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The King Is Dead; Long Live The King!

File: 8412fcd479efc54⋯.png (847.97 KB,491x646,491:646,Fortress1.PNG)

File: 621ffd5f461d2eb⋯.png (2.12 MB,917x1125,917:1125,Ghozal.PNG)

File: d4b18875affce5a⋯.png (3.32 MB,1591x1033,1591:1033,Space Marine Ork Combat.PNG)

ce91e2 No.51619 [Last50 Posts]

(New Thread Created as the last one was getting laggy.)

Welcome to all Old and New Players alike, to a Last Stand builder game with the Objective of defending this planet, Koronam, from the enemies of the Imperium!

In the last thread, we fought off the Orkish Vanguard Forces and are now starting to face some more heavy duty Orkish Forces!

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):

RULES:

https://pastebin.com/MA8f8aa9

https://pastebin.com/JQ4LwRKG

____________________________
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ce91e2 No.51620

File: a8b746729e45cd0⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

The Next attack arrives, with Orkish Roks crashing and falling through the sky… Although something is not right. This attack is far smaller than expected. A single dropzone is reported, not far from Ortal, the force is far smaller than the ones we have previously faced. A warboss is seemingly absent from this force.

Western Dropzones:

9,000,000 Orkz

50 Battlewagonz

300 Bonebreakaz

500 Gunwagonz

2 Weirdboyz

20 Braincrushaz

1 Stompa

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5cebe1 No.51621

Dice rollRolled 32, 58, 47, 83, 41, 66, 19 = 346 (7d100)

>>51619

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,300

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>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:

490,510 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

8,000 Autocannon Teams (24,000 PDF)

3,910 Black River Agri Veterans (Agri PDF)

1,300 Lascannon Teams (2,600 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%)

1,000 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

>Other:

+ Civilian Industry (200 Credits per Turn)

>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. Once more the Orks had come to Koronam. Something was weird about this attack however. Many of the senior officials had noted how it was far too small and a Warboss being missing certainly meant some sort of sneaky maneuver, highly unusual for Orks. Sick Yellow would receive more personnel from Mobwag, and its fortification would continue as planned.

2. Vertun had other defenders and Section Red River had repeatedly proven incompetent. However to make up for their many flaws it would now be their turn to procure equipment for the many underequipped PDF Soldiers, with use of Regiment funds if needs be.

3-4. While much smaller than anticipated the Orkish invasion force was still much more powerful than the 2nd Koronam Regiment. Hopefully now with more equipment available recruitment of new PDF forces would continue.

5-6. All available forces which were not part of garrisons would immediately be redeployed to the River North West of Ortal. Here they would use their abundant numbers of Combat Engineers to quickly and adeptly construct heavy fortifications that would aid them in the Green Horde's savage attacks.

7. Lastly the local Agri settlers had proven ungrateful to say the least. They would be bombarded with propaganda of their required service to the emperor and images of tens of thousands of men cut down in the line of duty. The Corpse Fields of the Black River should serve them as a reminder of what would inevitably await them should the defense of Koronam fail and they ought to be happy to do their part to ensure that this place remained an imperial one.

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9767c7 No.51624

Dice rollRolled 71, 26 = 97 (2d100)

>>51620

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Siege Force

TROOPS:

564 Space Marines

5 Thunderfire Cannons

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

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, Paragon Decimius)

(120 marines)Sanction Force Delta-17(17th, 3rd, 29th, Paragon Juntalian)

The Sanctioners deploy force Alpha-22 and Gamma-30 to Ortal in preparation for its defense. The Orks have acted strange in their current deployment vs established fact, and the Sanctioners are preparing for the inevitable trickery that Orks are prone to. (282 Marines, Paragon Decimius)

Meanwhile Beta-15 and Delta-17 enter deep into the catacombs, setting them up preparation for yet another protracted siege campaign.(282 Marines, Paragon Juntalian)

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6ae9e3 No.51625

Dice rollRolled 44, 58, 2, 65 = 169 (4d100)

>>51620

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:

0 Credits

Steel Pact (2,700)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

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)

1. Defend against the ork horde. "It is a strange thing that they do not commit all their forces in a huge horde, but that does not mean we should let it deter us from banishing the filth that has reached our doorstep. The squats shall keep this horde contained while we see what game the enemy is playing. Besides, we would be remiss if we missed the opportunity to test out the banehammer on such a concentrated horde."

Ruffshod Ironboot, Banehammer, 45,000 Squat Troopers, 20,000 Squat Thunderers, +5 to defensive warfare when using Squat Units,

2. Fortify Ortal to bastion level.

3. Fortify Karanas to bastion level.(25%)

4. Fortify Vertun to bastion level.

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d02dae No.51641

File: 20e2fb9fec67874⋯.jpg (223.35 KB,480x514,240:257,1389306200330.jpg)

File: 9c023b845654a3f⋯.png (34.67 KB,1884x905,1884:905,Varuke Dipper Epsilon2.png)

File: 44fb98de8b99d74⋯.png (3.13 MB,3072x1654,1536:827,Koronam Potential Position….png)

Dice rollRolled 13, 22, 50, 35 = 120 (4d100)

>>51619

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)

(44,390) Secutarii; Hoplites, and Peltasts (750 Standard Missile Launchers)

(283,500) Skitarii; Half Van and half Ranger

(110) 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

230 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

10 Manticore Chassis

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 (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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

2000 Credits

lvl 4 Gate of the East Garrison

Daveet dan Varuke sees the truth of this. He himself had deployed to cull Orkz that leave the jungles of his home world. His people fought the Orkz on his home planet in the past, and their "Kunning" is not to be underestimated. The Orkz have once again changed tactics. This western deployment is a ruse. Their true target lies elsewhere, I have no doubt this diversion tactic is to strike true upon the East. Their true goal must be that of Khe-Sanh and Olagas. We must move quickly to secure our territory!

1. Perform the Blessing of the Omnissiah upon our Knights.

2. Have Artillery Trenches dug to support the 'Varuke Dipper Epsilon' trenches already in place.

3. Improve our existing 'Varuke Dipper Epsilon' trenches with the addition of underground bunkers, and medical areas, to protect against bombardment, and improve the triage of our 'Crux Mechanicus' actions.

4. Eastern Guard Mountain 'Delay, Damage, and Denial' Plan. Or The Triple D Initiative. Outposts, mines, booby traps, ambushes, explosive charges galore. I have marked some potential areas on the map where we could employ these without damaging the eastern guard forts. Most important are the inner mountain passes which we can use to great effect should the enemy try to pass through, thus denying them easy entry. Otherwise if they venture close to the mountain we can trigger rock slides to delay and damage. Thus Triple D. We don't have much time but we can make the most of it to blunt the coming attacks. We can easily make use of our production of lasgun, plasma, and assorted powerpack batteries, as well as allied production of manticore missiles and promethium, to meet our demand for explosive materials.

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0a0e5a No.51662

File: d2055bd9a602007⋯.jpg (79.95 KB,750x562,375:281,56250176bd86ef10008c2c46-7….jpg)

File: 98158b2b21c6aab⋯.png (388.21 KB,605x528,55:48,Shitty battleplan.png)

File: ed848f6900dab15⋯.png (316.53 KB,600x354,100:59,Sans-titre.png)

Dice rollRolled 23, 83 = 106 (2d100)

>>51620

Organization Name: Koronam Hive Arbites

Category: Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 300,000 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: +15 to fighting inside Hive Cities and Agari Encampments.

1. Lure the Orks to the nearby stronghold with out mechanized units, we'll feed draw them right into a killzone.

2. Relay a message to the rest of the Arbites, we're digging in at Ortal's Stronghold and are fighting the Orks there.

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0a0e5a No.51663

File: b4ed1631cf30819⋯.jpg (156.48 KB,1920x1080,16:9,bbb4af4e-174e-49f9-886a-a5….jpg)

This is Arbites Chief "Tsar" to all available forces in the Ortal sector. We're luring the foul Xenos foe into a more advantageous position.

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7bed44 No.51666

Dice rollRolled 35, 8, 4 = 47 (3d100)

>>51620

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:

520,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. The Ork Roks pass in front of the nearby star, their shadow passing over the fort owned by Battle Maniple Sigma. The Magos Commander looks annoyed through the window as he looks up from performing maintenance with the holy oils and unguents on his mechandendrites and other cybernetics. He gets on the Vox "Do you see those drop pods? Good. I don't want to." The Magos returns to maintenance and prayer as the fort anti-air opens up on any Roks they can stop from reaching the ground. +13

2. As the Roks reach the ground the squat artillery and air support opens up to shell the area to as close to non-existence they can get. +13

3. The Magos then brings Bradicus in to aid with his expertise on Xenos biology in methods to eradicate Orks more efficiently.

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2de2bf No.51667

Dice rollRolled 100, 27, 99 = 226 (3d100)

>>51619

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

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

6 Rhinos

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. Wary of the smaller Ork force, our scouts would be deployed to monitor and harass the Ork force as it was drawn into the Hive of Ortal utilizing Land Speeders and rapid Deployment Via Thunderhawk.

2. Other forces are prepped and on standby in the event that this the actual attack, but back at the monastery the techmarines and artificers get back to work finishing up the Inferno Cannon.

3. And vehicle repairs as well

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2de2bf No.51668

File: 2c9a71a0e98164e⋯.webm (3.68 MB,480x360,4:3,someliketheircoffeeblack.webm)

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2de2bf No.51669

File: f41e1dc9282085d⋯.webm (2.71 MB,1280x720,16:9,ambushed.webm)

>>51668

>>51667

wrong webm

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854fc5 No.51672

Dice rollRolled 4 (1d100)

>>51620

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 4/10

Troops:

5 Librarians

5 Assault Centurions

255 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

228 Scout Marines

11 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)

Iron Halo (carried by Captain Rahak)

Fortress Monastery: Bastion level fortifications (almost Citadel), 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: Our forces conduct hit and run attacks on the orks as they land. Before they can establish themselves and unite their forces they will be vulnerable. By deploying quickly using our aircraft, we can hit isolated or vulnerable ork positions and then retreat before they can bring their power to bear against us.

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6b4650 No.51673

Dice rollRolled 25, 22, 21, 63 = 131 (4d100)

>>51620

>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

-Relic: Inferno 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.

Inferno Warblade: Tempest Warblade capable of covering itself in fire for greater damage and penetration power.

>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: We suspect diversionary forces at play. Keep the offensive forces at high alert, and maintain a watchful eye towards the peaceful ground. We highly doubt that the Western forces will be unable to repel the Ork assault, but a token effort must be made to assist, lest we seem merely lazy. Send over the Knight Castigator "Dies Irae" for assistance. It will be a good opportunity to field-test the Inferno Warblade as well.

+Knight Castigator "Dies Irae"

2: Have the offensive forces not in use patrol the regions near to the Gate to the East.

+290,000 Skitarii

+40,000 Secutarii

+100 Axiarchs

3: The Knights shall remain in reserve, in case they must be sent out with haste towards some unknown target. If an enemy force is found with the patrols, however, they're to head out to help.

+Knight Castellan "Oculi autem Deus"

+Knight Preceptor "Ars Moriendi"

+Knight Crusader "Aeternam Vale"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

4: The Sancristans and Tech-priests remain similarly in reserve, blessing the fortifications of the Gate to the East and the Knights alike.

+3000 Sancristans

+10000 Tech-priests

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a29dd0 No.51677

Dice rollRolled 36, 62, 28, 18, 69 = 213 (5d100)

>>51620

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

930 Sisters of Battle with Combiflamers

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

1000 Repentia

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

100 Regular Rhinos

100 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Hellpistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bombs

930 Combi flamers

10 Aster Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Casthedral opened up but still ruined in under convent

1,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 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 sisters Continue to Try and renovate the Ruined cathedral.

2.The tunnel between the Convent and the City of Olagas is worked on being restored.

3. The Pronatus Resume their attempts to map the tunnels of Koronam with an escort.

4. The medical uplink is used to coordinate the fronts as best they can, with special attention directed at any anomalies.

5. A small task force of Sisters is sent to the front to render Medical aid as needed. They are here strictly in a support Sense and will not engage in combat unless the field hospital is endangered.

Task Force Mercy

100 Sisters with combi flamers

20 Seraphims

20 Melta Dominions

20 Heavy flamer Retributors

20 heavy Bolter Retributors

10 Multimelta Retributors

2 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

10 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

5 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

20 Repressors

390 Medical rhinos to transport wounded tot eh convent and back.

+9 combat bonus

+3 Ancient banner

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ddd392 No.51680

Dice rollRolled 66, 9, 56 = 131 (3d100)

>>51620

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

The 20 Heavy Flamer Sentinels will be sent to the forces of House Varuke to reinforce it's PDF contigent

1. With the Orks incoming my forces will be moved to aid in the defense of Level 3 Fortress to the West of Ortal and my servitors will be put to work in aiding the reinforcement of the walls as needed (Stationing 30,000 standard servitors for repairing and construction)

2. While there is still time my 5 standard Kastellans should be upgraded to Incendine capable now that a proper promethium refinery is under my control

3. My remaining servitors will set up traps in the area between Ortal and the landing zone setting up minefields and other explosive traps in the hopes of destroying any of the orks light vehicles as they move through the region ahead of the larger horde

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ce91e2 No.51686

75,000 Cultists

>>51621

Sick Yellow fortification efforts slow down again, it appears that the last parts of the citadel construction are perhaps the most difficult, so no progress is made. Over in Vertun, section red river begins to procure equipment such as more lasguns and flak armor for the poorly equipped PDF, and manage to acquire enough to outfit 25,000 men. The recruitment campaign continues to draw in more conscripts, day after day people conscript to defend their homes, to defend their world, and at the end of the campaign another 125,000 Poorly Equipped PDF join your ranks. As for the battle itself, Mobwag reached the Orkish Frontline, which had already engaged with Space Marine Forces attempting to slow them down. It was chaotic, with the Weirdboyz only exacerbating the chaos caused. Luckily, the Adeptus Astartes had bought enough time for the Combat Engineers to really start to dig in and deploy their support weapon teams and start unleashing barrages of fire upon the Orkish Charge. Wave after wave of Ork is cut down, but the Orkz, with their constant fire also manage to cut down Mobwag's numbers as well. The Agari do not seem to respond well to the propaganda, they feel as though you are taking advantage of their kindness, and do not care about their lives, and you only wish to send them off to die.

Casualites:

50,000 PDF (10,000 saved by Order of the Cleansing Dawn)

25,000 Poorly Equipped PDF (5,000 saved by order of cleansing dawn)

1,000 Combat Engineers

100 Black River Veteran Engineers

5,000 Agari PDF

40 Black River Agari Veterans

Killed 110,000 Orkz, destroyed 10 Bonebreakaz, destroyed 40 Gunwagonz.

>>51624

Your marine forces are the first to arrive, along with Paragon Decimius. Being the first and only forces at the battlefield at the present time, you begin a long campaign to fend off the enemy pushes. Hit and run attacks are the name of the game here, all the while Paragon Decimius and the Thunderfire Cannons stand in the back, gunning down ork after ork. The Plasma cannon destroying the medium and light armor of the Orkz while the Heavy Flamer reduces ranks of orkz to a burning crisp. All around the Sanctioners of Cataclysm strike, pull back, and strike again in fierce hit and run attacks, disappearing into the catacombs (which were secured by Beta-15 and Delta-17) and reappearing again. Your rapid attacks inflict great shock value, and in the thick of the fighting all that is heard is the whirring of Chainswords and incredibly loud whack of "The Unmaker" as it destroys Nobz with but a single blow from the mighty Power Maul. Your forces are decisive in slowing down the Orkish assault and allowing more Astartes Reinforcements to flow in, along with the Mobwag regiment.

Casualites:

7 Space Marines.

70 Space marines injured

Paragon Decimius, Slightly Damaged

Killed 200,000 Orkz, destroyed 5 Gunwagonz

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ce91e2 No.51687

>>51625

The Banehammer, with Ruffshod Ironboot manning the HQ, alongside the entirety of the Squat Forces under the command of the Enterprisors advance upon the Orkz, joining Mobwag in stopping the Orkish advance. The Squats work with the combat engineers in constructing trenches, and then start to open fire upon the enemy forces. In the thick of the fighting is the Banehammer, acting as the anchor in the lines. Its thick armor capable of stopping just about anything the Orkz send at it, and the Tremor Cannon mounted in the front blasts and disorients swathes of Orkz, which make them easy pickings for Squat Gunfire. The supplemental weapons of the Banehammer (Heavy Bolters and Lascannons) also help to keep the Orkz away from the Banehammer itself. In the rear of the Banehammer Ruffshod furiously attempts to coordinate the Squat defenses, and indeed manages to pull the squats together, even under heavy pressure from the Orkz. Working as a coordinated force, and with the support of the Banehammer, the Squats and Mobwag are keeping it together. Ortal and Vertun construction proceeds as planned, with both of them reaching 25% progress towards Bastion level. However, in Karanas, disaster has struck! A chaos cultist uprising, their leader being a mysterious Psyker, who has sworn his allegiance and fealty to Khorne, and wishes to inflict bloodshed, as of right now it is madness in and around Karanas, as people are being slaughtered in the name of The Blood God!

Casualties:

3,000 Squat Troopers (1,000 saved by the Order of the Cleansing Dawn)

1,500 Squat Thunderers (500 saved by the Order of the Cleansing Dawn)

Banehammer, Slighty Damaged.

Killed 95,000 Orkz, destroyed 10 Battlewagonz

>>51641

You attempt to bless the Knights, but in the end the Blessings appear to do nothing except anger one of the Armiger Knight Helverins, making it so angry that it is unusable for now. You begin to expand the Varuke Dipper Epsilon trenches, but ultimately expansion efforts fail, with the exception of Bunkers which are swiftly added by some people you temporarily pressed into service to construct the fortifications. Meanwhile the Eastern Guard Mountain Triple D initiative also proceeds as planned, if not a bit slow. It is about 10% of the way to completion.

>>51662

Your strikes by your mobile forces are largely ignored by the Orkz, with your Repressors, Chimeras, and Sentinels conducting hit and run attacks in an attempt to draw them into a Killzone at the Stronghold. The armored contingent zooms around and kills a few Orkz, but takes some casualties in return. Meanwhile the Arbites are properly informed that you are digging in at Ortal's Stronghold.

Casualties:

2 Repressors destroyed

1 Sentinel Destroyed

30,000 Orkz killed

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ce91e2 No.51688

File: 94618f6e3f46fa1⋯.png (3.42 MB,1246x1099,178:157,Sanguinor.PNG)

>>51667

(All your damaged vehicles are repaired smh.)

Your forces are deployed via Thunderhawks, Land speeders, and all your vehicles. You ride out to meet the Orkz alongside the Sanctioners of Cataclysm who are already trying their best to slow down the Orkish Advance. Indeed you advance forwards, and attempt to stop the Orkz in their tracks with a full frontal assault! It was folly. The Orkz were pressing you back, and your stand was a doomed one, were it not for the appearance of a mysterious figure. The Sanguinor. A figure of glittering gold rallies the men and starts beating the Orkz back, cleaving Orkz with but a single blow. He flew through the ranks of the Orkz and Marines as an avenging angel, the wrath of the emperor personified. Diving straight down, he cuts through a Weirdboy, killing him with a single, clean swipe. It appears that the Sanguinor has heard the call of the Carnelian Martyrs. The Carnelian Martyrs pull back and regroup, but their defensive efforts to hold the Green Tide back have been greatly bolstered, with the full might of the Carnelian Martyrs now having been deployed, seeing that the Sanguinor has appeared on the battlefield! Back at the fortress Monastery, work on the Artificer Inferno cannon continues to go slowly, but it is about halfway to completion. Before the Vehicles are sent out, Brother Emmanuel's Dreadnought is enhanced with additional armor plating, making him even more resistant to damage!

