the chance to prove themselves as their first deployment was against the Despoiler’s 13th Black Crusade. They were one of the lucky few regiments to be mostly evacuated, and the fragmented remains of other Mordian regiments were added to make up for lost men. Now led by Colonel “Steelwall” Albrecht, famous for instilling hard discipline, the Mordian 10th have been deployed to Koronam to HOLD THE LINE.

TROOPS:

340,000 Mordian Iron Guard Troops

10,000 Meltas

Bonus +10 all fort defense rolls. (+2)

1. Conscript parts of the citizenry and set them through the grueling training to become a Mordian Iron Guardsman.

2. Continue drilling.

3. Send scout patrols to search for enemy activity.

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a70b08 No.50751

>>50705

>>50709

(House Dissidia)

The Castigator gets some field repairs, having most of the breaches within its suit of armor patched up. It is now only slightly damaged. As for requisitioning reinforcements for the Lost Skitarii, you are simply unable to do that in the middle of a battle. Speaking of Battles, you send your troops forward alongside House Varuke as well.

(House Varuke)

The Knight Errant also undergoes repairs and is fully repaired in time for the second engagement with your forces. The Small holes in its armor and the dents made by the Orkz are repaired and blood is washed off of the Knight as well. In addition, your attempts regarding the Crux Mechanicus save many soldiers' lives, about 5,000 in specific. The Noosphere is also used, although not to any major effect.

(The Battle)

Once more the Imperial Knights marched forward into battle alongside the Skitarii in an effort to break the Orkz. The Orkz were already greatly infighting because the central commander had been slain before, killing many of their own in an effort to get command of the forces of the Orkz. This made them sitting ducks for the forces of house Dissidia and House Varuke, alongside the Order of the Cleansing Dawn. Charging forward the 10 Imperial Knights became the spearhead for the rest of the Skitarii to at last break the Ork Forces and send them running! Afterwards it simply becomes a task of mopping up the remaining Ork forces which is relatively easy.

Casualties:

House Dissidia:

1 Knight Errant, Heavily Damaged

1 Knight Paladin, Medium Damage

95,000 Skitarii (5,000 Saved due to Order of the Cleansing Dawn

House Varuke:

97,500 Skitarii (2,500 Saved due to Crux Mechanicus, 5,000 Saved due to Order of the Cleansing Dawn)

1 Knight Crusader, Medium Damage

1 Knight Gallant, Medium Damage

ORKZ:

300,000 Orkz dead.

>>50706

It appears that all your calls for aid, all your requests have been answered. Right as the fighting dies down, an entire armada of transports starts to appear, sailing down from the sky and into an area where the laborers can be organized. In addition to this, the Hive City of Karanas also starts giving what support it can, but many of the people are busy making weapons and ammunition for our soldiers on the front! It takes a really long time to get even a rough estimate of the people deployed.

+5,000,000 Laborers (If sent into combat these people WILL DIE. They also won't inflict very many casualties. You are also not allowed to arm these Laborers.)

As for the actual repairs of the forts, the Laborers arrive too late to help this turn, but your efforts to reactivate the forts are well underway.

>>50707

First and foremost you begin to redeploy your troops accordingly to fit your plans. Agari Defenders East, Relief Force Koronam's Shield are both sent back to Fortress Sick yellow in order to protect the Agari Settlers within the fortress. Task Force Silo is also sent to evacuate the nearby Agari Settlements, and while many die in what appears to be a very chaotic evacuation, Many are grateful for your protection, even if the evacuation was very rough. Section Red River does not experience battle because it is busy digging in while its allies are on the offensive. Agri Defenders east also begin to train hard and as a result of their training, you get a permanent +2 to all combat rolls.

>>50708

After a quick morale booster of making your troops get psyched and yell about killing orks, which seems to help quite a bit, you deploy your troops to the southern dropsite and immediately begin to engage the Orkz. While you manage to set alight many orkz, many of those same orkz begin to charge back into your ranks all the while they are on fire, creating a suicidal fervor amongst the Orkz in general. While the fighting is savage, and you create flames that light up the night like a single, massive torch you also suffer from the flames of that torch.

Losses:

60,000 Guardsmen Carrying Normal Flamers

10,000 Guardsmen carrying heavy flamers

10 Chimera Transports

6 Hellhound Flamer tanks

Inflicted 70,000 Ork Casualties.

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a70b08 No.50752

>>50711

The Hive Arbites go on a massive manhunt for Chaotic Heretics. After a very long period of searching throughout the Hive Cities, you find it! A true Chaos Cult lurking deep within the Hive City of Khe-Sanh! The Chaos Cult itself attempts to rise up and attack your Hive Arbites, but you promptly strike them down, eliminating any presence of Chaos that you know of on this planet. You slaughtered ten thousand Heretics that day, good riddance.

Losses:

600 Hive Arbites

Killed 10,000 Heretics in the name of THE EMPEROR

>>50713

On the ground, your space marines are not doing well. They are continuously being overwhelmed and being forced to pull back, being forced to give ground. You're certainly trying to buy time for the rest of the forces to come and support you, but you're taking casualties in both deaths and wounds. However, luckily your Thunderhawks are sowing chaos among the Ork forces by specifically targetting the Nobz that your scout marines had singled out and marked for airstrike. With the elimination of the Nobz this Ork Horde starts to fall apart simply due to the infighting that it causes

Losses:

40 Space Marines Wounded (Unable to be used in combat for 2 turns or 1 peacetime turn, keep up with this.)

10 Space Marines dead.

20,000 Orkz Killed.

>>50716

The main section of your force begins to move southwards to support all the other smaller forces to help fend off the Orkz, and the numbers you provide are extremely needed, simply by virtue that while this Horde is starting to succumb to inevitable infighting, they are still a force to be reckoned with. Providing heavy fire support and large numbers you start to open fire upon the Orkz and simply start shredding them with your fire. In addition to the combat you begin to construct a second redoubt to protect your Manufactorum from any attack to the North, ensuring that this is a truly fortified position that will guard the southern entrance in the pass. Lastly your forces begin to produce more Kataphrons, and your manufactorums work as hard as they can and manage to churn out another 10 Kataphrons to replenish your forces!

Losses:

15,000 Combat Servitors

7 Kataphrons

1 Kastellan Heavily damaged

1 Armiger Warglaive lightly damaged

Inflicted 60,000 Ork Casualties.

>>50717

Your hit and run tactics are able to truly slow the Ork Forces, but eventually they come upon the stronghold of Battle Maniple Epsilon, and from there you are able to inflict heavier and heavier losses upon the Orkz as they break themselves upon the wall of the Fort. Using your artillery, sheer numbers and support from Battle Maniple Epsilon you are finally able to break the Orkish assault and cause them to rout, and then succumb to infighting by virtue of having lost most of their leadership. Mop up efforts after that are fairly simple.

Losses:

120,000 Poorly Equipped Agari PDF

30,000 Decently Equipped Agari PDF

7 Armageddon Pattern Sentinels

3 Koronam Primitive Artillery

Inflicted 115,000 Casualties on the Orkz.

>>50720

You begin to pull a fighting retreat backwards to try to inflict as many casualties as you can while moving back to a better defensible position. The Onager Dunecrawlers overlap their shields and start to unleash all they've got, working in conjunction with the Ironstrider Ballistariuses they unleash torrents of fire alongside the Skitarii in their fighting retreat. Firing Volley upon Volley of fire the Orkz are slowly being ground down upon your forces, with your heavy firepower cutting down their assault time after time.

Losses:

2 Onager Dunecrawlers

3 Ironstrider Ballistariuses

77,000 Skitarii

Inflicted 100,000 Ork Casualties.

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a70b08 No.50753

>>50721

Your efforts also help fight off the Orkz, and indeed you save the lives of another 10,000 Skitarii through your efforts! Your Sisters of Battle burn away any orkz that come too close, but ultimately you do not see too much fighting in the eastern front as the Imperial Knights and their supporting Skitarii bear most of the brunt of the fighting. Task Force Mercy always helps and indeed it saves the lives of many Ab-Human PDF, causing many

Northeastern Front:

No casualties taken, and none inflicted

Southern Front:

Lost 25 Sisters of Battle

Inflicted 5,000 Ork Casualties

>>50722

First and foremost, you begin to deploy your sky talons southwards and start transferring badly needed Munitions and medical supplies to the Agari PDF forces using Hit and Run tactics to lure the Orkz into striking the Southern Stronghold, these ensure that the Agari are well supplied in their operations against the Orkz. Secondly, you begin to deploy your Vendettas and Valkyries against the Orkz in the southern central force. From the sky it doesn't quite look very good, the defenders are outnumbers and being gradually forced back, but the Orkz are basically blobbed together on the frontline. This makes it easy for you to airstrike the Orkz and guarantee heavy casualties on the Orkz. All seems to be going good until one of your pilots spot something coming down from the atmosphere. The Last message you get is the following, "FUCK IT'S AN IMPERIAL CRUISER ALL WINGS PULL OUT." Every single one of your planes return, absolutely shocked and claiming that an Imperial Cruiser had fallen from the sky. It appears that was what caused the ground to gently quake beneath your feet. Lastly is your Southwestern Interdiction efforts, which also go well, although not quite as effective because the Ork Forces are now more spread out.

Ork Casualties Inflicted:

Killed 50,000 Orkz in the Southern Horde

Killed 40,000 Orkz in the Southwestern Horde

>>50725

"BRACE FOR IMPACT!"

That was the message your entire crew had gotten. It appears that you had made an emergency turn, heading straight for the Ork Forces. Even as you were landing the gun batteries were going off shelling the Orkz. Then you hit the ground, and boy it was not pretty. The Bottom Floor of the vessel had entirely shattered and broken apart, the engines were not functional in the slightest, it was a god damn miracle the warp drive had not detonated, and that the crash itself had shattered the ground beneath you. The Nova Cannon was almost entirely broken, but potentially repairable. As you hit ground and skidded to a halt, you look behind yourself and you see…. A massive… No, a GINORMOUS GREEN SMEAR on the ground. That's a lot of dead orkz. As soon as your crew gets its bearings it immediately opens fire on all its gun batteries, shattering what remains of the Orkz entirely.

Losses:

100,000 Crewmen

Inflicted 500,000 Ork Casualties.

>>50726

Your Kroot forces continue to fight on the front in a Guerrilla warfare style, and once the Orkz begin to fully rout you chase them and unleash your full arsenal of preparations. Needless to say, your efforts make sure the Orkz STAY routed. Your efforst, while they cost you about 2,500 Carnivore Kindred, They kill 10,000 Orkz.

Your Southern Kroot units also ensure that that the Orkz remain routed, and you kill another 10,000 Orkz at a cost of 3,000 Hunter Kindred

>>50732

The southern Front is not going well. You are fighting alongside your brothers in battle, the Ash Dragons but you too are taking significant losses. Fighting together in the center of the front you try your best to fend off the Orkz, but in the end they continue to overwhelm your position time and time again… Until a massive Imperial Cruiser comes straight out of the sky, landing on top of the Orks. Luckily, everyone in the chapter manages to get to cover on time, and overall just manage to survive. In the north, things are going much better. With plenty of support from more numerous forces, and even having a decisive numbers advantage against the Orkz assaulting Vertun, you are able to easily take down large numbers of Orkz and surgically take out the Nobz through an efficient pattern of getting close to the enemy to eliminate the Nobz and then withdrawing again.

Southern Front:

7 Space Marines Dead

20 Wounded (Taken out of action for 2 turns or 1 peacetime turn, keep up with this.)

Casualties Inflicted:

15,000 Orkz

Vertun Front:

2 Space Marines dead

15 Wounded

Casualties Inflicted:

25,000 Orkz

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a70b08 No.50754

File: 43baaf5757cafc1⋯.png (2.84 MB,3072x1654,1536:827,Image for Game base templa….png)

Dice rollRolled 3 (1d3)

>>50741

You continue to flank the Orkz, and with the Fortress of Retribution Leading the way through the Ork Horde, and behind the Fortress of Retribution Hundreds of Tanks, ranging from the Standard Leman Russ Tank to the Hellhound Flametank you plow your way through the Orkz, crushing and gunning down many. While the mechanized are oddly enough not there to support you, heavy fire from both the Skitarii and the Carnelian Martyrs supports your advance on their flank. Eventually the pressure you exert upon the side of the Orkz is too much, and after the Carnelian Surgical Strikes upon the enemy Nobz, these Orkz rout as well, and cleanup is a breeze, especially with your tank forces.

Casualties Taken:

25 Leman Russ Tanks

4 Leman Russ Demolishers

1 Hydra Flak Tank

Casualties Inflicted:

70,000 Orkz

>>50748

About 50,000 Citizens are conscripted into your training program, and after they go through the grueling training that is required to become a mordian Guardsmen, about 25,000 Pass, meaning you now have another 25,000 Mordian Iron Guard to send at the enemy! The Drills of your existing forces are not doing well, as your troops are busy training the Citizens of this world to fight. Lastly, after sending out some scouts, you find out that all the fighting is over.

Rolling for Random minor event.

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a70b08 No.50755

IT IS NOW PEACETIME TURN (1 Turn)

The remaining Orkz have either been Killed or Routed. Use this time to prepare for the next assault.

ALL UNITS HAVE THEIR NUMBERS REPLENISHED TO FULL DUE TO RECEIVING REINFORCEMENTS (KEEP TRACK OF THIS!!)

Exceptions:

Sisters of Battle replenish half their losses the first peacetime turn, and the other half during another peacetime turn. (Here they would only replenish half the losses they took) (It would take 2 full peacetime turns to replenish all their casualties)

Space Marines can roll to upgrade their Scout Marines to full space marines with Varying success. Space marines gain 33% of their casualties back every turn in Scout Marines (3 turns to fully replenish their losses in scout marines)

Heavy equipment such as Imperial Knights, Baneblades, etc. will be replenished at a rate that will given to you at a later time.

Keep track of these exceptions

In other news, Eldar Mercenaries have shown up on our World, asking if anyone would like to purchase their services!

The Cost of 1,000 Eldar Mercs is 1,000 Credits.

EVERYONE STARTS WITH 10,000 Credits.

The Enterprisors start with 30,000 Credits. The Cost of Eldar mercs for them is halved to 500 Credits per 1,000 Eldar Mercs.

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5e7f99 No.50757

Dice rollRolled 51, 9 = 60 (2d100)

>>50752

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

TROOPS:

400,000 Skitarii

25 Onager Dunecrawlers

100 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Head back to the fortifications outside Ortal that are our base of operations and begin setting up a repair and resanctification station for our holy machines and skitarii troops. +5

2. Have the Tech priests start bringing to repair the damaged and get them back into fighting condition.

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afdd1d No.50758

File: fe51c4ac4ad484f⋯.gif (1.26 MB,500x350,10:7,1517368175216.gif)

Dice rollRolled 12, 83, 63 = 158 (3d100)

>>50755

>Organization Name:

66th Nalafay Mesa Rangers

>Category:

Imperial Guard

>Sub-Category:

Drop Infantry

>Troops:

This Drop Regiment hosts larger numbers of Vendettas and Venators in their TO&E than most similar Regiments.

>Lore:

Nalafay, a world covered in broken mesas interspersed with narrow canyons and passages. Atop these flat topped mesas are rows and rows of grain and crops, combining the richness of the systems sun with the riches of the soil. Below them is darkness filled with dangerous mega-predators and bio-luminescent wonders, but worst of all are the Orks whose biology encrusts every square centimeter in some corners. The Mesa Rangers quickly react to Ork attempts to scale to the surface world and repel any breaches that may arise. They have developed special tactics focused on hunter-killer teams of Vendatta formations and Venator platoons to quickly hunt down and destroy Ork artillery, flyers and mek boy contraptions that occasionally threaten the world of light every few years. The 66th are more than happy to help another world in their fight against the Green Menace.

>TROOPS:

500,000 Astra Militarum Soldiers, Specifically Drop troops

100 Valkyries

60 Vendettas

125 Sky Talons

200 Tauros Vehicles (For Dropping Behind Enemy Lines)

Bonus: +5 to Fighting behind enemy lines, +5 to airdrop operations

1. Aircraft Requisition:

Still unsatisfied with his current air wing, Colonel Crator continues to request and seek out more airframes to add to his Regiment.

2. Air Drop Operations Training:

During the intervening peace the Mesa Rangers embark on mass exercises to practice and develop core competencies such as regimental grav chute drops, hot air assualt insertions and mass airlift.

[+5 to air drop operations]

3. Behind Enemy Lines Training:

Inspired by the tactics of the adhuman PDF the regiment also begins a training rotation of simulated deployments and operations in "hostile" territory, learning how to apply the Drop Troop way of warfare to the paticular wastes of this world.

[+5 to fighting behind Enemy Lines]

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e6bc87 No.50759

Dice rollRolled 3, 81, 10 = 94 (3d100)

>>50751

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant (Medium Damage)

1 Knight Crusader (Medium Damage)

1 Knight Errant

1 Knight Preceptor

250,000 Skitarii Half Van and half Ranger

40,000 PDF

100 Sancristans

400 Tech-priests

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 2 Fort 'Gate of the East'

10,000 Credits

1 Continue Exploring our fort the 'Gate of the East' +5 Scavenging, the lower levels are in possession of a hole leading down that could fit a knight and such promising portents could lead us to lost knowledge of this world.

+400 Tech Priests

2 Promote surviving Veterans of war to secutarii status as Secutarii Hopites, Peltasts, and Axiarchs. 117,500 (2,500 of which were wounded but survived by way of Crux Mechanicus), are the surviving skitarii of this ork invasion and equal 47% of the initial forces. Having proved themselves time and again in this recent conflict we will endeavor to supply them with better weapons and armor from the factories we are supervising in Khe-Sanh and what we can gain from our superiors. Those who have passed the sacred point and are more machine then flesh will be given a chance for promotion to Elite Secutarii status as Axiarches, officers and paragons of those who fight beside the God Engines known as Titans.

+Khe-Sanh

+PRAISE THE OMNISSIAH

+400 Tech Priests

+Credits (10,000 available)

3 Repair the Knights Gallant and Crusader, make every effort to ensure they all are more prepared for the next enemy. Luckily our presence in Khe-Sanh is strong and the resources of the planet unhindered for the most part. We should be able to produce any parts that are not forthcoming in the next supply drop. If possible then perhaps we can not only fully repair them, but ensure their machine spirits are fully appeased, their weapon store fully supplied, and give the pilots a chance for further augmentation to better fuse their minds with their Knights through the Throne Mechanicum.

+Khe-Sanh

+100 Sancristans

+400 Tech Priests

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74348e No.50760

File: 86eba065f55b6cd⋯.jpg (738.01 KB,1400x990,140:99,1542602511690.jpg)

Dice rollRolled 80, 65, 44 = 189 (3d100)

>>50755

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

TROOPS:

353 Standard Space Marines (4 Companies)

35 Wounded (2 turns till active Duty)

100 Scout Space Marines (1 company)

100 Death Space Marines (1 Company)

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1. Having already lost brothers, the extraction and implantation of new progenoids in scouts appropriate for the task was paramount, but it also raised further issues. This would no doubt be a prolonged deployment, and though the Carnelian Martyrs considered themselves a codex-compliant chapter, the book did permit a general increased in the amount of brothers permitted so long as the chapter was on a crusade. Having had several dealings with the Black Templars several decades ago, the mantra of their upper echelons of leadership echo'd in the Force commanders mind, that if the marines were perpetually at war with the enemies of the Imperium, then truly their life was a crusade without end, and they should behave as such. A general requisition put in with the Mechanicus elements on the planet, the Carnelian Martyrs would need several scores of gestation chambers; concurrent with this would be a message sent out to the local Arbites of Hive Ortal as well, if they had any criminals awaiting a bolt to the skull, the Emperor had better use of these men in serving the needs of his Angels, for the Carnelian Martyrs could use some warm bodies, and perhaps in their service the heretics and degenerates may be forgiven.

2. While the preparations were made, requisitions were put in with the chapter for a contingent of Thunderhawks to allow for rapid deployment on the planet, along with whatever other resources could be spared. If that many orks could just emerge overnight, then perhaps the following campaign would entail fighting off an entire WAAAAGH!, and for that the Martyrs would need more firepower if they weren't intending to live up to their namesake quite yet.

3. Finally, work would begin with the chapter serfs and any unruly populace of the nearby hives who would need to have their brows cast low to truly praise the emperor on expanding and fortifying the new Fortress monastery, with additional requisitions and requests being submitted to local Mechanicus and manufactorums for armament for the growing redoubt.

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1c3af9 No.50761

Dice rollRolled 36, 71, 54, 13 = 174 (4d100)

>>50755

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Troops:

total control of Hive Khe-Sanh and its Industries

63,500 Carnivore Kindred

45,000 Stalker Kindred

17,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

42,000 Hunter Kindred

10,000 Headhunter Kindred

Free. Use all the credits to purchase the services of 60,000 eldar. "The nobles view the eldar's arrival with both great interest and loathing. Such a significant fleet has dire implications both about the upcoming battle against the greenskins and what may happen if the eldar do not get the response they were looking for. As far as the Enterprisors are concerned it is best to just hire all of them to gain new assets and to avert a potential threat."

50% cost reduction on ALL mercenary units

1. Begin gaining control over Olagas. "The total success of Khe-Sahn is a powerful symbol to their methods that others must take note of. Not only did they manage to avoid any destruction, but they made a profit off the entire ordeal as well! Combined with the Eldar's legendary aptitude for intrigue, there is little that the neighboring hive city of Olagas can do both openly and covertly against the growing Enterprisors faction."

Victory, Eldar, Control of Khe-Sanh

2. Improve Khe-Sanh Fortifications. "While there has been steps taken to fortify the hive city there is still much left to be done. Much of its twisted halls leaves many sections totally abandoned and ruined harming both the defensibility and efficiency of the city. With the Mechanicus' assistance in restoring these abandoned districts the Enterprisors will be able to leverage their influence to totally reform the city to its former glory."

Mechanicus, Control of Khe-Sanh

3. Infiltrate the arbitites by giving them recruits loyal to us. "The arbites have demonstrated both great ability and great zeal towards eliminating undesirables. To the point where they have formed en-mass in our home to purge the taint of chaos. While such efforts are appreciated it is also worrying if they were to ever forget whom they serve while they do their duty. That is why we deem it prudent to begin our own recruitment efforts on behalf the arbites to ensure they get the best possible stock for their forces. After all it is surely not enough to simply give them accolades and medals for such valiant service."

total control of Hive Khe-Sanh and its Industries, Nobility

4. Create a black market using our mercenary forces as proxies. "The nature of our auxiliaries means that they are quite mobile and discrete in their dealings. Meaning that they are quite efficient at handling product that would be beneath our dignity as upstanding imperial citizens and have made contact with some "unique" people. Naturally, certain industries arise from this and while we have nothing to do with this. We cant exactly control how they invest the money we pay them with can we?"

bonus, total control of Hive Khe-Sanh and its Industries, kroot, eldar

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e6bc87 No.50765

>>50759

(If possible buy a Freeblade Knight)

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b26f30 No.50766

Dice rollRolled 59, 20, 7 = 86 (3d100)

>>50751

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

1 Knight Errant

1 Knight Errant, Heavily Damaged

1 Knight Paladin

1 Knight Paladin, Medium Damage

1 Knight Castigator, Slight Damage.

250,000 Skitarii

100 Sancristans

400 Tech-priests

>Credits

10,000

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Repair the great machines of war, as soon we shall need them again. They cannot be left out of the next battle, lest we loose a strategically important position.

+100 Sancristans

+400 Tech-priests

2: Continue fortifying the position we have placed atop the mountain ranges near Khe-Sanh, though by the God-emperor himself I pray we will not need them.

+250,000 Skitarii

3: Have the great Knights of the house train in the military tactics of the Walkers, one can never be too good at combat.

+1 Knight Errant

+1 Knight Errant, Heavily Damaged

+1 Knight Paladin

+1 Knight Paladin, Medium Damage

+1 Knight Castigator, Slight Damage.

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74348e No.50767

>>50760

Correction: 104 Scouts

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a5058e No.50768

Dice rollRolled 72, 100, 98 = 270 (3d100)

>>50752

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

TROOPS:

600,000 Poorly Equipped Agari Planetary Defense Forces

200,000 Decently Equipped Agari Planetary Defense Forces

40 Armageddon Pattern Sentinels

300 Primitive Koronam Artillery

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

——

1. Continue reinforcing our mountaintop fortification. +15

2. Continue to scavenge for useful weapons, vehicles or armor +10

3. Continue our massive recruitment campaign to bring out forces up to 1 million.

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a70b08 No.50769

Dice rollRolled 87 (1d100)

>>50768

nat 100 to scavenge means another roll to ensure what kind of loot you find.

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3fa08a No.50770

Dice rollRolled 19, 50, 74, 82 = 225 (4d100)

>>50754

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:2,500 Various Medical Staff

975 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas.

1.With more Orks coming shortly, the people of the planet must be prepared. To that end the Sisters begin constructing of a massive hospital and telecommunications array. Soemthing that would let them get in touch with hospitals all over the planet and coordinate medical supplies (and possibly even the battle if need be) as well as heighten the skill of local medicae. This would also allow them to study the biology of the enemy in depth and if necessary devise a counter for it.

+Faith

+ties with olagas

2.Next the Order of the Cleansing Dawn is incredibly short of both sisters able to fight and those more medically inclined. To that end we will recruit from the scholas. This will allow us to shore up our numbers and lay the groundwork for our future here.

+Faith

+Scholas

3.Begin speaking with the aldermen of the city of Olagas, those contemptible nobles working with Xenos have started making their moves on the city so close to our home, the city we draw our supplies from. That will NOT be allowed. Annex the city and allow the aldermen to be our stewards as long as they shift the city's production to meat our needs. Promethium, Medical supplies, and begin tooling factories necessary for power armor, bolters, flamers and the like. Olagas needs us as much as we need it.

+The ties we have with Olagas already

+Faith

+Medical nuns are in fluff REALLY popular with the masses.

4. Begin requisitioning more battle material for the next fight. Heavier flamers, repressors, Rhinos, Storm and heavy bolters, melta guns, whatever we can get. Olagas would be our first choice but the admech would be a close second since they unfortunately have a strong presence on this planet.

+The ties we have with Olagas already

+Faith

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e2553d No.50771

Dice rollRolled 63, 17, 6, 86 = 172 (4d100)

>>50754

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 10,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Groundwater:

350,000 PDF Soldiers

40,000 Agri PDF Soldiers

80,000 Combat Engineers

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 13 to constructing Fortifications

+ 2 to all combat

1. With newly redistributed Engineers Agri Defenders East would continue to improve Stronghold Sick Yellow which would form Mobwag's Headquarters, centralized and well supplied from two Agri Centers.

2. Section Red River would continue to beef up defenses around Vertun, prepared to repel a more consolidated Push.

3.Task Force Groundwater, supported by an incredible amount of Combat Engineers, would commence with the construction of industrial facilities protected by Stronghold Sick Yellow. This would allow for heavy weapons to be assembled and grant fire support to nearby units as well as generate revenue in times of peace.

4. Recruitment efforts of the 2nd Koronam PDF Regiment's organizational staff would continue to bolster the ranks with fresh recruits and potentially even more engineers.

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69e9a4 No.50772

Dice rollRolled 41, 83, 84, 85 = 293 (4d100)

>>50755

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company, led by Strike Captain Rahak

Troops:

343 Space Marines (+40 space marines wounded 1 more turn)

99 Scout Marines

10 Razorback Transport Vehicles

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human thralls

Bonus: Flat +10 battle bonus, additional +5 in Close Quarters combat.

Fortress Monastery: Redoubt level fortifications, 10% forge functionality, 30% landing pad functionality

Credits: 10,000

Lore: https://pastebin.com/6UjaqgvC

1: 10% of the Monastery Forge is operational, but we will require much more in the future. Have the thralls clear more of these facilities and get them into a functional state.

2: What parts of the forge are still functional must be put to work. The techmarines will begin the production of flamers and heavy bolters for our infantry, as what weapons are better than these to fight the approaching ork horde?

3: The Fortress Monastery has many defences, but most are dormant or require repairs before they will be of any use to us. First we will attempt to reawaken some of the heavy bolter turrets and helios missile launchers which slumber within the monastery walls. With their power our home will become more defensible.

4: Having been tested in the combat against the ork first wave, some of our scouts may be ready for the final steps in their gene modification. Any who are shall be put through the procedures to make them full space marines. Emperor grant them strength to survive this process.

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1c3af9 No.50773

>>50761

As a sign of goodwill from the Enterprisors they spend 500 credits to bring 300 tech priests with similar ideals of restoration on world. With their arrival there is much hope for the future as it would seem that the omnisirrah himself will be watching over our endeavors.

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bf8b27 No.50774

Dice rollRolled 19, 83, 37 = 139 (3d100)

>>50752

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. The ADEPTUS ARBITS will once again RESUME TRAINING IN URBAN ENVIRONMENTS so that they may better serve the Planetary Governor and THE EMPEROR

2. Continue fortifying the Hive Cities, even it the immediate danger has passed. We must be eternally vigilant.

3. The Arbites will, now that the Chaos Cult has been dealt with, search for possible Genestealer infiltrators.

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6ba145 No.50775

File: fe02addc1eee9d2⋯.jpg (30.76 KB,377x255,377:255,377px-Rapier1.jpg)

Dice rollRolled 95, 5, 36 = 136 (3d100)

>>50755

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Troops: Maximum Kataphracts and other Servitors like no Skitarii at all if possible because that's what the Cybernetica are all about.

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

TROOPS:

100,000 Combat Servitors

110 Kataphrons

5 Kastellans (1 Damaged)

1 Armiger Warglaive (Damaged)

50 Support Personnel

1. This respite is a fine time to work on producing more Warglaives to help with engaging future Ork Forces.

2. The battlefield must be catalogued and explored. Destroy any Xeno technology that survived the conflict on the southern front and retrieve any Imperial pieces that the foul Xenos had looted during their rampage across the system so that it may be purified and used again (Scavenge battlefield specifically for Imperial Tech)

3. The Ork threat was delayed butit is still coming, we will need to set up some long range artillery to deal with any of their heavier vehicles so our forces can concentrate on breaking up the horde. A number of Rapier Armoured Carriers should be requisitioned to reinforce my capabilities. (Want to spend credits on fine imperial technology)

May any who seek the aid of Xenos face the wrath of the Inquisition should the Adeptus Mechanicus not find them first.

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e7646d No.50776

File: 5fb2b836baf7cdc⋯.jpeg (439.5 KB,2478x1334,1239:667,711AFC8D-5991-43CC-8299-6….jpeg)

Dice rollRolled 5, 79 = 84 (2d100)

>>50755

Organization Name: 12th Koronam Regiment

Category: Imperial Guard

Sub-Category: Mechanized Infantry

Troops: 515,000 Astra Militarum Guardsmen, 100 Gorgon Armored Assault Transport, 600 Chimera Transports

Bonuses: +10 if attacking in tandem with Armor, Faster speed.

1. Vertun’s more crowded than a genstealer space hulk now so it’s time to move operations. Construct a fortress on the marked confluence. It is deemed an important location as it’s halfway between Ortal, Vertun and a notable agari settlement.

2. Get more Chimera’s.

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5eb956 No.50777

Dice rollRolled 27, 80, 26 = 133 (3d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1 Baneblade

300 Leman Russ Tanks

50 Leman Russ Demolishers

10 Hydra Flak Tanks

5 Leman Russ Punishers

50,000 Imperial Guard Scouts

5 Hellhound Flametanks

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+7 when fighting on open ground, -10 when fighting in very rough terrain.

1. The battle's over, but as they say where there's one orc there's a hundred. We can't afford to be lax. Requisition more Leman Russ tanks.

2. Our training will not cease either, we must be prepared for anything. We will resume vehicle and scout training, for we are the Emperor's mighty blades and we will not allow ourselves to dull.

3. We should begin fortifying the lands as well, Vertun itself is defended fairly well now but its surroundings are far too undefended compared to the other hive cities. Thus we will begin building a mighty fortress near Vertun to put pressure on any enemies who would dare attack.

FREE/BUYING STUFF: Word has come to us about a Banehammer being offered by rogue traders. How they came across a thing I'll never quite know but if we're going to be having these extra "funds" we might as well spend it on something useful. In addition that's one less potential tank for the enemy. (Spending 100,000 gold on banehammer)

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0389c0 No.50778

File: 119baee3a69067d⋯.jpg (325.93 KB,1200x672,25:14,file_2636654.jpg)

File: e5749d668ca6b90⋯.png (458.13 KB,838x985,838:985,755858eef6c9d62cc1561fafdc….png)

Dice rollRolled 93 (1d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=hopaQjQFUYw

1. "Pray ye, unto the almighty God Emperor, that He may bless our endeavors to restore this Imperial Bastion of yore.

May his praises once more be sung through its myriad halls.

And let each man be a stalwart defender of these ancient halls."

>Focus all our efforts on the restoration of the fortress network

>ALL our efforts

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a70b08 No.50779

>>50757

A repair and resanctification station is constructed with the help of your Techpriests and Skitarii. This will ensure that there is proper infrastructure for the sanctification of machines and reparation. Afterwards, the techpriests use this to re-sanctify any machines within your army, as everything else has been thoroughly repaired and put back in working order.

>>50758

Imperial High Command refuses to give you any more aerial support than you already have, they are already overstretched as it is and they cannot afford to give you more. However, through the use of Credits you are able to acquire more valkyries for your airlift operations! You acquire 1,000 Valkyries at a conversion rate of 1 Valkyrie for 10 Credits. This certainly reinforces your airdrop capabilities and improves your air support operations. Afterwards your troops begin to embark on yet more training in terms of air drop operations through simply rigorous practice and jumping from planes several times a day. It works, and gives you a +3 (+8 total) bonus to airdrop operations. In addition you start to train your troops in fighting behind enemy lines. Through rigorous training and simulating hostile territory you are able to improve your bonus to fighting behind enemy lines to a +2 (+7 total).

>>50759

You are unable to buy a freeblade Knight. You do start to investigate the hole leading down into the earth with a Knight, but it is heavily caved in. However, you do manage to uncover a sign that states "C.O.R.E, Central Operational Roadway Exit." It appears that whatever this hole leads to is a massive tunnel! Afterwards you begin to promote the best performing soldiers into Secutarii. In total you promote 40,500 men into Secutarii and start to train them harder and more rigorously as well as equipping them with all the equipment befitting a Secutarii. A few are also promoted to Axiarches as leaders of your forces. Lastly, the Knights Gallant and Crusader are also repaired, it is a fairly simple task.

>>50760

In addition, you also do manage to requisition scores of Gestation chambers. The Arbites also gladly hand over to you criminals that are awaiting a bolt to the skull. You begin to make use of both of these elements to ensure that you get more glands in the future. You demand that Thunderhawks be assigned to you in order to better deploy your forces. In total, you are given 4 Thunderhawks, like the Ash Dragons that came before you. These should be enough to transport a full third of the chapter via air, greatly enabling the rapid deployment capabilities of your forces. They are also capable of providing Air Support, and thus reinforcing your capabilities in combat further. You also continue to expand upon your Fortress Monastery, and while the fortification levels are not expanded, the Thunderhawk Hangars are 50% cleared out, giving you space for 10 Thunderhawks (You have 4 currently) and have restored 20% forge functionality.

>>50761

You begin your efforts to try and gain control over Olagas by dealing with the Nobility. You are hardly concerned about the common citizenry, although the nobility, supported in part by the Order of the Cleansing dawn are pushing back and refuse to bend to you. Khe-Sanh's fortifications continue to improve the fortifications of Khe-Sanh and increase it to Fort (level 2) fortifications! The entrances are reinforced, and the walls are reinforced as well, ensuring that the Hive City is more defensible overall. You also give the Arbites 20,000 new recruits, all entirely loyal to you. Your black market idea fails spectacularly, you do not have many connections deep within the criminal underworld and most of the nobles within Khe-Sanh nowadays have no use for these Mercenaries as they are universally unified under your banner.

>>50766

Your Knights are fully repaired before the next Orkish assault will begin. Your attempts to fortify the position ultimately fail, your Skitarii work slow and before the Ork assault begins it really does become prayer that the position you have on the mountain ranges of Khe-Sanh is not used! Your Imperial Knights continue to train their asses off, but ultimately they do not improve much.

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a70b08 No.50780

>>50768

You continue to improve upon your mountaintop fortifications, and with the help of Numerous Agari settlers you finally manage to reach a very good fortification level, creating a formal fortress not far from this Agari Settlement! This will not only give you an extremely defensible position that watches over the pass that connects Ortal and Karanas but also a location to which the Agari Settlers can flee to every easily. Afterwards, you continue to scavenge for useful weapons, vehicles and armor… And in the depths of the earth, you find some very potent but hidden weapons. Truly fascinating (Results PM'd). As for your recruitment campaign, you finally do it! You bring your forces up to 1 Million Men! 800,000 Poorly Equipped Agari Planetary Defense Forces, and 200,000 Decently Equipped Agari PDF. It appears that your recruitment campaign had worked, and now you have plenty of bodies to throw against the Orkz, and just in time too!

>>50770

You begin to create a massive hospital and telecommunications array with the help of some Adeptus Mechanicus, however the core issue is that right before the Ork Assault, you have only connected the Hive Cities of Khe-Sanh and Olagas. However, this does mean that the medical facilities in the east are well coordinated and will be able to better respond to grievous casualties. You start to recruit from the Scholas, and you recruit another 100 Sisters of Battle, and conscript another 500 Medical Personnel to help support you on the field. You manage to straight up Annex the city of Olagas as well, putting it under your protection. There are major dissenters who join the ranks of The Enterprisors, but the vast majority of Nobles have aligned with you. The people also widely support you. All the resources you need are being produced. In addition you request more heavy equipment. You are given 100 Heavy Bolters and 100 Heavy Flamers to be given to your sisters of battle as you see fit. In addition, you are given 15 Repressors to aid you in combat.

>>50771

You continue to further improve on Stronghold Sick Yellow, however now the construction gets a little more tedious, It is longer and more difficult. To increase to a Bastion you are approximately 33% of the way to achieving that, however it will take much more work. The attempts to reinforce Vertun also fail, as your engineers are slowly tiring from the workload they are given. Task Force Groundwater also begins to construct industrial facilities manned by the Agari that start to work in them, although construction is slow, it certainly improve your supply. On top of all this your recruitment campaign is going particularly well. You recruit another 150,000 PDF, and another 50,000 Combat engineers to strengthen your forces even more!

>>50772

You continue to clear the Monastery Forge further and further. Your efforts are going well, and you manage to restore 30% functionality to the forges, which already is enough to supply a full chapter! Truly marvelous work, and these forges are far far more than enough to supply your forces, which amount to approximately half a chapter, so you can supply double your force! The Techmarines now begin to produce Flamers and Heavy Bolters, and by the time of the Ork Assault they create 100 Flamers and 100 heavy bolters to be delegated to your troops as you see fit. You also begin to seriously power up the generator awaken many heavy bolter turrets, and even some Helios Missile Launchers! This increases the Fortification Levels of your Fortress Monastery to level 2! Lastly, you begin to promote your scouts to full space marines. All of the ones selected for promotion survive the process, and at the end of the process of Gene Modifications 40 of your Scout marines are promoted into full Marines.

>>50774

The Adeptus Arbites continue to train in Urban Environments however they ultimately do not gain much new insight in this endeavor. Perhaps they ought to go out and fight the Incoming Orkz for once? However, your fortification efforts are well underway and indeed they are fruitful, you give Olagas Level 2 (For Level) Fortifications, ensuring that the Hive City has an additional Level of Fortifications to fall back on! You also search for any Genestealer infiltrators, and find none. All is good, for now.

>>50775

The respite was indeed a perfect time for constructing more Warglaives to support your units! You construct 2 new Warglaives. However, at the end of the day, your people are exhausted. You send out whatever you can to destroy the filthy technology of the Xeno Filth, although you cannot cleanse the planet of everything. Lastly, you ask for some Rapier Armored Carriers, and after spending about 2,000 Credits and bickering with High Command Generals, you gain 50 Rapier Armored Carriers.

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a70b08 No.50781

>>50776

Your troops simply cannot construct your fortress in the given time, and as a result their work slows and the construction of even a redoubt cannot be completed in time for the coming Ork assault. However, your attempts to acquire more Chimeras works and you acquire another 200 Chimeras to better transport your troops faster.

>>50777

High Command refuses to give you any more Leman Russ tanks for the already aformentioned reason that they are overstretched as it is and cannot spare any more tanks or heavier ordinance to give you. Perhaps you just didn't word your request properly, or perhaps it was something else. You also continue to train your men in the finer points of Vehicular combat and armored operations, giving you an additional +3 when fighting on Open ground, meaning you now have a +10 when fighting on open ground in total. Much like the 12th Koronam Regiment, you also fail at constructing a fortress simply because in the space of time given, your forces cannot construct the fortifications rapidly enough. Perhaps too few hands to work with, or perhaps just that the fortification itself is entirely redundant. Your attempts to buy a Banehammer are laughed at because you only have 10,000 Credits, not 100,000.

>>50778

Last but not least comes the 1st Heavy Infantry Regiment of Gaulle. With 5,000,000 Laborers and all your Guardsmen you begin to focus ALL YOUR EFFORTS into restoring this wonderful piece of ancient construction. The months go by, and with some extremely hard work you are able to make the fortification levels jump from Redoubt-level all the way to Level 3, Fortress Level fortifications! The Core citadel is about 60% restored, however the lower levels will take more effort, as they are caved in greatly. In addition to the cave-ins, these lower levels are built deep into the mountains, well protected from any sort of bombardment. Within here these massive, central storehouses can hold enough food to feed millions for a significant amount of time. They also have the massive accommodations required to hold millions of men. It appears that this Core Citadel wasn't heavily fortified, but rather a logistical strong-point from which every single other Ring Fortress within the Shield-Fortress System was supplied by through a network of underground tunnels. This Shield fortress is growing more and more fascinating.

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a70b08 No.50782

File: 0e0cc2765fe39a2⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

The long-expected major assault now arrives. The Ork Roks crash and fall from the sky in significant numbers, clustering around a number of Drop Zones in the center of this Continent. From what you can see on the map, it appears that these Orkz are going for a Divide and Conquer Approach! They are going to split us in two and try to defeat us! We cannot let this stand. Men of the Imperium, we shall make our stand!

SOUTHERN DROPZONES TOTAL:

2,000,000 Ork Boyz

10 Deff Dreds

EASTERN DROPZONES TOTAL:

1,000,000 Ork Boyz

1 Battlewagon

5 Big Trakks

20 Bonebreaka

WESTERN DROPZONES TOTAL:

1,000,000 Ork Boyz

3 Morkonauts

2 Gorkonauts

20 Deffkoptas

It appears that this attack wave is considerably stronger than Vanguard force we have faced before, but no matter! We shall stand and fight against them.

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a5058e No.50783

File: 581b7754da836ce⋯.png (1.04 MB,980x610,98:61,CentaurTank.png)

Dice rollRolled 56, 6, 21 = 83 (3d100)

>>50780

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

TROOPS:

800,000 Poorly Equipped Agari Planetary Defense Forces

200,000 Decently Equipped Agari Planetary Defense Forces

40 Armageddon Pattern Sentinels

300 Primitive Koronam Artillery

2000 Centaurs

2 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

——

1. Continue work on the fortification +15

2. Begin search for more weapons to properly equip our men +10

3. Search for more ordance, with our new Centaurs we can be more mobile and bring more firepower. +10

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74348e No.50786

File: a08ac58091efc6c⋯.jpg (625.03 KB,675x1200,9:16,1542603597849.jpg)

Dice rollRolled 31, 65, 37, 37 = 170 (4d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

TROOPS:

353 Standard Space Marines (4 Companies)

35 Wounded (1 peace turn till active Duty)

108 Scout Space Marines (1 company)

100 Death Space Marines (1 Company)

VEHICLES

4 Thunderhawks

Fortress Monastery

>Gestation Chambers and Prisoners

>Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

>Forge 20% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1/2. More Orks? No matter, we now have the means to transport most of our force. We shall load the entire death company onto the Thunderhawks, in addition to several squads of devastators and battle brothers and several chaplains, and set out for the Western Dropzone. The opening move shall be made by the thunderhawks themselves, their battle-cannons, hellstrike missiles, and laser-destructors opening a salvo near the concentration of Ork war vehicles, near which the larger Nobs and any possible war boss will no doubt be centered. After destroying or heavily damaging the enemy's hardest formation, the Death company shall be released into their ranks to rip and tear, the brother who have succumbed to the Black Rage earning glory in one last battle. Any remaining heavy vehicles will be targeted by the Devastators and Battle Brothers who will disembark second, and from the outskirts and joined by any Imperial forces who will come, our other brothers shall push to connect with the forces deployed in the center of the Ork mass, with the Thunderhawks providing Close Air Support all the while

3/4. While this was occurring, a fourth of the scouts would be deployed to the Eastern Dropzone to perform various acts of sabotage and destruction, wreaking havoc in the already disorganized Orks, and hopefully sowing violence with each other in their ranks as they creatures blame each other for their tanks exploding.

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e6bc87 No.50788

Dice rollRolled 34, 66, 6, 18 = 124 (4d100)

>>50768

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

40,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

209,500 Skitarii; Half Van and half Ranger

40,000 PDF

100 Sancristans

400 Tech-priests

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 2 Fort 'Gate of the East'

10,000 Credits

(Abdbla, Curious, Oneman, Cosmo, Scruffy, White, etc.)

1/2 The plan was to have all the southern and eastern orks drawn into the range of the fallen ship's macrocannons by SM and Airtroop action and use it in combination with all the eastern and central armies to keep them from escaping macrocannon range or hammering the orks to pull them off the ship. Both sides (fort and ground troops) can operate as anvil or hammer depending on the situation. With a considerable amount of mechanicus forces at play here as well as allied flying assets the Noosphere and other telecommunications will play a key role in maintaining coordinated strikes and movements. The Entire force of House Varuke and all supporting Sancristans and Tech Priests will march, maintain distance, and apply ranged pressure to push the Eastern Orks to the ship when needed in coordination with aerial support, macrocannon artillery, sabotage, and the allied armies.

+3 Walker Tactics

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

40,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

209,500 Skitarii; Half Van and half Ranger

40,000 PDF

100 Sancristans

400 Tech-priests

3/4 Triage, Repair, and Crux Mechanicus. Losses are inevitable but, with supply lines clear to Khe-Sanh and with the dedicated medical staff of the Order of the Cleansing Dawn and what they bring from their Olagas we may be able to keep the Knights walking and the men from dying. Omnissiah preserve us.

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b26f30 No.50789

Dice rollRolled 29, 86, 8 = 123 (3d100)

>>50782

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

2 Knight Errants

2 Knight Paladins

1 Knight Castigator

250,000 Skitarii

100 Sancristans

400 Tech-priests

>Credits

10,000

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1/2: Participate in the plan, applying pressure to the back of the southern dropzones to push it against the walls of the crashed-cruiser-turned-fort, hammering it and the eastern forces that have been lead there as well.

+2 Knight Errants

+2 Knight Paladins

+1 Knight Castigator

+250,000 Skitarii

3: Prepare to repair. The great machines of war will undoubtedly become damaged, and it is our duty to repair them

+100 Sancristans

+400 Tech-priests

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e6bc87 No.50790

>>50788

all the western, southern and eastern orks*

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74348e No.50791

Dice rollRolled 65, 62, 70 = 197 (3d100)

>>50786

1/2/3. A change of Plans, the forces were instead deployed entirely to the ship, the scouts setting up in the high arches where their sniper rifles could be used, and demo charges being set at peaces outside of the ship to destroy bundles of orks when they inevitably gathered around the crashed warship. The battle brothers were deployed in the galleys in the lower levels, squads holding entire halls and marshaling the sailors into superior combat positions. Death Company marines were iced and on standby, released in any areas where being overrun.

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afdd1d No.50792

Dice rollRolled 40 (1d100)

>>50782

>Organization Name:

66th Nalafay Mesa Rangers

>Category:

Imperial Guard

>Sub-Category:

Drop Infantry

>Troops:

This Drop Regiment hosts larger numbers of Vendettas and Venators in their TO&E than most similar Regiments.

>Lore:

Nalafay, a world covered in broken mesas interspersed with narrow canyons and passages. Atop these flat topped mesas are rows and rows of grain and crops, combining the richness of the systems sun with the riches of the soil. Below them is darkness filled with dangerous mega-predators and bio-luminescent wonders, but worst of all are the Orks whose biology encrusts every square centimeter in some corners. The Mesa Rangers quickly react to Ork attempts to scale to the surface world and repel any breaches that may arise. They have developed special tactics focused on hunter-killer teams of Vendatta formations and Venator platoons to quickly hunt down and destroy Ork artillery, flyers and mek boy contraptions that occasionally threaten the world of light every few years. The 66th are more than happy to help another world in their fight against the Green Menace.

>TROOPS:

500,000 Astra Militarum Soldiers, Specifically Drop troops

1100 Valkyries

60 Vendettas

125 Sky Talons

200 Tauros Vehicles (For Dropping Behind Enemy Lines)

Bonus: +8 to Fighting behind enemy lines, +7 to airdrop operations

>1. Air Strikes As Part Of Lure Stratagem.

In support of the larger plan to lure the Orks to the Fort, Task Force DIABLO HAWK consisting of Valks and Vendettas begin to harass the E Ork force. Using stand off strikes of thermobaric Hellfury missiles followed by short but distinct attention gaining conventional weapons fire to minimize exposure, the aircraft make hasty retreats towards the Ship fort. As the Orks approach they are met with more air attacks as flights stagger behind each other along the path to ensure the Orks are strung along continuously. They are careful to take flight paths that lead directly to and from the fort ship itself.

>TASK FORCE DIABLO HAWK

LOCATION: CENTER STRONGHOLD N OF FORST SHIP

+10 Vendettas [Hellfury]

+100 Valkyries [Hellfury]

>B. Sky Talons Resupply The Pride of Praetoria

[+7 to Air Drop Operations]

Flights of Sky Talons laden with munitions, food, water and medical supply containers make their way to the ship of the line turned bulwark. Their flight path is a southeasterly one and takes advantage of the large gap between the E and S Ork drop points.

+125 Sky Talons

+20 Valkyries as Escorts[Hellstrike]

>C. Air Lift Drop Troops To CENTRAL Stronghold.

[+7 to airdrop operations]

With the massive increase of Valk's, the Mesa Rangers now have the needed airlift to make their force a tactically and operationally relevant one. Taking advantage of the previously stocked hangar facilities of the Stronghold from the vanguard repulsion 100,000 Drop Troops and their Valkyries garrison on high alert, ready to jump at a moments notice.

TASK FORCE: BRUSHSTORM

LOCATION: CENTER STRONGHOLD N OF FORST SHIP

+40 Vendettas

+750 Valkyries

+100,000 Drop Troops

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afdd1d No.50793

Dice rollRolled 78 (1d100)

>>50792

>AMENDMENT TO ACTION C:

+250,000 Drop Troops

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e6bc87 No.50794

Full Disclosure

Plan as stands now is for all the Ork forces to be drawn in to the range of the ship fort which is reinforced by Space Marines and Airtroops. Imperial forces that are not drawing them to the ship will surround the Orks so that they do not escape or get off track, and are kept in range of the ship's weapons. Hammer and Anvil until the orks are dead.

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683fdf No.50795

Dice rollRolled 60, 83 = 143 (2d100)

>>50782

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

8000 credits remaining

TROOPS:

100,000 Combat Servitors

110 Kataphrons

5 Kastellans

3 Armiger Warglaive

50 Support Personnel

50 Rapier Armoured Carriers

1. With our heavier firepower now present we must strive to continue to construct more Armiger Warglaives to replenish any we lose in the oncoming battle

2. Our remaining forces will move to engage the southwestern force of Orks before it can manage to group with the other invading forces. The full might of my war machine will move to crush it. Armigers and Kastellans engaging any elites mixed with the infantry while the RAC's and the Kataphrone use their long range heavy weaponry to destroy any reinforced targets and take down deffkoptas before they become a threat.

100,000 Combat Servitors

110 Kataphrons

5 Kastellans

3 Armiger Warglaive

50 Support Personnel

50 Rapier Armoured Carriers

+5 to general combat

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69e9a4 No.50796

File: 0e0cc2765fe39a2⋯.png (2.84 MB,3072x1654,1536:827,troop movements.png)

Dice rollRolled 71, 31 = 102 (2d100)

>>50782

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops:

293 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

68 Scout Marines

10 Razorback Transport Vehicles

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human thralls

Bonus: Flat +10 battle bonus, additional +5 in Close Quarters combat.

Fortress Monastery: Fort level fortifications, 30% forge functionality, 30% landing pad functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Redeploy a company worth of space marines to the downed cruiser using our thunderhawks. They willl support the crew and other imperial forces in the area, and make sure no orks set foot within the vessel.

+80 space marines

+20 flamer space marines

+20 heavy bolter space marines

+4 thunderhawk gunships

2: The rest of our forces will move south from the fortress monastery to engage the western ork forces from the north. Captain Rahak will lead this larger portion of our forces. The vindicators and razorbacks will lead the attack and engage any ork vehicles. In particular, we shall intercept any ork forces heading north towards Vertun.

+213 space marines

+40 flamer space marines

+40 heavy bolter space marines

+68 scout marines

+5 vindicator tanks

+10 razorback tanks

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d9eb27 No.50797

File: 29175fb52280b96⋯.jpg (206.79 KB,772x1200,193:300,24c4c78a0ae4aaa2ba318cdaba….jpg)

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

Troops: 500 marines, overtrained and equipped for CQC

Lore: The Sanctioners of Cataclysm are a second founding chapter of unknown origin, one that places extreme emphasis on discipline, loyalty, and endurance. They possess extraordinary and unnatural discipline, fanatical loyalty, and refuse to even consider the thought of defeat or retreat. They despise weakness and laxity, though the full extent of their wrath is reserved for the traitor. It matters not who or what they used to be, nor their reasons for betrayal, the Sanctioners show nothing less than cold wrath when faced with those who have turned from the Emperor. Whole systems have been put to death as punishment for the twin sins of weakness and betrayal. Their unyielding nature, which borders on suicidal in terms stubborness and determination, is purposefully turned towards close quarters combat. They thrive in the brutal press of close combat, having made a name for themselves for emerging victorious from short-ranged battles of such extreme intensity that even space marines would be pushed to the limiy. Their unwillingness to fall and disregard of casualties is supplemented by their usage of the ancient boarding shields, long abandoned by the rest of the space marine chapters but utilized to their fullest by the marines of the Sanctioners.

Chapter Organization: The Sanctioners are organized into twenty distinct self-contained companies, known as Battle-lines, which together total between 1000 and 1,500 marines at any one time. The first and most important members of these companies are known as The Eximious, which are chapters commanders, and number exactly 20 marines. The Eximious have the duty of leading the chapter, and as such these commanders are each trained and expected to act as skilled warlords, front line soldiers, and master quartermasters.

Each member of the Eximious has a minimum of 50 marines under him, and it is his duty to manage and utilize them. Victory in battle is rewarded with a steady stream of additional marines and equipment for the commander to utilize, while defeat means that they are left with whatever men and munitions they have. Should a commander be reduced to a minimal number of brothers, or greatly dishonored, he will be forced to do a number of things to regain his former status. Swearing himself to another commanders forces, going on a journey to a retrieve a relic, or even slaying a particularly dangerous foe are ways for a commander to retrieve his glory. When a battle-line and their Eximious is wiped out they are replaced, a new number assigned to a newly constituted force.

Those of the Eximious go by many titles of rank, the vast majority of which are equivalent to one another and given in recognition of their deeds, attitudes, and honors. These include Dominator, Tyrant, Pureblood, Refined, Unbroken, Savant, Grand Sergeant, as just a few names.

The battle-lines are divided into two types of marines, the Proclaimers of Decimation and the Adjudicators of Wrath. The Proclaimers act as the chapters Devastators, utilizing heavy weaponry that has been rigorously maintained and ritually blessed thousands of times over. These marines are focused and merciless, saturating the foe with an abundance of munitions beyond what is necessary in almost any capacity. They relentlessly check and maintain their weaponry, considering it a sin of weakness for their precious heavy weapons to falter in any way. The Adjudicators on the other hand are brutal and stubborn, determined to massacre the enemy in the viciousness of close quarters combat. They drill and train relentlessly and unceasingly, seeing falling in combat as not the enemy persevering but as them faltering. As such they are especially relentless when in situations where death seems the only outcome even for space marines, and pride themselves on their ability to survive even the most extreme situations.

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d9eb27 No.50798

>>50797

Force Organization: A Sanctioner force is made up of one or more Battle-lines. When these are led into battle it is their commanding Eximious sole responsibility to secure victory, organize his brothers, and utilize their inherit discipline to turn indiscriminate destruction into focused obliteration, and suicidal stubbornness into unbreakable determination. A Battle-line is overstocked with weaponry, and is made up of multiple squad formations to best utilize the marines and equipment there in.

Possible formations

Breacher Formation: 8 Adjudicators(flamers and chainswords), 2 Proclaimers(Multi-melta's, Heavy Flamers, and Autocannons)

Line Formation: 5 Adjudicators(individual preference, 5 Proclaimers(individual preference)

Decimation formation: 10 Proclaimers(Mix of heavy weaponry)

Slayer formation: 10 Adjudicators(Eviscerators, Chain-Glaves, Power weapons)

Judgement Formation: 4 Adjudicators(unit preferences), 6 Proclaimers(Heavy Bolters, Plasma Cannons, Autocannons)

Purifier Formation: 5 Adjudicators(Flamers, Plasma Pistols where possible, Meltaguns) 5 Proclaimers(Heavy Flamers and Plasma Cannons)

Purgation Force: Librarian, 5 Adjudicators(Unit preference) 5 Proclaimers(Unit Preference)

Glorifier Squad: Chaplain, Ratio of marines varies

Aegis Formation: 10 Adjudicators(Chain Weapons, Storm Shields)

Led by Eximious Ekonius, known as Dominator Ekonius amongst his brothers for his extraordinary skill a full self-control, 10 Battle-lines, a total of 500 marines and 10 Eximius, have come to reinforce Koronam in preparation for the Ork horde. The prospect of such lethal close quarters combat amongst the ruined world is, whether they state it or not, enticing to the extreme for the chapter, and they are willing to face anything the foe sends at them if proves not only their endurance but their loyalty. The force has brought extensive equipment for the brutal press of close combat. Chainswords, Chain-glaives, Eviscerators, Chain-axes, power mauls, flamers, shoulder mounted short-ranged heavy weaponry, the chapter has spared absolutely no expense to ensure that when the orks close in upon them they are met with walls of discipline and steel.

Force Composition

22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan:

Adjudicator Keilan(Sergeant)

Adjudicator Grantus

Adjudicator Skrömikos

Adjudicator Varian

Adjudicator Guntalis

Adjudicator Ilianik

Adjudicator Yuntasir

Adjudicator Salion

Proclaimer Ventier

Proclaimer Undasio

Slayer Formation Amenophis:

Adjudicator Amenophis(Sergeant)

Adjudicator Arias

Adjudicator Wrental

Adjudicator Turisio

Adjudicator Quashirian

Adjudicator Junalian

Adjudicator Verai

Adjudicator Iolier

Adjudicator Uer

Adjudicator Inton

Purifier Formation Qual

Adjudicator Qual

Adjudicator Ildefons

Adjudicator Atta

Adjudicator Dag

Adjudicator Richila

Proclaimer Theudius

Proclaimer Euric

Proclaimer Egica

Proclaimer Kiltan

Proclaimer Rustanius

Line Formation Tawnais

Proclaimer Tawnais

Proclaimer Jurias

Proclaimer Vunai

Proclaimer Ilton

Proclaimer Vae-rin

Adjudicator Lisontus

Adjudicator Periar

Adjudicator Yeen

Adjudicator Ruderian

Adjudicator Quasion

Line Formation Iwier

Proclaimer Iwier

Proclaimer Jintak

Proclaimer Erius

Proclaimer Juin

Proclaimer Turas

Adjudicator Raitul

Adjudicator Yinais

Adjudicator Trulian

Adjudicator Wunluiso

Adjudicator Zerias

12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent)

30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

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a70b08 No.50799

>>50798

TROOPS:

500 Space Marines

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee.

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5e7f99 No.50800

Dice rollRolled 96, 1, 8 = 105 (3d100)

>>50779

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

400,000 Skitarii

27 Onager Dunecrawlers

105 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Prepare the Dunecrawlers with Icarrus arrays and Neutron Lasers to tear the ork heavies and fliers asunder. Let the greenskins know the might of mars.

2&3. Set a defensive position to aid the planetary defenses on the eastern mountains. Aim for the destruction of the ork fliers and heavy armor. +7

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bf8b27 No.50803

Dice rollRolled 94, 44, 21 = 159 (3d100)

>>50780

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1/2. Once again, we will continue to fortify the Hives in response to the renewed Ork invasion.

3. Khe-Sanh is the hive most threatened, so we will divert many Arbites to there

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0389c0 No.50804

File: 3b76cda721dba3e⋯.jpg (9.24 KB,220x158,110:79,220px-12inchRailwayHowitze….jpg)

Dice rollRolled 54, 57, 93 = 204 (3d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=O22ZRhsprQY

1. "Behold it is writte by the Omnissiah, 'The Iron Horse be swifter'. As the Iron Horse won the battlefields of Gaulle, so too shall they grant us victory here"

>Have half our labourers work with whoever civilians are left in Karanas to quickly muster every single civilian hovrail system. We will need Passenger Cars for our infantry, Flatbed Cars to be converted into Railway Artillery for our Earthshakers and Mortars.

2. "They will fall upon thine guns. Thy razorwire shall be as thorns which cannot be trampled. And thou shalt smite them with steel from the sky."

>The rest of the Labourers should be digging forward defensive lines behind the front

>We will need to move forward behind the rest of the imperial forces headed toward the ship, and establish a reserve line of defense and forward artillery positions to bombard the orks

>Half the Earthshakers should be positioned for indirect long range fire

>The other half should be aimed as direct fire, in case of any orkish breakthroughs or direct assault

>Quickly establish a defensive line

3. "On ne passe pas !

On ne passe pas !"

>Hold

>the

>Line

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0389c0 No.50805

File: adb9421f710d7d0⋯.jpg (128.83 KB,1445x924,1445:924,Flak_88_guns_Batterie.jpg)

File: 6d47ed29b624f26⋯.jpg (440.24 KB,1920x1080,16:9,alexander-brown-beautyshot….jpg)

>>50804

>forgot pics

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d9eb27 No.50806

File: fdb5d3535e8f7ad⋯.jpg (203.8 KB,600x840,5:7,20181121_200514.jpg)

Dice rollRolled 78, 51, 75 + 75 = 279 (3d100)

>>50799

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

500 Space Marines

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

Force Composition

22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan:

Adjudicator Keilan(Sergeant)

Adjudicator Grantus

Adjudicator Skrömikos

Adjudicator Varian

Adjudicator Guntalis

Adjudicator Ilianik

Adjudicator Yuntasir

Adjudicator Salion

Proclaimer Ventier

Proclaimer Undasio

Slayer Formation Amenophis:

Adjudicator Amenophis(Sergeant)

Adjudicator Arias

Adjudicator Wrental

Adjudicator Turisio

Adjudicator Quashirian

Adjudicator Junalian

Adjudicator Verai

Adjudicator Iolier

Adjudicator Uer

Adjudicator Inton

Purifier Formation Qual

Adjudicator Qual

Adjudicator Ildefons

Adjudicator Atta

Adjudicator Dag

Adjudicator Richila

Proclaimer Theudius

Proclaimer Euric

Proclaimer Egica

Proclaimer Kiltan

Proclaimer Rustanius

Line Formation Tawnais

Proclaimer Tawnais

Proclaimer Jurias

Proclaimer Vunai

Proclaimer Ilton

Proclaimer Vae-rin

Adjudicator Lisontus

Adjudicator Periar

Adjudicator Yeen

Adjudicator Ruderian

Adjudicator Quasion

Line Formation Iwier

Proclaimer Iwier

Proclaimer Jintak

Proclaimer Erius

Proclaimer Juin

Proclaimer Turas

Adjudicator Raitul

Adjudicator Yinais

Adjudicator Trulian

Adjudicator Wunluiso

Adjudicator Zerias

12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent)

30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Eximious Ekonius leads his brothers in planning and preparation on how to engage the Ork foes. The ten commanders prepare a detailed plan of attack, based on their foes and the plans of their allies. With inhuman discipline and minimal discontent they move to action, marines deploying rapidly towards pre-indicated positions.

1. The 11th, 12th, and 32nd Battle-lines, over 150 marines, move to face the outriders and isolated groups of the orks, using the Greenskins predictable nature against them to slaughter the unsuspecting xenos. They do this by descending into the countless miles of trenches and bunkers, using the disrepaired fortifications to make killzones where they crush the tendrils of the ork tide. +25

2. Meanwhile the 100 marines of the 23rd and 17th battle-lines take an equally cunning approach. Utilizing the trench lines they bait large forces of Orks into approaching them, their gunmetal grey armor and dark gold garments, coupled with their visible weapons, giving the Orks tantalizing foes to face. Those Orks that do reach them are rapidly slaughtered before the rest arrive, the sounds and smells of battle pushing the Orks onward. +25

3. The remaining battle-lines begin to set up defensive positions in and around the downed ship, preparing yet more killzones and loading up Breacher shields and flamers in preparation for the greenskin tide. +25

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d9eb27 No.50807

>>50806

Addendum, +60 total, +20 per roll

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b7c5ca No.50808

File: 5adfa31ae010a1c⋯.png (69.12 KB,200x152,25:19,Lance_Turret_by_The_First_….png)

File: 2f5ce410b8c58a0⋯.jpg (86.43 KB,479x756,479:756,Flota_lanzas_navales_abrie….jpg)

Dice rollRolled 76, 42 = 118 (2d100)

>>50753

Organization Name: The Pride of Praetoria

Category: Imperial Navy

Sub-Category: Dominator Cruiser

Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

TROOPS:

100,000 Military Capable Personnel

700,000 Non-Military Capable Support Personnel

Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

Heavily Damaged but repairable Nova Cannon

#(missed Peace turn)

pre sight the surrounding area for our ship board weapons fire. when we see an orc, we shuold already have the trajectories pre calculated for our Lance and Macrocannon turrets,, just as we would an enemy vessel. input the surrounding terrain into the targeting cogitators

#combat turn

https://www.youtube.com/watch?v=xiLGhxAo9sA

"Captain! we have allied troops headed our way, they say we are surrounded on almost all sides by orks."

"excellent!"

"sir?"

"don't you see, First Mate. that means, we can just fire all around us. ready the Guns!"

"Aye aye, Captain. MAIN BATTERIES AT THE READY"

"This is Captain Cromwell to all crew, show these xenos scum the might of the Imperial Navy. For Praetoria! For Home! And for the Prize"

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1c3af9 No.50809

Dice rollRolled 33, 60 = 93 (2d100)

>>50782

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

14,500 Credits

Some Influence in Olagas

total control of Hive Khe-Sanh and its Industries

20,000 Khe-Sahn Arbites

500 Tech Priests

5,000 Eldar Mercenaries

63,500 Carnivore Kindred

45,000 Stalker Kindred

17,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

42,000 Hunter Kindred

10,000 Headhunter Kindred

1. As the others push the orks to the downed ship it is our auxiliaries' task to ensure that they are pliant and vulnerable to our strategy. With kroot doing constant raids, sabotage, and traps while the eldar assassinate those that seem to be bringing order to the horde we can ensure that they will follow whatever direction we give them willingly or not.

+10 to Guerrilla Warfare when using Kroot Units, +5 to General Combat when using Eldar Units

2. It is unfortunate that our enterprise failed. After analyzing the situation we have come to the conclusion that we do not have enough local connections in order to better facilitate trade. This is unacceptable, so while our Auxiliaries are fighting against orks. The Arbites are to begin investigations into the hive-city's underworld so that we may expand our understanding of the "lower politics" of Khe-Sahn and see which factions can be found to be amicable. As it does not matter if they shroud themselves in darkness, for it is our form from which the shadow is cast. Those that do not see the wisdom of such a statement can easily be taken care of with a few well placed agents.

Arbites, Eldar

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5ba4c3 No.50810

Dice rollRolled 3, 51, 88 = 142 (3d100)

>>50780

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 10,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Relief Force Guardbreaker:

500,000 PDF Soldiers

40,000 Agri PDF Soldiers

130,000 Combat Engineers

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 13 to constructing Fortifications

+ 2 to all combat

1. Agri Defenders East would dig in. Many Orks had been located, but if the plan succeeded they would not be attacked. Still should the plan fail they would very much find themselves at the forefront of the ensuing war path. One way or another it was not unlikely that some Orks would find themselves within the reach of the Stronghold's guns and the Agri Defenders would be sure to let them know.

2. Section Red River was still required to man the defenses of Vertun, however with the Orks landing nowhere near them and the incredible unlikeliness of being attacked they would remain in position somewhat more leisurly than otherwise necessary. Drills would be ordered to keep troop readiness high regardless.

3. Relief Force Guardbreaker, positioned at Stronghold Sick Yellow would set up the defenses. However once the signal arrived they would sally forth to join the other Imperial Forces which were under fire at the Crash Site, to break the Encirclement which would have likely taken place. Aiden Marius would lead them. Some of the lower ranking officers were concerned as the man had never led troops in actual battle before and Mobwag was still very much inexperienced when it came to combat. However, the Chain of Command remained the Chain of Command.

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3fa08a No.50811

Dice rollRolled 51, 8 = 59 (2d100)

>>50780

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,000 Various Medical Staff

1075 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

15 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink in Olagas and Khe-sahn

Task force Angelus

975 Sister of Battle

2700 Medical personnel

80 heavy Bolters

85heavy Flmaers

40 Rhinos

15 Repressors

Convent Garrison

100 Sisters of Battle

300 Medical personnel

15 heavy flamers

20 heavy Bolters

1.Use the medical uplink we have in two cities for to help guide and control the medical relief towards the front.

2.Send Task force Angelus to set up a field hospital for the front. Use the two thirds heavy bolters to create point defense to keep any orks from encroaching on the hospice, while we have the other sisters and vehicles going out to retrieve wounded and cleanse the ork filth. Follow the plan we have so far.

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5eb956 No.50812

Dice rollRolled 84, 6 = 90 (2d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1 Baneblade

300 Leman Russ Tanks

50 Leman Russ Demolishers

10 Hydra Flak Tanks

5 Leman Russ Punishers

50,000 Imperial Guard Scouts

5 Hellhound Flametanks

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+10 when fighting on open ground, -10 when fighting in very rough terrain.

1-2. Just as I thought…more orks..however this time we have a plan. Join the others in pushing the horde towards the downed ship and together with Baneblade volcano cannons and ship lances we will anoint the foul xeno scum in righteous flame and shrapnel.

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3fa08a No.50813

Dice rollRolled 75, 27 = 102 (2d100)

>>50811

other 2 battle rolls

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a5058e No.50814

>>50783

Turn in 1 Deathstrike Missile to the Segmentum Command

Gain 600,000 Credits

Spend 100,000 Credits on 20,000 Ogryns

Spend 50,000 Credits on Flak Jackets and Lasguns on all troops

Spend 10,000 Credits on 5,000 Lascannons

Spend 10,000 Credits on 10,000 Thudd Guns

Spend 10,000 Credits on 10,000 Heavy Mortar Cannons

Spent: 180,000

Spend 100,000 Credits on 20,000 Centaurs

Spend 1,000 Credits on 2,000 Commissars

Spent: 281,000

Spend 3,000 Credits on 500 Ratling Snipers

Spent: 284,000

Spend 100,000 Credits on 25,000 Melta Guns

Spend 150,000 Credits on 25,000 Carapace Armors

Spent: 534,000

Credits Remaining: 66,000

——-

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 66,000

TROOPS:

750,000 Decently Equipped Agari Planetary Defense Forces

250,000 Heavily Equipped Agari Reavers (Melta/Carapace)

20,000 Ogryns

2,000 Commissars

500 Ratling Snipers

40 Armageddon Pattern Sentinels

5,000 Lascannon Heavy Weapons Squads

300 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

22,000 Centaurs

1 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

—–

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a70b08 No.50815

Dice rollRolled 100 (1d100)

Extremely random event roll is random.

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a70b08 No.50816

Dice rollRolled 53 (1d100)

>>50815

A true blessing! But what will it be? Additional roll required.

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a70b08 No.50817

>>50783

You continue your work on the fortifications. While the Agari settlers continuously help you, due to you being like them, the completion of a Level 4 is becoming slower (Bastion Level) because you uncover that you have been building your fortifications on top of a Fortress that was a part of the Shield Fortress Outer Ring Network! Fascinating. You are 33% of the way to reaching level 4. Your continued searches fail, it appears that what you had found was truly fascinating before, but now you find nothing but empty storerooms and dusty shelves. The best you find in terms of Ordinance is about 300 more primitive Koronam Artillery.

>>50786

>>50791

While the other forces had been pushing the Orkz toward the ship, your Space Marines had been preparing for the Inevitable Orkish Assault alongside your distant battle brothers that come from other chapters that had been assigned to this world. Scout Marines had begun to pick the Orkz off from a distance, slowly but surely taking out any targets that seemed important to the Orkz. In the lower Galleys and in fortified locations just outside the ship your standard space marines also begin to open fire as the Orkz enter range, letting off ceaseless Bolter fire. Combined with the heavy fire support that the ship's functioning cannons provide you are able to mercilessly slaughter countless Orkz. The Death Company is deployed in problem areas as well to ensure that areas that seem to be buckling are reinforced appropriately.

Casualties:

20 Death Company Wounded

5 Death Company Dead

10 Standard Space Marines Wounded

2 Standard Space Marines dead

Inflicted 150,000 Ork Casualties. (Eastern Dropzone number)

>>50788

House Varuke deploys the entirety of its forces against the Orkz in the east, in an attempt to push them westward towards the Ship. The plan mostly succeeds, at the cost of some casualties. Using your Imperial Knights as a dedicated spearhead which are then supported by Secutarii and Skitarii you continue to push the Orkz westward, which appears to have been their original goal all along. With the heavy firepower that the Imperial Knights provide and the numbers of the Skitarii you continue to inflict heavy casualties on the Orkz through the use of decently coordinated Volley Fire. You also engage the Battlewagon in battle, and while it manages to get away, your Imperial Knights focused fire on it and inflicted some serious damage upon it. Sadly, your attempts at Crux Mechanicus this time fail, many who undergo the attempt die writhing in pain, and almost none survive. Lucky Intervention by the Orders Hospitaller does save many lives.

Casualties:

1 Knight Warden, Slight Damage

1 Knight Errant, Medium Damage

1 Knight Crusader, Medium Damage

4,000 Secutarii (Originally 5,000 but 1,000 were saved by Orders Hospitaller)

55,000 Skitarii (Originally 60,000 but 5,000 were saved by Orders Hospitaller)

Inflicted 130,000 Ork Casualties (Eastern Dropzone)

>>50789

Alongside House Varuke you also continue to strike at the Orkz, pushing them towards the crashed cruiser. Sliding by the eastern Ork Forces you manage to sneak behind the Southern Ork forces, which also happen to contain the largest amount of Ork Boyz. While your initial engagements well, you manage to slaughter many orkz… However it appears that these Orkz are not Mindless, and rather than being pushed to the ship as you had originally expected, they appear to be turning their attention towards you! They turn around and start to attack your forces directly, pinning you between the Ocean's Tide, and the Green Tide. This has CUT OFF your forces. Your attempts to prepare for repairs ultimately fail because your forces are cut off!

Casualties:

1 Knight Errant, Medium Damage

1 Knight Paladin, Medium Damage

1 Knight Castigator, Slight damage

40,000 Skitarii

Inflicted 125,000 Ork Casualties, destroyed 3 Deff Dreadz. (Southern Drop Zone)

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a70b08 No.50818

>>50792

Your air strikes are also average at best, however they are ultimately effective at cutting the Eastern Ork Forces down the size. Working together with the forces of House Varuke, your air strikes attack areas that have particularly large clusters of Orkz. Naturally, this means that you often drop your ordinance dangerously close to the Skitarii, but no friendly fire is reported by both House Varuke and your own troops, fairly good you think. The Hellstrike missiles are ultimately effective at thinning out the Ork forces. Afterwards, you begin a large airlift operation to resupply the Pride of Praetoria through the use of your sky talons. Massive Crates of food and containers full of Medical supplies and munitions are airdropped right on top of the ship where the Imperial Troops are waiting for these much-needed supplies. The Pride of Praetoria is almost entirely encircled and as a result your efforts ensure that the forces inside are well supplied. Your Sky talons fly day and night to ensure that this is done. However in the distance, you see Deffkoptas slowly coming to contest your air superiority. Lastly, your Drop troops are airlifted to the central stronghold. (Please tell me in discord what Central Stronghold you are indicating, thank you)

Ork Casualties Inflicted: 25,000 on the Eastern Orkz.

>>50795

Yet another Armiger Warglaive is constructed! It rolls off of the Production Line, ready to use and deploy against your foes. As a note to remember, these Armiger Warglaives are a bit more hastily built and more crude, as a result they are not as strong as a standard Armiger Warglaive you would find. You deploy your troops to the south in an attempt to fight the Southern Group of Orkz, and your Servitors certainly deal some damage to the southern Group of Orkz, being supported by your Armiger Warglaives, Kastellans, and Kataphrons. Your attempts to push the Orkz westward also succeed. Using some long range heavy weaponry you are also able to take out three deffkoptas.

Casualties:

20,000 Combat Servitors

9 Kataphrons

1 Damaged Kastellan

2 Armiger Warglaives, Medium Damage

Inflicted 110,000 Ork Casualties, Took down 3 DeffKoptas, Western Dropzones

>>50796

The Ash Dragons first and foremost redeploy their troops to support the defense of the Downed Cruiser. Working with the Carnelian Martyrs, their distant Battle Brothers they are able to fend off Orkish assaults time and time again through the use of Bolters and Heavy Bolters. Anyone who gets too close gets incinerated by Flamer Space Marines. Thunderhawk Gunships also help provide fire support for the troops within the downed Cruiser.

Casualties:

10 Space Marines wounded (taken out of action for 2 turns)

3 Space Marines killed

Inflicted 50,000 Casualties on the Orkz (Eastern Dropzones)

>>50800

You decided to Let the Greenskins know the might of Mars, and indeed it was the MIGHT OF MARS THEY FELT! Your Onager Dunecrawlers and Ironstrider Ballistariuses formed the Spearhead of the offensive of these Skitarii. You decide to strike from the west, where there are both fliers and some heavy armor in the form of -Orkonauts. Your Dunecrawlers and Ballistariuses provide invaluable fire support in the offensive, while the main body of the Skitarii backs up the offensive against the Western Orkz. Through the use of superior firepower and your Icarrus Arrays, you are able to take down another 5 Deffkoptas, and slaughter many thousands of Orkz. The Might of Mars is truly something to behold! In addition, through the use of concentrated firepower you are able to take down a Gorkonaut!

Casualties:

80,000 Skitarii

3 Onager Dunecrawlers

5 Onager Dunecrawlers damaged

13 Ironstrider Ballistariuses

Inflicted 100,000 Casualties upon the Orkz, destroyed 5 Deffkoptas, 1 Gorkonaut (Western Dropzones)

In more alarming news, the fort that you tried to construct has collapsed! Investigating the ground beneath you find something terrifying… The Shattered and buried remains of a Necron! What could this possibly mean!??!?!?!?

>>50803

You continue to fortify the Hives further and further, and your fortification efforts grant Vertun level 3 fortifications! Truly these fortifications are ensuring that Vertun is a well-defended city! Your forces are also deployed to Khe-Sanh, and do their best to maintain the peace as well.

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a70b08 No.50819

>>50803

You continue to fortify the Hives further and further, and your fortification efforts grant Vertun level 3 fortifications! Truly these fortifications are ensuring that Vertun is a well-defended city! Your forces are also deployed to Khe-Sanh, and do their best to maintain the peace as well.

>>50804

You begin the lengthy process of creating converting Flatbed cars into Railway artillery, however requisitioning passenger cars is easy enough, and this ensures that your infantry can be moved easily enough through the use of these passenger cars. The Railway artillery also ensures that your artillery can be moved easily. You also begin to establish Trenches and artillery positions meant to ensure that there is a line of fortifications to fall back to. The Artillery emplacements also begin their bombardment of Orkish positions, destroying the Orkz with impunity. Any Orkz that throw themselves against your trenches are promptly slaughtered through a combination of both Artillery and normal gunfire. No Ork made it past your defensive lines.

Casualties:

15,000 Guardsmen

Inflicted 60,000 Ork Casualties (Western Front Army)

>>50806

You send out your marines to fight the Orkz in glorious melee combat! Truly, this melee combat is the epitome of RIP AND TEAR, matched only by the ferocity of the Death Company of the Carnelian Martyrs. Moving through the countless miles of ruined trenches and bunkers, you are able to sneak up to the Ork forces and ambush them! Using your excellent skill in melee combat you begin to brutally slaughter these Orkz. The 23rd and 17th Battle lines also find themselves slaughtering their foes in a savage melee! Using your armor, close quarters weapons such as Chainswords, Power Mauls, and Flamers on top of Shields you carve through the Ork Lines! Your remaining battle lines take defensive positions in and around the downed ship, cutting down any stray orkz that get too close to the ship.

Casualties:

75 Space Marines wounded (Out of action for 2 turns)

6 Space Marines Dead

Inflicted 160,000 Ork Casualties. (Western Drop Zone)

>>50808

You excellently manage to pre-sight the heavy weapons upon the ship, pre-calculating trajectories The Targetting Cogitators are also calibrated to the surrounding terrain. All of your Macrocannons are damaged and therefore cannot be fired, but all other smaller weapons systems are prepared, pre-sighted, and ready to fire. As the Orkz converge upon your Cruiser, your weapons are silent until the Orkz get close into range… And then, in a cacophony of fire, all the weapons systems upon the ship open fire at the same time. It is music to your ears, and you watch your Weapons systems, alongside all the other troops fighting around the Cruiser gun down the Orkz that dare come near this fine piece of Imperial Craftsmanship!

Casualties:

1,000 Military Capable Personnel

Inflicted 60,000 Ork Casualties. (Eastern Dropzones)

>>50809

Your Kroot begin their elaborate harassing tactics to push the Orkz closer and closer towards the ship. This is excellent in guerrila warfare and helps ensure that the Orkz are going exactly where you need them to go. The Eldar do what the Eldar do best by assassinating several key Ork Nobz, sowing chaos amongst the Ork Ranks. Overall, your forces perform spectacularly and through these hit and run attacks, and the assassination of Nobz you are able to minimize casualties.

Casualties:

2,000 Hunter Kindred

2,000 Carnivore Kindred

3,000 Stalker Kindred

200 Eldar Mercenaries

Inflicted 70,000 Ork Casualties (Eastern Dropzones)

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a70b08 No.50820

>>50809

As for your enterprise regarding the Underworld, you send your Arbites into the Underhive to find amicable factions. You find that a particular gang, and perhaps the most powerful one in Khe-Sanh, known to have many connections in Vertun is amicable to working with you. They are called the Grimekillers and are lead by a shadowy leader who thinks himself a vigilante. They could also potentially contribute troops to your cause.

>>50810

Agri defenders east slowly tries to dig in, luckily they have all the time in the world as the plan seems to be going well… Plenty of time is good. Section Red River continuously drills in Vertun, giving you an additional +1 (+3 total) to all combat, this training was much needed by your troops! As for Relief Force Guardbreaker, the massive assault by the PDF begins! The Orkz had managed to completely encircle the Cruiser with the exception of one corridor which your troops are valiantly holding! Having dug in well you are fending off the Orkz and fighting against them well.

Casualties:

68,500 PDF (Originally 75,000. 6,500 saved by Orders Hospitaller)

17,000 Combat Engineers

3,000 Agari PDF soldiers

Inflicted 80,000 Ork Casualties, 3 Bonebreakas destroyed (Eastern Dropzone)

>>50811

You continue to guide and control the medical relief towards the front, and under your guidance you manage to save the lives of about 6,500 PDF from the 2nd Koronam PDF Regiment! This medical relief system appears to work well. Your Sisters of Battle, part of Task Force Angelus also attempt to fight off the Orkz which are coming for the Field Hospital! Overall your sisters of battle eventually manage to push away the Orkz with the help of the repressors you had recently acquired. The Field Hospital on the eastern front saves the lives of many Skitarii for House Varuke

Casualties:

20 Sisters of Battle

30 Sisters of Battle Wounded (Taken out of action for 2 turns)

Inflicted 45,000 Ork Casualties. (Eastern Front)

>>50812

Your potent armored fist helps strike at the Western Front of the Orkz! Led by the Baneblade named the Fortress of Retribution, your armored column descends upon the western Dropzones of the Orkz. Guns blazing the cannons upon all your tanks fire, unleashing large amounts of fire against the Orkz, slaughtering Many. At one point you concentrate your fire against a duo of Morkonauts and take them out of action entirely, they are ripped to shreds by the combined cannon fire of of your tanks.

Casualties:

23 Leman Russ Tanks

4 Leman Russ Demolishers

2 Hydra Flak Tanks

1 Hellhound Flametank

Inflicted 70,000 Ork Casualties, killed 2 Morkonauts. (Western Front)

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a70b08 No.50821

File: 44e60333b532717⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

File: 7376338dd2da22a⋯.png (2.93 MB,1541x1006,1541:1006,Living Saint.PNG)

The Fight is going in our favor so far!

SOUTHERN DROPZONES TOTAL:

1,875,000 Ork Boyz

7 Deff Dreds

EASTERN DROPZONES TOTAL:

390,000 Ork Boyz

1 Battlewagon

5 Big Trakks

15 Bonebreaka

WESTERN DROPZONES TOTAL:

530,000 Ork Boyz

1 Morkonauts

2 Gorkonauts

12 Deffkoptas

While the fight was going on, a glorious individual had appeared! A Living Saint, a Sister of Battle truly blessed by the Emperor's Glory! She fought for the Order of the Cleansing Dawn, and mid battle she felt herself growing stronger… Far Stronger! A Living Saint in the flesh! Her wrath is righteous, and her power is unequalled! She tells us that she does not have much time, but as long as she lives she will fight against the Orkz and seek their destruction! Almost overnight, the Faith in all the Hive Cities spikes to high levels! The Living Saint has reinforced the faith of this entire world. This Living Saint is a Minor one, but always appreciated in battle.

The Order of the Cleansing Dawn gets to control this Living Saint for the remainder of this battle and the next battle. After that she will disappear.

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a5058e No.50822

Dice rollRolled 66, 36, 96 = 198 (3d100)

>>50821

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 66,000

TROOPS:

750,000 Decently Equipped Agari Planetary Defense Forces

250,000 Heavily Equipped Agari Reavers (Melta/Carapace)

20,000 Ogryns

2,000 Commissars

500 Ratling Snipers

40 Armageddon Pattern Sentinels

5,000 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

22,000 Centaurs

1 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

—–

1. Continue to work on upgrading the the fort 33/100

2. Begin to train all our men to improve their stealth combat.

3. Begin building a new fort at to the south of Ortal by the river fork.

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e6bc87 No.50823

Dice rollRolled 2, 72, 27, 50 = 151 (4d100)

>>50821

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden, Slight Damage

1 Knight Gallant

1 Knight Crusader, Medium Damage

1 Knight Errant, Medium Damage

1 Knight Preceptor

(40,500)

36,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(209,500)

154,500 Skitarii; Half Van and half Ranger

40,000 PDF

100 Sancristans

400 Tech-priests

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 2 Fort 'Gate of the East'

10,000 Credits

The Plan continues with hammer and anvil.

1/2 Repair the Knights, with the supplies from the Hives and the improved factories we should be able to supply our repair efforts. Perhaps we may even find a stache of knight parts in our Gate of the East.

+5 Scavenging

+Khe-Sanh

+100 Sancristans

+400 Tech-Priests

+Nearby Living-Saint?

3/4 Hammer the Eastern Orks against the fort lines and open a way for House Dissidia to return to imperial lines.

+3 Walker Tactics

1 Knight Warden, Slight Damage

1 Knight Gallant

1 Knight Crusader, Medium Damage

1 Knight Errant, Medium Damage

1 Knight Preceptor

(40,500)

36,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(209,500)

154,500 Skitarii; Half Van and half Ranger

40,000 PDF

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3fa08a No.50824

Dice rollRolled 21, 39, 51, 56, 10 = 177 (5d100)

>>50820

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,000 Various Medical Staff

1075 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

15 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink in Olagas and Khe-sahn

Task force Angelus

925 Sister of Battle

30 wounded Sisters (out of commission 2 turns)

2700 Medical personnel

80 heavy Bolters

85heavy Flmaers

40 Rhinos

15 Repressors

1 lesser living saint for 2 turns

1-3. The sisters bolstered by the living saint Charge into the eastern Burning the enemy and driving the Emperor's foes before them with fire, faith and fury. Repressors and the saint leading the way. Their goal was to cause such horrendous damage to the eastern front of orks as to render them combat ineffective, as well as provide an avenue for the knight house Varuke to consolidate too.

4-5. The medical personel continue to try and save people, as many as they can.

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b7c5ca No.50831

File: cde69979363bbe8⋯.jpg (137 KB,710x528,355:264,710x528_10591214_2578745_1….jpg)

File: a99555a7eba93c4⋯.jpg (82.08 KB,403x685,403:685,TarantulaSentryGun0000.jpg)

Dice rollRolled 99, 66, 83 = 248 (3d100)

>>50819

Organization Name: The Pride of Praetoria

Category: Imperial Navy

Sub-Category: Dominator Cruiser

Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

TROOPS:

100,000 Military Capable Personnel

700,000 Non-Military Capable Support Personnel

Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

Heavily Damaged but repairable Nova Cannon

#1 heavy fully automatic quad flaks fire shells the size of cars miles away at the furthest orks

#2 closer to the ship the massive lascannon and medium tarantula guns flurry the orks and their wagons that show themselves within a few kilometers of the ship, every barrel far greater than the likes of any leeman russ or ork battlewagon

#3 at point blank range, the anti-fighter guns open fire, as atop the mighty vessel imperial allies fire down from high above at any orks that try to storm or climb the ship

"we're winning lads. keep up the pressure! fire until they see the glow of your barrels. we are the Pride of Praetoria!"

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b7c5ca No.50832

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69e9a4 No.50835

Dice rollRolled 15, 40, 45 = 100 (3d100)

>>50821

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops:

290 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

68 Scout Marines

10 Razorback Transport Vehicles

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human thralls

Bonus: Flat +10 battle bonus, additional +5 in Close Quarters combat.

Fortress Monastery: Fort level fortifications, 30% forge functionality, 30% landing pad functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: The main body of our forces led by the Captain will punch down through ork lines from the north, splitting the east and west orks off from each other and allowing our forces to join up with those at the downed cruiser.

2: Once united with the marines we airdropped to the cruiser earlier, our whole forces will push south, attacking the southern ork army in the rear in an attempt to take some pressure off the imperial forces who are cut off in the south. The vindicators and razorbacks will lead the way, destroying ork vehicles and breaking up their formation, allowing the following space marine infantry to destroy them more easily.

3: Our Thunderhawks will provide air support, primarily targeting any ork vehicles that can be identified by our forces.

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74348e No.50836

Dice rollRolled 12, 64 + 15 = 91 (2d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

TROOPS:

351 Standard Space Marines (4 Companies)

45 Wounded (1 peace turn till active Duty)

108 Scout Space Marines (1 company)

75 Death Company Space Marines (1 Company)

20 Wounded Death Company Space Marines

VEHICLES

4 Thunderhawks

Fortress Monastery

>Gestation Chambers and Prisoners

>Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

>Forge 20% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1/2. The Eastern and Western Fronts are devastated, but our allies on the southern Front are encircled and in need of immediate reinforcement. Using Transports within the ship itself and our Thunderhawks, move south to meet them and break the encirclement, broadcasting our coordinates to avoid any friendly fire from allied forces or artillery

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bbb9e1 No.50838

Dice rollRolled 88, 90, 12 = 190 (3d100)

>>50818

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

8000 credits remaining

TROOPS:

80,000 Combat Servitors

101 Kataphrons

4 Kastellans (1 Damaged)

2 Armiger Warglaive (2 Damaged)

50 Support Personnel

50 Rapier Armoured Carriers

1. The Orks are contained and the meat of our Forces can return to the fortresses to work on reinforcement, The Rapier Armoured Carriers, a number of the Servitors and the Kataphrons will stay in the fight with the goal of taking down the Ork walkers and vehicles with their devastating firepower.

40,000 Combat Servitors

101 Kataphrons

50 Rapier Armoured Carriers

2. The remaining Servitors will return to the settlement and engage in construction in an attempt to further reinforce the Fort I am manning next to the settlement to the south of the Karanas Hive City.

3. At the same time we will begin working on a number of anti-infantry weaponry to deal with the overwhelming numbers of orks. The conversion of my Kastellans to be equiped with Incendine Combustors (Heavy Flamers with longer than normal range) will allow the destruction of enemy infantry at a larger scale will be a good start.

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0389c0 No.50840

File: 6c7114a3e90b376⋯.jpg (9.23 KB,298x169,298:169,download.jpg)

Dice rollRolled 95 (1d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

485000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1,000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=GSbolJCoKns

1. "Hold the line ye rascals. Doth ye wish to live eternal? Nay!"

Hold our reserve line and keep pressuring the Orks. Use our artillery in direct fire as needed!

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5e7f99 No.50842

Dice rollRolled 25, 18, 42, 33 = 118 (4d100)

>>50818

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

360,000 Skitarii

24 Onager Dunecrawlers (5 Damaged)

92 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Continue the destruction of the primitive flying deathtraps and the scrap titans. There seems to be buzzing about some plan from the planetary nobility. Ignore it and continue the destruction. +7

2. Get the tech priests to repair those Dunecrawlers back into working order. The Orks are still unbroken and so too must be our holy machines.

3&4. Send a small team to investigate that Necron remains. Be careful, if it was dead it should not be there and it could be repairing itself even now. Where it came from is of great importance, and how it got here. We must make sure this world is not some sort of tomb world.

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5ba4c3 No.50844

Dice rollRolled 2, 81, 13 = 96 (3d100)

>>50820

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 10,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Relief Force Guardbreaker:

431,500 PDF Soldiers (500,000 max)

37,000 Agri PDF Soldiers (40,000 max)

113,000 Combat Engineers (130,000 max)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 13 to constructing Fortifications

+ 3 to all combat

1. Section Red River received news of the appearance of the Saint, many of the man hoped they would get to see the Saint with their own eyes, if not in this assault, then the next. For the meanwhile however they would have to continue their training.

2. Agri Defenders East were secure for now. There would be some restructuring of engineering units to increase their efficiency even further while Relief Force Guardbreaker was holding the front.

3. Relief Force Guardbreaker had done well for itself. Under the leadership of Aiden Marius they had begun to dig in and would continue to do so, the Combat Engineers swiftly working to produce hastily raised fortifications as the PDF Soldiers set up in the trenches, seizing ground where they could to further support the almost encircled Imperial Forces. Behind them the Combat Engineers would follow once more to set up yet another set of defenses.

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f94963 No.50847

File: 51d3cceb02c2e72⋯.jpg (5.24 KB,236x131,236:131,964a91228abd25a0f89e547f9b….jpg)

https://youtu.be/CIGHCoVzqtk

>>50821

>Organization Name:

66th Nalafay Mesa Rangers

>Category:

Imperial Guard

>Sub-Category:

Drop Infantry

>Troops:

This Drop Regiment hosts larger numbers of Vendettas and Venators in their TO&E than most similar Regiments.

>Lore:

Nalafay, a world covered in broken mesas interspersed with narrow canyons and passages. Atop these flat topped mesas are rows and rows of grain and crops, combining the richness of the systems sun with the riches of the soil. Below them is darkness filled with dangerous mega-predators and bio-luminescent wonders, but worst of all are the Orks whose biology encrusts every square centimeter in some corners. The Mesa Rangers quickly react to Ork attempts to scale to the surface world and repel any breaches that may arise. They have developed special tactics focused on hunter-killer teams of Vendatta formations and Venator platoons to quickly hunt down and destroy Ork artillery, flyers and mek boy contraptions that occasionally threaten the world of light every few years. The 66th are more than happy to help another world in their fight against the Green Menace.

>TROOPS:

500,000 Astra Militarum Soldiers, Specifically Drop troops

1100 Valkyries

60 Vendettas

125 Sky Talons

200 Tauros Vehicles (For Dropping Behind Enemy Lines)

Bonus: +8 to Fighting behind enemy lines, +7 to airdrop operations

>1. High Altitude Assualt Drop on East Ork Left Flank.

[+7 to airdrop operations]

[+8 to fighting behind Enemy Lines]

Smelling weakness in the Eastern Ork lines and cogniscent of the narrow line of communications held open by the PDF, the 66th embark on their first air drop of the campaign. Over the course of several waves, 150,000 of the garrison of 250,000 drop troops rain down into the rear of the Eastern Ork horde directly threatening the corridor to the ship, jumping from Valks at high altitude. They descend upon the unsuspecting Orks with two objectives: 1 to capture the Orks very own abhuman facing lines and 2 sow discord among their ranks. When targets of opportunity present themselves Valks are called in for CAS.