Casualties:

2 Standard Space Marines dead

1 Space Marine succumbed to black rage

3 Death Company Marines dead

60 Space Marines injured

Brother Emmanuel, Brother Slamguinius, Brother Vastator all Slightly damaged.

1 Rhino damaged

1 Predator Destructor Damaged

2 Land Speeders damaged

Inflicted 230,000 Ork Casualties, destroyed 30 Bonebreakaz, 50 Gunwagonz, killed 1 Weirdboy

>>51666

The Fort AA weapons open up, and shoot down two Ork Rokz, which certainly thin down the Orkish force just a bit, although it is nothing incredibly significant. The Squat Artillery and Air Support is still putting itself together, and will be fully capable of shelling the Orkish positions next turn. Lastly, Bradicus is ordered to create methods to eradicate Orkz more efficiently, but as of right now he has no idea on how to do it, he is drawing a blank.

>>51672

Working alongside the Carnelian Martyrs and Sanctioners of Cataclysm, you try your best to fend off the Orkz, working in rapid hit and run attacks, although the Orkz seem to be targetting you, rather than the Sanctioners of Cataclysm. Your Marines get bogged down under the Orkz and start to get divided, which is disasterous for your forces, and you are eventually forced back. Luckily, your forces are rallied by the Sanguinor and you manage to join forces with the Carnelian Martyrs in an attempt to slow down the Orkz before the more numerous forces come in to shore up the enemy offensive.

Casualties:

3 Space Marines dead

1 Space Marine with Flamer dead

2 Space Marines with heavy bolters dead

2 Space Marines with Meltaguns dead

80 Space Marines wounded

1 Razorback Transport destroyed

1 Vindicator tank damaged

Inflicted 135,000 Ork Casualties.

>>51673

The Knight Castigator is deployed against the western Orkish Offensive and while the showing it puts up is lackluster, it appears that the Inferno Warblade is an incredibly effective weapon against Orkz. It is a fire weapon, and is not just capable of cutting clean through Orkish armor, but it can spread fire rapidly throughout the Orkish ranks! The Forces in the east simply patrol, nothing comes… However, the blessings work particularly well, and at last… The Gate of the east has been fully restored to its old Glory. It is a citadel, with three layers of defense on the inside, storage facilities for Knights, and a large Manufactorum… Looking upon your work, it is a marvel to behold.

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ce91e2 No.51689

>>51677

The ruined Cathedral renovations are progressing as normal, with about 50% of the Cathedral being renovated. Upon closer inspection, there actually appears to be a vault underneath the Cathedral, although it bears the mark of The Ecclesiarch of the High Lords of Terra, and is hermetically sealed. An engraving states deliberately that this Vault will open when the time is right. To open it before the accorded time is to commit a grave heresy. The tunnel between Olagas and the Convent is also fully restored, with the rubble having been fully cleared away and the first vehicles from Olagas start to come in. The pronatus efforts to map out the Under tunnels of Koronam slow, although they are slowly making their way westward in terms of searching through the tunnels. Meanwhile the effort to pull together another medical detachment slowly proceeds. Lastly the Sisters are deployed to assist and render medical aid. They do not engage, as the Orkz do not ever directly threaten the Hospital, and instead they focus on saving lives.

>>51680

Your forces meet up with the Arbites in the level 3 stronghold west of Ortal and start to reinforce the walls as needed, and bring the Stronghold up to 25% of the way to reaching Bastion Level, with the walls being properly reinforced with Adamantium to prevent them from being easily breached. Your remaining 5 Kastellans are unable to be upgraded, since the Incendine weaponry they are meant to wield is still being shipped from the Forge World nearby. Your remaining Servitors set up quite a large minefield and a vast amount of Explosive traps, they will certainly cause serious casualties to the enemy forces should they proceed forwards! Safe corridors are also established in the event of a retreat by Imperial Forces.

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ce91e2 No.51691

File: 713588a048becc1⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

The Orkish forces have fully made landfall. They have engaged Imperial Forces on the front, however they appears to be less aggressive than most other forces of Orkz than we have faced (barring the last offensive based around the fort) and are simply just advancing slowly but surely. The Stompa is also brought forth against the frontline in an attempt to breach it.

In other, more terrible and Dire news, there has been a chaos uprising in Karanas! The Adherents of the Blood God rampage through the streets of Karanas, sacrificing people for the Glory of Khorne. The Arbites are currently trying their best to contain the situation, but it is rapidly getting out of control, with rituals to summon bloodletters and other various Khornate lesser Daemons also happening! One rumor states that they want to summon a Bloodthirster into this world!

Western Front

8,200,000 Orkz

40 Battlewagonz

260 Bonebreakaz

405 Gunwagonz

2 Weirdboyz

20 Braincrushaz

1 Stompa

Karanas Uprising:

75,000 Cultists

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0a0e5a No.51693

Dice rollRolled 30 (1d100)

>>51687

Organization Name: Koronam Hive Arbites

Category: Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 300,000 Well Armed Adeptus Arbites, 43 Repressors, 10 Chimeras, 9 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: +15 to fighting inside Hive Cities and Agari Encampments.

1. Continue drawing the orks into the stronghold, once they're deep enough in, we'll flank them with loaded Chimeras

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a29dd0 No.51694

>>51689

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

930 Sisters of Battle with Combiflamers

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

1000 Repentia

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

100 Regular Rhinos

100 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bombs

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 50% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored,

1,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 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 Mercy

100 Sisters with combi flamers

20 Seraphims

20 Melta Dominions

20 Heavy flamer Retributors

20 heavy Bolter Retributors

10 Multimelta Retributors

2 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

10 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

5 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

20 Repressors

+9 combat bonus

+3 Ancient banner

Task Force Purgation

750 Sisters of battle with combi flamers

80 Seraphim

80 Melta Dominions

60 heavy Flamer Retributors

60 heavy Bolter Retributors

30 Multimelta retributors

8 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

70 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

20 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

1000 Repentia

80 Repressors

100 Rhinos

Medical rhinos will be dispatched to front to heal people as necessary same with medical cherubim

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a29dd0 No.51695

Dice rollRolled 61, 28, 75, 28 = 192 (4d100)

>>51694

1. Task Force Mercy continues to provide healing and overwatch in the fight against the orks. With their dedicated Medical transports they will plugs any gaps in the battle line if the foul greenskins open it up. Otherwise they will stay in reserve and keep people alive.

+9 combat bonus

+3 Ancient banner

2.Task Force Purgation goes through the Tunnels to Karanas, to put the heretics to the torch and purge the area clean of Chaos taint. The vanguard of the Great Enemy is here, we will give them nothing to take here. Flamers and bolters focus on the cultists, melta guns are focused on any extant lesser demon to bring them down quickly. Repressors will drive into the main ritual sight with Repentia to unload the penitent warriors and have them stop the ritual at best speed.

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

+5 to all rolls fighting against Chaos and Tyranids

+9 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) (Oldfag said I have Karanas in muh map)

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

3. Luciana Veritova challenges the foul Psyker leader of the cultists to a duel. To strike him down and end his threat.

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

+5 to all rolls fighting against Chaos and Tyranids

+9 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) (Oldfag said I have Karanas in muh map)

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

4. The sisters when not in combat pray. or their home is under siege by many enemies and more will yet come. They look to the Emperor for his Grace and the Strength necessary to defeat them all, no matter their numbers.

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ce91e2 No.51696

Dice rollRolled 49 (1d100)

>>51695

Psyker leader duel roll.

He has a +15 bonus.

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d02dae No.51702

Dice rollRolled 82, 83, 90, 42 = 297 (4d100)

>>51687

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, (1 Unusable for Duration)

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(44,390) Secutarii; Hoplites, and Peltasts

(283,500) Skitarii; Half Van and half Ranger

(110) 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

230 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

10 Manticore Chassis

750 Standard Missile Launchers

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 (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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 5 Fort 'Gate of the East' +25, 'Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, 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

2000 Credits

lvl 5 Citadel Gate of the East Garrison

1 Investigate our Citadel fort, The Gate of the East, for facilities and functions that have reactivated with the apparently complete restoration of the Citadel level systems.

2 Eastern Guard Mountain Triple D initiative 10% Complete.

3 Get those 10 Manticore Chassis ready for battle. With our brother House making a supply of manticore missiles, and steady supplies of promethium we shouldn't have much of a problem making them logistically viable.

4 Try again to Expand the south facing Varuke Dipper Epsilon Trenches with Artillery Trenches.

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66c55d No.51706

Dice rollRolled 1, 90, 99 = 190 (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.continue improving the fort

2.Search for more relics weapons would be nice

3.Excavate the ruins of the fort so thst our battlebrothers the ashdragons might be able to use these facilities

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6ae9e3 No.51708

Dice rollRolled 4, 63, 29, 46 = 142 (4d100)

>>51691

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:

0 Credits

Steel Pact (2,700)

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

1 Banehammer (HQ, 1.25 to hero's command bonus), Slightly Damaged

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)

42,000 Squat Troopers

19,500 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)

1. Defend against the ork horde.

Ruffshod Ironboot, Banehammer, 45,000 Squat Troopers, 20,000 Squat Thunderers, 400 Thunder-fire Cannons, +5 to defensive warfare when using Squat Units

2. Send half of the ogryns and ratlings to purge this chaos uprising with bane to lead them. "These foul heretics must be put down at all costs! We will send half of the remaining abhumans to deal with this threat along with the Arbites who can help bring order to the city. The Bullgryns are perfect for this task as their large bulk will be able to hold back the rampaging horde of blood crazed fanatics. While the ratlings can snipe anything that resembles their leader. Bane himself seems particular eager to pulp the heretics.

Bane, 50,000 Ogryns, 25,000 Bullgryns, 5,000 Bone'eads, 750 Ratling Snipers, 20,000 Khe-Sahn Arbites

3. Fortify Ortal to bastion level. 25%

4. Fortify Vertun to bastion level. 25%

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5cebe1 No.51716

Dice rollRolled 21, 4, 30, 86, 74, 4, 20 = 239 (7d100)

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,300

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>>Mobwag:

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,999 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Frontline

445,510 PDF Soldiers (490,510)

77,500 Poorly-Equipped PDF (100,000)

81,400 Black River Veteran Engineers (Combat Engineers)

54,100 Combat Engineers (55,000)

50,100 Black River Veterans (PDF) (50,190)

31,090 Agri PDF Soldiers (35,590)

8,000 Autocannon Teams (24,000 PDF)

3,874 Black River Agri Veterans (Agri PDF) (3,910)

1,300 Lascannon Teams (2,600 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)

>>Task Force Red Hive

>Major Kreibar's Black Block:

Major Kreibar

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Reinforcements:

25,000 PDF Soldiers

100,000 Poorly-Equipped PDF

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,000 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 2,350,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 40 Gunwagonz

+ 10 Bonebreakaz

>Casualty Count:

+ 960,500 PDF

+ 78,900 Combat Engineers

+ 62,900 Agri PDF Soldiers

+ 3,690 Black River Veteran Engineers

+ 1,810 Black River Veterans

+ 624 Agari Black River Veterans

+ 500 Nobkillerz

1. The Defense against the Orks was proceeding well Colonel Steeljaw would remain with the bulk of the forces in order to repel their attacks and dig in deeper.

2. This heretic new uprising had to be nipped in the Bud. Major Kreibar and his Black Block would be reassigned to Task Force Red Hive and be put in charge of the newly gathered reinforcements. Equipped with guns from Section Red River they would find and eliminate all heretics in Karanas. This chaotic taint would mean the officers would have to be more vigilant than ever.

3. For once Artifact recovery from the battlefield would be noted as an important objective to be accomplished by Mobwag. All units were to report findings and procurement of holy, exotic or otherwise strange objects.

4. Fortification of Sick Yellow would proceed as planned.

5-6. Even more PDF were required to stem the ever growing green tide, while the Agri Population was complaining about their lack of appreciation tens of thousands were dying to save their lives from foul xenos and heresies. Equipment production was too slow and its procurement would have to wait until some order had been restored.

7. Section Red River would do its best to provide more equipment for the growing amount of PDF Soldiers. If necessary they were allowed to investigate ways to increase productivity at the expense of Regiment resources.

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7bed44 No.51724

Dice rollRolled 47, 43, 30 = 120 (3d100)

>>51688

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:

520,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter (3 Damaged)

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. The Orks are pounded with artillery, bombs, and strafing runs. +13

2. The ruststalkers are sent out to cause havoc among the orks and grab a normal ork nob for Bradicus's experimentation.

3. Speaking of Bradicus's experimentation. (same as last turn, but hopefully with test subject.)

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854fc5 No.51726

Dice rollRolled 44, 73, 12, 97 = 226 (4d100)

>>51691

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 4/10

Troops:

5 Librarians

5 Assault Centurions

167 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

228 Scout Marines

10 Razorback Transports

10 Rhino Transports

5 Vindicator Tanks (1 damaged)

6 Thunderhawk Gunships

4 Stormraven Gunships

2000 human chapter thralls

Wounded Troops: 80 Spaace 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 carried by Captain Rahak (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Iron Halo (carried by Captain Rahak)

Fortress Monastery: Bastion level fortifications (almost Citadel), 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: The Ash Dragons' aircraft conduct attack runs on the ork horde, attempting to disorganise it and ruin what little formation these primitive xeno are capable of.

2: Captain Rahak and the main bulk of the Ash Dragons forces then attack into the areas disrupted by the aircraft, using the chaos caused by our air support to mask their approach. Vehicles and infantry work together to make sudden attacks and fight in a hit and run style.

3: Our Librarians are uniquely qualified to counter the weirdboyz within this ork attack. They will use their own psychic abilities to suppress the foul sorcery of the orks.

4: A librarian, the five Centurions and a small force of 20 marines will be dispatched in a single Thunderhawk to Karanas Hive. They will help the other forces on the ground to deal with this uprising, in particular the daemons which regular forces will struggle to fight. In the close quarters of urban combat, the assault centurions will be nigh invincible.

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c2142c No.51743

File: 79f7886f8ecff6c⋯.gif (65.76 KB,223x199,223:199,1532173553741.gif)

Dice rollRolled 13, 80 = 93 (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

5 Favor

>TROOPS:

227 Standard Space Marines (4 Companies)

60 Wounded Space Marines

123 Scout Space Marines (1 company)

110 Death Company Space Marines (1 Company)

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

2 Damaged Land Speeder Tornadoes

5 Rhinos

1 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon] >Damaged

1 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] >Slight Damage

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 conventional forces continue their assault against the orkish forces, focusing their might on the Stompa, deploying the best warriors to board and destroy the monstrosity from the inside, while the vehicles and dreads engage the enemy armor and infantry respectively, the scouts in the meanwhile coordinating their sniping attacks from the nearby hills with spotters in the overhead land speeders.

2. The rest of the Chapter's forces, which is the entirety of the Death Company, will be deployed to the Hive of Karanas, and will do great battle against the most hated of Foes of the Blood Angels, the Servants of Khorne!

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6b4650 No.51744

Dice rollRolled 3, 29, 73, 51, 40 = 196 (5d100)

>>51691

>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

-Relic: Inferno 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.

Inferno Warblade: Tempest Warblade capable of covering itself in fire for greater damage and penetration power.

>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: As we thought, the Ork assault was simply a precursor. To think that they would strategize together with Chaos… doesn't sit right, still. Keep forces in reserve, patrolling the area around the Gate to the East.

+190,000 Skitarii

+20,000 Secutarii

2: Send over forces to help quell the Chaos uprising. Such vile heresy cannot be allowed to fester.

+100,000 Skitarii

+20,000 Secutarii

+100 Axiarchs

3: The Knights shall remain in reserve, in case they must be sent out with haste towards some unknown target. If an enemy force is found with the patrols, however, they're to head out to help.

+Knight Castellan "Oculi autem Deus"

+Knight Preceptor "Ars Moriendi"

+Knight Crusader "Aeternam Vale"

+Knight Paladin "Ecce Signum"

+Knight Paladin "Pallida Mors"

+Knight Errant "Fidei Defensor"

+Knight Errant "Ad Imperatorem"

4: Continue assaulting the Orks with the Castigator, though aim for heavier armor, such as the Braincrushaz or the Stompa.

+Knight Castigator "Dies Irae"

5: Blessed be those who hold the virtue of patience. Have the Sancristans administer machine blessings upon the reserved Knights, and have the Tech-priests administer blessings upon our patrolling forces' equipment.

+3000 Sancristans

+10000 Tech-priests

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ddd392 No.51752

Dice rollRolled 12, 77, 80 = 169 (3d100)

>>51691

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. The Orks need to be defended against and as such my force will be split in two

60,000 Combat Servitos

75 Kataphrons

5 Standard Kastellans

344 RAC's

2 Karacnos Heavy Tanks

5 Thanatar Siege Automata

220 Data-Smiths

Will aid in the defense with the Imperial army providing bodies to defend with and long range ordinance to target vehicles

2. My remaining forces will use their mobility to strike the Khornate rebels hard with the intent of crippling them before their actions can cause cascading issues of demons and secondary chaos uprisings

67,500 Combat Servitos

50 Kataphrons

20 Incendine Kastellans

3 Armiger Warglaives (Lesser)

3 Salamander Recon Tanks

100 Data-Smiths

150 Avenger Strike Fighters

3. My Manticores and Standard Servitors will set up to defend the fighting retreat of the imperial army from within the North-Western Fortress through reinforcement of the position

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ce91e2 No.51753

>>51693

You still fail to draw the Orkz into your stronghold, but your hit and run attacks still inflict casualties upon the orkz, but they are nowhere near as impactful as other forces as they are simply a skirmishing force meant to be bait, but ultimately this plan fails again as the Orkz fail to take your bait. Your repressors and other mobile forces simply end up darting around and providing supporting fire from the flanks for the main body of fighting forces.

Casualties:

2 Repressors Destroyed

1 Chimera Destroyed

1 Sentinel Destroyed

5 Repressors damaged

Inflicted 35,000 Ork Casualties.

>>51694

>>51695

Task force mercy continues to stay in reserve and ensure people's lives are saved. The field hospital they set up has Ambulance Rhinos coming and going, while the medics there are constantly covered in blood as they perform bloody amputations and administer life saving medication. It is a grisly task, but a necessary one. The rhinos provide support wherever they can, and aren't heavily damaged. Back in Karanas, task force purgation charges clean through the tunnels. Flamers and Bolters, as well as meltas focus on cultists as there aren't any Daemons, the first rituals haven't been completed yet. The Cultists put up a stubborn fight, but luckily you are supported by other outside forces. In the heat of battle, Luciana Vertiova meets with the leader of these Cultists, who calls himself "The Bloody Handed Cultist." Flail meets Sword and ultimately, the Flail appears to be triumphing, bringing the Psyker on the back foot! He tries some foul Psyker trickery, but ultimately it fizzles out and fails to have any significant effect on you. He is bleeding from numerous wounds you have inflicted on him. When you look at the sigils that cover his entire body, and fight him, all you can think of is ZAK… The Daemon of Tzeentch that you had fought not too long ago. As for Prayer… It is difficult to pray in the heat of battle, and thus they gain no benefits. A couple of sisters confess that Chaos has tried to overtake their minds, but they assure you that they managed to fend it off with their undying love and faith in the god-emperor of mankind.

Casualties:

Mercy Task force:

3 Ambulance Rhinos damaged

Killed 20,000 Orkz.

Task force Purgation:

20 Sisters of Battle killed

60 Sisters of battle injured

1 Seraphim Injured

5 Heavy Flamer Retributors Killed

3 Heavy Bolter retributors killed

3 Repressors destroyed

Killed 12,500 Cultists.

>>51702

You investigate the remnants of the Gate of the East, and find a most peculiar facility. a Replicae (Cloning) Facility. Fascinating! It is fully functional. You also continue to work on the Eastern Guard Mountain Triple D initiative, and have brought your progress up to 30%, upon completion this will create a ring of light fortifications all around the mountains! In addition to this, the last 10 Chimeras are assembled within the Manufactorum of the Gate of the East. The Varuke Dipper Epsilon trenches are also supported by Artillery, such as Mortars and some earthshaker cannons.