TASK FORCE: BRUSHSTORM

LOCATION: REAR AREAS OF EAST ORK LEFT FLANK

+40 Vendettas [Escorts]

+750 Valkyries [High Altitude Drops][CAS]

+150,000/250,000 Drop Troops

>2. Air Assault Reinforcements To The Entrapped Knights

[+7 to airdrop operations]

[+8 to fighting behind Enemy Lines]

Baffled by the misreading of Orkish nature by the Knight House but acknowledging their incredible value to the Imperium, Colonel Crator orders an Air Assault be launched from Kavanas Hive. Wave after wave of Valks race over the ocean then turn north and to the edge of the Knight position, depositing 100,000 drop troops under a hail of heavy bolter, Las, rocket and hellfury fire. They set out to create a perimeter around the Knight force in the hopes that others would be able to aid them in time. Joining them is a Sky Talons drop laden with Supply Pods for both the drop troops and the Knights and their retinue. Vendatta's escort the flights.

TASK FORCE: SEASTORM

LOCATION: SOUTHERN ORK SITE

+400 Valks [Air Assualt] [Hellfury]

+75 Sky Talons [Supply Drops]

+20 Vendetta Escorts [Hellfury]

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a70b08 No.50850

Dice rollRolled 9, 61 = 70 (2d100)

>>50847

These are the rolls since Cosmo is stuck in Captcha hell.

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a70b08 No.50851

Dice rollRolled 84, 5 = 89 (2d100)

The Enterprisors are doing the following actions:

1. Is trying to break out the southern force so they can rejoin us east

2. Is trying to recruit that vigilante

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bf8b27 No.50852

Dice rollRolled 1, 30 = 31 (2d100)

>>50818

>>50819

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1/2. Finally, most of the hives are secure. Now is the time to gain new equipment for our forces, perhaps we can requisition a few IFVs in exchange for putting a few of our own men on the front?

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a70b08 No.50853

Dice rollRolled 12 (1d100)

Since house dissidia is not here, but their rolls are required because they are surrounded, here is a roll. They will try to break out of this encirclement.

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a70b08 No.50854

>>50822

You continue to work on upgrading the fort! Slowly but surely construction is approaching completion, and you are now 66% of the way to reaching a Bastion level. It took some effort but your troops managed to lug a secondary Void Shield Generator to better protect this fortified position. Afterwards you train your men to improve their stealth combat, giving you a +2 Bonus to all stealth rolls. Lastly, you begin to construct a new fort to the South of Ortal near the River Fork. Your troops work overtime, rushing to complete the construction of the Fort, going past Redoubt level straight to Fort! (just PM me later so I can put it on the map because the instructions were confusing)

>>50823

You try to repair your Knights, and the Knight Warden is now fully repaired, and the Knight Crusader and Errant also have their dents and holes patched up, meaning they have only slight damage. However, something terrifying has happened! Trying to look deeper through the Gate of the East you uncover a hidden alcove, full of the shattered remains of Necrons! What could this possibly mean?!?

Your troops continue to hammer at the Eastern Orkz, with your Imperial Knights leading the way! On the offensive your Imperial Knights take some heavy fire from the Battlewagon, the Big Trakks and Bonebreakas, however all are still functional. Your Knight Gallant in fact, takes heavy damage when the Battlewagon focuses all its fire against it, however the rest of your Knights took negligible damage.

Casualties:

4,000 Secutarii

25,000 Skitarii (Originally 35,000 but 10,000 saved by the Order of Cleansing Dawn)

1 Knight Gallant (Heavy damage)

Casualties: 80,000 Orkz, 2 Bonebreakas

>>50824

Led by the living Saint, an Icon of the Emperor's Wrath, and combined with the support of House Varuke you finally smash through the Orkish Lines! The Living Saint is unstoppable on the battlefield, especially when supported by the Sisters of Battle who are bolstered by her mere presence on this battlefield! She slices and cuts through the Orkish Lines while the Sisters of battle provide fire support and mop up whatever she leaves behind. Truly a sight to behold! The Civilians will love stories of the Great Living Saint, Saint Georgina as she broke the Orkish Assault.

Casualties:

90 Wounded Sisters of Battle (Out of action for 2 turns)

15 Dead Sisters of Battle

2 Repressors

Inflicted 70,000 Casualties on the Orkz, Destroyed 4 Bonebreakas, 1 Big Trakk

The Medical Personnel also manage to save the lives of 10,000 Skitarii of House Varuke, even their hearts are bolstered by the mere presence of the Living Saint, who wants to save as many lives as possible.

>>50831

Your fully automatic Heavy Quad Flaks fire shells the size of Cars! Those shells rip into concentrations of Orkz Miles away. Looking through a telescope it is a sight to behold! As you continue to fire the Quad Flaks, the shells are aimed at the location of the Morkonauts and Gorkonauts, and as the massive car-sized shells fly at them, they can do little but watch as the Orkonauts are absolutely pulverized by the superior Firepower of this Imperial Cruiser! At Close range, your Lascannons, Tarantula Guns, and your Anti-Fighter Guns open fire, simply tearing apart any Orkz getting close. Combined with fire support from the Adeptus Astartes aboard your ship not a single Ork is physically able to get on your ship, and the ship itself avoids damage due to the Void Shield that is now online!

Casualties taken:

None.

Inflicted 200,000 Ork Casualties on Western Dropzones, destroyed 1 Gorkonaut and 2 Morkonauts.

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a70b08 No.50855

>>50835

The Marines you sent to punch down take the Corridor opened by the Mobwag Engineer PDF forces, while there isn't so much resistance, you take out the few Orkz that stand in your way. It's a walk in the park, if one might be able to compare it to that. That being said, you do not have much of an impact upon the battlefield as a whole. However, once you unite with the forces inside the Cruiser, you punch southwards, trying to take the pressure off of House Dissidia who's forces are taking heavy heavy damage! Indeed, you manage to succeed in taking some pressure off of House Dissidia by drawing large amounts of fire with your tanks. Your Thunderhawks zoom around in the skies, targetting big enemy targets such as their Deff Dreds. This operation has good success, and with your air support you manage to take out a Deff Dred.

Casualties taken:

80 Space Marines Wounded (Out of action for 2 turns)

7 Space Marines Dead.

Inflicted 105,000 Casualties on the Orkz, took out 3 Deff Dreds.

>>50836

Working with the forces of the Ash Dragons, your Space Marine forces are deployed in an attempt to break the encirclement of House Dissidia! Your Death Company is naturally deployed first and see much success in their attempts to strike down the enemy forces, fighting at Short Ranges and in a savage manner, one that truly makes the Orkz feel the wrath of the Blood Angels! After that, your standard forces are deployed, and they manage to attract an unusual amount of fire compared to the Death Company, but regardless you continue to fight on to free House Dissidia! Coordinated Bolter Fire and savage Close Quarters combat is able to inflict grievous casualties on the Orkz.

Casualties taken:

15 Death Company Space Marines Wounded

2 Death Company Space marines dead

70 Standard Space Marines Wounded

9 Standard Space Marines dead

Inflicted 95,000 Casualties on the Orkz, took out 1 Deff Dred.

>>50838

You continue to strike in the West, with your Combat Servitors, Kataphrons, and Rapier Armored Carriers lead the way forward! Your Combat Servitors cover the advance of the Kataphrons who push forward against the Orkz, damaging them heavily. The Rapier Armored Carriers gun down clusters of Orkz enabling your Servitors to push forward alongside the Kataphrons. Overall, a well-coordinated assault that starts to beat down the Orkz! As for the reinforcements of the Fort, your Combat Servitors work overtime once more, and through the help of the local Agari Settlers you are now halfway complete with your construction of a Stronghold! This Stronghold will surely guard your Manufactorums well and prevent the Orkz from overruning them too easily. Your attempts to equip your Kastellans with Incendine Combustors fail, it appears that you do not have any Incendine Combustors, and even if you did, the equipment you have to convert the Kastellans is shoddy and would not do a good job anyway.

Casualties Taken:

18,000 Combat Servitors

13 Kataphrons

2 Rapier Armored Carriers

Inflicted 150,000 Ork Casualties (Western Front)

>>50840

You gave your troops a simple order. Hold. The. Line. They did their job well. Through clever use of Trenches and concentrated artillery fire on Ork Mobs you fend off Ork assault after Ork Assault. However, at one point your lines got extremely close to Breaking, that was when the Orks' Heaviest Vehicle was deployed against your lines. The Battlewagon alongside 3 Bonebreakas was tasked with breaking your lines, and you refused to Relent. Ordering your Earthshakers to use Direct Fire, you are able to destroy both the Battlewagon and the 3 Bonebreakas!

Casualties Taken:

70,000 Gaulle Guardsmen

3 Confessors

Casualties Inflicted:

40,000 Orkz, 1 Battlewagon destroyed, 3 Bonebreakas destroyed.

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a70b08 No.50856

>>50842

Your Icarrus Arrays continue to unleash salvo after salvo of Anti-Aircraft fire, destroying all the remaining Deffkoptas, while it forced your Dunecrawlers to take their attention off of the Frontline it clearly put the Orkz in their place as to where they belong in the air! Afterwards, you order your Tech-Priests to repair the Dunecrawlers, and they quickly and efficiently do so in order to restore them to working order. All the Dunecrawlers are repaired. As for the Necron Remains, you continue to investigate, and find a buried yet intact Data Slate. It reads the following.

Author: Magos Explorer Cathos Aurela

Subject: Necron Remains

Year: M34.678

I have been investigating the truth about these Necrons for quite some time now, and I have reached a formal conclusion after many days of searching with my fellow Adeptus Mechanicus Tech-priests. This World is officially marked as a Tomb Fringeworld as far as my knowledge tells me. I can only conclude that the Tombs underneath the surface are dormant in their current state, and it is best not to awaken the Necrons. Should the Necrons reach the surface, it will not be a problem anyway due to the massive defenses of this planet being capable of tearing anything that is put before them to shreds. This world is too precious to us to give up to the Necrons. We will not falter in our task. I will continually update command on the situation of the Necrons.

Casualties Taken:

70,000 Skitarii

3 Onager Dunecrawlers Destroyed

7 Ironstrider Ballistariuses Destroyed.

Inflicted 60,000 Ork Casualties, destroyed 12 DeffKoptas

>>50844

You force your troops to train, and using a shoddy training regimen and half-heartedly training, your troops actually get WORSE in combat! You now get a -3 to all combat (Meaning you now have no bonus in combat). Your attempts to restructure your combat engineer units are a success and give you an additional +2 to constructing fortifications (+15 total). Lastly, Relief Force Groundbreaker holds the line and expands the Corridor overall as the ORkz are primarily focusing on other Imperial Forces.

>>50847

Your Mesa Rangers drop down from the sky smacking right into the Eastern Ork right flank! This is a blow out of left field for the Orkz but even in their heavily damaged state they continue to put up a Proper fight! While they inflict heavy casualties on your Air Dropped forces, these Air Dropped forces will ultimately be replenished. They are a necessary sacrifice. On the bright side, they finally break the Eastern Ork Forces! In the air, your Valkyries start to airdrop yet more Drop Troops directly on top of the forces of House Dissidia! Using heavy air support from the Valkyries and the Vendetta Escorts you start to inflict casualties on the southern Orkz. The Drop Troops and supplies from Sky Talons are also a welcome sight from the forces of House Dissidia, who's own supplies had been running low. The Drop Troops themselves also do a reasonably good job of fending the enemy off and supporting Dissidia's efforts to break through.

Casualties:

Lost 40,000 Drop Troops in the Eastern Dropzones

Lost 25,000 Drop Troops in the Southern Dropzones

Inflicted 30,000 Ork Casualties in the Eastern Dropzones

Inflicted 70,000 Ork Casualties in the Southern Dropzones.

>>50851

The Enterprisors deploy the Eldar and the Kroot in an attempt to break out the Southern Force. The continued efforts and Guerrila warfare waged by the Kroot, meant to divert Ork Forces, alongside Eldar strikes against the Orkz themselves manages to inflict large amounts of Casualties and indeed succeeds in Diverting a lot of Ork Attention from the forces of House Dissidia. Your attempts to recruit the vigilante gang get you a simple "no" from them

Casualties:

10,000 Stalker Kindred

400 Eldar

Inflicted 80,000 Ork Casualties (Southern Dropzones)

>>50852

After having sent that Request, the leader of the Hive Arbites has a long "conversation" with one of the leaders of Segmentum Command. That "conversation" is mostly the leader screaming dead in the face of the Hive Arbites and yelling at them about why the hell they're babysitting Hive Civilians instead of actually intervened in the combat when their support would have likely been appreciated. Needless to say this lost you a lot of reputation with Segmentum Command.

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a70b08 No.50857

>>50853

House Dissidia finally manages to break out! However they take massive losses in the attempt to break out, and they were supported by a large number of units, such as the Mercenaries, the Space Marines and the Drop Troops. While it was a daunting task it was complete. House Dissidia took heavy casualties, and sustained heavy damage to most of the Imperial Knights. The attempt to breakout was once again Spear headed by the Knights who had charged through the Orkish Lines, followed by the Skitarii. This killed a lot of Skitarii and damaged a lot of Imperial Knights, but it also killed a lot of Orkz.

Casualties:

90,000 Skitarii

2 Knights Errants, both heavily damaged

2 Knights Paladins, Both heavily damaged

1 Knight Castigator, Medium Damage

Inflicted 150,000 Ork Casualties

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a70b08 No.50858

File: 59afe40b2d43f2d⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

The fight continues on, and the end is in sight! Overall things have been going pretty easy, but we must remember that this is merely a vanguard of what is to come. We must prepare.

SOUTHERN DROPZONES TOTAL:

1,465,000 Ork Boyz

3 Deff Dreds

EASTERN DROPZONES TOTAL:

210,000 Ork Boyz

4 Big Trakks

6 Bonebreaka

WESTERN DROPZONES TOTAL:

120,000 Ork Boyz

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a5058e No.50859

Dice rollRolled 61, 36, 30 = 127 (3d100)

>>50858

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 66,000

TROOPS:

750,000 Decently Equipped Agari Planetary Defense Forces

250,000 Heavily Equipped Agari Reavers (Melta/Carapace)

20,000 Ogryns

2,000 Commissars

500 Ratling Snipers

40 Armageddon Pattern Sentinels

5,000 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

22,000 Centaurs

1 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+2 to Stealth

—–

1. Continue to work on upgrading the the fort 66/100

2. Continue with the stealth training.

3. Search for more loot +10

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1b903e No.50861

Dice rollRolled 29, 30, 2 + 45 = 106 (3d100)

>>50858

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

419 Space Marines

75 wounded(2 turns)

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

Force Composition:

22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan

Slayer Formation Amenophis

Purifier Formation Qual

Line Formation Tawnais

Proclaimer Tawnais

Line Formation Iwier

(46 marines, 4 dead)12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

(38 Marines, 12 wounded)32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

(2 Marines, 48 wounded)11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent, Disgraced until proves himself)

Line Formation Yinais

Breacher Formation Trulian

Purifier Formation Wunluiso

Purifier Formation Zerias

Purifier Formation Periar

30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

Breacher Formation Jintak

Breacher Formation Erius

Line Formation Juin

Decimator Formation Turas

Decimator Formation Raitul

9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

Slayer Formation Jurias

Decimator Formation Vunai

Line Formation Ilton

Line Formation Vae-rin

Purifier Formation Lisontus

(49 marines, 1 dead)23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

Breacher Formation Richila

Line Formation Theudius

Slayer Formation Euric

Slayer formation Egica

Slayer formation Kiltan

Breacher Formation Rustanius

(34 marines, 15 wounded, 1 dead)17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Breacher Formation Grantus

Breacher Formation Skrömikos

Slayer Formation Varian

Line Formation Guntalis

Decimator Formation Ilianik

1. While the 11th battle-line licks its disgraced wounds, the 23rd, 9th, 26th, and 15th battle-lines (200 marines)move to wipe out the remaining Orks at the western dropzones, making their way through the tunnels and trenches as they move to scythe down the Orks. First they corral the brutes, forcing them into the graveyard darkness below, and then they exterminate them in a series of attritional engagements throughout the catacombs, hunting the greenskins in the pitch blackness below. +20

2. Meanwhile, Eximius Ekonius, Commander of the Sanctioner force, leads the 22nd, 17th, 12th, and 9th Battle-lines(184 marines)to the southern dropzone, once again using the predictability of the greenskins and the endless broken bunkers and trenches to trim down the xenos forces. +25(Main character is present)

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1b903e No.50862

>>50861

Good thing I didnt make a third action

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e6bc87 No.50863

Dice rollRolled 94, 63, 66, 54 = 277 (4d100)

>>50854

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant, Heavy Damage

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

(40,500)

32,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(209,500)

129,500 Skitarii; Half Van and half Ranger

40,000 PDF

100 Sancristans

400 Tech-priests

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 2 Fort 'Gate of the East'

10,000 Credits

1/2 Repair Damage inflicted on Knights, with House Dissidia back in Imperial Lines we may be able to repair their knights if we have time.

+100 Sancristans

+400 Tech-priests

3/4 Battle. Having hammered a way through the Orkz we are to pull the enemy into the range of the fallen ship's turrets, noted on Mechanicus data slates to be considerably more effective then pushing Orkz, and our forces into the protection of its Void Shields. Secondary focus will be on destroying the pursuing Bonebreakas and Big Trakks with noosphere corrdinated micro-assaults by our Knights and Secutarii. Supplement our ranks with the 40k PDF.

1 Knight Warden

1 Knight Gallant, Heavy Damage

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

(40,500)

32,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(209,500)

129,500 Skitarii; Half Van and half Ranger

40,000 PDF

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bf8b27 No.50864

File: 7f6e538fbded099⋯.jpg (141.02 KB,1429x506,1429:506,0abdb29ef04713998308661a6b….jpg)

>>50856

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Then we shall show them our fervor! Forward Arbites, today we bathe in Ork blood!

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bf8b27 No.50865

Dice rollRolled 2 (1d100)

>>50864

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3fa08a No.50867

Dice rollRolled 67, 61, 97, 71, 40 = 336 (5d100)

>>50854

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,000 Various Medical Staff

1040 Sisters of Battle

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

13 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink in Olagas and Khe-sahn

Task force Angelus

810 Sister of Battle

120 wounded Sisters (out of commission 2 turns)

2700 Medical personnel

80 heavy Bolters

85heavy Flmaers

40 Rhinos

13 Repressors

1 lesser living saint for 2 turns

1-03. The sisters will continue to attack the orks with fervor and flame, aiming to break their lines entirely and send them running. Georgina knows her time is running out, and she will not waste the gift the Emperor gave her.

4-5. The medicae staff back in the field hospital continue to work triage and save as many lives as they can.

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5ba4c3 No.50868

Dice rollRolled 99, 28, 98 = 225 (3d100)

>>50856

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 10,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Relief Force Guardbreaker:

431,500 PDF Soldiers (500,000 max)

37,000 Agri PDF Soldiers (40,000 max)

113,000 Combat Engineers (130,000 max)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

1. Grave mistakes had been made and training facilities near Vertun and punishments were in order, freeing up some officer positions to be taken by those who would prove themselves as members of Relief Force Guardbreaker. Meanwhile training would continue to make up for past mistakes.

2. Agri Defenders East had skillfully managed to increase the efficiency of their engineers, however many of the people who worked on the construction of fortifications did not know how to defend them appropriately. Briefings informing soldiers about the proper defense of fortifications would become a more regular occurence.

3. Relief Force Guardbreaker was holding its own as other Imperial Forces had come under attack. They would force their way through Orkish lines breaking the encirclement and would under the leadership of Aiden Marius attempt to use their numbers to encircle another Orkish army, to refuse them retreat and slaughter them down to the last beast, bringing about a domino effect which would enable them to single out their armies and crush the xeno invaders.

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b26f30 No.50869

Dice rollRolled 11, 29, 27 = 67 (3d100)

>>50858

>>50863

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

2 Knight Errants, both heavily damaged

2 Knight Paladins, both heavily damaged

1 Knight Castigator, medium

160,000 Skitarii

100 Sancristans

400 Tech-priests

>Credits

10,000

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Extend my thanks to House Varuke for their quick repairs so that my Knights may rejoin the battle. Send any Knights which aren't heavily damaged to attack the eastern forces, along with all the rest of the Skitarii.

+2 Knight Errants, both heavily damaged

+2 Knight Paladins, both heavily damaged

+1 Knight Castigator, medium

+160,000 Skitarii

2: Pull back the Knights for repair at the end of fighting.

+100 Sancristans

+400 Tech-priests

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69e9a4 No.50870

Dice rollRolled 88, 36 = 124 (2d100)

>>50858

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Troops:

184 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

68 Scout Marines

10 Razorback Transport Vehicles

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops: 19 space marines (1 turn), 80 space marines (2 turns)

Bonus: Flat +10 battle bonus, additional +5 in Close Quarters combat.

Fortress Monastery: Fort level fortifications, 30% forge functionality, 30% landing pad functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Captain Rahak will lead the Ash Dragon forces on the ground against the remaining orks of the southern horde. With tanks in the vanguard, thunderhawks in the air above, and ranks of space marines with flamer and bolter advancing upon them, the foul greenskins cannot hope to survive our wrath.

+Strike Captain Rahak

+184 Space Marines

+60 Flamer Space Marines

+60 Heavy Bolter Space Marines

+68 Scout Marines

+5 Vindicators

+10 Razorbacks

+4 Thunderhawks

2: The rising number of casualties, both dead and wounded, highlights the need for facilities to treat the injured and to conduct the augmentation of new recruits. Under supervision of the techmarines and apothecaries the thralls shall be put to work clearing and restoring the Apothecarion of our reclaimed Fortress Monastery.

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1c3af9 No.50871

Dice rollRolled 30, 55, 17, 67 = 169 (4d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

14,500 Credits

Some Influence in Olagas

total control of Hive Khe-Sanh and its Industries

20,000 Khe-Sahn Arbites

500 Tech Priests

4,400 Eldar Mercenaries

61,500 Carnivore Kindred

32,000 Stalker Kindred

17,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

40,000 Hunter Kindred

10,000 Headhunter Kindred

1. Continue fortifying Khe-Sahn. "With Khe-Sahn safely away from the fighting construction can continue as scheduled. Much of the lower levels have already been refurbished and has by extension opened up many new areas for expansion in regards to both industry and defense."

total control of Hive Khe-Sanh and its Industries, 500 Tech Priests

2. Start purging the underworld to eliminate those who are so prideful that they would oppose our rule, see if this would be enough to this vigilante that we are serious. "It is unfortunate that he would deny us the chance to even talk, but that is neither here or there. Regardless there are many who were much less amicable to our inquiry and have shown themselves to be an active threat to our rule. We may as well begin purging them now in order to show the true hierarchy of things. Perhaps such a show of force would change his mind?"

Arbites, Eldar

3. Raise the gear floor for CW's troops in order to gain a bonus towards recruiting Agari. "In order to further bolster local connections it would seem that we would need to call upon the Agari once again. From what we have gathered they seem to be rallying around a Frederick Von Valstien who has managed to gather much favor from the Segmentum command in order to gain many more abhumans and gear to his cause. If we were to offer to use our arms industries to more uniformly supply his troops and to help better maintain what he has then we are sure to gain a powerful ally and make it easier to recruit more Agari for our purposes. Afterall, The glorious city of Khe-Sahn has always had a history of offering the Agari an opportunity for fair work."

total control of Hive Khe-Sanh and its Industries, 500 Tech Priests

4. Kill the orcs in the western and eastern front. "With our allies keeping all the fronts secure and relatively stationary this lets us use our auxilaries to their maximum effect. As they have slipped past the ork lines in order to free our allies to the south that has put them behind both the east and the west. We would be remiss to not use this opportunity to flank the enemy and provide support to our allies."

+10 kroot, +5 Eldar

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74348e No.50873

Dice rollRolled 43, 93 = 136 (2d100)

>>50858

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

TROOPS:

272 Standard Space Marines (4 Companies)

115 Wounded (1 peace turn till active Duty)

108 Scout Space Marines (1 company)

58 Death Company Space Marines (1 Company)

22 Wounded Death Company Space Marines

VEHICLES

4 Thunderhawks

Fortress Monastery

>Gestation Chambers and Prisoners

>Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

>Forge 20% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1/2. Undaunted by losses, the Carnelian Martyrs push forward in the Emperor's name, purging the southern region of Ork Scum in the name of the Emperor! Behind them, the apothecaries and scouts were busy securing the wounded into thunderhawks and returning them to the fortress monastery, along with the progenoids of their fallen brothers.

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e6bc87 No.50874

>>50863

Spend 4800 Credits for 4000 Tech Priests

Spend 2000 Credits for 200 Valkyries

Spend 200 Credits on 200 Heavy Mortar Cannons

Spend 1000 Credits on 200 Centaurs

Spend 2000 Credits on 50 Rapier Armoured Carriers

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a5058e No.50875

>>50871

I shall send the Enterprisors 50,000 Credits

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e6bc87 No.50876

>>50874

Spend 2000 Credits for 20 Valkyries*

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5e7f99 No.50877

Dice rollRolled 83 (1d100)

>>50856

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

290,000 Skitarii

21 Onager Dunecrawlers

85 Ironstrider Ballistariuses

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. It is nearly done. Level the Onager's Icarrus arrays and Eradication beamers on the Ork horde. The greenskin xenos love their 'dakka', as they so eloquently call it. Let them know what true human firepower firepower is like. Have the snipers take aim at any of the larger greenskins that seem to be the most eager to join the battle. As well, begin fully utilizing plasma to purify the battlefield. Best not have rife with ork spores to allow the creatures to grow again. Otherwise form up behind whatever cover you can find, and let the Ironstriders harass from the sides.

Purchases:

10 more Dunecrawlers.

100 Sydonian Dragoons

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bbb9e1 No.50878

Dice rollRolled 50, 32 = 82 (2d100)

>>50855

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

8000 credits remaining

TROOPS:

62,000 Combat Servitors

88 Kataphrons

4 Kastellans (1 Damaged)

2 Armiger Warglaive (2 Damaged)

50 Support Personnel

48 Rapier Armoured Carriers

1. The Orks are no longer a threat all our forces are to pull back and the settlement with the poor quality of the machines these untrained hands can produce they will need to find another use. They will be put to the task of building up Chimeras to be used by local guard forces [Build Chimeras give to any guard regiment I don't care who]

2. The servitors are slow and that is fine but a number of them should be upgraded to accomodate a better plan for ranged combat. 5000 Heavy Bolters should be requisitioned and the servitors should be upgraded for better ranged capability.

Purchasing

20 Kastellans armed with Incendine Combustors

2 Karacnos Assault Tanks (Heavy Tank with 2 Large Mortars as main weapon)

5000 heavy bolters (see action 2)

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5eb956 No.50879

Dice rollRolled 89, 67, 94, 96 = 346 (4d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1 Baneblade

277/300 Leman Russ Tanks

46/50 Leman Russ Demolishers

8/10 Hydra Flak Tanks

5 Leman Russ Punishers

50,000 Imperial Guard Scouts

4/5 Hellhound Flametanks

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+10 when fighting on open ground, -10 when fighting in very rough terrain.

(Make-up)

1-2. Continue with the previous course of action and cleanse this planet of the xeno filth.

3. Meanwhile have a construction team work on that fortress outside Vertun, it's unlikely we'll need it for this battle but it would nonetheless be essential in the future.

4. We should also requisition more Leman Russ tanks, the battle will only get more intense and we must be prepared.

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a70b08 No.50880

Dice rollRolled 92, 16 = 108 (2d100)

Posting for Baz

1. Continue to pressure the orks with artillery

2. Send battle reports to Gaulle and Segmentum Command showing the increased ork threat. Requisition more heavy repair vehicles for our labourers for the next peace phase.

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a70b08 No.50882

>>50859

At last you complete the construction of the Bastion atop the peak that watches over the pass between Ortal and Karanas. Three Void Shield Generators are installed to protect the fortifications themselves, which are now partially built into the mountains, providing an additional layer of protection. The walls themselves are built out of a combination of Ceramite and Ferrocrete. Storehouses filled with ammunition, food, water, and other essentials are also constructed within the mountain, giving you a stockpile of supplies to spend. Stealth training goes well, giving you an additional +1 to stealth rolls. Lastly, you continue to search for Loot, and find a massive underground storehouse, filled with 100,000 Lasguns! Should your recruitment efforts continue then you will have enough Lasguns to equip another 100,000 good Agari men!

>>50861

The Western Dropzone combat goes all according to plan. You lure the Orkz down to the darkness and tight spaces, where melee combat rules. Using your chapter's prowess in melee combat you cut down and hack many orkz. At the end of the day, you cut down and kill almost all of the Orkz, the ones that you do not kill are ultimately cleaned up by other forces on the planet or simply die due to infighting, or other causes of death. In the South, your battlelines once again use the endless amounts of broken bunkers and trenches to some effect. Wandering through the trenches you are able to easily close the distance between the Imperial Lines and the Orkish lines, after which you start tearing into the Orkz with your swords.

Casualties (total):

130 Wounded (Out of actions for 2 turns)

4 Dead

Inflicted 115,000 Ork Casualties (western front), 100,000 Ork Casualties (Southern Front)

>>50863

House Varuke deploys its engineers, specifically the sancristans and Tech-Priests in order to repair the Mechs of House Varuke, and with some emergency repairs all the Imperial Knights, while not entirely repaired are capable of serving on the Front Lines once more. Afterwards you get to work on dealing with the Eastern Dropzones, and your troops do succeed in pushing the Orkz well into the range of the Cruiser's guns. That being said your Knights and Secutarii start firing against the Bonebreakas and Big Trakks, and specifically focusing the Ork Heavy weapons. At the end of the day, your forces manage to prevail, but not without having sustained some serious damage and having taken some casualties. Your Knights are particularly effective at dealing with the Orkish heavy equipment.

Casualties:

1 Knight warden, Medium damage

1 Knight Crusader, Medium Damage

1 Knight Errant, Slight Damage

1 Knight Preceptor, Slight damage

5,000 Secutarii

10,000 PDF

30,000 Skitarii (Was 40,000, 10,000 saved by Order of Cleansing dawn)

Destroyed ALL Big Trakks and Bonebreakas, 40,000 Orkz.

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a70b08 No.50883

>>50864

Your troops are deployed upon the battlefront, and while you may have trained extensively, and fortified extensively, they did not perform so well in their first proper contact with the enemy. Heavy casualties were taken, and your troops were unable to score a large amount of kills against the Orkz, ultimately your battlegroup had to be propped up by the rest of the Imperial Forces, however at least the casualties you took will be promptly replenished after the fighting dies down… Right?

Casualties:

70,000 Arbites

Inflicted 55,000 Ork Casualties.

>>50867

Georgina continues to lead the way, having been blessed by the emperor she will lead her sisters of battle to Victory! Heavy Bolter fire, along with heavy flamer fire is able to support Georgina as she dives headfirst into the action, ripping and tearing through Orkz as she goes along, her unwavering faith guiding her and her sisters through the battlefield! Her mere presence on the battlefield even inspires her fellow sisters into fighting even harder, and killing even more Orkz! In the back, the Field Hospital continues to save the lives of many Skitarii and Guardsmen alike. It is a thankless profession, but it is necessary.

Casualties:

200 Sisters of battle Wounded

30 Sisters of Battle Dead

1 Repressor destroyed

Inflicted 135,000 Ork Casualties, Destroyed 1 Deff Dred

>>50868

Training continues onward, officer positions are reshuffled, and your troops, after having been properly punished and yelled at by the new officers, get to work training harder and harder, giving you a +3 bonus to general combat. Afterwards you try to instruct your soldiers on how to properly defend fortifications, but they have also been very busy with training, so in the end they will require a bit more teaching to ensure that they can properly defend these fortifications. Afterwards, your defensive forces strike and push forward against the Southern Horde, deploying themselves against the Ork Horde and alongside making makeshift fortifications, they unleash volley after volley of fire against the Orkz, cutting them down.

Casualties:

85,000 PDF soldiers (Originally 100,000, 15,000 Saved by the Order of Cleansing Dawn)

11,000 Combat Engineers

Inflicted 145,000 Ork Casualties (Southern Front)

>>50869

Your Knights Errant and the Castigator were ultimately fixed up in time for the next offensive, and they are deployed right smack in the center alongside House Varuke. For some odd reason, your Imperial Knights attract the most fire out of any other fighting battle group on the Southern Front, except maybe for the Arbites, but no one is sure if they can be formally classified as soldiers. Regardless, Your Knights Errants and the Castigator once again suffer massive damage, and manage to withdraw just before being destroyed, lucky indeed! The Repairs will take a very long time, and as a result they will be slow, however after this assault is finished they will be repaired very quickly!

Casualties:

2 Knight Errants, Massive Damage

1 Knight Castigator, Massive Damage

50,000 Skitarii (10,000 Saved by the Order of the Cleansing Dawn)

>>50870

Advancing in ranks, led by the Vindicators and Razorbacks while being supported by the Thunderhawks your Marines advance. Unleashing torrents of flame, and waves of bullets against the attacking Orkz, you just start to gun them down. Wave after Wave of Orkz falls to your unceasing Bolter fire and your continuous jets of flame being sprayed directly at the orkz, roasting them to a crisp. Indeed, very few greenskins survive your wrath. Meanwhile back at the Fortress Monastery, the techmarines and thralls start to restore the Apothecarion, while work is relatively slow, you manage to restore about 15% Apothecarion functionality restored, allowing for facilities to better augment new recruits and treat the injured.

Casualties:

60 Normal Space marines wounded (2 dead)

24 Flamer Space Marines wounded (1 dead)

12 Heavy Bolter Space marines wounded (0 dead)

3 Scout Space marines dead.

Inflicted 175,000 Ork Casualties.

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a70b08 No.50884

>>50871

The fortification of Khe-Sanh continues, however it slowly starts to slow down. More work will be needed in order to achieve the next level of fortifications for Khe-Sanh. Your Arbites and Eldar and then deployed to purge the Underworld within Khe-Sanh. They simply cannot resist your troops, and in the end the Underworld is purged. Fully. Afterwards, you start pumping out some weapons to give to the Agari, it is nothing special but perhaps to an Agari who did not have a weapon, it may be something lifesaving. Lastly, you deploy your Kroot and Eldar against the Orkz. While the Kroot slowly start to grind down the Orkz as they advance towards the position of your Eldar, your Eldar set up rudimentary fortifications meant to save their own lives. Upon making contact with the Orkz, the Eldar and the Kroot are able to quickly and cleanly kill the rest of the Orkz.

Casualties:

4,500 Carnivore Kindred Dead

4,000 Stalker Kindred Dead

2,000 Tracker Kindred Dead

3,000 Hunter Kindred Dead

500 Headhunter Kindred Dead

300 Eldar Dead

Inflicted 170,000 Ork Casualties, wiping out the Eastern Front.

>>50873

Your Carnelian Martyrs enter battle, ready to wipe out the Scum in the name of the Emperor! The wounded are certainly secured into Thunderhawks and sent back to the Fortress. The Progenoids are also secured. Going back to the battle, your Space Marines advance in a disciplined manner, befitting of a true Space Marine warrior. Discplined bolter fire cuts down large swathes of Orkz, and alongside your distant battle brothers, the Ash Dragons and the Sanctioners of Cataclysm, you start to penetrate deep and lead the way deep into the Orkish Lines.

Casualties:

90 Standard Space Wounded

3 Standard Space Marines dead

4 Scout Space Marines dead

14 Death Company Space Marines Wounded

2 Death Company Space marine dead

Inflicted 200,000 Ork Casualties

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a70b08 No.50885

>>50877

Battle Maniple Sigma starts to enter battle, with the Dunecrawlers alongside the Ballistariuses leading the way. Icarrus Arrays and Eradication Beamers are the very first things to fire against the lines of the Orkz, and their damage is very clearly noticeable. Afterwards the Ironstrider Ballistariuses make contact, firing their guns as well, cutting down swathes of Orkz as well. Lastly the Skitarii enter range and start to open fire with their own weapons. The Orkz simply cannot stand against the might of Mars, against the might of the Adeptus Mechanicus! Many fall in the face of your offensive.

Casualties:

90,000 Skitarii (Originally 100,000, but 10,000 were saved by the Order of the Cleansing Dawn)

4 Onager Dunecrawlers Damaged

1 Onager Dunecrawler Destroyed

4 Ironstrider Ballistariuses Destroyed

Inflicted 200,000 Ork Casualties

>>50878

20 Chimeras are constructed, and are given to just about any guard regiment, so they are given to the 1st Koronam Super-Heavy Tank Regiment to aid them in moving their troops around more efficiently. Afterwards you upgrade your Servitors with heavy Bolters, enhancing their ranged capabilities.

>>50879

First and foremost, your tanks start to engage the Orkz, acting as if they were a massive armored fist they engage directly with the Orkz, charging forward and unleashing massive volleys of shells aimed directly. As always, the baneblade with its many guns is the one leading the charge. While several Leman Russ tanks are taken out of the Commission, the baneblade is able to survive just about anything the Orkz can throw at it. The Demolishers and Hellhounds obliterate any orkz that are behind. Needless to say your tanks were what finally broke the Orkish army, and they lose any semblance of order. Back at Vertun, your troops get to work going about constructing a Fort, and once more, working Overtime they construct a fort north just west of Vertun, meaning to take Vertun any enemy would either have to land by sea, go by a narrow corridor between a large lake and the sea, have to cross a river, or go through a Fort. Lastly, you request for more Leman Russ tanks, and High Command graciously grants your request and gives you another 40 Leman Russ tanks to use in whatever way you deal with. You also get 25 Chimeras from Battle Maniple Epsilon.

Casualties:

57 Leman Russ Tanks

6 Leman Russ Demolishers

1 Hydra Flak Tank

1 Leman Russ Punisher

Inflicted 150,000 Ork Casualties, destroyed 2 Deff Dreds.

>>50880

Then lastly came the men of Gaulle. After the 1st Koronam Super-heavy tank regiment shattered the Orkz entirely your artillery came in and destroyed the remaining Orkz. The ones that tried to flee the killing fields ran directly into your trenches, where they were promptly slaughtered. Segmentum Command acquires these battle reports and state that they appreciate your work.

IT IS NOW PEACETIME TURNS.

In addition, it is now time to request something you may want from Segmentum Command. Please keep your requests reasonable, in the current state the armies are overstretched and what they can grant you is limited, as they see that you are dealing with the Orkz quite easily. If you believe your request may be too much, or too little, please PM me in discord to work out an arrangement. If you do not wish to PM me, simply post your request, and if it is too much I will amend it properly and give you the amended amount of units.

As for Credits, everyone gets another 10,000 with the exception of House Varuke (Gets 15,000), Adeptus Arbites (Gets only 5,000), The Enterprisors (Get 15,000), The Order of the Cleansing Dawn (Gets 25,000), and The Koronam Defense force (Gets nothing.) All the Space Marine chapters acted decently, improving their favor to a universal 2/10 favor from Command.

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a5058e No.50886

File: d132110e94605db⋯.png (549.06 KB,786x587,786:587,Shield_fortresses.png)

Dice rollRolled 55, 44, 68 = 167 (3d100)

>>50885

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 66,000

TROOPS:

1,075,000 Decently Equipped Agari Planetary Defense Forces

25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

20,000 Ogryns

2,000 Commissars

500 Ratling Snipers

40 Armageddon Pattern Sentinels

5,000 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

22,000 Centaurs

1 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+3 to Stealth

—-

1. Repair the Old Shield Fort at indicated point +15

2. Continue Stealth Training

3. Continue searching the for hidden stores on the planet to increase our offensive capabilities +10

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e6bc87 No.50887

File: 4e5c8d4e44da363⋯.jpg (120.92 KB,1024x768,4:3,186868record_of_lodoss_war….jpg)

Dice rollRolled 54, 67, 95 = 216 (3d100)

>>50882

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden

1 Knight Gallant

1 Knight Crusader

1 Knight Errant

1 Knight Preceptor

(40,500) Secutarii; Hoplites, Peltasts, and Axiarch Officers

(209,500) Skitarii; Half Van and half Ranger

40,000 PDF

100 Sancristans

4400 Tech-priests [4000 Novice]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

50 Rapier Armoured Carriers

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 2 Fort 'Gate of the East'

15,000 Credits

1 Scavenge, Battlefield and Fort 'Gate of the East' +5. The battlefield was strewn with the dead and lost but it was our duty to make sure the orkz took nothing Imperial with them to their rightful grave, whether or not anything they possessed was salvageable do was another matter. We would also clear out the rubble and get a look deeper within to what was likely an older defense system or tunnel system of some kind. Hopefully we would find something useful beneath this relic storage facility.

+4400 Tech Priests

2 Upgrade Fort 'Gate of the East'. With knights now residing in these halls once more you could feel the old glory of the place when who know how many chivalrous Houses resided here. There was endless areas to be reconsecrated and cleared but now they had many Priests of Mars to handle that. Three months was all they had but the energy here might be enough to make the difference.

+4400 Tech Priests

3 Request Formal Reinforcement/Promotion. House Princep Daveet dan Varuke had spread veneration of the Omnissiah, his Knight had slain the Ork leader in the first wave, put forward the plan and deployment that moved the factions against this latest wave of Orks, had ensured that the fallen ship's nova cannon had not fallen into the hands of several million orks, used his resources to save several allied Knights from destruction, and was applying himself tirelessly. He would test the waters as to a rise in his position and with it weightier responsibilities, the more resources he could gain here the more he could contribute to the next conflict and whatever he could offer in addition to his loyalty he would.

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0389c0 No.50888

File: 0d1ae2d9fa5ad5c⋯.jpg (104.21 KB,539x368,539:368,servitors.jpg)

File: f73a950e150caf2⋯.jpg (389.6 KB,834x1000,417:500,Mr Fix it Back_1000.jpg)

File: e8e650f8d3a9402⋯.jpg (315.19 KB,1920x1357,1920:1357,33048a1c93a040af116ecefdb4….jpg)

Dice rollRolled 63, 25, 63, 22 = 173 (4d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

415000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

997 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=95TDpbh3EOw

"PRAISE BE TO THE EMPEROR IN TERRA ABOVE!

HAIL HIS SERVANT THE KING OF GAULLE!

MAY THEY LIVE ETERNAL!"

"Let there be much rejoicing in grand Gaulle, and may this rejoicing be met with swift fervor and devotion to our holy God Emperor. Through works and deeds shall our names be writ, the work is not yet done."

1. "The Emperor has blessed us with victory, but now his will demands even swifter completion of the great task of repairing the mighty bastions. As he has blessed Gaulle with vast wealth, now we must be as good stewards and use it."

>Requisition Gaulle to purchase scores of construction vehicles. We need vast diggers, movers, haulers, cranes and more.

2. "Be unto ye like the good Servitor, who doth know no fatigue nor tire at his task, and serve unwaveringly to the Omnissiah."

>Requisition as many civilian construction pattern Servitors and their respective Admech handlers to help in the great task of repairing the fortress

3. "Let all know hence forth that this is a holy work being undertaken here!"

>Send messages to the church and the High Ecclesiarch in Gaulle, and have them declare the fortress construction a blessed work. We want more pilgrims to come to Koronam, that their hands and lives may be blessed with each brick laid and every steel beam sewn into these walls

4. "Go forth, ye Labourers of the most High Emperor, and build up his grand Citadel!"

>Complete the Citadel Repairs. 60% right now

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eb7116 No.50889

Dice rollRolled 76 (1d100)

>>50751

>Organization Name: 277th armored cavalry "hellguard"

>Category Imperial Guard

>Sub-Category: flamer oriented

TROOPS:

94 Hellhound Flamer Tanks

115 Chimera Transports

300,000 Guardsmen equipped with Flamers

90,000 Guardsmen Equipped with Heavy Flamers

240,000 Guardsmen carrying Normal Flamers

BONUSES: +10 to all enemies weak to fire, -10 to all enemies resistant to fire

1. missed a bunch of turns dunno whats going on so I guess keep fighting in the south

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eb7116 No.50890

Dice rollRolled 37 (1d100)

>>50889

Credits: 10000

read the wrong post. peacetime

1(last post) so i guess salvage whatever gear we can.

2. buy as much flamer stuff as I can. or hellhounds if i have enough for them

2. buy as much flame stuff as i can.

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b26f30 No.50891

File: 319f04417dfac01⋯.png (2.88 MB,3072x1654,1536:827,map_of_Koranam.png)

Dice rollRolled 44, 65, 32 = 141 (3d100)

>>50883

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castigator "Dies Irae":

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

Knight Paladin "Ecce Signum":

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

Knight Paladin "Pallida Mors":

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

Knight Errant "Fidei Defensor":

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

Knight Errant "Ad Imperatorem":

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

250,000 Skitarii

100 Sancristans

400 Tech-priests

>Credits

20,000

>Bonuses

+5 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Requisition for an additional Knight, specifically the Dominus-pattern Knight Castellan, and if they see fit more Skitarii would very much be appreciated as well.

2: Fortify the fort I am currently residing in, north of the base of operations where the Order of the Cleansing Dawn operates.

3: Train with the Knights further, seeing as it hasn't gone very well so far.

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5e7f99 No.50892

Dice rollRolled 18, 60, 48 = 126 (3d100)

>>50885

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

400,000 Skitarii

37 Onager Dunecrawlers (4 Damaged)

100 Ironstrider Ballistariuses

100 Sydonian Dragoons

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Begin purifying the lands touched by the ork scum with plasma and holy promethium. Make sure their spores can not find root and cause more issues down the line.

2. Talk to the astropaths and get a message to the local forge worlds and see about getting more reinforcements, as well as possibly something interesting one of the local Magos has and wants to field test.

3. As well, see if we can get a specialist on the necrons. They will be invaluable in making sure the world is prepared for necron assault, and hopefully stopping it before it starts.

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e6bc87 No.50893

>>50887

Current Knight builds for future reference*

1 Knight Warden, (Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant, (Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, (Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant, (Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor, (Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

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5ba4c3 No.50894

Dice rollRolled 5, 45, 38, 30 = 118 (4d100)

>>50883

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 10,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black Smoke:

500,00 PDF Soldiers

40,000 Agri PDF Soldiers

130,000 Combat Engineers

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

1. Fortifications in Vertun would be improved by Section Red River, while a Fort could prove sufficient a Stronghold would be appropriate.

2. Agri Defenders East would continue to turn Stronghold Sick Yellow into a true Bastion.

3. Using Relief Force Guardbreaker as a template Task Force Black Smoke would raise various industrial facilities in Vertun in order to generate large sums of revenue for Mobwag and, in the most unlikely case of another invasion, access to production lines for heavy machinery, artillery and ammunition.

4. Meanwhile new recruits for the 2nd Regiment would continue to be recruited as the number of dead in the recent Ork conflicts had shown the true demand for manpower.

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1c3af9 No.50895

Dice rollRolled 81, 87, 31, 54 = 253 (4d100)

>>50885

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

79,500 Credits

Some Influence in Olagas

total control of Hive Khe-Sanh and its Industries

20,000 Khe-Sahn Arbites

500 Tech Priests

4,100 Eldar Mercenaries

57,000 Carnivore Kindred

28,000 Stalker Kindred

15,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

37,000 Hunter Kindred

9,500 Headhunter Kindred

Free. Spend 50,000 credits to hire a freeblade knight.

1. Continue fortifying Khe-Sahn (1 succ). "Our serfs are making steady progress and soon we will be rid of its most egregious vulnerabilities."

total control of Hive Khe-Sanh and its Industries, 500 Tech Priests

2. Scout out the mountain range of Khe-Sanh. "There are many stories about those mountains containing wonders and horrors that have been buried for millennia. It is time to see how true those stories are and see if they can be used for the good of Khe-Sanh."

total control of Hive Khe-Sanh and its Industries, 500 Tech Priests

3. Utilize the contacts gained from purging the underworld to gain influence in Vertun from both the lower and upper classes. "During our raids we have found much notable intel about the other hive cities, especially that of Vertun. Using this knowledge we can bring both the nobility and underworld there under our control all at once."

Arbites, Eldar

4. Gain influence in Ortal using our warm mechanicus relations. "Ortal is a rather neutral city, the only ones there who have any notable foreigner presence are the skitari whom we have amicable relations with and a chapter of space marines who are more focused on their monastery then the city at large. Given that we have continued to provide essential assistance to the mechanicus we could use their presence as a way of bringing the other nobles to our way of thinking."

500 Tech Priests

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69e9a4 No.50896

Dice rollRolled 18, 48, 6, 88 = 160 (4d100)

>>50886

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 2/10

Troops:

104 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

73 Scout Marines

10 Razorback Transport Vehicles

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops: 80 space marines (1 turns), 96 marines (2 turns)

Bonus: Flat +10 battle bonus, additional +5 in Close Quarters combat.

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: More neophytes must be found to increase our numbers. Our Brothers in other chapters have already begun recruiting from the criminals of this world. We shall instead look among the noble and devout. Rather than pressgang the unworthy, we ask for volunteers, who would risk their life to become one of the Emperors own Angels of War.

2: Just as we attempt to recruit more neophytes to become scouts, so too must we look among the scouts for those ready to become full battle brothers. With our new apothecarion, the final modifications to their physiology should be more successful.

3: The last wave of orks included an increasing number of xenos vehicles. They may be disgusting tech-heresy, but they are also a danger to our forces. We shall produce some multi-meltas in our forges so our infantry will be better capable of countering enemy armour.

4: Our ancient fortress monastery no doubt holds many secrets in its depths. Under supervision of the techmarines and chaplains, the thralls will attempt to gain access to some of the deep storage chambers in the hope that equipment or vehicles have remained here in slumber. Their time to serve the Emperor has come again.

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a5058e No.50897

Dice rollRolled 8 (1d100)

>>50886

4. As the PDF Commissar of Koronam Frederick Von Valstien would order the formation of the 1st Penal Regiment of Koronam. The prisons of both Ortal and Karanas would be cleared of all able bodied men and women to form this regiment. The proper paperwork would be filled out and filed to Segmentum Command for the appropriate Lasguns to arm these soldiers and the proper explosive collars to control such a large force.

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1b903e No.50898

File: 1f84373a50a657c⋯.jpg (73.46 KB,590x450,59:45,134-74180.jpg)

Dice rollRolled 41, 55 = 96 (2d100)

>>50882

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

285 Space Marines

75 wounded(1 turn) 130 Wounded(2 Turns)

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

Force Composition:

(28 Marines, 22 wounded)22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan

Slayer Formation Amenophis

Purifier Formation Qual

Line Formation Tawnais

Proclaimer Tawnais

Line Formation Iwier

(12 marines, 4 dead, 34 wounded)12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

(38 Marines, 12 wounded)32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

(20 Marines, 24 wounded, 6 dead)15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

(38 Marines, 12 wounded)26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

(2 Marines, 48 wounded)11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent, Disgraced until proves himself)

Line Formation Yinais

Breacher Formation Trulian

Purifier Formation Wunluiso

Purifier Formation Zerias

Purifier Formation Periar

(50 Marines)30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

Breacher Formation Jintak

Breacher Formation Erius

Line Formation Juin

Decimator Formation Turas

Decimator Formation Raitul

(40 Marines, 10 wounded)9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

Slayer Formation Jurias

Decimator Formation Vunai

Line Formation Ilton

Line Formation Vae-rin

Purifier Formation Lisontus

(11 marines, 1 dead, 28 wounded)23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

Breacher Formation Richila

Line Formation Theudius

Slayer Formation Euric

Slayer formation Egica

Slayer formation Kiltan

Breacher Formation Rustanius

(34 marines, 15 wounded, 1 dead)17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Breacher Formation Grantus

Breacher Formation Skrömikos

Slayer Formation Varian

Line Formation Guntalis

Decimator Formation Ilianik

(Free Action): With the Ork vanguard defeated, Eximious Ekonius sends a request for resupply. Munitions, chainblades, general equipment, and based on the nature of the foe and the planet, for a series of oversupplied Thunderfire Cannons, along with additional recruits for the battle-lines.

1. The Sanctioners turn their intellect to mapping out substantial portions of the planets tunnel system, catacombs, and trench lines so that they may be effectively utilized to the fullest.

2. After preliminary goals and a general understanding is reached, the Sanctioners of Cataclysm, with the "approval" and support of the planets nobility, gather thousands of laborers and workers to dig, tunnel, and map the planets diverse systems. Each battle-line watches over and directs nearly ten thousand workers in their duty, the utter darkness of the catacombs coupled with the dangerous nature of the astartes used to keep the many laborers in line. Substantial food and water are secured as well, less because the chapter cares but because mortals cannot serve effectively if they are malnourished and dehydrated.

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5eb956 No.50900

File: c5469d9f9cb6365⋯.jpg (149.33 KB,990x1227,330:409,5ed915086fe718d938b5693951….jpg)

Dice rollRolled 58, 53, 48, 87 = 246 (4d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1/1 Baneblade

340/340 Leman Russ Tanks

50/50 Leman Russ Demolishers

10/10 Hydra Flak Tanks

5/5 Leman Russ Punishers

50,000/50,000 Imperial Guard Scouts

5/5 Hellhound Flametanks

25/25 Chimeras

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+10 when fighting on open ground, -10 when fighting in very rough terrain.

1. Excellent, a key fort on a critical point, this will ensure that Vertun isn't left undefended. We should build it up further while peace lasts.

2. While we are visited by a moment of peace we must work to overcome the critical problems that pervade this planet and its people, lest we be resting our heads in a bed of snakes. A sickening air of apathy towards the Emperor and his teachings pervades Vertun and the rest of the hive cities with the notable exception of Olagas, not to mention the nobility has fallen to depravity, even going so far as to hire xeno scum to cling onto their precarious positions in society. However there is yet hope, as a Living Saint has blessed us with Her divine presence, stoking the fires of devotion amongst the populace and giving us a critical opportunity to reclaim the hearts and minds of the people in the name of the Immortal Emperor. Thus with this as my rationale I'm requesting a detachment of Ministorium Priests from Segmentum Command, in addition to having the charisma and willpower to move the masses they will also be a great boon to troop morale and inspire the men to fight with all of their strength. With their help we will surely restore the faith of the Emperor in the souls of the people of Koronam.

3. In addition we will recruit able-bodied citizens of Vertun as although we're primarily an armored division the casualty rate of our mighty Leman Russ brigades is astoundingly high, this may be in part due to the fact that they are left woefully exposed. More guardsmen and more lasguns will go miles in ensuring that such casualty rates aren't nearly as high in the future.

4. Training will resume as well, a few shallow victories will not make us lax in our duties. I have no doubt there are still plenty of ork roks out there and we must always be ready and able to carry out our sacred duty of purging the green filth to the absolute best of our abilities.

REQUISITION: The First Koronam Super-Heavy Tank Regiment hereby requests more Hellhounds and Leman Russ tanks, they will be invaluable in the battles to come.

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e6bc87 No.50901

Dice rollRolled 14 (1d100)

>>50887

4 Train Walker Tactics. We continue our training regimen over difficult terrain and in practicing the Varuke Dipper Epsilon trench warfare that will hopefully reduce our casualties.

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3fa08a No.50904

Dice rollRolled 21, 37, 58, 44 = 160 (4d100)

>>50883

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,000 Various Medical Staff

1055/1100 Sisters of Battle

320 wounded SoB (out two turns)

1 Living Saint Georgina (oldfag said she's staying until the end of next wave.)

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

12 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink in Olagas and Khe-sahn

35,000 credits

1. Build a Cathedral in Olagas, one large and enough to embody the faith of the Emperor and the Saint he has sent us, but also defensible in case of orkish attack

.+Annexing of olagas

+FAith

+Saint faith boost

2. Send a message to the prioress in charge of us. Tell her the good news about the Living Saint and our victory over the Orks. After the briefing, entreat her to give us reinforcmenets, namely a detachment of Prognatus to help catalogue the ruins of the planet and FAmulous to help govern the city of Olagas and deal with the nobles of the planet. Any additional sisters hospitallier or militant would be greatly appreciated too.

+LIVING SAINT

3. Work on the medicae uplink to help coordinate the healing and treatment of every fighting man, woman or… *sigh* abhuman on the planet. With proper coordination we can heal people much more easily.

+annexation of olagas

+partially finished network

4.Begin training our sisters in the art of combat. We have gotten rusty, extremely rusty, and our laxity cannot be tolerated. Begin going on maneuvers to bring our war readiness standards up higher.

+LIVING SAINT

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afdd1d No.50909

Dice rollRolled 52, 36, 28 = 116 (3d100)

>>50885

>>Organization Name:

>66th Nalafay Mesa Rangers

>>Category:

>Imperial Guard

>>Sub-Category:

>Drop Infantry

>>Troops:

>This Drop Regiment hosts larger numbers of Vendettas and Venators in their TO&E than most similar Regiments.

>>Lore:

>Nalafay, a world covered in broken mesas interspersed with narrow canyons and passages. Atop these flat topped mesas are rows and rows of grain and crops, combining the richness of the systems sun with the riches of the soil. Below them is darkness filled with dangerous mega-predators and bio-luminescent wonders, but worst of all are the Orks whose biology encrusts every square centimeter in some corners. The Mesa Rangers quickly react to Ork attempts to scale to the surface world and repel any breaches that may arise. They have developed special tactics focused on hunter-killer teams of Vendatta formations and Venator platoons to quickly hunt down and destroy Ork artillery, flyers and mek boy contraptions that occasionally threaten the world of light every few years. The 66th are more than happy to help another world in their fight against the Green Menace.

>>TROOPS:

>500,000 Astra Militarum Soldiers, Specifically Drop troops

>1100 Valkyries

>60 Vendettas

>125 Sky Talons

>200 Tauros Vehicles (For Dropping Behind Enemy Lines)

>Bonus: +8 to Fighting behind enemy lines, +7 to airdrop operations

>SEGMENTUM COMMAND:

Noting the effectiveness of the 66th's various air strikes and the absence of dedicated air defenses on the world and her defending Imperium-allied forces, Colonel Crator requests that any and all available Lightnings be transferred to the world, citing the airframe's air superiority capabilities and strategic reconnaissance role. They also requested 1/5 of those Lightnings be of the Strike Variant. They also inquire if any Marauder Vigilant's are available as the aircraft's specialist recon role can serve the many indirect fire platforms and fast striking imperium forces well.

+400 Lightenings

+100 Lightening Strikes

+??? Any Available Marauder Vigilants

>PURCHASE:

After tabulating the experiences of the last two engagements, the senior leadership recommends acquiring dedicated CAS platforms and Tarantula turrets.

+50 Tarantula's

+50 Vultures

>1. The 66th Conduct Training Wargames

Recently reinforced with new Drop Troops, the unit begins conducting exercises and complex wargames over the very war torn terrain many fought and died over just mere months before, seeking to further their core Air Drop and Behind-Enemy-Line competencies.

[+8 to Fighting behind enemy lines] [+7 to airdrop operations]

>2. Conduct Air Strike Training

Noting their near constant conduction of air strikes the 66th establish a cadre of flyers to develop and train the flight crews in proper CAS and standoff missile strikes.

>3. Forward Observer Liaison Teams

The 66th set about a program of embedding Forward Observers with the other Imperium forces to better facilitate joint operations.

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74348e No.50913

Dice rollRolled 56, 74, 90 = 220 (3d100)

>>50885

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

TROOPS:

384 Standard Space Marines (4 Companies)

104 Scout Space Marines (1 company)

92 Death Company Space Marines (1 Company)

VEHICLES

4 Thunderhawks

Fortress Monastery

>Gestation Chambers and Prisoners

>Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

>Forge 20% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1. The Martyrs return to their monastery, bloodied but unbowed from their recent engagement with the orks. They had lost several of their number, a thing not unheard of but still keenly felt by the men of the force. With the recent vacancies it would appear that some of the scouts will need to receive their last augmentations and be elevated to fully-fledged Space Marines. The Sanguinary priest would get to work at once preparing the rituals and, along with the Captain of the scout company, selecting which scouts will be promoted.

2. Work on the keep itself shall continue, local labor and chapter serfs being put to work restoring it to working order and proper glory. Idle brothers get to work fashioning stained-glass for the windows depicting scenes of our great primarch and in an attempt to stave off the thirst and the rage.

3. Finally, an order is put in with the local mechanicus for several dreadnaught chassis's, no brother currently is in need of internment, but we would be better off being prepared rather then waiting for the brother to expire and losing a wealth of combat experience and another servant of the Emperor

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e6bc87 No.50914

>>50887

Spend 5000 Credits for 100 Tarantulas

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0389c0 No.50916

File: 9890dd9fd554f2a⋯.jpg (64.41 KB,564x845,564:845,daf53dae28ffbcfbfcc65b71b2….jpg)

File: 34e0bcd1b1089db⋯.jpg (18.83 KB,236x359,236:359,f5d00f5fd0e4972cb11a793767….jpg)

File: 3a9d25bd6794877⋯.png (878.05 KB,1280x720,16:9,NOble Council.png)

MEANWHILE

AT THE CITADEL

"Thus and always, death to Xenos. To victory!"

"Bravo!" "Tout à fait !" "Huzzah!"

The Lords and Noblemen of the Gaulle expeditionary force were in council following the magnificent battle against the Ork Hordes.

"It doth seem our works hath not gone unrecognized. Segmentum Command hath, in their infinite generosity, elected to give us the magnificent sum of . . .10,000 Credits."

The men and women gave a raucous laughter and jeered. All of them with few exception had little sense of finances, for it was deemed ignoble and beneath even the lowest ranking noble to sully his hands with money. In Gaulle, only the Ecclesiarchy and the Gentry Aristocrats were permitted, and encouraged, to handle wealth and tithes.

But each of them could well understand what a paltry sum was a mere 10,000. Such a petty number was pocket change.

Though each Noble considered to be richer is to be superior, they relied much upon the merchants and confessors that handled their family finances. This suited them well, for they cared little to haggling and barter.

"I suppose, we shalt send this most 'substantial' sum to the Church" chuckled the Duke of Gaulle. "Much good will it do them!" The Council again broke out in a chuckle.

There were requisitions to be made, purchases to be conducted, and supplies to be bought. But not by noble hands. Like their forefather Knights of yore, their only business was the business of war. Let others dirty themselves with filthy coin whom a hundred hands touch.

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0389c0 No.50917

File: 4a043ba29eda97d⋯.jpg (77.58 KB,615x409,615:409,Cena-di-Natale-Nutrizionis….jpg)

File: ed67ba0eec78ae3⋯.jpg (223.05 KB,800x662,400:331,beyeren_1056_banquet_still….jpg)

>>50916

"Now enough talk. Let us dine upon a victors feast like true nobles."

Diamond glasses and platinum cups clinked as centuries old wine was poured forth, as the nobles celebrated a successful conclusion to the first battle of the Koronam Campaign.

"To Victory!"

https://www.youtube.com/watch?v=j9bqmK5piHM

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Post last edited at

a70b08 No.50918

File: adbd720c80d6b1d⋯.png (1.77 MB,1568x1030,784:515,CORE tunnel.PNG)

>>50886

You immediately get to work repairing the Old Shield Fort just west of Karanas, meant to protect and guard it. While it is not at full functionality, the upper levels that are not built into the mountain itself are restored partially, providing redoubt-level protection against all forms of enemy fire. Meanwhile, your troops actually get to work on their stealth skills, and through rigorous training, especially at night your troops start to become more and more proficient in stealth. This grants them an additional +2 bonus (+5 total) to stealth. Afterwards, you start to search for more hidden stores and caches of equipment within the Planet, and through some luck, alongside some guidance from the Locals, you find a massive storehouse of 100 Earthshaker Cannons! Segmentum Command also allows you fill out the paperwork for Penal Battalions. While they are skeptical of the idea, they will allow an initial 100,000 men to serve in Penal Battalions. Should they cause too much trouble the blame will fall Squarely upon you, commissar.

>>50887

Your troops start to clear out the C.O.R.E tunnel which leads into a massive tunnel system! The massive tunnel appears to be large enough to even accommodate a Warlord Class titan! Truly a marvel of engineering. Upon closer inspection this appears to have been a tunnel that ran from West to East, and was meant to transport troops between the Eastern Guard Fortresses and the Western Shield Fortresses. This Tunnel was a way to transport resources even if the enemy had overrun the areas above ground. Your troops also get to work restoring "The Gate of the East." As of right now it will require more work, however the Fort is about 33% of the way to completion. Lastly, you issue a formal request for another Imperial Knight, and Segmentum Command sends you a Dominus Knight Valiant, equipped with a massive Harpoon and the Conflagration Cannon. In addition you receive 75,000 Skitarii and 3,000 Secutarii to accompany this high-level Knight. Make sure it is not destroyed, you will not receive a replacement for some time.

>>50888

First of all, you ask Gualle to purchase scores of Construction Vehicles, Diggers, movers, haulers, cranes, and other assorted construction vehicles. Gaulle quickly grants the request and send you 20,000 assorted Construction vehicles, which are obviously useless on the battlefield but invaluable when repairing the shield fortresses. Afterwards you requisition about 10,000 civilian Construction pattern servitors, along with their handlers. This should provide you at least part of if not the necessary amount of equipment and labor in order to repair these shield fortresses. The High Ecclesiarch then sends you a paper which declares the Fortress Construction a Blessed Work. Another 50,000 Pilgrims trickle in, helping you to construct these Fortresses. More will come in time, as the Greater Ecclesiarchy Organization is still processing your request form. However, while you are busy doing all that, the citadel construction slows but finally completes, and you are left with a level 2 fort, with the second underground layer of defenses having been carved out. Much more work will be needed to repair it back to the level of grandeur it was before, but it is a start.

>>50890

You start to salvage as much Flamer Stuff as you possibly can, buy as much flamer stuff as you can, and requisition as much flamer stuff as you can. You like flames so much the Salamanders would be proud. You acquire another 200 Hellhounds, and another 100,000 Guardsmen equipped with Flamers. A LOT of flames.

>>50891

You receive a Dominus Knight Castellan, and it is a beautiful thing to behold! It is armed with a plasma decimator on one arm to blast apart heavy infantry, a volcano lance on the other for blowing vehicles to pieces, two twin-linked meltaguns mounted near the head, and three hardpoints for siegebreaker cannons and shieldbreaker missiles on its back. This will provide a very large amount of firepower meant to support you. As with the Knight Valiant, you will not be receiving firepower this heavy for a while, do not lose it. You also recieve 40,000 Skitarii and 1,000 Secutarii to support it in combat. You continue to fortify your fort even further, and construction goes well. You are 33% of the way to completing construction of the level 3 fortifications for your Fort. Lastly, you train with the Knights, especially with the new Dominus Knight Castellan, and it appears that your Knights perform much better under the guidance of the Knight Castellan and under the cover of fire it provides. +1 bonus to all general combat (+6 total)

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a70b08 No.50919

>>50892

Your purification efforts do not go well. It appears the spores have escaped your grasp and you are not able to purify the areas fast enough. Afterwards, you are granted 100,000 Skitarii, and in addition to that the Local Magos wants to field test some Ironstrider Ballistariuses they had been constructing with some Squats. You are given 200 of these Ironstriders, further reinforcing your existing forces, giving you more mechanized power. Spectacular! Afterwards, you get a specialist on the Necrons who inspect the remains and pokes around, looking for Necrons. He confirms that this is a Fringeworld, and that the Necrons should still be in Stasis. Nothing to worry about, but keep on the lookout for any Necrons that may potentially pop up.

>>50894

Your attempts to improve the Fortifications in Vertun fail once more. It appears that more work will really be required, and more men perhaps, as the requirement to upgrade to a Stronghold may require more combat engineers. Agri Defenders East gets to work improving the existing fortifications, your combat engineers work hard and indeed they are 1/4th of the way to reaching true bastion level. Splendid indeed, the first thing to be mounted is a second Void Shield generator to better protect the fort. Afterwards, Task Force Black Smoke starts to develop and create industries meant to fuel their war machine inside Vertun. The Efforts are not really successful, as many people are already working for the War Industry, and what you did was create a redundant industry. Your recruitment drive also falls on its face, only drawing 10,000 new PDF soldiers and another 5,000 Combat Engineers.

>>50895

You continue to fortify Khe-Sanh, and fortifications are well underway, it had originally had level 2 fortifications, but now you are 66% of the way to reaching stronghold-level fortifications, level 3. By reinforcing the entrances into the city and reinforcing the walls, you are able to make the city more secure. After that you send out tech priests to scout out the areas in the mountain range east of Khe-Sanh. You find 200 Thunder-Fire Cannons of Squat make, each of them have three barrels which means that you have the firepower of 600 artillery guns! Your forces will surely use these to great effect. The contacts you gain in the underworld after the purging are unable to help you with taking over Vertun, with the Underworld's numbers having been decimated, they are too weak to help you in any way at all. However, your attempt to gain influence in Ortal goes well, with you managing to align several wealthy noble families within Ortal and gaining some control over the Industries of Ortal as a result.

>>50896

Very few dare risk their lives to join your Space Marine Chapter, most expect to simply just die outright in the training and conversion process, among other things. Many even feel they are unworthy. As a result, your attempt to gain neophytes fails. However, your Chapter does send you 200 new Scout Marines after you formally request reinforcements in that form. Using your activated Apothecarion you start to convert some Scout Marines into fully functional Space Marines. 20 Undergo this process and all 20 succeed and are turned into full Space marines. Your attempts to produce Multi-Meltas fail, it appears that your marines will simply require more practice in working these Forges, and perhaps more time to just construct these Meltas in general. Your thralls, Techmarines, and chaplains manage to open up one of the deep storage chambers within the Fortress Monastery and inside you find a relic of a chapter that had served within it. The Great-Cleaver of Zacharius, it is a massive blade and when the Captain of the Space Marine detachment lifts it, he feels more powerful, and feels power coursing through him. This gives him bonuses in Combat, and whenever he participates in an action (Only once per turn) he gives an additional +3 to all rolls regarding combat. In duels he gets a +10 stacked on top of the Space Marine +10 (+20 total).

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a70b08 No.50920

>>50898

Fifty Thousand men are requisitioned in order to dig, tunnel, and map the planet's diverse trench and other systems. They dig up tunnel system after tunnel system, and at last they find something amazing. The massive tunnel systems that link the four major areas of the planet. The tunnel system is named C.O.R (Central Operational Roadway), you procure a map of it (Will be sent to you in DMs tomorrow most likely.) In addition, you also map out the numerous trenches and other crevices within the planet, giving you a +5 bonus when using these Crevices and trenches in combat. You also formally request for more space marines, munitions, chainblades, general equipment, and some Thunderfire cannons. You are granted 100 Space Marines and 5 Thunderfire Cannons, Over supplied as you requested.

>>50900

You continue to build up this fort, and it is now 33% of the way towards Strong-hold level, you have placed the order to get the void shield generator and the walls continue to be reinforced on the fort near Vertun. Afterwards you ask for a detachment of Ministorum priests. You are granted about 500 who immediately get to work preaching and rousing the people's faith in the Emperor, only time will tell how successful they are, but initial efforts seem to be going well, primarily due to the presence of the living saint. Then you get to work conscripting the able-bodied citizens of Vertun, and you conscript another 50,000 to become Imperial Guardsmen. You are also issued an appropriate amount of Lasguns and Flak armor to properly arm these Guardsmen. You continue to practice your armored assault tactics. Through constant practice you get an addition +3 boost to fighting on open ground (+13 total). Lastly you requisition more hellhounds and Leman Russ Tanks. You are given 50 Leman Russes and 50 Hellhounds to round out your arsenal.

>>50904

With the faith of Olagas secure, simply due to the mere existence of the Living Saint, you get to work constructing a massive Cathedral within Olagas, and it is also defensible. What that means is that should the Orkz breach the outer defenses of the Hive, the Civilians can run to the Cathedral to seek protection against the forces of evil. Afterwards you file a formal request for Pronatus and Famulous Sisters to help you with the more mundane duties of governing and searching this Planet. You are given 500 Sisters of the Adeptus Pronatus and 500 Sisters of the Adeptus Famulous. You are given an additional 500 Medical Personnel, and another 200 Sisters of Battle to support your efforts. It appears that having a Living Saint on your side is also pretty useful when asking for help from your higher ups. Your Medicae Uplink network is also fully completed, and now the entire medical system of the planet is fully linked and able to be much more efficiently managed! You continue to train your sisters of battle, and under the watchful guidance of the Living Saint, you train long and hard. At the end of that training you get an additional +3 to all combat rolls, giving you a grand total of +8 to your combat rolls.

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a70b08 No.50921

>>50909

First and foremost, you are given an additional 400 Lightning Fighters and 100 Lightning Strike Fighters due to your formal request. Your Formal request for Marauder Vigilants is formally denied, those are in short supply and they rule that they are not necessary. The Purchase goes through. You begin to conduct exercises and complex war games over the same terrain you fought in. Needless to say it helps you significantly, to get better acquainted with the Terrain. You get +1 to fighting behind enemy lines and +1 to air drop operations. (+9 and +8 respectively.) Afterwards you begin to train the flight crews in proper CAS and Standoff Missile Strikes, and after training in both day and night environments you finally finish. You have a +2 to all CAS and Stand Off Missile Strike Rolls. You also embed some forward observers into each Imperial Force to better coordinate joint strikes against the enemy, and to call in air strikes upon enemy positions as needed.

>>50913

The Scouts start to undergo the rituals necessary for being upgraded to fully functional Space Marines. The Captain of the Scout Company starts to select the Scouts he feels are most qualified, while the Sanguinary priest immediately gets to work preparing the rituals necessary to elevate the scout marines. After hard work on behalf of the Sanguinary Priests you finally manage to elevate 20 good Scout Marines to the rank of Space Marine, bolstering your current forces even more (-20 Scout marines, +20 Space Marines). Idle Brothers get to work creating stained glass windows to help stave off Thirst and Rage, while the Chapter Thralls (about 1000 in number) start unearthing the other areas of the Fortress Monastery, and manage to clear about 30% of the Apothecarion, which is certainly a start, but it requires at least 60% functionality to support your current forces fully. Lastly you file a request for Dreadnough Chassis, and while your chapter would not give you fully Operation Dreadnoughts with a battle brother already interned inside them, they have spare chassis to give you. You are granted Five. Internment mechanics are simple, you roll a dice to see whether the battle brother survives or not. A 60 DC is required for a successful internment.

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a70b08 No.50922

File: 621ffd5f461d2eb⋯.png (2.12 MB,917x1125,917:1125,Ghozal.PNG)

File: 835478ecc661194⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

Now the next Ork Wave comes, and this is by no means an easy offensive. It appears that the Ork Warboss Ghozal is leading this assault! He is not infamous, and many consider him weak. However, he himself thinks that he is the greatest Ork Warboss to ever serve his Warlord, a dangerous combination when mixed with his incompetence. However, that still makes him dangerous, especially when the Ork Horde is particularly large. We spot massive amounts of Ork Rokz crash landing in the Northwestern Sector of the Continent, alongside Ork Rokz crash landing just West of Khe-Sanh! What we fought was merely the vanguard, but now we are fighting a PROPER Orkish Force!

As of right now the Northwestern Ork Force seems to have sent off a small detachment to Loot, burn, and destroy the Northernmost Agari settlement while the rest seem to be racing towards Ortal at a very high rate! The other, smaller force is deployed to race towards Khe-Sanh in an attempt to destroy it! We must act quickly!

Northwestern Ork Force:

1 Warboss Ghozal

10,000,000 ORK BOYZ

1 Stompa

100 Deff Dredz

50 Killa Kanz

10 Battlewagons

600 Bonebreakas

40 SpleenRippas

200 Dakkajetz

Force Just West of Khe-Sanh

3,000,000 Ork Boyz

500,000 Ork Boarboyz

300 Bowelburnas

100 Warbuggies

1,000 Ork Warbikers

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5e7f99 No.50923

Dice rollRolled 5, 91, 100 = 196 (3d100)

>>50919

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

500,000 Skitarii

37 Onager Dunecrawlers

300 Ironstrider Ballistariuses

100 Sydonian Dragoons

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Defensive positions at our fort at Ortal. Begin making last minute upgrades to the defensive emplacements. The ground and air forces must pass within our reach before reaching the hive. Let us be sure they will break themselves in the pass under our hail of fire from our blessed weapons. +5

2. Set the dune crawlers with Icarus arrays and emplaced arrays to eliminate any of the of the barely functioning scrap heaps that the greenskins call fliers that dare to approach the hive. Really put the 'Dakka' into the dakkajetz.

*initiating humor subrutines* +12

3. The Ironstriders and Dragoons will be no good in the fortifications. Send them out to act as scouts on the approaching horde and to get around to the sides and possibly behind the horde. The are allowed to strike at isolated groups that have been left behind or split off to strike easier targets. +7

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a5058e No.50924

File: 41181e165c66989⋯.jpg (90.4 KB,694x1152,347:576,sqikfznoq7yz.jpg)

Dice rollRolled 68, 29, 95 = 192 (3d100)

>>50922

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 16,000

TROOPS:

1,075,000 Decently Equipped Agari Planetary Defense Forces

25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

100,000 Penal Planetary Defense Forces

20,000 Ogryns

2,000 Commissars

500 Ratling Snipers

40 Armageddon Pattern Sentinels

5,000 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

22,000 Centaurs

300 Valkyries

100 Earthshaker Cannons

1 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. The forces of the PDF will quickly deploy to defend our forward fort and protect the Orks from crossing the river towards the Hive. This force would armed with the heaviest artillery, tank destroying lascannons and the majority of the Infantry. The Ratlings would focus on sniping the leadership of the Orks whilst the Ogryns would see deployment to break up any points the Orks would try to break through.

+1,075,000 Decently Equipped Agari Planetary Defense Forces

+100,000 Penal Planetary Defense Forces

+20,000 Ogryns

+2,000 Commissars

+500 Ratling Snipers

+5,000 Lascannon Heavy Weapons Squads

+600 Primitive Koronam Artillery

+10,000 Heavy Mortar Cannons

+10,000 Thudd Guns

+22,000 Centaurs

+100 Earthshaker Cannons

2. The Sentinels and Valkyries would be used as tank hunts, performing constant hit and run attacks against the armored columns of the Ork invaders slowly destroying their numbers day by day.

+40 Armageddon Pattern Sentinels

+300 Valkyries

3. The most daring and skilled of the Agari would seek to use a similar tactic as last time, sneaking through the tunnels of the world to infiltrate the Ork camp during the night to target the Ork Stompa attempting to disable it with their Melta guns and explosives. They would also hit any other soft targets possible such as ammo depots, fuel supplies and food.

+25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

+15 from bonuses

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a5058e No.50925

Dice rollRolled 57 (1d100)

>>50924

Ah yes one more action.

4. Send a vox message to the Northern settlement to use the under-roads to evacuate from the impending attack.

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3fa08a No.50928

Dice rollRolled 13, 42, 63, 75 = 193 (4d100)

>>50920

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

1255/1300 Sisters of Battle

500 Sisters Pronatus

500 Sisters Famulous

1 Living Saint Georgina (oldfag said she's staying until the end of next wave.)

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

12 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas.

35,000 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

Task Force Salvation

90 Heavy Bolter equipped Sisters

90 Heavy Flamer equipped Sisters.

920 Regular Sisters of Battle

40 Rhinos

12 Repressors

2500 Medical Personnel

Living Saint Georgina

Garrison

10 Sisters equipped with heavy bolters

10 Heavy Flamer sisters

135 normal Sisters of Battle

500 Pronatus

500 Medical personelle

500 Famulous

1.The sisters use their transports and logistics expertise to redeploy to the hive of Khe-sahn quickly and set up point defenses at the gates, the sisters of the cleansing dawn will meet the xenos will fire, bolter shell and fury.

+8 general combat

2. The medics on site will begin setting up triage and trauma centers and ready to receive wounded, hoping to get them back into fighting form as quickly as possible, and to save as many lives as they can.

3. The Famulous and medicae back in the convent proper use the uplink to oversee the battle and help not only coordinate medical supplies, but keep commanders abridged of hospital locations and the status of other nearby units. This should allow for coordination more easily and help the coming battles, even when their medical aid is not close by.

4. The pronatus begin exploration of the tunnels, both to see what relics they might uncover, and to make sure there is no way for the Orks to slip into the convent or Olagas without being seen and dealt with accordingly.

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3fa08a No.50929

Dice rollRolled 98, 62 = 160 (2d100)

>>50928

Two more combat rolls because fuck thsese dice

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e6bc87 No.50930

Dice rollRolled 80, 64, 18, 93 = 255 (4d100)

>>50918

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden, (Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant, (Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, (Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant, (Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor, (Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant, (Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 2 Twin-linked Meltaguns, Titanic Feet)

4 Shieldbreaker Missiles

(43,500) Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500) Skitarii; Half Van and half Ranger

40,000 PDF

100 Sancristans

4400 Tech-priests [4000 Novice]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

50 Rapier Armoured Carriers

100 Tarantulas

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 2 Fort 'Gate of the East' (33% to lvl 3)

10,000 Credits

Gate of the East Garrison

40,000 PDF

4000 Tech Priests

Move Everything but my garrison force and supporting novice tech priests into Khe-Sanh to join its defense.

1 Get the Gate of the East finished you novice scum. Would you rather be on the front lines? I don't care if your mechandrites are bad in the cold get it done. I SAID GET IT DONE BY THE OMNISSIAH'S PHOSPHOENIX PHALLUS

+4,000 Tech Priests

+Mechanicus

+40,000 PDF

2 Lay Mines to damage and delay the Eastern Ork vehicles that will likely be the first to approach Khe-Sanh. We would have the full support of Khe-Sanh's industry and more time by virtue or nearness of our base to where the battle would be and we would use every second to our advantage. +3

+Khe-Sanh

+400 Tech Priests

+100 Sancristans

+Mechanicus

+(43,500) Secutarii; Hoplites, Peltasts, and Axiarch Officers

+(284,500) Skitarii; Half Van and half Ranger

+20 Valkyries

+200 Centaurs

3 Explore the C.O.R.E. Tunnel for relics and where it came out on the western side.+5

4 Organize our artillery, troops, sentry guns, Valkyries, and Knights in the defense of Khe-Sanh. Solid ferrocrete and ceramite walls with heavy guns and our artillery would give us a chance to wear the orks down. The Knights wouldn't be contributing much unless the got in and had to be repelled, perhaps the use of tank holes, or in sallies.

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e6bc87 No.50931

>>50930

+3 to that last action by Walker Tactics

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0aee57 No.50932

Dice rollRolled 59, 18 = 77 (2d100)

>>50918

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus":

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super Heavy Adamantine Armour

Knight Castigator "Dies Irae":

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum":

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors":

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor":

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem":

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

290,000 Skitarii

10,000 Secutarii

100 Sancristans

400 Tech-priests

>Credits

20,000

>Bonuses

+6 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Move over to the Gate of the East, where our Tech-priests and Sancristans shall aid them in their efforts, as well as Fidei Defensor, since it should be capable of moving heavy objects with the Thunderstrike Gauntlet.

+400 Tech-priests

+100 Sancristans

+Knight Errant "Fidei Defensor"

2: Taking a page from the Imperial Guard book of tactics, use the Knights and the Skitarii to build trenches, tank-traps and dragon's teeth along the entire way to the Orks, and then do a constant retreat/small counterattack across the entirety of the trenches, hopefully weakening the Orks without ever letting them get into melee, a twist of defense in depth. Once within a certain distance of Khe-Sanh, rush to get inside instead, and just let the Knights bombard the Orks until they reach it.

+Knight Castellan "Oculi autem Deus" (Make sure that the Castellan is kept at long range, where it belongs)

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Ad Imperatorem"

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0aee57 No.50935

>>50932

Forgot to write on that last action

+290,000 Skitarii

+10,000 Secutarii

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1c3af9 No.50936

Dice rollRolled 59, 41, 78, 61 = 239 (4d100)

>>50922

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

29,500 Credits

Some Influence in Olagas

Some Influence in Ortal

total control of Hive Khe-Sanh and its Industries

1 Freeblade Questoris Knight Crusader

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

500 Tech Priests

4,100 Eldar Mercenaries

57,000 Carnivore Kindred

28,000 Stalker Kindred

15,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

37,000 Hunter Kindred

9,500 Headhunter Kindred

1. Continue fortifying Khe-Sanh to bastion level.

total control of Hive Khe-Sanh and its Industries, tech priests

2. Use the traps already established to hinder the ork horde and destroy their vehicles. "The enemy rushes directly into our preparations. This is ideal and gives our kroot auxilaries their best opportunity to strike. The eldar also can utilize the chaos caused by these traps to target their most vital assets.

Kroot, Eldar, Stronghold

3. defense roll for Khe-Sanh if they reach the city proper. "We can only delay them for so long. Thankfully our walls are strong and artillery ready to repel the ork horde."

squat, eldar, Stronghold

4. Send the Knight and a techpriest entourage to assist the fort north of Ortal. "The uncouth manner that the Commissar speaks to us is truly appalling. Acting like he is speaking to his abhuman scum. While we may be reviled for some of our associations never have we ever heard such disdain for the rightful order of things. Regardless an ork Stompa has been spotted and we are obligated to send the knight over to assist them against the threat. A complement of techpriests shall also be sent over to maintain the knight and also the fort at large."

fort

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0389c0 No.50938

File: d4d16167f4e0e3b⋯.png (68.09 KB,276x214,138:107,Defense Plan.png)

File: 0386c635061af5b⋯.jpg (297.68 KB,1024x853,1024:853,40651818965_80ce112a14_b.jpg)

File: e24f79b4568aa44⋯.jpg (733.76 KB,1440x900,8:5,mowas_2_ed_2014-11-30_16-3….jpg)

Dice rollRolled 5, 63, 91, 35, 30 = 224 (5d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

415000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

997 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+50,000 Pilgrims

+10,000 civilian Construction pattern servitors

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=RmOivj0UbgI

With such a vast assortment of construction vehicles, pilgrims, servitors and labourers the 1st Heavy Infantry regiment digs in around the town of Ortel, hoping to create killing fields.

Multiple lines of 'Defense in Depth' are prepared, so if one line falls the other can be manned.

1. "It is written in the pages of thy Field Manual, that thou shalt 'prepare defense in anticipation of the enemy'. Carve the earth, that it may enfilade the against thine enemy. Lay bastions for the men of valour."

>Dig infantry trenches, line them with sandbag walls and build pillboxes

2. "Hew the earth, that thine enemie's chariots shall not pass"

>Dig Tank Ditches, wide enough that the Ork Battlewagons cannot cross

3. "Plant a forest of steel, and tangle thine enemies in thorns of Iron"

>Lay down Tank Traps, Razorwire, and other metallic defenses

4. "Cover thyself and thine guns with the leaf and the weed and the stone, that thy might hide thyself from the gaze of thine enemy"

>Dig camoflagued gun emplacements for both artillery and direct anti-tank gunfire

5. "Sow the field with mines, and let the enemy reap your works."

>Prepare minefields. Everywhere.

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49ea92 No.50939

File: f37517c608d8a9b⋯.jpg (96.2 KB,642x874,321:437,ThunderfireCannon3.jpg)

Dice rollRolled 97, 48, 56 + 75 = 276 (3d100)

>>50922

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

460 Space Marines

5 Thunderfire Cannons

130 Wounded(1 Turn)

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(28 Marines, 22 wounded)22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan

Slayer Formation Amenophis

Purifier Formation Qual

Line Formation Tawnais

Proclaimer Tawnais

Line Formation Iwier

(16 marines, 34 wounded)12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

(38 Marines, 12 wounded)32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

(26 Marines, 24 wounded)15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

(38 Marines, 12 wounded)26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

(50 Marines)11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent, Disgraced until proves himself)

Line Formation Yinais

Breacher Formation Trulian

Purifier Formation Wunluiso

Purifier Formation Zerias

Purifier Formation Periar

(50 Marines)30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

Breacher Formation Jintak

Breacher Formation Erius

Line Formation Juin

Decimator Formation Turas

Decimator Formation Raitul

(40 Marines, 10 wounded)9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

Slayer Formation Jurias

Decimator Formation Vunai

Line Formation Ilton

Line Formation Vae-rin

Purifier Formation Lisontus

(22 marines, 28 wounded)23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

Breacher Formation Richila

Line Formation Theudius

Slayer Formation Euric

Slayer formation Egica

Slayer formation Kiltan

Breacher Formation Rustanius

(35 marines, 15 wounded)17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Breacher Formation Grantus

Breacher Formation Skrömikos

Slayer Formation Varian

Line Formation Guntalis

Decimator Formation Ilianik

(50 Marines)3rd Battle-line, Eximious Janissius, "Tyrant Jannisius"(Noble, Drills brothers constantly, Direct)

Aegis Formation Dawnius

Slayer Formation Carassen

Glorifier Formation Tel

Decimator Formation Unuli

Line Formation Javulio

(50 Marines)29th Battle-line, Eximious Ipio, "The Great"(Ancient Veteran, Fully honored, Melancholy, Tired)

Breacher Formation Wrisal

Purifier Formation Esinier

Line Formation Kolatin

Line Formation Gunio

Judgement Formation Vaz

1. The Sanctioners make quick use of the system of tunnels they have mapped, the recently arrived 3rd and 29th Battle-lines following the 30th and 11th battle-lines towards Khe-San, bringing with them 3 thunderfire cannons which are set up in defensive emplacements. With the cannons set in pre-planned locations they begin to face down the Orks, utilizing the endless catacombs as both cover and killzone. Boarding Shield armed marines blunt charge after charge, their brothers thinning the rampaging horde enough for counter charges and positions to be held. The roars of battle and blood fill the depths as the marines fight to the bitter end before falling back, the Orks trampling themselves as they end up being cutdown by the remorseless cannons.)

(200 Marines, 3 Thunderfire Cannons)

+25(CQC+Tunnels)

2. Meanwhile an ambush force made up of 10 brothers from each of the other battle-lines(80 marines)led by Eximious Maximus deploys via the tunnels to the northernmost Agari settlement to exterminate the greenskins before they arrive. +25

3. The remaining forces set themselves up in Ortal alongside their allies, forming up with and supporting the mortals with their trenches and maps while thunderfire cannons rain hell into the greenskin tide. +25

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49ea92 No.50940

Dice rollRolled 12, 97, 44 + 75 = 228 (3d100)

>>50939

For action 3, 180 marines and 2 thunderfire cannons

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69e9a4 No.50942

Dice rollRolled 19, 98, 93 = 210 (3d100)

>>50922

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 2/10

Troops:

212 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

253 Scout Marines

10 Razorback Transports

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops:

96 marines (1 turns)

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: The Ash Dragons will move north-west from their fortress monastery, striking the side of the ork horde as it heads for Ortal. Our scouts will spread wide, probing the enemy for a point of vulnerability and picking off any orks who stray too far from the greater horde. (+10)

+253 scout marines

2: Once a weak point is found, the tanks and full space marines will attack as a concentrated force, crushing through this weak point in an armoured wave. With flame and bolt we will drive back the greenskins. Hammering a hole into their formation, we will sow confusion and disorder, and draw off a portion of the forces heading towards Ortal. (+15)

+212 Space Marines

+60 Space Marines with Flamers

+60 Space Marines with Heavy Bolters

+10 Razorback Transports

+5 Vindicator Tanks

3: The discovery of the relic blade, the sword of Zacharius himself, a warrior of ancient legend, is a sign from the Emperor. Wielding this weapon, Strike Captain Rahak will stride forward at the front of his warriors, cutting down any orkish champion that stands in his way. Warboss Ghozal cannot possibly refuse such a challenge. Incompetent but arrogant, he will inevitably take the bait and appear to attempt to battle the Captain personally. In single combat, how could a chosen warrior of the Emperor fail to slay a mere xeno thug? (+28)

+Captain Rahak wielding the Great-Cleaver of Zacharius

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a70b08 No.50943

Dice rollRolled 35 (1d100)

>>50942

Mandatory Ghozal Duel Roll

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eb7116 No.50944

Dice rollRolled 36 (1d100)

>>50918

>Organization Name: 277th armored cavalry "hellguard"

>Category Imperial Guard

>Sub-Category: flamer oriented

TROOPS:

294 Hellhound Flamer Tanks

115 Chimera Transports

400,000 Guardsmen equipped with Flamers

90,000 Guardsmen Equipped with Heavy Flamers

240,000 Guardsmen carrying Normal Flamers

BONUSES: +10 to all enemies weak to fire, -10 to all enemies resistant to fire

1. deploy with the sisters of battle they share our love of fire and can more easily guide us in the best place to fight.

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5eb956 No.50945

Dice rollRolled 5, 85 = 90 (2d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1/1 Baneblade

390/390 Leman Russ Tanks

50/50 Leman Russ Demolisher

10/10 Hydra Flak Tanks

5/5 Leman Russ Punishers

100,000/100,000 Imperial Guard Infantrymen

55/55 Hellhound Flametanks

25/25 Chimeras

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+13 when fighting on open ground, -10 when fighting in very rough terrain.

1-2. The next wave arrives, with the main force heading towards Ortal! We shall move into position to the north of them as they move south and use our relative mobility to attack them from behind when they reach Ortal, thus pincering the enemy along with our allies and the fortifications of making generous use of our Hellhounds to exploit the orks' natural aversion to fire and shatter their morale in this matter while the artillery focuses on high-priority targets - the Stompa, the spleenrippa, and the warboss himself. Infantry will support the tanks with covering fire throughout the assault, ensuring that they cannot swarm our position.

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e8383f No.50946

Dice rollRolled 94, 13, 93 = 200 (3d100)

>>50919

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 20,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black River:

510,00 PDF Soldiers

40,000 Agri PDF Soldiers

135,000 Combat Engineers

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

1. Task Force Black River would be detached to intercept the Orkish invasion in the North. They would set up at the river banks North of Ortal to fortify their position further and hold off the green wave.

2. Meanwhile Section Red River would begin with fortifications South of Vertun to protect the city should any foes manage to slip past and create a triangle of fortresses in and around Vertun.

3. Agri Defenders East would continue to prop up Fortress Sick Yellow.

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bbb9e1 No.50948

Dice rollRolled 41, 52 = 93 (2d100)

>>50922

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

10800 credits remaining

TROOPS:

100,000 Combat Servitors (100,000 total)

110 Kataphrons (110 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

4 Armiger Warglaive (Lesser)

50 Support Personnel

48 Rapier Armoured Carriers

2 Karacnos Heavy tanks

Calling upon Segmentumm Command, Sareal demands the requisition of a super-heavy tank to provide a strong punch to my forces. Preferably a Stormhammer or a Stormlord

1. The brunt of my Forces will be moving to reinforce the guard emplacements protecting Ortal, my Cybernetica Forces (the Kastellans and the Armigers) will move to protect the Redoubt to the east along with 40,000 Servitors and the remains of my forces will be in Ortal itself ready to move to engage the Orkish spearhead (40,000 Servitors, 60 Kataphrons, 48 RAC's, and 2 Karacnos Heavy Tanks) with my support personnel spread as needed to control my forces safely.

2. In an effort to slow down the Orkish advance 20,000 of my Servitors alongside 50 Kataphrons will reinforce the fort to the North of Ortal

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74348e No.50950

YouTube embed. Click thumbnail to play.
Dice rollRolled 82, 37, 36 + 15 = 170 (3d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>TROOPS:

404 Standard Space Marines (4 Companies)

86 Scout Space Marines (1 company)

92 Death Company Space Marines (1 Company)

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

5 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 30% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1/2/3. The Carnelian Martyrs would deploy in staggered formation along the Defensive lines of the 1st Gaulle Astra Militarum Regiment, making use of the Defensive lines the defensive lines dug by the Guard. In Addition to this, the Thunderhawks would provide close air support from the Chapter's Monastery close by, which itself would be garrisoned by the Scouts in the upper levels providing fire support, and the serfs and any wounded brethren in the lowers levels, though if the lines were broken the chapter would fall back to and defend the Monastery to the last if need be. Before the engagement would begin however, 92 pits would be dug several paces infront of the first defensive trench of the Gaulle, with sedated Death Company Brothers set in them. If the Orkish scum came close enough, the Chaplin would trigger the combat stims that would awaken our brothers and let them loose in the orkish lines.

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74348e No.50951

Dice rollRolled 56 (1d100)

>>50950

4. In addition to this, the chapter's Scouts would do their best ork impression on the orkish airwaves spreading news of shiny bits and lots of loot at the PDF fortress infront of Ortal, the base of the Koronam Defense Force, if they attacked that instead of the hive, the PDF would be doing its job

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a70b08 No.50953

>>50923

Your last minute upgrades to defensive emplacements are largely a failure, working quickly makes for fast mistakes, and that is an adage you learn a little too late. You break several of your defensive emplacements, which will require replacements. However, the Dunecrawlers are then deployed, and with their Icarrus arrays they start to open fire on the Ork Dakkajets, and indeed you put plenty of Dakka into the Dakkajets, the savage fire of the Icarrus arrays brings down an entire 50 Dakkajetz, shooting them clean out of the sky. However, that is not all, you send your Ironstrider ballistariuses and Sydonian Dragoons out to strike against Ork Horde, and on top of getting very accurate force compositions, it appears that some Ork Forces had been dispatched to deal with the northern Agari Settlement… It was all destroyed. However, those Isolated Ork forces are then promptly gunned down by the Ballistariuses and Sydonian Dragoons, a whole 125,000 are killed over there, with very little casualties taken by the Ballistariuses and Dragoons. You avenged the deaths of those poor Agari, and you did it well. In addition, your scouts spot a force of Orkz heading eastwards, towards Vertun! It is a small force, but it is fast moving, full of Bonebreakas and some Ork Boyz.

Casualties:

25 Ballistariuses

5 Sydonian Dragoons

Inflicted 125,000 Ork Casualties.