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ce91e2 No.51754

>>51706

You are working on the finishing touches of the Fortress Monastery! Some gold there, adamantium there, and constructing a third wall, just as the second layer of defenses collapses in on itself! This sets back progress massively, and brings you back to 20% progress towards citadel level fortifications. Meanwhile in the deep dark areas of the Fortress Monastery, your Marines manage to scrounge up a Thunder Hammer! They pull it out of the ruins to find it fully functional and still capable of smashing things around! This thunder hammer gives you a +20 t0 duel rolls. Lastly, you manage to restore the Forge to 70% functionality, giving you the production capabilities of at least 2 full Chapters!

>>51708

Your Squats continue to dig in ever harder, but the Stompa the Orkz bring in is just too much, and you are forced to retreat! The Banehammer cannot do much against a Stompa, and is likewise forced to pull back alongside other forces due to a combination of Orkish numbers and their own firepower, the Squats are forced out of their trenches. The situation at Karanas is much better though. The Ogryns and Bullgryns are in their natural Habitat, as are the Arbites. They rampage through the streets, killing anyone who looks like a Chaos Cultist (some innocents are also killed, but no one cares about that anyway). They put many rituals to a halt by "gracefully" breaking through the door and slaughtering everyone inside. As for fortifications, Ortal efforts are greatly slowed due to an area of the hive needing to be reinforced to support heavier weight, so no progress is made. Meanwhile in Vertun, more Tarantula sentry turrets are being mounted to help provide fire support.

Casualties:

Ork Front:

3,000 Squat Troopers (1,000 saved by Order of Cleansing dawn)

1,250 Squat Thunderers (250 saved by order of cleansing dawn)

1 Banehammer, Heavily damaged.

Inflicted 80,000 Ork Casualties, Lightly damaged the Stompa.

Karanas front:

5,000 Ogryns killed (1,000 saved by order of cleansing dawn)

1,000 Bullgryns killed (500 saved by Order of cleansing dawn)

1,000 Khe Sanh Arbites killed (250 saved by Order of Cleansing Dawn

Killed 15,000 Cultists.

>>51716

Colonel Steeljaw's forces are likewise forced back due to the fact that the Squats were overrun, and your forces have also been overrun by Orkz, the trenches held as long as they could, and now they are crumbling beneath the Green tide. Kreibar and the Black Block are unable to reach Hive Karanas, they are massively slowed down on the approach. Your troops tasked with finding Holy and Peculiar Relics find nothing. Sick Yellow's construction is almost complete, with it reaching 80%! One last bit had to be finished, which was the third level of defenses, it needs some more tarantula sentry turrets installed and the gate also has to be reinforced. Another 75,000 PDF are raised, although these too are poorly equipped. Many people enlist, although the Agari still refuse to enlist with the PDF any longer. As for Red River, it appears that the amount of well-supplied men you can sustain has come to a limit, as of right now Koronam's industries are being streamlined, so perhaps more equipment will come later?

Ork Front:

65,000 PDF dead (10,000 saved by Hospitaller)

35,000 Poorly equipped PDF dead (5,000 Saved by hospitaller)

4,000 Agari PDF dead (1,000 saved by Hospitaller)

500 Black River Veterans Dead

20 Autocannon teams dead

10 Heavy Bolter teams dead

Killed 115,000 Orkz.

>>51724

Your Thunder-fire cannons move into position and start shelling the orkish forces with everything they've got. The artillery fire goes day and night, and is unstoppable. Overhead the Overlord Armored Airships unleash salvo upon salvo of cannon fire from the sky, while the Iron Eagle Gyrocopter perform Heavy Bolter strafing runs, gunning down scores of Orkz. The Ruststalkers are sent out on the dangerous mission to grab an Ork Nob, and they return with a struggling Ork Nob. Bradicus works hard and is able to create a serum that will put an Ork to "sleep" or at the very least sedate an Ork long enough to study it very closely.

Casualites:

None

Killed 75,000 Orkz.

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ce91e2 No.51755

>>51726

Working with Battle Maniple Sigma's air forces, your Thunderhawks continue to conduct strafing runs with the entirety of their arsenals, gunning down scores of Orkz in a single run. This disorganizes the Orkz and allows your ground forces to punch through. The Heavy Flamers and Vindicators are the first in and punch holes in the lines allowing your men to make deep strikes into the Orkish lines and then pull back. However, with the main line forces pulling back, you too are forced to pull back to the next most defensible position. Meanwhile your Librarians try to counter the Weirdboy Psyker attacks, but ultimately they fail in their mission, and the Librarians are unable to protect the troops from any potential attacks by the Weirdboy, who keeps goading the horde onward. Over in Karanas, the strike squad makes landfall and the Assault Centurions, alongside the Marines led by a Librarian behind their advance. In the Darkness of this Night, your men stand with pride and advance down the main avenue in the Hive City. The Assault Centurion pave the way forward with their assault drills and heavy weapons, with the Cultist gunfire simply bouncing off or not making a dent in their extremely thick armor. Behind them are the Space Marines, equipped with Bolters they deliver the Emperor's justice to any Filthy Cultists left behind. In the center of all this stands the Librarian, psychically shielding everyone in the near vicinity from the ruinous powers. Your marines perform admirably in the face of the great threat.

Casualites:

Ork Front:

3 Space Marines dead

50 Space Marines wounded

4 Scout Marines dead

3 Razorbacks damaged

2 Rhinos damaged

Killed 125,000 Orkz, destroyed 50 Gunwagonz.

Chaos Front:

No Casualties.

Killed 3,500 Cultists.

>>51743

The Sanguinor continues to lead the charge against the orkz, although their numbers are growing overwhelming, as your supporting forces are slowly withdrawing, eventually the Carnelian Martyrs are the only ones remaining, and are also forced to pull back, suffering serious casualties in the process. You proceed to carry out a fighting retreat, with your Land Speeders, Predators, and Rhinos firing behind. Meanwhile your Death Company is redeployed to a much more… Fun Front. The Thunderhawks touch down and the Death Company is let loose, unleashing their fury upon the servants of Khorne! Like Sanguinius fighting Horus, the Death Company rips and tears through the filthy heretics and tears many limb from limb. A glorious spectacle to watch Heretics get what they so rightfully deserve.

Casualties:

Ork Front:

4 Space Marines killed

2 Succumbed to the Black Rage

70 Space Marines wounded

1 Baal Predator Damaged

3 Land Speeders damaged

1 Land Speeder destroyed

Inflicted 90,000 Ork Casualties

Chaos Front:

1 Death Company Marine dead

10 Death Company Marines wounded

7,000 Cultists killed

>>51744

Your Skitarii patrol the eastern front… And oddly enough, they see some ork Rokz falling from the sky! The Knights are also blessed and are given an additional +1 to battle rolls. In the west, your Knight Castigator is also forced to pull back, the Stompa has too much covering fire for your Castigator to get in close and simply cleave through his foe, so your castigator is also forced back, but inflicts many casualties in the process. Your Skitarii and Secutarii forces also advance into the Cultist Infested sections of Hive Karanas, and start systematically weeding out the cultists like true servants of the machine god. Tightly coordinated formations advance through the streets, them also advancing through dwellings and clearing those out too. Although in this process your forces do take significant causalities.

Ork Front:

1 Knight Castigator, Slight damage

Killed 50,000 Orkz.

Karanas Front:

Lost 8,000 Skitarii

Killed 6,000 Cultists

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ce91e2 No.51756

>>51752

Your forces deployed against the Orkz charge into the Orkz, but then quickly realize they are alone, and are forced to conduct a fighting retreat. Luckily you manage to retreat to a secondary level of defenses, although it is still a savage fight in the secondary level of defenses. Back at Karanas, your forces try their best to contain the Chaos Uprising and are able to cut down quite a large number of Cultists. Your Standard Servitors also reinforce the northwestern Forces.

Ork Front Casualties:

8,000 Combat Servitors

3 Kataphrons destroyed

1 Kastellan damaged

1 Thanatar Siege Automata damaged.

Killed 85,000 Orkz

Cultist Uprising:

2,500 Combat Servitors killed

2 Kataphrons destroyed

2 Incendine Kastellans damaged

killed 5,000 Cultists

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ce91e2 No.51757

File: 23447e501436df6⋯.png (2.84 MB,3072x1654,1536:827,Image for game 1.png)

Western Front

7,525,000 Orkz

40 Battlewagonz

260 Bonebreakaz

355 Gunwagonz

1 Weirdboy

20 Braincrushaz

1 Stompa (Lightly damaged)

Karanas Uprising:

26,000 Cultists

100 Bloodletters

Eastern Dropzones:

1 Warboss Korkronal

3,000,000 Orkz

2 Stompas

100 Bowelburnaz

50,000 Warbikers

In the western Front the Orkz have almost made it to Ortal! There is one or two more lines of defense left until the Orkz finally break through and reach the city, which is well fortified! The Stompa is leading the charge, and is certainly a threatening force on the battlefield

In the Cultist Uprising, the cultists have been reduced to about 1/3rd of their numbers, although the first rituals to summon Bloodletters have finally completed, and 100 have been summoned! 100 will be summoned every turn until this uprising is finally ended!

Lastly, in the East, it appears that the Orkz have dropped some forces, and the warboss is present among them, along with two Stompas! This appears to be a very mobile force, as of right now we do not know their objective, but they have landed not far from the coast to the far east!

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7bed44 No.51758

Dice rollRolled 59, 33, 63 = 155 (3d100)

>>51754

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:

520,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. Do not relent in the destruction of the Ork Horde. Continue bombardment and strafing runs. Shred them of their forces and armor. +13

2. As the Ork Horde approaches the Ortal fortifications the Tarantula turrets come online, Dunecrawlers begin shooting at enemy armor, Thunderers prepare their heavy weapons, and Skitarii snipers begin to shoot any mechboy or driver they can. +13

3. An order is given to the the Sicarian ruststalkers and infiltrators, supplied with Ork Sedatives. "Begin Operation Mad Mind" +7

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6ae9e3 No.51759

Dice rollRolled 76, 84, 61, 89 = 310 (4d100)

>>51757

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:

0 Credits

Steel Pact (2,700)

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

1 Banehammer (HQ, 1.25 to hero's command bonus), Heavily Damaged

19,000 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

95,000 Ogryns

49,000 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

39,000 Squat Troopers

18,250 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)

1. Defend against the ork horde and have the banehammer pulled back more to ensure its survival.

Ruffshod Ironboot, Banehammer, 39,000 Squat Troopers, 18,250 Squat Thunderers, 400 Thunder-fire Cannons, +5 to defensive warfare when using Squat Units

2. Finish off the Cultist uprising and send in the remaining thunderfire cannons along with more ogryn reinforcements to clear the streets." The rituals cannot be allowed to continue! While Our forces are doing good work it is apparent they need a little more firepower to really send a message. The thunderfire cannons should put the fear of the emperor into these heretics."

Bane, 50,000 Ogryns, 25,000 Bullgryns, 5,000 Bone'eads, 750 Ratling Snipers, 19,000 Khe-Sahn Arbites, 100 thunderfire cannons

3. Repair the Banehammer.

4. Fortify Vertun to bastion level. 50%

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d02dae No.51763

>>51757

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, (1 Unusable for Duration)

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

(44,390) Secutarii; Hoplites, and Peltasts

(283,500) Skitarii; Half Van and half Ranger

(110) 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

230 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

10 Manticores

750 Standard Missile Launchers

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 (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility

Location of Eastern Guard Fortresses Discovered

Quest for Knowledge: Available every third battle turn.

2000 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Stat post

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d02dae No.51764

File: e5ed357b2f09ac0⋯.jpg (9.7 KB,300x239,300:239,Joust on motorcycle.jpg)

Dice rollRolled 100, 56, 95, 75 = 326 (4d100)

>>51763

1 Begin a long range bombardment on the Eastern Orkz under Warboss Korkronal. Thanks to the scouting efforts of House Dissidia we have the coordinates of the Warboss's forces, and we know they have no AA platforms that could threaten our missiles. Our Manufactorum is also producing manticore missiles which we can use to sustain our bombardment night and day. The manticore missiles operate in two stages; first it will launch up into the air to gain altitude, then it will head towards its programmed coordinates and enemy targets under its guidance system. While we have a large supply of manticore rockets from our industrialization efforts, the manufactorum is also busy pumping out more ammo for the war effort. We must ensure that the missiles continue to rain down on the enemy, and that they do so accurately. To do that we must clear traffic along certain corridors and elevators of the base that are most directly linked to the barracks, communications, and missile storage so that other miscellaneous supplies and staff aren't in the way of constantly flowing manpower, information, and missiles. This will designate corridors, tunnels, elevators, and rooms for the express purpose of meeting artillery needs at the Gate of the East.

+10 Manticores

2 Quest for Knowledge +5, (Third battle turn). Even war or battle cannot stop the search for the holy grail of knowledge. In truth many wars are fought across the stars on the merest rumor of the ancient technology to be gained. These aspirants of the Machine God are no different. It has taken time to coordinate a search in war time but by the Omnissiah's blessing we have been given permission to pursue a lead into the Eastern Mountains so that no Orkz may get there first.

3 Even if this eastern Ork force is very mobile, with our artillery raining down hell on them they will be hard pressed to advance in any direction. Half our army will head off what is likely a southern assault on Olagas and the Sister's Cathedral. Unless the warbikes can cross the river they will have to maneuver around them and get closer to the mountain and a House Dissidia Fortress which should slow them. This army we send will prepare a three trench deep Varuke Dipper Epsilon trench to contain their advance.

1 Knight Warden,

1 Knight Gallant,

1 Knight Crusader,

1 Knight Errant,

1 Knight Preceptor,

1 Knight Valiant, With the Standard of House Tolea

1 Armiger Knights Helverin

20,695 Secutarii; Hoplites, and Peltasts of (44,390),

1500 Secutarii with 750 Standard Missile Launchers

142,000 Skitarii; Half Van and half Ranger of (283,500)

55 Secutarii Axiarchs of (110)

20,000 PDF of (40,000)

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries

159 Heavy Mortar Cannons

200 Centaurs

1 Karacnos Assault Tank

230 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

+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.

+Theater-wide Fire bonus of the Cannoness

4 Chadicus Challenges the Warboss. When Warboss Korkronal reveals himself on the battlefield, Chadicus will rev his Assault Bike and ride him down and woe to anything that stands between them. It will be a magnificent Joust where one cuts down the other with his weapon. +25

+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

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d02dae No.51765

File: 9241261bd5e3d5c⋯.png (3.13 MB,3072x1654,1536:827,Fall of Korkronal Battlefi….png)

>>51764

Trench position pictured in purple

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ce91e2 No.51766

Dice rollRolled 93 (1d100)

>>51764

The Warboss accepts the duel and begins to fight. Even in Chadicus's extremely swole state, the Warboss is stronger than him.

+20 bonus to the warboss

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66c55d No.51769

Dice rollRolled 51, 89 = 140 (2d100)

>>51706

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

Thunder hammer 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.Send in captain demicus to find the biggest baddest cyltist and challenge him to a duel. (Roughly +40ish with the gear and bonus possibly higher just clarify for me if I did the math wrong)

2.Keep fortifying the fortress get things fixed.

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ce91e2 No.51770

Dice rollRolled 15 (1d100)

>>51769

Duel roll against you.

Infringing on this supposedly one on one duel looks fairly dishonorable to everyone.

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0a0e5a No.51771

Dice rollRolled 45, 93 = 138 (2d100)

>>51753

Organization Name: Koronam Hive Arbites

Category: Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 300,000 Well Armed Adeptus Arbites, 41 Repressors, 9 Chimeras, 8 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: +15 to fighting inside Hive Cities and Agari Encampments.

1. 100,000 Arbites will lock sheilds and hold this position. The rest pf us must attend to other business…

2. … Chaos has taken root in Karanas, and we must flush them out. It will be a hard fight, as they're probably dug in, but we will try nonetheless

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5cebe1 No.51777

Dice rollRolled 24, 68, 6, 26, 90, 83 = 297 (6d100)

>>51754

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,300

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>>Mobwag:

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,999 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Frontline

387,010 PDF Soldiers (490,510)

46,000 Poorly-Equipped PDF (100,000)

81,400 Black River Veteran Engineers (Combat Engineers)

54,100 Combat Engineers (55,000)

49,650 Black River Veterans (PDF) (50,190)

27,490 Agri PDF Soldiers (35,590)

7,982 Autocannon Teams (3x PDF) (8,000)

3,874 Black River Agri Veterans (Agri PDF) (3,910)

1,300 Lascannon Teams (2,600 PDF)

1,000 Black River Autocannon Teams (3,000 BR Vets)

791 Heavy Bolter Teams (2x PDF) (800)

500 Black River Lascannon Teams (1000 BR Vets)

200 Black River Heavy Bolter Teams (400 BR Vets)

>>Task Force Red Hive

>Major Kreibar's Black Block:

Major Kreibar

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Reinforcements:

25,000 PDF Soldiers

175,000 Poorly-Equipped PDF

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,000 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 2,350,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 40 Gunwagonz

+ 10 Bonebreakaz

1. In light of recent events and the already excellent performance of forces in Karanas Task Force Red Hive is recalled to once more return to fighting the Orkish threat at hand. They would lend invaluable support to the main fighting force.

2. Meanwhile Mobwag's main frontline forces would dig in deeper, drawing more trenches and minefields to prevent the Orks from advancing any further than they already had. Making the greenskins pay for every inch. They would do their best to utilize the terrain and river to their advantage when establishing these defenses.

3. Once more Colonel Steeljaw and his Nobkillerz would attempt to create numerous traps with the aid of experienced combat engineers which would immobilize the Stompah for long enough to allow several task forces to infiltrate and capture the Stompah through underground tunnels, killing the crew and turning the Orks' ferocious weapons against themselves.

4. Finally the constructions in sick yellow were drawing to a close, its completion would free up plenty of resources and provide Mobwag with a mighty headquarter to call their own. Progress: 80%

5. Artifact hunters continued to be employed.

6. A new charm offensive towards the Agri settlers would be initiated, for some reason these people were apparently not motivated by their duty to the Emperor and repeated Xeno invasions of their home planet.

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a29dd0 No.51778

>>51753

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

870/930 Sisters of Battle with Combiflamers

95/100 Heavy Flamer Equipped Retributors

97/100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

1000 Repentia

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

100 Regular Rhinos

97 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bombs

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 50% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored,

1,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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 Mercy

100 Sisters with combi flamers

20 Seraphims

20 Melta Dominions

20 Heavy flamer Retributors

20 heavy Bolter Retributors

10 Multimelta Retributors

2 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

10 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

5 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

20 Repressors

Task Force Purgation

670 Sisters of battle with combi flamers

60 Injured Sisters of Battle 2 turns

79 Seraphim

1 Seraphim Injured 2 turns

80 Melta Dominions

55 heavy Flamer Retributors

57 heavy Bolter Retributors

30 Multimelta retributors

8 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

70 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

20 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

1000 Repentia

77 Repressors

100 Rhinos

Medical rhinos will be dispatched to front to heal people as necessary same with medical cherubim

3 damaged

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a29dd0 No.51779

Dice rollRolled 2, 5, 88, 100 = 195 (4d100)

>>51778

1. Task force Mercy continues to plug any breaches in the line against the orkoid filth, and tending to the wounded. So far everything has been by the numbers, hopefully their presence will keep it by the numbers.

+9 combat bonus

+3 Ancient banner

2. Task Force Purgation unleashes the Repentia against the Cultists and daemons, rending them with their executioners and fighting them in melee while their sisters shot the dogs of chaos down. Melta are quickly prioritized to target the deamons, as theeven warp spawn have a hard time surviving a multitude of such attacks. This city will be cleansed of chaos's filth.

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 vs chaos

"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) (Oldfag said I have Karanas in muh map)

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

3.Cannoness Superior Luciana Continues to duel the foul Khornate Psyker. Her Morning star more than a match for his psionic tricks. She has the momentum, time to capitalize on it.

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 vs Chaos

"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) (Oldfag said I have Karanas in muh map)

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

4.The sisters continue to pray while not in combat pray for the deliverance of the planet from it's many enemies and for the taint of chaos to be scoured utterly from it's surface.

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ce91e2 No.51780

Dice rollRolled 8 (1d100)

>>51779

Psyker roll

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2de2bf No.51781

File: d0732284eee44b9⋯.jpg (27.18 KB,670x500,67:50,bubble_bass_sharingan.jpg)

Dice rollRolled 48 (1d100)

>>51755

1. Death Company Dreadnought Roll

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2de2bf No.51783

YouTube embed. Click thumbnail to play.
Dice rollRolled 91, 68 + 20 = 179 (2d100)

>>51757

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

5 Favor

>TROOPS:

151 Standard Space Marines (4 Companies)

130 Wounded Space Marines

123 Scout Space Marines (1 company)

111 Death Company Space Marines (1 Company)

10 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES

4 Thunderhawks

5 Stormraven Gunships

11 Land Speeder Tornadoes

5 Damaged Land Speeder Tornadoes

5 Rhinos

1 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon] >Damaged

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon] >Damaged

1 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] >Slight Damage

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. Dazed… Reeling, about to break, the Space marines are forced back once again, further towards Ortal. Still one measure of meaningful resistance lied between the Orks and the city, and that was the Fortress of the PDF. It is here that the Carnelian Martyrs would retreat too, and here they would stand, denying the Orks all access to the hive. The Frontlines of the Greenskin menace would be harried by the Stormravens and Thunderhawks, while their main force would break like a green tide upon the bastion.

2. In the hive of Karanas, things were reaching a fever pitch, the problem with fighting Khornates is that the bloodshed makes them stronger, pleasing their dark god no matter if it is his own servants or the enemy who bleeds. The best solution to this would be killing all of them fast enough to prevent any further trouble from arising, and this itself would require copious amounts of ==RIPPING AND TEARING== on the behalf of the Death Company, who in the throes of their rage would be all to happy to comply. + 20

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d02dae No.51784

File: b6993a14dd8ccbe⋯.jpg (1.01 MB,1463x2048,1463:2048,Lady Tech Priest Mechanicu….jpg)

>>51764

The Noosphere was a storm of information. A planet’s worth 1s and 0s, a downpour on the Mechanicus commanders. Faith, Steel, and Silica their only shield against the heresy that threatened to overwhelm them on all fronts. The Noosphere had to be watched. House Varuke forces were being deployed in perfect form against the Warboss who had finally revealed himself. The Quest for Knowledge was as spiritual as it was political, necessary to ensure to the hardliner factions in the Mechanicus that he was not merely a warlord. Now he was responsible for so much more. Daveet was no Inquisitor, no Explorator, but he could tell that something about this place smelled. Investigating was a difficult prospect, Daveet could afford a stain on his character, but not on the Skull and Cog. The past of Koronam was buried, but was it dead? The mysteries of Koronam were deeper than its oceans, and more clouded than the bayou of Cornucopia…There was no time for this, he had a war to win.

Daveet dan Varuke spoke the coordinates for the bombardment aloud in the command room of The Gate of the East, when the lights dimmed as power diverted and surged into unregistered systems. The walls of the command room glowed, illuminating the darkness, and the illumination began converging on a single point behind the PDF recaf table. A console emerged from the wall, knocking over the table, spilling the dark liquid of its first casualty onto the floor. Imperial runes on the interface were requesting confirmation of the coordinates spoken by House Princeps Daveet. The depressions on the console revealed themselves to be executive prompt switches for a weapon system. The flick of the switches was heavy with weight, age, and power. Yellow lights flashed, and a deep siren began to sound, as a big red button rose up out of console amid the dust of some four millennia or more. As the tech priests broadcast the Hymns of Appeasement verses 005-057 he slammed his fist onto the heart of this mighty weapon of the Omnissiah, bringing it and the citadel rumbling to life…” Signature: Siege Perilous, The Perilous Seat” ….

……” Nuclear Launch Detected”

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854fc5 No.51789

Dice rollRolled 42, 18, 100 = 160 (3d100)

>>51757

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 4/10

Troops:

5 Librarians

5 Assault Centurions

114 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

224 Scout Marines

10 Razorback Transports (3 damaged)

10 Rhino Transports (2 damaged)

5 Vindicator Tanks (1 damaged)

6 Thunderhawk Gunships

4 Stormraven Gunships

2000 human chapter thralls

Wounded Troops: 80 Spaace Marines (1 turns), 50 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 carried by Captain Rahak (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Iron Halo (carried by Captain Rahak)

Fortress Monastery: Bastion level fortifications (almost Citadel), 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: The Ash Dragons' aircraft focus their thunderhawk cannons and lascannons on the stompa leading the attack against Ortal. A huge, slow target with no AA cover, it has no hope of survival.

2: While other Imperial forces pull back ahead of the ork tide, the Ash Dragons attempt to shift sideways onto the flank of their advance. This should allow us to strike into their side and catch them off guard. Captain Rahak will lead our forces in this manoeuvre.

3: The small force in Karanas will continue to help other Imperial forces against the disgusting Chaos uprising. The Centurions will lead the way against the core of the daemonic infestation.

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3e161a No.51790

Dice rollRolled 92, 93, 65 = 250 (3d100)

>>51756

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:

117,000 Combat Servitors (120,000 total)

120 Kataphrons (125 total)

4 Kastellans (1 Damaged)

18 Kastelllans with Incendine Combustors (2 Damaged)

3 Armiger Warglaive (Lesser)

50 Support Personnel

44 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

4 Thanatar Siege Automata (1 Damaged)

320 Data-Smiths

68,500 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. The Cultists have been mostly crushed and the Orkish forces have moved closer to Ortal so all my forces will centralize to the fight there and my forces that were striking the cultist will move to reinforce the southernmost imperial force fighting the Orks

65,000 Combat Servitos

48 Kataphrons

18 Incendine Kastellans

3 Armiger Warglaives (Lesser)

3 Salamander Recon Tanks

100 Data-Smiths

150 Avenger Strike Fighters

2. My forces that are already in combat will continue to strike at the Orks and attempt to push with the easternmost imperial force

52,000 Combat Servitors

72 Kataphrons

4 Standard Kastellans

344 RAC's

2 Karacnos Heavy Tanks

4 Thanatar Siege Automata

220 Data-Smiths

3. My Servitor forces need to be reinforced, 8,500 of the standard servitors will be pulled back to the manufactorum with the purpose of conversion to combat servitors

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3e161a No.51791

>>51790

forgot to state

+5 on each combat roll and +5 from axe on action 2

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ce91e2 No.51811

>>51758

The Iron Eagle Gyrocopters and Overlord Armored Airships continue their bombing and strafing runs, while on the ground the Thunder-fire cannons continue their unceasing barrage against on the Orkz, the shells keep coming as the Orkz are blasted apart by salvo after salvo of explosive artillery fire. Meanwhile at the Ortal Fortifications, the Orkz have started to come near the stronghold. The Dunecrawler Neutron Lasers obliterate Orkish Heavy Armor, while Skitarii rangers using Transuranic Arquebuses focus on some of the lighter armor, such as the Bronebreakas. Lastly, the Sicarian Ruststalkers and Infiltrators are ordered to capture a "specimen." Taking some of the Ork Sedatives they are seen charging into a weak point in orkish lines… The return later, battered, bloodied, and damaged, but with them is a "specimen" that still appears to be trying to get out of the restraints inside.

Casualties:

15,000 Skitarii

1 Onager Dunecrawler destroyed

4 Onager Dunecrawlers damaged

6 Sicarian Ruststalkers killed

3 Sicarian Infiltrators Killed

Killed 25,000 Orkz, destroyed 20 BattleWagonz, 40 Bonebrakaz. Specimen Acquired.

>>51759

The Squats are doing a brilliant job slowing down the Orkz that are getting near Ortal. Ruffshod Ironboot manages to coordinate the Squat forces into digging into more hilly and mountainous areas, where they are far more difficult to dislodge. Coordinated gunfire from the Squat forces cuts down wave after wave of Orkz, while the Banehammer ceaselessly fires its Tremor Cannon, causing many Orkz to fall and stumble into the ground, where they are picked apart by the heavy weapons of the Squats. Back in Hive Ortal the Ogryns continue to rampage throughout the Hive, slaughtering the Cultists and Heretics without a second thought. The Banehammer is later briefly withdrawn for emergency repairs, and is swiftly repaired to a fully functional state. As for Vertun, it at last reaches bastion level as work is expedited and more void shields, and a second layer of defenses is added to the Hive City, to ensure that it can withstand most attacks.

Casualties:

2,500 Squat Troopers (500 saved by Order of cleansing dawn)

1,000 Squat troopers (500 saved by Order of cleansing dawn)

Banehammer fully repaired.

3,000 Ogryns Killed (1,000 saved by order of cleansing dawn)

1,000 Bullgryns Killed (250 saved by Order of cleansing dawn)

500 Khe-Sanh Arbites Killed

Killed 140,000 Orkz, killed 6,000 Cultists

>>51763

>>51764

You begin a long range Manticore missile bombardment of the Eastern Orkz. The Manticore missile batteries continue to unleash salvo after salvo of missiles shattering the orkz continuously, although it is such chaos that Orkz thrive off of. Laborers continue to bring missiles to the manticore batteries to ensure that they keep firing and shattering the Orkz. The Tunnels are cleared out, and a room is found containing a Data Slate and an Arc Maul, which provides you with a +4 Bonus to duel combat when wielded by a character. After the Manticore missile batteries softened up the Orkish units, you move your forces into position. The Orkz moved at a rapid pace, even after enduring the crippling bombardment dealt out by the Manticores, and green wave crashed upon your trenches and positions. Your Knights focused their firepower against the Stompas, destroying one of them, and then proceeded to wreak havoc on the Orkish armor as well. The Skitarii and Secutarii held strong against the Orkish Charge. Well-crafted and precise Galvanic Rifles and Radium carbines prevailed over the Ramshackle Hastily-Assembled pieces of shit that the Orkz call Dakka, like they always do. The Omnissiah's blessing appears to be with your Skitarii! In the thick of it, Chadicus approaches the Ork Warboss Korkronal and starts to duel him. Chadicus is a powerful fighter, equipped with Terminator armor and a mighty Hyperphase Blade, but he has finally met his match in the Ork Warboss, who is a mountain of Muscle, much like Chadicus, only so much more than that. Chadicus has the power of machinery, while the Warboss has the power of pure brute strength. They meet and exchange heavy blows. The Terminator armor absorbs much of the damage the warboss dishes out, and while Chadicus's Hyperphase blade ignores the Warboss's armor, the Warboss seems to have an astonishing amount of Endurance!

Casualites:

Knights Warden, Gallant, Errant, Preceptor: Medium Damage

1,000 Secutarii killed

40,000 Skitarii Killed

10,000 PDF killed

10 Grailborn killed

1 Chimera destroyed

Killed 370,000 Orkz, destroyed 1 Stompa, destroyed 30 Bowelburnaz.

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ce91e2 No.51812

>>51769

Captain Demicus rides into the fray, all alone and seeks out the biggest, baddest bloodletter there is. Taking out his thunder hammer he seeks to engage the bloodletter in single combat. The Bloodletter "graciously" accepts and starts attacking him with a ferocity no normal human would withstand… Captain Demicus is no normal however, and with a few precise Thunder Hammer blows, the Bloodletter is no more. The Storm Shield stopped just about any attack the Bloodletter could send at him. Back at the fortress Monastery your marines start to rebuild the destroyed layer of defenses, and are almost complete in fixing everything. They are now at 60% completion of the Fortress Monastery.

Casualties:

None

Killed 1 Bloodletter

>>51771

The Arbites continue to hold their position in the stronghold, and now that the Orkz are getting closer and closer they begin to open fire, with their locked shields deflecting most of the attacks that the Orkz bring to bear against the forces, the Arbites cut down numerous Orkz. The Story is the same in Karanas, the Arbites advance through the streets, slaughtering Heretics mercilessly. They broke the law, now they pay. Countless Heretics are cut down as your arbites recite the laws that the Heretics have broken. For the Emperor.

Casualties:

Ork Front:

9,000 Arbites

Killed 80,000 Orkz.

Karanas Uprising:

5,000 Arbites

10,000 Heretics Killed.

>>51777

https://www.youtube.com/watch?v=uKT-f9F9tvY

Task Force Red Hive continues to move westward, but they have not reached the main fighting force (Please tell me the amount you have rolled so far. So far you have rolled 24.) Mobwag's main force digs in deep, and alongside other Imperial forces they manage to make their stand, and are currently holding the center and eastern portions of the Orkish Frontline, while the Arbites and Squats make up the Western Portions of the Frontline. The gunfire from your trenches is unceasing, as your forces dig deep, and even start to shore up the walls of trenches with the bodies of the fallen. It appears even in death that these "reinforcements" still serve the emperor. A glorious stand. Colonel Steeljaw is unable to create the Traps, although it seems the Stompa is slowing down, and concentrating fire upon the trenches. The last part of construction is very slow in sick yellow, the last bit is still the hardest, although construction continues, no matter what. After some hard work pushing propaganda on the Agari, you finally get to them by presenting a clear danger in the form of the Heretic. It appears they are much more willing to cooperate with you. As for Artifact Hunts, you manage to find an Ancient Standard of the PDF regiment that served in the 35th Millenium… It was called the Wagmob regiment, curious. However it is a proud standard, that automatically repairs itself when damaged. However, it prominently displays a shield and Lasgun pointed at a crude image of a Daemon, as if to fire at it. It gives +10 to fortification rolls on the front it is deployed against, and (special Effect) gives your forces bonus damage against armored units.

Casualties:

Ork Front:

50,000 PDF (15,000 saved by Order of the Cleansing Dawn)

20,000 Poorly Equipped PDF

400 Black River Engineers

50 Black River Veteran PDF

4,000 Agari PDF soldiers

2 Autocannon Teams

3 Heavy Bolter teams

2 Lascannon Teams

Killed 180,000 Orkz.

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ce91e2 No.51813

>>51778

>>51779

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

The Sisters of battle see no combat. Several Ambulance Rhinos are destroyed however in a freak accident. Meanwhile back at the Hive, it appears that the Sisters of battle are at the back of the Formation, although they manage to cleanse the city of Daemons relatively easily. Cannoness Luciana manages to triumph against the Khornate Psyker. Her Flail breaks his head, and he dies a slow, agonizing death, a death only a Heretic deserves. As the Heretic dies, in his dying breaths he utters something. "We are all part of the Great Game… Canonness.. By slaying me you have become part of it as well…" With that he dies an undignified death. In these trying times, the sisters pray furiously, and prove their devotion to the emperor by purging Daemons in his name, and slaughtering countless heretics… They pray for deliverance, and in their dreams they are given visions of final victory against the forces of chaos, and as they pray, they feel a reassuring presence overcome them… As if they are being watched by the Emperor himself… As if they are blessed and protected by him. They fight with such powerful valor and faith that the Daemons run from the Sisters at the mere sight. Your objective was to purify, to sanctify, and your objective was accomplished. Such powerful faith in combat makes your sisters so powerful, that they get a +10 combat bonus for this battle only. (No more prayer rolls allowed for this battle.)

Casualties:

Ork Front:

4 Ambulance Rhinos destroyed

Karanas Front:

5 Sisters of Battle Killed

50 Sisters of Battle wounded

2 Melta Dominions killed

3 Heavy Bolter Retributors killed

Killed 99 Bloodletters

>>51781

No Death Company marine was able to be recovered.

>>51783

The Carnelian Martyrs manage to rally under the Sanguinor once more, it appears that even in the darkness of battle, the Sanguinor is an eternal beacon in the Darkness… Much like the Astronomican in the Warp. Setting up your position in the center of the Orkish Onslaught, you support the embattled Mobwag regiment. Entering the trenches and fighting alongside the PDF of the Mobwag regiment, you raise morale massively. The Sanguinor along with your most elite Marines and your captain are in the thick of combat, slaughtering any Orkz who dare come near that specific position. Behind them are the Dreadnoughts, and the rest of the Marines. It appears that this is where the fighting is the Thickest, and your Marines perform spectacularly, ensuring that order is maintained. Brother Vastator fires his melta cannon at the Stompa, which damages it quite a bit. Once again, you prove yourselves as the Avenging Angels of the Emperor. In hive Karanas, the Death Company starts killing the Heretics… Faster… Faster…. EVEN FASTER. SUFFER NOT THE HERETIC TO LIVE! Those are the words that run through every member of the Death Company, each of them unleashing the same fury that Sanguinius unleashed against his brother Horus. The mere presence of this death company strikes fear into the hearts of the Heretics, and makes them reconsider whether becoming heretics was a good idea at all… They are not given the luxury of pondering on this however, as they are soon after ripped apart by the Death Company.

Casualties:

Ork Front:

1 Standard Space Marines killed

40 Space Marines wounded

3 Scout Marine Killed

1 Land Speeder Tornado destroyed

1 Furioso Dreadnought Heavy Damage

1 Furioso Dreadnought Death Company Medium damage

Inflicted 200,000 Ork Casualties, Stompa Medium damage, killed 60 Gunwagonz.

Karanas Front:

No Casualties

Killed 8,000 Cultists

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ce91e2 No.51814

>>51789

The Thunderhawks manage to finish off the Stompa, causing it to tip over and fall into pieces, it was already softened up by mass lascannon fire and then further attacks from the Melta Cannon of the Carnelian Martyrs, and your Thunderhawks, Lascannons, and Meltaguns finally cause the Stompa to fall apart. On the front lines, your forces are unable to find a good location to flank the Orkz, and instead just take some casualties trying to flank the Orkz. In Karanas, your small force finally manages to destroy the remaining cultists. The Centurions lead the way as you enter into the main Cultist base and face off against the best these cultists had to offer… In the end, it wasn't much… Not for your centurions. Nothing they had was able to penetrate the heavy armor of the Centurions, and they led the way through the base, allowing for the other Space Marines to clean up and slaughter the heretics. At last… Karanas was cleansed of Cultist influence.

Ork Front Casualties:

2 Space Marines killed

40 Space Marines wounded

4 Scout Marines killed

1 Razorback Transport Destroyed

1 damaged Rhino Transport Destroyed

Killed 125,000 Orkz, destroyed 1 Stompa.

Karanas Casualties:

None.

Killed 2,000 Cultists.

>>51790

Your forces in Karanas are redeployed to the Ork Front, and make it there swiftly. On the way, they find a massive Data Slate regarding these Sigils… It is grim news, and it will be revealed in the next post. In Combat, your Servitor forces perform admirably, they hold the Eastern Flank alongside the Mobwag regiment and put up a still fight. Kataphrons and Incendine Kastellans cut down orkz in the hundreds each, while the Combat Servitors with rigidly coordinated gunfire force wave upon wave of Orkz to crash and fall against your fortified Positions. The Combat Servitor Conversion goes as planned, with another 5,000 Servitors being converted to Combat Servitors.

Casualties:

4,500 Combat Servitors

2 Kataphrons destroyed

1 Incendine Kastellan Destroyed

2 Incendine Kastellans damaged

2 Armiger Warglaives, medium damage

Inflicted 145,000 Ork Casualites, destroyed 50 Bonebreakaz, 40 Gunwagonz, 5 Braincrushaz.