>>50924

The Commissar Von Valstien gave his men a simple order. Hold the fort. The Agari did what he commanded, they took defensive positions in and around the fort, and as the Orkz started to come flooding in, the Thudding noise of the Thudd Guns, and the blast of the earthshaker cannons was all they could hear, all the while Ratlings picked off enemy Nobz. As the Orkz got closer the Agari then started to open fire, alongside its primitive artillery, and it was a sight to behold. The Sight of Hundreds of Thousands of Lascannons firing against the Orkz, cutting wave after wave of Ork down. Even though they were commanded by Ghozal, it appears your entrenched position prevails. The Sentinels and Valkyries on the other hand do not do well, with their strikes against the Orkish armored columns not working very well, most of the valkyries are push away by the remaining Orkish Dakkajets while the Armageddon Sentinels are swarmed by Orkz. Lastly, you sent off a small but stealthy force of Agari, on a special mission to obliterate the Stompa with their melta guns. Approaching under the cover of night they reach the area where the Stompa is, and with a single coordinated volley of Melta guns, it tears apart the Stompa and destroys it for good, many good men died on the way back to the camp, but the mission was accomplished. Later you recieve two vox messages, one from Battle Maniple Sigma which causes your troops to despair, their homes were obliterated and their families killed. Then you get another vox message, stating that most of the civilians were indeed evacuated, which made your troops rejoice and praise the name of the God Emperor.

Casualties:

100,000 Decently Equipped Agari PDF

20,000 Penal PDF

500 Ogryns

1 Ratling Sniper

10 Lascannon Heavy Weapons Squads

2 Centaurs

20 Valkyries

5 Armageddon pattern sentinels

2,500 Heavily equipped Agari Reavers

Inflicted 350,000 Ork Casualties, destroyed 1 Stompa, 3 Killa Kanz.

>>50928

Your sisters redeploy quickly enough, although they are understandably exhausted, they meet the Xenos in combat and immediately start firing with their bolters, and with the help of the living saint they are able to ward off the Orkz, although at some significant casualties. The Medics on the other hand set up better Trauma centers, large signs saying "WE DO NOT SERVE XENOS" are also put up, it appears the Xenos got the message. Although your medical hospital does save the lives of many guardsmen and good humans. The Famulous and Medicae back in the convent immediately get to work coordinating Hospital locations and ensuring the wounded are processed in a timely manner. This saved many civilian lives, especially those within the Agari settlement that had evacuated. Lastly, the Order Pronatus seal off almost all of the tunnels save for the C.O.R tunnel that leads directly to Olagas and the Convent, which is shut closed by some hastily made doors. In addition the Order Pronatus find "The Bolter of Saint Relotha." Saint Relotha appears to have been a Living Saint who fought upon this very planet in the olden days, and this must be one of her Relics. When equipped on your character it gives +2 to all rolls related to combat on the front that your character is on, and in duel combat it gives a +7 bonus to combat. It is a well made and powered up Bolter.

Casualties:

200 Sisters of Battle Wounded

20 Sisters of Battle Killed (Was 30 but 10 were saved)

5 Heavy Bolter and Heavy Flamer Sisters Wounded

Inflicted 100,000 Ork Casualties.

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a70b08 No.50954

>>50930

The Gate of the East continues construction, and having forced your workers to work overtime, you manage to complete fortifications of the fort of the east, making it a stronghold, level 3. Afterwards you start deploying landmines against the vehicles of the eastern Ork Force. Many Orkz die to these landmines, and often in pretty funny ways, BIG BOOMS, but in the end the mines do soften up the Orkish force. Your attempts to explore the C.O.R.E tunnel for relics ultimately fails, as your forces are overstretched and ultimately you give up on the effort, there are no Relics in the C.O.R.E tunnel. Lastly comes the proper fight. Your Skitarii and Secutarii are deployed right at the front, alongside your Knights and your brand new Knight Valiant. All of them perform spectacularly, especially the Valiant which has a field day incinerating large swathes of Orkz, and using its harpoon to ensure very few if any escape. A brutal first strike, and it appears that the Knight Valiant is well suited to combat upon this harsh planet! The other Imperial Knights also perform admirably, as do your skitarii.

Casualties:

1 Knight Warden, Medium Damage

1 Knight Gallant, Medium Damage

1 Knight Valiant, Slight Damge

40,000 Skitarii Dead (10,000 Saved by Order of Cleansing Dawn)

2,000 Secutarii dead (1,000 saved by order of the cleansing dawn)

1 Rapier Armored Carrier

Inflicted 325,000 Ork Casualties, killed 100,000 Ork Boarboyz.

>>50932

Your Imperial Knights set up their accomodations in the Gate of the East as well, and aid in constructing the level 3 Stronghold fortifications within the Gate of the East. Afterwards, your troops are then deployed against the Enemy, and once more you are deployed, this time with the Castellan in support providing Long-Range firepower. While your troops perform less spectacularly, at least compared to House Varuke, they still manage to kill plenty of Orkz. The Knight Castellan also performs excellently, by giving high quality fire support from behind the main battle lines. However, all of your Imperial Knights were significantly damaged, at least those on the front line.

Casualties:

Knight Castigator, Heavy Damage

Knight Paladin, medium damage

Knight Paladin, medium damage

Knight Errant, Heavy damage

70,000 Skitarii

500 Secutarii

Inflicted 200,000 Ork Casualties, destroyed 100 Bowelburnaz

>>50936

Seeing that Khe-Sanh is often directly in the line of fire, you opt to continue your fortifications of Khe-Sanh. Additional void shield generators are being installed, alongside more static weapon emplacements which are ment to provide additional fire support to the forces that would be defending Khe-Sanh. The Walls are also slowly being reinforced with harder and stronger materials, with some locations even acquiring pricey adamantium! (Taking Actions 2 and 3 as an average since the enemy never reached Khe-Sanh Proper, turns out to be a 59.5) Your Kroot start to deploy traps everywhere to delay the speedy Ork Force which are presenting themselves as a threat to Khe-Sanh proper! The traps range anywhere from mines to simple Punji-Stick traps, however they are all invaluable at slowing the enemy advance. The Kroot also continuously strike at night or whenever the Orkz slow down enough for the Kroot to be able to lay an ambush. Even a small bush is hiding a Kroot that will take its shot against the approaching Ork Horde. The Eldar on the other hand act as your front-line force, even though it is an extremely small front line force, the Orkz are being ground down by the Kroot. Lastly you begrudgingly send the Knight to support the Commissar's forces.

Casualties:

Eastern Front:

4,000 Carnivore Kindred

400 Eldar Mercenaries

3,000 Stalker Kindred

2,000 Tracker Kindred

4,000 Hunter Kindred

500 headhunter kindred

Inflicted 100,000 Ork Casualties, killed 20,000 Ork Boarboyz

Western Front:

1 Freeblade Crusader, Medium Damage

Killed 40,000 Ork Boyz.

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a70b08 No.50955

>>50938

You immediately begin to make the entire corridor from the foothills of the mountains right up to Ortal one massive Kill-zone. The construction of Infantry Trenches and Pillboxes goes slow, as many other workers are tied up with other tasks, and the ground here is not as soft as you had expected, which makes the construction of trenchwork even slower. However, you deploy your assorted construction vehicles to the front and order them to build large Tank Ditches, which actually manages to work! The Construction vehicles are far more capable than simple laborers at being able to break open the hardened earth, and as a result you get large trenches, big enough to cause even the battlewagons to slow down and watch where they drive, lest they fall into a pit! Afterwards, your commanders order that a forest of steel is to be planted, and fast. It appears that before their eyes a forest of steel had grown, massive swathes of Razor wire were deployed, Tank traps were also deployed to support the tank ditches and further impede the movement of Ork heavy armor. On top of that you start camouflaging your gun emplacements, which have Anti-Tank Guns deployed within it. Lastly, you designate a few corridors where mines should not be planted to allow your troops to pull back in the event they are overrun, but the other areas are mined. In essence, the entire area is now a massive killzone for Ork Armor.

>>50939

Your battle brothers were in position just outside the fort. The Thunderfire cannons were also in position. The Orkz were approaching, and everyone was anticipating the massive bloodbath that would come. Right as the Orkz had entered into close quarters, your Space Marines start to engage the Orkz, and what happened after was a spectacular scene of Rip and Tear. The Knights firing their ordinance overhead, waves upon waves of bullets falling upon the Orkz, all while your troops were engaged in only the most glorious form of combat, melee combat. Continuous counter-charges, shield walls, support from Kroot guerrillas, the combat was hell, even for the Orkz. Many of your men even took the liberty of reusing the catacombs and emerging just behind the enemy lines, and making it a personal challenge to fight out of the position. Many Orkz died at your feet, and those that lived may have acquired what many may consider some form of PTSD. Your Ambush force manages to hold off the enemy Orkz until the majority of the Agari settlement is able to evacuate, saving many lives. Eventually your forces are extracted by Sydonian Dragoons and Ironstrider Ballistariuses, your defense was heroic to say the least, with many Orkz falling by your blades. The remainder of your forces are depoyed at Ortal. Your Thunderfire cannons provide invaluable support while your Space Marines once more put up a stiff and potent resistance against the enemy, with heavy support being offered by the PDF forces.

Eastern Front:

Casualties:

90 Space marines wounded

4 Space marines dead

Inflicted 400,000 Casualties on the Eastern Orkz

Western Front:

100 Space Marines wounded

5 Space marines dead

Inflicted 300,000 Casualties on the Western Orkz.

>>50942

Your scout marines take some serious casualties probing for a point of vulnerability, however they are able to discover a weak point in the Orkish lines. Afterwards, almost the entirety of your space marines are then deployed and prepared to engage your enemy… What happened then was a bloodbath. First came in the Vindicators, then the Razorbacks filled with Space Marines carrying Flamers. After incinerating the initial ranks of the Orkz, the rest of your space marines opened fire with their bolters, giving all the orkz a healthy dose of lead poisoning via Bolter Bullets. Needless to say it was a glorious strike, with few marines falling in combat. However the most glorious display was Strike Captain Rahak charging straight forward into the enemy lines and carving a path through the Orkz straight to Warboss Ghozal. Strike Captain Rahak took the Great-Cleaver of Zacharius, and then with one single slice he cleaved the Warboss in twain, absolutely destroying any sense of "order" the Orkz may have had.

Western Front:

Casualties:

10 Scout Marines dead

3 Space marines dead

70 Space marines wounded

1 Vindicator Tank damaged

Inflicted 200,000 Ork Casualties, Killed Warboss Ghozal, destroyed 10 Deff Dredz, and 5 Killa Kanz

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a70b08 No.50956

>>50944

You fight alongside the sisters of battle, incinerating large swathes of orkz, but taking serious casualties on the eastern front.

Casualties:

5 Hellhound flamer tanks

7 Chimera Transports

50,000 Flamer Guardsmen

10,000 heavy Flamer guardsmen

40,000 Normal Flamer guardsmen

Inflicted 150,000 Ork Casualties

>>50946

Your troops continue to fight off the Orkish Invasion in the north, alongside countless other guardsmen. Red river also starts to improve fortifications in the south of Vertun (DM me in discord so we can figure out the specifics). Lastly, Fortress East Yellow continues to be reinforced (Once again DM me in discord so we can figure out specifics)

Casualties:

100,000 PDF soldiers

5,000 Agari PDF soldiers

5,000 Combat engineers

Inflicted 200,000 Ork Casualties.

>>50945

Your strike force smashes into the rear of the Ork forces, causing massive damage! As Sexual as it sounds, the massive armored fist of the 1st Koronam Super-heavy tank regiment smashes and destroys the rear of the Ork offensive.

Casualties:

40 Leman Russ tanks

3 Leman Russ Demolishers

1 Hydra Flak tank

6 Hellhound Flametanks

1 Chimera

Inflicted 100,000 Ork Casualties, destroyed 20 Bonebreakas.

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a70b08 No.50957

>>50948

The forces deployed to the eastern redoubt do nothing, as it is not actively under attack by the orkz, and it is a fortress monastery. However, your Servitors and Kataphrons are deployed to the front in an effort to stop the enemy offensive.

Casualties:

1,000 Servitors

3 Kataphrons

Inflicted 30,000 Ork Casualties.

>>50950

The Carnelian Martyrs are deployed in staggered formation and then start to utilize the defensive lines dug by the guard, in preparation for the engagement with the Orkz. In addition the Death Company is deployed, and ready to be activated at a moment's notice. When the Orkz make contact with the Sanctioners of Cataclysm, your death company is activated and then deployed, and while they take significant casualties, they inflict many more casualties upon the enemy. They fight with a ferocity that is really only matched by the Sanctioners of Catacylsm, and in that ferocity is a rage… The Black Rage, and the Red Thirst. They are like berserkers on a battlefield of nothing but prey. In addition with fire support from your other Space Marines, they are able to fight very effectively on the field of battle.

Casualties:

10 Space marines wounded

1 Space Marine dead

60 Death Company wounded

5 Death company dead

Inflicted 250,000 Ork Casualties.

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a70b08 No.50958

File: a40b575fe7251a8⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Northwestern Ork Force:

8,505,000 ORK BOYZ

90 Deff Dredz

42 Killa Kanz

10 Battlewagons

600 Bonebreakas

40 SpleenRippas

200 Dakkajetz

Force Just West of Khe-Sanh

1,725,000 Ork Boyz

380,000 Ork Boarboyz

200 Bowelburnas

100 Warbuggies

1,000 Ork Warbikers

The current state of the attack is shown in the map. So far we have landed decisive blows against our enemy, but the fighting is FAR from over!

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74348e No.50959

Dice rollRolled 25 (1d100)

>>50957

Dreadnought roll

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5e7f99 No.50960

Dice rollRolled 81, 22, 19 = 122 (3d100)

>>50953

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

500,000 Skitarii

37 Onager Dunecrawlers

275 Ironstrider Ballistariuses

95 Sydonian Dragoons

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Send the Dragoons and Ballistariuses out once again to hunt down the fast moving contingent. Use hit and run tactics to whittle down the their forces moving towards Vertun. +7

2. Continue to shoot down any dakkajet that dares to enter our airspace. +12

3. Fix those errors in the defenses before the Orks arrive at this position. +5

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a5058e No.50961

File: 9b7d3750b0a95b3⋯.jpg (88.37 KB,500x750,2:3,83d34d7e241a3a08bcf30a3497….jpg)

Dice rollRolled 29 (1d100)

>>50958

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 16,000

TROOPS:

975,000/1,075,000 Decently Equipped Agari Planetary Defense Forces

22,500/25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

80,000/100,000 Penal Planetary Defense Forces

19,500 Ogryns

2,000 Commissars

499 Ratling Snipers

35/40 Armageddon Pattern Sentinels

4,990 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

21,988 Centaurs

280 Valkyries

100 Earthshaker Cannons

1 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. Hold the Line, Only in death does our duty end! The Orks are disorganized and fractured, we shall continue to pound away at them with our artillery and destroy any attempts they have to break the line.

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69e9a4 No.50962

Dice rollRolled 10, 47 = 57 (2d100)

>>50958

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 2/10

Troops:

235 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

243 Scout Marines

10 Razorback Transports

4 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops: 70 space marines (1 turn), 1 Vindicator Tank

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: With their warboss dead, the orks will doubtless descend into confusion and infighting. There is no need to press further into the horde. Under Captain Rahak's leadership, our forces will hold position on the flank of the orkish horde, gunning down all who head our way. We shall be a thorn in the side of the greenskin menace while it breaks itself upon the massed forces of our allies around Ortal. (+18)

2: We hear news of a small orkish force heading towards Vertun. Our Thunderhawks will be scrambled and sent to support for the forces of Maniple Sigma by conducting air strikes on this breakaway xeno mob. (+10)

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e6bc87 No.50963

File: da45defa5bfa104⋯.png (27.6 KB,1272x649,1272:649,Varuke Dipper Epsilon.png)

Dice rollRolled 68, 37, 2 = 107 (3d100)

>>50954

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden, Medium Damage

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant, Medium Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant, Slight Damage

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 2 Twin-linked Meltaguns, Titanic Feet)

4 Shieldbreaker Missiles

(43,500)

41,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

244,500 Skitarii; Half Van and half Ranger

40,000 PDF

100 Sancristans

4400 Tech-priests [4000 Novice]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 2 Fort 'Gate of the East' (33% to lvl 3)

10,000 Credits

Gate of the East Garrison

40,000 PDF

4000 Tech Priests

1 Entrench, Varuke Dipper Epsilon. +3 Walker Tactics. With more battles ahead of us, it was time to establish House Varuke's method of trench warfare and reduce our casualties. Unfortunately they had not the time to obtain the mechanicus digging vehicles that would hasten the effort but after spreading the faith in the Omnissiah they had plenty of potential devoted laborers and sanctified equipment inside Khe-Sanh, and surplus steel-spine skitarii to dig. The shores of Olagas could provide considerable amounts of sand for the emplacements, and the industry of Khe-Sanh was yet untouched by Ork aggression so pre-fab pillboxes could be acquired. In addition our newly acquired Tarantulas could reinforce the emplacements against the Ork Infantry with its twin-linked Heavy-Bolters. The trenches would not pose a problem for any of our Knights who could patrol as their weapon ranges suited them and benefit from our stronger defensive line.

2 Repair. +3 Walker Tactics. Our Knights had taken some damage in the battle but with supplies close at hand and our battle line holding solid we would see them restored and fully operational.

3 Battle, Integrate defenses and Focus Vehicles. +3 Walker Tactics. Let us see our attrition percentage fall and the Orks with it. There were a considerable number of Ork vehicles remaining but our new defenses would lessen their impact and our emplacements supported by Rapier Armoured Carriers would have more then enough fire power to destroy them. When that wasn't enough our considerable supply of Stormspear Rockets and the Valiant's Thundercoil Harpoon would come in handy.

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3fa08a No.50964

Dice rollRolled 20, 58, 81, 98 = 257 (4d100)

>>50953

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

1235/1300 Sisters of Battle

500 Sisters Pronatus

500 Sisters Famulous

1 Living Saint Georgina (oldfag said she's staying until the end of next wave.)

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

12 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas.

35,000 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Task Force Salvation

85 Heavy Bolter equipped Sisters

5 Wounded heavy bolter sisters 2 turns

85 Heavy Flamer equipped Sisters.

5 wounded heavy flamer sisters 2 turns

700 Regular Sisters of Battle

200 wounded sisters 2 turns

40 Rhinos

12 Repressors

2500 Medical Personnel

Living Saint Georgina

Garrison

10 Sisters equipped with heavy bolters

10 Heavy Flamer sisters

135 normal Sisters of Battle

500 Pronatus

500 Medical personelle

500 Famulous

1.The sisters continue to hold the gate from the enemy, the flamers spewing holy promethium into the mobs of ork boyz and the boar riders who are widely unarmored, while the bolters focus their impressive suppressive fire onto any mobs or vehicles leading the charge, chewing the enemy to pieces. Repressors will help hold their line with their storm bolters and heavy flamers while the rhinos ferry sisters, medics and wounded back and forth between the hospital and the battle lines. Our Living Saint will of course lead from the front and destroy any foul xeno who manages to get close to our line.

+8 from general combat

+2 from bolt pistol of saint Relotha

2.The medicae continue to try and heal up the wounded and dying, trying to save as many lives as they can, and trying to bring as many wounded back into the fray as quickly as possible.

3.THe famulous and medicae back in the Convent continue to try and coordinate medical aide across the planet, trying to help wayward doctors try and keep the battle liens strong and able.

4. The Sisters Pronatus continue to explore the tunnels under Olagas and the convent, taking careful records of them so they may be sued alter, and sealing off problem areas to be dealt with later.

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5eb956 No.50966

Dice rollRolled 82 (1d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1/1 Baneblade

350/390 Leman Russ Tanks

47/50 Leman Russ Demolisher

9/10 Hydra Flak Tanks

5/5 Leman Russ Punishers

100,000/100,000 Imperial Guard Infantrymen

49/55 Hellhound Flametanks

24/25 Chimeras

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+13 when fighting on open ground, -10 when fighting in very rough terrain.

1. Keep attacking, while the horde is pressed between us and the defenders at Ortal we can strike them down with much greater ease. We will continue to utilize the Guardsmen and Hellhounds to deal with the horde while the blessed Fortress of Retribution and Leman Russes target heavy targets like the Stompa, their vehicles and the cowardly warboss himself.

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bf8b27 No.50968

Dice rollRolled 95 (1d100)

>>50958

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 240,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Now that most of the problems in the other hives have been dealt with, we'll move our force to Khe-Sanh, to seek and destroy any Ork infiltrators who may have slipped passed the Guard line.

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74348e No.50970

YouTube embed. Click thumbnail to play.
Dice rollRolled 36, 76, 43 = 155 (3d100)

>>50958

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>TROOPS:

393 Standard Space Marines (4 Companies)

10 Wounded Space Marines

86 Scout Space Marines (1 company)

27 Death Company Space Marines (1 Company)

60 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

5 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 30% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1/2. With the first Attacks repulsed, the Chapter's forces redeploy to West of the Fortress in front of Ortal, and from there we would push the orks towards Imperial forces assaulting their east and flanks. Standard fare, and simple enough. Meanwhile the wounded would be ferried to the monastery, and after this the thunderhawks would once again join the assault

3. The Serfs and Scouts would continue to defend the chapter's new monastery, to the last man if need be, while still spreading news of the mighty works of war at the fortress of the PDF infront of Ortal in a bid to focus the orkish attention there, where the bulwark of guns was mighty, and the walls thick.

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bbb9e1 No.50971

Dice rollRolled 56, 97, 99 = 252 (3d100)

>>50958

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

10800 credits remaining

TROOPS:

99,000 Combat Servitors (100,000 total)

107 Kataphrons (110 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

4 Armiger Warglaive (Lesser)

50 Support Personnel

48 Rapier Armoured Carriers

2 Karacnos Heavy tanks

1. We will strike into the main Ork force in earnest sending the majority of our Troops into it's flank to hammer at it's forces and hopefully rip a bloody toll from it's number

79,000 Combat Servitors

77 Kataphrons

25 Kastellans (20 Incendine)

4 Armiger Warglaives (Lesser)

2. Our remaining forces will aid in the defense of the force directly north of Ortal

20,000 Combat Servitors

30 Kataphrons

48 Rapier Armoured Carriers

2 Karacnos Heavy Tanks

3. The south is peaceful more Chimeras should be produced to help equip the Local Guard forces

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1b903e No.50972

Dice rollRolled 91 + 35 (1d100)

>>50955

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

391 Space Marines

5 Thunderfire Cannons

(190 wounded, 2 turns)

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(50 Marines)22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan

Slayer Formation Amenophis

Purifier Formation Qual

Line Formation Tawnais

Proclaimer Tawnais

Line Formation Iwier

(50 Marines)12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

(50 Marines)32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

(50 Marines)15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

(50 Marines)26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

(50 Marines)11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent, Proven)

Line Formation Yinais

Breacher Formation Trulian

Purifier Formation Wunluiso

Purifier Formation Zerias

Purifier Formation Periar

(29 Marines, 20 wounded 2 turns, 1 dead)30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

Breacher Formation Jintak

Breacher Formation Erius

Line Formation Juin

Decimator Formation Turas

Decimator Formation Raitul

(50 Marines)9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

Slayer Formation Jurias

Decimator Formation Vunai

Line Formation Ilton

Line Formation Vae-rin

Purifier Formation Lisontus

(50 marines)23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

Breacher Formation Richila

Line Formation Theudius

Slayer Formation Euric

Slayer formation Egica

Slayer formation Kiltan

Breacher Formation Rustanius

(50 marines)17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Breacher Formation Grantus

Breacher Formation Skrömikos

Slayer Formation Varian

Line Formation Guntalis

Decimator Formation Ilianik

(10 Marines, 37 wounded 2 turns, 3 dead)3rd Battle-line, Eximious Janissius, "Tyrant Jannisius"(Noble, Drills brothers constantly, Direct)

Aegis Formation Dawnius

Slayer Formation Carassen

Glorifier Formation Tel

Decimator Formation Unuli

Line Formation Javulio

(17 Marines, 33 wounded 2 turns)29th Battle-line, Eximious Ipio, "The Great"(Ancient Veteran, Fully honored, Melancholy, Tired)

Breacher Formation Wrisal

Purifier Formation Esinier

Line Formation Kolatin

Line Formation Gunio

Judgement Formation Vaz

1. The Sanctioners reposition their forces, setting up their forces at and around Khe-san and utilizing the whole of their arsenal to weather the oncoming Orkish onslaught, wave after wave deflected as the main mass of orks is forced to trample one another to face the Sanctioners in tight cramped areas where thundercannon or blade tear them down.

(391 Marines, 5 Thunderfirecannons, +35 Cqc, main character, and trenches)

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1c3af9 No.50973

Dice rollRolled 82, 70, 68, 21 = 241 (4d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

29,500 Credits

Some Influence in Olagas

Some Influence in Ortal

total control of Hive Khe-Sanh and its Industries

1 Freeblade Questoris Knight Crusader, Medium Damage

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

500 Tech Priests

3,700 Eldar Mercenaries

53,000 Carnivore Kindred

25,000 Stalker Kindred

13,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

33,000 Hunter Kindred

9,000 Headhunter Kindred

1. Continue efforts to fortify Khe-sanh into a bastion (1 succ). "This attack gives us a rare chance to utilize the expertise of our allies who have demonstrated some reservations about embracing us as brothers in arms. The space marines of the Sanctioners of Cataclysm chapter in particular seems to be particular competent in matters of defense despite their obsession with melee combat. we shall utilize this opportunity to make subtle inquiries into our defenses and see how they believe it can be reinforced or bypassed using the battle as pretense."

2. Repair the knight using its tech priest entourage. "The freeblade has sustained some damage which puts its efficiency at risk. Thankfully we have had the foresight to send some of our tech marines to assist his sacristan and so he should be fully operational while performing his duties."

3. Khe-Sanh Defense. "It is a strange combination of offense and defense when it comes to protecting Khe-Sanh. While we have many stationary defenses emplacements along with some truly powerful artillery. Much of our auxilary forces focus on the attack and utilizing quick movements in order to exploit the enemies weakness.

+10 to Guerrilla Warfare when using Kroot Units, +5 to General Combat when using Eldar Units.

4. Knight performance. "The Knight has already proved its worth with the amount of death claimed under his name. We can see that the money that has been invested was well placed."

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eb7116 No.50974

Dice rollRolled 15 (1d100)

>>50956

>Organization Name: 277th armored cavalry "hellguard"

>Category Imperial Guard

>Sub-Category: flamer oriented

TROOPS:

289 Hellhound Flamer Tanks

115 Chimera Transports

350,000 Guardsmen equipped with Flamers

80,000 Guardsmen Equipped with Heavy Flamers

200,000 Guardsmen carrying Normal Flamers

BONUSES: +10 to all enemies weak to fire, -10 to all enemies resistant to fire

second battle Inflicted 150,000 Ork Casualties

1. The battle continues and the flames rise ever higher continue to slaughter the orcs

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a06a71 No.50975

Dice rollRolled 93, 20, 30, 29 = 172 (4d100)

>>50954

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super Heavy Adamantine Armour

Knight Castigator "Dies Irae": Heavy Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum": Medium Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": Medium Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": Heavy Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

220,000 Skitarii

9,500 Secutarii

100 Sancristans

400 Tech-priests

>Credits

20,000

>Bonuses

+6 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Pull back the damaged Knights into repair, and any future Knights that receive heavy damage are pulled back immediately as well for repairs.

+100 Sancristans

+400 Tech-priests

+Knight Castigator "Dies Irae"

+Knight Errant "Ad Imperatorem"

2: Use about half the Secutarii to try to eradicate any threats to the Knights, weapons that are capable of piercing the Ion Shields and Adamantine Armour. Assign a decent amount of Rangers to this force as well, dedicating mostly the Rangers kitted with Transuranic Arquebuses and Omnispexes so that they can snipe the dangers from afar.

+5,000 Secutarii

+10,000 Skitarii (Exclusively Transuranic Arquebuses)

3: The undamaged Knights continue to fight at the front, the Oculi autem Deus continuing to provide heavy fire support. The ones with a middling amount of damaged are deployed as well, though special care is taken to make sure that they're pulled back in case of any major damage being dealt to them. The main force of Skitarii provide support as well, using the defensive emplacements built by the Secutarii

+Knight Castellan "Oculi autem Deus"

+Knight Paladin "Ecce Signum" (Under Caution)

+Knight Paladin "Pallida Mors" (Under Caution)

+Knight Errant "Fidei Defensor"

+210,000 Skitarii

4: Pull a little less than half the Secutarii out of the main force, having them go around the battlefield and dig trenches, create tank traps, and all the rest. We certainly benefit more from it than the Orks. Hopefully the Secutarii will be able to use their Kyropatris fields to keep themselves relatively unharmed as the do this.

+4,500 Secutarii

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e8383f No.50976

Dice rollRolled 52, 18, 13 = 83 (3d100)

>>50956

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 20,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black River:

410,00 PDF Soldiers (510k max)

35,000 Agri PDF Soldiers (40k max)

130,000 Combat Engineers (135k max)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

>Kill Count:

+ 425,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 253,500 PDF

+ 33,000 Combat Engineers

+ 8,000 Agri PDF Soldiers

1. Agri Defenders East would continue to shore up defenses in Sick Yellow.

2. Section Red River would increase fortifications South of Vertun to ensure all entrances of the city were protected.

3. Task Force Black River would continue to repel the Orkish attacks supporting other Imperial forces as well as they could with the construction of fortifications wherever combat occurred.

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0389c0 No.50977

File: 4e0cbac33dc8b31⋯.jpg (213.37 KB,966x633,322:211,34834747431_7037033ef2_b.jpg)

File: 0c32475af61cf6a⋯.jpg (11.63 KB,236x189,236:189,8a45665ad5a2145898a7f8ce60….jpg)

Dice rollRolled 29, 59, 41 = 129 (3d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

415000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

997 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+50,000 Pilgrims

+10,000 civilian Construction pattern servitors

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=WnuTjZgn4t8

1. "It is written, 'Ye though I walk through the valley of death I shall not fear. For I hath dug the valley'. Let us put these foul xenos to bed!

Let shells fly and cannon roar! For the King, For the Emperor!

>Begin bombard the incoming orks and those attacking CWs fortress with our earthshakers

2. "Remember lads! The Tank be a blind beast! If it bear down on thee, shelter low beneath thine fox hole and trench and allow it to pass over ye. Then lob thine blessed molotov and burn it's rear!"

>Employ infantry anti-tank tactics including molotovs

3. Ye Anti-Tank rifles, pierce their armor not but aim for the weak points. The treads, the joints, the observation slits. Impale them to the ground that our big guns might shatter them

>Use Anti-Tank rifles to disable enemy vehicles so that our artillery can take them out

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a70b08 No.50978

>>50959

Dreadnought roll failed. The Space Marine dies in agony.

>>50960

Your Dragoons and Balistariuses, with some aid from the Ash Dragons are able to intercept the Fast moving regiment heading Eastwards. Combining Astartes Air Support and the high speed of Dragoons and Ballistariuses they are able to intercept the fast moving orkish forces and slaughter them. While success is prevalent among your speedy detachment, your Icarus Arrays are having worse luck in shooting down Dakkajets, this time they have shot down none at all. As for the errors? You simply cannot fix them in this space of time.

Casualties:

20 Ironstrider Ballistariuses

7 Sydonian Dragoons

Inflicted 150,000 Ork Casualties

>>50961

Once more you order your troops to hold the line, your orders are unquestionable to the PDF, and so they shall do it to the bitter end! The continuous noise of Thudd Guns, heavy mortars, and Primitive Koronam Artillery permeates the air as your troops continue to hold this fort as they are instructed. Ratling snipers eliminate enemy Nobz, but the Ork tide is unstoppable. By this point in the battle they have indeed managed to reach the walls of your fortifications, having forced everyone in front of the fort backwards. You are sustaining casualties which are ultimately replaceable, although grievous nonetheless.

Casualties:

150,000 Decently Equipped PDF

500 heavily equipped PDF

40,000 Penal PDF

200 Ogryns

3 Commissars

20 Lascannon heavy Weapon Squads

Inflicted 150,000 Ork Casualties.

>>50962

You order your troops to remain a thorn in the side of the Orkz and start to fortify. While that does mean the losses you take are light, you are unable to provide significant support for the PDF and other assorted forces, and you merely remain just a thorn that can be ignored, nothing more, nothing less. As for your Thunderhawks, their air support is invaluable in taking down the orkish force heading for Vertun.

Casualties:

20 Space Marines wounded

1 Space Marine dead

Inflicted 70,000 Ork Casualties.

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a70b08 No.50979

>>50963

Your troops begin to entrench around Khe-Sanh, not really fighting the enemy or anything but sustaining heavy damage. While many of your troops die, they form some excellent fortifications, meant to reduce casualties, even though the casualties were taken already. You also repair your knights, The Knight Valiant is fully repaired while the Warden and Gallant are now at slight damage. Eventually you start to fight back against the Orkz, and while you inflict some casualties, you do lose many men in the construction of fortifications.

Casualties:

80,000 Skitarii (Was 100,000 but 20,000 were saved by the Order of Cleansing dawn)

20,000 PDF

4,000 Secutarii

Inflicted 60,000 Ork Casualties.

>>50964

Your troops continue to strike against the foul Orkz, laying waste to their frontlines with your superior firepower. While the Orkz strike back with a vengeance and inflict some casualties upon you, you find that overall this front just does not seem to be going well at all, especially with House Varuke entrenching in a high-combat zone. The Medicae try to save as many lives as they can, and really find their home helping the injured and dying of House Varuke. The Famulous also continue to steer the Medical System as best they can, trying to reduce casualty rates and ensuring that disease does not spread among the other units. Lastly, the Sisters Pronatus discover the Morningstar of the Saint Relotha! It's name is "The Emperor's Judgement", and when wielded by a true believer of the faith (so basically any sister of battle) it lights up and is generally an extremely effective melee weapon overall. It gives a +12 to Combat in duels, but gives no bonus to general combat. It can also create a shockwave wherever it hits

Casualties:

150 Wounded Sisters of battle

20 Sisters of battle dead

1 Repressor damaged

1 Rhino damaged

5 Heavy Bolter sisters dead

Inflicted 60,000 Ork Casualties.

>>50966

Your armor is deployed accordingly, and while the Imperial Guard and Hellhounds are doing their best to deal with the Hordes of Orkz, namely by shooting massive jets of flame and killing any orkz that get a little too close to the Hellhounds. Whereas in the center you deploy your heaviest tanks, your Leman Russes and the Baneblade. That is where the real action happens, and the clash of Ork armor against Imperial armor is truly a wonderful sight to see, and with the power of the baneblade and its numerous cannons, it utilizes every last one of them to destroy Orkish armor. Concentrated firepower and Imperial Steel win the day with your Tanks.

Casualties:

20,000 Imperial Guard Infantrymen

8 Hellhounds

100 Bonebreakas

5 Leman Russ Demolishers destroyed

5 Leman Russ Demolishers Damaged

50 Leman Russ Tanks destroyed

25 Leman Russ tanks damaged.

1 Leman Russ Punisher Damaged

1 Chimera Destroyed

95,000 Ork Casualties inflicted

150 Bonebreakas destroyed

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a70b08 No.50980

>>50968

You root out any and all Ork Infiltrators, all of them are destroyed. However, something far worse has been lurking in the insidious shadows of the Hive… Genestealers. Your Arbites caught the cult early, they were easily spotted due to their massive mutations. While many Arbites die in the attempt to put down the Genestealer cult, eventually the Genestealer is slain, and the rest of the cult is put to death, with summary execution as the punishment. Truly, you are one of the great saviors of Khe-Sanh! One thing is clear however, It appears that the Genestealer cult was trying to infiltrate Khe-Sanh! Genestealers??!?!? ON OUR PLANET?! This can only mean one thing…

Casualties:

3,000 Hive Arbites

1 Genestealer

1 Genestealer Cult

>>50970

Your space marines now formally enter the fray, where they join the Ash Dragons in striking at the Orkish Flank. Compared to the Ash Dragons, you are far more aggressive, continuously doing assaults into the Orkish front, using the Ash Dragon fortifications as a base from which your troops operate out of. Your attacks are valuable in taking the pressure off of the 1st Koronam Super heavy tank regiment, ensuring that they are not overrun too easily. The Orkz are eventually forced to react to you but that is exactly what you wanted. The Fortress Monastery is well defended by the Scouts and Serfs, but an attack never comes, so they just lounge around and train in the meantime. It appears the Orkz are not interested in your Fortress Monastery.

Casualties:

4 Dead Space Marines

80 Wounded Space Marines

Inflicted 120,000 Ork Casualties.

>>50971

While the Space Marines struck from the east, the Koronam Superheavy tank regiment struck from the North, and the PDF were holding in the south, your forces decided to strike in the east. With your Combat Servitors, Kataphrons, Kastellans, Warglaives, and many other support weapons you strike directly at the enemy flank, causing some serious damage to the Orkish Flank, and once more taking pressure off of the rampaging Orkz. Your heavy firepower is ultimately invaluable in taking down some of the heavier Ork equipment rather than the Ork Infantry. In Ortal your forces smack into the flank of the Orkish force as well, and much as it was in the western front, the eastern front. You also produce another 100 Chimeras as your production crews work at maximum capacity.

Casualties:

(Western Front)

17,000 Combat Servitors

8 Kataphrons

1 Kastellan

2 Kastellans with Incendine Combustors Damaged

1 Armiger Warglaive Heavily damaged

2 Armiger Warglaives Slightly Damaged

Inflicted 10,000 Ork Casualties, Destroyed 10 Deff Dredz, 4 Killa Kanz.

(Eastern front):

10,000 Combat Servitors

5 Kataphrons

1 Rapier Armored Carrier

1 Karacnos Heavy tank damaged

Inflicted 5,000 Ork Casualties, Destroyed 50 BowelBurnaz.

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a70b08 No.50981

>>50972

As it was in the previous Orkish attack, your troops make good use of the catacombs, springing from them at the last possible moment, spilling out into the open area and then retreating, bidding the Orkz to come after them. In the dark catacombs underground, melee combat rules, and those that know it well, those being your Marines, are able to slice through the enemy in a deadly fight. Forming shield walls within those dark catacombs, you are able to cut down wave after wave of Orkz as they pour into those catacombs. Victories such as this only improve your prestige among the Orkz further, and many Orkz start to actively seek out your troops in an attempt to slay them in one-on-one combat. A foolish task, considering your warriors are the best in one on one combat. This day, many orkz died within those catacombs.

Casualties:

7 Marines

40 Marines wounded

Inflicted 350,000 Ork Casualties

>>50973

You continue to fortify Khe-Sanh into a bastion, reinforcing the walls further and further, as well as finishing the gate renovations. Heavy artillery batteries were also installed. Fortifications are almost complete. (Counts as 2 successes, so 3 total. 1 more required.) Your Techpriests also fully repair the freeblade, allowing it to re-enter combat and continue to sow chaos and destroy the enemies of the Imperium. You continue to use the same tactics with your Kroot and Eldar. Your Eldar form what is essentially a sparse frontline, taking special care to stay far far away from the Sanctioners of Cataclysm to prevent "Accidental Friendly Fire" and the Kroot harass the flanks of the enemy advancing upon Khe-Sanh, jumping out of bushes and calling artillery strikes. The Knight re-enters combat, and is once again damaged, and its performance is a little sub-par compared to what it was before, largely due to the PDF taking casualties and being continuously forced back.

Casualties:

(Eastern Front)

3,000 Carnivore Kindred

5,000 Stalker Kindred

2,000 Tracker Kindred

3,000 Hunter Kindred

1,000 headhunter Kindred

400 Eldar Mercenaries

Inflicted 135,000 Ork Casualties

(Western Front)

1 Freeblade Knight Crusader, Medium damage (Once again)

2 Techpriests randomly killed.

>>50974

The fire rises! On both sides! Many orkz that are set alight run themselves straight into your ranks, causing your troops, in turn carrying explosive canisters of flames on their back to explode! This sets off chain reactions across your frontline. Both sides take heavy casualties in the fighting, but in the end you are holding just as everyone else, if being forced back slowly but surely.

Casualties:

75,000 Guardsmen Equipped with flamers

10,000 Guardsmen equipped with heavy flamers

50,000 Guardsmen with Normal Flamers

10 Hellhound Flamer tanks

Inflicted 90,000 Ork Casualties

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a70b08 No.50982

>>50975

Your Knights are pulled back and fully repaired by the Techpriests and Sancristans. In addition, you also repair all the Knights after the battle, ensuring that they are good to go this turn. Your secutarii are deployed to eradicate any threats to the Knights, and they primarily focus on the Warbuggies and the BowelBurnaz, destroying many of them with their Transuranic Arquebuses and Omnispexes. Your undamaged Knights advance into the Orkish Lines, cutting down many, but indeed eventually they are forced back as the Green Tide slowly starts to overwhelm them. Sancristans and Techpriests fully repair them (as mentioned earlier) so that they may be deployed again. The rest of the Secutarii lay down a motley assortment of Barbed wire, Tank Traps and trenches, as they do not have many hands to help them in combat.

Casualties:

60,000 Skitarii (Was 80,000 but 20,000 Saved by the Order of Cleansing Dawn)

3,000 Secutarii (Was 4,000 but 1,000 Saved)

Inflicted 80,000 Ork Casualties, destroyed 20 Warbuggies and 10 Bowelburnaz.

>>50976

Sick Yellow continues to be fortified, and it is by now at 75% completion to reach bastion level fortifications. The construction of Fortifications by Section Red river slows. With few people supporting their efforts, it eventually grinds to a halt. Black River continues to hold the line, especially by supporting the other PDF regiment right on the frontline. While such a task is dangerous and kills many men, you slowly start to grind down the enemy and bring them to a halt at the Fortifications that the other PDF group had constructed.

Casualties:

100,000 PDF soldiers

5,000 Agari PDF soldiers

7,000 Combat Engineers

Inflicted 80,000 ork casualties.

>>50977

Your earthshakers open fire, and start to fire upon the enemy forces! While initial Earthshaker fire is largely inaccurate and ineffective as the earthshakers are still zeroing in on the enemy, many Orkz are still slaughtered. Afterwards, your troops break out the anti-tank weapons, in specific the Rocket Launchers and the Molotovs, and these are particularly useful against the Ramshackle tanks of the Orkz! You aid the PDF forces on the frontline greatly by focusing on armored stuff. Your Anti-Tank Rifles also work well against these tanks, and as stated before this all helps grind the Orkish advance to a halt upon the walls of the Fort that the PDF had constructed.

Casualties:

70,000 Guardsmen from Gualle

Inflicted 20,000 Ork Casualties, Destroyed 50 Bonebreakaz.

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a70b08 No.50983

Northwestern Ork Force:

7,810,000 ORK BOYZ

80 Deff Dredz

38 Killa Kanz

10 Battlewagons

400 Bonebreakas

40 SpleenRippas

200 Dakkajetz

Force Just West of Khe-Sanh

1,080,000 Ork Boyz

380,000 Ork Boarboyz

190 Bowelburnas

80 Warbuggies

1,000 Ork Warbikers

So far it appears that the western assault by the Orkz has been ground to a halt! As for the west, it is within Visual range of the hive city of Khe-Sanh! The Orkz are being slowed yes, however they are getting dangerously close despite the best efforts of all the defenders. However, the Orkish Morale is slowly wavering.

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a70b08 No.50984

File: 1dc6e7f0942955f⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Fugg forgot map

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a70b08 No.50985

>>50981

Knight inflicted 30,000 Ork Casualties

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e6bc87 No.50986

Dice rollRolled 49, 32, 91, 95 = 267 (4d100)

>>50979

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden, Slight Damage

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant, Slight Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons,4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

(43,500)

37,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

164,500 Skitarii; Half Van and half Ranger

(40,000)

20,000 PDF

100 Sancristans

4400 Tech-priests [4000 Novice]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

Lore:

Here stands the Iron Brotherhood of House Varuke under their House Princep Daveet dan Varuke. He serves the Marshal of the Legio as part of his House's oath to the Mechanicus. They serve as a Reserve Force currently stationed in the defense of Koronam. Legio Vere Ferreus is famous for its pursuit of relics and heretical machines using its overwhelming power and knowledge of technology to employ weapons that extinguish the enemy's will to resist.

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Lvl 3 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches

10,000 Credits

Gate of the East Garrison

20,000 PDF

4000 Tech Priests

1 Search the Eastern Mountains for Relics or fragments of STC that could bolster our industry and allow us to produce exceptional gear, weapons, or vehicles without the long and arduous bureaucracy it would normally take (+5).

2 Continue Fortifying The Gate of the East (lvl 3)

3 Repair Knights (+3). We will likely sustain damage in breaking these orks and it will be our sacred duty to keep the Omnissiah's war engines functioning. Bring forth incense to please the spirit and oils to clean away the filth of the Ork dead.

4 Battle Eastern Orks (+3) It was costly to entrench mid battle as expected, however, it is done and will remain for use in future. Break any major offensive with our Knights and coordinate with the Order of the Cleansing Dawn, House Dissidia, and the Sanctioners.

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eb7116 No.50987

Dice rollRolled 36 (1d100)

>>50981

>Organization Name: 277th armored cavalry "hellguard"

>Category Imperial Guard

>Sub-Category: flamer oriented

TROOPS:

279 Hellhound Flamer Tanks

115 Chimera Transports

275,000 Guardsmen equipped with Flamers

70,000 Guardsmen Equipped with Heavy Flamers

150,000 Guardsmen carrying Normal Flamers

BONUSES: +10 to all enemies weak to fire, -10 to all enemies resistant to fire

second battle Inflicted 240,000 Ork Casualties

1. We are the hellguard we will not be pushed back every ally and enemy fallen to the flames of war only increases our morale and holy fury. We will unleash the flames of the emperor himself upon these wretched xenos. We will never ever accept a stagnant battle line rush forth and bring a hellish battle to the orcs that even they will fear. Slaughter them to the last and burn the very ground they step upon. CHARGE!

+10

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bbb9e1 No.50988

Dice rollRolled 84, 64, 27 = 175 (3d100)

>>50980

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

10800 credits remaining

TROOPS:

72,000 Combat Servitors (100,000 total)

94 Kataphrons (110 total)

4 Kastellans (1 Destroyed)

18 Kastelllans with Incendine Combustors (2 Damaged)

1 Armiger Warglaive (Lesser) (1 Heavily Damaged, 2 Slightly Damaged)

50 Support Personnel

47 Rapier Armoured Carriers

1 Karacnos Heavy Tank (1 Damaged)

First Order of Business the Chimeras produced will be split evenly between the forces of the Adeptus Arbites and the Heavy Infantry of Gaulle (Tsar and That Guy aka Baz get 50 Chimeras each)

1. Our Remaining forces will continue to aid in the destruction of the Orkish Hordes north of Ortal (just include everything from above that's undamaged)

2. With the battle starting to die down we will pull back our damaged forces and attempt to commit to repairs so they can be fielded again in battle

1 Kastellan

2 Incendine Kastellans

1 Heavily Damaged Armiger

2 Slightly Damaged Armigers

1 Karacnos Heavy Tank

3. With the rousing success of Producing Chimeras we will move to a more powerful vehicle and begin construction of the Hellhound Chimera variants for the sake of maximum destruction of poorly armoured enemy forces.

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3fa08a No.50989

Dice rollRolled 45, 44, 39, 29, 33, 34, 11, 89 = 324 (8d100)

>>50979

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

1210/1300 Sisters of Battle

500 Sisters Pronatus

500 Sisters Famulous

1 Living Saint Georgina (oldfag said she's staying until the end of next wave.)

39 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

12 Repressors

95-100 Heavy Bolters (depending on if Oldfag lets me keep the ones off the sisters that died)

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas.

35,000 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Task Force Salvation

80 Heavy Bolter equipped Sisters

5 Wounded heavy bolter sisters 1 turns

85 Heavy Flamer equipped Sisters.

5 wounded heavy flamer sisters 1 turns

530 Regular Sisters of Battle

150 Wounded Sisters of battle 2 turns

200 wounded sisters 1 turns

39 Rhinos

1 damaged rhino

11 Repressors

1 Damaged repressor

2500 Medical Personnel

Living Saint Georgina

Garrison

10 Sisters equipped with heavy bolters

10 Heavy Flamer sisters

135 normal Sisters of Battle

500 Pronatus

500 Medical personelle

500 Famulous

1-2.Whiel the battle is going poorly, we cannot let that damper our faith in battle. Continue to hold the gates from all comers, and show them the Emperor's fury. No ork crosses the gate's threshold, and Saint Georgina herself will make sure of that!

+10 from general combat.

3-4 The medical personelle continue to try and a save as man y lives as they can, and if possible, t help the healing process of the wounded so they may get onto the field again faster. There are far far too many wounded here, and that means thee defense will fail unless they get back up and do their duty to the emperor.

5-6.The famulous and medicae back int he coonvent continue to try and direct and bolster the medical apparatus of the planet to be as much aid to the imperium forces as they can. They also issue a general warning about the genestealers to all army units, and ask that any underground routes be chosen with care.

7-8.The sisters pronatus continue to explore the tunnels under the convent and olagas, sealing broken down tunnels and possible problem areas. They also are looking for signs of gene stealer cult activity, and if there are any more relics or repositories of ancient weapons or relics about. They take the ten flamer armed sisters into the tunnels with them, as in the tunnels if they do come across any foul xeno, they will be burnt to ash and cinder.

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1c3af9 No.50991

Dice rollRolled 31, 19, 61, 25 = 136 (4d100)

>>50983

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

29,500 Credits

Some Influence in Olagas

Some Influence in Ortal

total control of Hive Khe-Sanh and its Industries

1 Freeblade Questoris Knight Crusader, Medium Damage (Once again)

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

498 Tech Priests

3,300 Eldar Mercenaries

50,000 Carnivore Kindred

20,000 Stalker Kindred

11,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

30,000 Hunter Kindred

8,000 Headhunter Kindred

1. Continue efforts to fortify Khe-sanh into a bastion (3 succ)."The report from the arbites is most troubling. A genestealer cult has been eliminated and while this is excellent news this brings in a new vector that we have not heavily considered before. In order to finish this wave of fortification we must also begin to harden our infrastructure. Specifically our ventilation, water, and food. It would be devastating if tyranids were able to influence any of these things."

total control of Hive Khe-Sanh and its Industries

2. Repair the knight using its tech priest entourage.

3. Khe-Sanh Defense.

+10 to Guerrilla Warfare when using Kroot Units, +5 to General Combat when using Eldar Units.

4. Knight performance.

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b26f30 No.50992

Dice rollRolled 88, 3, 32, 32 = 155 (4d100)

>>50982

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

160,000 (290,000) Skitarii

6,500 (10,000) Secutarii

100 Sancristans

400 Tech-priests

>Credits

20,000

>Bonuses

+6 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Deploy the Knights in full force against the attackers, a shield of pure adamantine faith, blazing fire burning away the Orks threatening the loyal citizens of the Emperor. Coordinate with the Knights of House Varuke to make sure the defense is unbroken.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

2: Have the Secutarii perform their jobs as titan-protectors, slaying any threats to the massive engines of war lumbering around the battlefield.

+6,500 Secutarii

3: Have the Skitarii enter defensive positions, supporting the push from the now fully deployed knights by retaking previously abandoned emplacements.

+160,000 Skitarii

4: Repair the Knights, as they will undoubtedly be damaged.

+100 Sancristans

+400 Tech-priests

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69e9a4 No.50993

Dice rollRolled 52, 13, 5 = 70 (3d100)

>>50983

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 2/10

Troops:

214 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

243 Scout Marines

10 Razorback Transports

4 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops: 70 space marines (1 turn), 20 space marines (2 turns) 1 Vindicator Tank

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Although our defensive posture has prevented casualties, it has also reduced the damage we're doing. We will take a middle ground, performing a slow and steady advance into the ork flank, tanks and infantry covering one another as we move. Captain Rahak remains on the front line, his skill with his relic-sword inspiring his brothers. (+18)

2: Although in no immediate danger, this orkish assault is considerably more powerful than previous ones. The defences of our fortress monastery are by no means sufficient. The chapter thralls and techmarines will labour to reactivate the mighty void shield generators built into the fortress walls.

3: Ork tanks are still a concern, as our infantry is still lacking the means to easily counter them. Multimeltas proved to be too challenging for our partially reactivated forges to produce as of yet. Perhaps standard meltaguns will be within our capacity. Have the forges work to make them, and we shall see.

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1bb8a6 No.50994

Dice rollRolled 89, 18, 1 = 108 (3d100)

>>50982

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 20,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black River:

310,00 PDF Soldiers (510k max)

30,000 Agri PDF Soldiers (40k max)

123,000 Combat Engineers (135k max)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

>Kill Count:

+ 505,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 353,500 PDF

+ 40,000 Combat Engineers

+ 13,000 Agri PDF Soldiers

1. Agri Defenders East were finishing up improvements of Fortress Sick Yellow, soon it would be a Bastion to withstand all sorts of enemy attacks.

2. Section Red River would continue their construction of Fortifications on the South side of Vertun. While fortifications in the city had already been constructed a protection ring that would prevent having to fight inside the city would certainly come in handy.

3. Task Force Black River had taken heavy losses, but remained operational, having paid back the Orkish invaders in kind. Certainly in the future some precautions would have to be taken that would reduce the loss of life, however for now in the heat of battle Mobwag would continue to support its brothers in arms in repelling the Xenos threat no matter the cost.

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bf8b27 No.50995

File: 88c706ea113f123⋯.jpg (358.07 KB,1920x2602,960:1301,bulkin-666-.jpg)

Dice rollRolled 57 (1d100)

>>50980

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 240,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. With the FUCKING GENESTEALERS dealt with, it's once again time for us to sally out and meet the Orks on the field.

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0e3f7c No.50998

File: 34bcf50a16bf0c1⋯.jpg (175.03 KB,900x1253,900:1253,YEET MARINES.jpg)

>>50983

Organization Name: Yeet Marines

Category: Adeptus Astartes

Sub-Category: Salamanders Descendents

Troops: All Yeet Marines are equipped with multiple types of grenade, mines and throwing knives.

Lore: Hailing from Litimus IV, a hive planet on the fringes of Imperial space, the Yeet Marines take their names from an ancient 21st century warcry. The Yeet Marines are descended from a Salamander captain who, finding himself without ammunition, took down a fearsome Ork warboss and his entire retinue solely through throwing knives, sharp rocks and pieces of shrapnel into their eyes and vitals, throwing an oncoming WAAAAAGH!!! into disarray and thus saving Litimus IV from certain doom. To respect their founder, the Yeet Marines spend years practicing their skills at thrown weaponry, building on existing natural aptitudes as they recruit solely from young men with keen hand-eye coordination, manual dexterity and spatial awareness: sports prodigies, athletes and redemption-seeking criminals. The skill of the Yeet Marines is such that they have been known to ricochet combat knives down yards-long corridors to land between the gaps of an opponent's armor; they have been known to hock plasma grenades into the barrels of Eldar tanks from 30 meters away; they have been known to collect shrapnel on magnetic disks attached to their belts and then use the shards of metal and ceramite as makeshift throwing knives, piercing throats, eyes and vital organs with ease. In addition to their eye-boggling store of grenades of all types they issue specialized throwing knives to their astartes: with monomolecular edges and perfect balance, they find their way into the skulls of their foes almost without fail. Anything and everything is a weapon in the hands of the Yeet Marines, who proudly scream the ancestral warcry of "YEET!" as often as they praise and invoke the God-Emperor's protection and wrath when they make a particularly difficult throw.

The Yeet Marines, having been made aware of the increasingly dire situation on Koronam, have elected to send a large contingent of forces to help bolster the planet against the impending tide of greenskins.

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5e7f99 No.51000

Dice rollRolled 35, 42 = 77 (2d100)

>>50978

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

500,000 Skitarii

37 Onager Dunecrawlers

255 Ironstrider Ballistariuses

88 Sydonian Dragoons

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Keep shooting any and all dakkajetz that stray too close. +12.

2. As well use the long range of the Neutron Lasers to take pot shots at the ork armor. +12

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0389c0 No.51002

File: 1cf31b537bbcf8e⋯.png (477.69 KB,946x481,946:481,Hammerfall_High_Shield_Gun….png)

File: 007aaff3d90d0fe⋯.png (489.7 KB,900x900,1:1,2534cf9a9402e0094ac2f12bd8….png)

File: c04c0323aee56c9⋯.jpg (41.54 KB,504x336,3:2,WWII-Soviet-203-mm-howitze….jpg)

Dice rollRolled 74, 40, 80, 76 = 270 (4d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

43,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

997 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+50,000 Pilgrims

+10,000 civilian Construction pattern servitors

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=BG4MF11jnmA

1. "Lift high your shields and keep low thine heads lads! YOU ARE MEN AT ARMS!"

>The Men at Arms are trained and disciplined men of upper standing, though not of noble birth. They form the majority of the Heavy Infantry, carrying medium carapace armor, a gun shield and lasgun.

2. "Nobleborn of Gaulle! You are the bloodline of the King! Your birthright is your responsibility, your heritage is your duty to the realm. As the Emperor watches our King, the King watches us. Show no fear and give no quarter!"

>The 1st Shock Infantry Brigade of the 1st Gaulle Heavy Infantry regiment comprise the best of the best in the force. Nobles of the highest standing, they are geared with the regiments best weaponry, Hydraulic Void Armor capable of fighting on airless asteroids or in the depths of space in ship boarding actions. It is based off the similar power armor variant developed for the Sororitas orders and indeed this is intentional, as each has been blessed by the Ecclesiarchy itself.

>And every one of them is embezzled in the color and sigil of a different noble house. They are the Knights and Lords of Gaulle. Where the battle is dearest or most bleak, they move forward with the heaviest shields and smash the enemy back!

use the chimeras granted by Battle Maniple Epsilon to aid in moving these heavy troops around as needed

3. "Bait them into the grounds of killing! Set thine sights to direct and aim within 200 yards! FIRE!"

>Use infantry and light guns to lure the Ork vehicles in close range, then pound them with the hidden earthshakers at almost point blank, ensuring a kill each and every time.

4. "Even the shovel be a weapon! Thou men of the spade, dig ye dogs!"

>Labourers and other Civilian workers, though not directly in the fighting, can aid in the battle! As the Orks advance, keep digging additional fallback positions, laying mines, preparing traps, and making repairs to existing fortifications. Grind down the orks! Bog them down!

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5eb956 No.51022

Dice rollRolled 28 (1d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1/1 Baneblade

300/390 Leman Russ Tanks. 25 damaged

42/50 Leman Russ Demolisher, 5 damaged

9/10 Hydra Flak Tanks

5/5 Leman Russ Punishers, 1 damaged

80,000/100,000 Imperial Guard Infantrymen

41/55 Hellhound Flametanks

23/25 Chimeras

500/500 Ministorum Priests

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+13 when fighting on open ground, -10 when fighting in very rough terrain.

1. Guardsmen and Hellhound Brigade, stand firm! Continue beating back this green plague and keeping them away from our tanks as their mighty cannons rain the Emperor's flaming justice upon every last ork on this planet! Fortress of Retribution and Tank Brigade, keep those cannons firing! Destroy their vehicles and heavy targets while the guardsmen and hellhounds clean up the rabble!

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1b903e No.51025

Dice rollRolled 96 + 30 (1d100)

>>50981

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

344 Space Marines

5 Thunderfire Cannons

(190 wounded, 1 turns)

(40 wounded 2 turns)

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(50 Marines)22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan

Slayer Formation Amenophis

Purifier Formation Qual

Line Formation Tawnais

Proclaimer Tawnais

Line Formation Iwier

(50 Marines)12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

(50 Marines)32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

(50 Marines)15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

(50 Marines)26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

(50 Marines)11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent, Proven)

Line Formation Yinais

Breacher Formation Trulian

Purifier Formation Wunluiso

Purifier Formation Zerias

Purifier Formation Periar

(29 Marines, 20 wounded 2 turns, 1 dead)30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

Breacher Formation Jintak

Breacher Formation Erius

Line Formation Juin

Decimator Formation Turas

Decimator Formation Raitul

(50 Marines)9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

Slayer Formation Jurias

Decimator Formation Vunai

Line Formation Ilton

Line Formation Vae-rin

Purifier Formation Lisontus

(50 marines)23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

Breacher Formation Richila

Line Formation Theudius

Slayer Formation Euric

Slayer formation Egica

Slayer formation Kiltan

Breacher Formation Rustanius

(50 marines)17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Breacher Formation Grantus

Breacher Formation Skrömikos

Slayer Formation Varian

Line Formation Guntalis

Decimator Formation Ilianik

(10 Marines, 37 wounded 2 turns, 3 dead)3rd Battle-line, Eximious Janissius, "Tyrant Jannisius"(Noble, Drills brothers constantly, Direct)

Aegis Formation Dawnius

Slayer Formation Carassen

Glorifier Formation Tel

Decimator Formation Unuli

Line Formation Javulio

(17 Marines, 33 wounded 2 turns)29th Battle-line, Eximious Ipio, "The Great"(Ancient Veteran, Fully honored, Melancholy, Tired)

Breacher Formation Wrisal

Purifier Formation Esinier

Line Formation Kolatin

Line Formation Gunio

Judgement Formation Vaz

1. Still the Assembled Battle-lines hold Khe-san, the fierce sounds of battle echoing out from the catacombs as the bodies pile up. Soon the brothers are forced to burn piles upon piles of Orks, or else utilize new tunnels, as the body count grows so high that they are forced to switch their plans of attack and engagement, eventually facing the Orks to the bitter end in isolated pockets.

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3f149a No.51028

Dice rollRolled 29, 77 = 106 (2d100)

>Organization Name: The Pride of Praetoria

>Category: Imperial Navy

>Sub-Category: Dominator Cruiser

>Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

>Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

>the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

>TROOPS:

>100,000 Military Capable Personnel

>700,000 Non-Military Capable Support Personnel

>Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

>Heavily Damaged but repairable Nova Cannon

#1 bombard the orks attacking Khe Sahn with our Heavy Flak guns. we have laid dormant long enough, now is our chance to surprise and smash them in the rear

#2 send requisition to Segmentum Command, Imperial Navy. requisition some corvette turret batteries to replace most of our macro cannons. we'll need the cargo barges to transport them, and the macro cannons and their batteries can be stored elsewhere. this should be prepared to occur once this battle is over.

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74348e No.51029

Dice rollRolled 96 (1d100)

>>50980

Dreadnaught Internment roll

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74348e No.51030

File: 2b1766d5bdcdafa⋯.jpg (104.03 KB,800x500,8:5,800px-Daawww_IG.jpg)

Dice rollRolled 53, 72, 95 = 220 (3d100)

>>50980

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>TROOPS:

309 Standard Space Marines (4 Companies)

90 Wounded Space Marines

86 Scout Space Marines (1 company)

27 Death Company Space Marines (1 Company)

60 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

4 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 30% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1. Brother Emmanuel Rises, his procedure complete. Only mere days ago he was dismembered by a Ork Nob, over 10 feet tall and decked out in 3 feet of crude armor. Luckily the Sanguinary Priest found the dying brother, and it was decided that his 700 years of combat experience could not be allowed to die with him, not while he could still serve the Emperor. Thus he was interned in one of the empty Dreadnoughts, so that he may slay the enemies of the God Emperor once more. At the head of a new advance, Brother Emmanuel and the Captains of the 1st and 4th Companies strike deep at the Ork lines, sowing carnage and death in the filthy Xenos lines.

2. While the monastery laid unmolested, the scouts and serfs devoted a large chunk of their idle number to restoring the Apothecarion.

3. The other serfs would work at restoring the forge as well.

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a5058e No.51049

Dice rollRolled 86, 40 = 126 (2d100)

>>50978

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 16,000

TROOPS:

825,000/1,075,000 Decently Equipped Agari Planetary Defense Forces

24,500 Heavily Equipped Agari Reavers (Melta/Carapace)

40,000/100,000 Penal Planetary Defense Forces

19,100 Ogryns

1,997 Commissars

499 Ratling Snipers

35/40 Armageddon Pattern Sentinels

4,970 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

21,988 Centaurs

280 Valkyries

100 Earthshaker Cannons

1 ??????????

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. Continue to hold the fort, we are dug in deep and will throw back any attempt by these Ork bastards to break through. The Ratlings will continue to focus on destroying whatever remaining leadership remains

2. Focus our artillery on pounding away at their lines forcing them to charge through hell itself if they want to assault our walls.

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a70b08 No.51054

>>50986

You find a medium-size manufactorum built into the mountains, possibly to supply the forces in the event of the Hive Cities falling. Luckily for you, this Manufactorum has a tunnel connected to The Gate of the East (This tunnel will just be cleared out passively, no action or roll require on your part) meaning it can be used to directly supply your forces with equipment that they may require. The Gate of the East continues to be fortified, however the progress starts to slow down and very little is accomplished in the end. Your fortification efforts in the end do manage to pay off. Your defensive efforts manage to break the Orkish assault, with your skitarii and secutarii heavily entrenching themselves into the constructed Fortifications. The Imperial Knights also enter combat and provide the heavy fire support to fend off the Orkz. Having dealt massive damage to the Orkz with your aid, the Orkz eventually break and flee. After the Combat is done, your Imperial Knights are swiftly repaired by the Sancristans and Techpriests.

Casualties:

(All Imperial Knights repaired)

60,000 Skitarii (15,000 Saved by the Order of Cleansing Dawn)

2,500 Secutarii (1,000 Saved by the Order of Cleansing Dawn)

Inflicted 100,000 Ork Casualties, destroyed 50 BowelBurnaz, 300 Ork Warbikers, 20 Warbuggies

>>50987

While everyone is holding back, you decide to charge, deep into the fray! Flamers in your hands, and hellhounds advancing with you, torrents of flame blaze forward, charring and burning Orkz to a crisp. With the heavy fire support of Imperial Knights and other Skitarii at your back you start to push back against the orkz, and with your help the Orkz eventually break and flee.

Casualties:

20 Hellhound Flamer Tanks

70,000 Guardsmen equipped with flamers (Originally 80,000 but 10,000 Saved by Order of Cleansing Dawn)

30,000 Guardsmen carrying Normal Flamers (Originally 40,000 but 10,000 saved by order of cleansing dawn)

50,000 Guardsmen carrying heavy flamers

Casualties inflicted: 95,000 Ork Casualties, killed 50,000 Ork Boarboyz

>>50988

The Chimeras are split accordingly, but now your remaining forces are deployed against the Orkz north of Ortal. The entirety of your offensive power is deployed against the enemy and you begin to strike at their flank, pressing heavy firepower against the Orkz. Supported by Kastellans, Armigers, Kataphrons and the sheer numbers of your Servitors you unleash waves upon waves of fire, cutting down the Orkz that go against you. Meanwhile back at the forward Base, your damaged forces are pulled back in order to be fully repaired, and in the end they are all fully repaired with the exception of your Heavily damaged Armiger, which is now only slightly damaged after repairs are conducted. Lastly, your manufactorums do not see the same success with Hellhound Chimeras as they had seen with standard Chimeras.

Casualties:

20,000 Combat Servitors

20 Kataphrons

1 Kastellan Damaged

5 Kastellans with Incendine Combustors Damaged

1 Rapier armored carrier

Inflicted 110,000 Ork Casualties, destroyed 5 Deff Dredz.

>>50989

Saint Georgina stands at the forefront of the Sisters of Battle, helping your sisters of battle present the Fury of the Emperor to the orkz. Your forces ensure that the Orkz do not enter Khe-Sanh, by mercilessly cutting down the numerous ork forces with the power of standard bolters, heavy bolters, and flamers. Your medical personnel work tirelessly, saving as many lives as they can. They are also joined by the Hospitals and Medical staff of Khe-Sanh, further improving their output in terms of the number of lives they can save. The Famulous afterwards ensure that everyone is properly informed of the Genestealer threat and continue to funnel the flow of medical supplies accordingly. The Sisters Pronatus find nothing in the tunnels, which is a good thing, because that means there are no Xenos in the underground Tunnels.

Casualties:

5 heavy bolter and heavy flamer sisters dead

5 heavy bolter and heavy flamer sisters wounded

10 Sisters of battle dead

190 Sisters of battle wounded

Inflicted 110,000 Ork Casualties.

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a70b08 No.51055

>>50991

As the Orkz draw closer to Khe-Sanh, all work on the fortifications grinds to a full halt as for the Common man, working this close to a combat heavy area is suicide, and many people choose to stay within their homes rather than risking death out there. The Knight is not repaired in time for its next assault, and while it performs admirably in combat, it has taken massive damage and really cannot be deployed any more, unless for a suicide mission which it will outright refuse to participate in as a Freeblade. Lastly, with the help of all the other imperial forces defending Khe-Sanh, your Kroot and Eldar are finally able to grind the Orkish rush to Khe-Sanh to a halt.

Casualties:

(Western front)

1 Knight Crusader, Massive damage

Inflicted 20,000 Ork Casualties.

(Eastern front)

5,000 Carnivore Kindred

2,000 Stalker Kindred

1,000 Tracker Kindred

3,000 Hunter Kindred

1,000 Headhunter Kindred

350 Eldar Mercenaries

Inflicted 85,000 Ork casualties

>>50992

Alongside the forces of House Varuke, your Imperial Knights are able to kill so many more enemy forces than it would previously be able to. Your forces take the center, as is befitting of the Imperial Knights. Each of the Imperial Knights lays down barrages of fire against the enemy forces, with the Castellan particularly distinguishing itself from the rest of the titans due to its ability to absolutely obliterate Ork forces from a long distance. Your Imperial Knights focus on the vehicles of the Orkz, which are simply decimated by the withering fire. Your Secutarii and Skitarii also work alongside the Imperial Knights, but the ground troops appear to be bearing the brunt of the casualties, especially the Secutarii which, due to a fatal Shield Generator Malfunction, killed an entire section of your Secutarii! Afterwards, your Knights are fully repaired once more.

Casualties:

50,000 Skitarii (Was 60,000 but 10,000 saved by Order of cleansing dawn)

2,500 Secutarii (Was 3,000 but 500 saved by Order of Cleansing Dawn)

Destroyed 150 Bowelburnaz, 60 Warbuggies, killed 700 Ork Warbikers.

>>50993

Your Space Marines now begin to move into the Ork flank, slowly but steadily, with every squad, every armored vehicle providing cover to everyone else while the Captain directs the forces, acting as a rallying point with his Great-Cleaver of Zacharius. With the Space Marines doing a slow but unstoppable advance into the Ork Flank, you seem to be greatly taking pressure off of the PDF forces fighting a brutal slogging match in the Fort. The Mighty Void Shield generators require more work to be reactivated, as many of them have been either damaged or been deactivated for a very long time. Standard Meltaguns can be produced, however the process to create more Melta Guns goes slowly.

Casualties:

4 Space Marines Dead

6 Scout Marines Dead

60 Space Marines wounded

5 Space Marines with Flamers and 5 Marines with heavy bolters wounded

1 Vindicator Tank damaged

Killed 60,000 Orkz, destroyed 50 Bonebreakas, destroyed 5 Deff Drez and 3 Killa Kanz

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a70b08 No.51056

>>50994

Fortress Sick Yellow at last finishes its upgrade to become a Bastion! The walls are reinforced with yet more Ferrocrete and Ceramite, and are now meters thick. On top of that key areas within the walls are further reinforced with Adamantium to provide even greater protection against outside threats. Sentinel Turrets are also built in, along with other heavy weapon emplacements meant to provide fire support against a tide of enemy soldiers. The work on the fortifications on the south side of Vertun grinds to a halt as your soldiers and suppliers primarily focus on supporting Agri Defenders east in their task of trying to create a Bastion fortification. Task Force Black River starts taking massive casualties on the frontline. It appears that indeed, precautions will have to be taken to reduce the loss of life, but as of right now the Orkz are hitting you with everything they have which is pressing your troops back. Some of the Orkz even manage to charge up to the gates of the Fort that the Agari PDF regiment had established!

Casualties:

90,000 PDF soldiers

20,000 Agari PDF soldiers

30,000 Combat engineers

Inflicted 70,000 Casualties upon the Orkz.

>>50995

After having cleared out the Genestealers within the Hive City of Khe-Sanh, you are finally able to enter the battle properly! Supported by the Imperial Knight forces your Arbites are deployed right in the center in order to intercept the Orkish Forces. Your troops set up positions in the rubble, the fortifications, and makeshift trenches and start to open fire, and when the day is over and the Orkish forces are routed, you find that your forces had performed very well in their first serious engagement with the Orkz.

Casualties:

40,000 Hive Arbites

Killed 60,000 Ork Boar Boyz, killed 20,000 Orkz.

>>50998

If you remove all mentions of Yeet I might actually allow this.

>>51000

Your Iccarrus arrays only take down a few Dakkajets chiefly because now the Ork Pilots are now intentionally avoiding the area where your Onager Dunecrawlers and Iccarrus Arrays are deployed, mainly to prevent being shot down by your attack forces. Seeing that your troops are not performing very well you redeploy them elsewhere on the front, primarily to support the existing troops on the frontline. Your forces are told to focus fire the Ork Armor, which with their Neutron Lasers and other heavy weapons they are able to take out the Orkish Armor.

Casualties:

70,000 Skitarii

1 Onager Dunecrawler

2 Onager Dunecrawlers damaged

25 Ironstrider Ballistariuses

5 Sydonian Dragoons

Destroyed 10 Dakkajetz, destroyed 50 Bonebreakas, 10 Deff Dredz, 5 Killa Kanz.

>>51002

Your main line of defense moves up to support the other PDF forces and Skitarii forces holding the main line, and in the end with the support of your heavy infantry you are able to Grind the Orkish advance to a halt just before the gates of the main fortress! Using bait tactics and heavy earthshaker cannon supporting fire you are able to fire upon the enemy and deal heavy casualties upon the Orkz while taking few yourself. In the back, your Labourers and civilians continue to create additional fallback positions and make the entire area in front of the Hive city one massive Killzone from where you can obliterate the Orkz.

Casualites:

70,000 Guardsmen

1 Earthshaker Cannon

Inflicted 100,000 Ork Casualties, destroyed 10 Bonebreakas.

>>51022

The Fortress of Retribution leads the Tank Brigade against the vehicles, trying to take out as many enemy tanks as possible. The Objective of taking out the enemy tanks is easily completed, but the Orkz are steadily overrunning your position, your Hellhounds and Guardsmen simply cannot keep up with the continuous waves of orkz coming! This takes out many tanks, but in the end you take out the enemy tanks as well.

Casualties:

35 Leman Russ Tanks

4 Leman Russ Demolisher

1 Hydra Flak Tank

20,000 Imperial Guardsmen

7 Hellhound Flametanks

Inflicted 10,000 Ork Casualties, destroyed 90 Bonebreakas.

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a70b08 No.51057

>>51025

Your forces are what eventually broke the Orkish offensive. Your forces had continuously attacked against the enemy, fighting in the catacombs, in the tunnels, in the trenches, and in the open field. The Orkz start to pile up on the front, your Space Marines continue to cleave through Ork after Ork, killing many. You start with the plan of forcing the orkz into Isolated Pockets, which works spectacularly, and only increases your kill count. What further helps is that many Orkz are actively seeking to fight you, and with simple bait tactics you are able to pull them into isolated pockets even more efficiently. Your strikes were the straw that broke the camel's back and broke the Orkish forces.

Casualties:

7 Space marines dead

230 Space marines wounded

Inflicted 300,000 Ork Casualties, killed 70,000 Ork Boarboyz.

>>51028

The Orkz were out of range of your heavy flak guns, and as a result you had no impact on the end of the battle. On the bright side, Segmentum command replies that they will send you some corvette turret batteries. The Macro cannons and batteries will be stored elsewhere. These Corvette turret batteries will arrive after this battle is over.

>>51029

A dying space marine is successfully interned in a Dreadnought Chassis.

>>51030

Brother Emmanuel was meant to die, but with the power of Imperial Technology and the Grace of the Master of Mankind, the God Emperor, he is able to continue to serve in battle. At the forefront of the offensive, inspiring your fellow Space Marines to strike forward, you force yourself ahead of the Ash Dragons. Your Space Marines open fire with their bolters, and the Death Company throws itself into the thick of the fighting. Brother Emmanuel fights in the thick of it, side by side with your Captain, and he even manages to go toe to toe with an Ork Deff Dred, and gives it a sound bashing! Meanwhile back in the Monastery, the scouts and serfs get to work restoring the Apothecarion, and manage to restore 60% of its function, giving you enough facilities to properly heal and manage your wounded Space marines. On top of that, the other serfs also manage to succeed in restoring the force to 70% functionality, giving you a way of forging new weapons and improving your existing gear!

Casualties:

3 Space Marines dead

90 Space Marines wounded

Inflicted 120,000 Ork Casualties, destroyed 1 deff dred.

>>51049

While your PDF allies were buckling, you dug in deeper and deeper both inside and outside of the fort. The Orkz had managed to make it up to the gates of the Fort, and then you declared that they would advance no further. With your existing PDF starting to unleash barrages of Lasgun fire from atop the walls and battlements of the Fort, you start to push the orkz back slowly and steadily. Meanwhile, behind the lines your Thudd Guns, Heavy Mortars, and Primitive Artillery start firing as well, laying a beating upon the orkz, and blasting apart areas where Ork Concentrations are too great. In the back, your Ratlings continue to score kills against Ork Nobz, and seem to be performing pretty well!

Casualites:

75,000 Decently Equipped Agari PDF

250 Heavily equipped Agari Reavers

10,000 Penal PDF

100 Ogryns

1 Ratling sniper

1 Armageddon pattern sentinel

40 Lascannon Heavy Weapons Squads.

Inflicted 120,000 Ork Casualties, destroyed 5 Deff Dredz, destroyed 20 Bonebreakas.

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a70b08 No.51058

File: e0af7a50ba0e779⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Can't do casualty counts right now, will post them tommorrow.

In the meantime, do turns.

The eastern army has been obliterated, it broke and routed.

If anyone would be so gracious as to do the casualties for me I would greatly appreciate it.

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3fa08a No.51059

>>51058

Northwestern Ork Force:

7,220,000 ORK BOYZ

54 Deff Dredz

30 Killa Kanz

10 Battlewagons

180 Bonebreakas

40 SpleenRippas

190 Dakkajetz

Force Just West of Khe-Sanh

370,000 Ork Boyz

200,000 Ork Boarboyz

-10 Bowelburnaz

My math on enemy casualties.

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74348e No.51060

Dice rollRolled 88 (1d100)

>>51057

Dreadnought Roll

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1c3af9 No.51061

Dice rollRolled 48, 37, 50 = 135 (3d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

29,500 Credits

Some Influence in Olagas

Some Influence in Ortal

total control of Hive Khe-Sanh and its Industries

1 Freeblade Questoris Knight Crusader, Massive Damage

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

498 Tech Priests

2,950 Eldar Mercenaries

45,000 Carnivore Kindred

18,000 Stalker Kindred

10,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

27,000 Hunter Kindred

7,000 Headhunter Kindred

1. Continue efforts to fortify Khe-sanh into a bastion (3 succ)."The report from the arbites is most troubling. A genestealer cult has been eliminated and while this is excellent news this brings in a new vector that we have not heavily considered before. In order to finish this wave of fortification we must also begin to harden our infrastructure. Specifically our ventilation, water, and food. It would be devastating if tyranids were able to influence any of these things."

total control of Hive Khe-Sanh and its Industries

2. Repair the knight using its tech priest entourage.

3. Finish off the ork army west of Khe-Sanh while they rout.

+10 to Guerrilla Warfare when using Kroot Units, +5 to General Combat when using Eldar Units.

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5e7f99 No.51062

Dice rollRolled 4, 88 = 92 (2d100)

>>51056

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

430,000 Skitarii

36 Onager Dunecrawlers (2 damaged)

230 Ironstrider Ballistariuses

83 Sydonian Dragoons

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Continue pouring fire onto the ork armor. +12

2. If the enemy air will not come to us then the Icarus arrays can be just as useful pouring blessed bullets and missiles into the enemy infantry, so wonderfully massed into unorganized blobs of green so we barely even need to aim. +12

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e6bc87 No.51063

Dice rollRolled 77, 2, 40, 45 = 164 (4d100)

>>51054

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons,4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

(43,500)

35,000 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

104,500 Skitarii; Half Van and half Ranger

(40,000)

20,000 PDF

100 Sancristans

4400 Tech-priests [4000 Novice]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels

Lvl 3 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches,

10,000 Credits

Gate of the East Garrison

20,000 PDF

4000 Tech Priests

4000 Secutarii

28,000 Skitarii

Additional garrison forces have been added to The Gate of the East to bolster it, while the bulk of our forces heads westward.

1 Fortify the tunnels leading to The Gate of the East. Generstealer Cults and Orks and other dark enemies of man besides must not be allowed to tarnish the Omnissiah's wonders of this world.

2 Search our imperial knight warehouse for relics. +5

3 Begin mapping out the tunnels of C.O.R.E. specifically any leading to our base, to Khe-Sanh, Olagas, and to our sister forts

4 With the Orkz routed, send our field force to Ortal via the planet's logistic systems to pick up supplies and ready themselves to join the western front.

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3fa08a No.51066

Dice rollRolled 32, 32, 1, 81, 29, 53, 88 = 316 (7d100)

>>51054

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

1195/1300 Sisters of Battle

500 Sisters Pronatus

500 Sisters Famulous

1 Living Saint Georgina (oldfag said she's staying until the end of next wave.)

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

12 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas.

35,000 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Task Force Salvation

85 Heavy Bolter equipped Sisters

5 Wounded heavy bolter sisters 2 turns

85 Heavy Flamer equipped Sisters.

5 wounded heavy flamer sisters 2 turns

520 Regular Sisters of Battle

150 Wounded Sisters of battle 1 turns

190 Sisters of battle wounded 2 turns

39 Rhinos

1 damaged rhino

11 Repressors

1 Damaged repressor

2500 Medical Personnel

Living Saint Georgina

Garrison

10 Sisters equipped with heavy bolters

10 Heavy Flamer sisters

135 normal Sisters of Battle

500 Pronatus

500 Medical personelle

500 Famulous

1. Firstly the medicae in Khe-sahn see to the wounded, trying to get them on their feet and ready to continue the battle as soon as possible.

2. Secondly the Sisters would see to the damaged Confessor and Rhino would be repaired into shape to be used for the ensuing rapid transit against the other horde of orks on the other side of the planet.

3-4.While this was going on, the cannoness and enough sisters to fill out the firing slots of the repressors, would follow the ork filth and kull it down even more. Too many survived this battle, and if left to fester would only continue to be a thorn in the side of the planet for years to come.

+10 bonus

5. After all this, the sisters move taskforce Salvation according to the preplanned routes they had made years ago. towards support in the northwestern theatre.

6. Meanwhile the sisters in the convent continue to use the uplink to coordinate medical personnel and supplies towards the front in an effort to reduce casualties.

7.While all this is going on the sisters pronatus along with their armed escort move along the tunnels and explore and map them out.

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69e9a4 No.51069

Dice rollRolled 77, 20, 47 = 144 (3d100)

>>51058

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 2/10

Troops:

210 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

237 Scout Marines

10 Razorback Transports

4 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops: 20 space marines (1 turn) 70 space marines (2 turns) 2 Vindicator Tanks

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Captain Rahak continues to lead the slow advance into the flank of the ork forces, our battle brothers slowly carving inwards towards the centre of the horde.

2: It seems some of the void shield generators within our monastery are damaged. We will appease them with the finest of litanies and sacred oils. No doubt this will revive the machine spirits and bring them back to functionality.

3: The forges still seem to be struggling to produce things efficiently. Perhaps not enough to the facilities are yet active. The thralls will clear yet more of the forge facilities, and hopefully this will lead to better results in the future.

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497f08 No.51070

Dice rollRolled 27, 89, 50 = 166 (3d100)

>>51054

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

10800 credits remaining

TROOPS:

52,000 Combat Servitors (100,000 total)

74 Kataphrons (110 total)

3 Kastellans (1 Destroyed, 1 Damaged)

15 Kastelllans with Incendine Combustors (5 Damaged)

3 Armiger Warglaive (Lesser) (1 Slightly Damaged)

50 Support Personnel

46 Rapier Armoured Carriers

2 Karacnos Heavy Tank

1. My Manufactorum seems to be having issues with the production of flamer type weaponry, move production back to Walkers and produce Mars Pattern Sentinels to provide support to the planets guard regiments (Those are the standard minimal armour multilaser designs aka the most cost effecient to produce)

2. The Orks are being pushed back but their mass of vehicles needs to be brought low, My newly repaired forces should be able to make short work of the Orkish vehicles and will continue to press the Northwestern Horde from the eastern Flank

50,000 servitors

74 Kataphrons

3 Kastellans

15 Incendine Kastellans

3 Armigers

46 RAC's

2 Karacnos Heavy Tanks

Support Staff

3. Contact will be made out to the Adeptus Mechanicus, the Manufactorums of the planet require a steady hand to increase the production of weaponry for the Imperial Guard Regiments of the planet and the authority of a Magos dedicated to the command of production would be a great assistance to my work in the destruction of the Omnissiah's enemies.

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497f08 No.51071

Dice rollRolled 23 (1d100)

>>51070

I cut it out of one of my posts and keep forgetting it.

Bonuses: +5 General Combat +5 Siege Combat

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d81a28 No.51072

Dice rollRolled 19 + 30 (1d100)

>>51057

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

297 Space Marines

5 Thunderfire Cannons

(40 wounded, 1 turns)

(230 Wounded, 2 turns)

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(50 Marines)22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan

Slayer Formation Amenophis

Purifier Formation Qual

Line Formation Tawnais

Proclaimer Tawnais

Line Formation Iwier

(50 Marines)12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

(50 Marines)32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

(50 Marines)15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

(50 Marines)26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

(50 Marines)11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent, Proven)

Line Formation Yinais

Breacher Formation Trulian

Purifier Formation Wunluiso

Purifier Formation Zerias

Purifier Formation Periar

(29 Marines, 20 wounded 2 turns, 1 dead)30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

Breacher Formation Jintak

Breacher Formation Erius

Line Formation Juin

Decimator Formation Turas

Decimator Formation Raitul

(50 Marines)9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

Slayer Formation Jurias

Decimator Formation Vunai

Line Formation Ilton

Line Formation Vae-rin

Purifier Formation Lisontus

(50 marines)23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

Breacher Formation Richila

Line Formation Theudius

Slayer Formation Euric

Slayer formation Egica

Slayer formation Kiltan

Breacher Formation Rustanius

(50 marines)17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Breacher Formation Grantus

Breacher Formation Skrömikos

Slayer Formation Varian

Line Formation Guntalis

Decimator Formation Ilianik

(10 Marines, 37 wounded 2 turns, 3 dead)3rd Battle-line, Eximious Janissius, "Tyrant Jannisius"(Noble, Drills brothers constantly, Direct)

Aegis Formation Dawnius

Slayer Formation Carassen

Glorifier Formation Tel

Decimator Formation Unuli

Line Formation Javulio

(17 Marines, 33 wounded 2 turns)29th Battle-line, Eximious Ipio, "The Great"(Ancient Veteran, Fully honored, Melancholy, Tired)

Breacher Formation Wrisal

Purifier Formation Esinier

Line Formation Kolatin

Line Formation Gunio

Judgement Formation Vaz

1. The battle-lines take to exterminating the remnants of the Khe-san Orks to ensure their kind is ridden of for good. (297 Marines, 5 thundercannons, +30)

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74348e No.51073

File: 54e4c2340fc8a1d⋯.mp4 (3.9 MB,480x320,3:2,Clozee koto trigger medium….mp4)

Dice rollRolled 53, 91, 75 = 219 (3d100)

>>51060

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>TROOPS:

216 Standard Space Marines (4 Companies)

180 Wounded Space Marines

86 Scout Space Marines (1 company)

27 Death Company Space Marines (1 Company)

60 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

3 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 30% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1. The Newly interned Brother Slamguinius, a master of the close quarter combat arts which the Scions of Sanguinius held so dear, leads a detachment of Carnelian Martyrs in their new objective, destroying the enemies' heavy vehicles, while the stalwart bastion of Brother Emmanuel and his detachment engages and annihilates the enemy infantry.

2. Wounded Brothers are picked up by scouts in thunderhawks and ferried back to the monastery in the almost restored Apothecarion.

3. The serfs remaining at the monastery continue their work at restoring the Apothecarion to full function

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1bb8a6 No.51075

Dice rollRolled 71, 29, 20 = 120 (3d100)

>>51056

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 20,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black River:

220,00 PDF Soldiers (510k max)

10,000 Agri PDF Soldiers (40k max)

93,000 Combat Engineers (135k max)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

>Kill Count:

+ 575,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 443,500 PDF

+ 70,000 Combat Engineers

+ 33,000 Agri PDF Soldiers

1. Losses had been gruesome, but Task Force Black River would just have to dig in even deeper. More trenches. more barbed wire. More mine fields and bunkers. The Combat Engineer Segment of the Task Force was still strong and to those who survived the brutal onslaught of the man to ork fighting commendations would be given out. Promotions would soon be in order as officers were burnt up just as quickly as the rest of the grunts.

2. Section Red River had constructed reasonable fortifications around Vertun. However from the events that were unfolding along the Black River it had become evident that reasonable would not suffice. Yet another layer of defenses would be established alongside the Red River to the North and North East of Vertun to finally lock the city in tight in a network of resilient defenses.

3. Sick Yellow had been turned into a true Bastion. While of course more advanced fortifications were always sought after it was hard to commit much more resources to the protection of two Agri Centers, though of course the harvests gathered and stored within Sick Yellow would prove invaluable when it came to feeding the Hives. For now Agri Defenders East would continue their training and keep up readiness should any issues occur. For once there would be no wide ranging construction projects.

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b26f30 No.51076

Dice rollRolled 95, 47, 76 = 218 (3d100)

>>51055

(Ignoring the fact that I managed to not kill a single ork)

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

110,000 Skitarii

4,000 Secutarii

100 Sancristans

400 Tech-priests

>Credits

20,000

>Bonuses

+6 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Head to the northwest Ork army so that we may provide relief to the armies already fighting there. Have the Knights focus on destroying anti-tank measures, such as Spleenrippaz, Battlewagons and Bonebreakas.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

2: Though their forces may be lowered, the Skitarii and the Secutarii still should stay in battle. Similarly to the Knights, focus on the anti-tank measures.

+110,000 Skitarii

+4,000 Secutarii

3: Have the Knights be repaired after fighting.

+400 Tech-priests

+100 Sancristans

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722589 No.51082

File: f34298b45ce5b03⋯.png (286.74 KB,720x1280,9:16,Screenshot_20181205-144231.png)

Dice rollRolled 25 (1d100)

>>51054

Continue the charge win or die

Will statpost later

If I don't match or better my original roll I quit

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0389c0 No.51083

File: 214a449c784949f⋯.jpg (447.53 KB,1920x1137,640:379,oleg-egorov-servitor-in-ba….jpg)

Dice rollRolled 66, 1, 57 = 124 (3d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

401,000 Astra Militarum Soldiers from the World of Gaulle

199 Earthshaker Cannons

250 Griffon Heavy Mortars

997 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+50,000 Pilgrims

+10,000 civilian Construction pattern servitors

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=dRnIyW3SITo&t=117s

1. "Knights of Gaulle! The Emperor's own Knights come to smash the Ork wagons. Let us aid them!"

>Link up with the Knight forces of House Dissidia, and coordinate our own Anti-Tank direct fire artillery positions with theirs. Our heavy infantry regiment will do well with the support of such heavy vehicles.

2. "Labourers, thou hast been given a chance to recover thine breath and strength. Collect the dead at once! Even in death some of them may serve."

>Have the Labourers catch their breath and gather any viable casualties that cannot be revived by medicine but could be turned into Servitors. I supppose Westerner's Admech facilities will do since he is production focused, ship them by the trainload

3. "Thou construction vehicles, our blessed sisters come to our aid! Let us clear them a path"

>Have the construction vehicles support the movement of the Adeptus Sororitas by making road repairs or new roads as needed, and repairing damaged railways

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bf8b27 No.51084

Dice rollRolled 63, 93 = 156 (2d100)

>>51056

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 200,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Concentrate most of our forces to the center, NOT ONE STEP BACK!

2. A small contingent will be sent out to search for the enemy Warboss, if we're able to kill him it'll send the entire ork force into a state of collapse.

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b600b8 No.51085

Dice rollRolled 29, 31, 3 = 63 (3d100)

>Organization Name: The Pride of Praetoria

>Category: Imperial Navy

>Sub-Category: Dominator Cruiser

>Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

>Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

>the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

>TROOPS:

>100,000 Military Capable Personnel

>700,000 Non-Military Capable Support Personnel

>Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

>Heavily Damaged but repairable Nova Cannon

#1 we will not be idle here, like a ship caught in a doldrum. I want our gunnery crews to work out re-calculated ranges for all our guns, as well as for the incoming corvette batteries. treat it as though we were caught in an intense gravitational flux, for that is what we are. we can maximize our offensive range thusly, and bring the firepower of the imperial navy to bear. are we not equipped to fight across the vast distances of space? what then is one mere planet!

#2 begin immediate repairs on the worst structural damage, particularly the underhull. the last thing we need are ork tunnelers, or some other foe, piercing through our shattered underhull. deploy our breach repair equipment, think of it as patching up holes after a boarding action

#3 electricians begin repairing and adapting our long range Vox and Radar systems for the planetary atmosphere, as though we were performing an orbital sweep. we can use this to aid our allies in detecting enemy movements

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a70b08 No.51087

>>51060

Another battle brother is successfully interned within a Dreadnought.

>>51061

The bastion-level fortifications for the Hive City of Khe-Sanh are at last completed! The Ventilation system, the water system, and the food system are given redundant purification facilities to ensure that if the systems are attacked then there is a backup in place. A second level of fortifications within the city is also completed, so in the event that the first level is overrun there is another level for the forces and people within the city to retreat to. Lastly, the entrance into the C.O.R tunnel system is reinforced, so in the event that the tunnel system is overrun the enemy will not be able to breach the area as easily. The Knight is also mostly repaired, in its current state it only has Slight Damage. Your Kroot warriors and Eldar Warriors, alongside the Sanctioners of Cataclysm go about destroying the remaining Ork Forces around Khe-Sanh. No significant casualties are reported.

>>51062

Your Onager Dunecrawlers and other heavy weapons continue to focus fire upon the Orkish Armor, however it appears that the Orks are responding in turn! Their Battlewagonz, bonebreakas, and their walkers open fire upon your Dunecrawlers, Ironstriders, and Sydonian Dragoons, which takes many of your units out of commission or destroys them outright! Luckily, your Neutron Lasers are able to destroy an Ork Battlewagon. On the bright side, your Icarrus Arrays are doing excellent work decimating the enemy forces, pumping them full of blessed bullets and missiles. The Orkz are now starting to pack up, and your Icarrus arrays are punishing them spectacularly!

Casualties:

3 Onager Dunecrawlers Destroyed

5 Onager Dunecrawlers Damaged

30 Ironstrider Ballistariuses destroyed

5 Sydonian Dragoons destroyed

40,000 Skitarii Killed

Inflicted 170,000 Ork Casualties, destroyed 1 Battlewagon.

>>51063

The Gate of the East's tunnel entrance is fortified! You fill it to the brim with Tarantula Sentry Guns, and reinforce the entrance heavily with Ceramite and Ferrocrete, ensuring that it is well protected from any offensive launched from the tunnel. This give you an additional +5 to warding off any attacks from the tunnels (Stacks with Fortification bonus.) Your Imperial Knight Warehouse had a hidden alcove full of Necrons! These Necrons were apparently still intact, and when your Tech-Priests got too close, they opened fire! You managed to destroy these 40 Necrons, but at the cost of 400 Techpriest Lives. Your Techpriests were caught off guard, and paid the price for it. The tunnels of C.O.R leading to your base are mapped out, it appears that these C.O.R tunnels connect to a network of Fortresses along the Eastern Mountain Chain known as the Guard Fortresses! Your field force around Khe-Sanh is immediately shipped off to Ortal as fast as possible to attack the Orkz.

Casualties:

10 Techpriests

100 Skitarii

20 Secutarii

40 Necrons

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a70b08 No.51088

>>51066

The Medicae in Khe-Sanh begin to treat the last of the wounded, trying to keep casualty and death rates to a minimum. The Sisters successfully manage to repair the Damaged Confessor and Rhino. In addition, the sisters finally manage to clean out the remainder of the Orkz around Khe-Sanh with the help of the Sanctioners of Cataclysm and Kroot Mercenaries at Khe-Sanh. In the meantime, Task Force Salvation is being deployed Northwest in order to support the defense of Ortal. The Sisters Famulous also continue to support the other units through the use of the Medicae uplink, coordinating medical staff within the city of Ortal and ensuring everything is going according to plan. The Sisters Pronatus also start to explore the tunnels and map them out, and when all is said and done, they manage to map out a significant portion of the mess that is the Koronam Tunnel System, giving the Order of Cleansing Dawn a +10 to fighting within the tunnels.

>>51069

Strike Captain Rahak continues to lead the slow advance deep into the center of the Horde. Vindicator Tanks, alongside Razorbacks forge a path into the Horde using their firepower, and right behind them the Space Marines advance, gunning down Orkz as they advance through the plains, the mountains and foothills behind them. The Orkz simply cannot resist the advance of the almighty Space Marines! Many Orkz die at the hands of the Ash Dragons. As for your Litanies and Sacred Oils, it appears that they do not work as well as they should be working! Even the ancient and holy rites of Activation and Deactivation are not working for obvious reasons. The Thralls continue to clear out the Forge and try to restore functionality to even more parts of the Forge. After some hard work done by the thralls, the Forge has been restored to 50% functionality! This is enough to support one and a half chapters! Truly spectacular. This also increases the output of all the weapons you have been making thus far.

Casualties:

3 Space Marines Dead

60 Space Marines Wounded

7 Space marines with Flamers and 7 Space Marines with Heavy Bolters wounded.

1 Vindicator Damaged

Inflicted 130,000 Ork Casualties, destroyed 20 Bonebreakas.

>>51070

Your Manufactorum resumes production of the Mars Pattern Sentinels, and they are indeed a very cost-efficient thing to produce, however your Manufactorum continues to slowly output them, producing 5 by the end of this combat round. Afterwards, your forces continue to press the Northwestern Horde, searching for their Vehicles! Your Kataphrons, Kastellans, Armigers, and Karacnos heavy tanks, alongside the RAC's are ideal weapons for taking out the enemy heavy tanks. Using concentrated fire you are able to obliterate large swathes of the Orkish armor. Lastly, your request for a Magos is granted, he is under independent command (you do not get to control him) and will be capable of controlling production very efficiently.

Casualties:

10,000 Combat Servitors

4 Kataphrons

1 Kastellan (Damaged)

4 Incendine Castellans (3 Damaged, 1 destroyed)

2 Armigers, both medium Damaged

1 RAC

1 Karacnos Heavy tank (Damaged)

Inflicted 5,000 Ork Casualties, destroyed 70 Bonebreakas, 3 Battlewagons, 4 Deff Dredz.

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a70b08 No.51089

>>51072

The Sanctioners of cataclysm are able to complete the obliteration of the Orkz around Khe-Sanh, especially with the aid of the Kroot and Order of the Cleansing Dawn.

>>51073

The two dreadnoughts once more lead the Carnelian Martyrs deep into the fray! Brother Emmanuel and Brother Slamguinius lead the offensive alongside the forces of the Ash Dragons. The Dreadnoughts continue to wreak havoc upon the enemy forces. The Dreadnought of Slamguinius focuses on destroying the Orkish Heavy Vehicles while Brother Emmanuel focuses on cutting down standard Rank and File Orkz. Alongside him the rest of the Space Marines and the Death Company Marines advance, deeper and deeper into the Orkish Lines, leaving death and destruction in their wake. Meanwhile, your wounded brothers are picked up by Scouts in Thunderhawks and sent back to the Apothecarion. Your Thralls and Apothecaries work overtime to heal the wounds of these Space Marines, and before you know it, all your wounded are healed and ready to re-enter the fray! (All wounded healed). Lastly, your thralls manage to clear out another 40% of the Apothecarion (70% total), allowing you to accomodate even more wounded!

Casualties:

Brother Emmanuel slightly damaged

5 Space Marines Dead

70 Space marines wounded

1 Death Company Dead

5 Death Company Wounded

Inflicted 115,000 Ork Casualties, 10 Bonebreakas, 1 Battlewagon

>>51075

After having taken simply gruesome losses, even by PDF standards, every second your troops stand on the front line is another second they spend digging in deeper and deeper like a Tick on a person's skin. Trenches, Minefields, bunkers, fortified positions start to spring up all around the central fort, simply out of necessity and the need to hold the lines. Organized fire continues to pour out of your trenches, because while your men were bruised, battered, and damaged, they were not broken. By the will of the Emperor your men continue to fight and slice down the Orkz. The defenses along Red River start to progress, however you have not reached redoubt-level fortifications along this river, simply due to the amount of effort required to fortify such a large area. Meanwhile all this is happening, Task Force Sick yellow continues to train.

Casualties:

50,000 PDF soldiers

3,000 Agari PDF soldiers

5,000 Combat Engineers.

Inflicted 100,000 Ork Casualties.

>>51076

Your Knights move at breakneck speed, at an extremely high speed in fact. They even manage to outrun your Skitarii and Secutarii who are not able to reach the battle in time. Your forces link up with the 1st Koronam Superheavy Tank regiment and simply lay a beating upon the Orkz in their rear. You focus on their Tanks, however this time, the Orkz are clustered, so many of your Imperial Knights also take the liberty of firing into particularly dense concentrations of Orkz simply to destroy them. Once more your Castellan sits in the back unleashing its entire arsenal against the Orkz while the rest of your Knights are in the thick of it. Your Tech-Priests and Sancristans are luckily able to keep up with your Imperial Knights and although they are exhausted, manage to repair the Knights fully after the fight.

Inflicted 55,000 Ork Casualties, destroyed 50 Bonebreakas, 3 Battlewagons, 20 Spleenrippaz.

>>51082

(Taking the Higher Roll since it was first.)

Your guardsmen also manage to move at a very high speed, and although they are exhausted by the end of this long forced march, they reach the backlines of the Orkish front and open up with massive jets of fire. Many orkz are burnt to a crisp, or crushed under the hellhound flametanks. Supported by the Imperial Knights the Orkish forces are simply decimated, although you are largely limited to incinerating Infantry, since flamers are not particularly effective against heavy armor.

Casualties:

50,000 Guardsmen with Flamers

20,000 Guardsmen with heavy flamers

50,000 Guardsmen with normal flamers

Inflicted 200,000 Ork Casualties.

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a70b08 No.51090

>>51083

Your Heavy Infantry are unable to link up with House Dissidia, simply due to the fact that House Dissidia is in the rear of the Orkish forces and that you're on the opposite end of said Orkish Forces. Regardless, your heavy infantry continue to dig in alongside the Mobwag PDF regiment, and you deploy your own Anti-Tank Direct Fire artillery, alongside lighter anti-tank weapons such as Krak Missiles. Your troops are in fact quite effective against Orkish armor, now that they have proper equipment. The rest of your forces simply cut down other Orkish Forces. Your Laborers are unable to collect any dead, due to the fact that the dead are in a major combat zone, and treading into it would mean certain death. Although a few bold ones do tread, hopefully to find some capable of being converted into a Servitor, they all never return. The Construction vehicles are able to make repairs to railways and damaged roads, although the Adeptus Sororitas are still unable to reach the combat area in time to make an impact on this battle.

Losses:

80,000 Guardsmen

Inflicted 50,000 Ork Casualties, destroyed 30 Bonebreakas, 10 Spleenrippaz, and 3 Deff Dredz.

>>51084

The Enemy Warboss was long since dead, so your forces ultimately focus on gunning down the Orkz. Your forces, moving through the C.O.R tunnel system pop up in Ortal and then immediately move to the fort, where they begin to open fire. Your well-equipped Arbites, capable soldiers in combat are able to gun down scores upon scores of enemy Orkz, dishing the Emperor's justice! The punishment for these orkz is summary execution! Your Arbites also help to enforce order among the PDF and guardsmen on the frontline.

Casualties:

40,000 Arbites

Inflicted 130,000 Ork Casualties.

>>51085

Your gunnery crews manage to re-calculate the range for all your guns and break them in. The Corvette batteries are also properly re-calculated to ensure that they remain effective in combat. Meanwhile the rest of your laborers and mechanics immediately go about repairing the underhull, reinforcing and creating a proper floor, to protect against Ork Tunnelers. The massive doors and airlocks are also reinforced to protect against any intruders. Your Vox and Radar systems, although your Electricians are extremely slow at it, it is such an easy task that no one could possibly fail at this.

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a70b08 No.51091

File: c8ae8d769459054⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Northwestern Ork Force:

6,370,000 ORK BOYZ

47 Deff Dredz

30 Killa Kanz

2 Battlewagons

10 SpleenRippas

190 Dakkajetz

As of right now the Northwestern Ork Force, having noticed that they are simply not going to make it through the fortifications, are going to punch directly southwards, meaning they are deploying their full might against the forces of the Ash Dragons and Carnelian Martyrs! It appears they are trying to get around our fortifications! This appears to be a desperate bid by what remains of Orkish Command, as the ranks of the Orkz seem to be wavering against the might of IMPERIAL STEEL!

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5e7f99 No.51092

Dice rollRolled 89 (1d100)

>>51087

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

390,000 Skitarii

33 Onager Dunecrawlers (7 damaged) (26 functioning)

200 Ironstrider Ballistariuses

78 Sydonian Dragoons

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Tighten the stranglehold. Give them no respite in their assault. If they wish to push through the forces of humanity then they shall have to leave their back and sides weakened. Tear through their now retreating flank. Have the Neutron lasers aim at their transports and armor, let the blessed ammunition pour as the acid rain of a forge world, light the Shroudpsalm, and let the night be filled with the binary litanies of the Omnissiah! +7

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3fa08a No.51093

Dice rollRolled 14, 20, 64, 9, 28 = 135 (5d100)

>>51088

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

1195/1300 Sisters of Battle

500 Sisters Pronatus

500 Sisters Famulous

1 Living Saint Georgina (oldfag said she's staying until the end of next wave.)

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

12 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas.

35,000 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat.

Task Force Salvation

90 Heavy Bolter equipped Sisters

90 Heavy Flamer equipped Sisters.

860 Regular Sisters of Battle

40 Rhinos

12 Repressors

2500 Medical Personnel

Living Saint Georgina

Garrison

10 Sisters equipped with heavy bolters

10 Heavy Flamer sisters

135 normal Sisters of Battle

500 Pronatus

500 Medical personelle

500 Famulous

1. The sisters fFmulous an Hospitallier on the uplink continue to coordinate medical aid planet wide, funneling it all to Ortal's hostpials and the Mobile surgical unit of Task force salvation.

2. The sisters Pronatus and their armed escort continue to map out all the tunnels underneath the main continent of Koronam. The sooner we know where all routes lead, the sooner we can use these tunnels to our advantage.

3-4.The Sister Position themselves to plug the hole that the orks could exploit and use to advance towards Ortal. Then we will pressure them and keep them from trying to disengage or slip through.

+8 general combat boost

+2 from St. Relotha's bolt pistol

5. Father back from the front the Medicae and Hospitalliers tend to the wounded as quickly and effectively as they are able. The Orks while bloodied are still numerous and vicious, and could cause great damage if they ever break through, thus they will seek to keep as many soldiers alive and active as they can.

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1bb8a6 No.51094

Dice rollRolled 85, 12, 91 = 188 (3d100)

>>51089

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 20,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black River:

170,00 PDF Soldiers (510k max)

7,000 Agri PDF Soldiers (40k max)

88,000 Combat Engineers (135k max)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

>Kill Count:

+ 675,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 493,500 PDF

+ 75,000 Combat Engineers

+ 36,000 Agri PDF Soldiers

1. Task Force Red River would continue with the fortifications alongside the Northern river. They would require heavy fortifications should the Orks decide to attack Vertun in full force.

2. Emergency calls from Task Force Black River had made the necessity of medical personnel quite clear. Within the Administrative Headquarters of Mobwag located in Bastion Sick Yellow recruitment amongst medical professionals would begin to train medics who would join PDF squads. While no true doctors they would be able to tend to battlefield injuries to a reasonable extend and also receive a support logistic that would allow for the evacuation of those too grievously injured to continue the fight.

3. Fighting had been gruesome and so had the losses been. Bodies both Orkish and Human were filling the trenches. Hanging from barbed wire. Headless corpses leaning against the trench walls, cut down where they stood. And yet Mobwag's resolve was unwavering. So many had given their lives that those who remained could do nothing but follow in their footsteps. And so Task Force Black River continued to dig in and drain the Orkish forces of whatever black blood was running through their veins. Every hour the Black River grew a little more black.

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1c3af9 No.51095

Dice rollRolled 91, 94, 55, 53, 24, 11 = 328 (6d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

29,500 Credits

Some Influence in Olagas

Some Influence in Ortal

total control of Hive Khe-Sanh and its Industries

1 Freeblade Questoris Knight Crusader, Light Damage

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

498 Tech Priests

2,950 Eldar Mercenaries

45,000 Carnivore Kindred

18,000 Stalker Kindred

10,000 Tracker Kindred (Riding Knarlocs)

290 Krootox Riders

27,000 Hunter Kindred

7,000 Headhunter Kindred

1. Fortify Khe-Sanh into a citadel. "Khe-Sanh is a symbol of progress and strength to the world. none can claim to be as prepared as we are and this fact is known by all. We shall continue to fortify Khe-Sanh until it becomes a Citadel in its own right. Then none would be able to argue against our methods."

total control of Hive Khe-Sanh and its Industries

2. Have the arbites and rest of the tech priests explore the tunnels. "These tunnels represent both a great threat and opportunity. While they let us manuever much more freely much of it lies abandoned and forgotten. Making its strength something easily turned against us. We must first do our own investigation and accounting of the situation so that we may bring uniformity to it as we have done so to Khe-Sanh."

3. Send the kroot and eldar to intercept the ork advance. "It would seem that orks have grown tired of slaughtering abhumans and are now in a desperate attempt of trying to raid something with actual value. Such desperation gives a perfect opportunity for our auxiliaries."

+10 to Guerrilla Warfare when using Kroot Units, +5 to General Combat when using Eldar Units

4. Have the freeblade crusader fire upon the ork horde. "With the freeblade restored the pilot is again compelled to fulfill his duty to humanity. Given the orks (lack of) ability to manuever at the best of times he should do most excellent in shooting their clumped forces."

5. Repair the freeblade with its techpriest entourage. "It is inevitable that his zeal would see him damaged once more. Which is why we deemed it prudent to bolster his support staff."

6. Leverage the impending ork horde on ortal to gain more influence in Ortal. "While the dissenters were able to hide behind the fact that the orks were busy with the pdf, they no longer have that excuse now. With the warpath now set upon them they are now threatened themselves. Only we can give both the security and freedom that is due to any Koronam noble and they know it."

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e6bc87 No.51096

Dice rollRolled 90, 83, 56, 54 = 283 (4d100)

>>51087

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons,4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

(43,500)

34,980 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

104,400 Skitarii; Half Van and half Ranger

(40,000)

20,000 PDF

100 Sancristans

4390 Tech-priests [3990 Novice]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels

Lvl 3 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +15, Fortified Tunnels +5 to warding off any attacks from the tunnels,

10,000 Credits

Gate of the East Garrison

20,000 PDF

3990 Tech Priests

3,980 Secutarii

27,900 Skitarii

1 Send forth the Knights to do battle with the Orkz in the name of the Omnissiah. Operating in two 'Lances' where one acts in the field while the other resupplies and repairs and when the first Lance in need of resupply the second Lance will switch. This will allow us to always have a Knight presence on the battlefield and a more stable defensive line to stop the Orkz from moving south. Lance Immortal Regis; Warden, Gallant, Crusader and Lance Golden Clover; Errant, Preceptor, Valiant. (+3)

-Knight Warden

-Knight Gallant

-Knight Crusader

-Knight Errant

-Knight Preceptor

-Knight Valiant

-New Tactic

2 Repair any damages done to the Knights. Only having to work on three Knights at a time will improve our efficiency at rearming and repairing. More consistent schedules and smaller but constant resupplies from Ortal means we can improve our logistics and reduce time spent organizing large supply deliveries that were needed for repairing the entire House Varuke Iron Brotherhood in one session. (+3)

-400 Tech Priests

-100 Sancristans

-New Tactic

3 Continue searching the Imperial Knight Storehouse for Relics. Was this hidden alcove hiding something other then Necrons? We must know. (+5)

-20,000 PDF

-3990 Tech Priests

-3980 Secutarii

-27,900 Skitarii

4 Continue Fortifying Gate of the East. (0 progress)

-Mechanicus Fort Building

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bbb9e1 No.51099

Dice rollRolled 50, 4, 29 = 83 (3d100)

>>51088

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat

10800 credits remaining

TROOPS:

42,000 Combat Servitors (100,000 total)

70 Kataphrons (110 total)

2 Kastellans (1 Destroyed, 2 Damaged)

11 Kastelllans with Incendine Combustors (8 Damaged, 1 Destroyed)

1 Armiger Warglaive (Lesser) (1 Slightly Damaged)

50 Support Personnel

45 Rapier Armoured Carriers

1 Karacnos Heavy Tank (1 Damaged)

5 Sentinels to the Arbites their light frames will serve well in urban warfare

1. Continue the production of Mars Pattern Sentinels

2. We will pull back a portion of our forces to seek repairs

2 Kastellans

8 Incendine Kastellans

2 Armigers Medium Damage

1 Armiger Slightly Damaged

1 Karacnos Heavy Tank

3. The remains of our forces will continue to push the Orks from what is now the rear and prevent any kind of retreat.

40,000 Combat Servitors

74 Kataphrons

11 Incendine Kastellans

2 Regular Kastellans

1 Armiger (Lesser)

45 RAC's

1 Karacnos Tank

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bf8b27 No.51100

Dice rollRolled 12 (1d100)

>>51090

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 160,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Now is the time! Arbites, push forwards and crush them under your boots!

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74348e No.51101

Dice rollRolled 14 (1d100)

>>51089

Death Company Dreadnought Roll

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69e9a4 No.51107

Dice rollRolled 79 (1d100)

>>51091

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 2/10

Troops:

157 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

237 Scout Marines

10 Razorback Transports

2 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops: 70 space marines (1 turns), 74 marines (2 turns) 3 Vindicator Tanks

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: The orkish horde comes towards us in its entirety. The Ash Dragons will not waver even in the face of these odds. Our forces will find a suitable position and hold ground. The more orks focusing on our battle brothers, the more damage our allies will manage to their flanks and rear.

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74348e No.51113

Dice rollRolled 84, 90 = 174 (2d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>TROOPS:

321 Standard Space Marines (4 Companies)

70 Wounded Space Marines

86 Scout Space Marines (1 company)

81 Death Company Space Marines (1 Company)

5 Wounded Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

>Slight Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

3 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 70% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1. The Assault would continue, with an added emphasis placed on eliminating the Ork's heavy vehicles and weapons platforms. If we can destroy their vehicles, the full might of the Imperial Guard units nearby can crush them under their bulk.

2. With the appearance of additional Ork armor, a requisition is put in with the chapter and local Mechanicum for some Armor; Preferably some Razorbacks or Predators, but the chapter would take some Rapier Armoured Carriers or Thunderfire Cannons.

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a06a71 No.51118

Dice rollRolled 7, 75, 71 = 153 (3d100)

>>51089

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

110,000 (290,000) Skitarii

4,000 (10,000) Secutarii

100 Sancristans

400 Tech-priests

>Credits

20,000

>Bonuses

+6 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.'

1: Continue destroying the orks with the force of Knights. For the Omnissiah!

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

2: Repair the Knights, as is their eternal duty.

+100 Sancristans

+400 Tech-priests

3: Have the infantry build trenches and emplacements to defend the Knights as they are repaired.

+110,000 Skitarii

+4,000 Secutarii

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e6bc87 No.51120

Dice rollRolled 73 (1d100)

>>51096

5. Search for another of the eastern mountain fortresses, preferably one that is located south-east of Khe-Sanh so that it can line up with the Eastern Factions' forts and supply lines.

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0389c0 No.51121

File: ac6a4fcad463551⋯.jpg (89.46 KB,918x871,918:871,tactical_knight_by_johnson….jpg)

File: 32731390d6b1bdf⋯.jpg (52.79 KB,800x450,16:9,MediaHandler.jpg)

File: 2e746f8bf658e5e⋯.jpg (175.65 KB,1400x1400,1:1,7.0.jpg)

Dice rollRolled 88, 90, 49, 58, 76 = 361 (5d100)

>>51118

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

319,000 Astra Militarum Soldiers from the World of Gaulle

199 Earthshaker Cannons

250 Griffon Heavy Mortars

997 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+50,000 Pilgrims

+10,000 civilian Construction pattern servitors

GAULLE RADIO (A NEW SONG EVERY CYCLE!)

https://www.youtube.com/watch?v=hX-uQ_d6H54

1. The orks make effort to flank and bypass the fortress, headed directly south and the path of Ortal. Between them and the hive city, stands the 1st Heavy Infantry regiment of Gaulle, surrounded by its allies and the vast defensive lines. The Duke himself roars into the vox speakers that all the regiment would hear.

"Sound the trump and beat the drum! Let the Xenos know we are here and ready for them.

'Keep thine head down, and raise high the banner! Lift up thy shield and level thine gun against the foe.'

We art Heavy Infantry! We art the Bulwark! They shall not pass!

For Emperor, King, and Koronam!"

The noble sons of Gaulle, decked in their carapace armor, dive into the trench lines and brace their heavy metal shields before them, thrusting their guns into the gun ports and stand their ground waiting for the bulk of the Ork tide to crash into them, as they had to their forefathers before them they would stop the charge and beat back the foe with steel and fire. The flags of a hundred noble families color the wind, and the army of knights and counts await the orks to come to them.

2. Labourers and Construction Vehicles work frantically, they do not participate directly in combat, and yet are vital to the battle. Ferrying ammunition and the wounded, restoring damaged defenses and repairing artillery positions

3. and planting mines. Mines ne'er ending, for every mile the Orks gain, another two are sown with explosives in their path.

4. Even the allied forces are aided, the heavy construction vehicles salvaging any wrecks and towing them back to Ortal, where the hive cities factories and our servitors can restore them to function.

5. The earthshakers make sure that every shot counts, ensuring that the enemy vehicles come into close range before unleashing a mighty blast at almost point blank, sending a powerful shell crashing through its hull and exploding within!

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a70b08 No.51122

>>51022

The Flank is indeed retreating as the Orkz start to pull southwards towards the Space Marines, in an attempt to overwhelm them. Neutron Lasers are focusing down their SpleenRippaz, Battlwagons, and Deff Dredz. With the Omnissiah in their minds, and their offensives led by Holy Onager Dunecrawlers and Ballistarius strike forces, you tear through the Orkish Flanks, obliterating their armor and so much more. Your Skitarii unload copious amounts of blessed ammunition as the Neutron Lasers mounted atop Onager Dunecrawlers obliterate even the heaviest of Orkish armor!

Casualties:

2 Onager Dunecrawlers destroyed

3 Onager Dunecrawlers damaged

40 Ironstrider Ballistariuses destroyed

10 Sydonian Dragoons destroyed

80,000 Skitarii Dead.

Inflicted 120,000 Ork Casualties, destroyed 10 SpleenRippaz, 2 Battlewagons, 7 Deff Dredz, 10 Killa Kanz.

(For future reference, you now have 31 Onager Dunecrawlers, some are damaged

15 of these have Neutron Lasers

16 have Icarrus Arrays)

>>51093

The Sisters Famulous continue to coordinate the Medical Uplink, and in fact through your coordination efforts are able to create a unit of Medics that the Mobwag regiment can use, which will reduce their losses by approximately 5%! The central tunnels were mapped out, but the smaller tunnels were yet to be mapped out as well. Progress in the small tunnels is slow yet steady, but they are far from being mapped out. The Sisters finally manage to make it to the battle, and immediately set themselves among the Sons of the Emperor, the Space Marines, and in a holy cacophony of Bolter fire you ward off the Orkz. Even to the Space Marines, the Living Saint gives them inspiration and continued faith in the emperor, ensuring their morale would never falter. In the back, your Medical staff help injured space marines and your own injured sisters from dying.

Casualties:

5 Heavy Bolter Equipped and 5 Heavy Flamer Equipped sisters dead

10 Heavy bolter/flamer sisters wounded

60 Sisters of Battle Wounded

20 Sisters of Battle dead

2 Rhinos damaged

1 Repressor destroyed

1 Repressor damaged

Killed 200,000 Orkz.

>>51094

All along the entire river, Section red river starts to heavily fortify it, using heavy ferrocrete fortifications, thick nets of Barbed wire, minefields, tank traps, ditches, trenches, you name it. Now that the entire southern bank of the river near Vertun is fully fortified, Vertun itself is now protected from all angles, allowing the city itself to be defended more easily. Agri Defenders east starts to recruit medical professionals, and aided by the hard work the Sisters Famulous have been doing with the Medical Uplink, you get a Medic Detachment added to your Regiment (Just call it a Medic Detachment) which will reduce casualties by 5% wherever it is deployed. Lastly, Task Force Black River finally gets the break it desperately needed. The Orkz stopped their offensive and started to move west, but that did not mean your troops had to stop fighting. They slowly but surely pursued, taking cover properly and firing across the river upon the Orkz pulling back, as a result your forces took actually light casualties for once, and inflicted a significant amount of casualties upon the Orkz in return.

Casualties:

50,000 PDF

2,000 Agari PDF soldiers

2,000 Combat Engineers

Inflicted 150,000 Ork Casualties.

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a70b08 No.51123

>>51095

The work on Fully fortifying Khe-Sanh begins! Countless workers pick up their tools and start to fortify Khe-Sanh ever more. The walls are even more heavily reinforced with yet more adamantium, heavy weapons emplacements, ranging from Tarantula Sentinels to Colossus Siege mortars! Missile emplacements are finally added, ranging from several Hyperios Missile Launchers to two Manticore Missile Launcher emplacements! Khe-Sanh is becoming a Citadel slowly but surely, and now it has the proper weapons that match up to a citadel status. There is some work left to carry out, in specific a third layer of Fortifications and additional Void Shields, but work has progressed rapidly. (2/5 Successes.) You also start to investigate the tunnels, and gain a +10 bonus to fighting within the tunnels! You thoroughly study the tunnels as many others have done before you, and also have discovered something unique to the C.O.R. tunnel system! (This is a secret so I shall PM it to you later). Meanwhile in the west, your Kroot and Eldar rapidly redeploy to the south, fighting alongside the Space Marines and Sisters of Battle, and while they are outclassed by SUPERIOR IMPERIAL FIREPOWER they put up a good showing. Meanwhile the Freeblade Crusader continues to put up a good showing, and while the orkz are pulling away from the Crusader he continues to unleash copious amounts of fire into the orkz. Afterwards the Freeblade is hastily repaired, but not fully. Your efforts in Ortal are ignored for now, as many are still absolutely terrified of the Orkish invasion, a few lesser nobles flock to you, but most of the Nobles are busy hiding in their houses.

Casualties:

350 Eldar Mercenaries

2,000 Stalker Kindred

5,000 Carnivore Kindred

2,000 Tracker Kindred

10 Krootox Riders

2,000 Hunter Kindred

1,000 Headhunter Kindred.

Inflicted 150,000 Ork Casualties.

>>51096

>>51120

https://www.youtube.com/watch?v=75zmIj_4LFQ

Your Knights show up on the battlefield, at last! Late to the fun, but your new tactics work splendidly! Lance Immortal Regis makes first contact, then later followed by Lance Golden Clover, and they strike deep into the Orkish flank, which is desperately exposed. The Knights plow through the Orkish Chaff and reach the Killa Kanz and Deff Dredz, where they immediately engage, all the while crushing the Orkz under their titanic feet. The Valiant moves around, cleaving clean through these shoddy Orkish Constructs while the rest of the Knights provide heavy fire support! After having mildly overextended, they pull back and receive repairs, while the next Lance enters battle. This works surprisingly well, and your Knights are fully repaired. Lastly, you search through the Alcove, and find something that will nicely augment your Imperial Knight Forces! It appears that there was 2 Armiger Knight Helverins! It appears that the sacrifice of the Skitarii and Techpriests was not for nothing. While both of them were in a state of decay, they are nicely restored and fixed up. Meanwhile, the rest of your troops fortify the gate of the east, and the first thing to be added is more void shield generators. Lastly, you search for the Guard Fortresses in the eastern mountains, and using the C.O.R tunnel system you are able to find the locations of the Eastern Guard Fortresses. (Their locations will be PM'd to you.)

Casualties:

None, all your knights are repaired properly.

Inflicted 200,000 Ork Casualties, destroyed 15 Deff Dredz, 11 Killa Kanz.

>>51099

Another 20 Sentinels roll off the production line as the presence of the Magos seems to amp up production! However, in exchange for raw production capacity, your repairs suffer, and as of right now only your Karacnos has been fully repaired. Meanwhile on the front, your troops continue to press on the Orkish Rear. You really do not take that many casualties, as the orkish force as of right now is being decimated, but that really means you do not inflict many casualties either.

Casualties:

3,000 Combat Servitors

1 Kataphron

1 Incendine Kastellan Damaged

Inflicted 50,000 Ork Casualties.

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a70b08 No.51124

>>51100

The Arbites push forward! While it is bloody, especially the push across the river, your arbites mostly trade 1:1 against the enemy forces. Rising up out of the trenches and fortifications established by the Mobwag regiment your Arbites charge forward, unleashing hails of bullets, and while moving across the river exposed your Arbites greatly against Orkish fire, both sides took significant casualties.

Casualties:

50,000 Arbites

50,000 Orkz.

>>51101

The Death Company marine dies in extreme agony, a shame.

>>51107

Your Space marines pull back to some slightly more advantageous ground, specifically a small hill where the Space Marines choose to make their stand. You rapidly construct some trenches, and by cleverly using the Vindicator Tanks and Razorback Transports as cover as well, the Ash Dragons begin to make their stand against the Orkish offensive, which has fully been brought to bear. One of the marines comes and briefs Strike Captain Rahak on the Situation, "Sir! There are 5 million orkz descending upon our position which has approximately 500 space marines! Our allies have provided roughly another 500. We are outnumbered 5,000 to One!" Strike Captain Rahak responds, saying "Good, then it is an even fight." Unleashing hails of Bolter fire covering the Advance of the Carnelian Martyrs, it is beyond any doubt that there are more Orkz than you know what to do with, in fact you were on the brink of being Overrun, even with your advantageous position until the Sisters of Battle and (Filthy) Xeno Mercenaries arrived! At which point, you blunted the ravenous Orkish Advance in its entirety.

Casualties:

3 Space marines (2 saved by the Order of Cleansing Dawn)

75 Wounded Space Marines

10 Wounded Space Marines with flamers

10 Wounded Space marines with heavy bolters

1 Flamer Space marine and 1 Heavy bolter space marine dead.

10 Scout Marines dead

1 Razorback Transport destroyed.

Inflicted 350,000 Ork Casualties.

>>51113

The Carnelian Martyrs advance while the Ash Dragons sit in the back and pour fire upon the Orkish advance. The Ironclad and Furioso dreadnought are once more, the first into the fight, wading through thick swarms of Orkz and firing upon the Deff Dredz. Right behind them is the death company, cleaving straight through the Orkish Ranks in brutal close Quarters combat. Even further behind that are your standard Space Marines, firing upon the Orkz at a distance, making sure that their numbers are thinned. Overhead the Thunderhawks zoom by, providing fire support and blasting apart large concentrations of Orkz. However in time, you start to get forced back, and are forced backwards up to the Ash Dragons! At that critical point, the Sisters of Battle and (Filthy) Xenos enter the battle, and help you fight off the Orkz and break their offensive. Your Dreadnoughts suffered some damage, but it can be fixed by your chapter thralls. In addition to this, the Chapter and Local Mechanicum answer your plea, and promise to send you 3 Predators after the battle is over, one of which is a Baal Pattern Predator!

Casualties:

Ironclad Dreadnought (Brother Emmanuel), Medium Damage

Furioso Dreadnought (Brother Slamguinius), Slight damage

2 Space Marines dead

5 Scout marines dead

2 Death Company Marines Dead

60 Space marines injured

25 death company marines injured.

Inflicted 400,000 Ork Casualties, destroyed 2 Deff Dredz.

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a70b08 No.51125

>>51118

Your Knights are slowly getting exhausted, the pilots in specific, which weakens their prowess in battle, however, they continue to lay an absolutely SMACKDOWN on the Orkz in the flank. Supported by the forces of House Varuke they continue to wade through the Orkish Lines. Although your Knights get a little overzealous, a little too deep in, and while they take out many Deff Dredz, the remaining Orkish Walkers start to focus fire and your Knights have to pull out, and while all of them are signfiicantly damaged, your Sancristans and Techpriests get to work. At the end of the day, the only ones that are still damaged are the 2 Knight Errants, who are both medium damaged. Your Infantry do an excellent job of holding off the enemy forces while your Knights are in the backlines being repaired.

Casualties:

15,000 Skitarii

500 Secutarii

2 Knight Errants, both medium damage

10 Deff Dredz destroyed, 5 Killa Kanz destroyed, 85,000 Orkz Killed.

>>51121

The Noble Sons of Gaulle hold! The Knights and counts enter the battle against the orkish swarms, who are coming against them. The Sons of Gualle are off in the flank, the left flank of the Space marines in specific, so while they're not bearing the worst of it, they are still in the thick of the fight, and their heavy artillery provides support all throughout the battlefield. Guns blazing, the sons of Gaulle hold back the ferocious green tide, with their heavy carapace and flak armor helping them survive the battle. Trenches are rapidly established, barbed wire is rapidly deployed, and many Orkz fall upon them. In the back, the Laborers and Construction vehicles move as fast as they can, ensuring all parts of the army are well supplied, and are capable of keeping the guns firing. Minefields are also laid, ensuring that any unlucky orkz will get blown to pieces. You also manage to pull the damaged vehicles of the space marines back to safety. Lastly, the Earthshakers are well supplied by your construction vehicles, and are used as direct-fire artillery pieces, which are uncannily effective against the Deff Dredz and Killa Kanz, and you continue to chop through them!

Casualties:

85,000 Guardsmen

1 Earthshaker Cannon

Inflicted 215,000 Ork Casualties, destroyed 4 Killa Kanz and 3 Deff Dredz.

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a70b08 No.51126

File: eeef0a49d252f08⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

4,400,000 ORK BOYZ

19 Deff Dredz

190 Dakkajetz

The Orkish Forces are wavering! Their numbers run thin, we shall FINISH THEM! The Orkz don't know what to do and are now in total disarray, it should be like shooting fish in a barrel.

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3fa08a No.51127

Dice rollRolled 24, 18, 17, 8, 79, 72 = 218 (6d100)

>>51122

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

1165/1300 Sisters of Battle

500 Sisters Pronatus

500 Sisters Famulous

1 Living Saint Georgina (oldfag said she's staying until the end of next wave.)

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

11 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas.

35,000 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat.

Task Force Salvation

75 Heavy Bolter equipped Sisters

10 heavy bolter sisters wounded 2 turns

75 Heavy Flamer equipped Sisters.

10 Heavy flamer sisters wounded 2 turns

780 Regular Sisters of Battle

60 Sisters wounded 2 turns

38 Rhinos

2 damaged Rhinos

10 Repressors

1 Damaged Repressor

2500 Medical Personnel

Living Saint Georgina

Garrison

10 Sisters equipped with heavy bolters

10 Heavy Flamer sisters

135 normal Sisters of Battle

500 Pronatus

500 Medical personelle

500 Famulous

1 The medics of Task Force Salvation continue to tend to the casualties coming in off the battlefield.

2-3. The sisters of the Cleansing dawn begin to slowly march forward, brunnign and shooting down the orks and driving them before them.

+8 general combat

+2 from bolt pistol of st. relotha

4.The medicae and famulous in the convent continue to coordinate medical care worldiwde as best they can.

5. The pronatus continue to map out the tunnels underneath Koronam

6. Space marine tending check.

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74348e No.51128

Dice rollRolled 46 (1d100)

>>51124

Death Company Dreadnought

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e6bc87 No.51138

Dice rollRolled 47, 27, 32, 85, 60 = 251 (5d100)

>>51123

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500)

34,980 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

104,400 Skitarii; Half Van and half Ranger

(40,000)

20,000 PDF

100 Sancristans

4390 Tech-priests [3990 Novice] [400 Experienced]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels

Lvl 3 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +15, Fortified Tunnels +5 to warding off any attacks from the tunnels, (1 progress)

Location of Eastern Guard Fortresses Discovered

10,000 Credits

Gate of the East Garrison

20,000 PDF

3990 Tech Priests

3,980 Secutarii

27,900 Skitarii

1 Excellent! We shall continue to maintain our battle plan with Lance Immortal Regis and Lance Golden Clover. In addition we will bring in the new Helverins to provide heavy support at range; their incredible speed and long range primary armaments will allow them to cover flanks effectively. +3 Walker Tactics

-Knight Warden

-Knight Gallant

-Knight Crusader

-Knight Errant

-Knight Preceptor

-Knight Valiant

-2 Armiger Knights Helverin

-Proven Tactic

2 Repair any damages to the Knights. In accordance with our proven tactic continue to rearm and repair the knights as damage accumulates over their deployments. +3 Walker Tactics

-400 Tech Priests

-100 Sancristans

-Proven Tactic

3 Send a message to the Agari Settlement that lies north of our Gate of the East. "You will recall that our forces were instrumental in routing and destroying an Ork invasion force that was only imperial miles away from your settlement before the Omnissiah's wrath turned them to ash.Your settlement is exposed and its position is isolated. These are insufficient means of protection to survive in the coming wars. I have no intention of telling you to reside in Khe-Sanh. Instead, I have calculated that if you reside in a Guard Fortress that your clan will benefit tremendously. Our calculations include providing you with armor, and lasguns, and more besides of military grade protection and potency by means of our Manufacotrum…IF you reside in a fortress of my choosing, make a portion your labor available for use in the fortress construction, and in coming peace times voluntarily submit levies of military service as scouts and pathfinders under House Varuke and its Imperial Knights. Those who join will have the glory of finding prey for our Titans. Good hunting."

4 Prepare a stock of lasguns and flak armour to either help bargain for cooperation of the Agari or sell to various planetary factions to earn extra credit at the end of the current war. +Manufactorum

5 Continue fortifying The Gate of the East (1 Progress). +Mechanicus

Once our base and manufactorum are fully operational we will be able to bring the eastern mountain Guard Fortress systems back online and completely connected to the C.O.R.E. tunnel supply line. The Omnissiah's greatest shield lies within these forts, and in my hands will one day be His greatest spear, The Titan. Once the Shield and Spear are both brought to their full strength then we will be invincible. But, we must move one step at a time. Burn the incense and sanctify these old forgotten systems once more. Praise the Omnissiah.

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1b903e No.51139

Dice rollRolled 81 + 30 (1d100)

>>51126

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

567 Space Marines

5 Thunderfire Cannons

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(40 Marines)22nd Battle-line, Eximious Ekonius "The Dominator"(Skilled, Self Control, Calm, Focused), Primary Battle-line/Force leader:

Breacher Formation Keilan

Slayer Formation Amenophis

Purifier Formation Qual

Line Formation Tawnais

Proclaimer Tawnais

Line Formation Iwier

(47 Marines)12th Battle-line, Eximious Irindias, "The Slayer"(Melee Master, Indomitable, Ruthless)

Slayer Formation Hurius

Slayer Formation Janisio

Slayer Formation Hunisio

Slayer Formation Audo

Decimation Formation Grusalin

(49 Marines)32nd Battle-line, Eximious Botheric, "The Grand Sergeant"(True frontline General, tactically adept, speaks his mind)

Line Formation Judalin

Line Formation Causarius

Line Formation Andus

Line Formation Prionicus

Line Formation Delfo

(45 Marines)15th Battle-line, Eximious Dag, "The Honored"(Honorable, Calculating, Merciless, Unnaturally Polite)

Judgement Formation Diarmud

Judgement Formation Ciar

Judgement Formation Barra

Purifier Formation Aonghas

Line Formation Tomas

(50 Marines)26th Battle-line, Eximious Nomiki, "Pureblood Nomiki"(Faultless, Master of Standards, Prideful)

Breacher Formation Skrumius

Breacher Formation Quertinus

Line Formation Uriel

Line Formation Vantasmo

Slayer Formation Kiries

(50 Marines)11th Battle-line, Eximious Pallas "The Draconian"(Harsh, Lacks Sympathy, Belligerent, Proven)

Line Formation Yinais

Breacher Formation Trulian

Purifier Formation Wunluiso

Purifier Formation Zerias

Purifier Formation Periar

(45 Marines)30th Battle-line, Eximious Xan, "The Unbroken One"(Determined, Extremely Spiritual, Half machine)

Breacher Formation Jintak

Breacher Formation Erius

Line Formation Juin

Decimator Formation Turas

Decimator Formation Raitul

(50 Marines)9th Battle-line, Eximious Milosh, "Driven Milosh"(Glory hound, Paranoid, Amazing Shot)

Slayer Formation Jurias

Decimator Formation Vunai

Line Formation Ilton

Line Formation Vae-rin

Purifier Formation Lisontus

(50 marines)23rd Battle-line, Eximious Maximus, "The Unproven"(Bland, Efficient, Bitter)

Breacher Formation Richila

Line Formation Theudius

Slayer Formation Euric

Slayer formation Egica

Slayer formation Kiltan

Breacher Formation Rustanius

(50 marines)17th Battle-line, Eximious Valerius, "Lonely Valerius"(Reclusive, Quiet, Silently tormented by some unknown thoughts)

Breacher Formation Grantus

Breacher Formation Skrömikos

Slayer Formation Varian

Line Formation Guntalis

Decimator Formation Ilianik

(42 Marines)3rd Battle-line, Eximious Janissius, "Tyrant Jannisius"(Noble, Drills brothers constantly, Direct)

Aegis Formation Dawnius

Slayer Formation Carassen

Glorifier Formation Tel

Decimator Formation Unuli

Line Formation Javulio

(50 Marines wounded)29th Battle-line, Eximious Ipio, "The Great"(Ancient Veteran, Fully honored, Melancholy, Tired)

Breacher Formation Wrisal

Purifier Formation Esinier

Line Formation Kolatin

Line Formation Gunio

Judgement Formation Vaz

1. As a singular Unit the various battle-lines go unto the Orks to utterly annihilate them, along with any hopes of the Orks regrouping. They target vehicles and the biggest and strongest Orks first before butchering the little ones.

(567 marines, 5 thundercannons, +30)

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1c3af9 No.51140

Dice rollRolled 13, 80, 98, 79, 100, 96 = 466 (6d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

29,500 Credits

Some Influence in Olagas

Some Influence in Ortal

total control of Hive Khe-Sanh and its Industries

1 Freeblade Questoris Knight Crusader, Light Damage

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

498 Tech Priests

2,250 Eldar Mercenaries

40,000 Carnivore Kindred

16,000 Stalker Kindred

8,000 Tracker Kindred (Riding Knarlocs)

280 Krootox Riders

25,000 Hunter Kindred

6,000 Headhunter Kindred

1. Fortify Khe-Sanh into a citadel.

total control of Hive Khe-Sanh and its Industries

2. Begin refurbishing the tunnel network.

3. Have the auxilaries funnel the wavering orcs.

+10 to Guerrilla Warfare when using Kroot Units, +5 to General Combat when using Eldar Units

4. Continue to bombard the orks with the knight

5. Repair the freeblade with its techpriest entourage.

6. Utilize the Ortal nobles' fear and isolation from one another to gain control of their assets. "These fools will be the death of the city and by extension Koronam itself! We have warned them repeatedly of what was to come and what is needed for this crisis and yet they still persist in their delusions. It is obvious that they are no higher than beasts who would rather fulfill their appetites than wage war on the enemy of man. Such weakness does give us an opportunity however, as their craven nature would compel them to ultimately submit. With the battle currently raging and them huddled in their bunkers this gives us an excellent time to target families who have been resisting our efforts. Ideally we can do this subtlety with things such as ensuring passage to a paradise world or forcing them into debt while they neglect their estate. Then it would be a simple matter of repossessing the assets to those who have shown foresight in joining us. Of course in some cases before we could even do such a thing it would appear that ork kommandos sneaked inside their mansions and had slaughtered the entire bloodline. Truly tragic."

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10778b No.51143

Dice rollRolled 46, 96, 95 = 237 (3d100)

>>51122

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 20,000

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black River:

120,00 PDF Soldiers (510k max)

5,000 Agri PDF Soldiers (40k max)

86,000 Combat Engineers (135k max)

Medic Detachment (reduces casualties by 5%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

>Kill Count:

+ 825,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 543,500 PDF

+ 38,000 Agri PDF Soldiers

+ 77,000 Combat Engineers

1. Task Force Black River finally had its chance to make the Green Horde pay for what it had done. They would force any greenskins within their range to their knees and deny them escape, cutting them down with ferocious might. They would be joined by the Medical Detachment which had arrived now that the toughest fighting was over.

2. While Task Force Black River was busy fighting to the best of their ability Agri Defenders East and its administrative staff would continue to grow the ranks of their new Medical Detachment to improve the amount of men recovered from the brink of death.

3. Section Red River would continue to improve fortifications along the Red River to enhance the fortifications there and bring them up to standard with the rest of Vertun's defensive line.

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bbb9e1 No.51144

Dice rollRolled 38, 32, 47 = 117 (3d100)

>>51123

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat

10800 credits remaining

TROOPS:

39,000 Combat Servitors (100,000 total)

69 Kataphrons (110 total)

2 Kastellans (1 Destroyed, 2 Damaged)

10 Kastelllans with Incendine Combustors (9 Damaged, 1 Destroyed)

1 Armiger Warglaive (Lesser) (1 Slightly Damaged)

50 Support Personnel

45 Rapier Armoured Carriers

Karacnos Heavy Tank

The production of Sentinels is excellent, they will be passed along to the forces of the PDF to provide mobile light vehicles to attack soft targets with.

1. The Orkish threat is in retreat, excellent. We will pull back from the combat and continue to work on repairs for our damaged mechanicals

2. While the forces of the Orks are no longer a major threat for the moment tales have been heard of the Arbites running into the foul force of a genestealer cult. Servitors will be sent to sweep the underhive of Karanas to see if any of the foul xenos forces are present in the city.

20,000 Combat Servitors

60 Kataphrons

3. My Manufactorum will swap to producing light infantry transport vehicles again, Hellhounds will be attempted again in the hopes of reinforcing the forces of the Adeptus Sororitas

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5e7f99 No.51145

Dice rollRolled 86 (1d100)

>>51087

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

390,000 Skitarii

33 Onager Dunecrawlers (7 damaged)

200 Ironstrider Ballistariuses

78 Sydonian Dragoons

3,000 Techpriests

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Move to intercept known ork flier patterns and eradicate their air forces. +7

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69e9a4 No.51148

Dice rollRolled 43 (1d100)

>>51126

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 2/10

Troops:

127 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

227 Scout Marines

10 Razorback Transports

2 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops: 74 marines (1 turns), 95 space marines (2 turns), 3 Vindicator Tanks

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: The ork numbers thin, we must only hold ground to weather the storm. The Ash Dragons hold position, using the fortress we have built with greenskin corpses to continue fighting their kin.

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a06a71 No.51149

Dice rollRolled 49, 70, 62 = 181 (3d100)

>>51125

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": Medium Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": Medium Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

110,000 Skitarii

4,000 Secutarii

100 Sancristans

400 Tech-priests

>Credits

20,000

>Bonuses

+6 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Same as last time, with great force and overwhelming firepower the Knights will slaughter the Orks until none remain, though if any of the Knights suffer heavy damage, pull them back behind the defensive lines.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

2: Set up defensive lines with the Skitarii and Secutarii, to protect the Knights if they are damaged.

+110,000 Skitarii

+4,000 Secutarii

3: Have the tech-priests and sancristans repair any knights who get damaged from behind defensive lines

+100 Sancristans

+400 Tech-priests

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74348e No.51150

Dice rollRolled 18, 95 + 15 = 128 (2d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>TROOPS:

259 Standard Space Marines (4 Companies)

130 Wounded Space Marines

81 Scout Space Marines (1 company)

54 Death Company Space Marines (1 Company)

30 Wounded Death Company Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

>Medium Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

>Slight Damage

3 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 70% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1. The Techmarines make spot repairs on the dreadnoughts, who have since been pulled back from the frontlines.

2. The marines instead form a defensive perimeter, allowing the orks to break upon their bulwark

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a70b08 No.51152

>>51022

Task Force Salvation continues to help the casualties of the Adeptus Astartes. The Sisters of the Cleansing Dawn, the sisters of battle march forward, and while this is an effective tactic, the Living Saint knows that her time here is slowly but surely drawing to a close, so she gives her last strikes against the enemy before she must go. This sends her into a frenzy, and many other sisters alongside her enter into a frenzy as well, which causes increased casualties amongst the sisters of battle. The Sisters Famulous and Medicae continue to coordinate medical care. The Pronatus have 100% mapped out the peninsula of Olagas and are slowly making their way up to Khe-Sanh, charting and mapping wherever they go, this is a fruitful effort, for all the tunnels they map out they gain a +10 to combat in. You also tend to the Space Marines.

Casualties:

40 Regular Sisters of battle dead

120 Sisters of battle wounded

2 Repressors Damaged

Inflicted

90,000 Ork Casualties

>>51128

Your battle brother in the death company dies yet another agonizing, excruciatingly painful death.

>>51138

Your Lances are once more deployed into the thick of combat, with the Helverins present to provide additional combat. The Lance tactics continue to work splendidly, and the Orkz have lost most of their heavy weapons, with the exception of some Deff Dredz which your Knights hunt in specific. Upon pulling out of combat, your repair crews, specifically the techpriests and Sancristans are already exhausted from long hours of work, and this time they aren't able to repair the walkers fast enough. As for the Agari, while they are grateful, very few take up your request, stating that they have lived on this land for millenia, and do not intend on walking away so easily. On the other hand, the manufactorums start to churn out Lasguns and Flak Armor in large quantities, and by the end of the battle you have constructed 50,000 Lasguns and 50,000 suits of Flak armor. Your constant praising of the Omnissiah appears to pay off, and indeed it appears that the Omnissiah provides, as the Techpriests of the Adeptus Mechanicus from the local forge world send over additional void shield generators meant to protect the Gate of the East.

Casualties:

2 Armiger Knights Helverin, both medium damage

1 Knight Warden, Heavy damage

1 Knight Crusader, Slight damage

1 Knight Errant, Slight damage

The rest are repaired or took negligible damage.

Inflicted 100,000 Ork Casualties, destroyed 10 Deff Dredz.

>>51139

Your troops come to the aid of the Adeptus Astartes! Many of your men were exhausted, but would not pass up the opportunity to dip their blades in the blood of Orkz! Once more, you live up to Orkish Expectations! Charging straight through the lines of the Ash Dragons and Carnelian Martyrs, your chainswords quickly become wet with Orkish Blood, you start to pile up Orkish Bodies, even slicing clean through many of them! You, along with the rest of the Astartes demonstrate to the Orkz that the Space Marines are a force of Reckoning. Many Orkz die this day.

Casualties:

3 Space Marines dead (4 Saved by Order of Cleansing Dawn

230 Space Marines wounded

400,000 Orkz Killed.

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a70b08 No.51153

>>51140

Khe-Sanh fortification efforts start to slow down, but that is due to the fact that your efforts are becoming increasingly divided. First of all, you refurbish the tunnel network, and your action succeeds, although it will take much more time to fully complete the refurbishing (20% of 100% completed). The Auxiliaries are starting to funnel the Wavering orkz tighter and tighter, specifically towards the killing machines known as the Adeptus Astartes, the Kroot and Eldar start to establish a perimeter around the Orkish forces, the grip slowly but surely tightens, and many Orkz continue to die through your strikes. The Knight also performs excellently, supporting the PDF forces and your own forces as well, providing heavy fire support and flattening swathes of enemy units. Afterwards it is pulled back, and repairs only reinforce its already strong hull, and in fact even manage to upgrade its systems! Lastly is the master power play done by the Enterprisors. By scamming, blackmailing, and ensuring passage to a paradise world you start to take over the estates and replace the Nobles within Ortal with Nobles that are purely loyal to you. Ortal is now firmly within your hands, and the Governor is none the wiser!

Casualties:

250 Eldar mercenaries

3,000 Carnivore Kindred

2,000 Stalker Kindred

1,000 Tracker Kindred

10 Krootox Riders

1,000 Hunter Kindred

500 Headhunter Kindred

Inflicted 200,000 Ork Casualties.

>>51143

Task Force Black River now starts to cut down Xenos, using their advantageous position as the filthy Orkz start to run across the river, Orkz die in the Hundreds of Thousands, and while your PDF also die, their casualties are far fewer now. Agri Defenders East also start to recruit more and more men into the Medical Detachment which now grows, reducing their casualties by 7% now. Lastly, red river continues to improve fortifications, and when all is said and done, now the entire red river has fort-level fortifications, with large thickets of barbed wire and heavy Ferrocrete and Ceramite Fortifications.

Casualties:

28,500 PDF (5% saved by the Medical Detachment)

500 Agari PDF soldiers

1,000 Combat Engineers

Inflicted 110,000 Ork Casualties.

>>51144

You begin to repair all your damaged men, and you have formally pulled away from combat. The Underhive of Karanas is swept, and all you manage to clear is really the criminal scum, no Heretics or Genestealers here! 4 Hellhounds are constructed within your Manufactorum, and are then sent to the Adeptus Sororitas.

>>51145

Your Icarrus arrays are brought to bear once more against the Ork Fliers. With their aerial forces in complete disarray, the Auto-cannons, the missiles, they are simply too much for the Ork Fliers and after the battle, the entire orkish airforce is completely obliterated.

Casualties:

1 Onager Dunecrawler damaged

190 Dakkajetz destroyed.

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a70b08 No.51154

>>51148

As cool as it looks, the Fortress of Greenskin corpses is not very effective at stopping enemy bullets. However, your Space Marines continue to be a dominating force on the battlefield. Reinforced by the Sanctioners of Cataclysm, you support their wild antics in melee combat with heavy bolter fire and assaults by tanks and Thunderhawks. Many Orkz die by your valiant stand atop the Hill, and it appears that the Orkz were indeed giving all they had, and eventually they broke upon your forces.

Casualties:

1 Space Marine Dead (Another Space marine saved by order of cleansing dawn)

2 Scout Marines

60 Space Marines injured

Killed 225,000 Orkz.

>>51149

Your Knights, Skitarii, and Secutarii are deployed once more! Working with the forces of House Varuke you start to overwhelm the Orkish forces with your incredible firepower. They stand no chance against Imperial Steel! Imperial Knights pave the way forward while Skitarii and Secutarii are right behind them, cutting down any orkz that dare get too close. You eliminate the remaining Deff Dredz, which are brought to bear in a desperate attempt by the Orkz to destroy your heavy weapons, but those are cut down. Afterwards you pull back and fully repair all your Imperial Knights.

Casualties:

20,000 Skitarii

300 Secutarii

Inflicted 100,000 Ork Casualties, destroyed 9 Deff Dredz.

>>51150

The Techmarines attempts to repair the Dreadnoughts in the heat of battle are in vain, and Brother Slanguinius's Dreadnought is now medium damaged, as some Deff Dredz take some shots at it as they head to combat the forces of the Imperial Knights. It will be repaired later. As for the Carnelian Martyrs, it appears that they performed admirably as well! They chose to follow the lead of the Ash Dragons and support from a distance, they form a defensive perimeter and dig in heavily. Heavy Bolter Fire, alongside strikes made by the Death Company are able to rip apart the remainder of the tattered and broken Orkish Forces. What was also spectacular is that for the first time on Koronam, no deaths on our side were reported! Spectacular.

0 Space Marines Dead

0 Death Company Marines dead

110 Space Marines Injured.

Inflicted 400,000 Orkish Casualties.

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a70b08 No.51155

At last, the Orkish forces are now broken! The remainder are swiftly cleaned up by the remainder of the Forces while everyone returns to their respective bases to lick their wounds, and prepare for the next offensive. We will have 3 turns of peace before the next assault, or at least that is what Segmentum Command reports.

Medals:

People who suffered 0 Casualties in at least one round: Scruffy

Person with the highest casualty rate this battle: White Death with a PDF survival rate of approximately 17% for Task Force Black River (PDF are instantly replenished so it's not like anyone cares aside from the poor families of the brave PDF soldiers who died)

Now get your turns in.

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0389c0 No.51156

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

Fortification Garrison / Consecrated

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

500,000 Astra Militarum Soldiers from the World of Gaulle

200 Earthshaker Cannons

250 Griffon Heavy Mortars

1000 Confessors.

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+50,000 Pilgrims

+10,000 civilian Construction pattern servitors

STAT POST

SINCE I WAS IN THE MIDDLE OF WRITING COMBAT ACTIONS BEFORE THE TURN UPDATED AFTER GETTING BACK FROM WORK

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a70b08 No.51157

Everyone gets another flat +10,000 Credits with the following exceptions

-The Enterprisors, who get +20,000 instead

-Task Force Black River, get +15,000 instead

-1st Heavy Infantry of Gualle, +12,000 instead

FAVOR

All Adeptus Astartes factions with the following favor

-Ash Dragons, +1 favor

-Sanctioners of Cataclysm, +2 Favor instead of +1

-Carnelian Martyrs, +1.5 Favor

Next turn, the Rogue Traders and Squats will visit us, selling us their services and wares!

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0389c0 No.51158

File: d693695ff28e4f8⋯.png (567.16 KB,634x643,634:643,GOLDEN CARAPACE ARMOR.png)

>>51157

>-1st Heavy Infantry of Gualle, +12,000 instead

"B'ahaha. Come friends, look upon our 'just' reward. Segmentum command hath, in their 'generosity', offer'ed unto us . . .2000 more credits than usual!"

And there was much raucous laughter among the regiment, who set to sleucing the mud off their gold and enplatinumed armor. The credits were, jovially, handed over to the ecclesiarch who summarily sent them straight to the holy church.

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a5058e No.51159

File: e386edf7d72d835⋯.png (548.04 KB,786x587,786:587,Shield_fortresses.png)

Dice rollRolled 4, 99, 25 = 128 (3d100)

>>51155

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 26,000

TROOPS:

1,075,000/1,075,000 Decently Equipped Agari Planetary Defense Forces

25,000/25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

100,000/100,000 Penal Planetary Defense Forces

19,000 Ogryns

1,997 Commissars

498 Ratling Snipers

40/40 Armageddon Pattern Sentinels

4,930 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

21,988 Centaurs

280 Valkyries

100 Earthshaker Cannons

1 ??????????

—-

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. Begin repairing shield fort to the north as indicated on the map

2. Begin repairing shield fort to the south as indicated on the map +15

3. Continue scavenging for heavier equipment +10

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3fa08a No.51160

Dice rollRolled 42, 70, 54, 15 = 181 (4d100)

>>51152

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

1233/1300 Sisters of Battle

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

11 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas.

45,000 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all Olagas starting up to Khe-sahn)

1. With Georgina's departure, The sisters of the Cleansing Dawn collect what relics she left behind and sequester the in two newly made reliquaries. One in the Cathedral in Olagas, and the other in the Convent of the Cleansing Dawn.

2.The Pronatus continue to explore and map the tunnels up to and around Khe-sahn, looking for absolutely anything of value while the do so.

3. The sisters Begin to try and upgrade the Convent of the Cleansing Dawn into a truly Mighty and dauntless Stronghold. Something truly worthy for an Order of the Sororitas to call home.

4. The Order calls upon Olagas to produce more Arms, Vehicles, better armor and better gear for our sisters.

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0389c0 No.51161

File: d7c91c141a54e3d⋯.jpg (22.62 KB,500x281,500:281,500px-Cathedral.jpg)

File: eb87cfe89a649bb⋯.jpg (461.66 KB,1643x984,1643:984,TB9xP.jpg)

Dice rollRolled 30 (1d100)

>>51158

CULTURAL/MORALE ACTIONS (not exactly actions per say, rolled for them in case):

https://www.youtube.com/watch?v=fUNoREwIKHg

As one, the battle over, the cheers and rejoicings of the regiment gave way to solemn gather. The Ecclesiarch carried the torch and banner of the holy church high, as all gathetered to the Citadel where would be held service and rejoicings for the victory blessed to them all by the Emperor.

In a time honored tradition the nobles of Gaulle, as zealous to the faith and as fearful for the prospect of their souls as any in the Emperor's blessing, paid homage to the guardian of mankind. Across the planet, church bells tolled, for from lowliest serf to the highest noble, from Sororitas to Adeptus Astartes, thanks was given to the God Emperor.

The Citadel, though her repairs not yet complete, was in herself a grand visage to the Imperiums might. The great and grand cathetedral, able to hold mass for an entire Hive city, was the first to be repaired and now used in thanks to the defeat of the first Xenos threat. The greenskins lay dead, mankind prevailed, the Emperor protected us. Amen.

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0389c0 No.51162

File: 66c9efde4599ecd⋯.jpg (313.95 KB,1439x782,1439:782,Sánchez_Coello_Royal_feast.jpg)

File: 0a26da30a38b295⋯.jpg (209.88 KB,1024x756,256:189,1024px-Jordaens_King_Drink….jpg)

File: 8f4a0cc3471ed0f⋯.jpg (97.96 KB,800x464,50:29,image (1).jpg)

Dice rollRolled 51 (1d100)

>>51161

https://www.youtube.com/watch?v=kAOpFAGU3aA

And, as always after a fight, the nobles feasted and shared the tales of war. Of brothers and sisters slain on the field of battle, enobling the very soil with their blood.

Many now bore the fresh scars of battle. A new hydraulic limb here, a pair of cybernetic eyes there, some so wounded that like the techpriest they were now more machine than man. Many more who had joined in the first wave were there only in memory now. Their armor, their banner, and any what was left of their remains would be shipped home to Gaulle where they would rest with the noble family. And be they dead to bullet, or torn to gore and pieces, all would be recorded in herald and song and story for as long as Gaulle stood. Woe to those whose courage faltered and fled just before their demise!

Yet now was a joyous time. The nobility of Gaulle had for millenia existed to fight. In the horrors of war, they expressed their ultimate purpose. For where their forefathers lifted the lance and the plate armor to do battle and joust against other men, they now raised their lasguns and carapace to slay the foes of mankind. And for all the gold and jewels and precious things in the world, none were as precious as victory, no wine or honey as sweet, and they reveled and drank upon it.

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1c3af9 No.51163

Dice rollRolled 92, 51, 22, 79 = 244 (4d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

49,500 Credits

Some Influence in Olagas

total control of Hive Ortal and its Industries

total control of Hive Khe-Sanh and its Industries

1 Upgraded Freeblade Questoris Knight Crusader

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

498 Tech Priests

2,000 Eldar Mercenaries

37,000 Carnivore Kindred

14,000 Stalker Kindred

7,000 Tracker Kindred (Riding Knarlocs)

270 Krootox Riders

24,000 Hunter Kindred

5,500 Headhunter Kindred

1. Continue Fortifying Khe-Sanh into a citadel 2/5. "It is a sad necessity that our workforce in Khe-Sanh be split so that its defense as a whole can be ensured. However in many ways we have not been truly utilizing all the manpower we can muster. It is one thing to proclaim edicts and obligate serfs to do their duties, but it is another to make them truly believe in the higher calling that comes with such work. We must begin investing into a patriotic campaign to bolster the spirit of the populace as they work in order to ensure maximal efficiency."

total control of Hive Khe-Sanh and its Industries

2. Begin fortification efforts in Ortal to make it a stronghold(???, not sure since I have not seen the fort colors change on map really). "It would appear that some of the other factions have made cursory efforts at fortifying this place, but have then quickly abandoned the effort in order to focus on more personal projects. This shall not stand as we are the new guardians of Ortal. With the entire city mobilized soon it shall become as glorious as Khe-Sanh."

total control of Hive Ortal and its Industries

3. Continue tunnel Refurbishment 20%.

4. Try to gain influence in Vertun. "More so than any other Hive-City, Vertun is left vulnerable. While the other 4 cities have at least a relative partner and the benefit of natural terrain to aid in defense they are isolated on a flat plain. With our recent successes in both Khe-Sanh and Ortal it is apparent that we are the only option that can offer an entire network that would ensure safety for them."

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e6bc87 No.51164

Dice rollRolled 80, 60, 85 = 225 (3d100)

>>51152

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500) Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500) Skitarii; Half Van and half Ranger

(40,000) PDF

100 Sancristans

4390 Tech-priests [3990 Novice] [400 Experienced]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels

Lvl 3 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +15, Fortified Tunnels +5 to warding off any attacks from the tunnels, (1 progress)

Location of Eastern Guard Fortresses Discovered

20,000 Credits

Stock of 50,000 Lasguns and 50,000 units of Flak Armor

Gate of the East Garrison (The entire army)

1 Contact our Mechanicus superiors and Request the presence of Magos Phord, who can manage this venerable Manufactorum, and bring the entirety of its glorious industrial capacity online.

2 Request an increase in regular shipments of raw and intermediate materials that will allow my Manufactorum to improve its output of goods.

3 Request a large number of servitors for fortress labor and the Manufactorum.

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e6bc87 No.51165

Dice rollRolled 36 (1d100)

>>51164

4 Request the presence of Magos Biologis (Genetor) Egregor. He is a mixture of eccentric, and dangerous, interests and unflinching discipline as befits a Biologis. We believe we can tempt him to leave his laboratory with the news of a new strain of Abhuman known on Koronam as the 'Agari' who possess increased strength and robust health. We could greatly make use of his skills to augment our Skitarii legions with his sacred knowledge of the genetic sciences and biological engineering. His medical knowledge is extensive and could provide the Order of the Cleansing Dawn with invaluable knowledge, resources, and skill. Further his knowledge of the enemies of mankind could be just the edge we need.

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e6bc87 No.51166

Dice rollRolled 96 (1d100)

>>51164

5 Launch deep space probes to attempt to gain information of the possible trajectory of where the enemy might land, and their number, that we may better prepare for their arrival.

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0389c0 No.51167

File: bf7b428371e4f15⋯.jpg (933.9 KB,1279x1500,1279:1500,Duke's Armor.jpg)

File: 8dd82ce51b6a90f⋯.png (244.68 KB,353x620,353:620,Zw-Industrial_Knight_Outfi….png)

File: c7b9ffaf5f372e8⋯.jpg (130.62 KB,950x841,950:841,feudal_world_guardsman_by_….jpg)

Dice rollRolled 36, 21, 44 = 101 (3d100)

Because I basically have 10+ things I’ve been waiting to roll for in peace time:

EQUIPMENT/INFANTRY ROLLS:

1. Ignatus Power Armor for the Duke

http://warhammer40k.wikia.com/wiki/Power_Armour#Ignatus_Power_Armour

‘’The Duke of Gaulle, the 3rd most influential person upon the Shrine World of Gaulle next to the High Ecclesiarch and the King himself, is by far the most well arm’ed of the Heavy Infantry regiment. He alone in the regiment has the prestige, the funds, and the imperial authority to wear the finest Ignatus Power Armor, often out of reach of even the most wealthiest of nobles and merchant lords, worn by Inquisitors and the highest ranking officials.

Comparatively speaking, Ignatus power armor has both advantages and drawbacks compared to Sororitas Armor. The level of protection and provided agility and strength is comparable.

However many Ignatus pattern armor are built specifically for those inquisitors who must brave the very dangers of the Warp itself, many examples dating back to the Great Crusade. Where the Sororitas must rely on her rosarius, Igantus Power Armor are blessed with Hexagrammic Wards to defend the wearer against unholy or even psychic attacks from vile xenos. The Emperor truly protects!

And where the Sororitas Armor is equipped with a rebreather for limited excursions into the void and protection against toxic atmosphere’s, Ignatus Armor comes equipped with a self-sustained life support system, allowing it to function as self contained void armor to fight in even the depths of the sea or space.

The most distinctive feature of the Ignatus Power Armor is its high tech equipment. It is equipped with its own machine spirit, whom the wearer may speak to via cerebral augment or verbally, as well as a more advanced photo-visor system that renders the wearer able to gaze upon photon flash grenades safely or see in even the darkest haze. Where vision fails, and internal Auspex device can scan the unseeable and outline objects for movement and position, and a Vox Micro-Bead allows for long ranged communication with orbital vessels above. All of these provide excellent abilities for a commander.

The primary drawback is all of these systems is a heavy tax upon the power supply, as where Sororitas Power Armor can operate indefinitely in combat, the added gadgetry of the Ignatus Power Armor renders it with a lifespan of five combat days. Thus must a wearer who intends to use these devices on long excursions must ensure they come with backup power supplies, or can quickly withdraw to charging stations otherwise.”

2. (Replacement) Power Armor for the Nobles

‘’Every nobleman and knight in this regiment has a duty that goes beyond themselves, an inherited responsibility, a challenge as a birthright. They represent their name and their noble house, whether lightyears away from home or on the very holy soil of Gaulle.

Where the women of Gaulle go to the Sororitas to train themselves in power armor, so to the men go to the 1st Heavy Infantry. Much has not changed since the days of yore, each noble son starts of as a squire who is servant to an adult noble, providing service in exchange for training and discipline. But where the forefathers learned the plate armor and the joust and lance, the modern son of Gaulle now learns the power armor and the lasrifle and bayonet. The shield has remained, though now a boarding shield with a notch for a rifle. Each and every piece of armor by a noble is embroidered with the insignia and colours of their noble house.

Galactic Excursions by the Regiment often reveal unfortunate inadequacies during the fight. Some armor is proven to be outdated, or is damaged in the field of battle and in need of replacements.

The regiment sends a Vox to Gaulle to call upon the great Smithing families and the Adeptus Mechanicus to send for replacement power armors at once, shiny and new, so that the noble regiment fights with top notch gear.”

3. Void Carapace Armor for the Men-At-Arms non-nobles

http://warhammer40k.wikia.com/wiki/Carapace_Armour#Hax-Orthlack_Mark_II_Magistratum_Combat_Carapace

‘’Like the famed planet of Scintilla, the nobles of the hive cities surround themselves with a retinue, bondsmen and levies of non-noble origin. The ‘Men-At-Arms’ of Gaulle are those most loyal and closest to each noble, at home they would be lieutenants and captains of the guard, but on the great excursions into the stars they alone are selected to fight as front line grunts alongside their noble masters, aiding them and fighting at their side as they had back home.

Like the Enforces of Scintilla, the nobles of Gaulle equipt their best men with the famed Hax-Orthlack Mark 2 Combat Carapace. The finest available! Fully enclosed with built in respirators, these are ideal for the forms of gas warfare sometimes deployed by the regiment’’

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0389c0 No.51168

File: ab5b0229e9b1a65⋯.jpg (79.12 KB,800x1147,800:1147,728192_md-Hot shot volley ….JPG)

File: 3a63b68ae603c3b⋯.jpg (93.92 KB,1200x610,120:61,VIC-SWAT1.jpg)

File: a4caa2f940966c4⋯.jpg (224.16 KB,1280x720,16:9,bf1dlc-1489410039572_1280w.jpg)

Dice rollRolled 84, 47, 12 = 143 (3d100)

4. Hot Shot Volley Guns

‘’Also known as ‘Hellgun Volley guns’. The Hot-Shot lasgun is a more advanced version of the common Lasgun, featuring a heavy power pack for far greater ammunition capacity, thermal coolant, and reinforced barrels with both semi-automatic and full auto modes. The Hot-Shot volley gun takes this a step further, allowing sustained maximum rates of fire without utterly melting the gun, and they have a tendency to glow red hot many minutes after firing. Quite heavy, only those with the great strength to carry them or augmented through hydraulics may wield these weapons. They are quite favored by the Heavy Infantry Regiment for their sheer firepower, reminiscent of the ancient days when their ancestors shredded the other knights with machine-slugthrowers during the Gaulle unification wars.

The Duke sends requests for spare parts and replacements to equip the regiment in the next great battle to come.’’

5. Notched Boarding Shields

‘’Normally used for ship to ship boarding actions, the notched boarding shield has found favor in the regiment who often find themselves in the close quarters combat of the trenches. Naturally not as heavy as any used by an SM Chapter such as the Imperial Fists, yet light enough to be carried by those humans who are augmented with extra strength such as tech priests or hydraulic armor. Reminiscent of the ancient knightly shields of their ancestors, the nobles of the 1st Heavy Infantry regiment of Gaulle have taken to adorning them with the sigils and colors of their noble family. They are notched to allow for the holding of a gun, and can be braced upon the ground like an ancient pavise’’

6. Power Mace Sidearms

“In the cramped quarters of the trenches, the Knights of Gaulle have found that when the enemy comes to close for the gun, it is still good to have a weapon of mêlée.

During the unification wars, the Trench Club or the Mace was quite popular, as it provided a means to bludgeon other enemy knights in armor. Now that Gaulle is a kingdom in service to the God Emperor, they have upgraded themselves to the Power Mace, which is useful against the xenos scum of the galaxy. Indeed, training with a power mace is one of the last remnants of the old knightly days which still remain intact. The Regiment makes requisitions to ensure all are aptly provided.”

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0389c0 No.51169

File: e53b2c74bf1d82a⋯.png (159.59 KB,400x249,400:249,400px-CentaurTank.png)

File: 3a78cf97496bb58⋯.jpg (67.83 KB,1234x433,1234:433,train_s.jpg)

File: 631facdfa5e8bdf⋯.jpg (430.46 KB,838x838,1:1,wilson_copy.jpg)

Dice rollRolled 21, 48, 94 = 163 (3d100)

EQUIPMENT/VEHICULAR ROLLS:

7. Request Centaurs (Difficult Terrain Pattern)

http://wh40k.lexicanum.com/wiki/Centaur

‘’The 1st Heavy Infantry Regiment of Gaulle rarely use combat vehicles and tanks, one of their creeds being ‘let each be a tank unto himself’. Yet there comes times when armored transport is needed, particularly for the artillery pieces crewed by the Men-At-Arms. Thus far the use of construction vehicles in this task has been. . .adequate. Yet risky. Like their Krieg rivals, the 1st Heavy Infantry regiment of Gaulle favors the use of Centaurs as light armored transports capable of towing artillery pieces and their crew across the blasted steps of no man’s land. Especially desired are the Rough Terrain Modification’s to allow it better access to the crater blasted and trench crossed no-man’s land (often of the regiments own making). In addition they can be used to safely ferry ammunition to the front.”

8. Dedicated Armored Train

‘’In the previous combat, civilian locomotive models were modified ad-hoc to carry the heavy artillery pieces and infantry to the front. With the ork menace now pacified, there is time to create dedicated armored trains for the carrying of the most heavy ordinances and fast movement across rail networks. Commission local and regimental tech priests to organize the assembly of proper armored trains.’’

9. Requisition Tremor Cannons

‘’A weapon which has left a strong impression upon the regiment is the mighty Banehammer. With its massive tremor cannon, which buries itself into the ground before detonating its massive payload. This not only clears the area of any mines, it creates shockwaves which turn the earth into a quick-sand like slurry. Men and tanks sink into the muck and cannot move, and are made vulnerable to artillery and ranged fire.

The regiment does not have the facilities to support any Baneblade variant whatsoever, however with the aid of armored train transport it could feasibly use a stationary tremor cannon if at least in the defensive role. The Duke himself sends inquiries and makes requisition requests for such a weapon.”

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0389c0 No.51170

File: a0af619c0479feb⋯.jpg (207.18 KB,600x450,4:3,DH19-CoverCrop1.jpg)

File: 0479a24d3e7457c⋯.jpg (104.9 KB,1080x1293,360:431,39902821_2261197577442458_….jpg)

File: 17b624565f83e86⋯.jpg (180.33 KB,1280x720,16:9,maxresdefault (12).jpg)

Dice rollRolled 21, 19 = 40 (2d100)

DIPLOMACY/INTRIGUE ROLLS:

10. Coordinate/Assist the Eccleisarchy and the Sororitas for improved relations

‘’Owing to its history, the regiment and indeed the Shrine World of Gaulle has had close relations with both the holy Church and the Sororitas orders, Gaulle itself being host to one such order. ‘Duty, Diligence, Faith’ being the motto of the regiment.

Through a combination of testimonials of recommendations, the word of the High Ecclesiarch on Gaulle, and the provision of ‘indulgences’ and monetary support by the noble families of Gaulle provided aid (roll boost to Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova).

The Duke intends to work closely with and requisition support from ecclesiarchal forces and equipment. ‘’

REINFORCEMENT/RECRUITMENT ROLLS:

11. Request selection process to see if some of the regiment can be trained as Ecclesiarchal Crusaders

http://wh40k.lexicanum.com/wiki/Crusader

‘’Where most nobles of the regiment would, if at all possible, desire to return home after a glorious campaign, there are some whose faith and devotion are such that they are willing to surrender title, life, and limb for the sake of not just the Kingdom or their soul, but Mankind itself. Ever eager to prove their devotion to the God Emperor they thrust themselves into danger without care and with unwavering courage.

Some of these may be suitable to become Crusaders, if selected by the Church, and to have such a force on Koronam would be a mighty aid indeed. Have the confessors in our regiment work to see which of the most loyal and zealous to the faith among our regiment may be selected as Crusaders, to be trained out among the stars, and one day return to the regiment that they may fight for this planets survival”

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0389c0 No.51171

File: e93b11bd73c0905⋯.jpg (77.14 KB,640x480,4:3,Memories - Cannon Fodder.jpg)

File: 9bdcc6adc6d3553⋯.jpg (240.1 KB,1280x1246,640:623,73591257eabb52ff62bd1e097c….jpg)

File: 33b8870c23f7c49⋯.png (460.36 KB,800x406,400:203,Ammo.png)

Dice rollRolled 91, 98, 7, 35 = 231 (4d100)

CONSTRUCTION ROLLS:

12. MORE SERVITORS

‘’There are tens, maybe hundreds of thousands of casualties on this planet. Do not waste what the Emperor has provided. Send out our labourer forces to collect them and ship them to local AdMech facilities to be converted to servitors before they rot!’’

13. MORE PILGRIMS

‘’This world has seen the birth of a new Holy Saint of the Emperor. We have discovered one of his mighty bastions. Truly this planet is blessed, and the work to be done here also. Continue to aid and press efforts by the Ecclesiarchy to send pilgrims here with the promise of salvation and service to the Emperor.’’

15. MORE CONSTRUCTION VEHICLES

‘’The task is great, the work is mighty. The requisition of additional construction vehicles is required.’’

16. CITADEL DESIGN/FUNCTION – BASILISK MAGNUS W/ CONVEYOR AMMO (INVESTIGATION)

‘’This Citadel holds many secrets. Her gunports are equipped to wield everything from the smallest laspistol to the mighty Behemoths and Macro-Canons.

It is the medium super heavy artillery pieces which interest the duke in the present.

It is envisioned that perhaps, this place has the facilities to sustain prolonged basilisk magnus fire, if they are not already present. It is hoped then that, either by repair or modification, a series of Basilisk’ Magnus could be housed within its mighty turrets and blockhouses, and fed by a series of conveyor belts to ammunition stores below. This would provide immediate long ranged fire to forces anywhere on this continent, perhaps even the planet itself.’’

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a70b08 No.51174

Dice rollRolled 76, 92, 47, 67, 33 = 315 (5d100)

Rogue trader stock rolls.

He will have 5 items in stock, these rolls determine what he has.

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e6bc87 No.51175

Dice rollRolled 63 (1d100)

>>51164

6 MAXIMUM PRODUCTION OF GOODS, FOR THE PURPOSE OF SALE AND BARTERING FOR SACRED TECHNOLOGY +Manufactorum.

https://youtu.be/wy-sVTaZRPk

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805a9e No.51176

Dice rollRolled 55, 2, 84, 86 = 227 (4d100)

>Organization Name: The Pride of Praetoria

>Category: Imperial Navy

>Sub-Category: Dominator Cruiser

>Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

>Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

>the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

>TROOPS:

>100,000 Military Capable Personnel

>700,000 Non-Military Capable Support Personnel

>Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

>Heavily Damaged but repairable Nova Cannon

#1 finish the repairs we made to the ship. make her airtight again. all the vents, ducts, and hallway bulkheads ready to be deployed in case of gas or xenos attack. these are proper repairs, especially to the most damaged sections of the hull

#2 await the Imperial Navy's supplies. they will be bringing in corvette turrets via landing barges, which are more suitable to use planetside than the macrocannons. be ready to install them when the barges arrive to lower them in place.

#3 now that we have time, have the cogitators make proper long range bombardment calculations for the new corvette batteries. they are mighty guns, meant to cross the distances of space. we can send the shells in a low orbit, and have them land somewhere on the planet. this will take time to calculate so we are sure of our accuracy.

#4 get some admech to manage the towing of the original macro cannons and the Nova canon, in sections if must be. we cannot use them now, but they may find a use later, perhaps installed in a fortress on this planet as anti-orbital weapons proper.

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74348e No.51178

Dice rollRolled 12, 35, 12 = 59 (3d100)

>>51157

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

1.5 Favor

>TROOPS:

149 Standard Space Marines (4 Companies)

240 Wounded Space Marines

81 Scout Space Marines (1 company)

54 Death Company Space Marines (1 Company)

30 Wounded Death Company Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

>Medium Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

>Slight Damage

3 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 70% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

1. The Sanguinary Priests and Techmarines immediately get to work restoring our still living and slightly living brothers to full combat readiness.

2. The serfs shall excavate the last few wings of the restored Apothecarion

3. To commemorate the great battle, the forge is put to work and our artificers shall begin work on a masterwork Inferno Cannon for Brother Emmanuel's chassis

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a70b08 No.51179

>>51159

In the north the fortification work for the shield fortress is slow going, your forces are primarily focusing on the Southern fort as it is able to more effectively protect hive city Karanas, which is also the capital of the world of Koronam. The Northern fort is also just simply not very needed as the Carnelian Martyr Fortress Monastery is guarding this flank. In the south, the reconstruct goes at breakneck speed, the Agari are also heavily supporting these construction efforts and as a result, the Shield Fort reaches level 2 in a very short amount of time! While massive sections of the Once-Mighty Citadel, appropriately named "The Karanasi Gate" are still ruined, the first layer of walls is fully restored, and accommodations for the men are also made. While the fortifications are relatively basic compared to the once mighty grandeur of this Citadel, it will become greater in time. The only equipment you find are ancient Lasguns and decrepit flak armor.

>>51160

The reliquaries are swiftly constructed, and the most venerable relics that she had left behind, her bolter and flaming Morningstar (now not flaming) are enshrined within the reliquaries. The Order Pronatus continue to scavenge the tunnels, and any valuables are swiftly collected. Most are trinkets, however you find an Ancient Banner, which when brought into battle on the specified front gives an additional +3 to all battle rolls. It is the Ancient Banner of the Sisters of Battle that came before you, "The Order of the Indomitable Spirit." In addition you also manage to map out all the tunnels around Khe-Sanh (If you want I can PM you the full range of tunnels you have thus far explored. Meanwhile back at the Convent, the sisters start to improve upon the Convent of the Cleansing Dawn, and by now the Convent upgrades are 33% done, with the Void Shield having been fully installed. Lastly, the work in Olagas is slow in the current state, people are recovering from the effects of the fighting, so production is sluggish.

>>51161

>>51162

>>51167

Within the citadel a massive mass is made, and thanks is given to the God Emperor. The Ecclesiarch gives a firey sermon, stating that our success in battle is thanks to the God Emperor, and that the defenders of this world have the blessing of the Emperor forever more! Afterwards the Nobles commit to an evening of Party, heightening their spirits and causing morale among the commanders to skyrocket just as much as the morale among the commoners! Much Celebration is had! Many of your requests for additional armor are summarily denied, however later you receive about 50,000 sets of Solar-Pattern Void Armor. Perfect for the upper echelons of your army!

>>51163

After a brief patriotic campaign, designating this as a Holy War and convincing the people hard enough to actually believe it, everyone gets back to work… Fanatically. Working hard and believing this to be a holy mission they work hard and hard! The entrance into the C.O.R tunnel system is massively reinforced, and the walls themselves are being heavily reinforced with Adamantium! What's more, is that even more Void Shields are being deployed to further reinforce the protection of the Hive City! The citadel is almost complete… The Gun emplacements, the walls, even the void shields are in place! Lastly is a final layer of defense and area where the citizens can flock and hide in. Ortal's defenses are further being reinforced, with it now reaching Redoubt-level fortifications, basic walls are made and basic fortifications are built. That being said, a massive amount of manpower is redirected to working on the fortifications, and so tunnel refurbishment slows to a crawl, reaching only 25%. Lastly, the Nobles of Vertun gladly accept your offer of aid, and approximately a Third of the nobles in Vertun swear their allegiance to you.

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a70b08 No.51180

>>51164

>>51165

>>51166

>>51175

Magos Phord is sent to you, although he will be working independently (not under your control) and passively increasing the output of the manufactorum. Secondly, the Magos helps you fill out the paperwork to request raw materials appropriately, and as a result you get enough to keep your Manufactorum running. In addition to this, about 50,000 Servitors are sent to you to provide labor and work in the Manufactorum. As for the Magos Biologis, he is busy right now… Please ask another time. Your deep space probes are also sent out, and they manage to perfectly calculate the trajectory of where the enemy is landing and even manage to gauge their numbers! (Will be PM'd to you.) As for the Manufactorum, it produces another 7,000 credits in supplies.

>>51176

The repairs for the upper levels of the ship are completed, and at last the ship is fully air tight, and as a result is able to withstand any gas attack. The most damaged sections of the hull are really the bottom levels, which will take much more time to fully repair, as while it is air tight, massive dents and scrapes really reduce the effectiveness of the walls, which were originally meters thick, but much of it has sheared off. The Imperial Navy's supplies also arrive, but installation efforts go slowly for these new Corvette Batteries. Your Cogitators also make proper bombardment calculations for your new Corvette Battaries, allowing them to have a range of many miles, and not actually be incredibly destructive like the Macrocannons you had before. In fact, your accuracy has grown significantly! (+3 to long range bombardment by Corvette Battaries). Lastly, the Nova Cannon is unearthed and brought back to a safe location, specifically the Shield Fortress Core Citadel, owned by the 1st Heavy Infantry of Gaulle.

>>51178

The Battle Brothers are fully healed in the Apothecarion. As for your Serfs, with some minor help from the Battle Brothers they are able to fully restore the Apothecarion, with it finally having powered on! A wonderous sight to be sure. The work on the Inferno cannon is slow, with the Artificers being exhausted from the previous battle, although when the Inferno cannon is complete, many are not sure if the Dreadnought will even be able to accomodate it, as it is often placed as a main weapon on Imperial Titans!

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a70b08 No.51181

File: f5fe1cae23a48c5⋯.png (4.1 MB,1644x1153,1644:1153,Rogue trader.PNG)

The Rogue Traders and the SQUATS have arrived! The Rogue traders are selling rare and exotic items they have "picked up." Many of these Rare and Exotic Items are highly prized, and only one of each is sold! Should multiple people want the same item, there will be a bidding war (Hopefully held in the discord chat, not here as to not clog up the thread). The Squats are a mid-level thing, and as they are abhumans you do NOT need an Ordo Xenos sanction form, so everyone can buy them! They are also adept at constructing fortifications!

ROGUE TRADER STUFF FOR SALE:

EXTREMELY RARE HYPERPHASE SWORD: 150,000 Credits (+25 in Melee Combat to your character)

ANCIENT AND AMAZING IMPERIAL FORCE SWORD: 75,000 Credits (+5 in Melee Combat, additional +15 stacked on top when fighting Demons.)

AWESOME TRANSONIC RAZOR (Great for Assassinations!): 40,000 Credits (+10 to melee Assassination rolls)

Merely Average Eldar Lasblaster: 20,000 Credits (+8 to melee combat, +2 to combat rolls)

Disappointing Shuriken Catapult: 10,000 Credits (+5 to melee combat, +1 to Combat rolls)

SQUAT PRICE LISTS:

1,000 Squat Troopers: 1,500 Credits

500 Squat Thunderers: 1,000 Credits

1 Thunder-fire Cannon: 30 Credits

1 Iron Eagle Gyrocopter: 100 Credits

1 Overlord Armored Airship: 500 Credits

1 Cyclops War Machine (Will take 5-1,000 Business years to complete transaction): 50,000,000 Credits

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a5058e No.51182

>>51181

Dibs on the Overlord Armored Airship and Thunder-Fire Cannon

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a70b08 No.51183

File: 8355af3b7f30c52⋯.png (2.83 MB,3072x1654,1536:827,Image for Game base templa….png)

Forgot map, sorry.

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a5058e No.51184

File: fd00e35fda4bf93⋯.png (398.6 KB,537x623,537:623,8355af3b7f30c52a0dac05a28a….png)

Dice rollRolled 15, 38, 53, 20 = 126 (4d100)

>>51179

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 26,000

TROOPS:

1,075,000/1,075,000 Decently Equipped Agari Planetary Defense Forces

25,000/25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

100,000/100,000 Penal Planetary Defense Forces

19,000 Ogryns

1,997 Commissars

498 Ratling Snipers

40/40 Armageddon Pattern Sentinels

4,930 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

21,988 Centaurs

280 Valkyries

100 Earthshaker Cannons

1 ??????????

—-

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. Begin mapping out the tunnels beneath the Iron Faith Line, blocking off the large ones and setting traps throughout. +10

2. Start creating an extensive network of trenches and earthen bunkers to the connect the forts and redoubts of the Iron Faith Line. +15

3. Send a request to expand our penal regiment, there are plenty men in the prisons and we can easy increase that force to 4 million.

4. Continue scavenging for heavier equipment +10

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1c3af9 No.51185

Dice rollRolled 100, 76, 44, 40 = 260 (4d100)

>>51181

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

49,500 Credits

Some Influence in Olagas

total control of Hive Ortal and its Industries

total control of Hive Khe-Sanh and its Industries

1/3 control of Vertun

1 Upgraded Freeblade Questoris Knight Crusader

20,000 Khe-Sahn Arbites

200 Thunder-Fire Cannons

498 Tech Priests

2,000 Eldar Mercenaries

37,000 Carnivore Kindred

14,000 Stalker Kindred

7,000 Tracker Kindred (Riding Knarlocs)

270 Krootox Riders

24,000 Hunter Kindred

5,500 Headhunter Kindred

Free 1. Purchase squats and the razor.

AWESOME TRANSONIC RAZOR (Great for Assassinations!): 40,000 Credits (+10 to melee Assassination rolls)

10,000 Squat Troopers: 7,500 Credits

5000 Squat Thunderers: 5,000 Credits

200 Thunder-fire Cannon: 3000 Credits

25 Iron Eagle Gyrocopter: 1250 Credits

5 Overlord Armored Airship: 1250 Credits

58,000 total

Free 2. Devote some production cycles for the rest of the peace time for 20,000 credit profit

1. Continue Fortifying Khe-Sanh into a citadel 4/5. "We are so close to realizing our goal. A shining beacon of progress and safety that would ensure our survival in these trying times. Where the smell of decay was once omnipresent in the city as a whole, now the smell of industry permeates the air. The work we have done here proves the superiority of man and if any foul beings dare to put it to the test we shall not be found wanting."

total control of Hive Khe-Sanh and its Industries

2. Turn Ortal into a proper fort. "The situation in Ortal was more dire than originally thought. While there have been forts dedicated near the city, it would seem that the city itself is left vulnerable until our arrival. This state of affairs cannot be allowed to continue. With the basic emplacements established we can now begin working towards hardening the infrastructure itself similar to that of Khe-Sanh so we can ensure both the health of the city and a supply line to the other forts in its area of influence.

total control of Hive Ortal and its Industries

3. Continue tunnel Refurbishment 25%.

4. Eliminate the obstinate nobles in Vertun. "It is good that so many have seen the good work we have done and have sworn devotion to our ideals. Sadly for every loyal soul there is also a craven who cannot see the future due to shortsightedness. Whether it is denial of reality or refusal to work alongside those due to some petty dispute it is apparent that these people will never see reason. What is worse is that their existence gives a bulwark to those who would normally take our side, but stay neutral out of a fear of retaliation. We shall liberate these oppressed and settle these disputes in their totality so that we can provide a unified front towards the true enemy."

AWESOME TRANSONIC RAZOR

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3fa08a No.51186

Dice rollRolled 79, 50, 60, 89, 81 = 359 (5d100)

>>51179

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

730 Sisters of Battle

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

11 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. 33% to Stronghold has voidsheild

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all Olagas and parts of khe-sahn)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Free action, Purchase 100 Meltaguns for 500 credits, Purchase 140 Hellpistols for 2100 Credits, Purchase 120 Power Swords for 1200 credits.

3800 credits spent

1. The sisters begin building a series small missions all over the major cities of Koronam. The purpose of these missions is many-fold. The exist to spread the Faith in the Emperor, to counsel the lost and needy, to hand out alms to the poor, to serve as points of contact for sisters when moving through the area, and finally to help pin down and coordinate the medical network for the benefit of all during battle.

+sisters are fracking popular

+Olagas support and annexation

+Ecclesiarchy backed

2. The sisters try to coordinate the Industrial might of Olagas to create more vehicles for use. While their ability to produce is slow, and repairs tot he city are necessary, more vehicles to fight against the enemies of man, and to transport the sisters to and from fights are needed. Thus the focus of the production are Rhinos and their chassis derivatives, Immolators, Repressors, and if the City does exceptionally well, the rare Exorcist.

+Olagas support

3.While the Convent of the Cleansing Dawn is strong and mighty, with finding of Genestealers lurking in the tunnels of a city nearby, in conjunction with the ever escalating Orkoid attacks, Cannonness Veritova knows more fortifications are not just a good idea, but necessary. Thus She has the sisters continue to Fortify the Convent into a proper Stronghold.

4.The sisters Pronatus continue to explore and catalogue the tunnels and continue to sift through the wreckage below for anything of use. The tunnels here are vast, and useful.

5.The Order of the Cleansing Dawn begins practicing conducting war exercises in the tunnels of Koronam.

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1c3af9 No.51187

>>51185

The bulk of the auxiliary forces will be moved into Ortal in preparation of an attack in the west.

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e6bc87 No.51188

File: 0e6de2e05984e43⋯.jpg (20.6 KB,480x360,4:3,hqdefault.jpg)

>>51185

A message from House Varuke, "Massive force of orks is approaching the West. Please send forces to outside Ortal and await further details soon."

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e6bc87 No.51189

Dice rollRolled 20, 90, 62, 100 = 272 (4d100)

>>51180

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500) Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500) Skitarii; Half Van and half Ranger

(40,000) PDF

100 Sancristans

4390 Tech-priests [3990 Novice] [400 Experienced]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

50,000 Servitors for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +3 to all rolls in battle.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 3 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +15, Fortified Tunnels +5 to warding off any attacks from the tunnels, (2 progress)

Location of Eastern Guard Fortresses Discovered

28,000 Credits (extra 1000 found on forlorn escape pod and picked up later)

Stock of 50,000 Lasguns and 50,000 units of Flak Armor

Gate of the East Garrison (The Army)

1 Continue Fortifying the Gate of the East Level 3 (2 Progress). With these recent additions to our industry and staff we can finally begin fortifying in earnest to oppose the coming Orks.

+Mechanicus

+Improved Resource Shipments

+50,000 Servitors

2 Keep training the troops in Walker Tactics.

3 Switch production in the Manufactorum to Karacnos Assault Tanks and make use of our new resources.

+Magos Phord

+Improved Resource Shipments

+50,000 Servitors

+Manufactorum

4. Request once more the presence of the Magos Biologis. His contribution of cataloging the Agari would be historic alongside what he could do for our war efforts.

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e6bc87 No.51190

Dice rollRolled 43 (1d100)

>>51189

5 Continue searching the eastern mountains for relics

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e6bc87 No.51191

>>51189

Archmagos Biologis*

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1b903e No.51192

Dice rollRolled 55, 54, 100 + 80 = 289 (3d100)

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

564 Space Marines

5 Thunderfire Cannons

Paragon Decimius

Chassis: Contemptor Pattern, Sanctioners of Cataclysm subtype

Age: 3000

Chassis Age: Pre-Heresy

Left Arm: Dreadnought Power Claw with Plasma Blastgun

Right Arm: Twin-linked Autocannon with Pre-heresy tier Autocannon munitions

Chassis:

Atomantic Shielding

Extra Armor Plating

Numerous Molecular Bonding Studs(Armor)

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(136 Marines)Sanction Force Alpha-22(22nd, 12th, 32nd)

(144 Marines)Sanction Force Beta-15(15th, 26th, 11th, 5 thundercannons)

(143 Marines)Sanction Force Gamma-30(30th, 9th, 23rd, Paragon Decimius)

(142 marines)Sanction Force Delta-17(17th, 3rd, 29th)

"Citizens of the Khe-San and Ortal. You're Nobles and officers have writhed in corruption for too long. They have lain with the xenos scum, and in doing so have damned themselves. By his will your cities shall be cleansed, and by ours shall it be done. Redemption and Glory have been lost for you all, now only the Cataclysm of his wrath remains. Lament heretics, for today you die."

1. The Sanctioners form into multiple Sanction Formations, each with specific objectives and targets. Sanction Force Alpha-22 goes into the waste and tunnel systems of Ortals, infiltrating the hive and working its way upwards, slaughtering mutants, xenos, and those who flee as they systematically disable the hive. 136 marines +30

2. Sanction Force Beta-15 enters the hive and sets up its thundercannons, mowing down its foes while it neutralizes the hives defensives with grenades and blades, pushing deep into the hive itself as they begin the purge. 144 marines, 5 thundercannons, +25

3. Sanction Forces Gamma-30 and Delta-17 begin a direct assault upon the xenos scum, aiming to decimate and annihilate the foe purposefully and utterly. Paragon Decimius leads the assault, gunning down the xenos with autocannon shell and plasma blast even as he rips them to shreds. His war calls lead his brothers unto battle, surrounding and protecting him, hurling themselves unto the foe to annihilate the traitor. 285 Marines, Paragon Decimius, +25

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10778b No.51193

Dice rollRolled 16, 34, 87, 79 = 216 (4d100)

>>51153

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 35,000

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Black River:

418,500 PDF Soldiers

35,500 Agri PDF Soldiers

50,000 Combat Engineers

Remnants of the Black River Battle:

91,500 Black River Veterans (PDF)

4,500 Black River Agri Veterans (Agri PDF)

85,000 Black River Veteran Engineers (Combat Engineers)

Medic Detachment (reduces casualties by 7%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 3 to General Combat

>Kill Count:

+ 935,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 572,000 PDF

+ 38,500 Agri PDF Soldiers

+ 78,000 Combat Engineers

1. At long last peace had come. The few of those who had survived the battle of the Black River had proven themselves to be the very hardest core of Mobwag. They would be bestowed upon with honors befitting their service and be granted improved weaponry and armor to make certain their abilities would be put to use appropriately.

2. Many had perished in the fighting and though the void had been filled it had only shown the immense need for even more manpower. Large recruitment drives would be undertaken as certainly even more men would inevitably be needed as garrison for various fortresses, as well as men who would take the fight to the enemy.

3. Having already fortified the area around Vertun Section Red River would be in charge of improving the fortifications of Vertun past the level of a Fort. Bastion Sick Yellow was already well fortified, however in its isolated position it made little sense to be upgraded further, while still providing reasonable protection to the Agri Centers. Vertun would be home to another Headquarter of the 2nd Regiment and as such be fortified accordingly.