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ce91e2 No.51815

File: 3ab6b871401ce93⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

File: 770e51d3709ed72⋯.png (1.19 MB,806x804,403:402,Tzeentch.PNG)

The Cultists have been finally wiped out… However Battle Maniple Epsilon has uncovered a Data Slate with Dire news! It appears that these Sigils that the cultists have been using have clearly been tied to Chaos and are very obviously heretical. Upon closer inspection it appears that these sigils are heavily used in Chaos Worship upon this planet. The Inquisitiors marked on this data slate that these Sigils have been shown to date back to the Great Crusade! These are often worshipped by Heretics as if they were the holy scripture of Chaos. Many of these Sigils range from the True Names of Daemons, now long defunct and useless (as the names of Daemons change, much like the warp) to words of advice… There are 5 main sigils, one of Khorne, one of Tzeentch, one of Nurgle, one of Slaanesh, and one of Chaos Undivided. There are 9 Sub-sigils of Tzeentch, 8 Sub-sigils of Khorne, 7 Sub Sigils of Nurgle, and 6 sub-sigils of Slaanesh. Underneath those are countless minor sigils… There is a darker secret to this all… A far darker one. The Inquisitor in this data slate suggests that the ecclesiarchy on this planet uses Sigils, and perhaps unknowingly powers chaos gods with worship. Some Soldiers, before going off to war have the Sigil of Khorne Tattooed on them… Whereas newlyweds often put a necklace in the shape of the Sigils of Slaanesh around their necks to signify their marital status… Dire news indeed. The Last thing this data slate mentions is some sort of "vault" that all these sigils are tied to, and claim that they are the "keys" to the vault.

Upon closer inspection of the Bloodthirster summoning site, only sigils of Tzeentch are seen, suggesting that while the cultists were trying to summon a Bloodthirster, they would have unknowingly summoned a Lord of Change.

Emperor have mercy upon us… for Tzeentch will not!

As for the Orkz, it appears that their offensive in both the east and the west have stalled upon our lines, although in the east it appears that warboss Korkronal is trying for a major breakthrough past the Convent towards Olagas!

Western Front

6,710,000 Orkz

20 Battlewagonz

170 Bonebreakaz

255 Gunwagonz

15 Braincrushaz

Eastern Front:

1 Warboss Korkronal

2,630,000 Orkz

1 Stompas

70 Bowelburnaz

50,000 Warbikers

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ce91e2 No.51816

>>51779

>>51778

Please adjust casualties from this:

Karanas Front:

5 Sisters of Battle Killed

50 Sisters of Battle wounded

2 Melta Dominions killed

3 Heavy Bolter Retributors killed

Killed 99 Bloodletters

to this:

Karanas Front:

1 Sister of battle killed

20 Sisters of battle wounded

1 Melta Dominion Killed

200 Sisters Repentia Killed

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7bed44 No.51817

>>51811

Correction from Oldfag: Dunecrawlers are fine but Voidshield is down.

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7bed44 No.51818

Dice rollRolled 13, 59, 73 = 145 (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:

520,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

94 Sicarian Rust stalkers

97 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. The Orks have no defense against bombardment. Continue bombing and strafing runs against them as well as targeted shelling. +13

2&3. All guns, open fire upon the Ork menace. Onagers with Neutron Lasers focus fire on vehicles, especially heavy armor. Snipers, aim for anything a head taller than the other Orks. Thunderers, just start firing into the horde and watch the fireworks. +13

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7bed44 No.51819

>>51818

5,000 Varuke Combat Tier and 15,000 Armed Servitors need to be added to my assets.

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a29dd0 No.51820

>>51813

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

869/930 Sisters of Battle with Combiflamers

95/100 Heavy Flamer Equipped Retributors

97/100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

99/100 Melta Equipped Dominions

100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

800/1000 Repentia

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

100 Regular Rhinos

97 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 50% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored,

1,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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 combat this battle only via prayer

Task Force Mercy

100 Sisters with combi flamers

20 Seraphims

20 Melta Dominions

20 Heavy flamer Retributors

20 heavy Bolter Retributors

10 Multimelta Retributors

2 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

10 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

5 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

20 Repressors

Task Force Purgation

669 Sisters of battle with combi flamers

60 Injured Sisters of Battle 1 turns

79 Seraphim

1 Seraphim Injured 1 turns

79 Melta Dominions

55 heavy Flamer Retributors

57 heavy Bolter Retributors

30 Multimelta retributors

8 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

70 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

20 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

800 Repentia

77 Repressors

100 Rhinos

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a29dd0 No.51821

Dice rollRolled 89, 43, 68, 37, 83, 98, 25, 79, 11 = 533 (9d100)

>>51820

1-2. Task Force Mercy Continues to over see the medics and healing of the western front. Any time the enemy starts making headway, they appear, to send them running back like the dogs they are.

+9 combat bonus

+3 Ancient banner

+10 to combat this turn

3-4..Task for Purgation double time back into the Eastern Orkish force threatening the Convent, hitting them in one coordinated gut punch to central Orkish forces fighting towards the center, and the Warboss. Melta guns focus on vehicles, primarily the Stompa as it is a large threat, while flamers blanket the boys. Bolters surpass any chares, and repressors drive right up to the Orkish lines before disgorging their flamers and Repentia cargo.

+9 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.

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 to all combat rolls this battle

5.The Cannoness Challenges Warboss Korkonal to a duel, HE is their leader, and with his death they will break. Now more than ever this battle must be won and quickly.

+9 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.

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 to all combat rolls this battle

6-7.. The Sisters stationed in the Order of the Cleansing Dawn's Convent Hold the line, preventing the Orkoid filth from passing by using every defense the Stronghold has in it to devastate the Xenos filth.

+9 to all combat rolls

+10 to all combat rolls this battle

And these once the Purgation meets the field

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

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

8. The Sisters Famulous not aiding in the defense of the Convent coordinate medical aid to the forces and the coordinate the Defense of Olagas.

9. The sisters Pronatus begin cataloguing, isolating and quarantining any item that bears these chaotic sigils in the convent, lest it taints anything else on planet and causes even more filthy chaos worship to occur.

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d02dae No.51822

Dice rollRolled 75, 97, 12 = 184 (3d100)

>>51811

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 IcarusAutocannons, Titanic Feet)

1 Knight Errant, Medium Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,Titanic Feet)

1 Knight Preceptor, Medium Damage

(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, (1 Unusable for Duration)

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

43,390 Secutarii; Hoplites, and Peltasts (44,390)

243,500 Skitarii; Half Van and half Ranger (283,500)

Secutarii Axiarchs (110)

30,000 PDF (40,000)

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

229 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 950 1st gen Grail Born (960)

10 Manticores

750 Standard Missile Launchers

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 (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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.

Arc Maul, which provides you with a +4 Bonus to Duel

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Location of Eastern Guard Fortresses Discovered

Quest for Knowledge: Available every third battle turn.

2000 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

1 Bring the full force of our army and assets to hold against the Orkz and grind them into the dust. We have proven ourselves well this battle. We hold a superior position in trenches with our flanks protected by forts.Wear them down by range with Transuranic Arabesques. Call down artillery strikes as needed.

+7 Walker Tactics

+2 Standard of House Tolea

2 Repair the Knights. Steel endures more then flesh, and the Tech Priests know the art of preserving this steel. They are the keepers of machine lore. They keep the weapons of the Omnissiah walking. It is their sacred duty and they will not fail.

+7 Walker Tactics

+2 Standard of House Tolea

3 Chadicus vs Warboss. Their battle rages on. Man against Ork. Adamantine against Flesh. The weight of their blows resounding across the field as the hyperphase blade cuts away pieces that go flying and crashing into their audience. However, Chadicus finds it hard to move in the Artificer Terminator Armor even with his incredible strength. He takes the blows with the armor, and gives a mighty strike in turn.

+Blessed by the Emperor's Cup

+Artificer Terminator Armor

+25 Hyperphase Sword

+7 Walker Tactics

+2 Standard of House Tolea

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6ae9e3 No.51823

Dice rollRolled 71, 13, 29, 8, 43 = 164 (5d100)

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:

0 Credits

Steel Pact (2,700)

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

1 Banehammer (HQ, 1.25 to hero's command bonus), Heavily Damaged

18,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

92,000 Ogryns

48,000 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

36,500 Squat Troopers

17,250 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)

1. Defend against the ork horde. " With the addition of the Thunder-fire cannons their heavy armor will be torn to shreds as they are unnable to escape their volley due to the Banehammer's earth shaking rounds."

Ruffshod Ironboot, Banehammer, 36,500 Squat Troopers, 17,250 Squat Thunderers, 400 Thunder-fire Cannons, +5 to defensive warfare when using Squat Units

2. Move the Forces in Karanas to assist those near Ortal. "With the uprising dealt with we can safely send our Karanas garrison to reinforce the squats."

50,000 Ogryns, 25,000 Bullgryns, 5,000 Bone'eads, 750 Ratling Snipers, 19,000 Khe-Sahn Arbites, 100 thunderfire cannons

3. Assign the remaining Auxilaries to defend against the ork warlord in the east.

Bane, 40,000 Ogryns, 20,000 Bullgryns, 1,500 Ratling Snipers, 20 Gyrocopter, 5 Overlord Armored Airship

4. Fortify Karanas to bastion. 25% "The recent uprising in Karanas has caused much damage, albeit mostly in areas which were not yet fortified. We should take advantage of this rare opportunity of restructuring so that no enemy from within or without may find purchase in our grand walls."

5. Steel Pact. "With the Restructuring of Karanas we should not only think of military matters but also that of the economy. As Karanas is the capital of Koronam, it is only natural that it should be able to better handle the mass shipment of supplies from across the world and even the wider galaxy. With new docks along with proper tunnel refurbishment we can ensure that the Capital will be able to facilitate trade across the entire planet."

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66c55d No.51825

Dice rollRolled 24, 87, 82 = 193 (3d100)

>>51812

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 392 Space Marines

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

Thunder hammer x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.Continue fortifications soon the citadel shall be complete

2.send all our troops to the western front including the preds, these fucking greenskins are being wiped out here and now

3.Continue excavating rooms in the fort, our battle brothers the ash dragons will surely be grateful for our assistance

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854fc5 No.51826

Dice rollRolled 54, 21, 57 = 132 (3d100)

>>51815

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 4/10

Troops:

5 Librarians

5 Assault Centurions

192 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

220 Scout Marines

9 Razorback Transports (3 damaged)

9 Rhino Transports (1 damaged)

5 Vindicator Tanks (1 damaged)

6 Thunderhawk Gunships

4 Stormraven Gunships

2000 human chapter thralls

Wounded Troops: 50 marines (1 turns), 40 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 carried by Captain Rahak (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Iron Halo (carried by Captain Rahak)

Fortress Monastery: Bastion level fortifications (almost Citadel), 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: Out outflanking was unsuccessful and has drawn too much attention from the greenskin monstrosities. The thunderhawks and stormravens will bomb and strafe the enemies immediately before us, disrupting their attack enough for us to pull back and reform.

2: A thunderhawk will retrieve the small force we sent to Karanas. The centurions and marines that have completed their purge of the chaos cultists will rejoin the main force to bolster our formation.

3: Once reorganised we will push forwards once again into the ork horde with our full force. Each xeno we will on their flank is one less throwing itself towards hive Ortal and the Imperial citizens within.

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ce91e2 No.51827

Dice rollRolled 49 (1d100)

>>51822

Ork warboss roll, +20

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2de2bf No.51828

File: 2abbc55247ea413⋯.jpg (341.69 KB,1151x1465,1151:1465,9f836f_6281367.jpg)

Dice rollRolled 54 (1d100)

>>51813

1. Space Marine Dreadnought Roll

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ce91e2 No.51829

>>51828

Even in death I still serve

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618f55 No.51830

>>51828

Even in death I still serve

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618f55 No.51831

Dice rollRolled 95, 2, 46, 10, 5, 36 = 194 (6d100)

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,300

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>>Mobwag:

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,999 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Frontline

342,010 PDF Soldiers (490,510)

28,000 Poorly-Equipped PDF (100,000)

81,040 Black River Veteran Engineers (Combat Engineers) (81,400)

54,100 Combat Engineers (55,000)

49,605 Black River Veterans (PDF) (50,190)

23,890 Agri PDF Soldiers (35,590)

7,980 Autocannon Teams (3x PDF) (8,000)

3,874 Black River Agri Veterans (Agri PDF) (3,910)

1,298 Lascannon Teams (2,600 PDF)

1,000 Black River Autocannon Teams (3,000 BR Vets)

788 Heavy Bolter Teams (2x PDF) (800)

500 Black River Lascannon Teams (1000 BR Vets)

200 Black River Heavy Bolter Teams (400 BR Vets)

>>Task Force Red Hive

>Major Kreibar's Black Block:

Major Kreibar, Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Reinforcements:

25,000 PDF Soldiers

175,000 Poorly-Equipped PDF

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,000 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 2,530,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 40 Gunwagonz

+ 10 Bonebreakaz

1. Task Force Red Hive would continue to move in a bid to swiftly reinforce the frontline. (Currently: 24)

2. The frontline had held admirably and now with the discovery of the Mobwag Standard the troops were more eager than ever to dig in and fight off this Xeno scum! All the while the Thudd guns would continue to fire relentlessly onto the oncoming hordes as more sophisticated defenses were being erected by the various frontline engineers. This PDF would not break.

3. While the main body of the Ork Front was busy improving the defenses Colonel Steeljaw and his Nobkillerz would focus their heavy anti-vehicle weaponry on the stompah, gunning for weakspots they would try to yield improved results by targetting the same location with concentrated fire from the lascannon teams.

4. Artifact hunting had brought forth an incredibly worthwhile artifact unlike anything seen before. Though certainly something as impressive could not be expected to reappear in several generations the search for artifacts would continue.

5. The progress of Sick Yellow had slowed down towards the end, however now at long last the completion of the project was in sight.

6. Meanwhile production facilities would continue to construct more Thudd Guns, they would form the backbone of Mobwag's close range support.

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daee88 No.51836

Dice rollRolled 19, 43, 23 = 85 (3d100)

>>51814

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:

117,500 Combat Servitors (125,000 total)

118 Kataphrons (125 total)

4 Kastellans (1 Damaged)

15 Kastelllans with Incendine Combustors (4 Damaged, 1 Destroyed)

1 Armiger Warglaive (Lesser) (2 Damaged)

50 Support Personnel

44 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

4 Thanatar Siege Automata (1 Damaged)

320 Data-Smiths

68,500 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. The Standard Servitors will be put to work doing on-site repairs of my damaged Walkers

1 Kastella

4 Incendine Kastellans

2 Armigers

1 Thanatar

2. The entirety of my Forces will work to crush the Ork Forces on the Western Front In the hopes of allowing redeployment to the eastern front once the first menace is taken care of.

117,500 Combat Servitors

118 Kataphrons

4 Kastellans

15 Kastelllans with Incendine Combustors

1 Armiger Warglaive (Lesser)

50 Support Personnel

44 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

4 Thanatar Siege Automata

320 Data-Smiths

68,500 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

3. My Manufcatorum will continue working to convert the last 3500 servitors for combat

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ce91e2 No.51838

>>51818

Your Bombing and strafing runs slowly start to get less and less effective as the Orkz start to return fire upwards, hastily assembling Anti-Aircraft guns, forcing many of your planes to avoid large areas of the Orkish army. Your snipers use Transuranic Arquebuses and Galvanic rifles to basically blow up Orkish Heads and kill them very effectively. The Dunecrawlers with Neutron Lasers blast clean through Orkish Armor and take out a lot of Orkish Heavy Armor. The Dunecrawlers equipped with Icarrus Arrays cut down large numbers of Ork Infantry as well, but the Orkz are starting to return fire as well!

Casualites:

3 Iron Eagle Gyrocopters destroyed

1 Overlord Armored Airship destroyed

1 Onager Dunecrawler destroyed

4 Onager dunecrawlers damaged

50,000 Skitarii killed (10,000 saved by Order of the Cleansing Dawn)

Killed 135,000 Orkz, destroyed 60 Bonebreakaz.

>>51820

>>51821

Your Sisters of Battle continue to support the western front, manning the field hospital, however with the Mobwag forces slowly buckling, your sisters are sent in to shore up the areas where the Orkz are making headway, using flamers and bolters you flush out the Orkz from the trenches with ease. Task Force Purgation manages to pull back towards the east, and using the massive amount of Rhino Transports they have, they manage to make it to the front lines, but did not engage this turn. The Cannoness single-handedly takes on the Ork Warboss's Honor guard and starts cutting them down one by one, with the Morningstar of Saint Relotha in her hands, she beats them all to a pulp. The garrison remaining in the convent works with the Collegeia Titanica forces who have also set up within the Convent and have activated the Sentry Guns around the Convent, and are opening up with their own bolter and flamer gunfire. So far, your sisters are holding well. Medical Aid starts to flow into the convent via the tunnel to fuel the massive hospitals underneath the convent. As for the Chaotic Sigils in the convent, you find many, and the Pronatus begin the onerous task of scrubbing the sigils off of the Convent. A couple of lowly medics are driven insane by just looking at some of those sigils.

Casualties:

Western Ork Front:

4 Sisters with Combi Flamers dead

20 Sisters with Combi Flamers injured

1 Seraphim dead

3 Seraphim injured

1 of each kind of retributor dead

1 Repressor destroyed

1 Sister Superior with Phosphor grenades injured

Inflicted 85,000 Ork Casualties, destroyed 20 Bonebreakaz.

Eastern Ork Front:

5 Sisters of battle Killed

40 Sisters of battle injured

Inflicted 110,000 Ork Casualties.

>>51822

The full might of your forces are brought against the Orkz. Setting up your base in the Convent you start furiously coordinating the Skitarii forces around to ensure that the Orkz do not push through. The Knights are deployed against the other Stompa, heavy coordinated focus fire against the Stompa manages to bring down the Stompa as well. The Secutarii and Axiarchs fight out of the Convent, and with their elite training and weapons they make sure not a single Ork gets too close to the sacred Convent. Meanwhile fanning out around the Convent in a massive battle line are the rest of the skitarii, bringing their full force to bear against the vile Orkz. In the distance the Manticores are firing, Valkyries flying overhead, and heavy mortars shelling the Orkz. Grailborn being deployed where they are needed most. In the thick of it all is Chadicus, dueling the Ork Warboss. The warboss appears to be giving a proper beating to Chadicus, Ork Flesh against Adamantium. The Warboss's Assault is relentless, and Chadicus is slowly but surely tiring… There is heavy damage on his armor, while the Ork Warboss is similarly quite hurt, he is in much better shape than Chadicus is. If Chadicus is to gain the upper hand over his foe, he better do it now, perhaps it might be better to pull back? Lastly, your knights are repaired

Casualties:

55,000 Skitarii dead (15,000 saved by Order of Cleansing dawn)

3,000 Secutarii dead (500 saved by Order of Cleansing dawn)

1 Axiarch

1 Knight Crusader, Slight damage

1 Knight Valiant, Medium damage

1 Knight Gallant, Heavy Damage (Repaired down to slight damage afterwards)

1 Knight warden, Heavy damage (Repaired down to slight damage afterwards)

1 Knight Preceptor repaired fully

10 Grailborn dead

Inflicted 175,000 Ork Casualties, destroyed 1 Stompa, 20 Bowelburnaz destroyed.

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ce91e2 No.51839

>>51822

Your Squats continue to hold the line, even as the Mobwag forces in the center start to crumble (but are being propped up by the Emperor's Middle Finger and the Sisters of Battle) your Squats hold the line, the Banehammer always being the centerpiece of the front line. The Thunderfire cannons fire coordinated barrages in front of the banehammer, ensuring that it does not get swarmed by Orkz and that the Orkz that are thrown to the ground by the Tremor cannons are thoroughly destroyed. The Squats in the trenches, coordinated by Ruffshod Ironboot are also standing firm, with volley after volley of Lasguns and heavy weapons slicing through Orkish Lines. The Ogryns in Karanas are being moved back to Ortal, although they are encountering rough patches in the road. (13/40 progress). The other Ogryn Auxilaries start to move eastward, beginning a long and Onerous march (29/225 progress). Karanas Construction is slow, and no work is made as your people are busy repairing the damaged caused by the cultists. However, with the reconstruction efforts underway, you start to make sure that the city is streamlined and optimized for production. +100 to Steel Pact credit production.