4. Mobwag had proven sufficiently capable, but further enhancements to combat performance could be made. While certainly looking for rest more training would be something to be taken up by any PDF member that hoped to survive their next encounter with the greenskins.

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a06a71 No.51194

Dice rollRolled 57, 85, 9, 18, 40, 27, 47 = 283 (7d100)

>>51179

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

290,000 Skitarii

10,000 Secutarii

100 Sancristans

400 Tech-priests

>Credits

30,000

>Bonuses

+6 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

(make up)

1: Requisition an increase in Tech-priest, as the ability to split them into separate groups for different purposes is invaluable.

2: Continue the training. Just like one cannot allow rust to creep into the cracks of the Knights, one cannot allow rust to settle in the cracks of your mind.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem

3: Build a Fort to the south-west of Khe-Sanh. Too many times have we been forced to defend Khe-Sanh un-fortified.

+190,000 Skitarii

+10,000 Secutarii

+400 Tech-priests

4: Reinforce the Gate to the East

+100,000 Skitarii

+100 Sancristans

(actual turn)

1: Further training.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem

2: Keep building up the fort to the south-west.

+190,000 Skitarii

+10,000 Secutarii

+400 Tech-priests

3: Keep reinforcing the Gate to the East

+100,000 Skitarii

+100 Sancristans

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74348e No.51195

>>51192

This action is not supported by the Codex Astartes. We of the Carnelian Martyrs strongly advise against this action. You are assaulting Imperial forces and taking lives that belong to the God Emperor. Stop this madness at once or be considered an enemy to all cousins.

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a06a71 No.51196

>>51192

"Under the name of Omnissiah we reject this purging. Know that if this continue in any shape or form, we will be forced to move against you."

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0389c0 No.51197

File: 1e8ec051778c178⋯.jpg (287.4 KB,1200x1696,75:106,Khts_9fb692_6404426.jpg)

File: fdeb50943e1d787⋯.jpg (12.49 KB,236x292,59:73,be4a99158ac3c6ff987c629741….jpg)

"My Lord! A commotion within the city!"

"What? Speak up and make sense."

"T'woudst seem'st the Sanctioners hath declared a purge of the Koronam nobility! They have been found lacking in the eyes of the Adeptus Astartes for their use of vile xenos mercenaries."

"By the Saints! How hath this been reciev'ed by the others?"

"The Carnelian Martyrs hath declared themselves for the Nobles and their Xenos my lord. As hath House Dissidia."

"These are strange times indeed. The Emperor's angels of death at odds with another, one so bold as to purge fellow nobles, the other bolder still to protect their xenos scum."

"What be thine orders, my lord?"

"Sound the alarm and ready the men.

I know not where this may lead, but this I know: the Church is the the voice of the Emperor himself. 'Tis the Ecclesiarchy and the Sisters of Battle whomst we will turn to in this matter. They have the divine grace to determine who is heretic and who is innocent here.

'Tis in the Emperor's hands now."

"Emperor protect us all. . ."

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1b903e No.51198

>>51195

Incoming Transmission:

"For our enemies will bring us to battle on the caprice of chance. The alien and the renegade are the vagaries of the galaxy incarnate. What can we truly know or would want to of their ways or motivations? They are to us as the rabid wolf at the closed door that knows not even its own mind. Be that door. Be the simplicity of the steadfast and unchanging: the barrier between what is known and the unknowable. Let the Imperium of Man realise its manifold destiny within while without its mindless foes dash themselves against the constancy of our adamantium. In such uniformity of practice and purpose lies the perpetuity of mankind." - Codicil CC-LXXX-IV.ii: The Coda of Balthus Dardanus, 17th Lord of Macragge, entitled Staunch Supremacies

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1b903e No.51199

>>51196

Transmission Reads:

"So be it."

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69e9a4 No.51200

Dice rollRolled 97, 41 = 138 (2d100)

>>51183

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

323 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

225 Scout Marines

10 Razorback Transports

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops:

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Great efforts will go into the improvement of our fortress monastery. The void shields need to be reactivated, and there are still countless weapon systems which remain dormant.

2: The threats to this planet appear to be escalating if anything, with rumours of genestealers and internal strife between Imperial factions. In order to provide new options to our forces, we will attempt to restore the Librarium of this monastery and add librarians with their psychic powers to our forces.

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a70b08 No.51201

Dice rollRolled 20 (1d100)

I want this to be even more of a clusterfuck than it already is, since I find it funny. So we'll have a roll for another force entering. This roll is for their relative strength.

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a70b08 No.51202

File: f68eee57d62cee4⋯.png (1.96 MB,1178x865,1178:865,Dark eldar.PNG)

Segmentum command responds to all this blatant fighting and hate, and condemn the attacker here for not just attacking "allies" in the fight against the enemy, but also endangering the lives of millions of Imperial Citizens, and the Hives themselves as well.

In other news… Strange figures are popping out of portals opened up on the planet's surface! (More details to follow in the update.)

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683fdf No.51203

Dice rollRolled 30, 14, 39 = 83 (3d100)

>>51181

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat

20800 credits remaining

TROOPS:

100,000 Combat Servitors (100,000 total)

110 Kataphrons (110 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

4 Armiger Warglaive (Lesser)

50 Support Personnel

45 Rapier Armoured Carriers

2 Karacnos Heavy Tank

1. Contact out to external adeptus mechanicus sources and Battle Maniple Epsilon will look to expand its force with the requisitoon of a StormHammer Super Heavy Class vehicle to provide a force center for my force.

2. We will also begin construction of more Chimaera variant light vehicles. The Salamander Class Reconnaissaince Tank to provide a rapid deployable force to the guard regiments of the planet.

3. The Servitor portion of our force needs to be expanded to provide more staying power in extended conflict, any Deserters from the battles against the Orks will serve better as servitors than a Penal Legion.

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e7646d No.51204

File: 1530e63ec198103⋯.jpg (49.36 KB,470x706,235:353,Bane.jpg)

Organization Name: Inquisitorial strikeforce Koronam

Category: Inquisition

Sub-Category: Ordo Hereticus

Troops: Good old fashioned Tempestus Scions, some armored vehicles for transport, and a retinue of assassins from the Officio Assassinorum.

Lore: An Inquisition strike force, lead by Inquisitor-General Maximinus Thrax(who's a big guy), sent to Koronam to find out and out an end to whatever kind of traitor shitfuckery is on here WHEN THEIR ARE FUCKING ENEMIES OF THE IMPERIUM AT OUR DOORSTEP.

Also the fire rises.

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a70b08 No.51205

>>51204

Accepted.

250,000 Tempestus Scions

150 Chimera Transports

100 Gorgon Armored assault transports

50,000 Combat-Capable Inquisitors

100,000 Various Acolytes (non-combat capable)

1 Vindicare Assassin

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10778b No.51206

>>51204

Relayed through Psykers a message from the Commanding Officer of the 2nd Koronam PDF Regiment arrives.

Within it is a description of the rapidly worsening situation. The 2nd Koronam PDF Regiment formally offers the Inquisition a base of operations on the ground. Regarding preferences they have the options of Fortress Level Fortified Headquarters in the population center of Vertun or a Bastion Level Headquarter in the more remote Central East.

But of course the Inquisition does as the Inquisition pleases.

The 2nd Koronam PDF Regiment pledges its allegiance and full support to the Inquisitorial mission wherever it may be necessary.

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0389c0 No.51207

>>51204

"Mi'lord, the Holy Inquisition approaches."

"Ah.. ." says the Duke to his 2nd in command, with a little more than trepidation "Strangely, despite this being the most obvious result of this confusion, I had. . .not expected the Inquisition.

I suppose now we will surely see the Emperor's stance upon this debacle. Let us await his command, for he speaks with the Emperor's wisdom and voice."

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e6bc87 No.51208

File: 84450d1866445c8⋯.jpg (565.96 KB,1788x1278,298:213,1498539117071.jpg)

>>51204

(Offer the Inquisitor a private communications line if he wishes to add anything)

>>51202

( IC view point thought chain >someone attacks eldar >dark eldar show up out of nowhere right after >obviously those eldar were disguised spies looking for weakness or intending to bring them here anyway OR they are here just to divert threats onto this world and obviously steal our goodies >space elf dickishness achieved >All elf based life must die.protocol engaged)

In the council room of the Gate of the East Daveet dan Varuke talks with his officers and pilots about the recent hubbub. Then an emergency signal communication alert sound emanates and the alert rune starts glowing from the communication hub. They put it through immediately and the hologram of a skitarii commander appears in the center of the room. "House Princeps Sir. I afraid we have terrible news, the Dark Eldar have appeared!"

Pause for effect

Then the sound of a falling clipboard is heard and screeching binary showers the room. Canticles and prayers, alongside curses and calls for everything to be bolted down, meld into one. Then House Princeps Daveet Dan Varuke fires a stub round into the dead meat of a servitor to signal for silence. An ancient six shooter, It was an old piece passed down the line as it was useful for getting attention just like this and possessed a beautiful carved silver handle and barrel engraved with very tiny prayers that marked the bullet, thus sanctifying it.

"Clearly, the """Sanctioned Eldar""" have been force into revealing their hand at last with the emergence of this conflict. The Eldar penchant for treachery is legendary. I have no doubt that the Eldar have something to do with this. Their numbers seem relatively low, but that could be a trick. Omnissiah alone knows what horrors they might inflict on the people of this world, or the sacred relics they have stolen over the years. There must be an investigation to look deeper into this matter, but first all the Eldar must die. Now bring up the Dark Eldar locations on the map and tell the men to ready for war."

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a70b08 No.51209

>>51204

>>51205

Cut the 50,000 Combat Capable inquisitors, bit too much, aside from that everything is a-ok.

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e7646d No.51210

Dice rollRolled 9 (1d100)

Organization Name: Inquisitorial strikeforce Koronam

Category: Inquisition

Sub-Category: Ordo Hereticus

Troops:

250,000 Tempestus Scions

150 Chimera Transports

100 Gorgon Armored assault transports

100,000 Various Acolytes (non-combat capable)

1 Vindicare Assassin

>>51206

The offer will be accepted and the inquisition shall make base at Vertun.

>>51208

Another offer accepted.

>>51205

Upon examning the scene, a it’s been decided to make a move on the Enterprisor faction of nobility. All the leaders shall be arrested, known locations raided and assets liquidated. They have collaberated with Xenos who any true servant of the Imperium should know to shun.

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a70b08 No.51211

Dice rollRolled 93 (1d100)

Sekrit roll in regards to something about the nobles.

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5e7f99 No.51212

Dice rollRolled 76, 34, 45 = 155 (3d100)

>>51181

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

390,000 Skitarii

33 Onager Dunecrawlers (8 damaged)

200 Ironstrider Ballistariuses

78 Sydonian Dragoons

3,000 Techpriests

Ortal Fort: Level 2, global communication, repair and resanctification station

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Repair the Onegars.

2. Repair and upgrade the fortifications of our base of operations. +5

3. Send to the nearby forge worlds for more reinforcements, mention the squats. Squats are known to be good friends of the Mechanicus and Omnisiah willing we may get some more forces for just having some of their tech around for the tech priests to study.

Purchase:

14 Overlord Armored Airships (7000)

50 Iron Eagle Gyrocopter (5000)

2500 Squat Thunderers (5000)

100 Thunder-fire cannon (3000)

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1c3af9 No.51213

File: 781ab224efae473⋯.gif (1.37 MB,664x550,332:275,1c31iunr1_Tis_treason_then.gif)

>>51211

Foreseeing the mass destruction about to take place if they do not act, The nobles activate the tunnel purification protocol so that their primary objective: The defense of the planet's hive cities. is fulfilled. It is a sad state of affairs that they are forced to do this, but if they do not hold off these renegades then we would be too weak and unprepared to resist the upcoming ork invasion. Hopefully such an act will force them to act with caution and delay future bloodshed until it is time to face the true enemy.

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10b59c No.51214

Dice rollRolled 18, 64, 82, 41 = 205 (4d100)

>Organization Name: The Pride of Praetoria

>Category: Imperial Navy

>Sub-Category: Dominator Cruiser

>Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

>Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

>the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

>TROOPS:

>100,000 Military Capable Personnel

>700,000 Non-Military Capable Support Personnel

>Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

>Heavily Damaged but repairable Nova Cannon

>The repairs for the upper levels of the ship are completed

>the ship is fully air tight

>+3 to long range bombardment by Corvette Battaries

Credits: 6,000

#1 finish the corvette battery installations

#2 investigate if the gellar field still works. Segmentum Command warns that we may face the vile forces of the tyranids or even heretics, or worse. surrounding our ship with a gellar field would ensure that we can ward off any psychic attack as surely as we could in the Warp

#3 although we do not entirely trust these abhumans, the squats are famed for their prowess at forging and constructions, especially that of ships. let us see if these Squat Troopers have some engineers on them who can help repair our ship. perhaps even improve it as a land fortress

#4 it is well known that the Squats home world was devoured by a tyranid hive fleet. their grudges burn fierce against the xenos, more so than their famed hatred of the orks. perhaps they have information on how to best prepare ourselves against them. we have never faced the tyranids on land before, they may know how to safeguard our ship against such a threat.

hire 2000 Squat Troopers

Hire 1000 Squat Thunderers

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bf8b27 No.51215

Dice rollRolled 85, 44, 3 = 132 (3d100)

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1-2-3. We Arbites sense the possibility rebellion, we should take action to make sure the actions of the nobles and zealous Space Marines do not cause lasting problems among the Hives.

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1c3af9 No.51221

File: 70218ebb62fde36⋯.png (204.66 KB,376x532,94:133,415126_sm.png)

With the abdication of the old governer during this trying time the nobles held a quick conclave to vote for a new leader that would represent them to the imperium. The person they choose was one of the original founding Enterprisors, however she was notable even before then as one of the few who had campaigned for a world wide restoration of the fortresses even before any reports of orc invasion. While such words were originally considered ludicrous now they have been accepted as fact. Sephenya Kayserling shall lead us into salvation as Governess and will be beyond reproach from any renegade!

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74348e No.51222

File: 3bcf5fcf607efc6⋯.jpg (230.55 KB,1200x1449,400:483,Blood-Angels-01-01.jpg)

File: 9b15a647d1bbb07⋯.jpg (77.93 KB,606x485,606:485,Deliciousdee rolls 896 kil….jpg)

Dice rollRolled 41, 25, 69 = 135 (3d100)

>>51188

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

1.5 Favor

>TROOPS:

389 Standard Space Marines (4 Companies)

81 Scout Space Marines (1 company)

84 Death Company Space Marines (1 Company)

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

2 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

3 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1. The Chapter as it stands on Koronam is ill equipped for a prolonged campaign, but we still have additional room to grow. Using the matured progenoids from our Gestation Chambers, we shall select from this world as many new scouts as we are able and induct them into the chapter at once. The recently deceased brothers progenoids being placed in new convicts and said convicts being placed back into the gestation chamber.

2. And from the older scouts we shall take all that are ready into our ranks as newly minted battle-brothers.

3. In response to the dastardly and underhanded Attack of their Cousins, the Carnelian Martyrs would deploy in force to the Hive of Ortal, forming a defensive line with the Noble's forces in the boundary to the Upper Hive. The Thunderhawks would ferry our ground forces, and transports requested from the Nobility would ferry our vehicles and Venerable Brothers (>>51221) ( +Black Rage is combat occurs)

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1c3af9 No.51223

>>51222

The nobility would provide both thunderhawks and even the squat's renowned aircraft to ensure the emperor's angels can carry out their duty defending the imperium.

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5eb956 No.51224

Dice rollRolled 9, 52 = 61 (2d100)

>Organization Name:

1st Koronam Super-Heavy Tank Regiment a.k.a. "Steel Vanguard"

>Category:

Imperial Guard

>Sub-Category:

Exclusively Armored Regiment

>Troops:

1/1 Baneblade

390/390 Leman Russ Tanks. 25 damaged

50/50 Leman Russ Demolisher, 5 damaged

10/10 Hydra Flak Tanks

5/5 Leman Russ Punishers, 1 damaged

100,000/100,000 Imperial Guard Infantrymen

55/55 Hellhound Flametanks

25/25 Chimeras

500/500 Ministorum Priests

>Lore:

The First Koronam Super-Heavy Tank Regiment, also known as the "Steel Vanguard" are one of the core parts of the planetary guard of Koronam, and along with the Koronam Punchliners they make up the core of the armored forces of Koronam. Though the unit is much smaller than many other of their squadrons due to sustaining some heavy losses in past campaigns, the Imperium has seen this and has blessed the Steel Vanguard with a new commander, a firebrand and devout follower of the Emperor and Imperium named Adamantus Briehl. Adamantus Briehl is a noteworthy veteran who has served in a number of battles and through his heroism he has earned his stripes and has been entrusted with the command of this legion. However, the greatest gift of all is what Commander Briehl brought ,with him - the Fortress of Retribution, a fully-functional and well-maintained Baneblade tank of old. With this mighty machine the fortunes have now turned for the Steel Vanguard, and with Colonel Briehl's stern guidance the Steel Vanguard will undoubtedly be reformed into one of the greatest of the regiments of Koronam.

>Bonus:

+13 when fighting on open ground, -10 when fighting in very rough terrain.

1. A civil war! Traitors lurk under every corner, this is true, and while we are divided we are weak and vulnerable, so this should be ended quickly. However we have not received orders from Segmentum Command to attack either given side, so we will not act until we receive them. However there are reports of dark eldar amassing from the shadows, and thus we will move to eliminate the xeno scum at once while we wait for further orders from Segmentum Command regarding what side to take in the civil war.

2. With the possibility of rebellion looming we must bolster our forces further to avoid losing the planet to cowardly infighting. Requisition more blessed Leman Russes and Leman Russ pattern tanks to strengthen and support our ranks.

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0389c0 No.51225

From Oldfag: Trading in the old gold and jewel encrusted noble family relic lasguns for new Hellguns nets 5000 credits. Gonna use it to hire those credits to hire 2000 Squat Troopers and 1000 Squat Thunderers

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a70b08 No.51226

File: 06dcf2845fe10d0⋯.png (192.51 KB,498x422,249:211,Anton Zerbe.PNG)

File: c709c98e8fb5c50⋯.png (1.46 MB,792x752,99:94,Lord Commander Lastorian.PNG)

A massive broadcast throughout the planet is heard, by both commanders, soldiers, Space Marines, Nobles, and even common civilians! The Voice is a direct transmission from Inquisitor Lord Anton Zerbe!

"GREETINGS, CITIZENS OF THE IMPERIUM. It has come to my attention that Inquisitors of the Ordo Hereticus have denounced all of The Enterprisors as heretics! Due to the precarious nature of the situation upon Koronam, I have decided to issue the following orders.

First of all, The Leader of The Enterprisors shall be arrested, taken alive by any means. At the very least have the decency to turn him into a Servitor. He shall be brought before me and judged.

Secondly, The Nobles are henceforth under house arrest, no one is to Harm them.

Anyone who disobeys my Orders disobeys the final Orders of the Ordo Hereticus, and to do so is to be branded a Traitor to the Imperium, the Inquisition, and even the GOD EMPEROR HIMSELF. To be a traitor is to be a heretic. The Emperor Protects."

Then the transmission is overtaken by a rough, but more youthful voice of a man.

"I am Lord Commander Gordon Lastorian, and it is through my intervention that this all stops now. In addition to the Orders that have been levied by Inquisitor Lord Anton Zerbe, I shall issue the following statement.

Should the Inquisition declare that there are to be no Xenos such as Kroot and Eldar upon this world, even those working as Mercenaries, The Enterprisors shall be repaid accordingly with contracts from Mercenary Companies throughout the Imperium. They shall range from Ogryns to Felinids, and all in between. They shall be almost entirely Ab-Humans. The compensation shall be proper and will ensure that The Enterprisors do not leave disappointed. All Imperial Forces upon the planet are to stand down, should the Mercenaries such as the Kroot and Eldar forcefully resist, then you have my blessing to unleash the might of Imperial Steel upon the foul Xenos. I understand that not everyone may get along, but we must stand united in these trying times, especially in the midst of a powerful Ork Waaagh. Anyone from the Imperial Guard who refuses to stand down will face the judgement of my Commissars. Inquisitorial Forces will have to answer to Inquisitor Lord Anton Zerbe. Dismissed."

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0389c0 No.51227

>>51226

"As the Imperium Commands, the 1st Heavy Infantry regiment of Gaulle obeys.

Emperor save the King."

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74348e No.51228

test test 'test'

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65de7e No.51229

Organization Name: Kill-Team Calcium 6

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Ordo Xenos

Sub-Category: Deathwatch

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 2 kill teams and one Corvus blackstar

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): After several notable engagements with a variety of foes, a small detachment of deathwatch soldiers have been sent to cut off the head of the mighty waaagghhh. They specialize in lighting operations that require quick deployment and exfiltration

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a70b08 No.51230

>>51229

Accepted.

Troops:

12 Deathwatch Marines (Specialized against Orkz)

1 Corvus Blackstar

Bonuses: +25 to all combat rolls as all Deathwatch get.

No you do not get to requisition troops from forces here.

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65de7e No.51231

Organization Name: Kill-Team Calcium 6

Category: Ordo Xenos

Sub-Category: Deathwatch

Troops: 12 Deathwatch Marines (Specialized against Orkz)

1 Corvus Blackstar

Lore: After several notable engagements with a variety of foes, a small detachment of deathwatch soldiers have been sent to cut off the head of the mighty waaagghhh. They specialize in lighting operations that require quick deployment and exfiltration

Bonus: +25

One two and three: instruct the other imperial forces on the planet on proper Ork fighting tactics to better make sure their forces are efficient in the coming battles

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a70b08 No.51232

Dice rollRolled 81, 56, 51 = 188 (3d100)

>>51231

nigga forgot to roll lmao

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a70b08 No.51233

With the Orders having been given, everything is executed appropriately, and everyone stands down.

>>51169

>>51168

Doing 4,5,6,7,8

The Hotshot volley guns are acquired and in large numbers. Afterwards, you sell your old Hotshot Volley guns in order to acquire the necessary credits to acquire the Squats to help you fortify your areas. The Boarding Shields are also acquired, which will be extremely useful in close quarters combat especially within the trenches that are often established by your men. The requests for Power Maces are rejected, primarily because Gaulle is still catching up in manufacturing power and does not have the Power Maces necessary to supply you. As for the Centaurs, about 1,000 Centaurs of a Difficult terrain pattern are given to you. As for Dedicated Armored Trains, your workers immediately get to work constructing Dedicated Armored trains, and by the time the peace period is over, 50% of your trains are now armed and armored.

>>51184

The main tunnels you have managed to Block off and set traps, however the smaller tunnels around the iron faith line still remain, and there are many of them. As for the Iron Faith Line, the trenches and earthen bunkers are slowly being created, but as of right now the only area that is fully connected is between the Bastion and the Fort North of it. The rest are still slowly proceeding with construction. As for the Penal Regiment, the recent debacle with the Nobles has caused a massive surge in Prisoners. You are given a million additional Penal PDF. You continue to find nothing but lasguns and Flak armor to use for your Penal PDF.

>>51185

Khe-Sanh is fortified into a true citadel! The last part is completed, which is a massive moat and a final bunker for the citizens of the city to retreat to! The Moat is excellent at repelling most enemy attacks and ensures that enemies stay out. The Bunker itself is heavily reinforced with pure adamantium and has void shields to protect the people, and acts as a final line of defense against the foes outside. Khe-Sanh is truly a powerful fortification now! Ortal also receives the proper upgrades to make it into a Fort. Tunnel refurbishment proceeds as planned, with it reaching now 40% completion. As for the Obstinate Nobles , you finally eliminate the rest of the nobles in Vertun. However, that being said, after your leader is taken in by the Inquisition, you agree to expel your Xeno mercenaries for the new contracts provided by Segmentum command. The Nobles in Ortal and Olagas choose to leave you, seeing that there is no more threat to them.

>>51186

The sisters continue to spread the faith of the Emperor and generally accomplish their mission, more and more people's faith in the emperor increases. The Poor and needy recieve their alms and are grateful, and also become points of contact. Olagas also starts to create Rhinos and their derivatives. 5 Rhinos and 5 Repressors are produced. The Convent continues to be fortified, and with additional wall fortifications and installation of Sentry turrets, the Fort is now 66% of the way to become a proper fortress! Lastly, the tunnels continue to be cataloged, and in addition to this another piece of the set of St. Relotha! The Chest armor of St. Relotha is found, which provides a +5 to general combat and +5 to a general duel. The training exercises are cancelled as all the Sisters must unexpectedly leave to go back to the Convent.

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a70b08 No.51234

>>51189

>>51190

Progress on the fortifications of the Gate of the East start to slow down as the hardest part is now the fortifications of the inner areas, which means a second layer of defense, which has to be made from scratch. As a result, no true progress is made. The troops continue to be trained in walker tactics in their free time, and another +4 is added to your battle rolls (+7 in total) as your troops make breakthroughs in these walker tactics. After some long and hard work, a single Karacnos Assault tank rolls off of the assembly line. Lastly, you request the presence of Magos Biologis. When he arrives, the single adjective that could describe him is Swole. The skin that is visible, and most likely even the "skin" under the mechanical augmentations is incredibly buff, with Impeccable muscles that even a space marine would be jealous of him. He immediately gets to work cataloging the Agari and other various tasks that a Magos Biologis is required of. You find a minor relic within the eastern mountains, presumable its origins are from the Gate of the East, and it is the Standard of a House that fought upon this planet before you did! It is "The Standard of House Tolea" and it grants a +2 to all combat rolls on the front it is assigned to for your forces.

>>51192

While your forces are quick to stand down, they still manage to kill a large amount of civilians and a few noble families. As a result, you are now feared and hated all throughout Koronam, but no one will say they hate you to your face.

>>51193

Those that survived the battle of Black River did get the honors, but the Improved Weaponry and armor will have to wait, as the shipment of said armor and weapons is greatly delayed. Further recruitment drives are not very effective, as many people do not want to die in mud and blood, but you do gain an additional 50,000 PDF. Around Vertun you continue to reinforce the fortifications,and the western fort is now 66% of the way to being converted into a Fortress! Training also continues as usual, with particular effort being directed towards fighting Orkz. +3 To combat rolls (+6 total).

>>51194

Another 300 Tech-priests are Granted to you, which will enable you to split them into different groups. Training continues further, and grants you an additional +3 (+6 total). To the southwest of Khe-Sanh, no fort can be constructed simply because the ground there is far too unstable in its current state, and no progress is made. No progress is made on the gate of the east either. Further training grants you an additional +2 in General combat (+8 total). As for the southwestern fort, you manage to reinforce the ground and make it able to be built on, after quite a bit of effort. As for the Gate of the east, you finally manage to make a breakthrough and install the second layer of fortifications, which is an additional wall. It is now 75% done.

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a70b08 No.51235

>>51200

Your Great Efforts pay off! The first of the Void Shields is fully reactivated, a few more need to be reactivated but as it stands it already offers significant protection! Several heavy weapons systems are also reactivated, which allows for further fire support, in specific many heavy bolter and heavy flamer turrets are reactivated, along with a few Melta Turrets as well! In addition, the Librarium of this Monastery is massive truly, with books on many subjects being discovered! However, the books on this planet's past remain elusive. You are also given 5 Librarians to support your forces.

>>51203

Your attempts to acquire a stormhammer are denied. 2 Salamander Recon tanks are also constructed from your manufactorums, it appears that work is slow today. You "expand" the servitor portion of your army by drawing from the Penals, which increases your numbers by 20,000 combat servitors.

>>51210

Under the Orders of the Inquisitor Lord and Segmentum Command, you stand down, and nothing happens to you.

>>51212

The Onager Dunecrawlers are fully repaired, very swiftly. The fortifications of your base of operations are also upgrades (Please indicate this to me on the map so I can make sure I get it right.) The nearby forge-worlds also grant your request for reinforcements, and you recieve another 20,000 Skitarii and 60 Sydonian Dragoons.

>>51214

The Corvette battery installations will require just a bit more time… Meanwhile however, you check if the Gellar field works, and surprisingly it is still 100% fully functional! Should daemons ever be encountered, this Gellar field will provide unparalleled protection against them! The Squat troops continue to help you repair your ship, and in fact they are massive helps! It appears that they have worked with ships like this and are currently helping to repair it and turn it into a Land Fortress. As of right now, the ship repairs are at about 40% complete on the middle levels, and the bottom levels are 10% complete. Your Squats also help teach you to fight against Tyranids, giving you a +2 against Tyranids in combat.

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a70b08 No.51236

>>51215

The rebellion is swiftly quelled, and you dish out some JUSTICE to a few "revolutionary" civilians who dare to stand against the Imperium even after segmentum command has issued its orders.

>>51222

You attempt to select some new scout marines from willing people and promising aspirants, and in the end you manage to recruit 10 new scout marines, who all seem capable to some extent. As for your existing Scout Marines, about 2 are eligible for the process, and they are summarily promoted. The Carnelian Martyrs withdraw after hearing the orders from the Inquisition and Segmentum COmmand.

>>51224

The Dark Eldar are simply too fast for you! It appears that they have disappeared just as fast as they had come, they took some slaves, but ultimately never left any truly lasting damage. Leman Russes are also requisitioned, and another 20 Leman Russ tanks, another 5 Demolishers, and another Punisher are given to you by Segmentum Command.

>>51231

Your attempts to teach proper Ork Fighting Tactics ultimately benefit the men on this planet greatly. Your Squads have a massive amount of experience on fighting Orkz and as a result, through training… You apply a +1 global combat bonus to fighting orkz.

In regards to the Dark Eldar, it appears that they had simply come as fast as they had gone! They never deployed in any significant force and mostly raided the Agari Settlements for some slaves and promptly disappeared. It appears that they had sensed that our forces were pulling themselves back together and thus chose to retreat.

Get your turns in!

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a70b08 No.51238

File: 10452e01aa103ec⋯.png (2.83 MB,3072x1654,1536:827,Image for Game base templa….png)

Whoops wrong map, this is what I get for updating at 1:30am

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0f0cd7 No.51239

>>51238

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 26,000

TROOPS:

1,075,000/1,075,000 Decently Equipped Agari Planetary Defense Forces

25,000/25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

1,000,000/1,000,000 Penal Planetary Defense Forces

19,000 Ogryns

1,997 Commissars

498 Ratling Snipers

40/40 Armageddon Pattern Sentinels

4,930 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

21,988 Centaurs

280 Valkyries

100 Earthshaker Cannons

1 ??????????

—-

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. Continue searching for heavier equipment +10

2. Search for relics hidden within the wastes +10

3. Continue work on the trench system of the Iron Faith Line +15

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0f0cd7 No.51240

Dice rollRolled 65, 55, 6 = 126 (3d100)

>>51239

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a70b08 No.51241

Dice rollRolled 74 (1d100)

>>51192

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e6bc87 No.51242

Dice rollRolled 19, 76, 29, 35 = 159 (4d100)

>>51234

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

https://pastebin.com/1RWrWG4z (body was too long for everything)

Magos Biologis Chadicus Hercule Reinfist IV…

In return for some donations of valuable assets, Metalica's priestdom were to educate Chadicus Hercule Reinfist IV in the lores of science and theology. There was an aim to become a magos explorator that might one day captain a friendly explorator vessel that could work in coordination with his family and the Mechanicus. Instead, his interests took him deep into the lore of flesh and the science of bioengineering. On the world made almost entirely of metal this man augmented his form to possess sinews just as strong and reliable as steel. He was a Magos who worshipped the Omnissiah who had brought forth an age of super human warriors and scholars.

1 "Magos Chadicus we are most grateful for your presence. The combat against the Orkz here has proven quite costly in manpower. Not only is the strength and number of the Orkz troublesome but most of our Skitarii are new reinforcements who must acclimate to Koronam's environment and be blooded as a newly put together fighting force. We have heard, and can see, your accomplishments in the field of genetic engineering and the results speak for themselves. We would ask you to put your knowledge to this end; strengthen our Skitarii and Secutarii, give them great endurance and improve their adrenal functions. Augment their amygdala to produce more aggressive attitudes during battle towards the enemy. We beseech you, Magos Chadicus, to ply your craft on these warriors of the Mechanicus."

+Magos Biologis Chadicus

2 Produce more Lasguns and Flak Armour in our Manufactorum under the direction of Magos Phord. We have an opportunity while the Rogue Trader is here to gain possession of some powerful items in return for a regiment's worth of weapons and armor. We don't have time to go out and bring our goods and weapons to other worlds that would buy them. The Rogue Trader however makes a living selling weapons and should be more then willing to accept them.

+Supply Shipments

+Magos Phord

+Medium Manufcatorum

+50,000 Servitors

3 Fortify Gate of the East (2 Progress). We would add Rapid Deployment Units suitable to sally our Knights into the fore with speed and earthshaking force that will take an enemy by surprise and bring them to their knees and backsides. A noosphere transmission tower to help us effectively coordinate our forces while garrisoned at The Gate. A repair station for the Titans and vehicles. A well defended air-pad for our Valks. This would become a bastion of the Omnissiah.

+Mechanicus

+3990 Tech-priests [3990 Novice]

+Army as Labor

4 Armour for Magos Chadicus. A man of such impressive stature and tenure deserves only the finest examples of Imperial technology. Such a wealth of strength and knowledge must be protected. We shall endeavor to obtain a well crafted power armor to house this champion of the Omnissiah. We will augment this armor ourselves with a Mind Impulse Unit of sufficient quality as to make the armor feel like an extension of his body and bring its general qualities up to a higher level as we make time and resources to continue modifying it.

+Mechanicus

+400 Tech Priests [Experienced]

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e6bc87 No.51243

Dice rollRolled 85 (1d100)

>>51242

5 Search for Relics in the Eastern Mountains +5

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b26f30 No.51244

Dice rollRolled 88, 23, 82 = 193 (3d100)

>>51234

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

290,000 Skitarii

10,000 Secutarii

100 Sancristans

700 Tech-priests

>Credits

30,000

>Bonuses

+11 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Continue the training.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem

2: Start constructing the fort to the south-west now that the ground has been properly prepared

+190,000 Skitarii

+10,000 Secutarii

+400 Tech-priests

3: Continue reinforcing the Gate to the East.

+100,000 Skitarii

+100 Sancristans

+300 Tech-priests

4: Lend House Varuke up to 30,000 credits for buying the hyperphase sword, if they need it.

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a70b08 No.51245

Dice rollRolled 40, 76, 93, 94 = 303 (4d100)

Posting Faust's actions for him

(He is the Imperial Navy Faction)

#1-3 focus as much of our efforts into installing and getting online the Corvette batteries

#4 if we have any time and manpower left perform more substantial peace time repairs

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3fa08a No.51246

Dice rollRolled 18, 4, 45, 73 = 140 (4d100)

>>51233

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,500 Various Medical Staff

730 Sisters of Battle

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Fort just north of Olagas), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. 66% to Stronghold has voidsheild, sentry turrets, and wall fortifications. Contacts in the poor and needy.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all Olagas and parts of khe-sahn)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

1. The Order of the Cleansing Dawn sends out a call both out to Koronam and to The priory over which has jurisdiction over them. They need more women, both for medical purposes and for combat.

2. The Sisters that make up the Medical wing train their ability to handle surgery and wound care under battle conditions, while it is already exemplary, they hope this will allow them to save even more men and women in battle.

3.The Convent is coming along nicely. It is eminently more defensible than it was, however it is till not enough. the renovations are not yet complete, thus the sisters continue to work on them.

4.The sisters Pronatus continue to amp out the tunnels under Koronam. They will not be satisfied until a complete and accurate map is made. While they do so, they continue to look out for relics, gear or anything else that might be useful for the Order in the tunnels.

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69e9a4 No.51247

Dice rollRolled 65, 85, 45 = 195 (3d100)

>>51238

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

323 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

225 Scout Marines

10 Razorback Transports

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops:

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Continue to improve the fortress monastery defenses. It wants to be at least up to stronghold level.

2: Craft anti-tank weaponry in our forges. Melta-weaponry. Lascannons. Grav cannons. We need things which can take down armour.

3: Attempt to requisition more vehicles for our forces. Anything would help, be it APCs like rhinos or razorbacks, or combat vehicles like predators or more vindicators. Ask around other elements of our chapter, as well as mechanicus or other imperial forces that might be able to supply us.

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bf8b27 No.51250

Dice rollRolled 69, 26, 36 = 131 (3d100)

>>51236

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Continue our training for urban environments

2-3. The arbites will once again attempt to requisition APCs to aid in mobile operations and road blocking

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a70b08 No.51252

As promised by Segmentum Command, the Enterprisors will be reimbursed with the following Abhuman mercenaries.

-100,000 Ogryns

-50,000 Bullgryns

-10,000 Bone'eads

-1,500 Ratling Snipers

-25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

-An Additional 40,000 Squats (On top of whatever you already have)

-1 Additional Knight Free Blade (Questoris Knight Paladin)

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5e7f99 No.51253

Dice rollRolled 90, 40, 6 = 136 (3d100)

>>51235

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

520,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

100 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort.

1. Start working on greater fortifications for our Ortal fort. +5.

2. Begin training with the squat forces to increase our combat efficiency.

3. Go find the destroyed Onager and requisition some metal from the Ortal to repair the more destroyed Onagers.

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1c3af9 No.51254

Dice rollRolled 29, 19, 44, 70 = 162 (4d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

total control of Hive Ortal and its Industries

total control of Hive Khe-Sanh and its Industries

total control of Hive Vertun and its Industries

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

100,000 Ogryns

50,000 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

35,000 Squat Troopers

20,000 Squat Thunderers

500 Thunder-fire Cannon

25 Iron Eagle Gyrocopter

5 Overlord Armored Airship

1. Reclaim control of Karanas. "As expected those in Karanas lack loyalty unless their own blood has been spilled. Going back to their own pleasures so immediately after we have been correct in everything we have said and done is of the highest insult and so an example must be made. They shall know that there is no dissent on Koronam."

AWESOME TRANSONIC RAZOR

2. Reclaim control of Olagas. "While the fools in Karanas were simply decadent the nobles in Olagas have either a misdirected sense of piety or have simply been cowed by the local order of sisters. With the sisters prepared to march with the sanctioners they realized that even with their constant kowtowing they were not going to be spared in the slightest. Now in this time of calm they have deluded themselves into thinking that such a thing will surely never happen again and enjoy their protection. Such a notion must be disabused in its entirety Not realizing we shall show them what the emperor's mercy truly means in the sister's eyes. They shall know that there is no submitting to outsiders on Koronam."

AWESOME TRANSONIC RAZOR

3. Continue repairing the tunnel purgation protocol 40%. "While some would consider the reveal of the protocols to be a premature maneuver given how civil war was averted, others will attribute the mere threat of its use as a way of forcing quick and peaceful resolution to the short lived civil war."

SQUATS, NIGHTSIDERS

4. Declare a new holiday and patronize celebrations all across Koronam. "With so much accomplished in such a short time and how we had narrowly avoided spilling the blood of our imperial brothers. We can only assume that the God-Emperor himself has been personally watching Koronam to the point where he has installed divine vigor amongst us all. Especially in the case of our recent living saint! Now would be a good time to establish a festival of unity before we face our enemies once more, so that the scars of discontentment can be healed amongst all forces and a reward to the serfs who have managed to quickly rebuild this world. A 100% groxburger for every mouth would make for a notable occasion. In honor of such an event we shall even involve the sisters in planning the more faithful aspects of the holiday considering how it also honors their living saint. Hopefully such a gesture would improve relations and get them focused on something other than trying to purge us all."

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e7646d No.51257

Dice rollRolled 11, 86, 93 = 190 (3d100)

Organization Name: Inquisitorial strikeforce Koronam

Category: Inquisition

Sub-Category: Ordo Hereticus

Troops:

250,000 Tempestus Scions

150 Chimera Transports

100 Gorgon Armored assault transports

100,000 Various Acolytes (non-combat capable)

1 Vindicare Assassin

1-2. Launch an investigation into all the Hive-cities to search and determine the presence of secessionists, xenophiles and herectics.

3. Improve fortifications of Vertun before the coming Ork assault.

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5d891c No.51258

File: 859475fbba71bc9⋯.png (485.45 KB,342x645,114:215,The previous Arch-Deacon, ….PNG)

File: ed2764bdb277fcc⋯.png (1.02 MB,627x732,209:244,Abbot Olaus.PNG)

File: c2e32fd58930060⋯.png (310.42 KB,429x566,429:566,Z A K.png)

>>50580

Organization Name: The Found and Renewed

Category: Ecclesiarchy

Sub-Category: Frateris Militia

Troops: Fanatics ripped out from the scum of the Underhive, some psykers, one very powerful psyker who acts independently

Lore:

The Found and Renewed is the formalized name of all the deranged derelicts who have been uplifted from the Underhive scum to serve in the ✝EMPEROR'S NAME✝.

They are lead by a Trifecta composed of Arch-Deacon Rogus Stanislaus, Abbot Olaus Severus and the entity known as Z A K.

Rogus Stanislaus, after the mutual murder of his uncles, brothers, cousins and the few unparented political rivals he had, is the only inheritor left as Koronam's Arch-Deacon. Despite his young age he has the will and soul to keep the Church together in these trying times.He is 13 years old.

Abbot Olaus Severus is an ex-redemptionist who wormed his way as prime advisor to the confessor. He personally brought salvation to many souls within the Underhives of Koronam, through murder or indoctrination, and intends to purify the planet once and for all. He gets hysterical if too much time passes without righteous slaughter. PURGE AND SCOURGE.

The entity known as Z A K is the original pagan god of the Agari. He appears as a humanoid figure hidden behind a blue feathered cloak and a mask with a long, curving beak. He enters the dreams of men to offer guidance and sometimes manifests physically during portentous events. The first imperial missionaries, in a questionably masterful move, declared him a Saint to help with the Agari conversion process. The entity doesn't seem to complain about the church and he has a genuine interest towards human development, so everything is totally OK.

His influence over the people makes him the third pillar of the Trifecta.

____

The people of the Found and Renewed strive to become closer with the Emperor, taking up one of his many aspects and dedicating their entire dementia to it.

Depending on which aspect of the Emperor one chooses, he shall belong to either of the four "Liberations":

Liberation of Scorn: the Emperor's righteous fury knows no bounds. To hate is to praise. To purge is to find salvation. One may find wretches from all paths of life stuffing their veins with Slaught, Frenzon and other forbidden drugs (courtesy of the Church, praise be!) before throwing themselves at their enemies. The occasional mutant may be found here, but as long as he serves as cannon fodder he is more than welcome to find his redemption.

Abbot Olaus personally leads these ravening souls in battle.

Liberation of Shame: the Emperor loves humanity. The Emperor is Love. So powerful is His Love that to bask in it is ecsthasy unending. Saint Theresia represents this order as her followers garner wisdom in the slight nuances of her unceasing moaning. A few members of the order find the thick of battle as the only means to vent their extreme emotions.

Liberation of Pain: the Emperor knows his children, even through mangling disease. Indeed, one may become a seven-meter monstrosity made of mostly bone tumor yet serve his purpose as a living pipe organ. Saint Harlaus lost all his skin, nose, ears and eyes yet can perfectly feel, smell, hear and see. Truly the Emperor forsakes no one.

Liberation of Seeing: the Emperor is the light which guides us. Those who have the Sight may follow His light. The entity known as Z A K corrects the course of young psykers and has been responsible for uplifting the potential of many. He leads a cohort of psykers who are in constant contact with him, ensuring a modicum of stability to their powers.

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5d891c No.51259

>>51258

Added namefag.

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a70b08 No.51261

>>51258

TROOP COUNTS:

300,000 Underhive Crusaders

100,000 Normal Crusaders

25,000 Penitent

100 Sanctioned Psykers of Varying Power levels (Mostly towards the lower end of the spectrum though)

Z A K

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a70b08 No.51262

>>51261

Bonus:

+5 to Combat Within Hive Cities

+5 to combat against Chaos.

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e6bc87 No.51263

>>51242

With 50,000 (1 credit each) Lasguns, 50,000 units of Flak Armor (1 credit each) and 50,000 credits (28k of mine and 22k borrowed from Abdbla) we will buy the Hyperphase Sword for 150k from the Rogue Trader and equip it to Magos Biologis Chadicus.

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5d891c No.51264

File: 545efeb372a66a7⋯.png (1.08 MB,747x775,747:775,Abbot Olaus says.PNG)

Dice rollRolled 29, 51, 65 = 145 (3d100)

>>51258

>>51261

1. The Ecclesiarchy smells blood in the water. With the nobles on house arrest, the Big-E Church has a chance to grip its wicked claws on Hivecity Olagas. Abbot Olaus pressures Arch-Deacon Rogus to advocate for the Ecclesiarchy to assume ""temporary"" command of the city affairs, least you nobles be branded heretics again.

Abbot Olaus says: "The definition of CITIZEN is a FALLACY. There are merely THOSE WHO BELIEVE and THOSE WHO DO NOT."

2. Advocate the same for Hivecity Karanas, it is disturbingly lacking in salvation after all… Arch-Deacon Rogus says: "What does that mean Abbot Olaus?", to which no response was given.

3. Under the guidance of the entity known as Z A K, the psyker cohorts project their minds through the planet's crust and mantle in search of "Locations of Power", as enigmatic as it sounds.

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1c3af9 No.51265

>>51264

The governess is naturally privy to many a report involving the world, especially that of the lower levels due to the close association between the nobles and the arbites. She had noticed a growing trend in some of the under hives that had especially left her both concerned and intrigued. A cult by the name of The Found and Renewed have been growing exceptionally fast even when compared to the more orthodox faith of the sisters. Reading up on the intel she had discovered that it has a basis in the old myths that were predominate on Koronam which have been steadily dying out due to missionary efforts. Such a group while volatile could prove exceptionally useful in maintaining the zeal of the populace without compromising our traditions or standing with the imperium at large. Amusingly enough they have attempted to send demands to us even though it is by pure chance and diligence that I find their file worth looking through. At the risk of perhaps encouraging some "misunderstanding" where they consider themselves higher of import than they truly are, I will give them sanction to perform some menial duties in olagas (not like it means anything over there considering how weak the local families are) that would let them run around more freely in the underhive. Hopefully this also diverts this attention from Karanas in the time being while I wait to see if they are worth investing more into. Conveniently their leader as arch-deacon is recognized as an official member of the ecclesiarchy and so shall be relatively straight forward to contact in regard for his missionary work.

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5d891c No.51266

File: 5331e9ac01627ad⋯.png (375.22 KB,457x671,457:671,Cathedral.PNG)

Dice rollRolled 52 (1d100)

>>51265

Within the Cathedral of Olagas, Arch-Deacon Rogus, dressed in the oversized clothes of his predecessor, receives the letter. Immediately he calls for Abbot Olaus, for he never took a decision alone, being the child that he is: "Look mister Abbot!".

"Sanction to perform some menial duties in Olagas…" The Abbot rolls his eyes upwards from the letter. "Good. THIS CITY MUST BE PURGED."

Thus was set in motion a series of events that would lead to much collateral damage, but also a very holy city.

>>51258

Additional Action.

4. Praise the Emperor.

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a70b08 No.51267

>>51239

You continue to search for Heavier Equipment, and your searches do not come up in Vain! With the aid of some Agari you find an underground Storehouse, complete with 20 Leman Russ tanks! They will be a fine addition to your forces, giving you some proper firepower. Within the wastes you find a curious relic, which appears to be a Banner of an Ancient PDF regiment that came before you, it too was of Agari Origin. "The Banner of The Ancient Agari" is what the people in your regiment call it. Your fighting units get a +4 to all combat rolls on the front it is deployed on. After further study it dates back 5 Millenia, and upon it is the Inscription, "The Planet will break before we do." The Iron Faith Line construction goes extremely slowly now, with your forces having to dig through extremely rough terrain.

>>51242

>>51243

>>51263

Magos Chadicus begins his work on further improving the Skitarii and Secutarii, but it will take some time before the augmentations are finally complete and ready to roll out, in the meantime the Lasguns and Flak armor continue to roll off the Assembly line, with another 50,000 Flak Vests and 50,000 Lasguns being created. Although now, they sell for only a tenth of a credit. The gate of the east fortifications continue to go more slowly, with your troops needing rest before the upcoming battle. Lastly, you attempt to obtain Power armor for Magos Chadicus, and you find in the eastern mountains! A suit of Space Marine Armor, well kept and Magos Chadicus is capable of wearing it! Glorious indeed for him. In addition you buy the Necron Hyperphase sword, a great weapon indeed!

>>51244

Imperial Knight Training continues onwards as normal, and you continue to make great leaps forward in terms of training, refining your Knight tactics and improving their ability to engage the enemy in force! In the South-west, the fort is finally built, and its fortifications are redoubt-level, with simple walls being constructed. Lastly, you also help reinforce the Gate of the East, and with your help you are finally able to reactivate all the weapons defense systems meant to protect the Gate of the East and reinforce the areas within from enemy attack! This brings it up to Bastion-Level defense.

>>51245

All of the Corvette batteries are now fully functional and online! All of them are fully calibrated and prepared for long and medium-range bombardment, and are capable of blasting apart massive enemy formations! Afterwards, more peacetime repairs are made, repairing yet more of the Void Shields and massive tears in the armor. The Middle levels are 50% complete and the lower levels are 15% complete.

>>51246

You call for more Hospital Staff, and are given an additional 300 Medical staff, however you receive no women that are combat capable. Training goes slowly, as due to a lack of bloodshed and rampant disease, there is very few people to practice on. At last, the Convent reaches stronghold levels of Fortifications. Weapon defense systems are installed, meant to protect this convent in event of attack. On top of this, medical facilities within the convent are further expanded to accommodate even more wounded.

>>51247

You continue to expand the Fortress Monastery Defenses, and before the Orkish Assault comes it is now fully reinforced, with weapon defense systems being fully active, the first of the void shields being activated, and the walls being reinforced with large amounts of Ferrocrete and Ceramite. On top of this 50 Meltas are produced which you can equip your Space Marines with to help combat Armor. Lastly, you request more Vehicles, and you are given an additional 10 Rhino Transports to help transport your space marines and provide combat support.

>>51250

Your arbites continue to train in urban environments, training in all five of the hive cities so they can be best at home in these chaotic environments. Such training is invaluable because should the enemy breach the outer walls of the Hive, the loss of life will be great if they cannot be stopped. Afterwards you request some heavier equipment and are given 20 Repressors to aid you in your combat operations.

>>51253

Your continued efforts to Improve the Ortal fort finally allow it to become a stronghold, with reinforced walls, a Void Shield Generator, and Tarantula Sentry turrets. However, you do not stop there and your workers continue to fortify the Fort, strengthening it further by adding adamantium in vital points along the walls, reinforcing its structural integrity further. You also begin to train with your Squat forces, although they are a small minority of your forces it is still vital to integrate them into your forces effectively, you get another +1 to combat when Squats are part of the forces. You are unable to find Onagers that can be restored, it appears that most of them are beyond the point of being able to be restored.

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a70b08 No.51268

>>51254

Both of your assassination attempts fail, however the failure in Olagas draws you the Ire of the Order of the Cleansing Dawn, which may get pretty bad. Your Squats and Nightsiders continue to restore the tunnels with their purification protocol, and it is now 50% complete. Afterwards, working with the Sisters, you create a new holiday and patronize celebrations all around Koronam! Many people are happy to get these Groxburgers, and many use this day to praise the God Emperor and remember Saint Georgina, who fought on this world to protect us from the evil forces of the Orkz.

>>51257

You launch an investigation into the Hive Cities and search for Secessionists, Xenophiles and Heretics. The cancer that laid in the Hive cities has been excised as far as you know, some lesser nobles and many civilians are declared heretics and are summarily executed. The Heretics are PURGED. It also turns out that the Found and Renewed are also Heretics, who practice Chaos worship! You call in the Sanctioners of Cataclysm, who are reinforced by a Contemptor Dreadnought of their chapter that was passing through this system, allegedly coming here to "finish a war" that he was waging for quite some time. As it turns out ZAK was a Greater Daemon of Tzeentch! The Dreadnought engaged the Greater Daemon in combat, and with help from all your forces you are able to defeat the foul being and obliterate it! Afterwards you mind-wipe all witnesses. You also improve Vertun's fortifications, installing Ceramite reinforcements to its walls and putting down a void shield generator. Vertun is 66% of the way to reaching Stronghold level fortifications.

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a70b08 No.51269

File: cb4f2244acd454b⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

As news of an Impending Orkish offensive arrive, the Rogue trader and Squat mercenaries leave just before the offensive comes, and once more the classic trademark of Ork Rokz falling to the ground. It appears that they are landing southeast of Karanas, and unlike the Orkz of before, who were reckless and quick to charge, these Orkz, under the leadership of Warboss Khukalk are not charging, and rather holding their positions… Our Scouts detect that they are building something… They're building fortifications! Among this army there seems to be one thing that stands out the most… The Large amount of Artillery that these Orkz have fielded, and the large amount of building materials they have brought with them! These orkz have taken a defensive stance.

1 Warboss Khukalk

15,000,000 Orkz

10,000 Mek Gunz

2 Stompas

2,000 Grotmegatanks

1,000 Spleenrippaz

400 Bommaz

300 Dakkajetz

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a70b08 No.51270

File: 5c330dd75b1448b⋯.png (2.83 MB,3072x1654,1536:827,Tunnels reference.png)

>>51246

The sisters pronatus continue to explore, and finally manage to explore the entire tunnel system in the eastern part of this continent! This is truly a great breakthrough that will aid your efforts should the Orkz attempt to burrow underneath defenses.

(See map provided)

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a70b08 No.51271

>>51170

>>51169

>>51171

9-16(actually 9-15 because you skipped a number)

The tremor cannons are acquired, and they are mighty things to behold! Often only seen on superheavy tanks are now placed on top of a carriage which will provide unparalleled close combat support, and are capable of blasting apart enemy formations! During peacetime, your forces are extremely busy, so your efforts of working with the eccleisiarchy and Sororitas are put on hold, although you support them in any way you can. As for Crusaders, very few of your men are eligible to become crusaders, only some 10,000 are chosen and accepted into these ranks, but they will be thoroughly trained.On top of that you begin to convert the casualties into Servitors, and boy do you find a lot of casualties, especially the casualties left behind by the Dark Eldar! They are rapidly converted into Servitors, and when all is said and done another 200,000 Servitors work to help restore the fortress and maintain it well. In addition, when you inform the ecclesiarchy that there was a Living Saint on this planet they go completely berserk. On top of the holy bastions you find yourself recieving loads of Pilgrims…. Another Five Million Pilgrims (Useless in combat) come to help you restore these shield fortresses! Lastly, you direct your laborers into unearthing the areas with the Basilisk Magnus emplacements, and you find them. They are large areas to behold! Massive conveyors that would be capable of transporting large amounts of Shells in a rapid space of time! Wonderous works of engineering, but that begs the question… If the gunports of the Basilisk Magnus guns are so splendid and massive… What of the Behemoth cannons, which are far far larger in scope, so large that some may even designate them as Macrocannons?

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1c3af9 No.51272

Dice rollRolled 63, 35, 71, 77 = 246 (4d100)

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

total control of Hive Ortal and its Industries

total control of Hive Khe-Sanh and its Industries

total control of Hive Vertun and its Industries

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

100,000 Ogryns

50,000 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

35,000 Squat Troopers

20,000 Squat Thunderers

500 Thunder-fire Cannon

25 Iron Eagle Gyrocopter

5 Overlord Armored Airship

1. Continue repairing the tunnel purgation protocol 50%.

SQUATS, NIGHTSIDERS, total control of Hive Khe-Sanh and its Industries, total control of Hive Ortal and its Industries, total control of Hive Vertun and its Industries

2. Gain influence in Karanas. "With the orcs settling closest to Karanas, I can rally the remaining nobles to my side permanently."

3. Send the Nightsiders to explore the tunnels in greater depth.

4. Send the troops to reinforce the forts around the orc encampment.

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0389c0 No.51273

File: 3e7097ef892322c⋯.jpg (54.63 KB,850x452,425:226,Orléans.jpg)

An History of the Kingdom of Gaulle, of her King and his Knights, in service of our Emperor.

200 years ago, Gaulle was a world divided. The great kingdoms squabbled amongst each other in as much as their own nobles raided and scraped at one another. No power could emerge, no clear victor. The concepts of Chivalry, Nobility, and Knighthood, once held in high regard were slowly being trampled by the endless violence and quagmire.

One day, a great vessel of steel and fire fell from the sky, as if a fiery fortress of heaven itself. It was full of men of the cloth who proclaimed to be servants of God from the stars, lead by one who spoke with such righteous fury that was mirrored in the awesome might of their men. They bore weapons that could turn even the knight in the strongest steel to ash, their fortress of steel could turn nearby castles into dust. The holy symbols they wore, "Rosari", cast a light about them that stunned and repulsed wave upon wave of arrow.

The King of Gaulle, but only a king among many kings of a kingdom among many kingdoms in those days. Where all the other kings rode at the head of their armies only to become smoke and fire, he was the first to bend his knee in prayer and swear himself to the servants of the God Emperor. He was followed in turn by his army, and his kingdom, who became new converts of the faith. This was made easier, as their primitive faith believed in one such god, who took the form of a man, and would one day rule over them. Their own priests and cardinals either took up the Emperor's holy word in earnest, or faced his holy wrath in laser and promethium.

>con't

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3fa08a No.51274

File: cade94134de9e70⋯.jpg (65.38 KB,650x956,325:478,f14ea0ba7cb6e3eb94796bea22….jpg)

>>51254

Sister Famulous Irma Grovdottir sometimes hated her job. She loved the Emperor and devoted herself to his service as his daughter for nearly all her life, and she was happy and blessed in that regard. however, the bloated, ignorant squalid nobles of Oalgas were some of the most obstinate, senseless and pig headed people she had ever had the professional responsibility to deal with. When the Xeno loving Enterprisors were being taken to task over their suspect allegiances? Instead of sanding with the Emperor and his daughter, they fled into the arms of the enemy fearing she and hers would kill them for some inane and vapid reason.

Even after the Situation had ben resolved by an Inquisitor Lord, peacefully be the Emperor's Grace and Mercy, the nobles had still insisted on scorning the sisters who guarded their city and built it up in the Faith. The noble she was visiting, one Ichabod Smithers, was one such obstructionist, doing everything in his power to slow down and frustrate their efforts to grow stronger and expand. It was petty and pointless, but the Nobles had somehow gotten it into their useless pea brains that the sisters wanted what they had, a modicum of power and wealth. Damn fools in reality had neither, at least not on the scales the sisters would really ever want or need.

Regardless they DID have enough power for her to be stuck here, waiting in an uncomfortably warm room for two hours now as the petty noble was "dealing with business he could not ignore." In other words he was making her wait for his own satisfaction and pettiness. This was getting boring, the elderly sister was contemplating taking out her side arm and brandishing it to be taken at least somewhat seriously, but before she could dispel the idea, the servants of the small manor had finally told her their lord was ready to accept her entreaty. Bloody tosser puffing up his ego.

Not showing how put out she was, she walked into the meeting chambers of the downright obese minor noble, taking note of the two body guards and myriad servants. The bodyguards were nothing special, common ex-IG with carapace and hotshot lasguns, thinking the slightly better than average gear would make them Kasrkin, with how they wobbled on their feet, she could tell they were either exhausted, or much more likely drunk off their asses. Sloppy.

The servants were again, cookie cutter as the guards, all sniveling serviles, without a… oh hello. This one was different, no constantly downcast eyes, smooth a sure gait like that of a cat, given how bare most of the servants outfit were he was well muscled too, which if she was a few year younger she'd take that young man and give him a story to…

"To what do I owe you presence, sister?" The leviathan of a man in the center of the room asked, looking up from his food for the first time. "I have little time for your bible thumping and Eclisarchical nonsense, as you can see I am a very busy man."

Busy stuffing your face more like, the Famulous thought, but she had decades of political training by this point, so that insulting but clearly true thought did not cross her face. "I am here, oh august Lord Smithers, to ask you why several clerks in the lower hive have said you seem to have bought up all of Hive Olagas promethium for this production cycle."

"Because I need it for my businesses! Surely you do not expect them to work without any fuel to burn do you?" Retorted the abrasive nobleman.

"No, no one would be so dense as to think that, but it is noted you bought far far far more than your businesses need, even going so far as to buy the Promethium slated for military purposes at a very high premium. This not only causes issues with the entirety of Olagas's production, but also pressures the Order of…."

"I don't give a flying shit about your Order! You harpies fly into the city and think you can take it over lock stock and barrel. No! You don't get to do that, we noblemen have rights and if you don't like it you can suck my cock you whore!" Shouted the Nobleman to the one lone sister he was speaking too. Confident in his power and superiority.

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3fa08a No.51275

File: c18d33fda5794ac⋯.jpg (99.86 KB,1024x662,512:331,Adepta_Sororitas_by_FirstK….jpg)

Irma Simply stared at the scene before her. Some fat fuck was openly insulting her and her order…. Wait the fuck was that.

Drawing her bolt pistol as quickly as a gunslinger of old, she snapped off two shotsin rapid succession, the body guards on either side of the obese nobleman responding by letting out full bore clip emptying burst at her. One falling onto his ass from trying to compensate for recoil that was not there, the other hitting a serving girl and blowing her leg off at the hip. Both guardians missing her cleanly. In fact the only shots that were near the mark were those of Irma nd the man she had taken a shot at, the servant she had noticed before, whom's arm she had blown off with her pistol, while he had grabbed a guard's laspistol, and grazed her wrinkled face with a return shot, nearly blinding her and causing her to flinch. Causing the would-be Assassin of Ichabod Smither to flee into the underhive, and make an unfortunate escape.

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10778b No.51276

Dice rollRolled 13, 27, 78, 71, 63, 27, 8, 80, 50 = 417 (9d100)

>>51234

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 35,000

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Green Collapse:

468,500 PDF Soldiers

35,500 Agri PDF Soldiers

50,000 Combat Engineers

91,500 Black River Veterans (PDF)

4,500 Black River Agri Veterans (Agri PDF)

85,000 Black River Veteran Engineers (Combat Engineers)

Medic Detachment (reduces casualties by 7%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 6 to General Combat

>Kill Count:

+ 935,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 572,000 PDF

+ 38,500 Agri PDF Soldiers

+ 78,000 Combat Engineers

>Make Up Turn:

1. Finishing the improvements regarding the defenses within the city of Vertun had just become even more important as an Inquisitor had decided to take residence up in the city. Naturally Section Red River would do its best to support this representative of the Golden Throne in any way they could.

+ Progress was 66%

2. While recruitment had slowed down the Xeno Invaders would not take long to return. More soldiers would have to be recruited to serve in the PDF to be thrown into the flames and cast anew in the light of the Emperor.

3. New, better gear would be required, an upgrade for those who were fighting where the enemy was strongest. Improved body armor and lasguns as well as special weapons would be purchased in order to equip specialist teams made up from the survivors of the Black River Battle.

4. The civilian arm of Mobwag would be expanded with new recruitment which would enable the 2nd Regiment to obtain an increased amount of credits through whatever legal means were at their disposal.

>Fighting Turn:

5. Agri Defenders East would set up production facilities which would enable the creation of improved weaponry and armor, given the blessing by proper authority. Otherwise they would simply focus on factories which would enable the production of relevant food goods from the raw materials provided by nearby Agricenters.

6. Section Red River would set up a formal Headquarter near the Inquisition within Vertun to show their support of the Inquisition's operations on this planet. Furthermore the local garrison would be sure to assist the Inquisitor in any duties he may require them for.

7-9. Task Force Green Collapse, utilizing its vast amount of combat engineers experienced in the arts of crafting defenses would construct long, explosive riddled tunnels which would lead to a central point under the Orkish fortifications where large caverns would be dug out. Important materials could otherwise be repurposed, however these large caverns would then be used to collapse the ground the Orkish defenses were founded on.

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0389c0 No.51277

File: 657b92e70179bb4⋯.gif (3.2 MB,305x360,61:72,Rifle_Knight_Model.gif)

File: e80ae996a1512ed⋯.jpg (18.2 KB,800x354,400:177,battlefield-1-machine-guns….jpg)

File: a20fee38f722d2c⋯.jpg (54.65 KB,500x619,500:619,6f7c83f043d10ac5be3bf57f14….jpg)

>>51273

Men live in years. But the missionaries counted their lives in decades or even a century or more. The ecclesiarch and his techpriests were the same to the King as they were to his grandson to the fourth. They aided and guided Kingdom of Gaulle to overcome her neighbors and spread the faith of the Emperor, in preparation for "the great unification." which the ecclesiarch had prophesized would be the day the heavenly Imperium responded to the mysterious "beacon" upon his star vessel, which cried out to the sky's in a voice silent to the ears of men could be heard in all the heavens. A test of faith to new believers was that such a thing that could not be seen or heard, was out there in the stars as the mighty Imperium itself.

It was not faith alone that gave the Emperor's missionaries strength. For they had come with strange men, whose bodies were of steel and iron, who bore limbs of steel and iron, and hid themselves beneath red robes. They saw and proclaimed the Emperor in a different light, as a Craftsman, as an Almighty Intelligence, as a god of Wisdom, of technology. To them, knowledge itself, if of man, was the divine.

With what resources were available, the priests of Mars began the tedious labour of advancing the sciences and technology of Gaulle, for to bring primitive men to civilization was in their creed. Though to them such weapons as slugthrowers and hydraulics were the most primitive of savage technology, the Gaulles soon found themselves nigh unbeatable. Wave upon wave of enemy knightly charge dashed itself upon thorns of iron, cut to ribbons from afar by leadened shot which pierced even the hardest of metals. Those that managed to come past this wall of fire, now faced the Knights of Gaulle.

The Techrpiests favored augmenting human strength with machinery where possible, and mimicking their own metal bodies, had done so to the armors of the Knights. With pipes and pistons, their armor became a weapon unto itself, able to lift great inches of steel armor and bear even the canon. It struck fear and awe into friend and foe, and yet still the ecclesiarch proclaimed that they were but appaling mocks of the Emperor's angels of death, whose armor could bear a thousand cannons, and whose fire could bring down castle walls. To the techpriests, compelled and loathed to work with what was available, the armors were clunky, obscenely primitive, slow, but leagues better than the simple plate armors born by manpower alone.

By the first century after the arrival of the ecclesiarch's ship, Gaulle had become an empire unto itself, assimilating or annihilating those other Kingdoms who stood in its path. Always ten steps ahead in technology and a thousand in faith.

Gaulle stood on the edge of a mighty war, itself against all and every remaining Kingdom in the planet. A war that would never come, for out of the heavens descended the Imperium's fleet, a global rapture born to the eyes of all men, as the faithful rejoiced, and the heathen trembled in fear and terror. The Imperium had come to Gaulle at last.

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3fa08a No.51278

>>51275

>>>>Later<<<<

Canoness Veritova Looks at the REport in front of her. A Famulous wounded and due for extensive surgery to save her eye and face, and a Civilian who is going to need a cybernetic leg out of sheer incompetency. At least that bloated waste of flesh Smithers released the excess Promethium he had been hoarding letting the city get back to work.

"Another Report for you, My Canoness," one of her aides said, presenting said report to her. Veritova took it with a sigh and started reading.

"Are you certain this is accurate?" She queried after reading the entire thing.

"Yes, we triple checked it just to be sure."

"Then, we have an announcement to make, and a speech to write." The canoness finished slight a slight smile on her lips.

>>>>Later<<<<

All over Koronam, before the Ork Roks make planetfall, a broadcast was sent out to every vid and voxcaster on planet. From this transmission, originating from the Convent of the Cleansing Dawn, comes the Voice of Canoness Veritova.

"Citizens of Koronam, Sons and Daughter of Humanity, Children of the Emperor, I come to you today, on the eve of Battle with the repugnant Greenksin hordes, with heavy heart. For something most troubling has been revealed to me. Everyone remembers the cult of the Found and Renewed, those heretics who had gained some acclaim and had been assigned to Olagas by our esteemed planetary governor, before their true nature was sussed out and they were purged. The discord and divisiveness that had been plaguing Koronam's armed forces was blamed on them, and we were right to do so, after all heretical traitors were in our midst. We had thought we had culled the lot of them, sadly, today I have found out, we were wrong. The cultist had assassinated key nobles in Ortal and Khe-sahn, and those assassination have not stopped. No some few days ago one of the Order of the Cleansing Dawn's Famulos sisters did spot and do battle with an assassin in Olagas, Shooting off his arm, and by his had put into critical condition as a las shot of a pistol, he stole from one of the guards. However, her battle was not in vain! For even though the foul traitor escaped, her boltpistol, claimed his arm! After studying and reviewing said arm, we have determined it's own, one Gerard Vulpez, and Known associate and friend of Koronam's own Governess, and card carrying member of the Enterprisors."

Veritova paused, collecting her thoughts and her breath, before continuing, " now as the Governess just declared and dedicated a holiday on the Defeat of this heretical cult, it is clear she was duped by Gerard. Still this is unsettling news indeed. Thus I make a call for the Governess to step down, until she and the leaders members of her faction have been checked and cleared by our local inquisitor Lord. In the interim someone not from the Enterprisors should head the planet's many many issues, as until we ascertain how many other were dupes or compatriots of the Gerard's we cannot in good faith let them command. We also MUST find Vulpes, and his weapons and cleanse them from Koronam, for his taint cannot be allowed to spread."

The Canoness's face softens, "I do not call for this as a power paly, but because the heretics and traitors would seek to assassinate us in our beds, to divide us, and subvert our defenses. Until these subversive and divisive elements, who would try to mount assassinations in the face of an orkish horde arriving on planet in mere days, are brought to heel, our ability to secure the planet will always and ever be in jeopardy, and I cannot allow that as a good and loyal daughter to the Emperor.: She smiles, "Ave Imperator Koronam, and may his light shine on us all."

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74348e No.51279

File: 70d6508421c6c62⋯.jpg (84.14 KB,512x512,1:1,1381214536629.jpg)

Dice rollRolled 4, 97, 25, 67, 73, 52 = 318 (6d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

391 Standard Space Marines (4 Companies)

91 Scout Space Marines (1 company)

84 Death Company Space Marines (1 Company)

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

2 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

3 Empty Dreadnought Chassis

>Fortress Monastery

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 20% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

>Make-Up Actions

1. With the withdrawal from the Hive, the Carnelian Martyrs return to their monastery and reflect on the almost civil war that had occurred. Artifacers resumed their work on Brother Emmanuel's Inferno Cannon, decorating it with lavish scenes of neighbor fighting neighbor, master fighting apprentice, and brother fighting brother. It would also be given a name as well; "The Fires Of Absolution"

2. Furthermore, the need for more scouts was pressing, so Sanguinary Priests redouble their efforts to select fitting aspirants from the planet, newly orphaned children from the Slaughter of Ortal being prime recruitment targets, as the fires of righteousness and retribution will burn bright in them.

3. Serfs new expand their efforts to clearing out the forge, with additional help being brought in from menial laborers from the nearby hives if need be.

>This Turn

4. Serfs set to work clearing the vehicle bay of debris, as the Chapter Force expands on this world, so too will our need for vehicles for combat and logistics, and we will need a space to house all of them.

5. With the attacks growing ever more fierce, the Carnelian Martyrs would need to reinforce their new home on this world, to both protect their wounded brothers and the stores of geneseed on this world.

6. Finally, the Brothers would requisition Land Speeders for use during the following engagements.

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e7646d No.51280

Dice rollRolled 76, 94 = 170 (2d100)

>>51268

Organization Name: Inquisitorial strikeforce Koronam

Category: Inquisition

Sub-Category: Ordo Hereticus

Troops:

250,000 Tempestus Scions

150 Chimera Transports

100 Gorgon Armored assault transports

100,000 Various Acolytes (non-combat capable)

1 Vindicare Assassin

1. Finish the improvement of the Vertun fortifications to Stronghold level.

2. Deploy the Vindacare agent and assassinate the planetary governess who is in league with the dubious Enterprisors. We will replace her with someone compliant to the Inquisition.

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72d482 No.51281

Dice rollRolled 37, 64 = 101 (2d100)

>>51270

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat

20800 credits remaining

TROOPS:

120,000 Combat Servitors (100,000 total)

110 Kataphrons (110 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

4 Armiger Warglaive (Lesser)

50 Support Personnel

45 Rapier Armoured Carriers

2 Karacnos Heavy Tank

2 Salamander Recon Tanks (I'm keeping these)

1. The orks are coming and I will not be removed from my facilities, double time and reinforce my fortress and be ready to fire upon the oncoming hordes (entrench in my southern fortress)

2. The construction equipment of the Manufactorum can be turned to the destruction of Orks for the meantime. Pull from my facility to temporarily add to my forces.

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e6bc87 No.51282

Dice rollRolled 1, 40, 14, 41, 68 = 164 (5d100)

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500) Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500) Skitarii; Half Van and half Ranger

(40,000) PDF

100 Sancristans

4390 Tech-priests [3990 Novice] [400 Experienced]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus +25 Melee Combat Hyperphase Sword, SM Power Armor

50,000 Servitors for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle.

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels, (2 progress)

Location of Eastern Guard Fortresses Discovered

0 Credits

Stock of 50,000 Lasguns and 50,000 units of Flak Armor

lvl 4 Gate of the East Garrison (20,000 PDF.10,000 Skitarii. 1,000 secutarii, 990 Novice Tech Priests)

1 Request the 66th Nalafay Mesa Rangers begin a campaign of luring out, and whittling down, the Ork Dakkajetz and Ork Bommaz. In addition they should Intercept approaching Ork Bommaz and maintain Imperial Air Superiority over Karanas, and the Southwestern Theater.

2 Send 3000 Novice Tech Priests to organize the scattered efforts of the 2nd Koronam PDF's 'Green Collapse' undermining project. Escort of 20,000 PDF who were converted by our earlier efforts and will readily forfeit their lives if it means saving an agent of the Omnissiah's Will.

3 Send our field force to the fort Southeast of Karanas to act as our camp for the war.

4 Search the eastern mountains for relics.

20,000 PDF.10,000 Skitarii. 1,000 secutarii, 990 Novice Tech Priests

5 Have our 400 experienced Tech Priests take a look of the picts taken of the Ork fort from Imperial aerial and space assets looking for weak points, industry targets, airstrips, artillery dispositions, heavy armor locations, and where the Stompas are being housed. This information we will pass on to the other Imperial Forces if we find valuable targets and weak spots.

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72d482 No.51283

File: eb8e9a391007652⋯.jpg (45.98 KB,347x425,347:425,ThanatarRobot.jpg)

>>51281

oh yeah and meant to do this during peacetime but missed the turn.

Wanted to Purchase 5 Thanatars so if you'll allow it yay otherwise.

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72d482 No.51284

>>51283

agreeing to the 4k each charge Oldfag gave me and spending 20k total.

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3fa08a No.51285

Dice rollRolled 34, 32, 28, 98 = 192 (4d100)

>>51267

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

730 Sisters of Battle

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all f Eastern Koronam)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Task Force Hope

2800 Medics

530 sisters

50 Flammer Retributors

50 Bolter Retributors

60 Domiions

50 Serpahim

69 Sister superiors

5 Seraphim Superior

30 ambulance rhinos

10 Repressors

All else held in reserve

1. Task force Hope moves to the battlefield to set up a Mobile medicae and defending it. They are only committing to defending the hospice for now, as they may bee needed to move elsewhere quickly.

+8 General Combat

+3 Ancient Banner

+2 Bolt Pistol of Saint Relotha

+5 Chest Armor of Saint Relotha

2. The medics of task force hope begin tending the wounded. They wish to tend too as many as quickly as possible to save as many lives as possible

3. The famulous and medicae back home begin coordinating supplies and infrastructure as needed to aid the war effort.

4. The Pronatus, happy with their work so far, but knowing their task is not done, continue to map out Koronam's tunnels accompanied by an escort of Flamer Retributors and loaded into Rhinos.

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5e7f99 No.51286

Dice rollRolled 13, 5 = 18 (2d100)

>>51267

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

520,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

100 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

1. Move south to reinforce the most southern fort near the Ork landing site.

2. Send the Iron Eagles to harry lone Dakkajetz and Bommaz. +8

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b26f30 No.51287

>>51269

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

290,000 Skitarii

10,000 Secutarii

100 Sancristans

700 Tech-priests

>Credits

8,000

>Bonuses

+11 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

0: With the eight thousand credits remaining after my loan to House Varuke, buy four thousand and eight hundred more tech-priests, to fill out our ranks.

1: Assist House Varuke and send a force out as well, it would be shameful to be caught not participating. The Knights and their retinue, however, can wait for now.

+290,000 Skitarii

+10,000 Secutarii

+2,000 Tech-Priests

2: See if the Skitarii and Secutarii armed with long ranged weapons such as Transuranic Arquebuses can't start picking off Orks from afar.

3: Have the arriving Tech-Priests work together with the Secutarii to make a heavily defended base of operations. Pillboxes, entrenchments, fortifications, you name it.

4: Have the remaining Tech-Priests and Sancristans currently staying at home start preparing the Knights for war: the necessary blessing for the machine spirits and the required prayers to the Omnissiah.

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b26f30 No.51288

Dice rollRolled 41, 17, 72, 5 = 135 (4d100)

>>51287

with dice, even.

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69e9a4 No.51289

File: 3924c30ab325e4b⋯.png (2.83 MB,3072x1654,1536:827,deployment.png)

Dice rollRolled 72, 97, 36 = 205 (3d100)

>>51269

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

273 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

239 Scout Marines

10 Razorback Transports

10 Rhino Transports

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops:

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Redeploy our forces to the flank of the ork assault, and to protect the Agari settlement most immediately in danger. They may be mere abhumans, but they are the Emperor's subjects, and will not be destroyed unless it is his will. Certainly no mere ork may decree it. All our vehicles and infantry will counter any thrust they make in this direction. After all, although the majority may be in place constructing a fort, a few will doubtless break away, typical of their disordered race.

2: Our Thunderhawk Gunships will scramble and attempt to aid the aircraft of other Imperial forces against the ork aircraft. Alone our allies seem to be in danger of being overwhelmed, hopefully we can provide them some support.

3: Our Librarians will form a conclave and perform a ritual of scrying over the orkish forces. We look for weak points in their developing fortress, and the location of key assets like the warboss, the stompas, or what passes for their resource depots.

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a70b08 No.51290

Dice rollRolled 2, 1, 1 = 4 (3d2)

>>51288

The Tech-priests do a poor job of carrying out their rituals and blessings upon the Machine Spirits and the Knights themselves. Have the machine spirits been angered to such an extent that one of the Knights cannot be safely used in battle?

1- Yes

2- No

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e6bc87 No.51291

Dice rollRolled 63 (1d100)

>>51282

6 The pilots lead a prayer to appease the machine spirits of the Knights. One of the Canticles of Mars known as Benediction of the Omnissiah. The smell of incense hangs thickly in the base. Before they head out west seeking blood and glory it was tradition to recite these prayers and appeal to their machines for a good omen.

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0389c0 No.51292

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

TEMPESTUS SCION/HEAVY INFANTRY

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

50,000 Nobles/Knights (Void Armor) +Hot Shot Volley Guns +Boarding Shields

290,000 Men-At-Arms (Heavy Carapace) +Hot Shot Volley Guns +Boarding Shields

10,000 Crusaders (Melee)

200 Earthshaker Cannons

250 Griffon Heavy Mortars

+1000 Centaur Armored Transports

1000 Confessors

100 Tremor Guns (Mounted on Rail Cars)

Commandeered Civilian Rail Network (50% Armored Trains)

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+5,050,000 Pilgrims

+30,000 civilian Construction pattern servitors

STAT POST ACTIONS INCOMING

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0389c0 No.51293

File: 6b54d80d022240c⋯.png (2.59 MB,3072x1654,1536:827,Defense Plan2.png)

File: 92a46c9c7fd9547⋯.jpg (31.55 KB,300x320,15:16,300px-KriegArtillery.jpg)

Dice rollRolled 27, 91, 9, 14 = 141 (4d100)

>>51292

War Actions:

1. "As the field manual dictates, let us command the high ground and so smite our foes from a vantage point!"

>move our troops to the high ground overlooking the valley and foothills

2. "Doth not even lowliest serf, who with but shovel and hammer might slay a foe without ever seeing them?"

>Have our vast labourer, servitor forces begin establishing networks of trenches, fortified quickly with sandbags, barbed wire, and easy emplacements

COORDINATE WITH HOUSE DISSIDA >>51287

3. "The foe doth bide their time, and such so shall we."

>Have our heavy vehicles begin preparing emergency, fast concrete pilboxes and planting metallic defenses. Heavy field emplacements which can be quickly planted before the enemy attack

COORDINATE WITH HOUSE DISSIDA >>51287

4. "By the Wisdom of the Omnissiah and the Eyes of our God Emperor, one and the same, guide by His hand our shells to smite the foe upon his forehead! Have the Priests of Mars ready our targeting cogitators"

>Begin making calculations and pre-sighting the area to our south for artillery fire, both direct and indirect

Non-War Actions:

Non!

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0389c0 No.51294

File: f79c212a1676091⋯.jpg (115.36 KB,768x1024,3:4,20 (1).jpg)

File: a5d601df8d17f6a⋯.png (92.33 KB,240x240,1:1,AdamantiumOre-XMOW (1).png)

File: 2b853993e308aab⋯.jpg (141.35 KB,774x435,258:145,warhammer-40k-spaceship-sp….jpg)

>>51277

When the Imperium had arrived upon Gaulle, the machinations of the ecclesiarch at last were revealed. For to both Gaulle and Imperium, the ecclesiarches prophesies and promises had come to full: tenfold.

The Imperium found a world on the verge of unification, by a faction that had already been baptized in the Emperors light. Holy cathedrals and gleaming church spires dotted the Kingdom of Gaulle, and their zealousness to purge heathen and heretic alike was shown to them from above. Though their industrial fuedal weaponry was crude by any Imperial standard, they had become accustomed to fighting in armor and ranged weaponry, and the use of heavy artillery pieces, all of which required only an upgrade of technology rather than a complete introduction to modern warfare. But all this was nothing compared to what greater prize the ecclesiarch had offered.

For a century or more, the techpriests of his ship had scanned the planetary geology, and found a mineral a hundred times more valuable than gold: adamantine ore. The precious substance vital to the creation of alloys for power armor, and whose byproduct, promethium, was both weapon and fuel source. And of the other precious minerals, the primitive industrial mining techniques but had just scratched its surface. The planet was a treasure trove, a new mining world, now open to the Imperium.

And to the nobles and King of Gaulle, sworn to the faith of the Emperor, the rapture of the arrival of the Empire brought the promises of the ecclesiarch fulfilled. The Imperium legitimized the nobles of Gaulle, declaring it’s King to be a servant of the Emperor, and by extension every Gaulle noble also. Through their veins now flowed blood twice enobled by King and God Emperor. The mass and celebrations lasted for a year and a day.

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1b903e No.51295

Dice rollRolled 91 + 80 (1d100)

>>51269

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

564 Space Marines

5 Thunderfire Cannons

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(136 Marines)Sanction Force Alpha-22 "The Unmakers" (22nd, 12th, 32nd) +50 to melee actions

(144 Marines)Sanction Force Beta-15(15th, 26th, 11th, 5 thundercannons)

(143 Marines)Sanction Force Gamma-30(30th, 9th, 23rd, Paragon Decimius)

(142 marines)Sanction Force Delta-17(17th, 3rd, 29th)

1. The Sanctioners take their entire force into the trenches, splitting up into kill-teams of 50 as they make their way through the outer defenses of the Ork tide, pushing on with no fear of the enemy as they try to destroy what little the Orks have already built. +80, 564 Marines

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1b903e No.51296

Dice rollRolled 11 + 75 (1d100)

>>51295

Meanwhile a separate kill-team, 25 brothers of renown and skill, are sent into the depths of the Orks fortress, the leader of which is armed with "The Unmaker", as they make an attempt to kill the Warboss before he makes any progress. 25 Marines, +75

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1b903e No.51297

Dice rollRolled 76 + 25 (1d100)

Roll for fred:

While the Sanctioners kill-team causes a distraction, the Deathwatch kill-team drops in via its Corvus Blackstar, and makes an assault on the Warboss while he is moderately isolated

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a70b08 No.51298

>>51272

The repair of the tunnel purification goes as planned, with the weapons systems within the tunnels being 70% reactivated, meaning that only a few sectors of tunnels are left to be reactivated and armed fully. The Nobles in Karanas are slow to join your side, it appears that they have actually organized themselves into a clique as well, hoping to oppose your influence over Karanas as well as protect each other from your inevitable wrath. The Nightsiders start to search through the under tunnels searching for any possible relics. Deep down they find an ancient but powerful Combat Shield! While only Ogryns can wield such a heavy thing, it is a very useful upgrade to a Champion that The Enterprisors can select from among their forces! It gives the person who is equipped a +8 Duel bonus and increased survivability in battles and duels. The Troops are also deployed against the Orkish forces around the ork encampment, and while they cannot stay around for long before they are forced to disengage, they are able to take down most of the orkz that ventured forth to challenge them. However, grave news comes! The Governess has been assassinated! (Please select a successor.)

Casualties:

3,000 Ogryns

500 bullgryns

2 Ratling Snipers

2,000 Squat Troopers

1 Upgraded Knight Crusader, Slight damage

1 Knight Paladin, Slight damage

1 Overlord Armored Airship, damaged

Inflicted 125,000 Ork Casualties.

>>51276

The progress on fortifying Vertun goes slowly, as many of your troops are busy working on other tasks like the Recruitment drive and requisitioning gear. As a result, 0 progress is made. Recruitment continues to slow down, the recent unrest has caused a lot of tension and many people would rather stay home for now, although another 50,000 men join your PDF forces as standard infantry soldiers. As for the equipment requisition, you, by some great stroke of luck, manage to acquire 10,000 suits of Old Carapace Armor, and Improved Lasguns, which will certainly give you a fairly elite group of men that can hold the line! You also begin to establish a manufactorum of your own, which starts to produce goods that are sold for credits. Setting your men to work they produce about 7,100 Credits worth of goods. Agri defenders east continues to produce equipment, but now they switch to Flak Armor and Lasguns, which will be useful in equipping your men. A headquarters near the inquisition is also established, but it is small and pathetic. Task Force Green begins its work on tunneling undeneath the orkish fortifications, and are now about 50% complete with their tunnels. With the help of House Varuke, you are now 70% done with the task.

>>51279

The Inferno cannon work goes very slowly… It appears that the Artificers have grown tired, and the most difficult parts of the inferno cannon are being worked on, although once it is complete it will be beautiful. The Sanguinary Priests also start to pull from the general populace, and luckily for them they mange to find 30 good men that are eligible to become Scout Marines (By this point you should have 109 scout marines not counting these recent reinforcements. 139 total it appears.) The restoration of the Forge continues to proceed, albeit more slowly than usual, but by now it is about 40% functional and restored. As for the vehicle bay, your Thralls work much faster on it, far far faster in fact! They start to clear out the area rapidly and manage to clear out about 40% of it, giving you more than enough space to store your vehicles. On top of this, the thralls also work quickly to restore this Fortress Monastery, fortifying the walls even more, reinforcing them with ferrocrete and ceramite, as well as reinforcing the pillars that hold up the ceiling, as your fortress is built into the mountain. It is 90% complete. You are also given 20 Land Speeder Tornados to do with as you wish.

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a70b08 No.51299

>>51280

With the help of the Mobwag regiment, you finally manage to bring Vertun's fortifications to Stronghold level, strengthening them even more by mounting a Void Shield, numerous lesser weapons defense systems, and reinforcing the walls with a variety of materials. Lastly, you deploy the Vindicare assassin to take out the Planetary Governess. He makes a quick, clean shot and gets away swiftly. No one knows what hit them. While you are not in a direct position to decide who gets to be governor next, as the inquisitor you hold a lot of sway amongst the nobles. (Discuss this with me and Oneman in chat.)

>>51281

You start to entrench in your southern fortress, the Combat Servitors run around and try to reinforce the manufactorum facilities, along with the Fort's walls. However, once the Orkish Artillery opens fire, it starts to damage the walls of your fort (but does not tear a hole yet) and deals light casualties. You also pull from your Manufactorum and get another 10,000 standard Servitors that can be used in combat, but are not very effective. Your Manufactorum is also slightly damaged.

2,000 Combat Servitors Dead (500 saved by Hospitaller)

>>51282

>>51291

The mesa rangers are deployed, and are immediately forced to pull back due to the fact that the Orkz apparently have set up their Bommas and Dakkajetz in such a way that serious air support from the lighter aircraft the mesa rangers have is almost impossible for the time being. They are repelled quickly. Your Techpriests are deployed to help with the tunneling efforts, and improve construction efforts by 20%, for a total of 70%. Meanwhile, with your main forces, you take the brunt of the shelling, many others run for cover, but your knights are perhaps the most vulnerable here, and get shelled decently. In the Eastern Mountains, your scouring force finds nothing. As for Imperial Intelligence, you start to analyze pictures taken from Space, and realize that the Orkz primarily have one main weakpoint, which is the gate. There is no gate. There is also no shielding, meaning it is extremely susceptible to artillery fire and shelling, and on top of that, you find that the Stompas are housed just outside the Fort, meaning that they are well protected, unlike last time. In addition, your prayers manage to appease the machine spirits of the Knights, giving you a +3 Combat bonus for this battle only.

Casualties:

3,000 Skitarii (700 saved by Order Hospitaller)

1 Knight Valiant Medium Damage

1 Knight Errant, Slight damage

>>51285

Task Force Hope establishes their mobile medicae underground in a large abandoned storehouse underneath the manufactorum. Reinforcing the support pillars a bit your hospital is established and well protected from enemy shelling efforts, yet is extremely close to the Frontlines, and even may be at the front lines themselves! This is extremely helpful, as the wounded from the shelling are directly transferred into these facilities and many are saved. Back at home, the Famulous manage to establish a tunnel link between you and the hive city of Karanas, guaranteeing a steady flow of supplies, that is about it though. The tunnels continue to be searched, and the last piece of the St. Relotha set is discovered, the leg armor of Saint Relotha, which completes the set! It grants a +2 to General combat and +8 to duels. On top of this, the completed set of St. Relotha, a Living Saint who is closely linked to fire in the Ecclesiarchal faith, gives a front-wide bonus to all flamer units! (Meltas also get this bonus applied, although to a lesser extent. The Bonus is intentionally abstract but they are more effective now.) On top of this, the armor and Morningstar light on fire when the full set is equipped, it doesn't have an actual effect but it looks aesthetically pleasing.

>>51286

You reinforce the southern fort near the Ork Landing site, but find yourself Shelled to bits, your skitarii take the brunt of the damage. Meanwhile in the sky, two Iron eagles are shot down when they get too close to a squadron of Dakkajetz.

Casualties:

10,000 Skitarii (5,000 Saved by Hospitaller)

2 Iron eagle gyrocopters destroyed

5 Dakkazjetz destroyed.

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a70b08 No.51300

>>51287

You take some significant damage by sitting around near the manufactorum, which is also what House Varuke is doing, luckily you take less concentrated damage due to a lack of knights, and therefore your casualties are light at worst. The Transuranic Arquebuses are not very useful, mainly because the Dakkajetz and Bommaz are patrolling the air while the Mek Gunz shell any areas that have concentrations of skitarii and secutarii. However, the Techpriests establish big pillboxes underneath the manufactorums and the forts, allowing operations and rest underground, safe from enemy shelling fire, although the pillboxes can only hold House Dissidia's forces for the time being, and many of these are converted storehouses with reinforced ceilings and supports. Lastly, the Knights are blessed, but this has somehow angered the Machine Spirits, the Tech Priests have done a shoddy job of blessing and sanctifying, and praying! This angers the machine Spirit of Knight Paladin "Pallida Mors" so much that it is no longer considered safe to operate this Imperial Knight for the duration of the battle, it will have to be left back in the Gate of the East, and the tech priests will have to correct their mistake!

Casualties:

2,000 Skitarii (1,000 Saved by Hospitaller)

200 Secutarii (50 saved by Hospitaller)

>>51289

Your forces manage to make it in the nick of time! It appears that 200,000 Orkz were deployed in order to sack this Agari Settlement and raze it to the ground, slaughtering the Agari Settlements! The Space Marines manage to make it in time, using the Thunderhawks as a way to deploy quickly. The vehicles also manage to make it in time. The battle for the Agari Settlement was a savage one, especially within the close quarters of the Agari Settlement, as the Orkz had already begun to sack it. Bolters and Chainswords in your hand, and the God Emperor in your minds, you start to press the Orkz back, advancing through the tight streets, supported by Razor Back, Rhinos and Vindicators as the Thunderhawks zoom overhead! Your firepower is simply too much for the Orkz, and when they are pushed out of the Agari settlement, they are obliterated by the now-combined might of your Astartes with significant air support from the Thunderhawks! Your Libararians perform a ritual of scrying, and manage to single out the Orkish Warboss! This information is quickly passed on to the Sanctioners of Cataclysm and the Deathwatch.

Casualties:

2 Space marines

4 Scout Marines

1 Vindicator Damaged

70 Space Marines wounded.

Inflicted 200,000 Ork Casualties.

NOTE: You currently have 443 Space Marines in total, make sure that the 57 you took in casualties were recouped as Scout Marines. (Since it was 3 turns and you get 33% of your casualties replenished per turn, so everything is replenished by now.)

>>51293

Your troops are moved into the High Ground, and luckily since it is just outside the range of the Orkish Mek Gunz, you are not shelled. Your forces come late, although better late than never! Afterwards, the Servitors and Laborers quickly manage to dig the trenches, establish sandbag fortifications, lay forests of barbed wire, and construct emplacements in a rapid space of time! This gives your tempestus scions an ample amount of cover should the Orkz come for you! Although, your pillboxes and metallic defenses go slowly, your construction vehicles are even more late than your Military forces, possible due to an error in the rail network, they arrive late and as a result construction is delayed. Lastly, you make the proper calculations and take the time to pre-sight the area for artillery fire.

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a70b08 No.51301

File: 45d5e6d7218ba54⋯.png (3.51 MB,1590x970,159:97,Deathwatch.PNG)

>>51295

>>51296

Once your hated foes, you enter battle not far away from the Abhuman forces of None other than The Enterprisors! Moving through the trenches and heading deep into the Orkish Tide. They are the first into the line of fire, first into the hostile land, Space Marines leading the way! Claiming their fame! They are the Space Marine Elite, Born to Compete, and never retreat! You make a deep impact into the Orkish Lines, slaughtering large amounts of Orkz, living up to Orkish expectations once again! You cut down hundreds of thousands of Orkz, working together in tightly coordinated Kill teams. You also look towards the forces of The Enterprisors, who have deployed their Ab-Human Mercenaries, the Xenos are gone at last, Emperor bless! You can't help but feel just a slight bit of respect for the Bullgryns, who appear to enjoy honorable melee combat as much as you. Meanwhile, deeper underneath a more interesting operation is undertaken. 25 skilled Battle Brothers, one of which is armed with "The Unmaker" are sent in a deep thrust through the tunnels, emerging within the Fort! It appears that the Orkz were expecting such a move from you and the Warboss deploys both the Stompas to engage you. Many of your battle brothers are lost, but your battle brother with "The Unmaker" manages to slam one of the Stompas right properly in its foot with such massive force that it actually breaks the foot, and as a result the Stompa is immobilized and requires repair! On top of this, you manage to hold long enough for the Deathwatch to evacuate their men via the tunnels!

Main Army Losses:

4 Space Marines Killed

120 Space Marines Wounded

Killed 215,000 Orkz.

Ork Warboss Killteam Losses:

8 Skilled battle brothers killed

15 Skilled battle brothers wounded

Killed 500 Orkz, damaged 1 Stompa.

>>51297

Your Deathwatch marines are sent in via the Corvus Blackstar just as the Sanctioners of Cataclysm send in their kill team! The Corvus Blackstar manages to penetrate the Orkish area denial system of Dakkajetz and Bommaz, but it is a rough landing! Your Deathwatch jump out of the rear doors of the Blackstar as it unleashes its full arsenal. While the Orkz are distracted you mange your assault on the Orkish Warboss, and the Warboss is simply no match against the unified might of a full Deathwatch Killteam! The Warboss dies promptly as the battle brothers slay him with a hail of bolter fire, and his head is chopped off with a chainsword. After that they find themselves surrounded, and fight their way to the Sanctioners of Cataclysm, with both sides holding just barely long enough, and support from the Corvus Blackstar also helps with the task significantly. Zero Casualties are reported, although Five battle brothers are injured.

Casualties:

5 Battle Brothers Wounded

Killed Warboss Khukalk, killed 5,000 Orkz.

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a70b08 No.51302

Dice rollRolled 20 (1d100)

Rolling a Nob trying to take control of the situation after the Warboss was killed.

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a70b08 No.51303

File: 38aecfa45604aa1⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

It appears that with the Orkz, the Army has fragmented into several smaller wargroups!

There is a much smaller garrison still remaining around the Ork Redoubt (they built it up to level 1 fortifications), with the Mek Gunz continuing to shell the Manufactorum and pinning down the troops there in general with withering artillery fire. Another Orkish group is heading southwest, presumably to loot, raze, and SACK the Agari settlement. The largest one by far is heading Northwest, we do not know where it is trying to head. Lastly, a fourth force is still attacking the eastern settlement, trying to contest the Ash Dragons for control over the Agari Settlement.