Casualties:

2,500 Squat Troopers (500 saved by order of cleansing dawn)

1,000 Squat Thunderers (200 saved by Order of Cleansing Dawn

Banehammer slightly damaged

Killed 145,000 Orkz, destroyed 5 Battlewagonz.

>>51825

Citadel fortifications slow down to a crawl, and remain at 60% mainly because the entirety of your forces are sent out into combat, Chapter Thralls included. Led by Captain Demicus, your forces make it to the Western front with ease, and come to reinforce a collapsing center, the Mobwag troops are slowly starting to crumble and the Sisters of Battle are trying to hold it together. Your Land Raider and Predators roll forward, providing heavy fire support to the embattled troops. Your Space marines file into the trenches and start beating back the Orkz with everything they've got. The Assault bikes zoom around, gunning down Orkz with the Bolters on the front. This isn't the first time you've saved Mobwag, but it certainly will not be the last time, hopefully. Meanwhile back at the Monastery, you manage to pull some civilians to excavate the deeper levels of the Fortress Monastery, and in the deepest parts you find that there used to be about 200 Grey Knights inhabiting here. You start to excavate these areas, and find a massive locked vault door, leading into the tunnels from what you can tell. Some instructions are provided with it. (Either The Ash Dragons Player or the Emperor's Middle Finger player can DM me for info on this.)

Casualties:

3 Space Marines killed

2 Scout Marines killed

70 Space Marines wounded

1 Land Raider, Medium damage

1 Predator Destructor damaged

150 Chapter Thralls killed

Inflicted 245,000 Ork Casualties, destroyed 5 battlewagonz, destroyed 5 Braincrushaz.

>>51826

The Thunderhawks and Stormravens perform strafing runs, disrupting the Orkz, with heavy bolter fire from the airships and missile fire as well gunning down numerous Orkz. One of the thunderhawks are dispatched to retrieve the force within Karanas, which performed admirably and they are brought back to rejoin the main force, they will enter combat next turn. Your forces manage to reorganize and strike into the flank of the Orkish Horde, taking pressure off of the Mobwag Line. Your Rhinos, Vindicators and Razorbacks are the first thrown in. After that, the Space Marines are sent in. You manage to distract plenty of the Orkz and force them to come towards you where you quickly pull back and then start gunning them down atop a somewhat fortified position. any that come too close are incinerated, shot to pieces, or blasted apart. Any armor is swiftly dealt with through the use of Meltaguns.

Casualties:

4 Space Marines Killed

60 Space Marines Wounded

5 Scout Marines killed

1 Rhino Transport damaged

2 Vindicator tanks damaged

Inflicted 175,000 Ork casualties, destroyed 20 Bonebreakaz.

>>51828

You fail to recover a suitable space Marine for a dreadnought chassis.

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ce91e2 No.51840

>>51831

Task Force Red Hive successfully is redeployed to Ortal… But how much longer will the frontline hold? (They will enter combat next turn.) In the thick of Combat, Mobwag slowly begins to crumble. The Ork Numbers are overwhelming. The entirety of the Orkish Armor is focusing on your location, and while it is being thinned down by the various anti tank weapons the Imperium's forces have brought to bear, it is becoming overwhelming… Were it not for the timely intervention of the Emperor's Middle Fingers and the Order of the Cleansing Dawn, the Orkz would have broken through the center, however it is tenuously holding… For now. The Stompa has already been dealt with. Your Artifact hunting teams are unable to recover anything of value. Sick Yellow construction grinds to a halt as your construction teams still try to figure out how to shore up a weaker section of the walls, due to the unstable ground construction must be halted for a turn (Next turn you cannot do a construction roll.) Thudd guns continue to roll off the line, and another 50 are produced.

Casualties:

70,000 PDF soldiers

10,000 Poorly-equipped PDF

100 Combat Engineers

400 Black River combat veterans.

5,000 Agari PDF soldiers

10 of each weapon team.

Killed 90,000 Orkz.

>>51836

Your Standard Servitors continue to work on repairing your damaged walkers, and manage to repair everything except for your Armigers, which are taking longer than usual to repair. Meanwhile on the front you continue to hold the line, your position is between Mobwag and the Skitarii forces of Battle Maniple Sigma, which puts you right next to a collapsing center. However, your Servitor forces are able to hold the line, and supported by heavy firepower in the form of Kastellans and Kataphrons, you are able to repel the orkz from your section of the front line. As for the last 3,500 servitors, those are all converted relatively quickly.

Casualties:

10,000 Combat Servitors destroyed

4 Kataphrons destroyed

2 Incendine Kastellans Destroyed

6 Incendine Kastellans dmaaged

1 Thanatar Siege Automata damaged

3 RACs destroyed

Killed 115,000 Orkz, destroyed 30 Gunwagonz.

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ce91e2 No.51841

File: 929dd7ff7243194⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

Western Front

5,720,000 Orkz

10 Battlewagonz

70 Bonebreakaz

225 Gunwagonz

10 Braincrushaz

Eastern Front:

1 Warboss Korkronal

2,345,000 Orkz

50 Bowelburnaz

50,000 Warbikers

The situation in the western front is tenuous… The Center, held by Mobwag has been shored up by the Emperor's Middle Fingers and the Sisters of battle, but it is unknown how much longer the center will hold. The Rest of the frontline is going fine though.

In the East, the Sisters of battle and the Collegeia titanica forces are working together to stop the Orkz in their tracks.

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d02dae No.51842

Dice rollRolled 99, 14, 49 = 162 (3d100)

>>51839

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, Slight

(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

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, Slight

(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 IcarusAutocannons, Titanic Feet)

1 Knight Errant, Medium 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, Medium

(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, (1 Unusable for Duration)

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

43,390 Secutarii; Hoplites, and Peltasts (44,390)

243,500 Skitarii; Half Van and half Ranger (283,500)

Secutarii Axiarchs (110)

30,000 PDF (40,000)

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

229 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 950 1st gen Grail Born (960)

10 Manticores

750 Standard Missile Launchers

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 (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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.

Arc Maul, which provides you with a +4 Bonus to Due

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Location of Eastern Guard Fortresses Discovered

Quest for Knowledge: Available every third battle turn.

2000 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

1 Battle. With the Stompas destroyed and 2 more engine kills recorded in the glorious history of our Knights we shall have the Knights patrol the line and break the Ork offensive.

+9 Tactics and Standard

2 Repair Knights.

+9 ^

3 Chadicus vs Korkronal. Chadicus musters his strength for a blow to turn the tide.

+Blessing

+Arty Armor

+25 Melee

+7 Tactics

+2 Standard

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6ae9e3 No.51843

Dice rollRolled 43, 38, 94, 23 = 198 (4d100)

>>51841

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:

0 Credits

Steel Pact (2,800)

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

1 Banehammer (HQ, 1.25 to hero's command bonus), Slightly Damaged

18,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

92,000 Ogryns

48,000 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

34,000 Squat Troopers

16,250 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)

1. Defend against the western ork horde. "With Reinforcements on the way and the orks now clumped in a critical mass Ruffshod now brings out one of his gambits. Sending in the gyrocopters and airships he begins to coordinate with them and other allied air forces to strike key targets. By using the banehammer's Earth shattering shots the orks will be unnable to mount a defense against the incoming bombing run."

Ruffshod Ironboot, Banehammer, 36,500 Squat Troopers, 17,250 Squat Thunderers, 400 Thunder-fire Cannons, 23 Gyrocopter, 5 Overlord Armored Airship, +5 to defensive warfare when using Squat Units

2. Reinforcements to the western front 13/40.

50,000 Ogryns, 25,000 Bullgryns, 5,000 Bone'eads, 750 Ratling Snipers, 19,000 Khe-Sahn Arbites, 100 thunderfire cannons

3. Defending against the eastern horde.

Bane, 40,000 Ogryns, 20,000 Bullgryns, 750 Ratling Snipers

4. Steel Pact. "To better assist with reconstruction efforts, Alexandros continues to streamline the transportation of Karanas inside and out of the hive-city to ensure much needed supplies arrive ahead of schedule."

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ce91e2 No.51844

Dice rollRolled 5 (1d100)

>>51842

Chadicus vs. Korkronal roll

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7bed44 No.51845

Dice rollRolled 3, 10, 42 = 55 (3d100)

>>51838

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:

480,000 Skitarii

32 Onager Dunecrawlers (4 Damaged)

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

94 Sicarian Rust stalkers

97 Sicarian Infiltrators

3,000 Techpriests

13 Overlord Armored Airships

47 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

5,000 Varuke Combat Tier and 15,000 Armed Servitors

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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 out those anti-air emplacements. Send the Sicarians to destroy the ones closer to the center of the Ork horde, and the Dragoons and Ironstriders to take out the ones on the edges. Use artillery to soften up positions for assault from the outriders. +13

2. Snipers, take out those meks. I don't want them giving these savages any more defenses or machines with which to defend from our fury. The rest of you continue with the normal operations. +13

3. Why are those sentry turrets not operating? Get them back up and running and firing into the horde. Impossible to miss in these conditions. +13

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d02dae No.51846

>>51842

40,390 Secutarii; Hoplites, and Peltasts (44,390)

188,500 Skitarii; Half Van and half Ranger (283,500)

109 Secutarii Axiarchs (110)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 940 1st gen Grail Born (960)

Force Correction*

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2de2bf No.51851

YouTube embed. Click thumbnail to play.
Dice rollRolled 70, 19 + 20 = 109 (2d100)

>>51841

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

5 Favor

>TROOPS:

280 Standard Space Marines (4 Companies)

120 Scout Space Marines (1 company)

121 Death Company Space Marines (1 Company)

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

10 Land Speeder Tornadoes

5 Damaged Land Speeder Tornadoes

5 Rhinos

1 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon] >Damaged

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon] >Damaged

1 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] >Heavy Damage

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple] >Medium Damage

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. Spot repair on all vehicles

2. The Carnelian Martyrs had disappeared for a time, not mentioning their absence to any of the forces present, but there was infact a reason for this departure. The Strike Cruiser Long night if Solace had just arrived in system from a long voyage from the Agrippina sector around its eponymous forge world. With a ship in orbit, the space marines were finally able to make use of their most effective and brutal tactic. The drop pods were in place, the wounded men recovered in the time it took to ferry the entire force up to the ship, and last minute repairs made to the venerable Dreadnought brothers before the fall. Like the glorious angels of the Emperor that they were, like Sanguinius falling upon Caliban all those millennia ago, the Carnelian Martyrs would deploy in force in the midst of the Orkish force pushing the center front, where they would cut, rip and tear the vile beating heart out of the Greenskin beast. The majority of the first wave would be The Death Company, followed by the assault marines, the most junior and aggressive of the Scions of Sanguinus, followed by the Tactical marines and Devastators, and finally the heavy weapons, vehicles and Dreadnoughts. They would drop in Delta Assault configuration, forming a mighty square of the Emperor's wrath, from which the orks inside would be slaughtered and make sufficient space for Thunderhawks to land as need be to drop off the Vehicles too large for Drop pods.

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854fc5 No.51852

Dice rollRolled 42, 27, 69 = 138 (3d100)

>>51841

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 4/10

Troops:

5 Librarians

5 Assault Centurions

178 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

215 Scout Marines

9 Razorback Transports (3 damaged)

9 Rhino Transports (2 damaged)

5 Vindicator Tanks (3 damaged)

6 Thunderhawk Gunships

4 Stormraven Gunships

2000 human chapter thralls

Wounded Troops: 40 marines (1 turns), 60 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 carried by Captain Rahak (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Iron Halo (carried by Captain Rahak)

Fortress Monastery: Bastion level fortifications (almost Citadel), 60% 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: As our brothers of the Carnelian Martyrs crash to ground amidst the orks, the Ash Dragons mount an attack, pushing forwards into the confusion our allies have caused. Tanks and infantry advance as one, laying down fields of fire to cut through the xeno as they move forward. At the fore of the attack are the Centurions, newly arrived from purging the chaos cult, and Captain Rahak with his great sword.

2: The Ash Dragons air force strike on the flanks of the advance, preventing the orks from effectively pressing the flanks of the column.

3: The Librarians use their powers to spread psychic panic amongst the ork ranks, further disorganising them in the face of the assault.

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a29dd0 No.51853

>>51838

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 with Combiflamers

94/100 Heavy Flamer Equipped Retributors

96/100 Heavy Bolters Equipped Retributors

49/50 Multimelta equipped Retributors

99/100 Melta Equipped Dominions

99/100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

800/1000 Repentia

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

100 Regular Rhinos

97 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 50% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored,

1,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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 combat this battle only via prayer

Task Force Mercy

76 Sisters with combi flamers

20 Injured Sisters 2 turns

16 Seraphims

3 Injured Seraphim 2 turns

20 Melta Dominions

19 Heavy flamer Retributors

19 heavy Bolter Retributors

9 Multimelta Retributors

2 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

9 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

1 Injured Sister Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade 2 turns

5 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

20 Repressors

Task Force Purgation

645 Sisters of battle with combi flamers

40 Injured Sisters of Battle 2 turns

79 Seraphim

1 Seraphim Injured 1 turns

79 Melta Dominions

55 heavy Flamer Retributors

57 heavy Bolter Retributors

30 Multimelta retributors

8 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

70 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

20 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

800 Repentia

77 Repressors

100 Rhinos

(Ambulance Rhinos are moving around to carry off wounded as needed)

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a29dd0 No.51854

Dice rollRolled 9, 37, 35, 2, 54, 6, 7, 84 = 234 (8d100)

1-2. Task Force Mercy Stay to bolster the line on the West. While the PDf have proven unusually incompetent, they will not yield until the orks are dead or they are.

+9 combat bonus

+3 Ancient banner

+10 to combat this turn

3-4..Task Force purgation bull throught he central Ork lines, aiming to rip the heart out of xeno advance and breaking them utterly.

+9 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.

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 to all combat rolls this battle

5-6. The Sisters stationed in the Order of the Cleansing Dawn's Convent continue to lash out at the foul xenos invaders with the convent's guns, pushing them back and denying them access.+9 to all combat rolls

+10 to all combat rolls this battle

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

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

7. The Sisters Famulous not aiding in the defense of the Convent continue to coordinate medical aid to the forces and the coordinate the Defense of Olagas. Casualties are heavy, so they must do their job.

8. The sisters Pronatus continue to scrub clean the taint of foul chaos from critical sites, to maintain the battle readiness of the sororitas.

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618f55 No.51858

Dice rollRolled 81 (1d100)

>>51839

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,300

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>>Mobwag:

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,999 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Frontline

279,010 PDF Soldiers (490,510)

19,000 Poorly-Equipped PDF (100,000)

81,040 Black River Veteran Engineers (Combat Engineers) (81,400)

54,010 Combat Engineers (55,000)

49,245 Black River Veterans (PDF) (50,190)

19,360 Agri PDF Soldiers (35,590)

7,980 Autocannon Teams (3x PDF) (8,000)

3,874 Black River Agri Veterans (Agri PDF) (3,910)

1,289 Lascannon Teams (2x PDF) (1,300)

9,991 Black River Autocannon Teams (3x BR Vet) (1,000)

779 Heavy Bolter Teams (2x PDF) (800)

491 Black River Lascannon Teams (2x BR Vet) (500)

191 Black River Heavy Bolter Teams (2x BR Vet) (200)

>Major Kreibar's Black Block:

Major Kreibar, Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Reinforcements:

25,000 PDF Soldiers

175,000 Poorly-Equipped PDF

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,050 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 2,620,000 Orks

+ 3 Bonebreakas

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 40 Gunwagonz

+ 10 Bonebreakaz

1. Mobwag was strained and reeling, however with the fresh reinforcements they would throw themselves into the fray once more. More men, deeper trenches, more mines and sustained artillery bombardments. Center could not be allowed to be overrun, even if that meant drastically raising the casualty rates. Colonel Steeljaw and his Nobkillerz would support the areas which came under strain the most while Black River Veterans would be deployed in force, combat engineers ordered to fight in the trenches they themselves built. Center flank would not fall to the Xeno invaders. The Emperor protects.

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6b4650 No.51859

Dice rollRolled 70, 36, 14 = 120 (3d100)

>>51841

>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

-Relic: Inferno 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

282000 Skitarii

40000 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.

Inferno Warblade: Tempest Warblade capable of covering itself in fire for greater damage and penetration power.

>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: It seems that the western front is faltering. Though it may be a long journey, send out the main bulk of our forces towards it.

+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"

+180000 Skitarii

+30000 Secutarii

+3000 Sancristans

+8000 Tech-priests

2: The rest of the forces will enter the Redoubt near the eastern front to assist from there.

+102000 Skitarii

+10000 Secutarii

+100 Axiarchs

3: The remaining Tech-priests will attempt to sanctify and bless said redoubt.

+2000 Tech-priests

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0a0e5a No.51862

Dice rollRolled 85, 17 = 102 (2d100)

>>51812

>>51841

Organization Name: Koronam Hive Arbites

Category: Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 286,000 Well Armed Adeptus Arbites, 41 Repressors, 9 Chimeras, 8 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: +15 to fighting inside Hive Cities and Agari Encampments.

1. The Arbites, having seemingly disappear off the grid for a while, arrive to reinforce the western flank.

2. With the western front reinforced, we will try to coerce the rest of the troopers here into striking the Orkz directly

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3f3855 No.51863

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:

FULL / (60,000) Nobles/Knights

>EQUIPMENT:

+5,000 SoB Component Enhanced Void Armor

+50,000 Standard Void Armor

+Hot Shot Volley Guns

+Boarding Shields

FULL / (450,000) Men-At-Arms (Heavy Carapace)

>EQUIPMENT (55,000):

+Heavy Carapace

+Hot Shot Volley Guns

+Boarding Shields

FULL / (10,000) Crusaders (Melee)

+Standard Crusader Kit

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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3f3855 No.51864

File: 39c074116f9bb46⋯.jpg (51.21 KB,387x500,387:500,ghostbusters-proton-pack-3….jpg)

File: ae7a9992e13ab35⋯.jpg (108.08 KB,672x372,56:31,adeptus-mechanicus.jpg)

>>51863

Makeup Peace Turn (Short post due to time constraints)

>-1 DC FOR NO PEACE TIME ACTIONS IN COMBAT

1. Keep using our (newly bolstered) force to build up the Citadel

2. Keep using our newly bolstered force to work in Karanas on preparing to install Basilisk Magnuses

3. "Firepower" "'Dakka'" "Kiam" "Rai" "There are many words for it in many tongues, human and xenos, but all mean the same.

Let the Emperor's light shine through us!"

>Purchase and equip my new 5000 SoB Component enhanced Void Armor troopers with [Extra Power Packs] for our hotshot lasguns, multiplying their ammunition considerably. This is much easier now that they have improved hydraulics for carrying the extra weight.

4. "We are not the Adeptus Mechanicus, but that does not mean we cannot hire their aid."

>Requisition funds from the home planet, and hire out a Private Admech Contractor. The non-military/civilian arm of the Admech, these aid in the development of planetary infastructure. But they are as equally skilled in peace time constructions as they are in military.

>I can use them to help organize my construction efforts even more

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3f3855 No.51865

Dice rollRolled 88, 50, 50, 78 = 266 (4d100)

>>51864

Rolls

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3f3855 No.51866

File: ebe4e34a63c3f98⋯.jpg (70.8 KB,596x380,149:95,warhammer-40-000-sisters-o….jpg)

File: 87cecc67614f13e⋯.png (451.83 KB,892x317,892:317,Skyline.png)

>>51864

REINFORCEMENT REQUEST:

>Requesting a Hero/Officer character

>Blessed Fortress Architect

"All members of the Sisterhood of the Emperor are first and foremost, students of the Schola Progenium. Many are chosen for their strength, their swiftness in combat, or their precision at the helm of a vehicle.