Fort Garrison:

2,454,000 Orkz

10,000 Mek Gunz

400 Grotmegatankz

100 Spleenrippaz

400 Bommaz

295 Dakkajetz

Southwest Force

4,000,000 Orkz

600 Grotmegatankz

1 Stompa (Currently being repaired)

100 Spleenrippaz

Northwest Force:

6,000,000 Orkz

800 Grotmegatankz

1 Stompa (fully repaired)

600 Spleenrippaz

Eastern Force:

2,000,000 Orkz

200 Spleenrippaz

200 Grotmegatankz

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1c3af9 No.51304

Dice rollRolled 70 (1d100)

>>51303

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

total control of Hive Ortal and its Industries

total control of Hive Khe-Sanh and its Industries

total control of Hive Vertun and its Industries

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader, Slight damage

1 Freeblade Questoris Knight Paladin, Slight damage

97,000 Ogryns

49,750 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

33,000 Squat Troopers

20,000 Squat Thunderers

500 Thunder-fire Cannon

25 Iron Eagle Gyrocopter

5 Overlord Armored Airship, 1 damaged

Hero

Bane (bone'ead Bullgryn) (Combat Shield +8 duel and survivability)

Free. Elect Alexandros Tristari Juliarius as the new planetary Governor. Seeing that the last governer was steeped in controversy the nobles decided it would be prudent to elect someone that would appeal to those who have traditionally shunned the nobility. Born in Olagas of house Julius, Alexandros was one of the few who had openly supported the Enterprisors despite such a position being dangerous where he lived. Despite this he had proven to be a model on how to maintain independence with minimal support against a much more influential group. Managing to even maintain somewhat amicable relations through acts great piety and acting as a reprieve against the notoriously decadent nobles of Olagas.

Free. Give the bone'ead bullgryn the Combat Shield. A juggernaut even amongst his kin, A mind that could perhaps be as intelligent as a small child, The Ogryn known simply as Bane would naturally be considered to be the product of countless generations of breeding from an eccentric biologis rather than just being a genetic anomaly. Bane however is not his original name, but rather it was a nickname given by his (human) friends for his capacity to destroy absolutely anything if ordered to do so. With many colorful additions like orcbane, wallbane, virginbane, etc… When an ogryn was needed to wield such a precious relic it was almost entirely uncontested that he should be the one to wield it. The few who did were quickly made broken.

1. Arrest and quickly execute the opposing noble clique. "This tragedy has brought great grief to Koronam for losing such a great reformer. We must quickly act to round up the conspirators who would dare destabilize our world and serve as an example to any future dissenters. Those who would oppose such a thing are suspect at best and a fellow conspirator at worst. Thankfully we already have a list of suspects who have already shown themselves to be radicals who would be willing to do such a thing."

20,000 Khe-Sahn Arbites, Bane

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0389c0 No.51305

File: 5311f4ffefacd84⋯.jpg (98.83 KB,533x800,533:800,steampunk_golddd_d_by_stea….jpg)

>>51294

After the experience of the War to Unify Gaulle, Nobles and Knights of Gaulle valued strength of arms and armor above all else. Not strength of flesh and bone, as had failed all the others, but of steel and firepower. The techpriests found many desiring to be blessed by the Omnissiah, and although their technology and resources were limited, did their best to meet the demand.

By the time of the arrival of the Imperium, the knights of Gaulle fought with limbs and legs augmented with pistons of steam and hydraulics of oil, mimicking the mechanical limbs of the techpriests. Now that at last connection with the rest of the Imperium was made, these crude imitations could be replaced with the real thing.

As landowners, the nobility of Gaulle were entitled to a portion vast wealth from the new mining ventures that now flocked to the planet. They traded in their obsolete pieces of copper and steel for proper Imperial armors. Or, with the blessing of a techpriest, converted their family heirloom to modern standards.

For a feudal industrial world, the planet fostered good relations with Mars by entitling them to a share of the adamantium ore and promethium produce, ensuring a steady presence of techpriests on the world to provide their services and ensure that their armors complied with the standards of the Imperium and the Adeptus Mechanicus, who provide the necessarily knowledge to repair and augment the regiments equipment. Whenever a noble wishes to purchase an upgrade from the Imperial market (and, more rarely, the black market), it is then given to the tech priest to install.

Even the poorest of noble families can, collectively, afford at least one set of such armor, and it is common for them to pool their resources together towards on single cherished piece of armor. In those cases, a family champion is selected, usually a member of the first family of that house, or whoever proves themselves the most capable. To them is given the supreme privilege, responsibility, and above all else, the honor, of upholding the family name and legacy inside that armor. It is a widely held belief in Gaulle that, as the armor is often blessed and decoured with purity seals, to die in battle whilst in the armor ensures a place in the afterworld. Conversely, should one’s courage falter in the armor, a fate worse than death awaits them, their soul rejected by the Emperor forever, and they will bring shame upon their family, their name and existence to be erased from all records.

There is a saying in Gaulle: “Come back in thy armor, else thy armor return alone.”

Thus, every Knight in the 1st Heavy Infantry regiment represents a favored son and stands for an entire noble family. Such a weight is greater than even the heaviest of armors, and it is one that no true Gaulle would ever give up lightly. To maintain one’s honor is above all, and what is dying for the Emperor other than the highest honor?

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0389c0 No.51306

File: 6b0a78cf308a471⋯.jpg (292.28 KB,1920x1320,16:11,simon-ko-juggernaut-front-….jpg)

File: ee46fcbf5c7da76⋯.jpg (48.25 KB,723x1105,723:1105,fc0aece37da949f514f309061c….jpg)

>>51305

THE KING’S OWN HEAVY INFANTRY REGIMENT OF GAULLE

Through the influence of the High Ecclesiarch and the wealth of the planet, the Knights of Gaulle are subjected to the highest standards set upon them by the Ordo Tempestus. To the last man man, every noble of Gaulle recognizes that their only purpose in life is war. The serf farms, the blacksmith crafts, the nobleman fights. In the old days, the knights would feast and train hard for joust and duel. Now they do the same, but not with lance or sword but lasgun and bayonet.

A family may select a champion, but that champion may only earn the right to wear the family armor should they pass the rigorous standards of the Ordo Tempestus. Failure is to resign oneself to never see the glory of an expedition. Even from a young age, noble families push their children to have a head start, disciplining them in strength, stamina, and endurance. For whether the Duke’s own son or the lowest of nobles, each may be selected to be a champion, but not one of them may do so unless they training of the Ordo Tempestus.

PRINCIPLES OF COMBAT:

Each heavy armor is family owned, unique in heraldry and composition as it is made up of what modifications the family is able to afford in terms of upgrades, but each of them share a common trait.

Protection and Firepower are the primary virtues of Gaullic armor doctrine. Speed is sacrificed for this.

Their armors often are, or contain parts of, Imperial blast armors made to withstand explosives such as for bomb disposal teams or as equipped by other siege regiments. Where as a space marine or a sister of battle may run, the Knights of Gaulle do not (and cannot) run. Either in retreat, or forward. Whatever firepower comes their way, they must simply push through it and kill the source or be killed themselves.

The regiments fighting style reflects this. As it was in the unification wars, the primary strategy of the regiment is to move troops to the front lines via transport as train or vehicle, and to deploy them in either a static defensive line or in preparation for an infantry push on foot. As a result of this, the regiment also relies very heavily on both static defense works and artillery, to meet the fire of the enemy at a distance and with fire superiority.

The Knights fight best in formation, such as with their boarding shields locked or in covering each others flanks. In terms of one on one combat, most Knights are generally accustomed to the "Gaullic duel". Two knights stand opposed at a set distance, and then once the signal given, walk toward each other guns blazing. The last knight standing wins. This is supposed to represent a test of courage in the face of firepower, but in practical terms, means that the richest family who affords their champion the best armor or the best gun often prevails.

Men at Arms:

On a galactic expedition, the noble family champion selects a retinue of men at arms.The Men at Arms are the more numerous, and more mobile, force typically surrounding or supporting the nobles.

This typically includes levvy lieutenants and captains of the guard, but also cooks, physicians, squires, and so on. Those gifted at fighting support their noble or knight in heavy carapace armor, while skilled drivers and engineers man the vehicles or the artillery pieces in the rear. Even these too must pass the the standard of the Ordo Tempestus, and no amount of money or influence may change this.

This is the highest honor a non-noble may receive, for to die while on campaign ensures not only the promise of a place in paradise, but also a hefty pension that if well managed can last his family at least three generations. In Gaulle, every serf dreams of being selected by their liege lord to be part of their retinue. Thus the men at arms show unwavering loyalty to their liege.

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3d103a No.51307

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: Give me a land raider or two, some chaplains and fill the rest with spess muhreens

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by tge mysterious Rakmaal Demicus, the chapter is renowned for its combat powers its they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

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e6bc87 No.51308

Dice rollRolled 24, 44, 94, 100 = 262 (4d100)

>>51299

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant, Slight

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant, Medium Damage

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500) Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

281,500 Skitarii; Half Van and half Ranger

(40,000) PDF

100 Sancristans

4390 Tech-priests [3990 Novice] [400 Experienced]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus +25 Melee Combat Hyperphase Sword, SM Power Armor

50,000 Servitors for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle. +3 Combat Prayer

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels, (2 progress)

Location of Eastern Guard Fortresses Discovered

0 Credits

Stock of 50,000 Lasguns and 50,000 units of Flak Armor

lvl 4 Gate of the East Garrison (20,000 PDF.10,000 Skitarii. 1,000 secutarii, 990 Novice Tech Priests)

1 Deploy the army and the Knights, under the recovered Banner of House Tolea, to bring down the now exposed Stompa heading Northwest, the fire of their flames, and the burning majesty of the conflagration cannon shall clear the path. Then we will unleash the fury of the Omnissiah's Wrath as we deploy BOTH Lance Immortal Regis and Lance Golden Clover with our new Helverin's covering the flanks with the army. +12

1 Knight Warden, +Flame

1 Knight Gallant,

1 Knight Crusader +Flame

1 Knight Errant, Slight +Thermal Cannon

1 Knight Preceptor,

1 Knight Valiant, Medium Damage +Conflagration Cannon

2 Armiger Knights Helverin +Meltaguns

23,500 Secutarii; Hoplites, Peltasts, and Axiarch Officers

281,500 Skitarii; Half Van and half Ranger

20,000 PDF

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

2 Send Chadicus to lead an infiltration force of 20,000 Secutarii through the tunnels and back again to destroy the damaged and exposed Stompa heading Southwest +37

Magos Biologis Chadicus with Hyperphase Sword and SM Power Armor

20,000 Secutraii Elite who were once Rangers

3 Repair damage to the Knights. Battlefield repairs may be necessary when all Knights are deployed but there are those among us who have the strength to see it done so that no unclean hands may stain what is pure and good. +12

100 Sancristans

400 Tech Priests [Experienced]

3000 Tech Priests [Novice]

4 Continue the search for Relics in the Eastern Mountains, particularly around the abandoned fortress monastery. +5

20,000 PDF.10,000 Skitarii. 1,000 secutarii, 990 Novice Tech Priests

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e6bc87 No.51309

File: ab3665a98ab3ae2⋯.jpg (103.01 KB,852x937,852:937,Praise the Omnissiah.jpg)

>>51308

Praise be the Omnissiah for this Nat100 + 5

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a70b08 No.51310

>>51022

Supplemental roll for the nat 100 due to the nature of the loot table for a nat 100.

The relic WILL be Space Marine themed, due to the location of choice.

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a70b08 No.51311

Dice rollRolled 25 (1d100)

>>51310

Forgot the roll smh.

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10778b No.51312

Dice rollRolled 19, 4, 31, 93, 49, 8 = 204 (6d100)

>>51298

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 42,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Green Collapse:

518,500 PDF Soldiers

35,500 Agri PDF Soldiers

50,000 Combat Engineers

10,000 Colonel Steeljaw's Nobkillerz (Black River Veterans, Old Carpace Armor, Improved Lasguns)

81,500 Black River Veterans (PDF)

4,500 Black River Agri Veterans (Agri PDF)

85,000 Black River Veteran Engineers (Combat Engineers)

Medic Detachment (reduces casualties by 7%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 6 to General Combat

>Kill Count:

+ 935,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 572,000 PDF

+ 38,500 Agri PDF Soldiers

+ 78,000 Combat Engineers

1-2. Task Force Green Collapse would finish its mission to destory the Orkish defenses, once exposed the central Orkish force would pose an easy target for Imperial forces and Green Collapse's ensueing attack.

3-4. More advanced equipment would be requisition by Commanding Officers to supply Mobwag's more elite forces with.

5. Agri Defenders East would continue with the expansion of the Medical Detachment, many more Veteran troops would be saved through the works of skillful medics.

6. The HQ of Section Red River would continue to be expanded past its pathetic level, though it was not supposed to rival the Inquisition's headquarters it was supposed to pose a viable source of support for the Emperor's Agents on Koronam.

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a70b08 No.51313

>>51307

TROOPS:

400 Space Marines

100 Scout Marines

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

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e7646d No.51314

Dice rollRolled 27, 46 = 73 (2d100)

>>51303

Organization Name: Inquisitorial strikeforce Koronam

Category: Inquisition

Sub-Category: Ordo Hereticus

Troops:

250,000 Tempestus Scions

150 Chimera Transports

100 Gorgon Armored assault transports

100,000 Various Acolytes (non-combat capable)

1 Vindicare Assassin

Lore: An inquisition army sent to Koronam to aid in the defense but more importantly keep a vigil on the planet given it’s strategic importance, potential secrets and most recently and pressing, reports of inner strife amongst it’s defenders. The force is headed by Inquisitor-General Bane of the Ordo Hereticus, a colossal man known for his mask.

1. Begin to subtly remove Enterprisor elemants from Vertun.

2. Send 100,000 storm troopers to reinforce Karanas and the surrounding area as it’s in the most danger of Orks.

>>51304

Cease this action at once or be declared a traitor for unlawfully killing the Emperors servants during wartime. Provide any evidence or wait for a proper inquisitorial investigation to determine if these nobles are deserving of such a punishment.

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bbb9e1 No.51315

Dice rollRolled 17, 17, 71 = 105 (3d100)

>>51303

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat

800 credits remaining

TROOPS:

118,000 Combat Servitors (100,000 total)

110 Kataphrons (110 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

4 Armiger Warglaive (Lesser)

50 Support Personnel

45 Rapier Armoured Carriers

2 Karacnos Heavy Tank

2 Salamander Recon Tanks (I'm keeping these)

5 Thanatar Siege Automata

10,000 Standard Servitors

1. The orks have taken entrenched themselves and that needs to be taken care of soon but the force to the North West is circling and is currently weakened by the damage it's Stompa Took, the parts of my force not staying behind to defend the Fort will strike there in the hopes of removing that part of the Horde as a threat.

50,000 Combat Servitors

110 Kataphrons

20 Kastellans with Incendine

4 Armiger Warglaives

2 Recon Tanks

2. I will continue to entrench in the fort in the hopes of holding off the oncoming Hordes while the rest of the imperial forces take on the outer hordes

68,000 Combat Servitors

5 Kastellans

45 RAC's

2 Karacnos Heavy Tanks

5 Thanatar Siege Automata

3. The Standard Servitors will get to repairing and reinforcing the walls of my fortress as soon as they take damage.

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0389c0 No.51316

File: 6f24a837f612ca3⋯.jpg (41.91 KB,385x367,385:367,b8d9395143b673d582dea33139….jpg)

File: babd6a37cfa5ad9⋯.png (586.92 KB,1270x389,1270:389,Defender-of-the-Crown-Ivan….png)

Dice rollRolled 17, 55, 18 = 90 (3d100)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

TEMPESTUS SCION/HEAVY INFANTRY

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

50,000 Nobles/Knights (Void Armor) +Hot Shot Volley Guns +Boarding Shields

290,000 Men-At-Arms (Heavy Carapace) +Hot Shot Volley Guns +Boarding Shields

10,000 Crusaders (Melee)

200 Earthshaker Cannons

250 Griffon Heavy Mortars

+1000 Centaur Armored Transports

1000 Confessors

100 Tremor Guns (Mounted on Rail Cars)

Commandeered Civilian Rail Network (50% Armored Trains)

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+5,050,000 Pilgrims

+30,000 civilian Construction pattern servitors

GAULLE RADIO (A NEW SONG EACH CYCLE!)

https://www.youtube.com/watch?v=ikfwuXduD9g

Combat Actions:

1. "Canoneers! Ready to the guns, and await the signal of the Emperor's Carnelian Martyrs!"

>Working in coordination with the Carnelian Martyrs, giving them transponder codes and beacons. they are going to assault the ork camp and lay direct coordinates that our earthshaker cannons may fire upon.

2. "Trumpeters! Drummers! Let us get the attention of these vile xenos!"

>Blast forth loud music from atop the hills. Beat war drums. Shout and roar, and lure the orks to attack our fortified position. We can bleed away some of them from the war band and reduce the strength of their attacks elsewhere

3. "Thou vagrants, dig!"

>We arrived late, quickly before the orks truly attack us finalize the emergency, quick field defenses as best as possible. Withdraw our civilian workers just before the ork onslaught hits us

Non-Combat Actions:

Non!

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3fa08a No.51317

Dice rollRolled 98, 80, 17, 65, 32 = 292 (5d100)

>>51299

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

730 Sisters of Battle

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all f Eastern Koronam)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

Task Force Hope

2800 Medics

530 sisters

50 Flammer Retributors

50 Bolter Retributors

60 Domiions

50 Serpahim

69 Sister superiors

5 Seraphim Superior

30 ambulance rhinos

10 Repressors

All else held in reserve

1. The mobile Forces of Task Force Hope, specifically the Repressors and Seraphim, strike out from the main body, aiming to savage the orks in the fort with their superior mobility before falling back. The repressors are loaded with Dominions and Heavy Flamer Retributors and allowed to circle strafe the enemy dishing out insane damage while constantly moving denying the enemy an easy counter. Meanwhile the Seraphim Jump in and out of the enemy's fort dumping ordinance into the enemy before jump back out of range in a hit and run from hell.

+8 General Combat

+3 Ancient Banner

+2 Bolt Pistol of Saint Relotha

+5 Chest Armor of Saint Relotha

+2 leg armor of saint Relotha

2.The medicae housed in the field hospital will go forth with escort in the ambulance rhinos to tend to troops in the field or if necessary medevack desperate cases back to the hospice.

3. The Famulous and medicae back in the convent continue to try and coordinate medical necessities with the current chaotic battle. Having adequate overwatch, especially in situations like these is vital.

4.The Pronatus continue still to explore the tunnels of Koronam, as they want a complete map before a real threat to the planet presents itself. The tunnels themselves are ancient and a proper map would help move troops quickly and allow for repairs to be as efficient as possible.

5. The sister during the battle pray to the Emperor. Pray for their hands to be sure in battle and in medical action, for the soldiers they must save, for the faith of those who waver. They pray for the planet and commend it into his hands.

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0389c0 No.51318

File: 05f8447b074988e⋯.jpg (100.06 KB,513x606,171:202,crusader.jpg)

File: 3d08d9f3902f97c⋯.jpg (146.1 KB,800x1223,800:1223,ce58df786d4ac0f51c0a35491d….jpg)

File: 5044c223b8c02b4⋯.jpg (115.49 KB,758x1053,758:1053,1c79278307fab799b239d9a9fe….jpg)

Dice rollRolled 90 (1d100)

>>51316

As with every expedition, there was the element of adventure. The lure of Emperor, Glory, and Gold. And here on Koronam, others had already found ancient relics.

For as long as Gaulle has been, the knights and nobles have always sought out ancient technology or treasures that they might improve their own armors, or win glory and fame for their house.

These are known as "Quests". Traditionally, a Quest is undertaken by a diverse group of people at around five to six but may include more, and is something of an official venture endorsed by the regiment.

And per the traditions of old, all quests MUST begin in a tavern or pub, where these adventurers shall meet.

https://www.youtube.com/watch?v=fIuO3RpMvHg

This group will consist of:

-A Crusader of Melee

-A Knight of Ranged

-A Tech Priest

-A Confessor

-(Optional) A Rogue Trader or Mercenary, be they willing to share the loot

-(Optional) a sister Hospitalier of a nearby order, or a regimental Medic to act as physician

The group composition varies, but each quest is sent off to much merriment and cheer. This they do out of the knowledge that hearth and home may be the last they will ever see, before they venture off into the unknown, to what may be peril and doom.

>BEGIN A SEARCH FOR A RELIC!

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a70b08 No.51319

>>51318

https://www.youtube.com/watch?v=a6JB2suJYHM

https://www.youtube.com/watch?v=-bTpp8PQSog

Your party is assembled and meets in a Tavern, where they have an arranged visit with an elite Agari Scavenger named Jonesi Indanius. When you meet with him, he explains that he has learned of an ancient artifact left here during the Great Crusade. As it seems, the God Emperor himself had visited this world during the Great Crusade. There is one note of this world in the records of the Great Crusade, at least those that he was able to "acquire." The God Emperor of Mankind had left his most prized drinking cup on this planet! Some call it a grail, while others simply call it a cup. It appears to have been an object of mild importance to him, but even mild importance, to a mere mortal is extraordinarily significant! It appears that he has been able to find the location of the relic… It's in the middle of a Necron Tomb that he was able to scout out. No one knows the exact powers of the grail, it can do anything or it can do nothing. One thing's for sure, when filled with a liquid, it allegedly imbues the liquid with the Emperor's wrath and if it is spilled on Daemons or Heretics, it causes an unbearable burning sensation, that in some cases can kill heretics or outright Banish Daemons!

Heroes of Gaulle, will you accept this quest? Will you allow Jonesi Indanius to take you to the Necron Tomb Entrance?

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0389c0 No.51320

>>51319

Crusader: "We must not allow anything touched by the Emperor's hand to lay in the clutches of Xenos filth."

Knight: "Oui. A noble must never show fear, I accept!"

Confessor: "To discover a relic of the Great Crusade touched by the Emperor himself will surely bless this world in its hour of greatest need. We must."

Hospitalier: "Father confessor, please send word to my order if I may join this venture and be blessed by the Emperor's divine touch."

Techpriest: [Affirmative. Strategic value evident. Must reclaim relic from Necron Tomb.]

Rogue Trader: "Well, since me crew decided to bail the planet without me it's this or go fight Orks. This sort of thing is suits me better, I'm in, but I want a share of any good loot."

WE ACCEPT

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4e991a No.51321

Dice rollRolled 9, 86, 51 = 146 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 400 Space Marines

100 Scout Marines

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

1.Chapter master Demicus demands that we go forth to stem the green tide, go take the land Raider and fuck up some greenskins, also send some marines just in case.

2.Send our scouts to engage in reconnaissance see if they dont turn up something interesting

3. Dorn is rolling in his fucking grave right now, the state of this fort is ridiculous if Dorn wouldn't stand for it neither will Demicus, lets help with repairs and fortifications.

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0389c0 No.51322

Dice rollRolled 89 (1d100)

>>51320

"For Emperor, King, and Planet. Into the jaws of death, into the mouth of hell. Forward!"

>Go into the Tomb!

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b26f30 No.51323

Dice rollRolled 77, 91, 18, 51, 81 = 318 (5d100)

>>51303

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super-Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": Angered

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

288,000 (290,000) Skitarii

9,800 (10,000) Secutarii

100 Sancristans

4,500 Tech-priests

>Credits

>Bonuses

+11 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: I suppose we will have to leave the Sancristans to their duty as maintainers of the great machines of war, hopefully calming the enraged machine spirit.

+100 Sancristans

2: Have the rest of the Tech-Priests there accompany the Knight Errant "Fidei Defensor" to start searching the C.O.R.E tunnels for relics, since they are currently not doing much else.

+2,500 Tech-Priests

+Knight Errant "Fidei Defensor"

3: Deploy the Knights "Ecce Signum" and "Oculi autem Deus" to the base near Karanas. "Ecce Signum" possess anti-air capabilities with the Twin Icarus Autocannons, and "Oculi autem Deus" can surely provide enough firepower to hold off any frontal attacks, and their Ion Shields combined with Adamantine Armour should be able to resist any attacks from artillery.

+Knight Castellan "Oculi autem Deus"

+Knight Paladin "Ecce Signum"

4: Have the Tech-Priests at the front, with the help of the army, continue building entrenchments and tunnels. By the time the Orks decide to attack, interior lines tactics should be a viable strategy. If possible, create a shelter large enough to store the two Knights that are coming.

+259,200 Skitarii

+9,800 Secutarii

5: Keep the Skitarii with applicable weapons on sniper duty.

+28,800 Skitarii

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e6bc87 No.51324

Dice rollRolled 3 (1d100)

>>51308

5 As this northwestern force does not control the ork air assets it should be an opportune time for the 66th Nalafay Mesa Rangers to deploy and bring down the fire on these Orkz. (Que Fortunate Son)

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69e9a4 No.51325

Dice rollRolled 35, 54 = 89 (2d100)

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

201 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

235 Scout Marines

10 Razorback Transports

10 Rhino Transports

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded/Damaged Troops: 70 space marines (2 turns), 1 vindicator damaged

Bonus:

Flat +10 battle bonus, additional +5 in Close Quarters combat.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 40 flamers, 40 heavy bolters

Lore: https://pastebin.com/6UjaqgvC

1: Captain Rahak will lead the bulk of our forces against the eastern ork force. We will destroy these xeno first before moving on to their pathetic fort.

2: The librarians will use their powers to shield and protect our forces against the orks artillery.

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74348e No.51326

File: 67929dac79a84c4⋯.jpg (194.85 KB,1600x900,16:9,29180_8815d5016f6c3adedbee….jpg)

Dice rollRolled 46, 3 = 49 (2d100)

1. Utilizing transponders from the Gaullish Imperial Guard, the Carnelian Martyrs would ride deep and fast to the orkish artillery and heavy vehicles, quickly and deftly affixing said radio beacons to their vehicles to facilitate a accurate and devastating bombardment of the Greenskin lines

2. Other forces would deploy as necessary to spots in the defensive lines where forces were in danger of breaking or faltering, or tackling difficult targets as needed.

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1b903e No.51327

Dice rollRolled 60 + 30 (1d100)

>>51303

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

417 Space Marines(135 Wounded, 2 turns)

5 Thunderfire Cannons

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(100 Marines)Sanction Force Alpha-22 "The Unmakers" (22nd, 12th, 32nd) +50 to Kill-team actions

(100 Marines)Sanction Force Beta-15(15th, 26th, 11th, 5 thundercannons)

(110 Marines)Sanction Force Gamma-30(30th, 9th, 23rd, Paragon Decimius)

(129 marines)Sanction Force Delta-17(17th, 3rd, 29th)

1. "The Eastern ork horde advances unceasingly, and so it is there where we shall direct our force. Standard operational protocol, bait the greenskins into the tunnels, kill them, and apply until the horde is broken. Slayer Squads with chainglaives behind Breacher Formations shall take the brunt of the assault, organize heavy weaponry at kill-zones and scythe the Orks down until position is no longer optimal. Unto them brothers, Redemption and Glory!"

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bf8b27 No.51328

Dice rollRolled 93 (1d100)

>>51303

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 300,000 Well Armed Adeptus Arbites, 20 Repressors

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. After our period of relative inaction, we shall attack the Orks directly! FOR THE EMPEROR!

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a70b08 No.51330

>>51022

https://www.youtube.com/watch?v=bKAc8GcQL0I

Your Arbites are deployed and are ordered to arrest the Nobles and then swiftly execute them. While much blood is shed, your Arbites manage to execute the task swiftly and efficiently. At the rate that you killed the nobles, no one would've been able to stop you, almost all troops were either on the front, or in other various areas. After the task is completed, a thought crosses your mind… You're back in Control. The Governor named Alexandros Tristari Juliarius swiftly seizes power, a friend of both the Enterprisors and the people in Olagas, it appears that he is also very devout in regards to the Imperial Faith, and promises to expand the Imperial Faith on Koronam.

Losses:

4 Khe-Sanh Arbites

Killed a bunch of nobles.

>>51308

Your lances strike forward, and are the first to enter the fight alongside the Armigers, with the Skitarii, Secutarii, and various other support forces right behind. Initially you were damaged by the attacks of the Mek Gunz but as you left range your forces engaged with the Orkish forces heading North. A brutal fight ensued, with the Lances attempting to penetrate deep into the Orkish Lines they quickly discover that they have overextended, marching in too close to the Stompa, which unloads its full arsenal into your knights, along with the GrotMegaTankz and Spleenrippaz who provide further supporting fire. Your Knights manage to damage the Stompa, but are forced to pull back and are ultimately bailed out by the Skitarii and Secutarii. The Knights sustained heavy damage in this endeavour. However, your Sancristans and Tech-priests manage to swiftly repair the damage and return your Knights to a combat operational state. You also send the Secutarii to attack the Stompa, but the firepower the bring against the Stompa simply isn't able to take it down fast enough, and as a result you manage to escape, although the Stompa is heavily damaged. Lastly, your Tech-priests start to search through the eastern mountains, in specific the fortress monastery. and combing through it you find an old relic! A suit of Artificer Terminator armor in fairly good condition! Chadicus can wear this, but it will take a lot of training to wear it somewhat effectively. This armor appears to be of Salamander make.

Casualties:

1 Knight Warden Medium Damage (Was massive damage)

1 Knight Gallant Light damage (Was Heavy damage)

1 Knight Crusader Medium damage (massive damage)

1 Knight Errant Heavy Damage (Was at the brink of being outright destroyed)

1 Knight Preceptor Light damage (was heavy damage)

1 Knight Valiant No Damage (Was Medium damage)

2 Armiger Knights medium damage (Was heavy damage)

2,750 Secutarii (250 saved by hospitaller)

45,000 Skitarii (5,000 Saved by order of cleansing dawn)

Destroyed 200 Grotmegatankz, 1 Stompa (Medium damage), 150 Spleenrippaz, 300,000 Orkz.

Lost 500 secutarii elite

Heavily damaged 1 stompa

>>51312

The last part of the tunneling is perhaps the most difficult part, having to drill through extremely tough rock, as a result tunnel construction slows to a crawl, but you are now 85% complete. You manage to requisition another 10,000 suits of Carapace armor, and another 10,000 Improved Lasguns. The Medical detachment continues to expand slowly but surely, reducing casualties by an additional 1% (8% total.) Expansion of the HQ continues to go extremely slow, still making you look pathetic.

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a70b08 No.51331

>>51314

You slowly but subtly begin to remove Enterprisor elements from Vertun, an assassination here, an accusation of Heresy there, and albeit very slowly, you remove some elements of enterprisor influence from Vertun. Your stormtroopers are deployed, but do not see any actual action, primarily because the Orkz are not attacking. What they do come to, should any enter karanas is a scene of bloodshed, almost all the nobles have been killed.

>>51315

Your Combat Servitors head northwest to help support the forces already striking against the Orkz, but it appears that the Orkish Horde is now starting to bring their full numbers to bear against you! After having given house Varuke a proper beating, they turn on your forces, and while your forces stand well, it appears that you cannot stop their advance north. You take significant casualties, and not succeeding in your goal. Meanwhile back at the fort, the situation is no better, the Fort continues to be shelled, its walls breaking apart, and your manufactorums are also becoming more and more damaged. Your forces are also being hit hard. On the bright side, your servitors are repairing the walls relatively quickly, preventing the damage from compounding and outright collapsing sections of wall

North east interception force casualties:

4,000 Combat Servitors (1,000 saved by order of cleansing dawn)

3 Kataphrons

5 Kataphrons damaged

1 Kastellan Destroyed

2 Kastellans Damaged

2 Armiger Warglaives, medium damage

1 Recon Tank Damaged

Inflicted 50,000 Ork Casualties, destroyed 20 Grotmegatankz.

>>51316

>>51322

Your artillery, while working in tandem with the Carnelian Martyrs, doesn't seem to be as precise as you had expected it was. You recieve precise transmissions and try your best to shell the Ork Fort, specifically the Mek Gunz, and it manages to destroy some, but it does not stop it ultimately. As for your Drummers and Trumpeters, you manage to draw in 100,000 Orkz from the northwestern force, and they all break upon your fortifications, you don't take very many casualties. Your workers are unable to do much, chiefly because of the fact that the Orkz come in upon you very quickly!

Northwestern Force Casualties:

500 Nobles/Knights

10,500 Men-At-Arms

500 Crusaders

Inflicted 100,000 Ork Casualties

Fort Force:

No losses, inflicted 250 Mek Gunz casualties.

Quest: Your party descends into the Necron Tomb… There they find it to be an eerie place, a dangerous place! Two Canoptek Spyders burst forth out of nowhere right in front of you! The Crusader is able to slice through one Spyder while the ranged Knight guns down the other Spyder, with some help from the Mercenary. You continue to descend deeper and deeper into the Necron tomb, much of it is empty, and certain areas still contain Necrons, sleeping… Decrepit, effectively broken. This tomb has malfunctioned, however it is still dangerous. You are mid-way through the tomb, with the cup somewhere hidden in this tomb perhaps it is well guarded. (Another roll for the quest is required.)

>>51317

The Mobile Forces, in specific the Repressors and Seraphim strike directly at the Northwestern Force, running around, strafing and incinerating the Orkish Forces. The Repressors appear to be doing an excellent job, and take effectively no casualties. The Seraphim fly around, causing havoc and dumping their payloads, causing a hit an run attack on the Orkz that slaughters many. This slows down the Orkz and weakens their forces considerably. The Medicae use their Ambulance Rhinos to pull troops from the field and save them, especially those in the Skitarii and Servitor forces that are currently engaging the North-western force. Many are saved through your actions! Your famulous try to coordinate medical supplies out of Karanas directly into the Front Lines, but due to some… Extreme disorder… The words of the Famulous fall on deaf ears, as it appears that much greater events are transpiring that prevent these shipments from getting to the men effectively. The Pronatus continue to explore, more and more, and by now they've explored a significant amount of tunnels, even reaching to about the western part of the continent! The sisters not in combat pray to the emperor, for a few it gives them solace and peace. Others are really disturbed by the screaming of the wounded, meaning their prayers are ineffective.

Casualties:

None taken.

Inflicted 105,000 Ork Casualties.

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a70b08 No.51332

>>51323

The Sancristans continue their rituals, anointing the Machine with Sacred Oils and using spiritual Incense. They recite only the most holy and sanctifying of Litanies for the Machine Spirit. It is a long and tedious process, but the Machine Spirit is not yet fully appeased, it appears that some more effort will be required. You continue to search the C.O.R.E tunnel systems for Relics, and find yet another interesting relic! This is known as the "Omnissiah's Saving Grace." At least that's the name you see on the Data-slate right beside it. This device, when implanted into a Knight's system, once per enemy wave can release a massive wave of Nano-machines throughout the Knight to repair even the most grievous levels of damage. It can be swapped around when necessary and can save an Imperial Knight from being outright destroyed! Marvelous! In the fort near Karanas, the two Knights sit around, and are lightly damaged, but are able to gun down a few Dakkajetz. As for your Skitarii and Secutarii they manage to dig their fortifications well enough that they won't have to worry about Mek-Gun fire anymore, but they cannot construct a shelter to protect the 2 Knights in time. The Skitarii with long range weapons continue to pick off enemy Orkz, and even manage to take out 10 Spleenrippaz!

Casualties:

1,000 Skitarii (1,000 saved by Order of Cleansing Dawn)

1 Knight Castellan, Light damage

1 Knight Paladin, Light damage

Destroyed 10 Dakkajetz, killed 20,000 Orkz, destroyed 10 spleenrippaz.

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a70b08 No.51333

File: 814463d5c155fb9⋯.png (3.34 MB,1745x1156,1745:1156,Space marine 2.PNG)

File: 9285325414a43f3⋯.png (4.41 MB,2042x1134,1021:567,Space marine 3.PNG)

File: d4b18875affce5a⋯.png (3.32 MB,1591x1033,1591:1033,Space Marine Ork Combat.PNG)

>>51327

>>51326

>>51325

>>51321

https://www.youtube.com/watch?v=bzPuK1vib_c

The battle for the Agari Settlement had begun in Earnest, Strike Captain Rahak was coordinating his forces accordingly, ordering the Ash Dragons to use the Agari Houses as cover against the advancing Orkish Forces. The Librarians were offering some protection against Artillery fire. All was going relatively well, although they were just barely holding against the might of Millions of Orkz. Space Marine Squads were being rotated, and hails of Bolter fire blasted out of every Agari Dwelling. Rahak heard that he was going to recieve some much needed reinforcements in the form of some Astartes from the Emperor's Middle Finger chapter. From the east the Land raider bearing Astartes arrived, however, the Forces of the Emperor's Middle Finger got a little overzealous and advanced forward recklessly in their Land Raider. Such a move attracted the attention of the Spleenrippaz and all the other Orkz, which forced the Space Marines inside the Land Raider to disembark and start providing covering fire for the Land Raider which was forced to pull back. As a result the Ash Dragons moved up a bit as well to provide covering fire for the retreating forces of the Emperor's Middle Fingers. In this engagement the Land Raider was damaged, and Astartes and Orkz started to die and get wounded. The Vindicators and Rhinos, which were the first ones to rush towards the Land Raider to provide cover were the ones most damaged, but managed to pull out in time. Once the Land Raider was safe, the Ash Dragons forces pulled back to the edge of the Agari Settlement, but they were slowly losing their grip on the edge of the settlement, the Orkish numbers were overwhelming. Every single Ash Dragon was on the front, giving all it could, supported by what remained of The Emperor's Middle Fingers. Then, as the angels the Carnelian Martyrs arrived, attempting to help in whatever way they could. The Death Company was unleashed to take some pressure off of the front line, but the Death Company turned it into a bloody mess. In fact, some of the Carnelian Martyrs' troops started to succumb to the Black Rage as well! Apparently angry at what would happen to the poor, defenseless Agari should they fail in their task, they got angry. Very Angry. Waves upon waves of bolter fire poured from the dwellings of the Agari, cutting down numerous orkz. The Death Company and the battle brothers that had succumbed to the black Rage were fiercely fighting in a savage melee tens of meters beyond the edge of the settlement where the Astartes Forces had set themselves up in. But with each passing minute the Death Company was being pushed back, the Orkz were getting dangerously close the Settlement. That was when the Sanctioners of Cataclysm arrived. The loud BRRRRRRT of Thunderfire Cannons was heard in the distance, gunning down scores of Orkz rapidly as the Marines of the Battle Brothers, Prayers to the God Emperor of Man charged through the streets and into the lines of the Orkz just feet away from the dwellings on the edge of the settlement! What ensued was a bloody melee. Fighting Alongside the Death Company of the Carnelian Martyrs, and supported with covering fire from almost a Thousand Space Marines they started to push the Orkz back. Countless Orkz were being slaughtered and cut down as dire as the situation seemed, the Astartes did not break! They never break, for they are the Emperor's Finest Warriors! The Orkz pull back to regroup for another Assault. The day is won.

Ash Dragons Casualties:

2 Space Marines dead

1 Space Marine with Flamer dead

1 Space Marine with Heavy Bolter dead

3 Scout Marines dead

50 Space Marines wounded

15 Space Marines with flamers wounded

11 space marines with heavy bolters wounded

17 Space marines with Meltas wounded

1 Rhino Destroyed

1 Rhino Damaged

3 Razorback Transports damaged

2 Vindicator Tanks Damaged

Inflicted 225,000 Ork Casualties, destroyed 30 SpleenRippaz, destroyed 20 Grotmegatankz.

Carnelian Martyrs Casualties:

3 Space Marines Dead

3 Scout Marines dead

2 Death Company Marines Dead

100 Space Marines wounded

20 Death Company Space Marines wounded

25 Space Marines succumbed to Black Rage (Add that to your death company)

1 Land Speeder Destroyed

4 Land Speeders Damaged

1 Predator Destructor Damaged

200,000 Ork Casualties inflicted, 10 Spleenrippaz destroyed.

Emperor's Middle Finger Casualties:

Casualties:

3 Space Marines Dead

35 Space Marines Wounded (Take 2 turns to recover)

1 Land Raider, Heavy Damage

Inflicted 50,000 Ork Casualties.

Sanctioners of Cataclysm Casualties:

4 Space Marines Dead

100 Space Marines wounded

Inflicted 275,000 Ork Casualties.

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a70b08 No.51334

>>51326

Your Land Speeders, Predator Tanks, and Thunderhawks ride around causing chaos near the Orkish Fort while simultaneously calling in artillery strikes from the Gaulle Heavy Infantry Regiment, while the artillery strikes' effectiveness is debatable at best, your rapid strikes cause disarray among the Orkz.

>>51321

Your Scout marines study the movements of the Orkz long and hard. After some thinking, and further stupid they deduce that the Orkz will be heading Eastwards towards Karanas soon, once they reach one of the mountain passes! In addition to this, you send your battle brothers and chapter thralls to help restore the Ash Dragons' Fortress Monastery. Using the fortification expertise of the Imperial Fists you figure out which areas on the walls are most in need of reinforcement, and which areas are the best in terms of Kill-Zones.

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a70b08 No.51335

File: 8c71772171d0fa8⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

The Situation is as follows:

The northwestern Ork Force will be trying to get through the pass that leads directly to an Agari encampment and then lets them have free range in the area between Karanas and Ortal! The Eastern Ork Force continues to assault the Astartes near the Agari Encampment, but their offensives have been blunted as of right now. In the Southwest, the Ork force continues to advance unimpeded on the Agari Encampment, it looks as if the Agari are doomed. In the fortress, the Orkz continue to turtle and lay low, shelling the Manufactorum.

Fort Garrison:

2,434,000 Orkz

9,250 Mek Gunz

400 Grotmegatankz

90 Spleenrippaz

400 Bommaz

285 Dakkajetz

Southwest Force

4,000,000 Orkz

600 Grotmegatankz

1 Stompa (Currently being repaired)

100 Spleenrippaz

Northwest Force:

5,445,000 Orkz

580 Grotmegatankz

1 Stompa (heavy damage)

450 Spleenrippaz

Eastern Force:

1,255,000 Orkz

160 Spleenrippaz

180 Grotmegatankz

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74348e No.51336

Dice rollRolled 4 (1d100)

>>51333

Death Company Dread Roll

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e6bc87 No.51337

Dice rollRolled 15, 69, 68, 71, 2 = 225 (5d100)

>>51330

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden, Medium Damage

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant, Light Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, Medium Damage

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant, Heavy Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor, Light Damage

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant, No Damage

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin, Medium Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500)

40,250 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

236,500 Skitarii; Half Van and half Ranger

(40,000) PDF

100 Sancristans

4390 Tech-priests [3990 Novice] [400 Experienced]

20 Valkyries

200 Heavy Mortar Cannons

200 Centaurs

49 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus +25 Melee Combat Hyperphase Sword, SM Power Armor

Artificer Terminator armor (Requites Training)

50,000 Servitors for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle. +3 Combat Prayer

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels, (2 progress)

Location of Eastern Guard Fortresses Discovered

0 Credits

Stock of 50,000 Lasguns and 50,000 units of Flak Armor

lvl 4 Gate of the East Garrison (20,000 PDF.10,000 Skitarii. 1,000 secutarii, 990 Novice Tech Priests)

1 Repairs. Pull the Knights back for a complete workshop. There is much work to be done before they are sent forth again.+12

1 Knight Warden Medium Damage

1 Knight Gallant Light damage

1 Knight Crusader Medium damage

1 Knight Errant Heavy Damage

1 Knight Preceptor Light damage

2 Armiger Knights medium damage

+100 Sancristans

+3400 Tech-priests [3000 Novice] [400 Experienced]

2 Disperse 110,000 Skitarii Rangers to Snipe at the Orkz of the Northwest Force. If the Orkz will continue on this path then we will send our huntsmen to harry them from afar, making use of our position on the higher ground, and the rockier terrain for cover. These Rangers, Hunters of the Martian Tradition, have replaced their lower legs with steel allowing them to pursue foes with their augmented endurance, they do not allow their prey to escape. Galvanic Rifles with bullets that track their target, some possess Transuranic Arquebus that combine both ancient tradition and extraordinary technology; capable of piercing tanks, and causing severe depressurization that wipes out all life within. The Rangers of House Varuke, by day and night, will reap a price for the insults they left upon our Knights. +12

+110,000 Skitarii Rangers

3 The trouble in sniping Orkz is that the brain is hardly a vital organ and the robust nature of its physic and skull means that killing one from range could be a long and costly process. Instead of outright killing Orkz with the more precious sniping ammunition, it is only necessary that they cripple them and slow down a large number of Orkz until they are easiy picking that can be taken out by the relatively slower pursuit of the Vanguard and Artillery. +12

+110,000 Skitarii Vanguard

+200 Heavy Mortar Cannons

+200 Centaurs

+49 Rapier Armoured Carrie

+1 Karacnos Assault Tank

4 Magos Chadicus will once more lead an infiltration force of 20,000 elite secutarii through the tunnels and break the heavily damaged Stompa before it can reach its target +37

5 Continue to search the Eastern Mountain for Relics. +5

+20,000 PDF.10,000 Skitarii. 1,000 secutarii, 990 Novice Tech Priests.

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a06a71 No.51338

Dice rollRolled 15, 54, 39, 46, 62 = 216 (5d100)

>>51332

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": Light Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super-Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

-Relic: Omnissiah's Saving Grace

Knight Paladin "Ecce Signum": Light Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": Angered

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

287,800 (290,000) Skitarii

9,800 Secutarii

100 Sancristans

4,500 Tech-Priests

>Credits

0

>Bonuses

+11 in General Combat

>Relics

Omnissiah's Saving Grace: Once per wave, fully repair the equipped Knight.

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Now that the Ork forces have departed sufficiently far from the fort, we shall destroy their position, making sure that no further air support or artillery support is given. Sending over the Knights "Dies Irae" and "Ad Imperatorem" to attack the fort together with the currently stationed Knights "Oculi autem Deus" and "Ecce Signum". The Castellan shall from afar obliterate any defenses the fort possess, from turrets to the walls themselves. the Paladin under this time provides anti-air support. the Castigator and Errant destroy any forces at the walls, focusing on the Ork vehicles capable of harming the Knights, such as Grotmegatanks, Mek Gunz, Spleenrippaz and Bommaz.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Errant "Ad Imperatorem"

2: Support the offensive of the Knights with a majority of the Skitarii and all of the Secutarii, leaving behind a token garrison. Any anti-tank weaponry such as Arc Rifles are similarly focused on the more penetration capable weapons mentioned before.

+250,000 Skitarii

+9,800 Secutarii

3: When the Knights eventually return, be prepared to repair them with the Tech-Priests

+2,000 Tech-Priests

4: Continue exploring the tunnels with "Fidei Defensor" and it's retinue of Tech-Priests

+Knight Errant "Fidei Defensor"

+2,500 Tech-Priests

5: Continue tending to the angered machine spirit of "Pallida Mors"

+100 Sancristans

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10778b No.51339

Dice rollRolled 86, 39, 75, 32, 66, 15 = 313 (6d100)

>>51330

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 42,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Green Collapse:

518,500 PDF Soldiers

35,500 Agri PDF Soldiers

50,000 Combat Engineers

10,000 Colonel Steeljaw's Nobkillerz (Black River Veterans, Old Carpace Armor, Improved Lasguns)

10,000 Colonel Kreibar’s Black Block (Black River Veterans, Old Carpace Armor, Improved Lasguns)

71,500 Black River Veterans (PDF)

4,500 Black River Agri Veterans (Agri PDF)

85,000 Black River Veteran Engineers (Combat Engineers)

Medic Detachment (reduces casualties by 8%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 6 to General Combat

>Kill Count:

+ 935,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 572,000 PDF

+ 38,500 Agri PDF Soldiers

+ 78,000 Combat Engineers

1-2. Completing the tunneling work was of utmost importance. Task Force Green Collapse would work in continuous accord to make certain the Orkish invaders would be welcomed by hell of a surprise. Strict regulations were enforced to prevent cave ins and other explosive disasters.

3-4. Supplies for the Black River Veterans continued to be requisitioned. Advanced heavy weaponry to support Colonel Steeljaw's Nobkillerz and Colonel Kreibar's Black Block would be obtained in order to further enable them to achieve curcial battlefield objectives.

5. Agri Defenders East would continue with improvements upon the medical detachment. As the Orkish invaders grew more numerous the numbers of Mobwag would not be able to resist such a massive horde.

6. Speaking of massive disappointments Section Red River's work on the HQ had been more than underwhelming. The display was so pathetic that disciplinary actions were being considered. For now resources from Section Red River would instead be assigned to the recruitment of new personnel for the PDF.

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1c3af9 No.51340

Dice rollRolled 49, 85, 31, 94 = 259 (4d100)

>>51335

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

Total control of Hive Ortal and its Industries

Total control of Hive Khe-Sanh and its Industries

Total control of Hive Vertun and its Industries

Total control of Hive Karanas and its industries

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader, Slight damage

1 Freeblade Questoris Knight Paladin, Slight damage

97,000 Ogryns

49,750 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

33,000 Squat Troopers

20,000 Squat Thunderers

500 Thunder-fire Cannon

25 Iron Eagle Gyrocopter

5 Overlord Armored Airship, 1 damaged

Hero

Bane (bone'ead Bullgryn) (Combat Shield +8 duel and survivability)

1. Defend the Agari settlement from the southwest horde. "While many have written off the agari settlement as lost due to its isolated position and how there was not much moral reason to attempt to save a bunch of abhumans. Alexandros felt differently. For while the hive-cities shall always remain a primary concern, ultimately as planetary governor it is the entire world that is under his protection. Even to those that do not realize that. While it had costed him time to redeploy his forces from before, it was time well spent as the abhuman auxilary forces along with the freeblades were able to get into position to protect the settlement from the xeno scum."

Bane, +5 to defensive warfare when using Squat Units, Agari fortifications

2. Repair the knights and vehicles.

3. Continue tunnel restoration 80%.

Nightsider Infiltrators

4. Begin construction of a cathedral in Karanas. "The purge that had taken place in Karanas was controversial, but ultimately went unopposed. None could deny the righteousness of the order drafted or the manner which the grim task was carried out. Indeed for many of those who had been critical of the Enterprisors it was considered an act of great catharsis that those so obstinate were removed, violently. However this was not done out of pleasure or even convenience, but in the name of unity, of both purpose and mind. For discord had threaten to break this world more than any xeno horde ever could. For if but a single chain were to break free from its bondage to the others then the entire link would fail. Such a thing could never be allowed to pass which is why Alexandros joined the enterprisors in the first place. Not because of any promise of power, wealth, or forbidden luxuries, but because they were the only ones in the nobility who realized they all needed to band together as one to face the galaxy. Those who were incapable of realizing this simple truth needed to be eliminated as they represented a decadence that would seem them all undone. Ironically the only remaining bastion of this is in his own home of Olagas. Where the most pious of the imperium struggled to control the most decadent of this world. He shall let them try, it is a more fitting punishment then any bolter bolt to the brain could do for those of their ilk. But while this lesson is ingrained in the minds of everyone for the moment. Alexandros is all to aware of how fickle humanity is and how quickly lessons are forgotten. So while it is on the minds of all, Alexandros orders the construction of a new cathedral that exposes this idea of unity. In the place where it was best taught…"

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a70b08 No.51341

>>51328

(Sorry I forgot about you)

You strike at the Orkz directly, attacking the Northwestern force, which is heading North! The Emperor's Middle Fingers provide you with proper intelligence as to the direction they're travelling and your forces move out immediately. The Repressors and Arbites are deployed against the Orkz and while you too are unable to stop their advance, you unleash volleys upon volleys of gunfire against the enemy, while repressors drive around causing massive havoc among their front lines. Many Orkz die, and you even manage to destroy some of their armor! All-in-all, a good showing from the Adeptus Arbites.

Casualties:

30,000 Well Armed Arbites

1 Repressor Destroyed

3 Repressors damaged

Inflicted 175,000 Ork Casualties, destroyed 40 Grotmegatankz, destroyed 10 Spleenrippaz.

New Northwest Force Numbers:

5,270,000 Orkz

540 Grotmegatankz

1 Stompa (heavy damage)

440 Spleenrippaz

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a70b08 No.51342

Dice rollRolled 81 (1d100)

>>51337

Rolling for the pure epicness of the failure to find a relic

(High roll is bad here, low roll is "good")

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0f0cd7 No.51343

Dice rollRolled 47, 61, 57 = 165 (3d100)

>>51335

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 26,000

Relics: "The Banner of The Ancient Agari" +4 to combat

TROOPS:

1,075,000/1,075,000 Decently Equipped Agari Planetary Defense Forces

25,000/25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

1,000,000/1,000,000 Penal Planetary Defense Forces

19,000 Ogryns

1,997 Commissars

498 Ratling Snipers

40/40 Armageddon Pattern Sentinels

4,930 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

21,988 Centaurs

280 Valkyries

100 Earthshaker Cannons

20 Leman Russes

1 ??????????

—-

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. From our position in the mountain fort we shall rain hellfire on the orks trying to pass by. +4

2. Form a strong defensive line to stop the Orks from pushing through in our core territory and defend the Iron Faith Line +4

3. Have 10,000 men use the tunnel system to help the northwest Agari evacuate before the Orks attack, they will be then encouraged to settle within the Iron Faith Defensive line. +14

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0f0cd7 No.51344

>>51343

The northern Agari are the ones in need of help a simple correction.

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0f0cd7 No.51345

>>51344

SOUTHWESTERN!

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69e9a4 No.51346

Dice rollRolled 55, 91, 61 = 207 (3d100)

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

104 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

232 Scout Marines

10 Razorback Transports (3 damaged)

9 Rhino Transports (1 damaged)

5 Vindicator Tanks (2 damaged)

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops: 70 space marines (1 turns), 93 space marines (2 turns)

Bonus:

Flat +10 battle bonus, additional +5 against enemies weak to fire.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality

Stored Equipment: 140 flamers, 40 heavy bolters, 50 meltas

Lore: https://pastebin.com/6UjaqgvC

1: Captain Rahak will continue to lead his forces against the orks of the eastern force. Our forces will get close amongst the orks with massed bolter, flamer and melta fire. We will reduce them to ashes.

2: Our Thunderhawks will strafe the enemy forces, focusing on the xeno vehicles with their heavy weaponry.

3: The librarians will continue to use their powers to protect our forces from enemy fire, hopefully reducing our casualties.

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4e991a No.51347

Dice rollRolled 5, 52, 66, 21 = 144 (4d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 397 Space Marines

100 Scout Marines

2000 Chapter Thralls

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

1.The land raider is a travesty right now, it needs to be repaired, no it needs to be upgraded! Lets go ahead and see if we can fix things and make sone general improvements

2.Continue helping out with the fort, it'll soon be a fort worthy of housing an imperial fist chapter

3.Let us search for better weaponry what we have now is honestly rather lackluster and we are going to need it.

4. Chaptermaster Demicus keeps rambling about some sort of "sweet ride" I think he means to form an assault bike squadron, the only question is how the fuck we get the bikes, maybe some of the mechanicus can help us?

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3fa08a No.51348

Dice rollRolled 7, 87, 5, 17, 90, 31, 70, 74 = 381 (8d100)

>>51331

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

730 Sisters of Battle

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all of Eastern Koronam, some of the west too)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

Task Force Hope

2100 Medics

80 sisters

10 Flammer Retributors

10 Bolter Retributors

10 Sister superiors

5 ambulance rhinos

Task Force Bulwark

700 Medics

450 sisters

40 Flammer Retributors

40 Bolter Retributors

60 Dominions

50 Serpahim

59 Sister superiors

5 Seraphim Superior

25 ambulance rhinos

10 Repressors

Task Force Light

500 Medics

150 SoB

50 Seraphim

5 Seraphim superior

30 Dominions

30 Flamer Retributors

30 Bolter Retributors

5 Rhinos

6 Repressors

10 ambulance Rhinos

All else defending convent

1. With the fracturing of the ork horde the Canoness sees it is now time to call up the reserves. Task Force Light is called to reinforce Task Force Hope while Task force Bulwark goes to stall the orks.

2.With that concern taken care of the Newly Christened task force bulwark makes for the southern Agari settlement. With the uplink she is well aware of the attempted evacuation, she only needs to hold them long enough to get the villagers safely away. Persuant to that the Repressors with troops carried and the seraphim continue their lightning strikes to stall the orks while the rest of the force moves to the settlement to hold it and turn it into a trap.

+8 General Combat

+3 Ancient Banner

+2 Bolt Pistol of Saint Relotha

+5 Chest Armor of Saint Relotha

+2 leg armor of saint Relotha

3. Task force Hope continues to act as a Defensive and support force for the manufactorum, pulling troops out and preventing the orks from pressing the hospital

+8 general combat

+10 tunnel combat via maps

4, The medics regardless of task force continue to try their best to handle the wounded as well as they can. Lives are in need of saving and troops must get back to the fight as quickly as possible.

5.The sisters in charge of the uplink the medics along with fully half of the famulous, continue to try and force the uplink to make sense and get all supplies moved to where they need to be, as well as keeping all forces apprised of the current strategic and tactical situation.

6.The other half of the famulous begin the task of pacifying the nobles. For now they gather information on them and their activities, seeing which ones are the worst and need to be culled.

7.The Pronatus call off their tunnel exploration temporarily as the convent cannot spare the vehicles nor the escort necessary for them. Instead the pronatus attempt to sift through Sororitas records for the order of the Indomitable Spirit, to ascertain if the order still exists and why and how the banner was left here.

8. Sisters that are not Busy fighting, tending the wounded, gathering information or coordinating forces pray to the Emperor. The pray for his light to guide them in this troubled time.

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2511dd No.51350

Dice rollRolled 17, 53, 98 = 168 (3d100)

>>51335

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat

800 credits remaining

TROOPS:

114,000 Combat Servitors (100,000 total)

102 Kataphrons (110 total) (5 Damaged)

2 Kastellans (5 total) (1 Destroyed, 2 Damaged)

20 Kastelllans with Incendine Combustors

2 Armiger Warglaive (Lesser) (2 Medium Damaged)

50 Support Personnel

45 Rapier Armoured Carriers

2 Karacnos Heavy Tank

1 Salamander Recon Tanks (1 Damaged)

5 Thanatar Siege Automata

10,000 Standard Servitors

1. The Warglaives need to be brought back into working order as fast as possible and the Some of the dtandard Servitors should be put to work repairing them and if possible, the Recon Tank as well (1000 Standard Servitors)

2. The remaining Standard Servitors will continue repairing and reinforcing the walls of my fortress as needed to prevent the Orks from overrunning the position (9000 Standard Servitors)

3. We must make a push on the enemy fortification in the hopes of destroying as much of their artillery and flyers as possible and reduce the threat posed to the Settlement.

114,000 Combat Servitors

102 Kataphrons

2 Kastellans

20 Kastelllans with Incendine Combustors

2 Armiger Warglaive (Lesser)

50 Support Personnel

45 Rapier Armoured Carriers

2 Karacnos Heavy Tank

1 Salamander Recon Tanks

5 Thanatar Siege Automata

+10 to this roll in case the bonuses havent been applying lately.

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e7646d No.51351

Dice rollRolled 37, 20, 58 = 115 (3d100)

>>51335

Organization Name: Inquisitorial strikeforce Koronam

Category: Inquisition

Sub-Category: Ordo Hereticus

Troops:

250,000 Tempestus Scions

150 Chimera Transports

100 Gorgon Armored assault transports

100,000 Various Acolytes (non-combat capable)

1 Vindicare Assassin

1. Deploy the 100,000 storm troopers sent to Karanas to assist battle mandiple epsilon in their assault on the Ork positions. Also deploy all gorgon transports further aid int he assault.

2. Continue weeding out Entreprisor influence in Vertun.

3. Obtain Rhino and Valkyrie transports to aid in further operations on Koronam.

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bf8b27 No.51352

Dice rollRolled 35 (1d100)

>>51341

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 270,000 Well Armed Adeptus Arbites, 29(-3) Repressors

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Fight, fight, fight! Keep pace with those Space Marines, we have to push through!

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1b903e No.51353

Dice rollRolled 57, 13, 21 + 65 = 156 (3d100)

>>51333

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

313 Space Marines(135 Wounded, 1 turns) (100 wounded, 2 turnd)

5 Thunderfire Cannons

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(75 Marines)Sanction Force Alpha-22 "The Unmakers" (22nd, 12th, 32nd) +50 to Kill-team actions

(75 Marines)Sanction Force Beta-15(15th, 26th, 11th, 5 thundercannons)

(85 Marines)Sanction Force Gamma-30(30th, 9th, 23rd)

(120 marines)Sanction Force Delta-17(17th, 3rd, 29th)

1. The zealous Sanctioners, heedless of their wounded, continue their assault upon the innumerable Orks of the eastern front. Sanctioner Force Alpha-22 and Beta-15 continue to prosecute the underground war, making their way through the Ork tide. The roar of chainblades and slamming of shields fills the catacombs, the byzantine underground used to deadly effect against their savage foe. The Eximious lead from the front, rapidly analyzing the tides of the war. The darkness fills with cries both alien and astartes as the war grounds on. (150 brothers) +30

2. In support of their brothers Sanctioner Force Gamma-30 focuses on making the tunnels into better kill-zones and defensive positions. Fall-back areas are rapidly formulated, winding tunnels which loop upon themselves or otherwise branch into countless areas. Through these the brothers can safely reposition as the tide swells inward. Some tunnels are made to detonate upon the greenskins evident arrival, while others lead to depthless pits that the greenskins flesh shall soon pile upon. (85 marines) +5

3. The above ground war is handled by Sanctioner force Delta-17. These brothers take the brunt of the greenskin offensive, deflecting it into the underground while facing their foes with chainblades of all shapes and sizes. Many of their weapons exibit effects considered unnatural, such as chainswords with glass teeth which leave shrapnel filled wounds, or bolt shells which seem to rip through the foe without exploding. Their excuse, when they bother to give one, is that these are pre-heresy weapons of the chapter, and they use them freely against the vile ork horde even as they are pummeled relentlessly. (120 marines) +25

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0389c0 No.51356

>>51331

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

TEMPESTUS SCION/HEAVY INFANTRY

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

450,000 / (50,000) Nobles/Knights (Void Armor) +Hot Shot Volley Guns +Boarding Shields

285,000 / (300.000) Men-At-Arms (Heavy Carapace) +Hot Shot Volley Guns +Boarding Shields

9,500 / (10,000) Crusaders (Melee)

200 Earthshaker Cannons

250 Griffon Heavy Mortars

+1000 Centaur Armored Transports

1000 Confessors

100 Tremor Guns (Mounted on Rail Cars)

Commandeered Civilian Rail Network (50% Armored Trains)

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+5,050,000 Pilgrims

+30,000 civilian Construction pattern servitors

STAT POST

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0389c0 No.51357

File: c33a5eca2b1ea14⋯.jpg (35.88 KB,600x600,1:1,ag27.jpg)

File: 3940185a2f8b1a9⋯.jpg (37.13 KB,449x480,449:480,Krieg_Artillery.jpg)

Dice rollRolled 46, 21, 19, 47, 23 = 156 (5d100)

>>51356

GAULLE RADIO (A NEW SONG EACH CYCLE!):

https://www.youtube.com/watch?v=UY81yYFzgiU

1. The sound of battle rages all around, explosions and blasts deafening all, but in between these noises, when the cries and shouts of battle are just low enough, one would hear the drummers and trumpeters of Gaulle, beating to their music to the sound of war. Where others held their shields and fired their weapons, they showed their courage by whistling their flute and raising the banners high and proud, even as bullets flew past and shells burst around them.

They were aided as well by modern microphones and loudspeakers. Mandatory now that battles were ten times as louder, as in the old days.

>Continue to lure the Ork horde to our defensive positions

2. "Lay into them men! Two shells for their one! Two guns for our one! SMASH THEIR GUNS!"

>Fire at the Ork Mek Guns and win the artillery duel

3. "More ammunition! NOW!"

>Have our civilians keep ferrying ammunition

4. "You there, drag that gun back to the hive and get it repaired at once!"

>Have our heavy construction vehicles either bring up replacement parts, or tow back damaged guns to Karanas by rail for repair

5. "Tremor Canons! LOOSE THE SHELLS!"

>Fire the Tremor Canons on the ground before the orks! Turn the ground in front of them to mush and let them be bogged in it.

6. "Unleash the Iron Horse!"

>Armored Train, open fire

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0389c0 No.51358

Dice rollRolled 55 (1d100)

>>51357

Armored Train roll

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0389c0 No.51359

File: 54a857d414b83af⋯.jpg (16.41 KB,236x336,59:84,6e1be46b7490f491d7375488ab….jpg)

Dice rollRolled 87 (1d100)

QUEST ROLL:

Emperor bless our fates, Omnissiah bless the techpriest and let his machine eyes find that cup!

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0389c0 No.51360

>>51359

>his

"pssst. Oi, I think the tech priest is a girl."

"what? damn you man, how can one even tell beneath all those robes and metal."

[Silence you fools. You will alert the xenos.

. . .and no, I'm not a man. You idiot.]

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74348e No.51361

Dice rollRolled 21, 63, 49 = 133 (3d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

263 Standard Space Marines (4 Companies)

100 Space Marines Wounded

136 Scout Space Marines (1 company)

87 Death Company Space Marines (1 Company)

20 Wounded Death Company Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

15 Land Speeder Tornadoes

4 Damaged Land Speeder Tornadoes

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged 1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)]

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

3 Empty Dreadnought Chassis

>Fortress Monastery

90% Upgraded

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 40% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1/2. All forces redeploy to the Southwestern Agari Village At once, the Carnelian martyrs will not allow Imperials to die while they still breathe! The Predators and the bulk of the chapter will proceed on foot, cutting a swath into the ork hordes, flanked by the land speeders overhead. Meanwhile, a select force and the entire death company will deploy directly infront of the settlement, blunting the greenskin tide that threatens to overwhelm the encampment.

3. An immediate Requisition to the Mechanicum is put in for several Stormraven gunships as well, as the lack of a strike cruiser for rapid deployments means that fast aerial transit is the best option we have for rapid response

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a70b08 No.51362

File: 036a2555a72c65d⋯.png (780.86 KB,764x822,382:411,Wraith.PNG)

>>51022

Sneakily creeping through the halls you encounter little more than Canoptek Spyders, which you put down swiftly. Walking past the Necron bodies in stasis… It almost seems surreal, being in the depths of a Necron Tomb. Everyone is careful not to make sound, or even breath too loud, because theoretically, even your beating hearts could awaken a Necron. Maneuvering through the maze that is a Necron Tomb you finally reach it… The Chamber Jonesi Indanius had told you about. You see it! The Grail/Cup! You see it, it is adorned with countless incredibly expensive jewels, and made out of solid gold. Just one issue. Right in front of you awakens a Canoptek Wraith, and it appears to be fully powered up! For the emperor!

A roll is required.

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0389c0 No.51363

File: ad422fd43db102b⋯.jpg (9.09 KB,189x267,63:89,images (8).jpg)

Dice rollRolled 28 (1d100)

>>51362

https://www.youtube.com/watch?v=hLnXaZsBjv8

The first to react is the Tech Priestess, machine reflex against machine reflex, hoping to try and blind its sensors with a grenade to its opticals before it can fire its weapon. Everyone else around her moves in such slow motion, her digital mind processing at so much faster than either her own body or theirs can move. The Knight lifting his shield and his weapon to fire. His armor nor shield are any match for the terrible claws that could easily rip him asunder. But this does not deter the crusader who rushes forward, power hammer in hand shouting a prayer as he moves to try and smash it. The confessor and the sister also shout prayers, the confessor holding his rosarius while she draws a bolt pistol. The abandoned mercenary will have none of this, and tries to sneak his way past it all to snag the cup and get the bloody warp out of there alive and preferably intact.

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0389c0 No.51364

Dice rollRolled 81, 18, 43, 2, 84, 27 = 255 (6d100)

>>51363

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a70b08 No.51365

Dice rollRolled 6, 54, 16, 101, 5, 100 = 282 (6d125)

>>51363

One round of combat. The party must beat these dice on a 1d100

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8ef9a7 No.51366

File: baffeb3e8d455c5⋯.jpg (44.43 KB,468x292,117:73,atomic_icbm_trajectory_650.jpg)

File: f2c732dd8130f5d⋯.jpg (570.51 KB,1420x873,1420:873,PLA_ballistic_missiles_ran….jpg)

File: 3b8cb6be590fa51⋯.jpg (359.76 KB,1100x800,11:8,ranges_globe_3D.jpg)

Dice rollRolled 95, 20, 4, 76 = 195 (4d100)

>Organization Name: The Pride of Praetoria

>Category: Imperial Navy

>Sub-Category: Dominator Cruiser

>Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

>Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

>the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

>TROOPS:

>100,000 Military Capable Personnel

>700,000 Non-Military Capable Support Personnel

>Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

>Heavily Damaged but repairable Nova Cannon

>The repairs for the upper levels of the ship are completed

>the ship is fully air tight

>+3 to long range bombardment by Corvette Battaries

"have the cogitators accounted for everything, magos?"

"aye, Captain."

"planetary wind patterns? the rotation of the planet? "

"aye, we have also alerted the planetary aircraft to be aware of our shells"

"good. everything is in place to begin testing our long range sub-orbital bombardments. begin ranging our shots. we'll show those orks the might of the Imperial Navy"

#1 "Battery number 1. Fire"

+3

#2 "Battery number 2. Fire"

+3

#2 "Battery number 3. Fire"

+3

#4 "Battery number 4. Fire"

+3

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5e7f99 No.51367

Dice rollRolled 20, 95 = 115 (2d100)

>>51299

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

515,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

14 Overlord Armored Airships

48 Iron Eagle Gyrocopter

2500 Squat Thunderers

100 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station, void shield generator, Tarantula sentry turrets.

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

1. Clear the skies with the skies with Onagers and Iron eagles. +8

2. Bombard the enemy armies with the Thunder Fire cannons, soften them up before they reach us. +8

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a70b08 No.51381

>>51336

The Death Company Marine dies, writhing in agony in the Apothecary.

>>51337

The Imperial Knights are pulled back for a complete workshop! Your Tech-Priests and Sancristans are all exhausted as of right now, having done extensive repair work beforehand as well, however they try their best. The Knight Gallant and Preceptor are fully repaired along with the Armigers, while the Knight Warden is repaired down to slight damage. The Rest of the Knights will require more extensive repairs. The Skitarii rangers are dispersed in order to Snipe at the Orkz. Galvanic Rifles and Transuranic Arquebuses stand atop some higher ground, largely the foothills and use them to snipe at the Orkz that are moving by. Many Grotmegatankz and Spleenrippaz are destroyed by a hail of Transuranic ammunition while the individual Orkz are picked off by the Galvanic Rifle-fire of the Skitarii. This does not stop the Orkish advance, and they do not seem to actively react to you. Meanwhile the Vanguard and the Artillery move up from behind, striking at the Orkish rear, using the Karacnos and various artillery pieces to blast apart concentrations of Orkz while the Skitarii Vanguard from behind advances forward, continuously gunning down Orkz. It also appears that the Orkz are repairing the stompa while they are advancing! Meanwhile in the Southwest, Chadicus leads the Elite Secutarii towards the Stompa, and they successfully Infiltrate the Orkish Encampment. Chadicus himself is the one who takes down the Stompa, using his Hyperphase blade to slice through the leg of the Stompa, causing it to fall to the ground, and then combined with the rest of the Secutarii the Stompa is blasted apart! Afterwards you swiftly pull out. Meanwhile in the Eastern Mountains, your Techpriests search around for relics… And instead find a Necron Tomb. Full of Necrons that are awake. Out of the opening 30,000 Necrons and a Monolith pull out and have infested the C.O.R tunnel system, and are on their way to the Gate of the East as we speak! A terrible thing! The PDF, Skitarii, and Secutarii are trying their best to fend them off but it's just not stopping them!

Casualties:

Northwestern Front:

20,000 Skitarii Vanguard

20,000 Skitarii Rangers

1 Heavy Mortar Cannon

2 Rapier Armored Carriers

80,000 Ork Casualties inflicted, 50 Grotmegatankz Destroyed, 20 Spleenrippaz Destroyed.

Southwestern Front:

1,000 Elite Secutarii Dead

1 Orkish Stompa destroyed.

Eastern Mountains:

3,000 PDF

1,000 Skitarii

200 Secutarii

90 Novice Techpriests

Killed 500 Necrons.

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a70b08 No.51382

>>51338

The four Knights with their supporting forces advance forward, continuously shelled by the Mek Gunz.The first one to open fire with its guns is the Castellan, unleashing the full might of its Arsenal, which blasts open the walls and destroys the Turrets. Afterwards the Paladin starts to open fire, when the Dakkajetz and Bommas come to intercept these advancing forces, which guns down many. The Castigator and Errant manage to get to the walls, and using their massive blades they sweep the walls clean of any Orkz that would dare to challenge them. The Skitarii and Secutarii advance right behind them, using Arc Rifles and other various long range weapons to kill any Orkz that the Knights may have left behind, and before they know it they have made it right before the walls! However, from here the fighting gets more difficult. The Orkz start to concentrate their fire at the breach in the walls, while the Spleenrippaz and Grotmegatankz pound the defense systems of the Knights, inflicting heavy damage which are then promptly pulled back once they suffered enough damage. The Skitarii start to dig in, content with the gains they have made and will wait for the Knights before they push forward any further. The Knights are pulled back and repaired, all of them have actually taken heavy damage with the exception of the Castellan who took only medium damage. The repairs manage to fully repair the Knight Castellan, and the Knight Paladin and Errant have both been reduced to slight damage. The Castigator repairs are far from complete, as the Sancristans focused on the other, more important Knights that don't have a Relic that fully repairs it. You find nothing in the tunnels, but your Techpriests can hear the sounds of Necrons and Skitarii fighting from a long distance away… It appears something has gone horribly wrong! After a multitude of Sacred Litanies and extensive rubbing of Sacred Oils, as well as so much incense it becomes almost choking, the machine spirit of Pallida Mors finally is sated, and is safe for use once more.

Casualties:

Knight Castellan, No damage (repaired from medium)

Knight Castigator, Heavy damage

Knight Paladin, Slight damage (repaired from Heavy)

Knight Errant, Slight damage (repaired from heavy)

25,000 Skitarii (5,000 Saved by Hospitaller)

300 Secutarii (100 saved by Hospitaller)

Inflicted 100,000 Ork Casualties, destroyed 40 GrotMegatankz, destroyed 100 Bommaz. Walls of Fort breached.

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a70b08 No.51383

>>51339

The tunneling work is fully completed thanks to the extremely hard work of your men. You load in the various kinds of explosives and the detonators are ready, all that is required is your command and the explosion will be big!. The Orkz don't suspect a thing! As for the Black Rivers Veterans, another 15,000 Sets of Old Carapace armor and 15,000 Improved Lasguns are requisitioned, although Segmentum Command is rapidly running out of Old Carapace armor to give you, as well as improved Lasguns. Agri Defenders east manages to bring the medic detachment up to such a size that it will reduce casualties by a whopping 10% Amazing! Although this medic detachment cannot get any bigger, not anymore. As for the HQ for Section red river, a large section of the HQ collapses, and now needs to be rebuilt.

>>51340

https://www.youtube.com/watch?v=kVW5rjA5O7U

Moving through the undertunnels you swiftly manage to reach the Agari settlement just as the Orkz are coming within sight! Your Mercenaries swiftly establish their positions, and are further informed that they will be supported by further forces later down the line, but as of right now they need hold through the first wave. The Knights were too big for the tunnel and sadly were unable to come, but as the Orkz come within range, Bane overlooks the full horde of the Orkz, and it is… Massive. The Iron Eagles zoom overhead, strafing enemy positions while the Overlord Armored Airships hover over the Agari Settlement unleashing their cannon fire against the approaching Orkz. On the ground, the Ogryns and Bullgryns are put into positions where close quarters combat will be most prevalent while the Squat Troopers and Thunderers set up in defensive positons within the houses of the Orkz. When they enter the range the Orkz are greeted by a hail of gunfire from the squats, Ratlings, and Ogryns. Many are cut down, and those that manage to enter melee combat engage with the Ogryns in a brutal melee. The Fight can go in either direction, but Space Marine reinforcements are on the way! The Knights are fully repaired by your Techpriests, while the Nightsiders are about 90% done restoring the tunnels. Lastly, a grand Cathedral is built for all to see! It is a symbol of Unity to the common person and the Nobles alike. Although to the Nobles, it is a symbol of staying in line.

Casualties:

5,000 Ogryns

2,000 Bullsgryns

40 Bone'eads

4 Ratling Snipers

2,000 Squat Troopers

750 Squat Thunderers

3 Iron Eagle Gyrocopters damaged

1 Iron eagle Gyrocopter shot down

Inflicted 110,000 Ork Casualties.

>>51343

The orkz enter the mountain pass, and the first thing that greets them is a hail of Thudd Gun and Earthshaker fire! The Orkish Frontline is blasted apart by these coordinated artillery strikes, and with Agari watching from a distance and ensuring that the Artillery hits its marks, the Orkz simply cannot react to this! Although, despite even this they march forward to the Rudimentary defensive line that your Agari PDF have set up, and there they engage. The first ones to be sent in to blunt the Orkish charge are the Penal PDF, who do their job well, and then are pulled back. Then the normal Agari PDF open fire, supported by Heavy Mortars, Leman Russes, Sentinels and the Valkyries who zoom above, cutting down scores of Orkz. In the thick of it are the Agari Reavers, destroying the Orkish Armor with ease using their Meltas. Lastly, 10,000 men through the tunnel system start to evacuate the Agari as The Enterprisor Mercenary forces fend off the Orkish onslaught.

>>51346

Your Allies, the Carnelian Martyrs, The Emperor's Middle Finger, and the Sanctioners of Cataclysm all withdraw for now, leaving your forces alone to defend the Agari Settlement, luckily this allows the Orkz to get close. Your forces start to engage theirs, massed bolter, flamer, and melta fire is used, as ordered by you. The Orkz are gunned down, incinerated, or both as they get close. The Vindicators, Rhinos, and Razorbacks are also used as cover within the streets and often simply run over some of the Orkz if necessary. This causes the combat to break down into savage street combat. Overhead, the Thunderhawks gun down concentrations of Orkz that are flowing into the City, thinning their numbers and allowing you to take in the fighting as time progresses. The Librarians also provide combat support by protecting your forces from enemy fire through the use of their Psyker Powers, sometimes stopping bullets that almost killed your Marines!

Casualties:

1 Space Marine Dead

40 Space Marines injured

1 Space Marine with Flamer dead

1 Space Marine with Meltagun dead

15 Space marines with flamers injured

11 space marines with heavy bolters injured

12 Space Marines with Meltaguns injured

1 Scout Marine dead

1 Razorback Transport Damaged

1 Rhino Transport damaged

Inflicted 200,000 Ork Casualties, destroyed 20 SpleenRippaz, 20 Grotmegatankz.

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a70b08 No.51384

>>51347

The Land Raider is pulled back and Repaired. Although it is heavily damaged, you repair it somewhat, so it now is only at medium damage. The Ash Dragons Fortress Monastery continues to be improved, with it reaching 66% progress towards , with you having mounted more defense turrets and properly reinforced the gates to the Fortress Monastery. You also search for better weaponry and find 20 Heavy Bolters, 20 Heavy Flamers, and 10 Meltaguns. You acquire an Assault bike for Captain (You're not chapter master, not yet most likely.) Demicus, but to get more assault bikes you will have to speak with the Adeptus Mechanicus.

>>51348

Task Force Light reinforces Task Force Hope as commanded. Task Force Bulwark is sent to reinforce the Agari settlement, but they find that it has swiftly been encircled, as the Agari settlement is in a vulnerable locatioN! That does not stop Task Force Bulwark though, and they strike at the Orkish rear while the Mercenaries of the Enterprisors do their best to fend off the Orkish Assault, usually through hit and run attacks. Task Force Hope continues to provide medical support for the manufactorum, although the Orkz are under attack, that means that your Hospital is really not pressed at all. The Famulous actually manage to force the uplink to Make sense! What causes is a massive breakthrough, and actually manage to create a second medical detachment to be given to whatever force you wish to give them! Great indeed! Meanwhile that is happening, the rest of the Famulous spy on the nobles and ensure they are all kept in line. This does cause a hushed outcry and causes the nobles to speak out against such invasions of privacy, but in truth the most outspoken are… eliminated quietly. The Order of the Indomitable Spirit appears to have been the Last Hospitaller Unit deployed to this planet, meant to be the primarily medical backbone of the forces upon this planet. Supplemental Sisters of Battle forces also existed upon this planet, and usually took the brunt of the fighting, but the Order of the Indomitable Spirit was largely made up of Famulous and Hospitaller, and were geared towards saving lives on the battlefield. The order is long extinct, and appears to have actually been dissolved upon this planet 5,000 years ago. This banner was most likely the relic of a battle that happened in the tunnels. The rest of their records have been scrubbed, although there is a brief mention of the fact that they had encountered the forces of Chaos upon this planet, a long long time ago. The Sisters that pray to the emperor find solace in his almighty presence, and remember the constant sacrifices he makes for humanity, which inspires them to fight harder, and to save yet more lives.

Casualties:

20 Sisters of Battle

50 Sisters of Battle wounded

8 Flamer Retributors Killed

8 Bolter Retributors Killed

1 Seraphim killed

2 Repressors damaged.

Inflicted 115,000 Ork Casualties, destroyed 40 Grotmegatankz.

>>51350

The Warglaives are fully repaired, although the Recon Tank cannot yet be repaired, as the Servitors primarily focused upon rebuilding the Warglaives. The Standard Servitors continue to repair and reinforce the walls of your fortress as it is damaged, and while it is a tall order, they are just barely keeping up, which is far better than you had expected. As for your offensive, it appears to be going incredibly well. Following right behind the forces of the Imperial Knights, you do not take as much damage as them, and once they enter range the Thanatar Siege Automata actually do good work, absolutely destroying Orkish fortifications and blasting apart groups of Orkz as if they were nothing! The Combat Servitors, along with the Kataphrons, Kastellans, Warglaives, and various other support forces are able to make it into the fort and kill a substantial amount of Orkz, as well as destroy a lot of Mek Gunz! You are forced to pull back, although the damage you have left on the fort is long-lasting, and in the end you are able to slaughter countless Orkz with the help of your heavy weapons! Although out of nowhere, a MacroCannon Round blasts directly into your northern fort and collapses a massive section of wall! Stupendous!

Casualties:

9,000 Combat Servitors (2,000 Saved by order hospitaller)

5 Kataphrons destroyed

3 Kastellans with Incendine Combustors Destroyed

10 Kastellans with Incendine Combustors damaged

1 Karacnos heavy tank (1 damaged)

1 Armiger Warglaive, Medium damage

1 Thanatar Siege Automata (1 damaged)

Inflicted 300,000 Ork Casualties, destroyed 1,500 Mek Gunz, destroyed 80 Grotmegatankz.

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a70b08 No.51385

>>51351

Your Tempestus Scions are thrown into combat alongside the forces of Battle Maniple Epsilon! Allowing the Adeptus Mechanicus forces to pave the way forward, your Tempestus Scions hang back, and when the time is right they burst through the breach, guns blazing! WHile they do overextend somewhat, and are basically the last to pull out. This causes them to take heavy casualties, although they have managed to inflict sizable casualties upon the enemy forces by fighting alongside Battle Maniple Epsilon. Back at Vertun, the work slows down as the Nobles are starting to catch on to your schemes, meaning you must go a little bit more slowly for the time being. You also ask the Inquisition to grant you some Rhinos and Valkyries to support your forces, and once this battle is done they will grant you 5 Rhinos and 20 Valkyries for you to use as you see fit.

Casualties:

16,000 Tempestus Scions (4,000 Saved by Order Hospitaller)

120,000 Ork Casualties, 1,000 Mek Gunz destroyed.

>>51352

Your Arbites come to support the Ash Dragons in their fight against the Orkz in the Agari Settlement, where it has devolved into brutal street to street combat on the outskirts of the settlement. This is an environment where your Arbites Thrive in! They enter combat alongside the Astartes, and with their support you slowly start to force the Orkz out of every dwelling, slowly but surely. The Heavy Armored and well equipped Arbites are adept in such street to street fighting, and burst into houses full of Orkz, only to gun them down. Repressors slowly drive through the streets, running over Orkz that dare stand in their way and providing heavy fire support and valuable cover to the Arbites in the streets. It is a savage environment, but one that your Arbites are used to.

Casualties:

1 Repressor destroyed

5 Repressors damaged

55,000 Adeptus Arbites

Inflicted 135,000 Ork Casualties

>>51353

In the Aboveground, your Space Marines do a proper good job funneling the Orkz down underground, through the use of withering fire through some allowed ranged weapons, temporarily of course. However down underground, that is where the true combat lies. Your forces form tight formations, killing with such brutal efficiency that the assassins of the Officio assassinorum would be impressed. Astartes with Bolters and Flamers along with Boarding shields form the first rank of your formation, and their ceaseless fire usually either Incinerates orkz, or gives them a healthy dose of Lead Poisioning. Behind them are Chainglaives, for any Ork that gets too close to the front ranks, they are shredded to pieces by the chainglaives. This brutal efficiency within the tight chokepoints of the tunnels give rise to some impressive kill-death ratios for your chapter. Of course, due to the nature and numbers of the Orkz, your battle brothers must pull back, begrudgingly of course, to the next most defensible position, but ever inch they give is soaked in orkish blood, and sometimes their own blood. In the thick of it is your relic weapon, "The Unmaker." A powerful Thunder Hammer which, with even a single, crashing blow can cause the ground to tremble and knock Orkz off of their feet. A single proper whack in the face of an Ork is enough to cause him to explode into a thousand gory bits. The traps that Sanctioner Force Gamma-30 were meant to construct simply aren't built in the space of time they are given and as a result you are unable to take advantage of them effectively. That doesn't stop the deaths of Thousands upon thousands of Orkz.

Casualties:

15 Space Marines dead

75 Wounded

Inflicted 750,000 Ork Casualties.

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a70b08 No.51386

>>51363

>>51357

The Orkz continue to be lured to your defensive positions, it appears they are some small brained Idiots! Walking right into their deaths, the first thing they meet are Tremor Cannons, which blast apart the Thickest Concentrations of Orkz, meanwhile the rest are gunned down by the Tempestus Scions. Your artillery start to focus fire on the Mek Gunz, but at such a long range it is difficult to be accurate, although your artillery does manage to destroy some Mek Gunz. Lastly, your Armored trains are pulled into position, and also unleash the full extent of their firepower, gunning down large swathes of Orkz that dare attack you!

Casualties:

1,000 Nobles

40,000 Men At Arms

500 Crusaders

Inflicted 200,000 Ork casualties.

>>51361

Your forces, redeploy to the Agari Settlement, and there you meet a sorry sight, the beleaguered forces of The Enterprisors desperately fending off a Horde many times their size. Your Astartes are a welcome sight to them. The Death company is released just as the Orkz reach the border of the settlement, and just rip and tear their way through the Orkish forces like there's no tomorrow, to some it is a disturbing sight, to see such anger, but that is what the Black Rage does to the Astartes. The rest of your Space Marines, approximately 40 set up within the Agari settlement and start to unleash hell with their bolter bullets. Supported by The Enterprisors, it appears that this Settlement is not gone yet! Although even though the death company is powerful in combat, they too are being pushed back. Your land forces have no such luck, and it appears that the settlement is encircled by the time they reach the Settlement. Linking up with the Sisters of battle you unleash a savage assault into their rear, with the Space Marines advancing in an orderly fashion, backed up by the Dreadnoughts and Predators, they manage to draw Orkish pressure off of the Agari Settlement, forcing the Orkz to split their attention. The Dreadnoughts and predators provide heavy fire support, gunning down scores of Orkz and destroying the Orkish Armor. You also send a message to the mechanicum demanding StormRaven Gunships, and they grant you 5 Stormraven Gunships that will be delivered to you after the battle is over (Share storage slots with the Thunderhawks in the Hangar).

Casualties:

40 Death Company Space marines wounded

4 Death Company Space Marines dead

1 Standard Space Marine dead

2 Space Marines succumbed to the Black rage

50 Space Marines wounded

1 Ironclad Dreadnought (Emmanuel), Medium damage.

Inflicted 140,000 Ork casualties, destroyed 50 Grotmegatankz.

>>51366

All four batteries fire, as instructed, with them having WILDLY different effects! The first battery fires against the Orkish forces assaulting the Agari settlement, and 2 explosive shells the size of large cars land right in the middle of a massive concentration of Orkish Forces! They explode and leave massive craters in their wake, and a LOT of dead Orkz! Absolutely flattened and obliterated, and they also destroy a large number of Orkish armor. Battery #4's shell lands in the middle of a field, injuring no one… Meanwhile Battery Number 2 goes way off course and explodes near the manufactorum, collapsing a massive section of the northern fort guarding the manufactorum… Whoops!

Casualties:

NONE.

OBLITERATED 300,000 Orkz, destroyed 100 Grotmegatankz.

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a70b08 No.51387

File: 6936b93ee5a2477⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Fort Garrison:

1,914,000 Orkz

6,750 Mek Gunz

280 Grotmegatankz

90 Spleenrippaz

280 Bommaz

265 Dakkajetz

Southwest Force

3,635,000 Orkz

510 Grotmegatankz

100 Spleenrippaz

Northwest Force:

3,865,000 Orkz

460 Grotmegatankz

1 Stompa (heavy damage)

430 Spleenrippaz

Eastern Force:

625,000 Orkz

140 Spleenrippaz

60 Grotmegatankz

Necrons:

29,500 Necron Warriors

1 Monolith

As of right now, the situation is improving, the Southwest Force's advance has stalled just outside the Agari encampment, but they may yet break through. In the Northwest the Orkz are between a rock and a Hard Place. In the East, the Orkz are attacking a settlement that is fiercely defended by the Astartes and the Adeptus Arbites, while back at the Fortress, its walls have been breached by the forces of the Mechanicus!

Although a new threat has risen from the depths, Necrons! A significant force indeed, marching directly for the gate of the east!

Merry Christmas everyone!

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2d0316 No.51389

Dice rollRolled 98, 89, 93 = 280 (3d100)

>>51384

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 397 Space Marines

100 Scout Marines

2000 Chapter Thralls

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Chainsword x1

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

1.Keep repairing the fort, its starting to look halfway decent now.

2.Lets send our scouts to search for relics, we might find something nice…perhaps some legendary armour?

3.Send 1000 Thralls, Chapter master Rakmaal on his bike and all of our marines to mountan all out assault against the ork fort

+10

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8e3cbe No.51390

Dice rollRolled 76, 83, 63, 92, 34, 38 = 386 (6d100)

>>51383

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 42,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Task Force Green Collapse:

518,500 PDF Soldiers

35,500 Agri PDF Soldiers

50,000 Combat Engineers

20,000 Colonel Steeljaw's Nobkillerz (Black River Veterans, Old Carpace Armor, Improved Lasguns)

15,000 Colonel Kreibar’s Black Block (Black River Veterans, Old Carpace Armor, Improved Lasguns)

56,500 Black River Veterans (PDF)

4,500 Black River Agri Veterans (Agri PDF)

85,000 Black River Veteran Engineers (Combat Engineers)

Medic Detachment (reduces casualties by 10%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 6 to General Combat

>Kill Count:

+ 935,000 Orks

+ 3 Bonebreakas

>Casualty Count:

+ 572,000 PDF

+ 38,500 Agri PDF Soldiers

+ 78,000 Combat Engineers

1-3. The charges were set. Everyone lying in wait. The time had come for Mobwag to sink its jaws into the Orkish invaders. They would blow the charges and kill as many of the Orks as possible. Descending into the crater to finish off the survivors. Colonel Steeljaw's Nobkillerz would seek out and kill any Orkish leaders who had survived the detonation and kill them.

4. Agri Defenders East would improve the Medical Attachments efficiency even further. Many would die in the coming days.

5-6. Section Red River had not provided any meaningful results. A disappointing display to say the least. Resources from Red River would be used to recruit more soldiers for Mobwag to be thrown into the meat grinder.

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0f0cd7 No.51391

Dice rollRolled 47, 24 = 71 (2d100)

>>51387

Organization Name: Koronam Defense Force

Category: Planetary Defense Force

Sub-Category: Ab-human Clans

Troops: Mostly Infantry, Some Sentinels and Artillery.

Lore: The Agari Clans have lived on Koronam long before it was even named that. The remnants of settlers from the Dark Age of Technology they have been genetically altered to thrive on the harsh surface of the Planet with low light vision, enhanced metabolism and denser than normal muscles. With the coming of the Empire they never truly assimilated only adopting the worship of the Emperor instead of facing extermination. Being outsiders to hive culture they have been extensively recruited into the PDF for use as law enforcement to suppress gangs, mutants and rebellions. Their society is strictly patriarchal with various Clan heads leading their people in scavenging the vast wastelands of Koronam. The PDF is currently led by Commissar Frederick Von Valstien a man who has grown to appreciate the strange ab-humans close quarters fighting, wasteland navigation and scavenging skills.

Credits: 26,000

Relics: "The Banner of The Ancient Agari" +4 to combat

TROOPS:

1,075,000/1,075,000 Decently Equipped Agari Planetary Defense Forces

25,000/25,000 Heavily Equipped Agari Reavers (Melta/Carapace)

1,000,000/1,000,000 Penal Planetary Defense Forces

19,000 Ogryns

1,997 Commissars

498 Ratling Snipers

40/40 Armageddon Pattern Sentinels

4,930 Lascannon Heavy Weapons Squads

600 Primitive Koronam Artillery

10,000 Heavy Mortar Cannons

10,000 Thudd Guns

21,988 Centaurs

280 Valkyries

100 Earthshaker Cannons

20 Leman Russes

1 ??????????

—-

Bonuses: Bonuses from being near an Agari Settlement is Tripled. (+15 when Constructing Fortifications near Agari Settlements, Extremely fast reinforcements, +10 to Scouting Rolls)

+5 to Stealth

—-

1. Continue to pound away at the Orkish forces with our artillery from the Fort.

2. Hold strong along our defensive lines, continue to use the Penal Regiment to soak up causalities while using the Ogyrns and Elite Agari to plug any gaps in our lines.

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3fa08a No.51392

Dice rollRolled 16, 45, 40, 85, 61, 84 = 331 (6d100)

>>51384

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

710/730 Sisters of Battle

92/100 Heavy Flamer Equipped Retributors

92/100 Heavy Bolters Equipped Retributors

100 Melta Equipped Dominions

99/100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all of Eastern Koronam, some of the west too)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

Task Force Hope

2600 Medics

230 sisters

40 Flammer Retributors

40 Bolter Retributors

30 Dominions

10 Sister superiors

15 ambulance rhinos

50 Seraphim

5 Seraphim superior

5 Rhinos

6 Repressors

Task Force Bulwark

700 Medics

430 sisters

32 Flammer Retributors

32 Bolter Retributors

60 Dominions

49 Serpahim

59 Sister superiors

5 Seraphim Superior

25 ambulance rhinos

8 Repressors

2 damaged Repressors

50 Wounded Sisters of battle

All else defending convent

1. Task Force Bulwark continues to apply pressure on the ork's rear, harassing them with massed hit and run attacks, dumping melta guns from seraphim and dominion fast attack troops into their vehicles and everything else into the mobs. Then they fall back quickly into the prepared battle lines of their sisters ready to mow down any ork foolish enough to follow.

+8 General Combat

+3 Ancient Banner

+2 Bolt Pistol of Saint Relotha

+5 Chest Armor of Saint Relotha

+2 leg armor of saint Relotha

Bonus for Relotha set

2. The Women of Task force HopeSally out with the next ad mech assault on the Ork fort, providing cover fire and a strong back line for the attack in addition to escorting their less combat worthy medical sisters to the troops who need it.

+8 General combat

3. The sisters on the uplink continue to try and coordinate the mess on Koronam, and appraise all Imperial forces that Necrons have woken up on planet due to the tinkering of the knight houses. More medical supplies must flow, now more than ever.

4.The Famulous in charge of dealing with the nobles begin the laborious tasks of looking through their paperwork, rooting out those who may be using their Emperor Given wealth and prestige for nefarious ends. Well nefarious in that they indulge themselves in things that could be chaos worship. Normal indulgences are permitted.

5. The Pronatus continue to dig into imperial records to find any scraps of data on the fallen order, specifically where their convent was. The mention of chaos is worrying to the extreme, and if they were what was said of them, they might have some things that could help against the threat.

6.The sisters once again pray, for a new enemy has arisen from the broken depths of this planet, and his strength is needed to help them guide the people properly to defeat this xeno scourge.

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89dee7 No.51393

Stat post when I'm not on my phone

>>51387

1. Keep the servitors repairing my damaged mechanical units

2. Attempt to pull in more standard servitors from the Hive city to the north for more repairs

3. We gave to launch another assault on the entrenched Orks with the majority of my force (everything but 50k Servitors and 50 Kataphrons)

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89dee7 No.51394

Dice rollRolled 24, 26, 60 = 110 (3d100)

My dice

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1c3af9 No.51397

Dice rollRolled 78, 76, 95 = 249 (3d100)

>>51387

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

Total control of Hive Ortal and its Industries

Total control of Hive Khe-Sanh and its Industries

Total control of Hive Vertun and its Industries

Total control of Hive Karanas and its industries

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

92,000 Ogryns

47,750 Bullgryns

9,960 Bone'eads

1,496 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

31,000 Squat Troopers

19,250 Squat Thunderers

500 Thunder-fire Cannon

24 Iron Eagle Gyrocopter

5 Overlord Armored Airship

Hero

Bane (bone'ead Bullgryn) (Combat Shield +8 duel and survivability)

1. Defend the Agari Settlement and tunnel from the orks. "While some would consider the enterprisor forces pinned in the agari settlement, it is better to look at them as being the anvil from which our hammer shall strike. The hammer being the newly arrived titans on the surface and the Nightsider infiltrators who crawl through their hidden passages to flank the enemy in their domain."

Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat), +5 to defensive warfare when using Squat Units

2. Finish repairing the tunnels 90%.

All dem cities

3. Fortify Karanas.

karanas duh

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a70b08 No.51399

>>51022

Your Onagers with Iccarrus Arrays and Iron Eagles are ordered to clear the skies, and they do their best in doing so although the Bommaz and Dakkajetz are speedy little fucks which really causes difficulties in regards to shooting them down, savage dogfights and coordinated fire by the Icarrus Arrays shoot down 20 Ork Bommaz. On the ground, the Thunder-fire cannons lay down barrages of fire as the rest of the Imperial forces advance across the barren ground. Your cannons ensure that the Orkz are pinned down and really cannot move as much. Your Shelling destroys many MekGunz and Orkz alike, and provides valuable cover for the advancing Imperial forces!

Casualties:

3 Iron Eagle Gyrocopters damaged

1 Iron Eagle Gyrocopter shot down

Inflicted 85,000 Ork Casualties, destroyed 500 Mek Gunz, destroyed 20 Ork Bommaz.

Fort Garrison:

1,829,000 Orkz

6,250 Mek Gunz

280 Grotmegatankz

90 Spleenrippaz

260 Bommaz

265 Dakkajetz

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5e7f99 No.51401

Dice rollRolled 1 (1d100)

>>51399

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

515,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

14 Overlord Armored Airships

47 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

100 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station, void shield generator, Tarantula sentry turrets.

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

1. Continue bombing the Ork fort with bombers and artillery.

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bf8b27 No.51402

File: 3369cc9c494620d⋯.jpg (114.04 KB,1100x750,22:15,police-brutality.jpg)

Dice rollRolled 11 (1d100)

>>51385

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 215,000 Well Armed Adeptus Arbites, 28(-8) Repressors

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Alright men, let's start cleaning this Ork mess up before we move on to the Necrons. Form a firing line and advance!

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e6bc87 No.51404

Dice rollRolled 29, 18, 75, 64 = 186 (4d100)

>>51381

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden, Slight Damage

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, Medium Damage

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant, Heavy Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin,

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500)

39,050 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

195,500 Skitarii; Half Van and half Ranger

(40,000)

37,000 PDF

100 Sancristans

4300 Tech-priests [3900 Novice] [400 Experienced]

20 Valkyries

199 Heavy Mortar Cannons

200 Centaurs

47 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword, SM Power Armor, Artificer Terminator armor (Requites Training)

50,000 Servitors for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle. +3 Combat Prayer

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels, (2 progress)

Location of Eastern Guard Fortresses Discovered

0 Credits

Stock of 50,000 Lasguns and 50,000 units of Flak Armor

lvl 4 Gate of the East Garrison (17,000 PDF.9,000 Skitarii. 800 secutarii, 900 Novice Tech Priests)

1 Move 38050 Secutarii, who are not currently engages, away from the western theater and back into the Gate of the East for its defense. The Valks will move as many men as they can to reinforce the defense, calculations show it will take 112 trips to move these troops entirely into the base but as they get closer the time to it takes to perform these trips will decrease.

+10

Using a Valkyrie I will first transport Chadicus back to the Gate of the East for the defense of the base.

2 Defend The Gate of the East. +65 (20 fort + 5 tunnel + 5 Heretical Machines + 7 Tactics + 3 Prayer + 25 Hyperphase + Chadicus)

"The Necrons are soon within range of the fort heavyweapon-emplacements, My House Princeps."

"Excellent. Fire on them when ready. Are the tunnel defenses prepared?"

"Yes, My Princeps."

"Good. The Magos's great strength will serve him well in a direct fight. In truth I am looking forward to his battle performance so soon after his latest increase in strength"

"A warrior's environment is as much a weapon as his blade, if he has the strength and foresight to wield them, My Princeps."

+lvl 4 Gate of the East Garrison (17,000 PDF.9,000 Skitarii. 800 secutarii, 900 Novice Tech Priests)

+Chadicus and Reinforcements

3 Continue repairs on the Knights. The workshop continues. News of the dead Stompa reaches the ears of the Tech Priests and improves moral dramatically among the novices who have not yet removed or quarantined their emotions with cybernetic augmentations.

+12

1 Knight Errant, Heavy Damage

1 Knight Crusader, Medium Damage

1 Knight Warden, Slight Damage

Any damage sustained on the active knights

+3400 Tech-priests [3000 Novice] [400 Experienced]

+100 Sancristans

4 We have the Northwestern Orkz flanked, pincer-ed between a rock and a hard place. Continue the sniping, infantry pursuit, and artillery in coordination with the Koronam Defense Force and this time we will have the power of Lance Thor (Gallant, Preceptor, Valiant) with their thunder armaments to shatter the Ork armor.

+12

+Valiant Flame

+186,500 Skitarii (Half Van, Half Ranger)

+199 Heavy Mortar Cannons

+200 Centaurs

+47 Rapier Armoured Carriers

+100 Tarantulas

+1 Karacnos Assault Tank

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69e9a4 No.51406

Dice rollRolled 64, 39, 7 = 110 (3d100)

>>51387

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

93 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

231 Scout Marines

10 Razorback Transports (4 damaged)

9 Rhino Transports (2 damaged)

5 Vindicator Tanks (2 damaged)

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops: 93 space marines (1 turns) 78 space marines (2 turns)

Bonus:

Flat +10 battle bonus, additional +5 against enemies weak to fire.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality, Partially restored Librarium

Stored Equipment: 140 flamers, 40 heavy bolters, 50 meltas

Lore: https://pastebin.com/6UjaqgvC

1: Our forces support the Arbites in the agari settlement, reinforcing them wherever the orks attack in force, countercharging whenever the orks mass up. Captain Rahak is always on the frontlines with his Great Cleaver, while ranks of marines with meltas and flamers support him, burning the orks out of the buildings they have occupied. The Librarians accompany our forces at the frontline, enhancing the abilities of our own troops where the fighting is fiercest.

2: Several of our vehicles are now damaged, so a position is set up behind the lines where the techmarines attempt some emergency repairs.

3: The Thunderhawks strafe the ork forces still entering the settlement, aiming their heavy weaponry at the orkish vehicles. With such masses of xenos, they cannot possible avoid our attacks.

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bbb9e1 No.51408

>>51393

>>51394

Stat post now that I've finally got around to it.

Bonuses: +5 General Combat, +5 Siege Combat

800 credits remaining

TROOPS:

105,000 Combat Servitors (120,000 total)

97 Kataphrons (110 total) (5 Damaged)

2 Kastellans (5 total) (1 Destroyed, 2 Damaged)

7 Kastelllans with Incendine Combustors (10 Damaged, 3 Destroyed)

4 Armiger Warglaive (Lesser)

50 Support Personnel

45 Rapier Armoured Carriers

1 Karacnos Heavy Tank (1 Damaged)

1 Salamander Recon Tanks (1 Damaged)

4 Thanatar Siege Automata (1 Damaged)

10,000 Standard Servitors

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a06a71 No.51409

Dice rollRolled 89, 29 = 118 (2d100)

>>51399

No stat post because phoneposting

1: Continue the push against the Ork fort, we mustn't be stopped!

+still the same force, but with Pallida Mors and Fidei Defensor added

2: have the Tech-priests and Sancristans at the Gate to the East man the defenses. Every little thing counts.

+2,000 Tech-priests

+100 Sancristans

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74348e No.51410

Dice rollRolled 46 (1d100)

1. Death Company Dread Roll

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74348e No.51411

File: a32f926a40900bb⋯.webm (2.87 MB,320x240,4:3,pigs of war.webm)

Dice rollRolled 42, 69 = 111 (2d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

212 Standard Space Marines (4 Companies)

150 Space Marines Wounded

136 Scout Space Marines (1 company)

43 Death Company Space Marines (1 Company)

60 Wounded Death Company Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

15 Land Speeder Tornadoes

4 Damaged Land Speeder Tornadoes

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged 1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)] >Medium Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

3 Empty Dreadnought Chassis

>Fortress Monastery

90% Upgraded

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 40% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1. The Force on the outside of the Orkish lines presses their advance, the opening move made by the land speeder tornadoes, rushing forth and dousing the Greenskins in Holy Promethium, before covering their retreat by dropping meltabombs in the burning Ork's ranks. Next would be the advance of the Baal Predator, cutting down any greenskins that dare still stand. After this would be the advance of the General Infantry, where Brother Slamguinius would use his fearsome weaponry to pull the soon to be piles of Scrap that are the ork vehicles towards himself, before RIPPING AND TEARING anyone inside. We will rendezvous with Brothers defending the Abhuman village.

2. Meanwhile those very same brothers would continue the defense, the Brothers of the Death Company being deployed where the situation is most dire, and other weapons and combat teams supporting Imperial forces elsewhere.

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0b5663 No.51412

Dice rollRolled 46, 41 + 30 = 117 (2d100)

>>51385

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

358 Space Marines(100 wounded, 1 turns)(75 wounded, 2 turns)

5 Thunderfire Cannons

BONUS:

+20 in Close Quarters Combat (Melee Combat), Lower losses taken in Melee Combat, +5 against all Chaos Forces. Can only engage enemy forces in melee

+5 when using Trenches and crevices

Force Composition:

(79 Marines)Sanction Force Alpha-22 "The Unmakers" (22nd, 12th, 32nd) +50 to Kill-team actions

(79 Marines)Sanction Force Beta-15(15th, 26th, 11th, 5 thundercannons)

(80 Marines)Sanction Force Gamma-30(30th, 9th, 23rd)

(120 marines)Sanction Force Delta-17(17th, 3rd, 29th)

1. The Sanctioners mobilize back above ground, the various forces converging upon the streets of the agari settlement. Brothers run through streets and homes, forming firing lines and chokepoints as the Ork tide files into the streets. It becomes rapidly apparent that in the open space it is much easier to be surrounded and overrun. As such the greenskins find themselves dismembered as the marines blades tear off legs and arms, immobilizing the foe which are trampled by their comrades shortly there after or put down with close range shots of bolters and autocannon. Limbs and gore fill the roads as the brothers savagely dismember their foes with precision force, blunting charges before slaughtering the broken tide. +30

2.(Roll for a brothers weapon or armor being relic tier)

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0389c0 No.51414

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

TEMPESTUS SCION/HEAVY INFANTRY

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

44,000 / (50,000) Nobles/Knights (Void Armor) +Hot Shot Volley Guns +Boarding Shields

245,000 / (300,000) Men-At-Arms (Heavy Carapace) +Hot Shot Volley Guns +Boarding Shields

9,000 / (10,000) Crusaders (Melee)

200 Earthshaker Cannons

250 Griffon Heavy Mortars

+1000 Centaur Armored Transports

1000 Confessors

100 Tremor Guns (Mounted on Rail Cars)

Commandeered Civilian Rail Network (50% Armored Trains)

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+5,050,000 Pilgrims

+30,000 civilian Construction pattern servitors

STAT POST

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a70b08 No.51415

>>51390

The charges were set, all your troops were waiting on was your command. The countdown starts… 10. 9. 8. 7. 6. 5. 4. 3. 2. 1. Promptly after you heard the 1, a massive explosion was seen in the distance, probably where the Orkish Fort was. After that the Ground quakes a little bit. The deed was done, that's for sure. Colonel Steeljaw's Nobkillerz descend into the Ork fort alongside the Emperor's Middle finger as the first force sent into destroy the remnants of the Orkz. Meanwhile Section Red River starts another recruitment drive, and even though the HQ is in a pathetic state, you manage to draw another 125,000 PDF soldiers, and another 10,000 Combat Engineers.

Casualties:

500 Nobkillerz

900,000 Orkz, 5,000 Mek Gunz, 200 Grotmegatankz, 80 Spleenrippaz.

>>51022

You make great progress on repairing the fortress! You manage to promote the Fortress Monastery defenses to Stronghold level, but you do not stop there! You say that this location is not well defended enough, so you start to turn on the void shields. After the Thralls are done with that, they are sent to the armory to see what they can scrounge up, and what they find is something perfect for Captain Demicus! A Storm-Shield in very good condition, and still fully functional! It does an excellent job at protecting anyone from long range attacks when they are closing the distance from melee! After the explosion set by the 2nd Koronam PDF regiment detonates, you alongside Colonel Steeljaw's NobKillerz start to advance. You waste no time plunging into the crater left behind and purging the surrounding area of Orkz. The Land Raider is the first in and discharges its load of Space Marines and then continues to provide heavy fire support. Your Space Marines, using coordinated bolter fire lay waste to the Xenos, cutting down them down in hails of gunfire. In the thick of it is Rakmaal Demicus, cutting down the foul Orkz with his chainsword!

Casualties:

2 Space Marines

90 Thralls

2 Scout Marines

Inflicted 129,000 Ork Casualties, destroyed 500 Mek Gunz, 80 Grotmegatankz, 10 Spleenrippaz,

>>51390

Your Earthshakers, Thudd Guns, Heavy Mortars, and Primitive Artillery Piece continue to rain hell upon these Orkz, and very literally! Your PDF are on the ground, calling in the Artillery strikes as necessary, which simply obliterates scores of Orkz which are often clustered within this pass. This concentrated artillery fire even blasts apart some Orkish Tanks! Meanwhile on the front lines, your PDF continue to hold strong. The Penal Planetary defense forces are thrown into the fray and take heavy casualties, as is expected sadly. The Reavers and Ogryns run around while the Decently equipped Agari PDF stand in the back generally holding back the Orkz, letting the Penals soak up the damage.

Casualties:

200,000 Penal PDF

50,000 Decently equipped PDF

500 Reavers

400 Ogryns

1 Ratling Sniper

1 Leman Russ Tank

2 Valkyries

Inflicted 300,000 Ork Casualties, 40 Grotmegatankz, 30 Spleenrippaz

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a70b08 No.51416

>>51392

Task Force Bulwark continues to Harass the Orkish Rear, and while it inflicts casualties, they are minor at best, and the Orkz are not following your bait as you had expected, it appears that they are focusing on the Carnelian Martyrs and the soldiers within the village, meaning your impact on the battle is mediocre at best. Meanwhile Task Force Hope Sallies forth alongside the other forces, moving in with the second wave, not getting as much glory but certainly helping to mop up the Orkz! While the Emperor's Middle Finger Marines and the NobKillerz are busy clearing out the heavier orkish forces, Task Force Hope focuses on gunning down the rest of the Orkz, largely the standard Boyz, who do not put up that much of a fight. The medical supplies now start to flow towards the Adeptus Mechanicus, with a medic detachment slowly being organized for them (15% of the way to a medic detachment for either Imperial Knight house). Your Famulous pour through the paperwork, and manage to root out several heretics, accused of worshiping Chaos! They are promptly executed, as is standard. As for the fallen Order, your sisters search through yet more paperwork and search through the data, and it appears that the convent they maintained is actually underneath your existing convent! It appears that they had favored an underground base of operations, for the sake of protection. You find that this data is true, and that the convent is ruined, portions are collapsed, while other areas are entirely caved in. However, there is a lot of space, and who knows what else inside! Your sisters continue to pray for guidance, and in their dreams they see themselves defeating necrons. Many take this as a sign from the emperor that victory against Necrons is assured, and you gain a +10 bonus against Necrons for this battle only!

Southeast front:

3 Seraphim

3 Repressors damaged

20 Sisters of battle dead

40 Sisters of battle wounded

Inflicted 95,000 Ork Casualties, 20 Grotmegatankz.

Fortress Front:

20 Sisters of Battle dead

60 Sisters of battle wounded

5 Flamer Retributors dead

5 flamer retributors wounded

1 Dominion dead

1 Ambulance Rhino damaged

Inflicted 110,000 Ork Casualties, destroyed 250 Mek Gunz.

>>51393

>>51394

Your damaged mechanical units are fully repaired, with the help of your servitors, who work tirelessly. As for Standard Servitors, you manage to "recruit" about 15,000 Servitors from the scum of the planet, who are now productive workers for the Emperor and the Imperium as a whole! Another assault is sent in, and your troops enter in with the second wave, helping clean up the enemy forces! Your Kataphrons, Kastellans, and Armigers are the first ones to be sent in, helping to clear the way and cut down the Orkish forces. Right behind follow the combat servitors, which help clean up the Orkish Forces.

Casualties:

10,000 Combat Servitors

2 Incendine Kastellans destroyed

1 Armiger Warglaive destroyed

10 Kataphrons destroyed

Inflicted 190,000 Ork Casualties, destroyed 500 Mek Gunz.

>>51397

Your forces within the Agari settlement are gradually being pushed back deeper into the depths of the settlement, simply due to the fact that they are being overwhelmed, but that does not mean that they are giving ground easily! Many Orkz die, as the fighting descends into savage street-to-street combat where chaos rules, with very little allies with the exception of the Death Company and some sane Carnelian Martyrs, they make valiant stands against the Orkish Green Tide. Each house is brutally fought over, but all of the Agari have evacuated. The good news is that the further these Orkz push you into the city, the more your forces concentrate, which makes them more difficult to overrun. Behind the Orkz, Marines, Sisters of battle, and even your Imperial Knights are fighting to make the Orkz take pressure off of your rear, and your Knights do manage to deal heavy damage to the orkish rear! Meanwhile in the tunnels, they are fully repaired and reactivated. Karanas is also fortified, and with your citizens working overtime, they manage to bring it up to Fort-Level fortifications.

Casualties:

1 Upgraded Knight Crusader, Medium damage

1 Knight Paladin, Medium damage

2,000 Ogryns

1,500 Bullgryns

30 Bone'eads

1,000 Squat Troopers

250 Squat Thunderers

Inflicted 160,000 Ork Casualties, destroyed 20 Grotmegatankz.

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a70b08 No.51417

>>51401

While all the other forces started to advance on the Fort, you stayed behind like a coward, and you are strafed by Ork Bommaz and Dakkajetz endlessly, it appears they sensed "weakness." It addition, many Thunder-fire cannons malfunction, which only makes it worse for you.

Casualties:

10 Thunder-fire Cannons

5 Iron Eagle Gyrocopters destroyed

1 Overlord Armored Airship destroyed

>>51402

Your Arbites start to advance, forming rigid firing lines against the Orkz. With your Boarding shields up, you advance through the street in a tight formation, and while it helps against standard Orkz, they start to bring armor to bear against your forces, which starts to become problematic quickly, as Orkish Armor can blast apart your dense formations with ease. Luckily the Space Marines are right behind you to back you up and prevent the Orkz from breaking through too easily.

Casualties:

45,000 Arbites

110,000 Ork Casualties inflicted

>>51404

The Secutarii are forced to redeploy, however the redeployment goes slowly, while the Valkyries are helpful, only about 4,000 Secutarii manage to make it before the siege of the Gate of the East is fully underway, although they will most certainly be helpful! As the Necrons approach the Gate of the East, you prepare your weapons, you are outnumbered, against NECRONS of all things, the one things that you're supposed to easily out number! As they start to roll against the Gate of the East the first things to open fire are the defense turrets, specifically the tarantula sentry turrets, which manage to cut down a few necrons as they disappear into the green lights. Afterwards they enter range of your standard forces, and while the Gate of the East offers excellent walled protection, many die to the attacks of these Necrons, what's worse, the Monolith's unstoppable advance is just as unsettling, and soon it will be upon the gate. The workshop finally ends, with your Tech priests and Sancristans working their asses off to finally finish the repairs on these Knights, and all are fully repaired! Your Skitarii forces now attack from the rear, pincering the Orkz between a rock and a hard place indeed! Your Skitarii and RACs advance, however at the forefront once more are the Imperial Knights and the Karacnos assault tank, which wade through the hordes of Orkz, burning through them and slaughtering countless Orkz. The Orkz are dying, and fast!

Casualties:

Gate of the East:

4,000 PDF

2,000 Skitarii

400 Secutarii dead

500 Necrons destroyed.

Northwest front Casualties:

55,000 Skitarii

1 Knight Gallant, Medium damage

1 Knight Preceptor, Light Damage

1 Knight Valiant, Light damage

Inflicted 200,000 Ork Casualties

>>51406

The Arbites are rapidly being overwhelmed by the Orkish Forces, especially their armor, and now this is where your Meltas start to shine! Wherever the Grotmegatankz roll in, your Space Marines with Meltaguns start to open fire with their specialized-anti tank weaponry! At the front, your Vindicator tanks that are still operational start to focus on the orkish armor, blasting the armor apart with concentrated tank-fire, ensuring that the Arbites do not get overwhelmed by the Grotmegatankz flowing into the Agari Settlement. The rest of your forces get to work fending off the Orkz, or flushing them out of buildings through clever use of Flamers, Heavy Bolters, and standard Bolter Fire. Behind your lines, you get to fixing up your vehicles, although such repair work is rushed, and only the vindicators and one Rhino are fully repaired, and can be thrown back into combat. The Thunderhawks provide a poor performance, since most of the Orkz are now starting to flow into the settlement, they cannot safely strafe the area without hitting friendlies.

Casualties:

2 Space Marines Dead

4 Scout Marines dead

40 Space Marines injured

1 Space Marine with Flamer dead

1 Space Marine with Melta dead

4 Space Marines with Flamers wounded

7 Space Marines with heavy bolters wounded

4 Space marines with Meltaguns wounded

Inflicted 185,000 Ork Casualties, destroyed 50 Grotmegatankz, destroyed 50 Spleenrippaz.

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a70b08 No.51418

>>51409

https://www.youtube.com/watch?v=wy-sVTaZRPk

Your forces advance once more, in the third wave, meant to fully clean up the remaining Orkish forces, and they successfully manage to clear out the rest of the Orkish Forces around the Fort! The Knights are the first in this wave, and bringing their entire arsenal to bear they start to cut down the remainder of the Orkz, massacring them all, those that are left behind are cleaned up by the Skitarii. After that, you start to gun down the rest of the Air forces of the Orkz, which are also promptly decimated, having no base from which to repair and refuel. A stunning victory for the Mechanicus! In the east, your Sancristans and Tech-priests are barely able to make a difiference in the battle, as none of your Tech-Priests and Sancristans are suited for combat.

Fort Casualties:

Knight Paladin, Medium damage

Knight Errant, Medium damage

Knight Castigator, Slight damage

45,000 Skitarii dead

Killed 500,000 Orkz, 260 Bommaz, 265 Dakkajetz

Eastern Casualties:

300 Tech-priests

9 Sancristans

Inflicted 20 Necron Casualties.

>>51410

Another Death Company Marine dead, screaming in agony because internment is not an easy process.

>>51411

On the outside of the encirclement, you start to press forward, and it appears that the Orkz are starting to break off the attack, at least in their rear ranks to attack you directly! The Land Speeders zoom around, burning the Orkz with Holy Promethium, turning them into little more than dust or a pile of seared flesh on the ground. Afterwards comes the Baal Predator which, through the use of its Twin-Linked Assault cannon basically melts large swathes of Orkz. Right behind that comes the Dreadnought of brother Slamguinius and the general Space Marines. Slamguinius is in the thick of the battle, RIPPING and TEARING his way through Orkz, towards the vehicles, where he starts to unleash the emperor's wrath on the enemy forces! With the effectiveness of Brother Slamguinius, you wonder just how effective a Death Company Dreadnought might be. Lastly, the General Infantry advance, and while they are extremely outnumbered, they valiantly advance, backed by the Sisters providing general fire support, and some Imperial Knights who wade into battle alongside your forces, providing valuable heavy fire support. That being said, you are heavily targetted by the Orkz, which causes you to take plenty of casualties. Within the village, the Death Company Marines, much like Brother Slamguinius are RIPPING and TEARING through the Orkish forces in the Northwestern part of the Agari village, although they too are being pressed back. The non Black-Rage afflicted forces within the village are busy locking down the town square from Orkish assaults, and doing a glorious stand by what is basically the town hall, gunning down numerous Orkz.

Casualties:

1 Land Speeder destroyed

2 Standard Space Marines Dead

40 Standard Space marines wounded

3 Scout Space Marines dead

2 Death Company Marines dead

20 Death Company Marines wounded

1 Brother succumbed to the black Rage

Brother Slamguinius Dreadnought Heavily damaged

1 Baal Predator, damaged

Inflicted 210,000 Ork Casualties, Destroyed 40 Grotmegatankz, destroyed 10 Spleenrippaz.

>>51412

Your Battle Brothers emerge from the tunnels, battered and bloodied, but having slaughtered countless Orkz, and now they emerge into yet another gory and bloody battlefield! Orkz run amok in the streets, and in houses they set themselves up firing upon your allied forces. This is another environment the Sanctioners of Cataclysm thrive in. Tight firing lines advance through streets filled to the brink with Orkz, cutting them down with either close range weapons, or through the use of Chainswords and Chainglaives. While the advance is slow, few battle brothers die, and many Orkz are slaughtered before they can even reach the first line of Marines. Inside buildings, the standard procedure is that a squad with boarding shields and CQC weapons enter and systematically clean out every room from the filth that is the Orkz. When armor is encountered, Meltas are brought forward and at close range, no armor would stand a chance against the meltas! In some streets your marines simply aren't present, which is where your Thunderfire cannons are put into place, and with their overwatch, they gun down scores of Orkz in a ceaseless barrage of gunfire. As the battle progresses, your marines rip and tear through the streets, mercilessly slaughtering and destroying all the orkz attacking this poor Agari settlement. The Orkz were unable to withstand your relentless assault, few enemies do. As for a brother's weapon or armor being relic tier, you find nothing so far.

Casualties:

10 Battle Brothers dead

120 Battle Brothers wounded

Killed 330,000 Orkz, 90 Spleen Rippaz, 10 Grotmegatankz

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a70b08 No.51419

File: 17d48c9117a95b6⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Southwest Force

3,265,000 Orkz

450 Grotmegatankz

90 Spleenrippaz

Northwest Force:

3,270,000 Orkz

400 Grotmegatankz

1 Stompa (heavy damage)

400 Spleenrippaz

Necrons:

28,980 Necron Warriors

1 Monolith

The Fort and its garrison have been completely obliterated, while the Eastern Force attacking the Agari Settlement has also been destroyed by the combine efforts of the Adeptus Astartes and Arbites! Meanwhile in the Southwest, the forces defending the agari village have been greatly pushed back, and are only in control of about 2/3rds of the Settlement, and are still steadily losing ground, although inflicting heavy casualties on the enemy! In the Northwest, the Orkz have been stopped by the Agari PDF and are also being pincered by the Imperial Knight forces attacking their rear! Over in the east, the advance of the Necrons is unstoppable, and they have almost breached the first line of defenses in the Gate of the East! The situation grows dire!

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74348e No.51420

File: 1dd4e8470f0316d⋯.webm (3.97 MB,1268x532,317:133,ritardo.webm)

Dice rollRolled 46 (1d100)

>>51418

1. DEATH COMPANY DREADNOUGHT

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1c3af9 No.51421

Dice rollRolled 16, 7, 84, 55, 100 = 262 (5d100)

>>51419

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

Total control of Hive Ortal and its Industries

Total control of Hive Khe-Sanh and its Industries

Total control of Hive Vertun and its Industries

Total control of Hive Karanas and its industries

Tunnel Purification Protocol

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader, medium damage

1 Freeblade Questoris Knight Paladin, medium damage

90,000 Ogryns

46,250 Bullgryns

9,930 Bone'eads

1,496 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

30,000 Squat Troopers

19,000 Squat Thunderers

500 Thunder-fire Cannon

24 Iron Eagle Gyrocopter

5 Overlord Armored Airship

Hero

Bane (bone'ead Bullgryn) (Combat Shield +8 duel and survivability)

1. Defend the Agari settlement. "The orks have concentrated our forces like a seed in hot desert soil and like any seed its hard shell shall protect it until the time is right for it to bloom. Now is the season comrades, let us water these sands with their blood and drink greedily!

Bane, +5 to defensive warfare, +15 to tunnel combat

2. Repair the knights. "These orks are perfect targets for our knights as they clump themselves up for the slaughter. However this has turned into somewhat of a bane in that the machine spirit of the knights seem to be getting bored of such easy prey. their chainblades slow down with ork rubbish and the gore channels have become so backed up that its caused a small blockage."

498 Tech Priests

3. Fortify Karanas

Total control of Hive Karanas and its industries

4. Fortify Ortal

Total control of Hive Ortal and its industries

5. Fortify Vertun

Total control of Hive Vertun and its industries

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74348e No.51422

File: 6f52f3a1954ddff⋯.webm (3.95 MB,800x450,16:9,slavic hardbass rap.webm)

Dice rollRolled 2, 4, 69 + 20 = 95 (3d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

309 Standard Space Marines (4 Companies)

50 Space Marines Wounded

133 Scout Space Marines (1 company)

62 Death Company Space Marines (1 Company)

40 Wounded Death Company Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

14 Land Speeder Tornadoes

4 Damaged Land Speeder Tornadoes

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged 1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)] >Medium Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple] >Heavy Damage

3 Empty Dreadnought Chassis

>Fortress Monastery

90% Upgraded

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 40% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1. Both Dreadnoughts are called back for interim repairs, along with the two damaged Tanks.

2. The forces outside of the encirclement would dig in for the time being, breaking out on lighting raids and keeping the pressure up on the ork lines.

3. Thunderhawks and Land Speeders would move to provide aerial support to our embattled brothers, who would sternly hold the Square, meanwhile the Death Company would no longer try to force the orks out of the town, but rather embrace the large numbers in crowded streets, where their strength and bloodlust could be used to full effect

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bf8b27 No.51423

File: 0a23a60a33ce546⋯.jpg (152.4 KB,750x526,375:263,T7.jpg)

Dice rollRolled 18 (1d100)

>>51417

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 170,000 Well Armed Adeptus Arbites, 28(-8) Repressors

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Come on men, keep moving, no pity for the foe! The Emperor guides our every shot!

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e6bc87 No.51425

Dice rollRolled 15, 18, 86 = 119 (3d100)

>>51417

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant, Medium

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor, Light

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant, Light

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin,

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500)

38,650 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

138,500 Skitarii; Half Van and half Ranger

(40,000)

33,000 PDF

100 Sancristans

4300 Tech-priests [3900 Novice] [400 Veteran]

20 Valkyries

199 Heavy Mortar Cannons

200 Centaurs

47 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword, SM Power Armor, Artificer Terminator armor (Requites Training)

50,000 Servitors for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle. +3 Combat Prayer

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels, (2 progress)

Location of Eastern Guard Fortresses Discovered

0 Credits

Stock of 50,000 Lasguns and 50,000 units of Flak Armor

lvl 4 Gate of the East Garrison (13,000 PDF.7,000 Skitarii. 4400 secutarii, 900 Novice Tech Priests)

Knights will be held in reserve.

1 The PDF and their bastion have this situation under control, Send all available units to the Gate of the East to fight the Necrons. The valks will continue ferrying and the planet's rail systems should still be operating to bring back our troops. +12

2 Defense of the Bastion. The recent surge of secutarii reinforcements should be enough to hold the bastion until our forces arrive. Divert more power to the void shields in preparation for the Monolith coming into range to protect the gate. Continue using the bastion's heavy weapons and our tarantulas to cut down the necrons. +40 (+42 if banner arrives)

3 The Chadicus. He has the run the tunnels, producing his own cover from the ferrocrete of the tunnel with his hyperphase sword. This weapon purchased at great expense is undeniably effective on the necrons and slices through even their hardened hide with ease. In the close quarters of the tunnels, his great strength will enable him to crush the enemy infront of him without being overwhelmed, no matter the form they take he can apply overwhelming force as his the might of his muscles has surpassed that of space marines. With a single hand he shall lift their weighty xeno corpses as his shield. When, and if, he needs to recover he will be tended by the bastion's Tech Priests to ready him for his next deployment. We will supply him with explosive caches and detonators to collapse the tunnels on top of the monolith when it appears and break them into pieces. +65 (67 if banner arrives)

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1c3af9 No.51426

With the tunnel purification protocol finally fully operational we can begin its first field test. As these are some of the most fortified parts of the tunnels this will allow us to experiment with little worry for damage. How the necron's metal frames handle its purifying power should also give excellent indication of its strength.

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a70b08 No.51427

Dice rollRolled 18 (1d100)

>>51426

Rolling for damage to the tunnel, due to fortifications -10 modifier

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3fa08a No.51428

Dice rollRolled 1, 48, 46, 18, 74 = 187 (5d100)

>>51416

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

670/730 Sisters of Battle

87/100 Heavy Flamer Equipped Retributors

92/100 Heavy Bolters Equipped Retributors

99/100 Melta Equipped Dominions

96/100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all of Eastern Koronam, some of the west too)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

+10 vs Necrons for this battle

Task Force Hope

2600 Medics

150 sisters

30 Flammer Retributors

40 Bolter Retributors

29 Dominions

10 Sister superiors

14 ambulance rhinos

1 damaged ambulance rhino

50 Seraphim

5 Seraphim superior

5 Rhinos

6 Repressors

5 Flamer Retributors wounded 2 turns

60 Sisters wounded 2 turns

Task Force Bulwark

700 Medics

370 sisters

32 Flammer Retributors

32 Bolter Retributors

60 Dominions

46 Serpahim

59 Sister superiors

5 Seraphim Superior

25 ambulance rhinos

5 Repressors

5 damaged Repressors

50 Wounded Sisters of battle 1 turn

40 wounded 2 turns

1. Task force Hope, while battered and wounded, take the visions of victory over the Necrons as a sign, and they rush towards the tunnels that they know all too well to hunt down the metal scourge before they can close upon the Gate of the East and through it, their home. The attack with religious zeal and hoy fury, blasting away at the enemy with fire, melta and bolter shells.

+10 vs Necrons for this battle

+10 to combat in mapped tunnels

+8 To general combat.

2. Task Force Bulwark piles into the Orkish rear again, the jump troops and what few undamaged Repressors moving about rapidly to lay down as much hurt as possible while the Rest slowly move forwards into the rear shooting everything Orkoid they come across.

+8 General Combat

+3 Ancient Banner

+2 Bolt Pistol of Saint Relotha

+5 Chest Armor of Saint Relotha

+2 leg armor of saint Relotha

Bonus for Relotha set

3.The sisters manning the uplink keep a watchful eye over Koronam's battle, giving what advice they can while otherwise coordinating supplies as best they can.

4.THe Famulous sisters now have their edge. They slowly press the grinding wheels of Bureaucracy in all the right places to make sure the nobles cannot interrupt the war effort again. If they can also free up some industrial support for Olagas too, so much the better.

5.The Pronatus take a deeper look at the ruined convent sitting under their own. The slowly and cautiously search it, not for any thing they could use, although they would most certainly not turn their noses up at it, but for what this place looked like once and how they may restore it.

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bbb9e1 No.51429

Dice rollRolled 94, 28, 24 = 146 (3d100)

>>51419

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Troops: Maximum Kataphracts and other Servitors like no Skitarii at all if possible because that's what the Cybernetica are all about.

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat

800 credits remaining

TROOPS:

95,000 Combat Servitors (120,000 total)

92 Kataphrons (110 total) (18 Destroyed)

4 Kastellans (5 total) (1 Destroyed)

15 Kastelllans with Incendine Combustors (5 Destroyed)

3 Armiger Warglaive (Lesser) (1 Destroyed)

50 Support Personnel

45 Rapier Armoured Carriers

2 Karacnos Heavy Tank

2 Salamander Recon Tanks

5 Thanatar Siege Automata

25,000 Standard Servitors

1. The fort is destroyed but the removal of Ork presence to prevent further infestation and the recovery of any imperial tech the Big-Mek may have "looted" must be recovered and made good again. The rubble of the fort will be swept and any signs of Ork spores will be incinerated then once I am sure everything has been recovered the remaining wreckage will be obliterated.

2. The original 10,000 Standard Servitors will be returned to the Manufactorum and immediately put to work on the construction of more Recon Tanks

3. The remaining 15,000 servitors will be put to repairing the Fortresses and getting them back up to par, especially the hole left by the Macro-Cannon

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bbb9e1 No.51430

>>51429

huh lost my name

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16dadb No.51431

Dice rollRolled 60, 61, 53 = 174 (3d100)

>>51415

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 396 Space Marines

98 Scout Marines

1910 Chapter Thralls

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Chainsword x1

Storm Shieldx1

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

1.Keep making fortifications we aren't stopping until we turn this place into a damn citadel.

2.Attempt to gather more assault bikes to form a strike squadron

3.Send our marines to the east, we are going to push back those damn necrons, by the emperor's will it shall be done!

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5e7f99 No.51432

Dice rollRolled 99, 9 = 108 (2d100)

>>51417

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

515,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

13 Overlord Armored Airships

42 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

90 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station, void shield generator, Tarantula sentry turrets.

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

Communications have been reestablished. Necrons in the east? What meatbag fucked with their stuff?

1. Move out, the Orks can be dealt with later, if a cascade of necrons starts we are all dead. Main forces approach behind shielded Onigars with Neutron lasers. Focus fire on that Monolith. +8

2. Send the faster Airships, Gyrocopters, Dragoons, and Ironstriders to harass and slow down the advance of the necrons. +8

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0389c0 No.51433

Dice rollRolled 100, 2, 41 = 143 (3d100)

>>51414

Short post because about to go to work.

1. Shift our guns facing northwest now to smite the orks coming in from the west

2. Set up to deploy slightly northwest of the redoubt (directly west of Karanas) and begin prepping defenses there too

3. All non-combatants work to support our troop movement and existing imperial formations attacking the orks, ferrying supplies, reinforcements, and ammo.

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69e9a4 No.51434

Dice rollRolled 94, 72 = 166 (2d100)

>>51419

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

127 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

227 Scout Marines

10 Razorback Transports (4 damaged)

9 Rhino Transports (1 damaged)

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops: 78 space marines (1 turns), 55 space marines (2 turns)

Bonus:

Flat +10 battle bonus, additional +5 against enemies weak to fire.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Fort level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality, Partially restored Librarium

Stored Equipment: 140 flamers, 40 heavy bolters, 50 meltas

Lore: https://pastebin.com/6UjaqgvC

1: The Ash Dragons will move West and attack the eastern flank of the Southwestern Ork forces. Our armour will advance at the forefront, our transports filled with space marines led by Captain Rahak and our Librarians. We will disembark in the face of the foe, close enough to employ our flamers and meltas to best effect.

2: The Thunderhawks will bomb the orks. To prevent the difficulties we found in targeting the ork forces in the last engagement, one of our librarians will be delegated to help identify viable targets for the aircraft via psychic scrying.

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e6bc87 No.51435

test

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e6bc87 No.51436

Dice rollRolled 60, 55, 66, 86 = 267 (4d100)

>>51419

(Posting for Abdbla)

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super-Heavy Adamantine Armour

Knight Castigator "Dies Irae": Slight Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

-Relic: Omnissiah's Saving Grace (Used)

Knight Paladin "Ecce Signum": Medium Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": Medium Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

217,000 (290,000) Skitarii

9,500 (10,000)Secutarii

91 (100) Sancristans

4,200 (4,500) Tech-priests

>Credits

0

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

>Bonuses

+11 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Send the Skitarii and Secutarii back to the Gate to the East. They've done their job here admirably, but are better suited to tackling the Necron force.

+217,000 Skitarii

+9,500 Secutarii

2: Send in the Knights to assist and relieve the forces fighting for the Agari settlement in the southwest.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

3: Repair the Knights

+2,000 Tech-Priests

4: Continue manning the Gate to the East defenses.

+2,200 Tech-Priests

+91 Sancristans

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4bf4ff No.51439

Dice rollRolled 92, 83, 61, 62, 79, 54 = 431 (6d100)

>>51415

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 42,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Colonel Steeljaw's Nobkillerz: (attached to: Task Force Triumphant Echo)

+ Colonel Steeljaw

+ 19,499 Nobzkillers (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns) [19,999]

Major Kreibar's Black Block: (attached to: Task Force Triumphant Echo)

+ Major Kreibar

+ 14,999 Black Block Guards (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns)

Task Force Triumphant Echo:

518,500 PDF Soldiers (Badge: Great Collapse)

35,500 Agri PDF Soldiers (Badge: Great Collapse)

50,000 Combat Engineers (Badge: Great Collapse)

56,500 Black River Veterans (PDF, Medal: Black River, Badge: Great Collapse)

4,500 Black River Agri Veterans (Agri PDF, Badge: Great Collapse)

85,000 Black River Veteran Engineers (Combat Engineers, Badge: Great Collapse)

Medic Detachment (reduces casualties by 10%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 6 to General Combat

>Kill Count:

+ 1,835,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

>Casualty Count:

+ 572,000 PDF

+ 500 Nobkillerz

+ 38,500 Agri PDF Soldiers

+ 78,000 Combat Engineers

1-2. With their glorious victory over the Orks the time of Task Force Green Collapse had come to an end. From now on it would be the duty of Task Force Triumphant Echo to reinforce their PDF brethren in an attempt to encircle Orkish forces, rapidly mining escape routes and drawing up defensive lines to trap them in their exposed position.

3-4. More and more amounts of PDF were required to man the increasing amount of fortifications and combat the always growing numbers of Xeno invaders. The recruitment drive would go on relentlessly.

5. With fortifications in Vertun rapidly advancing due to the local nobility more resources could instead be allocated to the reinforcement of Sick Yellow. Its defenses would be nothing short of astounding.

6. With recruitment drives taking a more centralized effort and the city of Vertun being fortified rapidly Task Force Red River's resources would instead be spent on improving training methods and refining tactical decisionmaking on a Regimental basis.

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e6bc87 No.51442

Dice rollRolled 58 (1d100)

>>51425

It is a wartime action to arm existing servitors with existing weapons.

4 This assault upon The Gate of the East shows that we must have a stronger garrison force. We will take the stockpile of 50,000 lasguns and 50,000 flak armor to turn our 50,000 servitors into Armed Servitors capable of defending assets if need be.

+50k Servitors

+50 Lasguns

+50 Flak Armor

+4300 Tech-priests [3900 Novice] [400 Veteran]

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a70b08 No.51443

Dice rollRolled 98 (1d100)

Since Cornwallis/Agari PDF is not awake and I require a roll from him, here is a roll.

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a70b08 No.51444

>>51420

Another failed attempt to intern a Death Company Marine into a Dreadnought.

>>51421

>>51422

(Battle part of both your turns)

The Agari settlement defense was going badly, very badly. The Orkz were breaking through on all fronts, having deployed the entirety of their forces against the Agari Settlement. The defenders were slowly being pressed against the shore, with the main bastion of resistance remaining at the town hall, where the Space Marines were putting up a desperate defense, barricading themselves and many other defenders inside the town hall, they fended off wave after wave of Ork. Meanwhile in the Streets, the Death Company went wild, more wild than they were originally. They charge forth, tirelessly penetrating deeply into the orkish lines and fighting their way back out, gruesomely killing scores of Orkz. Eventually you were pressed so far back that your backs were to the shore, but then the Orkz turn around, it appears that the Carnelian Martyrs overextended into the Orkish Lines, which somehow drew the Ire of the Orkz and as a result, the entire Horde turned around on a whim, hoping to OBLITERATE the Carnelian Martyrs, and all the Carnelian Martyr Forces were Pressed back and forced to retreat, taking heavy casualties, and some battle brothers even succumbed to the black rage!

Enterprisor Casualties:

5,700 Ogryns (300 saved by medics)

950 Bullgryns (50 saved by medics)

28 Bone'eads (2 saved by medics)

38 Ratling Snipers (2 saved by medics)

1,900 Squat Troopers (100 saved by medics)

475 Squat Thunderers (25 saved by medics)

1 Thunder-fire Cannon

1 Iron Eagle Gyro Copter

Inflicted 95,000 Ork Casualties

Carnelian Martyr Casualties:

45 Death Company Space Marines Wounded

80 Space Marines Wounded

3 Space Marines Dead

10 Space Marines Succumbed to Black Rage

5 Scout Marines dead

Killed 105,000 Orkz.

>>51421

(Non-combat turns)

The Knight repairs go very slowly at first, but by the end of it the Knight Crusader is fully repair, while the Knight Paladin has been neglected, at least for now. Karanas fortifications continue to go well, with hard work, and the installation of a Void Shield generator, alongside heavy reinforcement with Ceramite and Ferrocrete, Karanas is 66% of the way to reaching Stronghold level fortifications. Ortal fortifications continue as well, with it being 33% of the way to Stronghold now. Meanwhile in Vertun, progress continues at a breakneck speed, with the citizenry of Vertun uniting together and working long and hard to support Vertun, they manage to make a massive breakthrough in construction, and at last manage to bring it up to Stronghold level fortifications.

>>51422

The tanks and dreadnoughts are pulled back for repairs, but repairs go extremely slowly, and as it turns out, Emmanuel actually suffers additional damage when being repaired, and is now HEAVILY damaged. It appears the mechanized units will require even more time to repair.

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a70b08 No.51445

>>51423

(Gonna just assume you're on the southwestern front)

You keep moving, and actually manage to catch up to the Carnelian Martyrs… Just in time to face the full might of an Orkish horde! You try your best to hold back the Orkish assault, forming a shield wall and unleashing everything your men have got against the Orkz, but they just kept going, they refused to stop with you, eventually the formation was broken and alongside the Carnelian Martyrs you had to pull back, lick your wounds, and fight another day.

Casualties:

45,000 Arbites

Killed 85,000 Orkz.

>>51425

The movement of your units is going incredibly slow, the distance they must traverse, in addition to their exhaustion from fighting at the Orkish fortress means that the transport is slow going, in addition, the Valkyries suffer engine damage, but were luckily repaired quickly, although this slowed transport immensely. Meanwhile back at the Bastion, the forces were slowly but surely being overwhelmed. The Necrons just weren't dying fast enough, and your PDF and Techpriest forces are just incapable of putting up a serious fight against the might of the Necrons… The situation was growing dire. The only one that kept it together was Chadicus, thrown straight into the heat of battle, wearing Artificer Terminator armor and a Necron Hyperphase Blade in his hand, he cuts down Necrons with their own weaponry! Astounding! However, as the purification systems of the Tunnels come online, Chadicus immediately retreats, knowing what was to come.

Casualties:

10,000 PDF

1,000 Techpriests

1 Chadicus, Injured

Inflicted 1,000 Necron Casualties

>>51426

The Purification protocol was active, and the turrets were activated. Massive plates at the sides of the tunnels slid down, revealing a large array of Sentry Turrets. Meltaguns, Autocannons, heavy Bolters, Flamers, Plasma guns, you name the type, it was down there. There was chilling silence, and then the deafening sound of the entire arsenal being brought to Bear. Several Meltaguns focused down the Monolith, completely destroying it, the Living Metal it is composed of simply being incapable of repairing itself fast enough. Meanwhile the rest of the Necrons face the rest of the Sentry Gun arsenal, and many of them are incapable of withstanding the combined power of the Purification Protocol's arsenal, many are gunned down.

Destroyed 1 monolith, destroyed 15,000 Necrons.

>>51428

Task force hope then attacks from the rear, with the Bolter Retributors, Dominions, and Standard Sisters of Battle leading the way. What was expected to be an easy victory after the purification protocol did its work against the necrons, turned into a serious defeat. The Necrons simply turned around, not paying any heed to the comparatively light gunfire that the PDF forces were sending the way of the Necrons, and chose to focus on your sisters of battle. Your sisters took heavy casualties and were forced to pull back, although they did manage to take out a few necrons. Task Force Bulwark on the other hand actually gets off fairly lightly, they were off to the side when the Orkz started their massive offensive! The Sisters did not take very grievous casualties but were forced back, with Task Force Bulwark carrying out a fighting retreat and skirmishing with the Orkish Forces. The Cannoness is able maintain order among the Sisters and ensure that many Orkz are gunned down and incinerated. The sisters continue to coordinate medical supplies, ensuring order is maintained, and saving many lives. As for the Bureaucracy, the sisters famulous manage to cut down some amounts of bureaucracy in Olagas, and streamline the industry somewhat, but to fully optimize everything will take much more time. They continue to search through the convent, and it is a massive underground complex. There are several massive rooms meant to hold the wounded, effectively massive hospitals, each divided up. Many other areas exist, such as the Armory, an experimental area, a large underground cathedral for the sisters, the list goes on. This complex was undoubtedly capable of sustaining massive amounts of wounded and more. A wonderous thing!

Task Force Hope Casualties:

10 Flamer Retributors dead

10 Bolter Retributors dead

5 Dominions dead

5 Seraphim dead

90 Sisters wounded

50 sisters dead

80 Necrons killed

Task Force Bulwark Casualties:

20 Sisters of battle dead

50 sisters of battle wounded

2 Flamer Retributors dead

2 Bolter Retributors dead

1 Dominion dead

10 Flamer Retributors wounded

Inflicted 120,000 Ork Casualties

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a70b08 No.51446

>>51429

The Ork Fort is completely obliterated, with the support of your Thanatar siege automata, the Fort is destroyed in a short space of time. Inside the wreckage, you do find a well crafted Power Axe! When wielded and taken into battle it provides a +5 Combat Bonus to your troops and provides a +15 Duel Combat Bonus! Recon tank construction goes slowly, and only one Salamander Recon tank is built this turn. Lastly, your Servitors manage to fix the section of wall that was ruined by the Macrocannon.

>>51431

Your chapter thralls continue to work on upgrading the Stronghold, with many void shields being switched on, they work on the main entrance, which is the most vulnerable part as the monastery is built into the mountain, protecting it from almost all sides. Your thralls get to work heavily reinforcing the gate with Adamantium, ensuring that it cannot be breached easily. Afterwards, you continue to Gather Assault bikes, and manage to gather about 50 Assault Bikes. In the east, your marines are deployed against the Necrons, and manage to arrive a little late to the party, but are now able to formally engage them! (This was a movement action, and seeing as you just barely made the DC, you did not enter combat, however now that your marines have arrived, you may begin formal combat rolls.)

>>51432

Your Onagers move behind the Necrons, it appears that the monolith was already destroyed! Good enough, but then you turn your Onager weapons upon the Necrons, and these Neutron Lasers, while clearly overkill, are very good at clearing out the Necrons simply because they pierce through them! In such a crowded space, the Necrons are bunched together, and as a result it is easy to pierce through them. The air forces cannot do such a thing because the Necrons are in the tunnels….

Casualties:

10 Onagers damaged

1,000 Necrons Killed

>>51433

Your guns are deployed against the Northwestern Orkz… From a long range, they unleash hell on the Orkz! Using the Agari as spotters, you unleash barrage after barrage against the Orkish tide going against the Agari Planetary Defense Forces. This blasts apart large amounts of Orkz, which are growing increasingly concentrated due to the mechanicus forces pressing from the rear, and the staunch defense of the Agari in the front. This bombardment goes on for days, shattering the Orkish forces. Meanwhile, Fortification efforts go extremely slowly. As for your support of Troop Movement, your troops are successfully moved to the Northwest front, and are awaiting Orders.

Inflicted 300,000 Ork Casualties.

>>51434

Your forces arrive just in time! Your Rhinos and Razorbacks, along with Thunderhawks speed towards the Southwestern Front, and manage to arrive just in time to watch the Carnelian Martyrs get overrun! Your battle brothers refuse to stand for this and immediately disembark in an attempt to get the pressure off of your allies. Unleashing withering bolter fire, some of your marines with Flamers and Meltaguns get in close to incinerate the Orkz and destroy their armor using Melta gunfire.. The Vindicator tanks roll into the heat of the battle as well, using their big guns to blast apart Orkish armor and roll over them. Overhead, the Thunderhawk Gunships fly around, and with support from Librarians unleash their full arsenal in strafing runs against the Orkz. Your marines and heavy weapons perform admirably, with you slaughtering large amounts of Ork and saving the Carnelian Martyrs from being completely overrun.

Casualties:

1 Space Marine with melta

1 Space Marine with Flamer

30 Space Marines wounded

10 Space Marines with Flamers wounded

15 Space marines with Meltas wounded

1 Rhino transport damaged

2 Vindicator Tanks damaged

Killed 250,000 Orkz, 100 Grotmegatankz destroyed, 20 Spleenrippaz destroyed.

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a70b08 No.51447

>>51436

The Skitarii manage to make it to the Gate of the East in time, and unleash the full power of their arsenal against the Necrons, they break out their heavier weaponry in specific, like Transuranic Arquebuses to take out the more heavily armored Necrons. This works fairly well, and kills quite a significant number of Necrons, who have turned their backs on your forces in an attempt to gun down the forces of the Sisters of Battle! They are a sight for the sore eyes of the Sancristans and Tech-priests, and come almost as saviors! In the southwest, your Knights are deployed and Supporting the operations of the Ash Dragons they start to gun down scores of Orkz who are intent on overruning the Carnelian Martyrs! Fidei Defensor wades into battle while Ad Imperatorem stands back, wishing not to take any more damage. Alongside Fidei Defensor the Knight Dies Irae also wades into battle, cutting down Orkz. The rest of the forces stand back, unloading their weapons into clusters of Orkz and their tanks. Afterwards they are pulled back for repairs, and the Tech-priests work long and hard, and are able to repair most of the damage.

Gate of the East Casualties:

40,000 Skitarii

400 Secutarii

100 Techpriests

1 Sancristan

Inflicted 1,500 Necron Casualties

Southwest Front Casualties:

Knight Castigator, Slightly damaged (Repaired from medium damage)

Knight Errant Ad Imperatorem Fully repaired

Knight Paladin Ecce Signum Fully repaired

Knight Errant Fidei Defensor, Slightly damaged (repaired from medium damage)

Inflicted 200,000 Ork Casualties, destroyed 50 Grotmegatankz, destroyed 20 Spleenrippaz.

>>51442

On top of this, Your Armed Servitors are fully converted into Armed Servitors, but are not fully integrated in such a way that they may be considered "Combat Servitors"

>>51439

Task Force Triumphant Echo starts to reinforce their PDF brethren in the Pass in the Northwest. Your superior numbers being extremely helpful to fending off the relentless Orkish assault. Even now, the Orkz are being bombarded from every angle, and your large numbers are a welcome sight. Your troops perform admirably, digging in heavily and then unleashing coordinated volleys of Lasgun fire. This allows the Agari PDF to pull back and rest for some time while your forces fend off the forces of the Orkz. However now the Stompa is approaching, hoping to break through your lines! Meanwhile, back at home the recruitment drive continues on, and you draw another 100,000 PDF soldiers to your army, and 5,000 Combat Engineers. Sick Yellow continues to be reinforced, it is going to reach citadel level! However now you begin the arduous task to promote sick yellow to citadel level. Super heavy weapon emplacements are installed, with Earthshaker cannons, Tremor Cannons, Helios Anti-Aircraft Missile Launchers, but the crowning emplacement is a massive Vulcan Mega bolter right above the main gate, capable of gunning down HORDES of enemies! As for training, it proceeds as planned, and you gain an additional +1 to combat rolls.

Casualties:

105,000 PDF soldiers

10,000 Agari PDF soldiers

1,000 Black River Veterans

500 Agari Black River Veterans

Inflicted 170,000 Ork Casualties

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a70b08 No.51448

File: ce3bdba6654a909⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

The situation is the same as the last turn, although now the Orkz are making a very concentrated effort to breakthrough in the North west, having brought forth their Stompa, which although is heavily damaged, is a very dangerous force nonetheless, primarily because the 2nd Koronam PDF regiment has no heavy weapons to stop it with!

In the Southwest, the Carnelian martyrs were almost completely overrun, but they were saved by the timely intervention of the Ash Dragons and Imperial Knights. That does mean that the Orkz have taken their pressure off of the Agari settlement significantly, but almost the entirety of the Agari Settlement was destroyed!

At the Gate of the East, the purification protocol was activated, and obliterated a large chunk of the Necron Forces, and attacks from all sides have damaged the Necron forces significantly.

Southwest Force

2,410,000 Orkz

300 Grotmegatankz

50 Spleenrippaz

Northwest Force:

2,800,000 Orkz

400 Grotmegatankz

1 Stompa (heavy damage)

400 Spleenrippaz

Necrons:

10,400 Necron Warriors

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74348e No.51449

File: e95702cbb4e8e06⋯.webm (2.25 MB,1000x640,25:16,died in your arm's tonigh….webm)

Dice rollRolled 82 (1d100)

>>51444

DEATH COMPANY DREADNOUGHT

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e6bc87 No.51450

Dice rollRolled 61, 17, 5, 6 = 89 (4d100)

>>51445

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant, Medium

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor, Light

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant, Light

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin,

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500)

38,650 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

138,500 Skitarii; Half Van and half Ranger

(40,000)

23,000 PDF

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries

199 Heavy Mortar Cannons

200 Centaurs

47 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword, SM Power Armor, Artificer Terminator armor (Requites Training). Injured for 3 Turns

50,000 Armed Servitors, for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle. +3 Combat Prayer

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels, (2 progress)

Location of Eastern Guard Fortresses Discovered

0 Credits

lvl 4 Gate of the East Garrison (3,000 PDF.7,000 Skitarii. 4400 secutarii)

1 Continue sending the troops over to The Gate of the East; there is still a battle to be won. Get those valks back in operation by the Omnissiah's beard.

2 Defense of the Gate. HOLD THE FORT! REINFORCEMENTS ARE INBOUND!

+lvl 4 Gate of the East Garrison (3,000 PDF.7,000 Skitarii. 4400 secutarii)

3 Repair the Knights.

+100 Sancristans

+3300 Tech-priests [2900 Novice] [400 Veteran]

4 Heal Chadicus. By the healing systems of his Artificer Terminator Power Armor and the arcane methods of Biologis science he will attempt to quicken the healing of his injuries.

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1c3af9 No.51451

Dice rollRolled 15, 25, 4, 9, 86 = 139 (5d100)

>>51448

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

Total control of Hive Ortal and its Industries

Total control of Hive Khe-Sanh and its Industries

Total control of Hive Vertun and its Industries

Total control of Hive Karanas and its industries

Tunnel Purification Protocol

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin, medium damage

94,300 Ogryns

45,300 Bullgryns

9,902 Bone'eads

1,458 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

28,100 Squat Troopers

18,525 Squat Thunderers

499 Thunder-fire Cannon

23 Iron Eagle Gyrocopter

5 Overlord Armored Airship

1. Defend the Agari settlement. "With pressure finally taken off of our forces we can now properly reform and begin a counterattack! We shall focus on clearing out the remaining orks still fighting in the tunnels and flank them with our surface forces. With the remainder entrenching themselves to gun down the distracted ork horde. Not least of which being the fully repaired Crusader blasting apart their lines in retribution for destroying the settlement."

Bane, +5 to defensive warfare, +15 to tunnel combat

2. Repair the knights.

498 Tech Priests

3. Fortify Karanas to stronghold 2/3.

Total control of Hive Karanas and its industries

4. Fortify Ortal to stronghold 1/3.

Total control of Hive Ortal and its industries

5. Search the ruined Agari Settlement. "The Agari are known for their scavenging of ancient technology in forgotten junk heaps, tunnels, and ruins. With their recent eviction It would be wise to quickly catalogue what has been left behind for use for our forces. Perhaps we may find some real treasure?"

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5040ea No.51452

Dice rollRolled 5, 27, 21, 84, 94, 89 = 320 (6d100)

>>51447

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 42,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Colonel Steeljaw's Nobkillerz: (attached to: Task Force Triumphant Echo)

+ Colonel Steeljaw

+ 19,499 Nobzkillers (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns) [19,999]

Major Kreibar's Black Block: (attached to: Task Force Triumphant Echo)

+ Major Kreibar

+ 14,999 Black Block Guards (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns)

Task Force Triumphant Echo:

413,500 PDF Soldiers (Badge: Great Collapse) [518,500]

25,500 Agri PDF Soldiers (Badge: Great Collapse) [35,500]

50,000 Combat Engineers (Badge: Great Collapse)

55,500 Black River Veterans (PDF, Medal: Black River, Badge: Great Collapse) [56,500]

4,000 Black River Agri Veterans (Agri PDF, Badge: Great Collapse) [4,500]

85,000 Black River Veteran Engineers (Combat Engineers, Badge: Great Collapse)

Medic Detachment (reduces casualties by 10%)

Relief Force Emperor’s Vigil:

100,000 PDF Soldiers

5,000 Combat Engineers

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 7 to General Combat

>Kill Count:

+ 2,005,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

>Casualty Count:

+ 677,000 PDF

+ 78,000 Combat Engineers

+ 48,500 Agri PDF Soldiers

+ 1,000 Black River Veterans

+ 500 Nobkillerz

+ 500 Agari Black River Veterans

1-2. The newly recruited Relief Force Emperor's Vigil would immediately be sent to further reinforce the losses of Task Force Triumphant Echo, however they had a much greater challenge ahead of them. Lacking heavy weapons to take down the Stompah it was up to the Engineers to figure out a solution. An underground tunnel network with weakspots would be set up by engineers, numerous parts of the ground dug out where it would not be able to support the Stompas massive weight. Once it would step on one of these traps it would sink in, hopefully immobilized for long enough for more Combat Engineers from within the tunnel systems to rush in and place a ridiculous amount of explosives. Should these explosives not suffice to destroy the Stompah itself Colonel Steeljaw's Nobkillerz would use the underground approach and damage inflicted by the explosives to gain access to the Stompah, kill its crew and seize control. Though they could not possibly hope to retain the Xeno construct after the battle it could prove invaluable while the fight was still ongoing.

3-4. The massive recruitment drives continued. As the sons of Koronam marched to their deaths the hunger of the Emperor only grew larger.

5. Fortifications in Sick Yellow would continue until Citadel level fortifications were reached. It would serve as Mobwag's Headquarters and Strategic Centerpiece from where all efforts could be coordinated.

6. Task Force Red River would continue improving training methods and tactics on a Regimental level. Kornoam's PDF was already hardy by any PDF's standards, however with the relentless assault by Ork forces they could not afford to be anything short of the most prepared.

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386258 No.51453

Dice rollRolled 32, 68, 86 = 186 (3d100)

>>51446

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat, Mastercraft Power Axe +5 Combat +15 Duels

20800 credits remaining

TROOPS:

95,000 Combat Servitors (100,000 total)

92 Kataphrons (110 total)

4 Kastellans (1 Destroyed)

15 Kastelllans with Incendine Combustors (5 Destroyed)

3 Armiger Warglaive (Lesser) (1 Destroyed)

50 Support Personnel

45 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

25,000 Standard Servitors

1. With this period of combat slowing down my expanding forces needs to be made more adaptable for future threats, a call of recruitment for Data-Smiths should be sent out to allow my Cybernetica forces to more easily change their directives while in battle to meet new threats better.

2. It has been brought to my attention that the defensive structures of the other local imperial forces need permanent retinues of servitors to defend while the main forces are mobilizing for battle. A round of recruitment will be committed to in the underhive of Ortal to provide servitors for those defenses. (10,000 Combat Servitors, 25,000 Standard Servitors, 10 Kataphrons, 10 Support Personnel, 3 Salamander Recon Tanks)

3. The Orks to the south are putting up a greater threat than expected after the death of the Big Mek, my force will move to bring support to the other imperials in the hope of destroying the Stompa as well as many of the megatankz as I can manage

85,000 Combat Servitors

82 Kataphrons

4 Kastellans

15 Incendine Kastellans

3 Armiger Warglaives (Lesser)

45 RAC's

2 Karacnos Heavy Tanks

40 Support Personnel

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16dadb No.51454

Dice rollRolled 74, 16, 57 = 147 (3d100)

>>51446

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 396 Space Marines

98 Scout Marines

1910 Chapter Thralls

50 assault bikes

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Chainsword x1

Storm Shieldx1

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

1.Continue the reinforcements of the monastary

2-3 Send in all 50 bikes into the tunnels with the charge being led by captain Demicus, bikes were built for this sort of situation let's hit those fuckers hard and fast!

[Attack the crons using the bikes]

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5e7f99 No.51455

Dice rollRolled 89, 68 = 157 (2d100)

>>51446

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

515,000 Skitarii

33 Onager Dunecrawlers (10 Damaged)

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

13 Overlord Armored Airships

42 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

90 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station, void shield generator, Tarantula sentry turrets.

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

Communications have been reestablished. Necrons in the east? What meatbag fucked with their stuff?

1. Begin pouring fire from the onagers with icarrus arrays into the necron forces, then advance with infantry when the onagar shields look to be near depletion. +8

2. Have the tech priests repair the damaged onagers back to full function.

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0389c0 No.51456

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

TEMPESTUS SCION/HEAVY INFANTRY

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

44,000 / (50,000) Nobles/Knights (Void Armor) +Hot Shot Volley Guns +Boarding Shields

245,000 / (300,000) Men-At-Arms (Heavy Carapace) +Hot Shot Volley Guns +Boarding Shields

9,000 / (10,000) Crusaders (Melee)

200 Earthshaker Cannons

250 Griffon Heavy Mortars

+1000 Centaur Armored Transports

1000 Confessors

100 Tremor Guns (Mounted on Rail Cars)

Commandeered Civilian Rail Network (50% Armored Trains)

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+5,050,000 Pilgrims

+30,000 civilian Construction pattern servitors

STAT POST

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0389c0 No.51457

Dice rollRolled 70, 75, 41, 28, 53 = 267 (5d100)

>>51456

1. "Dieu sacré de l'humanité! Concentrate ALL batteries on that Stompa. NOW!"

2. "Armored trains, redeploy and fire upon that Stompa!"

3. "Thou knights, fire upon the beasts eyes of afar. We can at least blind the bastard machine"

4. "Civilians and construction vehicles, aid the 2nd Koronam in their effort to dig a pitfall for the orkish monstrosity"

5. "Crusaders. A daring plan hath been conducted to storm the Stompa from beneath, aid them!"

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bf8b27 No.51466

Dice rollRolled 86 (1d100)

>>51445

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 125,000 Well Armed Adeptus Arbites, 28(-8) Repressors

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Now would be a good time to regroup, we should fall back to the nearest Fortification or Agari Settlement and engage the enemy there.

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3fa08a No.51467

Dice rollRolled 25, 78, 76, 22, 85, 61 = 347 (6d100)

>>51445

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

600/730 Sisters of Battle

75/100 Heavy Flamer Equipped Retributors

80/100 Heavy Bolters Equipped Retributors

93/100 Melta Equipped Dominions

91/100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all of Eastern Koronam, some of the west too)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

+10 vs Necrons for this battle

Task Force Hope

2600 Medics

10 sisters

20 Flammer Retributors

30 Bolter Retributors

24 Dominions

10 Sister superiors

14 ambulance rhinos

1 damaged ambulance rhino

45 Seraphim

5 Seraphim superior

5 Rhinos

6 Repressors

90 Sisters wounded 2 turns

5 Flamer Retributors wounded 1 turns

60 Sisters wounded 1 turns

Task Force Bulwark

700 Medics

350 sisters

20 Flammer Retributors

30 Bolter Retributors

59 Dominions

46 Serpahim

59 Sister superiors

5 Seraphim Superior

25 ambulance rhinos

5 Repressors

5 damaged Repressors

50 Wounded Sisters of battle 2 turn

40 wounded 1 turns

10 Flammer Retributors wounded 2 turns

1. Task Force Bulwark once again tries to bait the orks into a ruinous advances with theier mobile forces while their slower units set up for volley fire. The orks will still take massive damage from accurate long ranged bolter and Flammer fire if they do not sally forth, and refusing to do so give the jump troops and vehicles free reign to pick off high value targets before leaving.

+8 General Combat

+3 Ancient Banner

+2 Bolt Pistol of Saint Relotha

+5 Chest Armor of Saint Relotha

+2 leg armor of saint Relotha

Bonus for Relotha set

2.Task force Hope was hurting, and hurting badly, so they would engage in hit and run warfare against the perfidious necrons shooting them down then retreating.

+10 vs Necrons for this battle

+10 to combat in mapped tunnels

+8 To general combat.

3. The Medical uplink continues to manage supplies across the planet, bringing succor where necessary.

4. The sisters famulous not attending the uplink continue to press on the bureaucracy of the Adminitsorum. This was their wheelhouse and the would get Olagas both under thumb and working speedily.

5.The pronatus begin restoring the complexes of the old convent to working order.

6. The sisters pray, pray for the lost and wounded. They were arrogant and spent His blessing foolishly, now all they can do is fight foul xenos and pray to win.

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72b528 No.51471

Dice rollRolled 32, 95, 65, 87 = 279 (4d100)

>Organization Name: The Pride of Praetoria

>Category: Imperial Navy

>Sub-Category: Dominator Cruiser

>Troops: (mostly sailors, a several Voidsmen boarding parties, and naval officers. meveral heavy Macrocannon and Lance turrets, as well as medium and small ship turrets and static port/starboard weapons)

>Lore: in response to the distress calls sent by Koronam, a nearby imperial Dominator class cruiser, the Pride of Praetoria, entered the warp and set sail toward the planet. immediately exiting the warp, the ship came under attack from several ork roks, destroying a few while a large one crashed into its rear engines. damaged, the ship was pulled into planets gravitation field. with what was left of the engines, the ship barely had enough thrust to prevent it from disintegrating entering the atmosphere and made a crashed but intact landing directly southeast of Hive City Karanas. Captain Cromwell skillfully lead his crew out of the shock of landing and with emergency aid from the hive city, shut down the main ship reactor and put out the engine fires. unless peacetime repairs can be made, the Pride of Praetoria will never be able to take off into orbit again. Captain Cromwell is determined to continue to lead his brave Praetorian crew in the defense of a marooned, but still functional ship while stranded planetside. the ship still has armor, her guns still have power, and he and his crew are determined to go down with her to the last man.

>the Pride of Praetoria is a Dominator class cruiser, its primary armament are the Heavy Macrocannon Turrets Lance Turrets, in addition an assortment of medium and small caliber turrets as well. she has a complement of Imperial sailors skilled at ship operations and combat, and security personnel of voidsmen equipped with void carapace armor

>TROOPS:

>100,000 Military Capable Personnel

>700,000 Non-Military Capable Support Personnel

>Crashed Dominator Cruiser (Functions as Level 3 Fortifications)

>Heavily Damaged but repairable Nova Cannon

>The repairs for the upper levels of the ship are completed

>the ship is fully air tight

>+3 to long range bombardment by Corvette Battaries

#1 "the potential innacuracy of our guns is a major dilemma. we cannot risk harming additional forces. concentrate all our efforts on one, single, well determined shot. lads, let's place a shell directly down that stompa's throat!"

#2 gather ballistics data of the shell in flight, from previous salvo's and this one, we can use it later to figure a more accurate means of delivering a payload through the atmosphere

#3 see if we cannot install an effective kill switch and tracking device. if a shell veers off course toward an imperial location, we can either detonate it before it hits or render it a dud

#4 see if the squats have a solution, or our techpriests, for more accurate firepower.

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a06a71 No.51472

Dice rollRolled 88, 50, 58, 19, 83 = 298 (5d100)

>>51447

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super-Heavy Adamantine Armour

Knight Castigator "Dies Irae": Slight Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

-Relic: Omnissiah's Saving Grace (Used)

Knight Paladin "Ecce Signum": Light Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": Medium Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": Slight Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

177,000 (290,000) Skitarii

9,100 (10,000) Secutarii

90 (100) Sancristans

4,100 (4,500) Tech-priests

>Credits

0

>Bonuses

+11 in General Combat

>Relics

Omnissiah's Saving Grace: Once per wave, fully repair the equipped Knight.

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Send the Dies Irae to assist with the takedown of the stompa. A good old battle, one on one against an opponent of equal size is something truly irresistable.

+Knight Castigator "Dies Irae"

2: Continue pounding the Orkz on the southwestern front, with all the Knights present.

+Knight Castellan "Oculi autem Deus"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

3: Repair the Knights

+2,000 Tech-Priests

4: Man the defenses, these necrons shall never be let past the first layer of defenses, not matter how overwhelmingly superior their weaponry may be. They shall crumble, fall and break to the very last piece!

+177,000 Skitarii

+9,100 Secutarii

5: Have the Tech-Priests and Sancristans move to more suitable duties, such as blessing the Gate to the East defenses.

+2,100 Tech-Priests

+90 Sancristans

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74348e No.51473

File: c6be030255c7587⋯.webm (3.44 MB,320x240,4:3,carpet brut- turbo killer.webm)

Dice rollRolled 40, 79 = 119 (2d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

266 Standard Space Marines (4 Companies)

80 Space Marines Wounded

128 Scout Space Marines (1 company)

67 Death Company Space Marines (1 Company)

45 Wounded Death Company Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

14 Land Speeder Tornadoes

4 Damaged Land Speeder Tornadoes

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged 1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)] >Heavy Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple] >Heavy Damage

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple]

2 Empty Dreadnought Chassis

>Fortress Monastery

90% Upgraded

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 40% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +15 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1. Unwilling to take such an insult as almost being overrun by greenskins lying down, the chapter instead takes their remaining forces and pay the Orks back in kind, lead by the newly interned Brother Vastator, Death Company Dreadnought, and the Death Company itself, the Land Speeders flying overhead along with Thunderhawks, mercilessly harrowing the Orks back into their holes. Following this would be the Chapter's Baal Predator and their still standing Ground forces, Devastators bearing flamers on the forefront followed by tactical squads and assault marines. The Carnelian Martyrs would strike fast and hard, coming upon the Orks in a manner befitting the name of their Primogenitors; They would bear down upon them like Holy Angels of Blood.

2. In the rear, repairs for the two dreadnoughts and the chapters other tanks would continue, care being taken not to damage the units any further.

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74348e No.51474

File: 37f5d0f0d066ecc⋯.jpg (3.19 MB,2306x1505,2306:1505,1521004937414.jpg)

>>51473

that'll also be +20 from my Death Company Bonus on action 1

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a70b08 No.51475

>>51022

A death company battle brother is successfully interned, but he causes some damage to the Forge, destroying the Internment facilities entirely! In order to intern more battle brothers they will have to be sent off to the fortress monastery of the Carnelian Martyrs, they will return at the end of the next peacetime block of turns. The DC of 60 to recover the battle brother remains the same. Dreadnought Acquired though.

>>51450

All of your Secutarii and 40,000 Skitarii are among the first wave to reach the gate of the East, and indeed they see a sorry sight! The Necrons have breached the first level of defenses, luckily a second level is in place, but the defenders are faltering and have taken heavy casualties, while the Necrons are simply battering down the gate! The situation has grown dire, but a large vanguard have reached the gate of the east! Since the damage has been comparatively light, the Knights are repaired in a relatively short span of time. As for Chadicus, the healing goes poorly, he can theoretically still fight but it is risky.

Casualties:

2,000 PDF

5,000 Skitarii

4,000 Secutarii

1,500 Necrons destroyed

>>51451

The Orkz are basically gone, so your tunnel clearing efforts manage to clean out any residual Orkz with relative ease, even if your forces perform poorly. (Tunnels clear.) The Knight Paladin is fully repaired, and is ready for combat. Karanas and Ortal both work very slowly, and as a result 0 progress is made on either of the Hives, due to slow work and nearby combat. You also search the stores of the Agari Units and manage to find some extremely Old Solar Pattern Void Armor which is in very good condition for its Age! Perhaps this was an Agari Collector, but he made some "augmentations" to it, specifically adding a very useful combat interface which allows commanders to be informed on what is happening in battle even when they are in the thick of Combat. +5 to General combat, improved resilience in duel combat, +4 in Duel combat.

>>51452

The idea of the engineers was a brilliant Idea, but before the plan could come to fruition, the Stompa was already starting to wreak havoc throughout your lines, which forced your men to pull back as the lines were compromised and Orkz were starting to pour in, as a result you are forced back. The recruitment drives continue, more men and women are needed on the front, and you will get them. Another 100,000 PDF soldiers enlist in your ranks, although now supplies are getting stretched thin, and they are not as well equipped as they should be. (List them as Poorly-Equipped PDF forces). Sick Yellow fortifications continue rapidly, with your Combat engineers working rapidly, and adding more weapons defense systems and yet more void shields. Sick yellow is now 60% of the way to citadel level. Training continues, and another +2 to general combat is granted, to ensure combat coordination.

Casualites:

120,000 PDF soldiers (30,000 of which are Emperor's Vigil)

4,000 Agari PDF soldiers

500 Black River Veterans

3,000 Black River Veteran Engineers

105,000 Ork Casualties inflicted.

>>51453

320 Data Smiths are deployed to assist your efforts and help coordinate Cybernetica Efforts on the frontlines. In Ortal's Underhive, you search around for the lowest of the low, the scum. Searching around you find plenty of people that are "willing" to become Servitors! You pull 50,000 Servitors out of the ranks of the Underhive scum, although they will need to be converted to Combat Servitors, which is a slower process. Afterwards you deploy the rest of your forces against the orkz in the Southwest, and your forces put up a good showing! The Karacnos heavy tanks, Kataphrons, and Kastellans, alongside the Warglaives make for a powerful first charge against the Orkish onslaught! They soften up the Orkish forces while the combat servitors advance slowly but surely against the Orkz, like true machines. They gun down scores of Orkz, while the Kataphrons and Armigers focus down the Grontmegatankz. The Incendine Kastellans incinerate large concentrations of Orkz, dousing them in cleansing flames!

Casualties:

15,000 Combat Servitors

4 Kataphrons

1 Incendine Kastellan Destroyed

2 Incendine Kastellans damaged

1 RAC destroyed

2 Lesser Armiger Warglaives, Heavily damaged

Inflicted 110,000 Ork Casualties, 150 Grotmegatankz destroyed.

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a70b08 No.51476

>>51454

You continue to build up the Fortress Monastery, and it has almost reached Bastion Level, you reinforce the pillars holding up the interior structure, and the walls within the place, making it much more difficult to drill into, as well as much more difficult to collapse. It is now 75% of the way to bastion level fortifications. Meanwhile in the tunnels, the Bikes are sent in, you attempt to strike hard and fast, and it appears that while your weapons are perhaps not the most efficient in terms of combat against Necrons (Standard Bolters and Storm Bolters on the Bikes), they do not take very many casualites, as the Necrons seem to be exclusively focusing on taking down the Gate of the East and breaking through the fortifications! You do not inflict many casualites, but you barely take any as well.

Casualties:

1 Assault Bike

1 Battle Brother dead

10 Assault bikes damaged

10 Space Marines wounded

Inflicted 100 Necron Casualties.

>>51455

Your forces continue to pour fire upon the Necrons, first and foremost the Onagers from the Icarrus Arrays. The Onagers with Neutron Lasers were heavily damaged, but now the Icarrus Arrays open up, and using combined missile, autocannon fire, and Rocket Fire, they start to smash the forces of the Necrons from the rear, inflicting heavy casualites. Some Necrons take the liberty of shooting at your Onagers, which deal really heavy damage compared to the Orkz! As a result, quite a few Onagers are forced to pull back, but then your Skitarii advance forward, part machine, they advance forward mercilessly, and massive numbers, using heavier Skitarii weapons they are able to dish out the Omnissiah's Wrath upon these Necrons! Granted, they still take casualties from the Necrons, although they are still ripping into their rear. Meanwhile in the rear, the Techpriests actually fully repair all your Necrons in an impressive feat of Efficiency!

Casualties:

All Onagers repaired.

26,000 Skitarii Killed (4,000 saved by Order of Cleansing dawn)

5,000 Necrons destroyed

>>51456

>>51457

Your heavy weapons get ready to fire upon the Stompa, and they are supported by the Armored Train, and start to pound it mercilessly. Concentrated Artillery fire softens it up in preparation for the coming Knight Castigator to simply take it down. The Knights also concentrate their fire upon the Stompa, but it ultimately does very little. The Civilians also help very little, and some of them even die! The Crusaders sadly cannot execute such a plan simply because the infrastructure to enter the stompa is not there, the tunnels were not constructed in time!

Casualties:

500 Knights

100,000 Laborers

Took Part in the destruction of the Stompa

Killed 5,000 Orkz.

>>51466

You pull back to the Agari Settlement and engage the remnants of the Orkish forces assaulting this settlement above ground, and you are perfectly at home fighting in an Agari Settlement, having trained in such an environment all your lives, you are able to clean out the remaining Orkish forces within the Agari Settlement, using tight formations as you are primarily engaging standard Orkish forces. Using close quarters weapons such as Flamers you push them out of the settlement for good.

Casualites:

21,000 Well Armed Adeptus Arbites (4,000 saved by Order of Cleansing dawn)

3 Repressors destroyed

10 Repressors damaged

160,000 Ork Casualites inflicted

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a70b08 No.51477

>>51467

The Orkz don't seem to be taking the bait, so for now all your Sisters do is stand at a distance and fire whatever weapons they can, the Seraphims with their occasional strafing run and the occasional prod with a Repressor. Their focus is not against you, but they are primarily focusing on the Carnelian Martyrs and their Servitor Allies. On the other hand Task Force Hope then enters Hit and run warfare, and supported by Skitarii and Adeptus Astartes, they actually start to perform better. The remaining sisters and retributors, specifically the Bolter Retributors and Dominions, start to inflict some serious casualties on the Necrons, meanwhile the Seraphim fly near the ceiling of the Tunnel in order to carry out strafing runs on the oblivious Necrons. The Medical uplink continues, and is now 70% of the way to creating an additional Medic Detachment! Great work by your Famulous! The work on pressing on the Bureaucracy of the Administorum and Olagas is going slow however, with the nitty and gritty now becoming very hard to dig out, as these nobles are quite traditionalist as you can tell, they prefer the old way of doing this, as they always have. Meanwhile, underneath your main Convent, you start to restore the complexes, and you manage to restore the first of the three massive medical halls underneath this convent! The hall starts to power up, the lights come on, and complicated medical machinery, along with many beds are now placed here, this hall alone is capable of holding 15,000 wounded, a massive location, you will need more medics to man it at full capacity. This hall appears to be marked within Triage as "Light Injuries." This hall is not as big as the one marked " Although if this area comes under attack, the men here will receive only the finest medical treatment! Continued Prayer brings peace to your sisters and help in this troubled time, +3 to combat.

Casualites:

1 Sister Wounded

2 Bolter Retributors Wounded

1 Bolter retributor dead

2 Seraphim Wounded

1 Seraphim dead

Inflicted 400 Necron Casualties.

>>51471

You fire the shell! And it misses the stompa. It luckily lands square in the mountains… And then causes a massive avalanche… Which breaks apart a large section of Orkz, although this does slightly destabilize the bastion fortifications of the Agari PDF, so a hit and a miss! Using that as a baseline, you search through the records, and it appears that there is one crucial thing that has been unaccounted for in reality, which is the wind, it appears that the distinct wind patterns of this planet can actually veer the shell off course if it goes for extremely long distances, these wind patterns can set it off to the north and south. A kill switch is installed appropriately, and the Squats now begin the process of calibrating the guns to the unique wind patterns of this planet, which also seem to be incredibly random, they hope to create an algorithm to predict such wind patterns.

Casualties:

Destroyed 100,000 Orkz.

>>51472

Your Knight Castigator launches a Daring assault at the Orkish Stompa, charging forward and trampling and "stomping" over the Orkz in a desperate bid to strike at the Stompa. Using its sword and bolt cannon it runs up and slashes clean through the already weakened stompa, and then runs away, basically saving the day for the PDF on the ground. Having been focus fired by the Orkish Forces, your Castigator is forced to pull out, with heavy damage. Meanwhile back at the Southwestern Front, the Orkish Horde continues to ravenously attack the position of the Imperial Knights, which are currently being backed up by the Space Marines. Your Knight Castellan stands a little bit behind, unleashing its massive arsenal upon the Orkz while the Paladins and Errants gun down any Orkz that get a little too close for comfort, as well as attacking orkish heavy weaponry. The Tech-Priests then get to repairing the Knights, which goes fairly well, Pallida Mors is fully repaired, and Ecce signum is fully repaired. Back at the Gate of the east, you desperately try to hold, but it is in vain! The Necrons break through, and the Gate of the East is compromised, forcing you to fall back to the secondary defensive lines. The Tech-priests and Sancristans run around blessing the defenses, but it doesn't seem to be helping right now!

Casualites:

Dies Irae, Massive damage

Ecce Signum, fully repaired (from Medium damage)

Pallida Mors, Fully repaired (from medium damage)

Fidei Defensor, Medium damage

Ad Imperatorem, Slight damage.

Destroyed Stompa in the Northwest, Killed 60,000 Orkz in the Northwest, killed 140,000 Ork Casualties in the southwest.

Gate of the east front casualties:

20,000 Skitarii

100 Secutarii

2,000 Necrons destroyed

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a70b08 No.51478

>>51473

Your Death Company rejoined the main forces by taking the Long way around, and you successfully manage to intern Brother Vastator into a Death Company Furioso Dreadnought. The Death Company, led by Vastator and the Chaplains were the first to be sent into battle. Right behind them was the Baal Predator, unleashing withering fire upon the Orkz with its Assault Cannon. Overhead Thunderhawks and Land Speeders zoomed around, unleashing the full extent of their arsenal against the unlucky Orkz. In the thick of the combat, the Death Company Rips and Tears through the Orkish Lines, and at the front of it, Brother Vastator is beating the ever loving shit out of all the Orkz, especially their vehicles in an epic display of Carnage. After that, the standard Space Marine Forces descended upon the Orkz like holy angels of blood indeed, barrages of Bolter fire supporting the rampaging death company, on top of all the heavy firepower supporting the forces in General, scores of Orkz are cut down. Some assault marines and devastators close the distance and support the Death company in the thick of the combat! On top of all this the support of the Imperial Knights you manage to hold on top of a small hill while the Orkz charge at you! The Adeptus Sororitas are fending off and killing a few Orkz, while the Servitor Forces of the Mechanicus take a lot of pressure off by using their heavier weapons to blast apart concentrations of Orkz! Things looked grim, although now the tide has turned! Meanwhile in the back, both Dreadnoughts are repaired to only slight damage, the damaged standard Predator is fully repaired, and all of the Land Speeders are also repaired!

Casualties:

Furioso Death Company Dreadnought, Medium damage

110 Standard Space Marines wounded

20 Death Company Marines Wounded

2 Standard Space Marines dead

2 Death Company Marines wounded

1 Battle Brother succumbed to Black rage

2 Land Speeders damaged (not repaired)

Inflicted 210,000 Ork Casualties, destroyed 50 Grotmegatankz.

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a70b08 No.51479

File: 9cf4ecb73624a3d⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

In the Southwest, the Orkish forces are faltering greatly, with their numbers being massively cut down every day

In the Northwest, the Orkish Forces made a temporary breakthrough, but they too are being slowly decimated!

The Necrons have managed to break through the first level of Fortifications of the Gate of the east, but their numbers have been massively thinned down!

Southwest Force

1,790,000 Orkz

100 Grotmegatankz

50 Spleenrippaz

Northwest Force:

2,530,000 Orkz

400 Grotmegatankz

400 Spleenrippaz

Necrons:

1,400 Necron Warriors

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2f03f4 No.51480

File: ae2fe5983ea71fc⋯.jpg (378.51 KB,1986x1752,331:292,Jiayuan Valkyrie.jpg)

File: c74d57bfd390196⋯.png (638.6 KB,999x578,999:578,Jiayuan Dragons.png)

Organization Name: 7th Jiayuan Dragons

Category: Tempestus Scion

Sub-Category: Aerial Blitz/Hive Combat

Troops:

Dragon Fireteams (Roughly a fuckton) (Equipped with shit like shotguns, flamers, meltaguns, explosive charges, and occasionally heavy stubbers)

Jiayuan-pattern Valkyries (Enough to drop fireteams all over a hive) (Valkyries modified for maneuverability and squad transportation– Usually equipped with a nose Vulcan bolter to provide support to the fireteams) (Logic dictates they can also fill their drop bays with bombs instead of troops but that has the obvious issue of carrying no troops with them)

Lore: The 7th Jiayuan Dragons are… Extremely good at what they do, and extremely good at doing what they aren't supposed to. Hailing from the hive-world of Jiayuan, an ecumenopolis so densely populated even the crust of the planet has been converted into housing, they're known for three distinct things.

One: Their time on Jiayuan has imbued in them a distinct survival instinct. A Jiayuan Dragon is very hard to catch off-guard. They always check their corners, always watch their sides and behind them, and never truly feel at ease. This gives them a leg up in hive warfare.

Two: Their time of Jiayuan has also made them resourceful. More than a few times have the Dragons been met with a seemingly insurmountable obstacle, only to perform a bit of battlefield improvisation to bring victory that day. Be it by blowing up a gas pipeline under a genestealer cult's movement, collapsing a building on a horde of orks, or just 'requisitioning' a different regiment's Leman Russes in order to perform their own tasks.

Three: They are vicious and efficient when it comes to dealing with their enemies. A fire-team of five alone is capable of clearing out an entire apartment complex in record time. Combine that with the fact they have a distinct tendency to deploy multiple fire-teams at the same time, some dropping at the bottom while some drop at the top, repeated across every valuable location or suspected enemy den they've been able to identify from their orbital surveillance? The Dragons will get the job done.

Just keep them out of field warfare. They're okay as air support, and shock troops, but they have much, much higher casualty rates then they normally would receive clearing a hive.

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e6bc87 No.51481

File: a324c4227a973de⋯.png (33.27 KB,1311x690,19:10,Iron Brotherhood Varuke Ph….png)

Dice rollRolled 1, 25, 7 = 33 (3d100)

>>51475

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin,

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500)

34,650 Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500)

138,500 Skitarii; Half Van and half Ranger

(40,000)

23,000 PDF

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries

199 Heavy Mortar Cannons

200 Centaurs

47 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword, SM Power Armor, Artificer Terminator armor (Requites Training). Injured for 2 Turns

50,000 Armed Servitors, for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle. +3 Combat Prayer

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels

Location of Eastern Guard Fortresses Discovered

0 Credits

lvl 4 Gate of the East Garrison (1,000 PDF.42,000 Skitarii. 34,650 secutarii)

1 Iron Brotherhood Varuke Phalanx Charge on the Northwest Orkz to strike at the core of their rear forces. Rangers will take the place of the Secutarii as this part of the formation is essentially a cleanup crew of the stomping Knight assault. The Valiant, whom possess the strongest armor, will take the lead position and clear the way with his Conflagration Cannon. This formation will leave a single of our 6 Knights free to maneuver as needed, we shall select the Gallant who can break anything that gets in the way, the Thunderstrike Gauntlet being strong enough to TOSS dead vehicles at other units just adds to his impact on the field. The Karacnos Assault Tank will also be fielded to clear any dense gatherings of Orks that appear. +17

+All Knights and Helverins

+Karacnos Assault Tank

+98,500 Skitarii; Half Van and half Ranger

+22,000 PDF

+199 Heavy Mortar Cannons

+200 Centaurs

+47 Rapier Armoured Carriers

+New Tactic

2 Repairs on Knights.

+100 Sancristans

+3300 Tech-priests [2900 Novice] [400 Veteran]

3 Defense of The Gate. We now outnumber the Necrons suitably. Surge forth, reclaim our first level of defenses, and finish the Necrons off. It has been a bloody Last Stand at The Gate but relief is finally here.+30

+lvl 4 Gate of the East

+Garrison (1,000 PDF.42,000 Skitarii. 34,650 secutarii)

+100 Tarantulas

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3fa08a No.51482

Dice rollRolled 85, 1, 19, 39, 64 = 208 (5d100)

>>51477

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

600/730 Sisters of Battle

75/100 Heavy Flamer Equipped Retributors

79/100 Heavy Bolters Equipped Retributors

93/100 Melta Equipped Dominions

90/100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

5 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy. "Light Injuries" medical hall restored under convent room for 15,000.

41,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all of Eastern Koronam, some of the west too)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

+10 vs Necrons for this battle

+3 general combat for this battle

Task Force Hope

2600 Medics

69 sisters

20 Flammer Retributors

27 Bolter Retributors

24 Dominions

10 Sister superiors

14 ambulance rhino

1 damaged ambulance rhino

42 Seraphim

5 Seraphim superior

5 Rhinos

6 Repressors

90 Sisters wounded 1 turns

5 Flamer Retributors wounded 1 turns

2 wounded seraphim 2 turns

2 wounded bolter Retributors 2 turns

1 sister wounded 2 turns

Task Force Bulwark

700 Medics

390 sisters

20 Flammer Retributors

30 Bolter Retributors

59 Dominions

46 Serpahim

59 Sister superiors

5 Seraphim Superior

25 ambulance rhinos

5 Repressors

5 damaged Repressors

50 Wounded Sisters of battle 1 turn

10 Flammer Retributors wounded 1 turns

1. Task for Bulwark smashes into the Orkish rear, pressing deeply into their reserves in an effort to decimate their number, but more importantly their nobs and tanks.

+8 General Combat

+3 Ancient Banner

+2 Bolt Pistol of Saint Relotha

+5 Chest Armor of Saint Relotha

+2 leg armor of saint Relotha

Bonus for Relotha set

+3 temp general combat bonus

2, Task Force Hope follows the necrons into their taken territory,

+10 vs Necrons for this battle

+10 to combat in mapped tunnels

+8 To general combat.

+3 general combat temp boost

3. The medical uplink continues to coordinate Aid and towards building up a medical corps.

4.The famulous continue to work on their project, there will be resistance, yes, but they have faith it will not last.

5. The pronatus look towards a renovation of another part of the old convent, trying to get as much as they can in respectable order. Even if they lack the manpower to use it now, they can still make ready for the future.

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552308 No.51483

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 395 Space Marines

(10 wounded)

98 Scout Marines

1910 Chapter Thralls

49 assault bikes

(10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Chainsword x1

Storm Shieldx1

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

1-3 Reinforce the fortress, soon we shall have a citadel

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552308 No.51484

Dice rollRolled 100, 71, 91 = 262 (3d100)

>>51483

Forgot to include rolls

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1c3af9 No.51485

Dice rollRolled 60, 82, 87 = 229 (3d100)

>>51479

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

11,500 Credits

Some Influence in Olagas

Total control of Hive Ortal and its Industries

Total control of Hive Khe-Sanh and its Industries

Total control of Hive Vertun and its Industries

Total control of Hive Karanas and its industries

Tunnel Purification Protocol

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

94,300 Ogryns

45,300 Bullgryns

9,902 Bone'eads

1,458 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

28,100 Squat Troopers

18,525 Squat Thunderers

499 Thunder-fire Cannon

23 Iron Eagle Gyrocopter

5 Overlord Armored Airship

Hero

Bane (bone'ead Bullgryn) (Combat Shield +8 duel and survivability), (Solar Pattern Void Armor +5 to General combat, improved resilience in duel combat, +4 in Duel combat)

1. Defend the Agari settlement using the newly freed tunnel forces and freshly repaired knights to cleanse the remaining orks on the surface.

Bane, +5 to defensive warfare, +5 to general combat

2. Fortify Karanas to stronghold 2/3.

Total control of Hive Karanas and its industries

3. Fortify Ortal to stronghold 1/3.

Total control of Hive Ortal and its industries

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0389c0 No.51486

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Imperial Guard

Sub-Category:

TEMPESTUS SCION/HEAVY INFANTRY

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Troops:

43,500 / (50,000) Nobles/Knights (Void Armor) +Hot Shot Volley Guns +Boarding Shields

245,000 / (300,000) Men-At-Arms (Heavy Carapace) +Hot Shot Volley Guns +Boarding Shields

9,000 / (10,000) Crusaders (Melee)

200 Earthshaker Cannons

250 Griffon Heavy Mortars

+1000 Centaur Armored Transports

1000 Confessors

100 Tremor Guns (Mounted on Rail Cars)

Commandeered Civilian Rail Network (50% Armored Trains)

Bonuses: Far less likely to lose morale and retreat, +10 to constructing Fortifications, +5 to defense rolls in fortifications

STUFF:

Completed Tunnels from Hive Karanas

KARANAS:

Redoubt-level fortifications

+4,990,000 / 5,000,000 Labourers

+20,000 Assorted Construction Vehicles

+5,050,000 Pilgrims

+30,000 civilian Construction pattern servitors

STAT POST

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7d7159 No.51487

Dice rollRolled 25, 8, 20, 60, 28, 14 = 155 (6d100)

>>51475

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 42,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

>Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Colonel Steeljaw's Nobkillerz: (attached to: Task Force Triumphant Echo)

+ Colonel Steeljaw

+ 19,499 Nobzkillers (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns) [19,999]

>Major Kreibar's Black Block: (attached to: Task Force Triumphant Echo)

+ Major Kreibar

+ 14,999 Black Block Guards (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns)

>Task Force Triumphant Echo:

332,500 PDF Soldiers (Badge: Great Collapse) [518,500]

25,540 Agri PDF Soldiers (Badge: Great Collapse) [35,500]

50,000 Combat Engineers (Badge: Great Collapse)

55,050 Black River Veterans (PDF, Medal: Black River, Badge: Great Collapse) [56,500]

4,000 Black River Agri Veterans (Agri PDF, Badge: Great Collapse) [4,500]

82,300 Black River Veteran Engineers (Combat Engineers, Badge: Great Collapse)

Medic Detachment (reduces casualties by 10%)

>Relief Force Emperor’s Vigil:

73,000 PDF Soldiers [100,000]

5,000 Combat Engineers

100,000 Poorly-Equipped PDF

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 9 to General Combat

>Kill Count:

+ 2,110,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

>Casualty Count:

+ 785,000 PDF

+ 78,000 Combat Engineers

+ 52,100 Agri PDF Soldiers

+ 2,700 Black River Veteran Engineers

+ 1,450 Black River Veterans

+ 500 Nobkillerz

+ 500 Agari Black River Veterans

1-2. Combat continued as Task Force Triumphant Echo and its supporting units continued to dig in deeper. The Orks had made some progress, however there was nothing they could do against the ferocious determination of the Emperor's soldiers. Once more they would do what they did best, did in and shred the Orks from a distance, forcing the Xeno to fight their way towards Imperial lines through rows of barbed wire and landmines, paying for every inch in their disgusting blood.