Yet others are renown not for brawn but for brain.

Palatine Leah of the Order of the Indomitable Light, is a member of its Order Famulous. Where as the Order Militant deals in combat, and the Order Hospitailer deals in medicine, the Order Famulous plays its vital role in advising and organizing the various planetary efforts.

Palatine Leah has coordinated many construction efforts of fortress cathedrals and church bastions to the Emperor, both upon Gaulle and eslewhere. Perhaps the highlight of her career was aiding in the building of a church upon Cadia which still stands to this day.

The Imperium is filled with many talented engineers, but few can merge not only military practical defense but also blessed sigils and holy symbols of the Emperor in glittering gold and silver, banishing the Emperors foes not only with shot and shell but in purging holy purity. Her fortresses are said to be a bane to heretics and daemons who whither in their blessed glow.

Our efforts to rebuild the Citadel here are stalling, worse still the planet is rife with rumors of cult and heretical activity. Perhaps the Order of the Indomitable Light would lend us her expertise in creating bastions of purity upon this planet."

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3f3855 No.51867

Dice rollRolled 35, 61, 37 = 133 (3d100)

COMBAT TURNS

1. Use the rail lines to move from Karanas->Ortal. Have our Centaurs aid in movement of troops to and fro the rail stations and the cities

2. Begin deploying and shoring up Ortal, in preparation for the Ork Force arrival from the north.

3. Begin deploying in-city fortifications. Sandbag walls, tank traps, barbed wire, etc. Coordinate with local PDF, police, and militias and also use our various construction vehicles to assist.

GARRISON ORTAL. FORTIFY THE CITY

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dcc831 No.51869

>>51841

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:

111,000 Combat Servitors (125,000 total)

114 Kataphrons (125 total)

5 Kastellans

11 Kastelllans with Incendine Combustors (6 Damaged, 2 Destroyed)

1 Armiger Warglaive (Lesser) (2 Damaged)

50 Support Personnel

41 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

4 Thanatar Siege Automata (1 Damaged)

320 Data-Smiths

65,000 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. Continuing the defence of the western front my forces will strike the eastern flank of the Orks in an attempt to push them away from Ortal

111,000 Combat Servitors

114 Kataphrons

5 Kastellans

11 Kastelllans with Incendine Combustors

1 Armiger Warglaive (Lesser)

50 Support Personnel

41 Rapier Armoured Carriers

3 Salamander Recon Tanks

4 Thanatar Siege Automata

320 Data-Smiths

My long range artillery and strafing runs by my Strike Class Fighters will continue to pressure the Orks from the fortress

150 Avenger Class Strike Fighters

10 Manticores

2 Karacnos Heavy Tank

3. Ongoing repairs by the Standard Servitors will continue for all of my constructs.

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dcc831 No.51870

Dice rollRolled 89, 70, 70 = 229 (3d100)

>>51869

forgot muh rolls

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66c55d No.51873

Dice rollRolled 67, 94, 16 = 177 (3d100)

>>51839

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 389 Space Marines (70 wounded)

96 Scout Marines

1860 Chapter Thralls

49 assault bikes

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider (medium damage)

4 Pred destructors (1 damaged)

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.Continue making fortifications to the citadel

2.continue the assault on the western front.

3.Continue excavations, this time focus on the apothacary

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d02dae No.51874

>>51842

3 Knight Crusaders*

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73437c No.51877

Dice rollRolled 62, 65, 16 = 143 (3d100)

>>51841

I have awoken. Let the enemies tremble in fear in front of our flashlights.

>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.

500,000 Astra Militarum Guardsmen

75 Leman Russ Main Battle Tanks

25 Basilisk Self-Propelled Artillery Pieces

10 Leman Russ Demolishers

>Actions:

1. Establish a redoubt to the NorthWest of Karanas, nearby the lake. Use as many guardsmen as necessary to keep up a stable building project.

2. Orks, despicable creatures. Send the rest of the 1st Armored to fight in the western front. If they arrive: Priority is to use our MBTs to destroy enemy tanks. Infantry will hold the line and defend the tanks from meddling Orks. SPAP will provide backup to the Guardsmen holding the line. Demolishers will be used to destroy any fortifications encountered.

3. Jonas Rift will meet with the leaders of the Hive City of Karanas to guarantee a steady stream of recruits for the Imperial Guard.

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73437c No.51878

>>51877

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

If I didn't imply hard enough, I wanted to use Combined Arms if we reached our destination.

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ce91e2 No.51880

>>51842

Your forces continue to keep entrenching themselves deeper and deeper, preventing the Orkz from getting past. Your forces perform spectacularly in combat. Your Skitarii and Secutarii form orderly battle lines within the trenches and unleash volley after volley of fire from advanced mechanicus weapons. Along the line the Imperial Knights sow death and destruction amongst the Orkz, blessed by the Omnissiah your forces break the Green Tide that falls upon them easily. As a side effect, about 25 Secutarii managed to prove themselves in Combat highly, preventing your Knight Errant from falling in battle and bringing it back to safety, warranting a promotion to Axiarch. Granted, your Knights did take significant damage, and your Tech-Priests and Sancristans simply cannot keep up with the damage they are sustaining. Meanwhile in the thick of battle, Chadicus and Korkronal Exchange Blows. Chadicus makes several wide slashes at Korkronal, puncturing all his armor and inflicting deep and significant wounds. Both fighters are tired, and both have sustained heavy damage. This final round will be decisive.

Casualites:

2,000 Secutarii dead (500 saved by order of cleansing dawn)

40,000 Skitarii dead (4,000 saved by Order of cleansing dawn)

10 Grailborn dead

2 Axiarchs dead

1 Knight Errant, 1 Knight Valiant, Heavy Damage

1 Knight warden, medium (after repairs it is slight)

Inflicted 140,000 Ork Casualties, destroyed 50 bowelburnaz, destroyed 5,000 Warbikerz.

>>51843

Your Bombing Run + Banehammer strategy works out well. The Banehammer forces many orkz to topple over and fall to the ground, scrambling to get back up as Gyrocopters using heavy bolters perform strafing runs against the Orkz, cutting down numerous Orkz as they try to pick themselves back up. The Squat Frontline troops continue to unleash the full extent of their firepower into the enemy, although the Orkz are slowly forcing their way into the trenches, minor breaches are being made. Luckily, the Ogryns have arrived on the Western Front and will begin engaging in combat. In the East, the Ogryns were primarily being kept in Reserves, until Chadicus required support. After that, the Ogryns were thrown into combat and managed to clear the area around Chadicus, to allow him to continue fighting Korkronal. Many Orkz were slaughtered by the Ogryn's rampage, and supported by heavy fire from the forces of the Adeptus Mechanicus they manage to pull back behind the lines after their lightning fast attack fairly quickly. Karanas continues to be reconstructed, although right now it is less about streamlining, and actually fixing things up to prevent people from living in Squalor.

Csaualties:

Western Front:

3,500 Squat Troopers (500 saved by Order of cleansing dawn)

1,500 Squat Thunderers (100 saved by order of cleansing dawn)

1 Gyrocopter lost

1 Banehammer slightly damaged

Inflicted 95,000 Ork Casualties.

Eastern Front:

3,000 Ogryns killed (2,000 saved by Order of Cleansing dawn)

1,250 Bullgryns killed (200 Saved by Order of cleansing dawn)

Killed 115,000 Ork Casualties, killed 2,000 Warbikerz.

>>51845

Your Dragoons and Ironstriders are sent out to clear the Outlying anti-air emplacements. Using fast strikes you manage to clear out a few of the Anti Air emplacements, but then the Orkish Nobz start to wisen up to your strategy and deploy more guards. After several attempts to break through guarded AA emplacements, your Ironstriders and Dragoons start to be destroyed. As for the Infiltrators and Ruststalkers, they find it difficult to wade through the Hordes of Orkz to say the least, and are incapable of accomplishing their objective. Your Snipers with Transuranic Arquebuses are also finding sparse pickings, as now the Orkz are starting to gather their armor farther away from you, for a final attempt to break through the center part of the line. The silver lining to all this is that as the Orkz start to get closer to your stronghold, your Turrets open fire. The Heavy Bolters and Lascannons mounted atop the Fortress Walls gruesomely destroy many a Ork.

Casualties:

10,000 Skitarii

5 Sicarian Ruststalkers

4 Sicarian Infiltrators

20 Ironstriders

15 Sydonian Dragoons

Inflicted 85,000 Ork Casualties.

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ce91e2 No.51881

File: 497cc7a52abee73⋯.png (2.69 MB,1542x1004,771:502,Blood Angels.PNG)

File: 814463d5c155fb9⋯.png (3.34 MB,1745x1156,1745:1156,Space marine 2.PNG)

>>51851

You manage to fully repair everything that has been damaged. While the Vehicles were being repaired, the Space Marines were brought into the Strike Cruiser "Long Night of Solace." The Marines entered into the Drop Pods and prepared to go into combat. Last minute Preparations were made, and even the Death Company was used here. The Dreadnoughts were also deployed for the assault. They had received word that the Orkz were gathering a final, powerful strike force to punch through the center. The Carnelian Martyrs were determined to stop it. The Drop Pods were released, and sent hurtling through the atmosphere towards their destination. Thunderous ground impacts were swiftly followed by the deafening sound of Rapid Bolter fire. It appears that this offensive had succeeded. Three main drop zones, fairly close to each other were established. The Death Company Dropzone was a scene of brutal Carnage, the Furioso Death Company Dreadnought, supported by his battle brothers tore through the Orkz like they were nothing. The 2nd and 3rd Companies also established their drop zone, and managed to secure a perimeter around the Sanguinor and Brother Emmanuel's Dreadnought, both of which were devastating presences on the Battlefield. The Last Dropzone was that of the 8th and 9th Companies, which was directly headed by the Captain of this force and supported by Brother Slamguinius. All was going well, but not well enough. The Carnelian Martyrs were deep behind enemy lines, surrounded by a Horde, and isolated.

Casualties:

5 Space Marines Killed

60 Space Marines Wounded

10 Scout Marines Killed

3 Death Company Marines killed

20 Death Company Marines wounded

All Dreadnoughts Slightly Damaged

Inflicted 245,000 Ork Casualties, destroyed 40 Gunwagonz.

>>51852

The Carnelian Martyrs had made landfall, the sight of Drop Pods falling upon the Orkish Horde was beautiful, although you received Vox messages from the Carnelian Martyrs, they were doing good work but needed to be relieved, they were surrounded and Isolated. You acted quickly, time was of the essence after all. The Rhinos and Razorbacks were loaded up with Marines, while the Vindicators were brought to the Front. Assault Centurions were also part of the Spearhead offensive. Rahak ordered all companies to advance forward. They began to fight their way through to the Carnelian Martyrs, which are beleaguered. The Vindicators used their massive cannons to blast apart the Orkz that stand in their way, while the Razorbacks and Rhinos provided fire support all the while allowing Marines with Flamers and Meltaguns to disembark near Ork concentrations to flush them out. Overhead the Thunderhawks and Stormravens performed strafing runs along the Flanks of the Ash Dragons to prevent them from being overwhelmed. However, this air support is not enough to keep the Orkz away entirely. The Librarians also provide Psychic support to the forces, using their Psyker powers to great effect against the Orkz, conjuring shields and spreading panic amongst the Orkz. For all your effort, you are still just short of your goal however, which is reaching the 2nd and 3rd Company Dropzone, the Closest one to the Frontlines.

Casualties:

Casualties:

2 Space Marines killed

45 Space Marines wounded

3 Scout Marines Killed

2 Razorbacks Damaged

1 Rhino damaged

Inflicted 215,000 Ork Casualties, destroyed 3 Battlewagonz, destroyed 20 Bonebreakaz.

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ce91e2 No.51882

>>51853

>>51854

Your sisters manage to hold fast against the Orkish threat in the west, although it is primarily because the other Marine Forces are diverting attention away from your section of the front and towards themselves, with their Steel Rain tactics and attempts to break through to the encircled Carnelian Martyrs. Task Force Purgation charges through the center of the Orkish Lines, although they find that the Orkz, while most of their heavy equipment has been taken out, is still an effective fighting force. Leaving the safety of the trenches your Sisters of Battle march out to meet the Orkz, and while many Orkz are cleansed with Holy Promethium, they return fire likewise, inflicting heavy casualties onto your sisters repentia and your frontline Sisters of Battle with Combi Flamers. The Sisters within the Convent do all they can to help the fight, but their numbers are relatively low, and do not have as much of an impact. Medical Supplies continue to flow into the convent, but the amount of casualties is outpacing the amount of medical supplies the sisters are recieving! The Pronatus manage to scrub the taint of Chaos clean from all of the Critical Sites, and manage to fully purify the convent of any and all Chaos Taint.

Casualties:

Task Force Mercy:

5 Sisters with Combi Flamers dead

10 Sisters with Combi Flamers wounded

2 Seraphims injured

1 Seraphim dead

2 Melta Dominions dead

Inflicted 75,000 Ork Casualties.

Eastern Front:

350 Sisters Repentia Dead

20 Sisters of Battle with Combi Flamers dead

60 Sisters of Battle Wounded

1 of each Retributor dead

2 Melta Diminions dead

1 Sister superior with Phosphor Grenades dead

Inflicted 90,000 Ork Casualties.

>>51858

Your forces were not performing as well as they should be, however now you start to pour more and more men into the frontlines. Colonel Steeljaw's Nobzkillers are thrown into the most problematic area, which is just to the west of the Space Marine breakthrough, where the Orkish Armor is being thrown against you all. The Lascannons are just barely enough to hold it together. However, the Nobzkillers, using well-coordinated, massed Lasgun fire start to burn through orkish armor and cut down the Orkish Spearhead, blunting it almost entirely. More and more men are thrown into the grinder, however without them, there would not be a frontline. Bolstered by the Space Marines, the paragons of Humanity, your men rally themselves from the verge of routing and start to force the Orkz out of the trenches. The Reinforcements and Nobzkillers were invaluable in forcing the Orkz from the trenches.

Casualties:

60,000 Poorly-equipped PDF dead (Overflows into reinforcements I assume)

40,000 PDF soldiers dead (10,000 saved by the Order of Cleansing Dawn)

400 Nobzkillers dead

9,000 Agari PDF dead

10 Lascannon teams destroyed.

Inflicted 145,000 Ork Casualties, destroyed 35 Bonebreakaz, destroyed 10 Gunwagonz.

>>51859

Your Imperial Knight and Skitarii reinforcements begin the Long Journey towards the West. Luckily, due to mechanical Augmentations, the Skitarii and Secutarii cannot tire, which is good. (70/300) (Knights are at 70/150 Progress). The rest of your other Skitarii forces arrive to the Eastern Front and will assist from there (they enter combat this turn.) The Redoubt is blessed as well, but we cannot know for sure if this sanctification will work. Since this redoubt is a new one, and not one from before, it has no sign of Chaotic Taint with sigils.

>>51862

Your Forces arrive to reinforce the Western Flank, specifically the Center to instill Order in the PDF forces, and assist in the close quarters combat within the trenches. Your Arbites are well suited to such close quarters combat, and as a result they perform well in forcing the Orkz out of the trenches. The Chimeras, Sentinels, and Repressors provide fire support for the frontline and are instrumental in softening up the Orkish Horde to allow the Marines to punch through the Orkish Lines towards the Drop-sites of the Carnelian Martyrs. The Repressors are part of the Ash Dragons offensive for a small period of time in fact, before they are forced to pull back to support other operations near the Trench lines. The Other soldiers you try to coerce into fighting do not listen to you, rather they start to listen to their commanders.

Casualties:

24,000 Adeptus Arbites

2 Repressors destroyed

1 Chimera damaged

2 Sentinels Damaged

Inflicted 125,000 Ork Casualties.

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ce91e2 No.51883

>>51863

>>51864

>>51866

>>51867

PEACETIME SECTION:

The reconstruction of the Citadel continues, with vast numbers of Laborers and pilgrims ensuring the Citadel reconstruction goes as planned. A void shield is finally installed, and in the massive underground sections, the support columns and walls are reinforced to prevent collapses, however there is much work to be done still. (Upgraded to Stronghold level fortifications.) After the mess of Heresy that happened in Karanas, you decide to install the foundations for Basilisk Magnuses, and with help from the civilian populace, you succeed in doing so. Your request for some compmnent Enhanced Void Armor Troopers with Extra Power Packs(tm). The request is granted, although it is extremely expensive, and Gaulle's funds are being depleted to some extent with this. However, Gaulle also begrudgingly allows you to purchase a Private Admech Contractor. A Magos Errant accepts your payment and will help coordinate construction. The Magos Errant's name is Ladicus. Your request for a Blessed Fortress Architect is also granted, along with 10,000 Men at Arms as additional reinforcements.

COMBAT SECTION:

You move your troops swiftly from Karanas to Ortal, in a very short space of time really. They enter Ortal and immediately start fortifying it and setting up shop within Ortal. Sandbags, Tank Traps, barbed wire are all deployed within the city. Your Troops manage to get the job done quickly, it isn't a particularly hard job anyway. The Nobles gather and strategize for the Ortal Offensive while the Men At Arms, whenever not fortifying the city pray to the emperor for guidance.

>>51869

Your Forces sally forward out of the trenches in the East. It is a Bold Move, leaving only the Squats to guard the front should your forces be shattered, luckily they are not shattered. The Armiger, along with Kastellans and Kataphrons are the first ones over the top of the trenches, pressing forward. Behind them is a horde of Combat Servitors, itching to slaughter Orkz. The Thanatar Siege automata fire their massive cannons and a blast apart Orkish Emplacements, throwing orkish body parts all over the place, while RACs gun down Orkish armor. Your Long range artillery pounds the Orkz, softening them up immensely, and actually allowing you to push through the masses of Orkz that you wouldn't be able to do otherwise. In the background, you manage to repair everything with the exception of 1 Warglaive

Casualties:

15,000 Combat Servitors Dead

5 Kataphrons destroyed

1 RAC destroyed

1 Warglaive Heavy Damaged

Inflicted 135,000 Ork Casualties, destroyed 40 Gunwagonz.

>>51873

The Citadel continues to be fortified, and now most of the rubble has been cleared and most of the wall has been repaired… You are almost there, almost done with bringing the Fortress-Monastery up to Citadel Level Fortifications. Hopefully nothing will go wrong. However, with such a focus on fortifying the Fortress Monastery, you neglect clearing out the Apothecarion, and because of that there is no progress made on clearing out the Apothecarion. After that your forces deploy to the Western Front, directly where the Ash Dragons are making their breakthrough. Your forces hold the rear, the Land Raider and Predators help the Ash Dragons break through the Orkish front but then are pulled back for rear guard action, to ensure that the Ash Dragons aren't completely encircled as they try to break the Carnelian Martyrs out of their dropzones. The Land Raider provides heavy fire support wherever it goes and acts as an Anchor for your forces, while the Predators provide resilience. Under heavy Orkish Pressure, the Emperor's Middle Fingers do not shy away from the challenge, and rather they hold strong against waves upon waves of Orkz trying to punch through their Lines. Rogal Dorn would have been proud.

Casualties:

2 Space Marines killed

1 Scout marine killed

40 Chapter Thralls killed

1 Pred Destructor Damaged

1 Land Raider, heavy damage

75 Space Marines wounded

Inflicted 185,000 Ork Casualties, destroyed 50 Gunwagonz.