3-4. For now the recruitment of more manpower would have to wait as what was lacking were guns. Funding would be diverted from recruiting new personel for PDF units in order to make it available to fund the construction of production facilities for infantry equipment as well as heavy support weaponry within the fortified compounds of Sick Yellow and beneath it. The heavily fortified headquarters of Mobwag would have to double for a logisitcal center of recruitment and armament as well. Large numbers of combat engineers who originated from civilian maintenance would be of great value in this.

5. Improvements upon Sick Yellows defenses continue. Bastion level fortifications were swiftly approached, 60% of the work had already been completed.

6. Mobwag had been informed of several artifact hunts by other parties in the warring zone. With the amount of fighting going on some interesting finds were sure to be made, these would be secured by disciplinary staff to ensure their redistribution where necessary at a later date.

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a70b08 No.51488

>>51480

250,000 Tempestus Scions (divide them into fireteams however you see fit)

2,000 Valkyries

Bonus: +10 to taking Hive Cities, +5 to taking fortifications, +10 to fighting in tunnels, -10 to fighting in Open fields, -5 to defending fortifications

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69e9a4 No.51489

Dice rollRolled 46 (1d100)

>>51479

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

203 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

227 Scout Marines

10 Razorback Transports (4 damaged)

9 Rhino Transports (2 damaged)

5 Vindicator Tanks (2 damaged)

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops: 55 space marines (1 turn)

Bonus:

Flat +10 battle bonus, additional +5 against enemies weak to fire.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Bastion level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality, Partially restored Librarium, 2 plasma blastgun emplacements

Stored Equipment: 140 flamers, 40 heavy bolters, 50 meltas

Lore: https://pastebin.com/6UjaqgvC

1: Crush the remaining orks in the southwest with all our forces. Captain Rahak and the Librarians will lead our full forces against the remnants of these foul creatures.

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bf8b27 No.51490

Dice rollRolled 86 (1d100)

>>51476

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 104,000 Well Armed Adeptus Arbites, 25(-18) Repressors

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Continue, not one step back, we'll push them across the continent if we have to!

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5e7f99 No.51491

Dice rollRolled 51, 7 = 58 (2d100)

>>51476

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 0

TROOPS:

493,000 Skitarii

33 Onager Dunecrawlers (10 Damaged)

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

13 Overlord Armored Airships

42 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

90 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station, void shield generator, Tarantula sentry turrets.

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

Communications have been reestablished. Necrons in the east? What meatbag fucked with their stuff?

1. Eradicate the last of the necrons. +8

2. Repair the damaged equipment after this is done.

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a06a71 No.51492

Dice rollRolled 94, 29, 18, 71 = 212 (4d100)

>>51477

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super-Heavy Adamantine Armour

Knight Castigator "Dies Irae": Massive Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

-Relic: Omnissiah's Saving Grace (Used)

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": Medium Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": Slight Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

157,000 (290,000) Skitarii

9,000 (10,000) Secutarii

90 (100) Sancristans

4,100 (4,500) Tech-priests

>Credits

0

>Bonuses

+11 in General Combat

>Relics

Omnissiah's Saving Grace: Once per wave, fully repair the equipped Knight. (Used)

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Now the old walls are dead, long live the walls…

+157,000 Skitarii

+9,000 Secutarii

2: The Dies Irae has done admirably, but it send it back for repairs. If the repairs are finished early somehow, repair the other Knights as well.

+2,000 Tech-Priests

3: Continue obliterating Orks at the southwestern front. It's not exactly hard.

+Knight Castellan "Oculi autem Deus"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

4: Re-bless the defenses, now that we had to abandon the old ones.

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74348e No.51493

Dice rollRolled 29 (1d100)

>>51478

1. Dreadnought Roll

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74348e No.51494

File: 776c82929687a00⋯.webm (3.78 MB,550x550,1:1,i was born in a small vil….webm)

Dice rollRolled 77, 16, 81 = 174 (3d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

154 Standard Space Marines (4 Companies)

190 Space Marines Wounded

128 Scout Space Marines (1 company)

46 Death Company Space Marines (1 Company)

67 Wounded Death Company Space Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

16 Land Speeder Tornadoes

2 Damaged Land Speeder Tornadoes

2 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)] >Slight Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple] >Slight Damage

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple]

2 Empty Dreadnought Chassis

>Fortress Monastery

90% Upgraded

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 40% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +20 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1. The Dreadnoughts and the Baal Predator, along with the Land Speeders, are repaired.

2.Wounded are tended to as well, and if need be ferried back to the fortress monastery, to expedite and aid in their recovery.

3. Finally, the Forces we have aid in further harrying the Orks, The Death Company (and their Dreadnought) dropped into the most organized cluster of the Greenskins while our Tanks target their remaining vehicles. (+20)

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dcf342 No.51495

Dice rollRolled 60, 34 = 94 (2d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 395 Space Marines

(10 wounded)

98 Scout Marines

1910 Chapter Thralls

49 assault bikes

(10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Chainsword x1

Storm Shieldx1

1 Land Raider

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger.

Rerolling 2 actions

1-2 Send all of our troops to the northwest, we shall honour the emperor with glorious combat

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bbb9e1 No.51496

Dice rollRolled 31, 14, 43 = 88 (3d100)

>>51479

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat, Mastercraft Power Axe +5 Combat +15 Duels

20800 credits remaining

TROOPS:

80,000 Combat Servitors (100,000 total)

88 Kataphrons (110 total)

4 Kastellans (1 Destroyed)

12 Kastelllans with Incendine Combustors (6 Destroyed, 2 Damaged)

1 Armiger Warglaive (Lesser) (1 Destroyed, 2 heavily Damaged)

50 Support Personnel

44 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

320 Data-Smiths

75,000 Standard Servitors

1. The Orks have been cornered but they must be entirely purged, my replacable forces will continue to batter their vehicles in the hopes of permanently cripping them.

80,000 Combat Servitors

88 Kataphrons

4 Kastellans

12 Incendine Kastellans

3 Salamander Recon Tanks

44 RAC's

300 Data-Smiths

+10 from Mastercraft Power-Axe and General Combat

2. Put the new servitors to work on repairing the damaged Machinery (2 Incendine Kastellans, 2 Heavily Damaged Warglaives)

3. With the defense of my territory no longer an issue the Manufactorum can go back to work producing Recon Tanks to be gifted to Imperial Forces in the region.

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a70b08 No.51497

>>51481

The unified Phalanx formation strikes at the rear of the Orkz! The Phalanx formation is tight and slow moving, although it does a good job of cleaning up the Orkz! However, the Orkish heavy armor focuses hard on your Knights, which heavily damages many of them. The Heavy Mortar Cannons and RACs try to cut down as many Orkz as possible, although your forces do take heavy casualties. At this point it more or less has become cleanup duty, but the Orkz are still putting up a damn good fight! Later you pull back the Knights, which are forced to undergo emergency repairs to prevent one from completely being destroyed, the rest are in heavily damaged states. You attempt to surge forth, but your Skitarii and Secutarii get cut down by the Necrons handily, and eventually you are forced back.

Casualties:

Phalanx Attack:

ALL KNIGHTS AND HELVERINS HEAVILY DAMAGED (1 was saved by the repair roll from completely being destroyed)

50,000 Skitarii

20,000 PDF

40 Heavy Mortar Carriers

3 RACs

Killed 500,000 Orkz. destroyed 400 Grotmegatankz, 400 Spleenrippaz destroyed.

Gate Surge:

5,000 Skitarii

2,000 Secutarii

Killed 100 Necrons

>>51482

Task Force Bulwark continues to ram into the Southwestern Ork Rear, using a large charge, the spearhead containing Repressors, Seraphims, and the Dominions, followed by the Retributors and various other Sisters. Concentrated Bolter and Flamer fire starts to chop down the Orkz in large numbers, and at the end of the day the Orkz have been broken and defeated with the help of various other forces. Over at the Gate of the East, these necrons are putting up a damn good fight! It appears that they have formed firing lines on both their front and rear, which decimates anyone who comes too close. Your forces suffer that same fate, and as a result you take massive damage to your forces. Medical Corps buildup goes slowly, with you only just reaching 75% progress on the build up. The resistance is stubborn by the traditionalist nobles, but you continue to weed out useless bureaucratic positions, and by this time the work is about 50% complete to streamlining production completely and removing the useless bureaucracy. The next medical hall is for "medium" injuries. The Medical Equipment here is substantially heavier, and some of it even outclasses your own, although you cannot seem to be able to replicate it, but it is capable of treating intermediate injuries. You manage to restore 50% of it, which provide housing for about 5,000 wounded. As it turns out there is a hall for Heavy Injuries, but the entrance has actually collapsed, who knows what is in there!

Casualties:

Southwest Front:

10 Sisters of battle dead

110 Sisters of battle wounded

2 Flamer Retributors wounded

3 Bolter retributors dead

9 Dominions dead

1 Seraphim injured

1 Repressor damaged

Inflicted 130,000 Ork Casualties

Task Force Hope:

9 Sisters of battle dead

5 flamer retributors dead

2 Bolter Retributors dead

5 Dominions dead

1 Rhino destroyed

The rest of your force is either wounded or damaged.

Destroyed 100 Necrons.

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a70b08 No.51498

>>51483

>>51484

>>51495

First and foremost you begin to fortify the Ash Dragons fortress monastery. You bring it up to Bastion-Level fortifications by completing the reinforcements of the pillars and underground walls to reduce the chance of tunneling in. You do not stop there! You call in favor with the Local Forge World and demand that they send down 2 Plasma Blastguns… They do so, and you mount them on the gate leading into the Fortress Monastery, they are capable of destroying most heavy armor. Afterwards you send your Marines out on a mission to defeat the Orkz in the Northwest. You unleash your Marines on them, and start to gun down the Horde of Orkz with concentrated Bolter fire. As it turns out, you came at just the right time, because the Orkz were starting to overwhelm the Mobwag regiment! You bring the Emperor's Holy Wrath upon them! The Land Raider in particular is in the thick of the fray, sowing chaos amongst the orkz and dropping off squads of Marines in the fighting.

Casualties:

3 Space Marines dead

110 Space Marines wounded

1 Land Raider Medium damage

Inflicted 300,000 Orkish Casualties

>>51485

You start to cleanse the Orkz on the surface now, using the combined attacks of the Ogryns, Squats, Ratlings, and Imperial Knights. The Imperial Knights are the first to advance, unleashing their arsenal upon the Orkish Forces which crumble beneath their wrath, and behind that the Ogryns and Squats start to clean up, with the Ogryns engaging into close combat while the Squats are content to stay behind and use their heavier weapons against the Orkz. Back at home, Karanas fortifications go swimmingly, and is promoted to Bastion-Level Fortifications with additional Static Emplacements being constructed and the walls being reinforced. (25% of the way to Bastion Level) The Story is the same at Ortal, with progress going at a rapid rate, and it too is reinforced and supported with more static emplacements. (0% of the way to Bastion level).

Casualites:

1 Upgraded Knight Crusader, Slight damage

1 Knight Paladin, Medium damage

2,000 Ogryns

1,000 Bullgryns

40 Bone'eads

3 Ratling Snipers

1,500 Squat Troopers

1,000 Squat Thunderers

Inflicted 105,000 Ork Casualties, destroyed 50 Grotmegatankz.

>>51487

The Orkz are savagely attacking you constantly, battering your lines after they already were attacked by the Stompa. Your PDF take heavy casualties as the entire line starts to falter and some segments start to "tactically withdraw" (Totally not retreat!). Morale was already low, and now it is in the gutter, with the entire line starting to break apart, with heavy casualties being taken… However, in the darkest hour the Space Marines arrived! They managed to restore some semblance of order and restore morale, simply by their holy and great presence. With the Imperial Knight forces coming from the rear, you manage to pull your forces together and stop them for now… You also establish a manufactorum built towards the construction of the "Thudd Gun." (To start actually producing thudd guns you will have to roll.) Sick Yellow's construction slows down as a shipment of construction materials is delayed, preventing construction from progressing. As for the artifact hunt, nothing of value shows up.

Casualites:

120,000 PDF casualties

7,000 Agari PDF casualties

400 Black River Casualties

100 Black River Agari Veterans

1,000 Black River Veteran Engineers

Killed 130,000 Orkz

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a70b08 No.51499

>>51489

The Ash Dragons surge forward alongside their Battle Brothers, the Carnelian Martyrs. Your marines advance, using coordinated Bolter Fire to gun down hordes of Orkz. The Rhinos, Vindicators, and Razorbacks are the first to enter the battle, and discharge their troops swiftly, which comprise mainly of Marines with Meltaguns and Flamers, specifically meant to cut down the Orkish Light and heavy infantry that the Rhinos and Razorbacks are neck deep in. Overhead the Gunships carry out strafing runs, and following the advance of the vehicles are the Scout Marines and the rest of the Space Marines, who advance in one massive firing line to clean up behind the Armored advance.

Casualties:

3 Space Marines dead

1 Space Marine with Flamer dead

15 Space marines with flamers wounded

1 Space Marine with Meltagun dead

10 Space Marines with Meltaguns wounded

200 Space marines wounded

4 Scout Marines dead

3 Razorbacks damaged

1 Razorback destroyed

Inflicted 400,000 Ork Casualties

>>51490

Your arbites yell out a loud battlecry and then charge forth into the thick of the Fray, supported by the Servitor Forces. The Repressors are the first to enter combat, simply rolling over most of the Orkish Forces using their armaments and their Dozer blades. From them squads of Arbites also discharge, but that is usually before the Repressors get too close to the Orkz. Behind all that the Arbites advance in a fanatical charge, firing their weapons and unleashing massive barrages of gunfire against the Orkish horde which cuts down large quantities of Orkz and prevents the repressors from being completely overwhelmed. The Orkish Horde was losing steam by now, and the Ork forces were faltering and breaking.

Casualties:

40,000 Arbites

1 Repressor destroyed

5 Repressors damaged

Inflicted 200,000 Orkish Casualties

>>51491

Your Skitarii deploy their long range Transuranic Arquebuses, which Outrange most of the Necron weapons… What happens afterwards, while slow, cleans up the remainder of the Necrons. Concentrated Transuranic Arquebus fire simply eradicates the rest of the Necrons, leaving everyone relieved that those infernal constructs are gone… For now. As for repairs, only one onager dunecrawler is repaired, as the techpriests are exhausted.

Casualties:

4,000 Skitarii

1,000 necrons destroyed.

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a70b08 No.51500

>>51492

You clean up the remnants of the Necrons as well, 200 are destroyed, and you take barely any casualties, once again using the Transuranic Arquebuses to great effect. Now you must prepare for a future Necron attack, if one ever comes… Dies Irae is pulled back, and the long process of repairing and scraping Ork Guts from its Machinery begins… Back at the front, the Imperial Titans support the advance of the Carnelian Martyrs and Ash Dragons, but the remaining Orkish Armor actually seems to focus heavily upon your Imperial Knights. While the Knights managed to dish out a lot of punishment and damage, they received much in return. The defenses are then re-blessed, so that they may be strengthened and be newly invigorated and prepared for the next onslaught that will come, maybe not today, but maybe tommorrow…

Casualties:

Gate of the East:

300 Skitarii dead

200 Necrons killed

Southwest Front:

Pallida Mors, Medium damage

Ecce Signum, Heavy Damage

Fidei Defensor, Heavy damage

Ad Imperatorem, Heavy Damage

Oculi Autem Deus, Slight damage

Killed 400,000 Orkz, 50 Grotmegatankz, 50 Spleenrippaz.

>>51493

You are unable to recover a suitable battle brother for the Internment.

>>51494

The Dreadnoughts and the Baal Predator, and all the Land Speeders are fully repaired. The wounded cannot be helped, and cannot be brought to fighting condition fast enough to participate in this combat, so they are sent back to the Fortress Monastery. Alongside the Ash Dragons your forces advance, with the Predator Tanks leading the way. The Space Marines and Land Speeders are also deployed as part of the Second wave and use their concentrated bolter fire to obliterate the remaining Orkish Forces. Lastly, the Thunderhawks airlift the dreadnought and the Death company into a fairly organized cluster of greenskins putting up a tough fight. The doors are dropped and the Death Company charges out and sows chaos among the greenskins. In the Thick of it is Brother Vastator, running around, trampling Orkz and tearing their command structure, specifically the Nobz, to shreds.

Casualties:

1 Space Marine dead

90 Space marines wounded

5 Scout Marines dead

3 Space Marines succumbed to black rage

2 Death Company Marines dead

20 Death Company Marines wounded

1 Predator Destructor Damaged

1 Land Speeder destroyed

4 Land Speeders damaged

Killed 385,000 Orkz.

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a70b08 No.51501

>>51496

Your forces purge the rest of the Orkz easily, with your Combat Servitors and other various heavy weapons advancing like machines upon the Orkish Forces. Coordinated by the Data Smiths, your forces take down the remainder of the orkz and clean up. The Damaged Warglaives and Kastellans are fully repaired. The manufactorum then produces another 5 Recon Tanks to be handed out for other imperial forces.

Casualties:

30,000 Combat Servitors

4 Kataphrons destroyed

1 Kastellan Destroyed

1 Incendine Kastellan Destroyed

3 RACs destroyed

Inflicted 300,000 Ork Casualties.

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a70b08 No.51502

Any and all remaining Orkish forces get cleaned up as we transition into a period of peacetime. It appears we will have 2 Turns of peace before the next Orkish Offensive comes.

In addition to doing peacetime actions, you may also request Formal Reinforcements, run the request by me if you want specific numbers, but keep it general. If I feel it is too little I shall talk to you about adding stuff on to your request.

Restrictions:

Space Marines cannot request a Company of Space Marines or 2 Companies of Scout Marines this turn, they may request vehicles, dreadnoughts, or other various heavy weaponry. The only exception to this is the sanctioners of cataclysm, who may request a Company of Space Marines to reinforce them.

CREDITS/FAVOR:

All Space Marines receive 1.5 Favor.

All standard forces receive 10,000 Credits with the following exceptions:

The Enterprisors, who receive 25,000 Credits

House Varuke and Dissidia, who recieve 17,500 Credits each.

Mobwag, who recieves 12,000 Credits

The Order of Cleansing Dawn, which recieves 15,000 Credits.

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bbb9e1 No.51503

Dice rollRolled 6, 94, 50 = 150 (3d100)

>>51502

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat, Mastercraft Power Axe +5 Combat +15 Duels

10,800 credits remaining

TROOPS:

80,000 Combat Servitors (120,000 total)

88 Kataphrons (110 total)

4 Kastellans (1 Destroyed)

12 Kastelllans with Incendine Combustors (6 Destroyed, 2 Damaged)

1 Armiger Warglaive (Lesser) (1 Destroyed, 2 heavily Damaged)

50 Support Personnel

44 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

320 Data-Smiths

75,000 Standard Servitors

The 5 Recon Tanks to Battle Maniple Sigma to help carry their Skitarii forces

1. With the end to current hostilities the reinforcing of forces should begin, 15,000 of the Standard Servitors will be put to work repairing my mechanical Forces

2. A steady supply of Promethium needs to be acquired by local forces, a survey of the planet should be done to acquire a viable source and so a Refinement facility can be built on the location to make the production of flamer capable forces and explosive ordinance easier on the planet.

3. My Standard Servitors need to be converted into Combat Servitors, roughly 50,000 of them should be converted with a focus on capability as permanent garrisons for imperial forts on the planet.

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bbb9e1 No.51504

>>51503

and I somehow lost my Thanatars at some point with ctrl f and ctrl v ing my stats so

5 Thanata Siege Automata (5 Total)

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e6bc87 No.51505

File: cdaa85a825bb718⋯.jpg (115 KB,640x446,320:223,Imperial Knight1.jpg)

>>51497

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin,

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,500) 38,075 Secutarii; Hoplites, Peltasts, and Axiarch Officers [Reinforcing]

(284,500) Skitarii; Half Van and half Ranger

(40,000) PDF

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries

159 Heavy Mortar Cannons

200 Centaurs

44 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword, SM Power Armor, Artificer Terminator armor (Requites Training).

50,000 Armed Servitors, for Labor and work in the Manufactorum

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle.

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels

Location of Eastern Guard Fortresses Discovered

17,500 Credits

lvl 4 Gate of the East Garrison

+No peace actions were pursued in War time Bonus to actions.

Stat Post

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e6bc87 No.51506

Dice rollRolled 41, 26, 86 = 153 (3d100)

>>51505

Free Formal Reinforcements- Call on our Titan Legion Vere Ferreus to provide Crusader pattern Imperial Knights.

1 Steel Pact. While our brother admech factions pursue promethium and weapons we will establish sacred machinery specializing in consecrated power and battery producing facilities; Laspacks, power armor packs, plasma packs, etc.. With the materials already being directed towards our Manufactorum we will make use of rare metals and promethium to produce the power needed to continue fighting these wars. In peacetime we can put the 200 Centaurs and 20 Valks to work securely moving supplies and carrying additional truckloads of materials at the local level.

+Mechanicus,Cooperation of participants, Pact, Eastern Mountain Medium Manufactorum, Magos Phord, Improved Resource Shipments, 50,000 Armed Servitors,3300 Tech-priests [2900 Novice] [400 Veteran],100 Sancristans, 200 Chimeras, 20 Valks, Magos Chadicus, Peace Bonus.

2 Assault Bikes. We have received a private communication from the Emperors Middle Finger space marine chapter. We have made preparations to secure a portion of the Manufactorum and receive the plans to the SM Assault Bike. In the most blessed corner of the Manufactorum, among incense dispensers and the hum of bionic chanting begins process of fulfilling an order to arm the Emperor's Angels with Assault Bikes. In return, we will receive aid to master the use of SM Power Armor. In particular, Chadicus will receive the benefit of training and future treatments to master the Artificer Terminator armor.

+Mechanicus,Cooperation of participants, Pact, Eastern Mountain Medium Manufactorum, Magos Phord, Improved Resource Shipments, 50,000 Armed Servitors,3300 Tech-priests [2900 Novice] [400 Veteran],100 Sancristans, 200 Chimeras, 20 Valks, Magos Chadicus, Peace Bonus.

3 Improve Armed Servitors to Varuke Servitors, Improved Combat Tier. Our industrial specialization, and that of our brothers, moves forward we will use it to replace their power supplies with military grade variants. Existing armor will be used as a base for the addition of heat sinks, layers of material to help disperse energy weapon discharges, the resources used to make lower quality ceramite (which makes the flak armor) will be refined into a higher quality, made into shields and forward facing armor. We will mimic the Knight here, placing these thick ceramite shields, and forward facing armors, around the weapons, joints, and vital points of the servitor. The shield around the weapon will function practically as protection, and as a heat sink, allowing the energy weapon to be fired more often and at higher power. It will include a helmet that will reveal only a single glowing red eye. If necessary, they will be augmented with stronger bionics, or by the grace of Magos Biologis Chadicus, they will be implanted with vat grown muscles to facilitate movement under increased burdens. If fielded, they will be an ideal force for attrition, absorbing damage, holding walls, and combating infantry

+Mechanicus,Cooperation of participants, Pact, Eastern Mountain Medium Manufactorum, Magos Phord, Improved Resource Shipments, 50,000 Armed Servitors,3300 Tech-priests [2900 Novice] [400 Veteran],100 Sancristans, 200 Chimeras, 20 Valks, Magos Chadicus, Peace Bonus.

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e6bc87 No.51507

Dice rollRolled 32 (1d100)

>>51505

4 Grail Born Eugenics Project. Journal of Magos Biologis Chadicus, Imperial Calendar Date [Redacted], I consider now the origin of the abhuman Agari tribes. They display increased strength, a robust physiology, inclinations to breed only among themselves, and a dangerous interest in scavenging for technology. They are a secretive people which has only made them more difficult to understand, and perhaps their origins are truly lost. Perhaps the mountain tribes have a more complete oral and written tradition that has preserved their history? In any case, the recent unveiling of the [Redacted] before it was sent to [REDACTED] has led me to a certain theory. I believe that perhaps in the distant past, in the Agari 'Age of Heroes', their ancestors who founded the clans were the beneficiaries of the [Redacted] before it was sealed away, and the genetic enhancements were passed down, albeit imperfectly, through (in)breeding. Still, the genetic structure is quite impressive, relatively stable, and perfectly adapted to the conditions of the planet. The Agari would make for excellent eugenics soldiers as their genetics are already enhanced while maintaining stability. As base material they are well suited to the Grail Born project. Of course this is not done easily. We will target the survivors of the destroyed Agari settlement in the south west and offer sanctuary and revenge against the Ork invaders in return for an (augmented) oath of loyalty. I will establish a preferred gene plan and breeding stock to clean the 'pool', and secure that my project goes no further then -I- will it. I will improve their endurance, reactions, sense of balance, their aesthetic must have no blemish, their gainz will not be marred, improved mental capacities, and an unquestionable faith in the Omnissiah. Already some moves have been made to secure the support of the Order of the Cleansing Dawn for their medical staff's aid in monitoring the batches of Grail Born for mutation and defect, in addition to provide help in indoctrination. The Carnelian Martyrs could provide training sufficient to make them into resourceful soldiers capable of taking action when needed. The Enterprisors might also offer sufficient funding, among other resources, to arm, increase facilities, and thus increasing the batches of ready to fight soldiers, reinforcing and growing our standing armies with these Koronam born Grail Born. We will use this world's industry and our own to arm them. In particular arming our specialists, such as snipers, with Transuranic Arquebus, etc…Participation will be rewarded with portions of these soldiers.

+Mechanicus,Cooperation of participants, Pact, Eastern Mountain Medium Manufactorum, Magos Phord, Improved Resource Shipments, 50,000 Armed Servitors,3300 Tech-priests [2900 Novice] [400 Veteran],100 Sancristans, 200 Chimeras, 20 Valks, Magos Chadicus, Peace Bonus.

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1c3af9 No.51508

>>51506

>>51504

>>51492

>>51491

As Alexandros looks outside of the spire that is his office he sees only one thing. Steel. Steel has always acted as the cradle for humanity in this world. From the first settlers who have degenerated into the Agari to the lowest hivescum and the highest nobility. All have felt its touch, its resolute strength as it exists in perpetuity while humanity fades into its old catacombs. It has acted as our greatest bastion while also our greatest weapon when recalling footage he had seen of the purification protocol at work. Much of the world had been left to ruin and decay for countless generations, but now in many parts of the world it feels like it is starting to reclaim some of its old glory. In no small part to the Enterprisors who had sacrificed everything to see this restoration done. However it is still not enough, This ancient home to humanity is still left largely ruined and even more has been left unconsecrated. While admirable progress had been achieved it will be all for naught if we continue to do this alone. The token amount of techpriests is not nearly enough to meet demand and so he shall have to deal with all of those who represent the mechanicus. If we were to come to agreement then a great boom of industry could be achieved and once again this world may be consecrated in steel. The Steel Pact shall be forged!

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1c3af9 No.51509

>>51494

The Emperor's Angels of Death are humanity's greatest weapon against a galaxy that would see us eradicated. We have been blessed by so many of them taking residence on our world, acting with a fury that could not hoped to be matched by mortal man, but more than this. One had stood above the rest, acting beyond what was required of their station and had stood in defense of the innocent. The Carnelian Martyrs. They have ties to the very beginning of this world and from our start to the present they have acted with legendary heroism and nobility. Such actions demand veneration and adulation and in recognition of this need we shall offer all the support we can. If they deem us worthy, perhaps we can give them some of the greatest in our generation so that they may continue in perpetuity, our dear guardian angels…

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e6bc87 No.51510

>>51507

Ah mechanically, I would like it to work as a passive, peace-time, limited self-propagating, enhanced soldier producing facility, based in The Gate of the East. A possible mechanic could be the refinement of their abilities as we move from 1st Generation to 2nd, 3rd, etc. as peace periods and the decades pass by. Though that would mean having to keep track of several generations at a time, so to keep it practical, breakthroughs should be achieved at spaced intervals and with greater impact to justify the formation of a new designation of enhanced soldier. As for the earlier generation units, they slowly go extinct from losses that are no longer being replaced? Though perhaps during peacetime I imagine they could smash enough with the surviving, compatible generation, facility bitches to replenish their losses to a certain point, if not back to the registered full muster, right before the point when the newest breakthrough generation was conceived. It depends on how well a new generation male can inseminate a previous generation female, and that female's ability, or inability, to produce the next generation Grail Born.

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74348e No.51511

>>51509

A Sanguinary Priest and Several other Brothers, along with a score of Serfs arrive at the mansion of the Planetary Governer; already, several dozen young men were awaiting them, donning the traditional red robes of initiates to the Chapter. The Head Sanguinary Priest of the Chapter on the Planet speaks aloud, both to the Nobles gathered and their Boys who are fit,honorable, and faithful enough to become Carnelian Martyrs;

"To those of you who seek to aid us in our struggle to preserve the Holy Imperium our Emperor built, we thank you, and to those of you who will one day become our Brothers, we honor you. The World of Koronam holds many of our dead, it is only fitting that the living here be selected to succeed them. Only the best of you will be truly worthy to serve beside us, to act as the shield that guards the realms of men, but all of you will find purpose in us, in the Struggle of Mankind against the Darkness of the Xenos, the Mutant and the Heretic. So rise now, initiates, and bade a final farewell to the live you lived before, because it belongs to the Emperor alone now."

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683fdf No.51512

File: 9250d26cd598dfc⋯.jpg (59.02 KB,780x537,260:179,Avengers1.jpg)

>>51503

Posting my Formal Reinforcements Request

To sector command a request for the dispatch of Avenger Class Strike Fighters to provide fast Air to Ground support for my forces as well as any Automated Manticore Missile Platforms that can be provided for Anti-Air defenses for my fortresses

>>51508

The forces of Battle Maniple Epsilon unfortunately refuse to form any long-term pact, once the battles are ended here the forces not reserved for planetary garrison will move onto another warfront in the pursuit of the destruction of all the Omnissiah's foes but until that moment any forces friendly to the Adeptus Mechanicus will have our full support in action.

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a70b08 No.51513

>>51022

Kataphrons will be added, as these Strike Fighters and Manticore missile Platforms will not be enough.

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1c3af9 No.51514

Dice rollRolled 43, 58, 56 = 157 (3d100)

>>51502

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

36,500 Credits

Some Influence in Olagas

Total control of Hive Ortal and its Industries

Total control of Hive Khe-Sanh and its Industries

Total control of Hive Vertun and its Industries

Total control of Hive Karanas and its industries

Tunnel Purification Protocol

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

Medic Detachment

20,000 Khe-Sahn Arbites

498 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

92,500 Ogryns

44,500 Bullgryns

9,866 Bone'eads

1,456 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

27,950 Squat Troopers

17,625 Squat Thunderers

499 Thunder-fire Cannon

23 Iron Eagle Gyrocopter

5 Overlord Armored Airship

Hero

Bane (bone'ead Bullgryn) (Combat Shield +8 duel and survivability), (Solar Pattern Void Armor +5 to General combat, improved resilience in duel combat, +4 in Duel combat)

Reinforcements. Bring back all abhuman auxilaries to preconflict numbers. try to get a freeblade Questoris Knight Warden.

1. Pact of Steel. "With the approval of all who would represent the mechanicus, we now have the ability to truly restore this world to its former glory, but while they are all part of the whole their organization structure still separates them all and encourages them to only focus on their own specializations. We must use the techpriests we have to help administrate the transfer of their bounty to the world at large, so that the interconnecting cogs that make up the glorious engine of war that is Koronam can operate at peak efficiency."

2. Carmine Martyr's trials. "We are blessed that the Carmine Martyr's gives us a chance to prove our worth in their trials. We must invest further into the tutoring of our young so that they may be seen as righteous and strong by his angels. We shall also host our own tournaments and trials so that only the best of our generation can represent us when they take their oaths as aspirants."

3. Assisting the Sisters. "The sisters efforts in trying to reform the system have not gone unnoticed. While their cause is pure and their efforts commendable, it is apparent they are somewhat out of their element. As has become a common tactic due to mass reforms and extreme discipline, obfuscation and obstruction has become an increasingly common tactic in order to hold onto old remnants of power. Of course, the sisters only care for the will of the Emperor, so such sentiments are seen as only a hindrance. As governor I am compelled to defend the rights of my people, but as a proper Emperor-fearing man I must also act according to his will. In order to resolve this dilemma I shall assist the sisters' efforts in reformation while also working towards retaining the rights that define us as true rulers of koronam…and especially those that reaffirm my own rights."

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3fa08a No.51515

Dice rollRolled 22, 84, 55, 95, 56 = 312 (5d100)

>>51497

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:3,800 Various Medical Staff

589/730 Sisters of Battle

70/100 Heavy Flamer Equipped Retributors

72/100 Heavy Bolters Equipped Retributors

79/100 Melta Equipped Dominions

90/100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

4 Regular Rhinos

16 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy. "Light Injuries" medical hall restored under convent room for 15,000. Half fixed Medical ward on old convent "Medium injuries" room for 5,000,

56,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all of Eastern Koronam, some of the west too)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

1. The famulous continue to slowly chip away at the bureaucracy of the city of Olagas, to get the industry flowing and thus deliver the weapons, armor, vehicles, building materials and the medical supplies they need.

+Mostly in control of Olagas

2. Continue the restoration of the "Medium injuries" wing of the old Convent. While the machinery is heavy and thus harder to move, having it ready for future use is essential.

+Mostly in control of Olagas

3.Aid in the restoration of the various forts making up the East of Koronam's super-continent. As it stands now the East is woefully unprotected and thus a ripe target for any enemy that shows tactical acumen. This cannot stand, thus we are aiding Varuke in their efforts to restore the eastern defensive cordone.

+mostly in control of olagas

4.Begin reforming the industry in Olagas into something fit to feed the supply lines of both the Koronam defense machine, AND the Order of the cleasnsing dawn. Focus for the first part will be Holy Prometheum, to feed any and all flamers, and to keep our vehicles runnign smoothly.

5.Begin danctification of our convent. The Emperor has given the Cannoness a Vision. A vision of Chaos approaching the planet. It may be in a few days, it might not be for a another millenia, but surely by his word, they will come. So we will make sure they have no place to gain foothold.

(formal reinforcement request coming next)

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a70b08 No.51516

>>51022

https://pastebin.com/JQ4LwRKG

THE MOVEMENT MECHANICS HAVE BEEN MADE. PLEASE READ AND PLAN YOUR DEFENSES AND DEPLOYMENTS IN THE FUTURE.

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0389c0 No.51517

>>51486

Noted!

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5e7f99 No.51518

>>51508

This 'Steel Pact' has the support of designation 'Battle Maniple Epsilon' for the duration of their stay on the planet.

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3fa08a No.51519

>>51515

I, Cannoness of the Cleansing Dawn , Luciana Veritova, am formally requesting a reinforcement to my Order in order to ensure the safety of the planet and to continue to bolster it's lackluster Faith in the Emperor.

The Reasons for this are myriad, and I could go on at length on them. However, Astropath messages are not to be wasted so I will condense them down. These reasons being, Stretgic import, the relics found on planet, and the Losses my Order has taken.

Koronam's strategic import is well known. It is the only stable gateway out of it's sector of space into a neighboring one, a fact that has been noted for Millenia. In TImes past it was a fortress world for exactly such a reason, as it'd be the first line of defense from any attack coming towards the planets it stood in front, several of which are of either an importance to the Faith or towards military might. Indeed we can see the ruins of many old fortresses dotting the mass of the planet's lone super-continent, which had fallen out of favor as the borders of the Imperium of man expanded past them and the planet was no longer as important to the Imperium. however with the burgeoning growth of an Orkoid empire right on Koronam's doorstep, it is imperative it regains it's ability to blunt, an break any assault o it's surface, as it will need to den y the Orks a chance at the less easily defensed planets behind this. Obviously this is and has been known, as you sent my Order here for that very reason.

What may not be known, was that in antiquity, another Order made their Bastion here. Specifically the Order of the Indomitable Spirit, which made their convent in Koronam's tunnels coincidentally just under our current Convent. We've begin revitalizing their subterranean abode, and have fund medical equipment better than what we can normally access as Sororitas there. A rarity to be sure. Moreover, the Pronatus seconded to my Order to map out the tunnels, have found an entire battle set of a Living Saint. One Saint Relotha which ignites when worn by the faithful, leaving them unharmed. However both this Saint and the Order of the Indomitable Spirit have been redacted so heavily we were utterly unware they had set foot on this planet. Nor were we aware that a Grail the Emperor himself had drunk from was on planet until a team sent by the Gaulle 1st recovered it. Moreover more relics from what seems to be incredibly heavy fighting on planet are found. This includes one exploratory team accidentally waking up Necron forces. Thankfully not a tomb world's force, but still unsettling. With all the secrecy on planet, with enemies quite literally possible under our feet, and the Ork coming more strongly by the year, Koronam is quickly becoming a strong combat zone.

Which leads to my last point casualties. There is scarcely a militant Sister in the convent who has not taken some sort of wound by now, and we've taken some serious losses despite our training and best efforts. The necrons in particular were a rude surprise that cost us many lives. This combined with how few we are in the first place, as well as the expansion of our facilities in general lead me to implore for more reinforcements. The fighting on Koronam will only get thicker and harsher, and we need to be able to respond to it quickly and effectively. We need more sisters, more medicae to fill out the convent facilities, and more transports so we can move everything and everyone quickly.

I am formally requesting the following list

Repressors (combat Transports to get our warriors into the heart of a fight )

Rhinos (transports to move troops, and medical personnel into the combat theatres, and move them away if need be. Medical or normal are fine)

A detachment of repentia(surely they will find the absolution they seek here, fighting and killing orks.)

More medicae (to fill out the hospital wards in the old convent)

And more Regular sisters of battle that can be kitted out as necessary when they have earned the right.

If the Prioresss if feeling especially generous, a single wing of Avenger strike fighters for close air support would be appreciated, but not strictly necessary.

If the Prioress has more questions for me, I will happily answer them.

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7d7159 No.51520

Dice rollRolled 37, 34, 72 = 143 (3d100)

>>51498

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

>Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,999 Nobzkillers (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns)

>Major Kreibar's Black Block:

Major Kreibar

14,999 Black Block Guards (Medal: Black River, Badge: Great Collapse, Old Carpace Armor, Improved Lasguns)

>Mobwag Reinforcements:

395,810 PDF Soldiers (Recruits)

5,000 Combat Engineers (Recruits)

100,000 Poorly-Equipped PDF (Recruits)

16,350 Agri PDF Soldiers (Recruits)

>Mobwag Veterans:

224,500 PDF Soldiers (Badge: Great Collapse)

19,240 Agri PDF Soldiers (Badge: Great Collapse)

50,000 Combat Engineers (Badge: Great Collapse)

54,190 Black River Veterans (PDF, Medal: Black River, Badge: Great Collapse)

3,910 Black River Agri Veterans (Agri PDF, Badge: Great Collapse)

81,400 Black River Veteran Engineers (Combat Engineers, Badge: Great Collapse)

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 9 to General Combat

>Kill Count:

+ 2,240,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

>Casualty Count:

+ 893,000 PDF

+ 78,000 Combat Engineers

+ 58,400 Agri PDF Soldiers

+ 3,600 Black River Veteran Engineers

+ 1,810 Black River Veterans

+ 590 Agari Black River Veterans

+ 500 Nobkillerz

Formal Reinforcements: 2nd Koronam PDF Regiment Mobwag requests Heavy Weaponry in order to more effectively combat heavily armored enemy threats. Furthermore standard issue equipment is required to feed the ever growing need of the Infantry.

1. Production of the first Thudd guns would commence, they would certainly grant the stalwart defense of Mobwag the much needed force to scatter and evaporate the enemy's hordes.

2. Sick Yellow had steadily been growing into a Bastion, at this point completing the constructions was basically little more than a formality. Soon constructions would be completed and the Headquarters of Mobwag would stand a stalward defender of the central East.

3. The Medical Detachment had done Mobwag a great service in the past. By forming more detachments the Regiment would be able to split its forces to aid its allies more effectively without as much of a negative impact.

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a06a71 No.51521

Dice rollRolled 25, 61, 100, 44, 93 = 323 (5d100)

>>51502

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super-Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

-Relic: Omnissiah's Saving Grace

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

290,000 Skitarii

9,500 Secutarii

3,000 Sancristans

10000 Tech-priests

>Credits

5,466 and ⅔

>Bonuses

+11 in General Combat

>Relics

Omnissiah's Saving Grace: Once per wave, fully repair the equipped Knight.

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

Free: Buy 2,900 Sancristans and 5,500 Tech-Priests for 12066 and ⅓ credits.

Free: Request one Knight Crusader and one Knight Princeps for the army to bolster our numbers, as well as 30,000 Secutarii to defend the Knights.

1: Join the Steel Pact. Considering that almost all of our current Knights are equipped with missile weaponry of advanced kind, it is only natural that we shall create sacred manifactorums to provide the ammunitions and launchers for them. Perhaps we may even be bestowed with the STC for Shieldbreaker Missiles.

+10000 Tech-priests

2: Continue improving upon the Gate to the East and it's defenses.

+290,000 Skitarii

3: Train the walkers in further tactics

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

4: Search the CORE tunnels for relics and artefacts of a bygone age.

+9,500 Secutarii

5: Bless the walkers in their training

+3000 Sancristans

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69e9a4 No.51522

Dice rollRolled 85, 83, 53, 63 = 284 (4d100)

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

253 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

235 Scout Marines

10 Razorback Transports

10 Rhino Transports

5 Vindicator Tanks

4 Thunderhawk Gunships

2000 human chapter thralls

Wounded Troops:

Bonus:

Flat +10 battle bonus, additional +5 against enemies weak to fire.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Bastion level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality, Partially restored Librarium, 2 plasma blastgun emplacements

Stored Equipment: 140 flamers, 40 heavy bolters, 50 meltas

Lore: https://pastebin.com/6UjaqgvC

Formal Reinforcements: The Ash Dragons request more aircraft. More Thunderhawks or Stormravens would be ideal for our purposes.

1: As they are temporarily free from their duties in combat, our Librarians will delve into what records have survived in the Librarium of our Fortress Monastery. Relics, or clues to the location of them may be found, as might information about the planet and past conflicts here.

2: The thralls will be put to work excavating and restoring the Fortress Monastery's chapel. This is a holy place, and in truth it should not have been neglected so long after we arrived on this world. Now is shall be restored and re sanctified by our chaplains so that it may become a place for our brothers to seek guidance and enlightenment.

3: There has been much hard fighting, and many of our scouts are ready to undergo the processes to become full space marines. The apothecaries will get to work, and enhance as many of our neophytes as possible before the next storm arrives.

4: Our forges will labour to create suits of Centurion armour for our forces. When relocating by air, transporting vehicles is more difficult, particularly into combat. Centurions combine infantry and tank into a single unit, and are ideal for our style of combat.

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0389c0 No.51523

Dice rollRolled 75, 12, 12, 96, 90 = 285 (5d100)

>>51486

Peace Turn

1. “War is the time to destroy. Peace is the time to build. What was built in the Emperor’s name, we shalt build again.”

>continue to build the Citadel

2. “It be of good tidings such the local Adeptus Mechanicus groups hath gathered to form this ‘steel pact’. Surely, the forges of the hive manufactorums be prepared”

>prep for the Basilisk Magnus guns and assorted equipment

3. “Stout squats, your reputation with wrench and tool be legended even to this day. Like a sword in a forge, refine your skills on Mars and return to us. “

>send train some of our Squats a Techpriests who can act as artillery crew and help with tinkering.

>have them return once they are trained, as our regimental techpriests

4. “Waste not what the Emperor hath provided.”

>MORE SERVITORS. Have the pilgrims and civilian construction vehicles collect casualties from the battlefields and send them to the local Admech/Steel Pact to create more servitors

5. “The work is ceaseless, but the indefatigable machine men now bound together in pact shall surely turn the cogs of industry apace. Let us aid them, and petition our noble families to do so.

>Support the local Steel Pact/Admech with funds, so that in turn, the global industry improves. This will hopefully be much more effective to boosting planetary construction actions as opposed to just requesting more vehicles.

>General boost to planetary construction actions roll

>con't

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0389c0 No.51524

File: 36ce0925d2d9654⋯.jpg (37.61 KB,720x405,16:9,534522527.jpg)

File: 4f984a5523e0c3d⋯.jpg (128.94 KB,600x532,150:133,8180387595_5c51a7c633_b.jpg)

>>51523

REINFORCEMENT REQUEST:

The close relationship between the 1st Heavy Infantry Regiment of Gaulle and the Ecclesiarchy brooks even the most devout and zealous of inquisitor and stormtrooper to take pause. All remember how, after the age of apostasy, the Ecclesiarchy are expressly forbidden from maintaining any men at arms. This leading to the creation of the Sisters of Battle. And some may question a regiment whose loyalties are so close to the holy church, rather than segmentum command.

‘Ah’, says the High Ecclesiarchy of Gaulle, ‘but these are not soldiers of the Ecclesiarchy but of the Tempestrus Scions. They serve the Emperor’s servants faithfully, be they inquisitor or priest, but are of the Guard. And in so much as the nobles of Gaulle are not forbidden from offering indulgences to the church, so too is the church not forbidden of blessing them with donation and supplies. The sending of funds and equipment is not so far removed from the provision of confessors, priests, and blessed seals’. Although it sits ill with the most staunches of inquisitors of the Ordo Hereticus and some vocal generals within the Astra Militarum, the technical legality and the fact that the regiment has always proven faithful to the cause of the Imperium, allows such things to slide.

The 1st Heavy Infantry regiment of Gaulle requests supplies for their armor, both the hydraulic heavy armor for the nobles, and for the heavy carapace of the men-at-arms. These supplies generally come in the form of the parts, pieces, and servos used for the powered armor of the Sisters of Battle, produced from blessed foundries. It is not per say, an entire set of Sororitas Armor, for (most) of the nobles are men. But with the right pieces and segments, all of which are applied to their family heirloom armors dutifully by servitors and family techpriests in the sight of the Ommnissiah and blessed by family confessors, the addition of many holy symbols, blessed prayer scrolls, and other blessings found in many of the armor pieces are much welcomed to bring piety and honour.

>rather than more men, I want upgrades for my armor (the armor of the nobles, and the lesser armor of the men at arms) and more armor for the Men-At-Arms too

> provisions of compatible ecclesiarchy produced armor pieces/components (from stock Sororitas/Inquisitor armors) which can augment and upgrade our noble armors. Especially desired are blessed ones with purity symbols

> these are installed under supervision of the techpriests and the confessors, as always who bless them by both Omnissiah and Emperor

Other Reinforcements

>>51519

“I, Duke Baldwin of Boullion, on behalf of my regiment offer our thanks to the Sororitas. Your healers have sown the wounds throughout our men, and your presence inspires sets aflame zeal in the Emperor’s light. I have heard that against the foul necron menace you suffered much in the Emperor’s name.

That the foul mechanical menace of tomb skulkers sits beneath our feat is ill news unwanted. I am going to request of the High Ecclesiarch that he send some Retributors, armed with Multi-Melta’s, from the Order of the Indomitable Light, whose home and birthplace is our beloved Gaulle. Many of them as my own men have been raised from the youngest age to be stalwart defenders, clad in armor and obliterating the unworthy in the Emperor’s sight with his cleansing light in melta and flame. Their multi-meltas will surely be of use fighting any further necronic threats or any other heavy armored foes.”

>With Curious permission, requests, as a token of our gratitude and to boost relations, reinforcements of Sororitas Retributors (Multi-Melta’s) from Gaulle’s Order of the Indomitable Light. These will be Curious units, not mine, their presence serves to both help him and also to boost morale back home at Gaulle and among my men knowing their literal sisters fight on the same planet as them. They can help against necron and other enemy armor

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e6bc87 No.51525

>>51505

Purchase 400 Chimera Chassis for 16,000 Credits

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1c3af9 No.51526

>>51525

The nobility will handle the exchange in the name of the steel pact so that we are all richer for it.

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1c3af9 No.51527

House Varuke has given us 24,000 credits to handle the purchasing of the chimera chassis. Due to our superior negotiation skills we have managed to purchase 600 chassis for 12,000 credits, returning 5,500 back to House Varuke and keeping 6,500 for ourselves to better the world.

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e6bc87 No.51528

>>51525

Void this order

>>51527

Wiring 17,500 credits to the Enterprisors

6,500 Credits to the Enterprisors as their fee

11,000 in Chimera Chassis will be 550 chassis back to House Varuke

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e6bc87 No.51529

>>51508

House Varuke and the assets of the Mechanicus Titan Legion Vere Ferreus under command of Daveet dan Varuke by the immutable Will of the Omnissiah, will cooperate in the Steel Pact to see that the sacred machines of this world are treated with the respect and reverence they deserve. Let all who partake in this holy duty be given their due rewards and honors.

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5e7f99 No.51530

Dice rollRolled 40, 3, 27 = 70 (3d100)

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

493,000 Skitarii

33 Onager Dunecrawlers (10 Damaged)

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

3,000 Techpriests

13 Overlord Armored Airships

42 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

90 Thunder-fire cannons

Ortal Fort: Level 3, global communication, repair and resanctification station, void shield generator, Tarantula sentry turrets.

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

((I will fix numbers due to reinforcements and repairs later.))

1. Requisition some construction equipment and servitors for the aid of construction.

2. Send a request for a friendly higher level Genetor priest to join me and aid these meatbags for the Omnisiah.

3. Begin aiding in construction of railways between hive cities to aid in rapid transportation of goods during peace time and troops during invasions.

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5e7f99 No.51531

Dice rollRolled 84 (1d100)

>>51530

4. Assemble those Chimeras for the our brothers of the order, because they are apparently and the boxes say 'Some assembly required'.

Send a formal reinforcement request for some Sicarian Infiltrators or Ruststalkers. Failing that just get more Onagers.

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2ffd80 No.51532

Dice rollRolled 30, 4, 12 = 46 (3d100)

>>51498

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 392 Space Marines

(110 wounded)

98 Scout Marines

1910 Chapter Thralls

49 assault bikes

(10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Chainsword x1

Storm Shieldx1

1 Land Raider

(Medium damage)

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger

1.Continue upgrading the fort

2.Search for relics, a new weapon would be lovely

3.Attempt repairs on the land raider

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bf8b27 No.51533

Dice rollRolled 35 (1d100)

>>51499

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 104,000 Well Armed Adeptus Arbites, 25(-18) Repressors

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Our first and only order of business should be to continue requisitioning armored transports for our Arbites. a few IFVs couldn't hurt either

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74348e No.51537

File: 3e629e22e774dc7⋯.webm (2.06 MB,640x360,16:9,castle bravo 80 miles awa….webm)

Dice rollRolled 42, 41, 32, 54 = 169 (4d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

340 Standard Space Marines (4 Companies)

123 Scout Space Marines (1 company)

112 Death Company Space Marines (1 Company)

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

5 Stormraven Gunships

11 Land Speeder Tornadoes

6 Damaged Land Speeder Tornadoes

2 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)] >Slight Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple] >Slight Damage

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple]

2 Empty Dreadnought Chassis

>Fortress Monastery

90% Upgraded

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 40% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +20 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1. All damaged vehicles and other assets are too be seen to by the Techmarines and their Mechanicum attendees at once, and to be brought up to fighting shape as soon as possible.

2. Renovations and upgrades to the monastery are to continue as well, further fortification is a must.

3. Further Requisitions are put in for several Rhino Transports, we have need of a way to quickly and safely ferry our brothers to the thick of combat.

4. In addition to this, the scouts which have completed their blooding in the battle prior are to be promoted to full marines.

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a70b08 No.51538

>>51503

>>51504

>>51512

The Servitors begin to repair the mechanical forces, and while it takes a long time, it is time you can afford, given it is peacetime. All of the machines are repaired (The destroyed warglaive ain't coming back.) Afterwards you send out your men to survey the planet and ensure there is a viable source of promethium. A massive deposit of Promethium is discovered northwest of Ortal! (PM me for the exact location if you're interested.) Your support forces start preparing the construction site for the construction of a refinement facility. Out of 50,000 Servitors that can be converted, you manage to convert only 7,500 of these Servitors. (Bonus to converting servitors).

Afterwards, high command grants your request. 150 Avenger Class Strike Fighters are given alongside 10 Manticores, they even throw in 15 Kataphrons!

>>51505

>>51506

>>51507

As part of the Steel Pact, you convert production within the Gate of the East towards power and battery producing facilities. Laspacks, Power armor packs, and Plasma packs are being constructed in large numbers, providing much needed surplus ammunition and support. 250,000 Laspacks are produced, 500 Power armor packs are produced, and 20,000 Plasma Packs are produced. You also secure a portion of the Manufactorum to produce Assault Bikes, the most blessed area is reserved, where the air is almost choked with Incense and the floors are slippery with sacred Oils. While production starts, initially it is slow, and you produce only 5 Assault Bikes. You begin to augment your armed servitors even more, with you specifically taking steps to make them more potent in battle. Heat sinks and higher quality of Ceramite are added to improve survival rates and reduce the chance of being destroyed. A helmet is also added to reduce the chance of death by headshot, and Chadicus does manage to improve their muscles by implanting Vat Grown muscles, improving the capability of these servitors much more effectively! Although, only 10,000 have been converted, luckily it should be easier to convert more in the future if only because the basic template has been made. Lastly, the grail born project begins, with the Genetic Augmentation project beginning. The necessary tools and oversight are gathered, and the first batch of Grail Born can enter into the Genetic Engineering labs. (As long as you have consent from all parties you called upon in your journal, you are A-ok.)

Titan Legion Vere Ferreus Grants you 2 Crusader Pattern Imperial Knights, great additions to your Imperial Knight forces!

>>51514

While you cannot acquire a Freeblade Questoris Knight Warden, the Imperial forces are more than happy to restore your mercenaries and grant you another 10,000 Squat Troopers and 3 Overlord Armored Airships.

You, along with the other Mechanicus Factions collaborate in order to form the Steel Pact to better pull together the planet's industry and ensure it operate's at peak efficiency. Each of the Mechanicus factions know what they are doing and fill into their niches, but you work on the general scale, and you begin the tedious task of streamlining the entirety of Koronam's war industry, which is like a massive, untamed beast. As for the Carnelian Martyrs, you invest into the tutoring of your young to help produce more aspirants and scouts for them. You manage to pull together 6 scouts and 150 Chapter Thralls. (Inform the Carnelian Martyrs of them and ensure they adjust their sheet accordingly.) Lastly, you assist the sisters in rooting out the bureaucracy within Olagas, and help ensure that their efforts go steadily. At this point the sisters are 90% complete in terms of rooting out corruption.

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a70b08 No.51539

>>51515

>>51519

With the help of the Enterprisors you manage to reach the 90% mark in terms of reforming the bureaucracy of Olagas. Meanwhile back at the Convent your sisters fully restore the medium injuries wing of the Old Convent, this machinery by your standards is quite advanced, very advanced in fact! This is perhaps what your sisters would use to restore grievous wounds, which certainly improves everyone's survival rates! Although that leaves the question of what is in the Heavy Injuries wing of the Convent… Afterwards you deploy your sisters to help restore the eastern shield fortresses, and you begin to repair one of the larger fortresses, you manage to restore the basic walls, however your work is very far from being completed. On top of that, your Famulous beigin to reform the industry of Olagas into something more efficient to help feed your war machine. Using the massive promethium deposit that the Adeptus Mechanicus had discovered, you start shipping promethium to the refineries in Olagas as fast as you can, from all the deposits that exist upon the planet, and then Olagas starts churning out scores of it, even utilizing an old pipeline that connected directly to this convent to grant the sisters a steady supply of Holy Promethium. Lastly, the Convent begins to sanctify the convent, sprinkling large amounts of holy water, incense is used, purity seals are stamped onto the walls, although this is approximately 33% of the work necessary, Holy engravings, blessings, and Daemonic Wards will still have to be added to make the facility Daemon-proof.

As for reinforcements:

A detachment of 1000 Repentia

3,000 Medics

200 Sisters of Battle

24 repressors

6 Rhinos.

>>51520

Segmentum command grants your request for heavy weaponry, and gives you the following

Autocannons for 10,000 support teams (take up 3 PDF soldiers each)

1,000 Heavy Bolters for support teams (2 PDF soldiers each)

2,000 Lascannons (2 PDF soldiers each)

You start producing the first thudd guns, and off of the assembly lines about 500 come off, they are relatively easy to construct and easy to mass produce. Sick Yellow continues to build up, reaching 20% of the way to becoming a citadel, the first thing to be mounted is a heavy weapon, so your commander is allowed to take his pick of the following, they will be mounted on the main gate into the Citadel.

-Vulcan Mega Bolter

-2 Plasma Blastguns

-Inferno Gun

You also begin the formation of a new medical detachment, and your forces immediately begin to scrounge up new medics to serve in this detachment. (NOTE: The Casualty reduction does NOT stack.) Progress is 10%.

>>51521

Your request for reinforcements is granted.

You begin to start production of missiles, and work is very slow to say the least, and your request for the STC is denied until further notice, the local forge world appears to be particularly greedy about their STCs. The gate of the east fortifications begin, and the local forge world, while it does not grant you the STC, grants you a Vulcan Mega Bolter (to be mounted on the exit facing the tunnels, since this is the safest weapon to mount there) and a Melta Cannon (titan-size) to be mounted on the exit facing the surface. You are 20% of the way to reaching citadel-tier fortifications. As for your walkers, they continue to train in mock exercises and many of the Imperial Knights now begin to become more proficient in combat! An additional +4 Bonus is piled onto your existing general combat bonus, but from here on out training further will grant less of a bonus. You find no relics in the CORE tunnels. The Knights are blessed, and the machine spirits are soothed. it appears that training was indeed particularly fruitful this time!

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a70b08 No.51540

>>51522

Your request for Thunderhawks and Stormravens is granted, and you are given an additional 2 Thunderhawks and 4 Stormravens.

Your Thralls begin to excavate the chapel, and while it is a fairly large chapel, it is not too massive and as a result the thralls excavate it very quickly. The chaplains swiftly enter as soon as it is fully restored and through holy rites, sacred incense, and the reciting of ancient Litanies in the glory of the Emperor, it is fully operational and becomes a holy place to seek guidance and enlightenment. Within you find a large tome, within it are the names of the Marines and the information of the Chapter that came before you, as well as some other miscellaneous information. (if you're interested in the lore PM me.) Afterwards, you begin the process of transforming your scout marines to full space marines, your apothecaries work at full speed, trying to convert as many scout marines to full space marines. At the end of the process, 5 Scout marines are converted into 5 full Space Marines, a beautiful ceremony to attend. Your forge then begins to get to work producing suits of centurion armor, such work is slow and tedious, but at the end of it you produce 5 suits of Centurion armor, perfect for an elite strike force of men. (This is time-gated to be given to you later, so any further production will be very very slow compared to what it would be later.)

>>51523

>>51524

Citadel Construction proceeds as planned, and by the end of it you are 66% of the way to reaching Stronghold Level fortifications. The Interior areas are fortified, and the pillars are heavily reinforced to prevent large damage from shelling and protect against potential collapses. Preparations for the construction of Basilisk Magnus guns are made, but none are actually produced. As for the squats, they begin a slow process of training under the Tech Priests, who knows when they will return. Servitors are also collected and rapidly converted, with the help of the Adeptus Mechanicus, you acquire another 100,000 construction pattern servitors. On top of this, you start to pour massive funds into the Adeptus Mechanicus to supprot Local manufactorum output, these funds have helped improve manufactorum facilities and will take effect as of this turn.

As for reinforcement, you ask for superior armor. You are granted another 5,000 suits of Void armor, perhaps to promote some aspiring and valiant men at arms to Nobles or Knights. On top of this, you are given enough compatible Ecclesiarchy produced Armor (Specifically from the adeptas Sororitas) to strengthen 10,000 suits of Void armor and make them more resistant to attacks, and improve the survivability of the wearers. On top of this, you also acquire 50 Multi-Melta Retributors from the Order of the Indomitable Light, they will be given to the Order of the Cleansing Dawn to assist their efforts (given that they consent to this.)

Lastly, in exchange for turning in the fabled cup of the Emperor, you are granted TEN exorcist vehicles! A wonderous thing indeed! The ecclesiarchy warns not to lose any… You will not be reinforced for quite some time should you lose one.

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a70b08 No.51541

>>51530

>>51531

You requisition for construction equipment is granted, and you are given 2,000 construction vehicles along with the necessary crew to staff them. A high level Genetor Priest is not interested in coming, not yet, perhaps ask again a little later (you can try again this turn.) You also begin to construct railways, when such railways already exist… Quite redundant, but you never know, right? Lastly, you start to assemble the Chimeras for your Brothers in the Adeptus Mechanicus, using your manufactorums you manage to assemble three-fourths of the Chimeras that they request.

You are granted 100 Sicarian Rust stalkers and 100 Sicarian Infiltrators, to wreak and sow havoc behind enemy lines. Use them wisely.

>>51532

Your fortress monastery continues to be reinforced, now you start mounting EVEN MORE void shields… Just in case it is breached, heavy protection will be present against all forms of assault due to the existence of these void shields. You find nothing with your relic searches and while land raider repairs are slow, they are eventually completed.

You are also granted 4 Predator Destructors and 1 Predator Annihilator to support your armored operations.

>>51533

Your request for reinforcements is granted, and you are given another 20 Repressors and 10 Chimeras, along with 10 Sentinels

(NOTE, your repressors are all repaired and reinforced, and your adeptus arbites should be back at 250,000.)

>>51537

All your vehicles are swiftly repaired by Mechanicum attendees and Techmarines, given the large amount of time they had to repair these vehicles, it'd be a sin to NOT have them be repaired in this space of time. You also begin to renovate the fortifications within the fortress monastery, and start to reinforce the walls on the surface levels of the Fortress Monastery with Ceramite and more Ferrocrete, to make them more resistant to enemy attacks, and on top of that you add some Tarantula Sentry guns to help give fire support to your forces. Scouts are also promoted to standard Space Marines, and with some sacred rituals that are overseen by the Sanguinary Priests, you promote 5 scout marines into 5 full fledged space marines.

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e6bc87 No.51543

>>51538

Organization Name:

House Varuke (Under Legio Vere Ferreus)

Category:

Adeptus Mechanicus

Sub-Category:

Collegeia Titanica

TROOPS:

1 Knight Warden,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Reaper Chainsword, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Gallant,

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader,

(Adamantine Armour, Ion Shield, Avenger Gatling Cannon with built-in Heavy Flamer, Rapid Fire Battle Cannon with shield mounted Heavy Stubber, Carapace-Heavy Stubber, Twin-linked Icarus Autocannons, Titanic Feet)

1 Knight Errant,

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor,

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Twin-Linked Icarus Autocannons, Titanic Feet)

1 Knight Valiant,

(Super Heavy Adamantine Armour, Ion Shield, Conflagration Cannon, Thundercoil Harpoon, Twin-linked Siegebreaker Cannons, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin,

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(43,400) Secutarii; Hoplites, Peltasts, and Axiarch Officers

(284,500) Skitarii; Half Van and half Ranger

(100) Secutarii Axiarchs

(40,000) PDF

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries

159 Heavy Mortar Cannons

200 Centaurs

44 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

412 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

138 Chimera Chassis yet to be assembled

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword, SM Power Armor, Artificer Terminator armor (Requites Training), 1 Assault Bike

40,000 Armed Servitors, for Labor and work in the Manufactorum

10,000 Varuke Servitors, Improved Combat Tier

Lore: https://pastebin.com/wWDGsBya

Bonuses: +5 to scavenging Relics and Heretical Machines.

+Walker Tactics +7 to all rolls in battle.

"The Standard of House Tolea" it grants a +2 to all combat rolls on the front it is assigned to for your forces.

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 4 Fort 'Gate of the East', 'Varuke Dipper Epsilon' Trenches, +20, Fortified Tunnels +5 to warding off any attacks from the tunnels

Genetic Engineering labs for Grail Born Project Ready, Cooperation and Consent of Parties Ready.

Location of Eastern Guard Fortresses Discovered

0 Credits

lvl 4 Gate of the East Garrison 20% to 5

stat post

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e6bc87 No.51544

Dice rollRolled 32, 69, 48 = 149 (3d100)

>>51543

1 Promotions. Daveet dan Varuke is a man who believes in momentum through valor and faith. Many times now he has awarded his men to see that those who excel in battle, and in devotion, are granted a status befitting their sacrifices. It is thanks to the sacred traditions of the Varuke Knight House that he in turn can honor merit, and through alliance with the Mechanicus, that he can grant the trappings of status through merit. We start with a ceremony to honor the fallen. It is lead by a reclusive Ranger Alpha known only as 'The Huntsman', a decorated warrior who has refused promotion on more then one occasion, seeking instead to purely improve his enhancements, in order to continue leading the Rangers scoreboard in the competitive pursuit of their targets. Daveet dan Varuke then leads the promotion ceremony. It is through the loyalty and sacrifice of these dead that other men may stand to fight another day. 83,500 Skitarii, 3,000 PDF, 32,650 Secutarii, 2900 Novice Tech Priests remained of the Standing Force at the end of this wave of battle. Valor beyond measure and the blessing of the Omnissiah reside within these few today, and have brought them into tomorrow stronger, harder, and more blessed. "In the last skirmish of the battle we saw a Titan nearly fall, but those worthies among you stood up and achieved the greatest and most holy duty possible among the warriors of the Mechanicus so that tragedy was avoided. You have my eternal gratitude." Once they are formally awarded their dues they are saluted with a 40 Autocannon salute. Where we do not have sufficient industry to replace limbs bionically we must adapt and offer vat-grown replacement limbs offered by Magos Biologis Chadicus.

83,500 Skitarii (104,400 Skitarii; Half Van and half Ranger survived the last wave)

3,000 PDF (20,000 PDF survived the last wave)

32,650 Secutarii, (34,980 Secutarii; Hoplites, Peltasts, and Axiarch Officers survived the last wave)

2900 Novice Tech Priests (Was 4000)

2 Reinforcements- We would call on our Titan Legion Vere Ferreus, and Segmentum Command, to provide armor. Particularly Manticores Chassis to help defend against the growing air capabilities of the enemy, and fulfill the sorely needed rolls of artillery. Without the proper tools of warfare we cannot perform a number of tactical maneuvers. Even with the cooperation of the current standing forces on Koronam, which is sorely lacking armor, we do not have sufficient numbers of vehicles to perform the stratagems and deployments I have in mind that would properly crush the enemy. In my mind I can clearly conceive the flanking formations by Armor, Mechanized Infantry, and Knights that would allow us to destroy an enemy army while minimizing losses. But, we have only recently gained roughly half the sufficient armor and transports, while lacking true artillery, to perform such maneuvers in strength, and only by my fortuitous mercantile connections.

3 The 1st Grail Born Regiment. With the facilities in place, and cooperation from the involved factions on Koronam affirmed, we can finally produce the First Generation of Grain Born. This is only the beginning. Once this First Generation is born they are separated to those whose duty it will be to fight who will be slotted for intense combat training, while others will undergo a regimen proscribed by Magos Biologis Chadicus readying them to eventually produce the next step in Grail Born.

Apply to All Where Applicable +Mechanicus,Cooperation of participants, Pact, Eastern Mountain Medium Manufactorum, Magos Phord, Improved Resource Shipments, 40,000 Armed Servitors, 10,000 Varuke Servitors, 3300 Tech-priests [2900 Novice] [400 Veteran],100 Sancristans, 200 Chimeras, 20 Valks, Magos Chadicus.

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e6bc87 No.51545

>>51544

>>51543

Looks like Daveet dan Varuke was able to convince the Vostroyan Firstborn Lady Commissar Anastrazia, our liaison to Segmentum Command, to provide those Manticores after some rough backroom negotiations. Well done.

Also, we have received a request from our brother Mechanicus of Battle Maniple Sigma asking for a servitor garrison that could defend their base for the next wave. After the servitors have completed their duties, Move 15,000 Armed Servitors and 5,000 Varuke Servitors to Battle Maniple Sigma's (Randomperson's) Ortal Fort to act as garrison for the next wave.

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1c3af9 No.51546

Dice rollRolled 97, 15, 51 = 163 (3d100)

>>51541

Organization Name: The Enterprisors

Category : Planetary Nobles

Sub-Category: Merc Focused

Lore: When Koronam first discovered the role that they were to play and more importantly the attack that was going to happen a great panic spread across the nobility. Some wanted to flee with their wealth, others wished to live in denial and host extravagant parties to take their mind off the incoming doom, and a rare few actually wished to fight to protect their home. Unfortunately for the later, much of the planet's manpower was already conscripted into the army proper leaving them only with their token household guard and a plethora of serfs whose value is determined by how high they can make a wall with their bodies. If they wished to secure their own assets then they must seek some "outside help", If successful then the newly founded "Enterprisor" faction can spread their influence to the rest of the nobility and therefore dominate the planet's future.

BONUSES: 50% cost reduction on ALL mercenary units, +10 to Guerrilla Warfare when using Kroot Units, +5 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

50,000 Credits

Some Influence in Olagas

Total control of Hive Ortal and its Industries

Total control of Hive Khe-Sanh and its Industries

Total control of Hive Vertun and its Industries

Total control of Hive Karanas and its industries

Tunnel Purification Protocol

AWESOME TRANSONIC RAZOR (+10 to melee Assassination rolls)

Units:

Medic Detachment

20,000 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

100,000 Ogryns

50,000 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

45,000 Squat Troopers

20,000 Squat Thunderers

500 Thunder-fire Cannon

23 Iron Eagle Gyrocopter

8 Overlord Armored Airship

Hero

Bane (bone'ead Bullgryn) (Combat Shield +8 duel and survivability),

Ruffshod Ironboot (Squat Warlord) (Solar Pattern Void Armor +5 to General combat, improved resilience in duel combat, +4 in Duel combat)

Purchase. BUY THE BANEHAMMER FOR 50,000 CREDITS

New Hero. Ruffshod Ironboot Is actually the clan leader of the band of squats that had decided to take the contract on Koronam. With almost the entirety of his warriors dedicated to the defense of the planet, when Segmentum Command offered to extend the contract on behalf of the nobles he agreed and even arrived himself in order to take direct command over his people. Just by his very presence he seems to endow the squats with some of his stubbornness, making them even more difficult to dislodge from their fortifications.

1. Pact of Steel. "Continue streamlining Koronam's Industry. Much of what is produced is made only with minimal understanding of what other manufactorums are doing. Each continuing to fulfill orders they have been doing for over a millennia. While such tradition should not be discarded the path towards refining raw materials should be."

2. General Combat Training. "With our emphasize on varied units it makes it difficult to utilize their strengths along with our own unique allies. We should work on improving our combined arms ability so that we can better handle any situation."

3. Searching the psychic nexus for relics. "With the holy grail found we know for a fact that many sacred relics reside on Koronam. Even now we know of a place where many of the primarchs apparently congregated during the great crusade. We can only imagine what wonders may be hidden…and terrors."

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a70b08 No.51547

Dice rollRolled 76, 86, 38, 5 = 205 (4d100)

Organization Name: Order of the Cleansing Dawn Lead by Canoness Superior Luciana Veritova

Category: Adeptus Sororitas

Sub-Category: Orders Hospitallier

Troops:6,800 Various Medical Staff

860/930 Sisters of Battle

85/100 Heavy Flamer Equipped Retributors

86/100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

90/100 Melta Equipped Dominions

95/100 Seraphim

120 Sisters Superior Equipped with Power Swords and Hellpistols

10 Seraphim Superiors equipped with 2 Hellpistols each

500 Sisters Pronatus

500 Sisters Famulous

1000 Repentia

40 Rhino Transport Vehicles that have been converted into Mobile Ambulances (Can still carry troops and provide very light fire support)

10 Regular Rhinos

40 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

50 Multimeltas

Lore: https://pastebin.com/N24g24HU

Holdings: Convent of the Cleansing dawn (Stronghold just north of Olagas, has void shields, turrets, wall reinforcements and weapon defense systems), The scholas in Khe-Sanh and Olagas. Olagas annexed, Medicae uplink Worldwide. Cathedral in Olagas. Reliquaries in Olagas and Convent. Contacts in the poor and needy. "Light Injuries" medical hall restored under convent room for 15,000.Medical ward on old convent "Medium injuries" room for 10,000, 33% sanctification of convent, Olagas promethium refineries and pipeline, 90% Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls.

56,200 credits

Bonuses: +10 to all rolls healing troops after a battle against Chaos and Tyranids

+5 to all rolls fighting against Chaos and Tyranids

+8 to all combat rolls

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

Pronatus maps of the tunnels +10 to all tunnel combat. (all of Eastern Koronam, some of the west too)

Ancient Banner of the "Order of the Indomitable Spirit" +3 to combat rolls where it is present

Chest Armor of Saint Relotha, +5 general Combat and +5 to Duels

Leg Armor of Saint Relotha +2 general combat, +8 Duels

Relotha Set Bonus: Front wide boost to all flame units, Flames get more than melta, also the person in the set is on fire like a bad bitch

Buy 60 Repressors for 2100

Buy 90 Rhinos for 2700

Buy 350 Medical Rhinos for 10500

Buy 40 Melta Bombs for 12000

Buy 90 Phosphor Bombs for 13500

Buy 930 Combi flamers for 2790

Buy 10 Master crafted suits of power armor 10000

Total cost 53590

Actions

1. sanctify convent

2. continue to overhaul olagas bureacracy

3. Train combatants

4. Restore cathedral in old convent

Doing this for curious as he has issues.

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16dadb No.51550

Dice rollRolled 84, 79, 8 = 171 (3d100)

>>51541

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 392 Space Marines

(110 wounded)

98 Scout Marines

1910 Chapter Thralls

49 assault bikes

(10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Chainsword x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred aniliharor

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger

1.continue upgrading the fort

2.search for weapon relics

3.search for better armor

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5e7f99 No.51552

Dice rollRolled 51, 68, 46, 100 = 265 (4d100)

>>51541

Organization Name: Battle Maniple Sigma

Category: Adeptus Mechanicus

Sub-Category: Skittari & Vehicles

Troops: No titans, Dunecrawlers including anti-air variants

Lore: Battle Maniple Sigma is detachment of the Adeptus Mechanicus battle groups consisting of mainly skittari cohorts and vehicular cohorts. While strange they are usually sent to support already active war fronts that usually have Titanica forces on the ground on worlds that local forge worlds deem important for some reason.

Credits: 10,000

TROOPS:

493,000 Skitarii

33 Onager Dunecrawlers (10 Damaged)

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

13 Overlord Armored Airships

42 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

Ortal Fort: Level 3, global communication, repair and resanctification station, void shield generator, Tarantula sentry turrets.

Bonuses: Flat +5 bonus to all combat, +5 To Constructing Fortifications.

Combat bonuses: +7 in general, +12 in Ortal Fort. +1 with Squats.

((I will fix numbers due to reinforcements and repairs later.)) ((Yes I am a lazy bastard))

1&2. Relic Hunt, for the glory of the omnisiah.

3. No, the instructions says promethium pipe 34 goes here! (Continue working on the Chimeras for Morgoth)

4. Try, once again, to gain the aid of a friendly high ranked Genetor Priest.

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e6bc87 No.51568

>>51543

With the 2000 income from the Steel Pact I will purchase;

500 Standard Missile Launchers for 2000 credits

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b26f30 No.51569

Dice rollRolled 90, 8, 61, 47 = 206 (4d100)

>>51539

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan "Oculi autem Deus": No Damage

-Plasma Decimator

-Volcano Lance

-Twin Shieldbreaker Missiles

-Twin Meltaguns

-Twin Meltaguns

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Twin Siegebreaker Cannons

-Ion Shields

-Super-Heavy Adamantine Armour

Knight Castigator "Dies Irae": No Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Tempest Warblade

-Ion Shields

-Adamantine Armour

-Army Leader

-Relic: Omnissiah's Saving Grace

Knight Preceptor "Ars Moriendi": No Damage

-Thunderstrike Gauntlet

-Las-Impulsor

-Multi-Laser

-Ironstorm Missile Pods

-Ion Shields

-Adamantine Armour

Knight Crusader "Aeternam Vale": No Damage

-Avenger Gatling Gun

-Thermal Cannon

-Heavy Flamer

-Heavy Stubber

-Twin Icarus Autocannons

-Ion Shields

-Adamantine Armour

Knight Paladin "Ecce Signum": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Twin Icarus Autocannons

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Knight Paladin "Pallida Mors": No Damage

-Reaper Chainsword

-Rapid-fire Battle Cannon

-Stormspear Rocket Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Fidei Defensor": No Damage

-Thunderstrike Gauntlet

-Thermal Cannon

-Ironstorm Missile Pod

-Meltagun

-Ion Shields

-Adamantine Armour

Knight Errant "Ad Imperatorem": No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

290,000 Skitarii

40,000 Secutarii

100 Axiarchs

3000 Sancristans

10000 Tech-priests

>Credits

5,466 and ⅔

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

>Bonuses

+15 in General Combat

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

Though not exceptional in any one regard, House Dissidia holds itself in honor and esteem as ever loyal to the Omnissiah and always willing to do his deeds.

1: Search the C.O.R.E tunnels

+40,000 Secutarii

+100 Axiarchs

2: Separately search the C.O.R.E tunnels with the Knights, accompanied by Sancristans to help them along in situations not fit for Knights.

+Knight Castellan "Oculi autem Deus"

+Knight Castigator "Dies Irae"

+Knight Preceptor "Ars Moriendi"

+Knight Crusader "Aeternam Vale"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

+3000 Sancristans

3: Improve the Gate of the East's defenses

+290,000 Skitarii

4: Operate the Sacred Manifactorums to produce missiles

+10,000 Tech-priests

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e6bc87 No.51570

>>51568

void this for new deal with oneman

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1c3af9 No.51571

Upon receiving 2000 credits, purchase of 750 standard missile launchers for 1500 credits delivered to House Varuke. 500 Credits accounted as Service Revenue. The government is pleased that such business is done through them and encourages others to do so as well.

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69e9a4 No.51572

Dice rollRolled 15, 23, 95, 32 = 165 (4d100)

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 3/10

Troops:

5 Librarians

5 Assault Centurions

253 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

230 Scout Marines

10 Razorback Transports

10 Rhino Transports

5 Vindicator Tanks

6 Thunderhawk Gunships

4 Stormraven Gunships

2000 human chapter thralls

Wounded Troops:

Bonus:

Flat +10 battle bonus, additional +5 against enemies weak to fire.

Strike Captain Rahak (+5 bonus to one roll when present)

The Great-Cleaver of Zacharius carried by Captain Rahak (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Fortress Monastery: Bastion level fortifications, 30% Forge functionality, 30% landing pad functionality, 15% Apothecarion functionality, Partially restored Librarium, 2 plasma blastgun emplacements, restored Chapel

Stored Equipment: 140 flamers, 40 heavy bolters, 50 meltas

Lore: https://pastebin.com/6UjaqgvC

1: Some of our junior brothers have completed the processes and become space marines, but there are many more. Let us make more of our scout marines into full marines so that they can join the true brothers in battle.

2: Our thralls will join in on the work being done by the Middle Fingers to improve the Fortress defences. Let us make this into the greatest fortress of Koronam.

3: The Chaplains will search in the deeper chambers of the Fortress for relics of power. Doubtless there is still much to find in the hidden realms beneath the monastery.

4: Our forge is functioning well, and significant portions of it have been restored to full working order. We will see if it is now capable of producing vehicles. More Razorbacks to transport and provide support to our infantry would be most useful, so these will be our aim. Let us test the capabilities of our techmarines and facilities.

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a70b08 No.51579

The Sanctioners of Cataclysm will be spending their 5.5 favor to recruit a Contemptor Cortus Dreadnought.

They also formally request a Castraferrum Dreadnought from their chapter.

Paragon Decimius

Chassis: Contemptor-Corvus Pattern, Sanctioners of Cataclysm subtype

Age: 3000

Chassis Age: Pre-Heresy

Left Arm: Dreadnought Power Claw with inbuilt Heavy Flamer

Right Arm: Heavy Plasma Cannon

Chassis:

Atomantic Shielding

Extra Armor Plating

Numerous Molecular Bonding Studs(Armor)

Paragon Juntalian

Chassis: Venerable Dreadnought Castraferrum Pattern

Age: 1000

Chassis Age: Post-Heresy

Left Arm: Venerable Dreadnought Power Fist, 5 finger variant, with built in Heavy Flamer

Right Arm: Flamestorm Cannon

Chassis:

Extra Armor Plating

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74348e No.51586

Dice rollRolled 53, 64, 31 = 148 (3d100)

Organization Name: The Carnelian Martyrs

Category: Adeptus Astartes

Sub-Category: 4 Companies: 2nd & 3rd Battle Companies, 8th Assault Company, 9th Devastator Company, 10th Scout Company

>Favor

3.5 Favor

>TROOPS:

340 Standard Space Marines (4 Companies)

123 Scout Space Marines (1 company)

112 Death Company Space Marines (1 Company)

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

5 Stormraven Gunships

11 Land Speeder Tornadoes

6 Damaged Land Speeder Tornadoes

2 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Damaged Baal Predator [Twin-Linked Assault Cannon] [Heavy Bolter Hull Mounts]

1 Ironclad Dreadnought (Brother Emmanuel) [Hurricane Bolter Battery],[Inferno Cannon (Dual-Linked)] >Slight Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple] >Slight Damage

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple]

2 Empty Dreadnought Chassis

>Fortress Monastery

90% Upgraded

Gestation Chambers and Prisoners

Thunderhawk Hanger 50% cleared, 4/10 Thunderhawks stored

Forge 40% Functional

Apothecarion 100% Functional

Lore: Scions of Sanguinius, these son of the Angel of the Imperium hold their word as high as their martial prowess. Truly if one seeks to call himself a descendant of the greatest Primarch who ever lived, then he must hold himself to that standard. Formed in the 20th founding from pure Blood Angels stock, they hold their lineage in high regard, and are among the first Blood angels successors to answer the call to aid of their parent chapters. They're also quite jovial for blood angels as well, some calling their demeanor more akin to the sons of Russ then to the usually dour sons of Sanguinius. This is contrasted with their gene flaw, as a large amount of brothers suffer from the Red Thirst and the Black Rage, only in the Martyrs it seems to be on a clock. A brother has approximately 700 years before his time is metaphorically up in most cases, and the Rage takes him. The Thirst can come at any time, but is often seen in younger brothers and its occurrences reduces with age in the chapter. As such they have a rather large death company, so large due to a large amount of brothers being admitted in the same solar year, that they have enough brothers to form what amounts to 2 death companies, one of which is campaigning with the main chapter in the Jericho Reach, and the other deployed with the contingent sent to defend Koronam, honoring a blood debt owed to the planet when the Carnelian Martyrs were saved from a bloody last stand on the planet by its inhabitants over several millennia ago. Holding to their word, when the call for aid came out, the Carnelian Martyrs were the first to rush to the defense of Koronam.

>Bonus: Higher Chance of getting Black Rage and Red Thirst.

Black Rage/Red Thirst Bonus: +20 to all battle rolls, but casualty rates are heightened.

>Other

+ Artificer Inferno Cannon ??/??

1. Our serfs would be dedicated to clearing out more of the hanger in order to have adequate space to house our new vehicles.

2. In addition to this, other serfs and laborers from the nearby hives will be tasked with finishing the expansion of the defenses and the Fortress Monastery itself.

3. With the casualties taken in the recent battle, the need for more gene seed is apparent; to begin growing a stock the gene seed already ready in the gestation tubes would be harvested, and additional units and chambers, along with convict to grow them, will be acquired.

>Formal Reinforcements: Rhinos

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bbb9e1 No.51591

>>51538

Organization Name: Battle Maniple Epsilon

Category: Adeptus Mechanicus

Sub-Category: Auxilia Myrmidon

Lore: Led by the Magos Prime Myrmidax Sareal Tesht a giant among Tech Priests (think Terminator Power Armour sized) and a cabal of lesser tech priests and datasmiths who maintain and act as his hands wielding his army in the name of destruction, for the Epsilon Maniple has less than 50 individuals within it's number with the rest of it's forces built by the hands that control them for the Sareal is an artist of destruction and creation and once he has destroyed his force must be able to immediately construct something greater in its place so that in turn may be used against the next target for as a proud member of the Auxilia Myrmidon Sareal believes that the greatest method of advancing the Omnissiah's will is to remove every eventual threat to it's divine design.

Bonuses: +5 General Combat, +5 Siege Combat, Mastercraft Power Axe +5 Combat +15 Duels, undefined bonus for making dem servitors

10,800 credits remaining

TROOPS:

127,500 Combat Servitors (120,000 total)

125 Kataphrons (125 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

3 Armiger Warglaive (Lesser)

50 Support Personnel

44 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

5 Thanatar Siege Automata

320 Data-Smiths

68,500 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. With the Promethium Facility being worked on we should be able to produce more flamer capable vehicles. The facilities should be dedicated to producing Heavy Flamer equipped Cadian pattern sentinels (armoured) for use by the local guard forces

2. My current Standard Servitors will be put to work in expanding the fort to the south of my Manufactorum into a Bastion

3. My combat Servitors and Kataphrons are going to perform a sweep of the lower hives of Karanas looking for any signs of xenos or heretical presence.

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bbb9e1 No.51592

Dice rollRolled 77, 80, 76 = 233 (3d100)

>>51591

muh dice

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bf8b27 No.51593

Dice rollRolled 90, 11 = 101 (2d100)

>>51541

Organization Name: Koronam Hive Arbites

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 250,000 Well Armed Adeptus Arbites, 45 Repressors, 10 Chimeras, 10 Sentinels

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +12 to fighting inside Hive Cities and Agari Encampments.

1. Get our men trained in Mechanized Urban Warfare, we must be prepared for any situation!

2. Once again, we shall scour the hives for heretics and Xenos infiltrators

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a70b08 No.51594

>>51593

It's actually 300,000 Well Armed Arbites, my bad with your calculations.

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bf8b27 No.51596

>>51594

No problem, I'll make sure to get that in next turn.

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dc9440 No.51599

Dice rollRolled 59, 47, 8, 85 = 199 (4d100)

>Organization Name: 2nd Koronam PDF Regiment, 'Mobwag'

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,100

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

>Agri Defenders East: (Stationed at: Stronghold Sick Yellow)

100,000 PDF Soldiers

25,000 Combat Engineers

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,999 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Major Kreibar's Black Block:

Major Kreibar

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Mobwag:

590,510 PDF Soldiers

100,000 Poorly-Equipped PDF

81,400 Black River Veteran Engineers (Combat Engineers)

55,000 Combat Engineers

50,190 Black River Veterans (PDF)

35,590 Agri PDF Soldiers

9,000 Autocannon Teams (30,000 PDF)

3,910 Black River Agri Veterans (Agri PDF)

1,500 Lascannon Teams (3,000 PDF)

1,000 Black River Autocannon Teams (3,000 BR Vets)

800 Heavy Bolter Teams (1,600 PDF)

500 Black River Lascannon Teams (1000 BR Vets)

200 Black River Heavy Bolter Teams (400 BR Vets)

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

500 Thudd Guns

>Lore:

Assembled from all available low tier engineers, maintenance and construction workers the 2nd Koronam PDF Regiment nicknamed 'Mobwag' after a small reptilian ambush predator found in the swamps of Koronam specializes in the rapid construction of defensive structures and their maintenance under heavy pressure. How well their experience will hold up to the onslaught of Xeno invaders however remains to be seen.

>Bonus:

+ 15 to constructing Fortifications

+ 9 to General Combat

>Kill Count:

+ 2,240,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

>Casualty Count:

+ 893,000 PDF

+ 78,000 Combat Engineers

+ 58,400 Agri PDF Soldiers

+ 3,600 Black River Veteran Engineers

+ 1,810 Black River Veterans

+ 590 Agari Black River Veterans

+ 500 Nobkillerz

1. The Vulcan Megabolter would be installed atop the gates of Sick Yellow. 20%

2. The production of Thudd guns would have to be automated in order to provide a steady supply of weaponry. (Thudd gun per turn production)

3. Some civilian economy would be constructed beneath Sick Yellow in order to ensure a steady supply of credits that would benefit Mobwag in the long run. (Credits per turn production)

4. Progress on expanding the medical detachments would continue. 10%

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a70b08 No.51615

>>51544

>>51022

>>51543

Daveet Van Varuke begins to award promotions to the Skitarii that performed particularly valiantly within the fight. Approximately 10 brave Skitarii and Secutarii are promoted to the rank of Axiarch. On top of that, 1,000 Skitarii are promoted to the ranks of the Secutarii as a reward for their bravery (Adjust numbers accordingly pls). The 40 autocannon salute was beautiful, the rest of the survivors get rewarded medals, that while minor showcase their bravery in battle. Segmentum Command, and Titan Legion Vere Ferrus reward you with 10 Manticore Chassis, when assembled these missile systems will be a force of reckoning on the battlefield, plastering the area with Explosive missiles! The Grail Born are slowly being organized, although their numbers are not being produced as rapidly as you would like. Approximately 960 Grailborn are produced in the first generation to see how they shall perform. They are marginally weaker Ogryns, but are more intelligent than a normal human. Some of the scientists on the project suggest this will end up like the Afriel Strain, but you dismiss such a notion.

>>51546

First and Foremost, The Enterprisors purchase a spectacular looking Banehammer with an HQ fitted into the back, it will certainly be a potent support unit on the battlefield, and is capable of carrying out crowd control against large mobs of Orkz! Beyond that, The Enterprisors begin work on the Pact of Steel and helping to streamline Koronam's Industry. They make great leaps, cutting out the vast majority of the bureaucracy holding back Koronam's Industry. The Manufactorums work at faster speed, with the Tech Priests sanctifying the manufactorums once more, and appeasing the Machine Spirits upon them. On top of this, the workers are motivated when you offer them better living conditions and marginally better rations if they meet higher quotas, which they happily do. You manage to provide on your promise. (Please inform the rest of the Steel Pact that they will now be making an additional 700 Credits on each peacetime turn, and will also receive said bonus after a battle is over, should come to a total of 2,700 credits each now.) Training goes worse than planned, and no advancements are made, with most of the troops still trying to rest after the savage battle that happened previously. You search the Psychic Nexus for relics, and find nothing, nothing with a Physical search that is….

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a70b08 No.51616

>>51547

Convent Sanctification continues, with Holy Engravings being engraved into the walls, which further improves protection from Daemons. This is a significant step up from the previous Daemon Proofing you have placed upon the convent. On top of this, the walls are heavily blessed to make it much more difficult for a Daemon to cross. However, the last part, which is placing Daemonic Wards, which is perhaps the most intensive part, is required to provide an amazing defense against Daemons. Overhauls in the Bureaucracy are completed fairly quickly, which improves Koronam's production greatly! The Holy Promethium is being produced in larger quantities than ever, and medical supplies are also being produced at a rapid rate. Afterwards, you train your sisters in battle, and gain an additional +1 to all combat rolls bonus. (+9 total.) The Cathedral restoration project goes slowly, as your sisters are busy sanctifying the convent. The entrance is repaired, and you are able to enter the Cathedral, which is a spectacular sight to behold! Although the roof above the great altar has caved in, destroying it. The areas where the worshippers would sit are also in great disrepair. You also pay credits to purchase 500 medical Cherubim, which costs 2,500 Credits.

>>51550

You make great leaps in fortifying the Fortress Monastery! While you are not able to complete renovations up to Citadel-Tier, the defenses are a marvelous sight to behold! The initial Entrance into the fortress monastery is built out of Ferrocrete and Ceramite, and is heavily reinforced by Adamantium, with the gate itself being made out of Adamantium! Two Plasma Blastguns and many Tarantula Sentry guns bearing all sorts of weaponry also line the wall. In addition to this, there is a second, thick ferrocrete and Ceramite wall, which has been reinforced with Adamantium as well. The entire stretch of area between the first and second layer of walls is a massive killzone with numerous Tarantula Sentry guns. The Pillars and underground walls themselves are heavily reinforced, preventing men from tunneling in, and Void Shields add an additional level of protection! This is a Fortification that Rogal Dorn himself would be proud of, were he here of course… The only thing that is missing is for the Chaplains, Librarians (of the ash dragons) and Tech Marines to sanctify the fortifications as a finishing touch. While your fortification work is almost complete, the inside of the Fortress Monastery still has plenty of areas that have yet to be repaired and fixed. You search for Weapon Relics as well, and find a well-crafted Chainsword in good condition! It gives a +2 combat modifier for general combat, but gives you a big +15 Bonus in duel combat! Your search for better armor is for naught, your Marines find nothing.

>>51552

You relic hunt around, searching for artifacts for the Glory of the Omnissiah! You find an Electro-Flail, which is a fairly decent melee weapon in the heat of battle! It provides a +5 to all duel rolls. You continue to assemble the Chimeras, while it is tedious work the Manufactorum finally produces all of the Chimeras that were requested. You also find a High Ranked Genetor Priest, in specific you find one named Bradicus. As chance would have it, it appears that he is the Brother of another Magos Biologis on the planet, the brother of Bradicus! It appears they have a lot of brothers, all of which are Magoses in their respective fields of study. Much like Chadicus, Bradicus is swole, albeit less so because he does not have the blessing of the Emperor's Grail.

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a70b08 No.51617

>>51569

You comb the core tunnels, and find a spectacular weapon, perfect to mount atop your Knight Castigator! It is a tempest warblade. When you attach it to the Knight Castigator, it appears to work no different from a standard Tempest Warblade… Until you take a much closer look at it. Within it appears to have numerous amounts of nozzles and an activator… When it is activated, the sword itself lights on fire, and testing it out on some trees and a random vehicle you "requisitioned" from the citizenry, it appears to not just cleave through things, but also even melt and incinerate them. A potent weapon, and this improves its combat capability greatly. The Knights find nothing within the CORE tunnels. Back at the gate of the east, you continue to bolster the fortifications, with a final, THIRD layer of defenses being constructed around the central parts of the Manufactorum and Knight Storage Facilities. The walls are slowly being erected and sentry turrets are being put in position. The Manufactorum in the meantime begins to churn out missiles, producing manticore missiles.

>>51572

Another ceremony is held, a little rushed in preparation for the Orkish Assault, but in the end only 2 Scout marines are selected to become full battle brothers. As for your thralls, they are completely unable to keep up with the rate at which the Middle Fingers are constructing! Before you know it, the Fortress Monastery's defenses have almost been brought up to Citadel Level. The Chaplains descend into the lower levels, searching for relics of Power. This fortress Monastery contains many great Artifacts and relics, and deep within, you find an Iron Halo, in excellent condition! A spectacular find by your marines, and one that will certainly improve the survivability of the wearer. It is immediately presented to Strike Captain Rahak. Meanwhile, back at the forge you start to produce vehicles, although production is slow, you manage to construct a fully functional Razorback. Just one though.

>>51579

The appropriate Favors are called in, and you manage to acquire the Dreadnoughts.

>>51586

First and foremost, your chapter sends you 9 Rhinos to help bolster your vehicles and land transport. After that, you begin to clear out more of the hangar, and by the end of the peace period, you have cleaned out the entirety of the Thunderhawk hangar, giving you enough space for 20 Thunderhawks (Or any Aerial Vehicle for that matter). You also work on improving the defenses of the Fortress Monastery, and by fully repairing the Ceramite and Ferrocrete walls around the Fortress Monastery (Which is shielded and hidden in a small valley surrounded by small mountains, with only 2 passes, one which leads directly north and one which leads eastwards to Ortal) you are able to protect the Monastery better. Lastly, you begin to produce more gene seed, using a dubious method, although due to extremely extenuating circumstances you are permitted to use it. Plenty of convicts are acquired, and slowly the gene seed is being grown.

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a70b08 No.51618

>>51591

>>51592

Heavy Flamer Cadian Sentinels are now being produced, and your manufactorum seems to be producing them somewhat rapidly! The Fuel is also being produced in a rapid manner, so as to prevent the Sentinels from running out of ammunition in the field. All in all, about 20 Heavy Flamer Sentinels are produced. The Servitors also begin to improve the south Manufactorum Fort into a bastion, although such work will take some time. Your Servitors work at breakneck speed, reinforcing the walls with more ceramite and Ferrocrete, as well as Installing a Void Shield Generator to better protect it against attack. Lastly, your servitors and Kataphrons perform a sweep of the Lower Hives, and root out all heresy that they are able to find.

>>51593

You continue to train in mechanized urban warfare, and through drilling heavily within Hive Cities and using the newly acquired Sentinels, Chimeras, and Repressors within the confines of these Hive Cities and Agari Settlements. You manage to train so well that you get an additional +3 bonus to fighting inside Hive Cities and Agari Encampments. (+15 total) although further training and improvement will be more difficult. You also search through the hives and find no signs of Heresy.

>>51599

The Vulcan Megabolter is mounted, and progress on Sick Yellow continues further, with thick adamantium plates being attached to the gate of Sick Yellow to help reinforce it, and prevent it from being bashed down or otherwise destroyed. In addition to this, you also produce more Thudd Guns, and another 600 Thudd Guns are produced for use by your troops. The civilian Economy is also expanded, you encourge the Agari Settlers nearby to start producing consumer goods which you then "requisition" and then sell off for a profit. While this greatly pisses off the Agari, it nets you a nice 200 Credits per peacetime turn and a 200 credit bonus after wartime (You will have to do the credits addition yourself.) That being said, the Agari are fed up with helping you due to this action, and you can stop expecting help from ALL agari on your construction projects… Medical Detachment expansion goes swimmingly, with you recruiting many more medical staff from the Hive Cities. Expansion goes quickly and now it is up to 30%.

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16dadb No.51679

Dice rollRolled 40, 34, 32 = 106 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 392 Space Marines

(110 wounded)

98 Scout Marines

1910 Chapter Thralls

49 assault bikes

(10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted Chainsword x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred aniliharor

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger

1.Search for weapon relics

2.continue fortifications we are almost finished

3.excavate some of the rooms in the fortress

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