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ce91e2 No.51884

>>51877

>>51878

You start repairing the ages old Fortress that once stood in the pass near the lake. As of right now, Ferrocrete Walls have been constructed, along with some towers to give it Redoubt-level fortifications. After that, your forces immediately deploy to the Western Front. Your Leman Russ Tanks, including the Demolishers do good work, exchanging blows with the Orkish Armor. The Basilisk Self Propelled Artillery Pieces support your Imperial Guard, which file into the center of the Trench Lines to help fend off the despicable Orkz. Coordinated Lasgun fire ensure that the Orkz do not overwhelm the Leman Russ Tanks. The Basilisks provide heavy artillery support against the Orkz, which try their best to congregate and bring down the Leman Russes with "coordinated" fire, however this proves to be their downfall as the Basilisks shell their emplacements and groups efficiently. You also speak with the leaders of Hive City Karanas, and while they say they will not stop you from recruiting men into your regiment, the recruitment campaign will have to be done solely by you. (As a note, Oneman is the Planetary Governor and thus leader of Karanas.)

Casualties:

65,000 Astra Militarum Guardsmen

2 Leman Russ tanks destroyed

4 Leman Russ tanks damaged

1 Leman Russ demolisher damaged

Inflicted 115,000 Ork Casualties, destroyed 45 Gunwagonz.

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ce91e2 No.51885

File: 80294dee8f1e2bf⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Western Front

4,300,000 Orkz

7 Battlewagonz

15 Bonebreakaz

40 Gunwagonz

10 Braincrushaz

Eastern Front:

1 Warboss Korkronal

2,000,000 Orkz

43,000 Warbikers

As of right now, the Situation on both fronts has more or less been stabilized. In the east, the Adeptus Mechanicus and Adeptus Sororitas have heavily entrenched themselves and are fending off what remains of Korkronal's failed offensive.

In the west, the front line is also stable, but now all eyes are on the Carnelian Martyrs and the Ash Dragons, who are their relief force. The Carnelian Martyrs must be broken out, lest they be destroyed!

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d02dae No.51886

>>51880

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, Slight

(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

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, Slight

(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 IcarusAutocannons, 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 IcarusAutocannons, 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 IcarusAutocannons, 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, Heavy 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, (1 Unusable for Duration)

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

38,365 Secutarii; Hoplites, and Peltasts (44,390)

148,500 Skitarii; Half Van and half Ranger (283,500)

132 Secutarii Axiarchs (110)

30,000 PDF (40,000)

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

229 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 940 1st gen Grail Born (960)

10 Manticores

750 Standard Missile Launchers

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 (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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.

Arc Maul, which provides you with a +4 Bonus to Due

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Location of Eastern Guard Fortresses Discovered

Quest for Knowledge: Available every third battle turn.

2000 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Stat Post

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d02dae No.51887

Dice rollRolled 23, 9, 94 = 126 (3d100)

>>51886

1 Battle. A valiant day, but bittersweet. We must hold back the Valiant and Errant for extended repairs but in their place marches our most recent additions; the two Crusader Pattern Knights sent by the Legion, fresh, and ready to fight. A mere 240 skitarii experienced a tantrum by the weapons of their machine spirits and had to be appeased in the previous battle, Praise the Omnissiah's Grace. They had the underground bunkers to themselves while the Tech Priests on weapon maintenance went to work. They would fall on their knees before the altar, supplicate themselves to the machine spirit, and begin by renewing their oaths to bring vengeance against the enemies of mankind. Today they would once more hold the line, but in the headquarters the leadership were making use of their hard won successes. The Tech Priests made ready to initiate the Imperatives to better hunt down and kill a broken enemy.

38,365 Secutarii; Hoplites, and Peltasts (44,390)

148,500 Skitarii; Half Van and half Ranger (283,500)

132 Secutarii Axiarchs (135)

30,000 PDF (40,000)

159 Heavy Mortar Cannons

200 Centaurs

44 Rapier Armoured Carriers

100 Tarantulas

1 Karacnos Assault Tank

1 Knight Warden, Slight

1 Knight Gallant, Slight

1 Knight Crusader, Slight

1 Knight Crusader,

1 Knight Crusader,

1 Knight Preceptor,

1 Armiger Knights Helverin

+9 Walker Tactics and Standard

2 Repair the Knights.

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

+9 Walker Tactics and Standard

3 Chadicus Duel. The armor was doing everything in its arcane power to keep Chadicus up and aware, but it was clearly at the limit. He was hitting a wall but it wasn't going down. Now they were both struggling to stand for the final blow. As he heard the armor mechanics move, it sparked his memory, and he saw once more his vision of the Emperor lifting the weight of mankind's burden. He was beckoning Chadicus to come and reach his full potential. Together they could achieve the aesthetic vision. Chadicus rises.

+Blessing

+Artificer Terminator Armor

+25 Melee Hypherphase Sword

+7 Tactics

+2 Standard

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73437c No.51888

Dice rollRolled 37, 32, 56 = 125 (3d100)

>>51885

We honour the fallen and push onwards.

>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.

The Punchliners fought in the Western Front against the main Ork army in order to protect Ortal from the greenskins.

>Numbers:

435,000 Astra Militarum Guardsmen

73 Leman Russ Main Battle Tanks

- 69 Battle-ready

- 4 Damaged

25 Basilisk Self-Propelled Artillery Pieces

10 Leman Russ Demolishers

- 9 Battle-ready

- 1 Damaged

>Emplacements and Posessions:

- Lake Karanas' Redoubt [Lvl 1]

>Organization [Fluff]:

Squad: 10 Guardsmen

Platoon: 5 Squads of 10 Guardsmen + Lieutenant Squad (Lieutenant + 4 Men). Total 55.

Company: 5 Platoons of 55 men + Captain Squad (Captain + 4 Men). Total 280.

Legion: 20 Companies of 280 men + Legate Squad (Legate + 4 Men). Total 5605.

Corps: 10 Legions of 5605 + Corporal Squad (Corporal + 4 Men). Total 56055.

Regiment: 10 Corps of 56055 + Colonel Squad (Colonel + Whoever he wishes). Total 560555.

>The fallen [Fluff]:

65,000 Astra Militarum Guardsmen

2 Leman Russ tanks destroyed

>Kills [Fluff]:

115,000 Orks

45 Gunwagonz

>Armored divisions [Fluff]:

1st Company 'Steel Framers' 10 Leman Russ MBTs.

2nd Company 'Thunder Tellers' 10 Leman Russ MBTs.

3rd Company 'Golden Punchliners' 10 Leman Russ MBTs.

4th Company 'Red Responders' 11 Leman Russ MBTs.

5th Company 'Jolly Jokers' 11 Leman Russ MBTs.

6th Company 'Shaggy Dogs' 11 Leman Russ MBTs.

7th Company 'Slapsticks' 0 Leman Russ MBTs. [CURRENTLY DISMISSED]

8th Company 'Sadistic Shifters' 10 Leman Russ Demolishers.

>Actions:

1. The Carnelian Martyrs are currently our top priority. Our MBTs will spearhead an offensive to have them rejoin us in the frontline. The Guardsmen will hold the line as it advances with full support of our Basilisk SPAPs. The Leman Russ demolishers will go on to hunt and destroy any enemy armor spotted in the front in order to avoid Ork retaliation. Our damaged tanks will be returned to the Redoubt to be fixed.

2. We must replenish our ranks. Begin recruitment campaigns in Karanas. Show them the glory that awaits in battling along with the grand Leman Russ tanks against the green menace!

3. Our Admech will establish a daily routines for the maintenances and repairs necessary to keep our Leman Russ tanks in shape. I'd rather not have to spend actions on repairing such a small amount of Leman Russes, so hopefully this will ensure that every X amount of time a Leman Russ is repaired. [If this is already supposed to be in place, either ping me to change my action or just use the other two actions]

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ce91e2 No.51889

Dice rollRolled 45 (1d100)

>>51887

The Warboss attempts to strike back at Chadicus. One last surge to slaughter this puny weakling!

+20 bonus

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a29dd0 No.51890

>>51882

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

835/930 Sisters of Battle with Combiflamers

93/100 Heavy Flamer Equipped Retributors

95/100 Heavy Bolters Equipped Retributors

48/50 Multimelta equipped Retributors

95/100 Melta Equipped Dominions

98/100 Seraphim

89/90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

550/1000 Repentia

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

100 Regular Rhinos

97 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 50% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils

1,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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 combat this battle only via prayer

Task Force Mercy

61 Sisters with combi flamers

20 Injured Sisters 1 turns

10 sisters wounded 2 turns

13 Seraphims

2 Seraphim injured 2 turns

3 Injured Seraphim 1 turns

18 Melta Dominions

19 Heavy flamer Retributors

19 heavy Bolter Retributors

9 Multimelta Retributors

2 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

9 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

1 Injured Sister Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade 2 turns

5 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

20 Repressors

Task Force Purgation

565 Sisters of battle with combi flamers

40 Injured Sisters of Battle 1 turns

60 Sisters of Battle Wounded 2 turns

80 Seraphim

79 Melta Dominions

54 heavy Flamer Retributors

56 heavy Bolter Retributors

29 Multimelta retributors

8 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

69 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

20 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

450 Repentia

77 Repressors

100 Rhinos

(Ambulance Rhinos are moving around to carry off wounded as needed)

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a29dd0 No.51891

Dice rollRolled 29, 53, 81, 76, 52, 27, 5 = 323 (7d100)

1-2. Task Force Mercy supports the push but otherwise only enters combat if the orks manage to press into the gaps. They are too few to do otherwise despite their zeal.

+9 combat bonus

+3 Ancient banner

+10 to combat this turn

3-4.Task force Purgation continues to press into the Orkoid mob despite their losses. They will not stop until their home is no longer threatened and every greenskin is dead.

+9 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.

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 to all combat rolls this battle

5-6. The sisters in the coonvent continue to aim the myriad turrets and guns into the Orkish horde from the convent and fire into them.

+9 to all combat rolls

+10 to all combat rolls this battle

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

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

7. The sisters Famulous continue to oversee and lead medical help planetwide to forces who need it.

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66c55d No.51913

Dice rollRolled 42, 61, 48 = 151 (3d100)

>>51883

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 387 Space Marines (75 wounded)

95 Scout Marines

1820 Chapter Thralls

49 assault bikes

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider (Heavy damage)

4 Pred destructors (2 damaged)

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.Continue fortifications on the monastery, soon it shall be complete

2. Excavate the apothecary

3.Attempt to make repairs on the land raider

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6ae9e3 No.51914

Dice rollRolled 40, 85, 76, 9 = 210 (4d100)

>>51885

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:

0 Credits

Steel Pact (3,000)

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

1 Banehammer (HQ, 1.25 to hero's command bonus), Slightly Damaged

18,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

89,000 Ogryns

46,750 Bullgryns

10,000 Bone'eads

1,500 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

30,500 Squat Troopers

14,750 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Defend against the western ork horde. "With the plethora of troops arriving from Karanas Ruffshod has more than enough to hold the line, but currently that is not enough. With the space marines deep behind enemy lines not only must we break through but also maintain that rift for them to fall back as needed. Fortunately This issued is solved with the living barricade that is the Bullgryn. Their large and solid form is more than enough to keep the orks attention away from the Koronam Punchliners as they do their duty. Along with the Ratling snipers who can pick off the nobs who attempt to lead any orks who attempt to lead an intervention."

Ruffshod Ironboot, Banehammer, 36,500 Squat Troopers, 17,250 Squat Thunderers, 500 Thunder-fire Cannons, 23 Gyrocopter, 5 Overlord Armored Airship, 50,000 Ogryns, 25,000 Bullgryns, 5,000 Bone'eads, 750 Ratling Snipers, 19,000 Khe-Sahn Arbites, +5 to defensive warfare when using Squat Units

2. Defending against the eastern horde. "In anticipation of the warbosses defeat Alexander unleashes his final coup de grace upon the ork horde. Sending out the freeblade knights which have been held back in reserve. They shall form the spear head of the upcoming assault to decapitate the rest of the ork's leadership so when the warboss falls there can be no ork that can quickly take his place. Ensuring that the rest of the horde will quickly turn on itself."

Bane, 40,000 Ogryns, 20,000 Bullgryns, 750 Ratling Snipers, Questoris Knight and Crusader

3. Build a bastion in Karanas. 25%.

4. Build a Bastion in Ortal. 25%.

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618f55 No.51915

Dice rollRolled 16, 47 = 63 (2d100)

>>51885

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,300

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>>Mobwag:

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,639 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns) [19,999]

>Frontline

268,010 PDF Soldiers (515,510)

140,000 Poorly-Equipped PDF (275,000)

81,040 Black River Veteran Engineers (Combat Engineers) (81,400)

54,010 Combat Engineers (55,000)

49,245 Black River Veterans (PDF) (50,190)

11,260 Agri PDF Soldiers (35,590)

7,980 Autocannon Teams (3x PDF) (8,000)

3,874 Black River Agri Veterans (Agri PDF) (3,910)

1,280 Lascannon Teams (2x PDF) (1,300)

9,991 Black River Autocannon Teams (3x BR Vet) (1,000)

779 Heavy Bolter Teams (2x PDF) (800)

491 Black River Lascannon Teams (2x BR Vet) (500)

191 Black River Heavy Bolter Teams (2x BR Vet) (200)

>Major Kreibar's Black Block:

Major Kreibar, Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Reinforcements:

25,000 PDF Soldiers

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,050 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 2,765,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 50 Gunwagonz

+ 48 Bonebreakas

1. The Carnelian Martyrs were dangerously close to living up to their namesake. The assault had been stopped for now, the time to go on the counteroffensive had come. Under the leadership of Colonel Steeljaw and his Nobkillerz the strained 2nd Koronam Regiment would try to push the Orkish lines utilizing their artillery to support the Ash Dragons in their attempt to break out the Martyrs.

2. Hundreds of thousands had died already, more bodies were thrown into the endless meatgrinder. The soil had turned into a muddy slush of blood, dirt and corpses. More would have to die still. Fresh recruits would be drafted from the hive worlds, poorly equipped their prospects were even more grim than their already hopeless lives in the hive.

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3f3855 No.51916

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:

FULL / (5,000) Nobles/Knights Élite

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (55,000) Nobles/Knights

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+]Boarding Shields]

FULL / (460,000) Men-At-Arms (Heavy Carapace)

>EQUIPMENT:

>[Heavy Carapace]

+Hot Shot Volley Guns

+Boarding Shields

FULL / (10,000) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST (CORRECTED)

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3f3855 No.51917

File: e3246c1eefdb971⋯.jpg (6.75 KB,213x225,71:75,m1DK5acENXjjK3z0458-vxA.jpg)

File: 9554898f1d407bb⋯.jpg (189.12 KB,600x760,15:19,img45933aaa6dddf.jpg)

File: 171614c0ea942c5⋯.jpg (100.3 KB,1300x956,325:239,gunsight-for-a-wwii-era-an….jpg)

Dice rollRolled 21, 30, 34, 78 = 163 (4d100)

>>51916

>>51914

1. "Ah, the Enterprisors. At last we meet, noble to noble, and let us share in enobling this ground with our sweat and blood against these foul greenskins.

Thy Bullgryns are a fine bulwark against these foul brutes. Come men, let us shore up the line!"

>Form up alongside the Enterprisors and their Bullgryns and shore up the reserve line. We will halt any stragglers that get past the assaulting imperial forces and create a fall back position in the event they are pushed back

2. "Brace shields! Nock arms!"

>Man the trenches and present boarding shields, nocking our hotshots in the gunports. Fire upon the foe that dare comes close!

3. "Artillery! Pick yer targets!"

>The enemy is engaged the foe in close quarters, our artillery will need to pick their targets carefully. Earthshakers hold fire until you can get a direct shot! Tremor Guns, melt the earth before the foe and let them sink in quagmire!

4. "Rear eschelons, shore up the defense. Bring up that ammo!"

>Available civilians/labourers/servitors not engaged in combat to make repairs where they can and to bring ammo to the front and wounded to the rear

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2de2bf No.51920

Dice rollRolled 1 (1d100)

1. Death Company Dreadnaught Roll

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7500de No.51921

File: 337d32f2935ad42⋯.jpg (12.64 KB,248x251,248:251,th8OZOXPPG.jpg)

File: 226154f0fcc07ec⋯.jpg (186.92 KB,685x777,685:777,2199_imperial_guard.steel_….jpg)

File: a62c5c0ead02b49⋯.jpg (333.5 KB,600x800,3:4,Armageddon_wird_kommen_by_….jpg)

Organization Name: The 24th Steel Legion Mechanized Regiment "Hellhounds"

Category: The Imperial Guard

Sub-Category: Armageddon Steel Legion (Mechanized Specialists)

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: Deployed from the eternal warzone that is the world of Armageddon, the "Hellhounds" gained their name through their tenacious fighting, crushing advances onto ork lines, and a prodigious use of the flame tank that bares the same name. Under the command of Colonel James R. Trellin, and Lord Commissar Burton Phillips, they have been deployed to the world of Koronam on recommendation of Commissar Yarrik himself, who recognized the regiment's potential outside their homeworld's own warzones. Their recruits mainly derive from Infernus Hive, and many Legionnaires can derive ancestry from any number of ancient Hive Gangs. This background leads to exceptional small team tactics among individual squads and vehicle squadrons. The use of fliers is almost non-existent, though superheavy tanks have been used by the regiment on more then one occasion back on Armageddon. Leman Russ Tanks, Chimera APCs, and Hellhound Flame Tanks are all favorites of the Regiment, and preferred infantry weapons consist of the ever-ubiquitous 'Voss' Pattern Lasgun, The Meltagun, and Flamers.

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7500de No.51922

File: 989149253c33310⋯.jpg (376.5 KB,1280x799,1280:799,1515321774765.jpg)

File: 16c2b0116fdde29⋯.jpg (62.94 KB,500x376,125:94,NVA_RPG.jpg)

File: 3f2368453ae6bcb⋯.jpg (188.7 KB,2048x1152,16:9,Hind_Recon.jpg)

>>51921

Scratch this apparently.

Organization Name: 1st Aelarian Mechanized Rifles Regiment.

Category: The Imperial Guard

Sub-Category: Armored/Mechanized Army

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given): Tanks.

Lore: Aelar is a planet recently re-descovered by the imperium by inquisitor Golman Adanis in 985.M41. The world had recently (within the last 20 Terran Years) recovered from a large scale civil war, and 2 primary powers controlled the world; The Kazlan Republic, and the People's Republic of Drantonia. A cold war had been occurring at the time of their discovery, though the planet willingly joined the imperium, and their moon was occupied by members of the mechanicus due to an semi-intact STC on the world that held the schematics for the rather, Unique, wargear used by the nation-states. Both used, and still use autoguns, rocket launchers, grenade launchers, and flamers, but use of "exotic" weapons such as plasma and meltaguns are unheard of, and Superheavy tanks are non-existent as well. To make up for their lack of more modern technology, they utilize several patterns of vehicle they are very familiar with, including a type of VTOL flier that is used to hunt tanks. While the munitorum has pushed for the world to abandon their own patterns in favor of more common guardsmen wargear, the Adeptus Mechanicus has surprisingly defended the Aelarian patterns due to their connection to this world's untouched nature and possible finds of new STCs.

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2de2bf No.51923

>>51851

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

5 Favor

>TROOPS:

215 Standard Space Marines (4 Companies)

60 Wounded Space Marines

110 Scout Space Marines (1 company)

98 Death Company Space Marines (1 Company)

20 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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)] >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] >Slight Damage

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 ??/??

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2de2bf No.51924

File: 49cfda4ad3f182d⋯.jpg (770.57 KB,2560x1440,16:9,ASM-Art.jpg)

File: 0dba650a10677e3⋯.jpg (59.54 KB,400x500,4:5,spacemarine3.jpg)

Dice rollRolled 97, 31 + 20 = 148 (2d100)

>>51923

1/2. The Captain of the Carnelian Martyrs surveyed his position atop the massive adamantium shoulders of Brother Slamguinius, and saw a great slaughter, but and untenable struggle. They were the Emperor's Angels, but even they could fall against numbers uncounted like the Greenskin tide before them. It was then, as Brother Slamguinius tore off a Gunwagon turret from its burning body and hurled it into another Gun wagon, causing both to explode in a fiery cloud of greenish mist, that the newly interred brother's Vox-caster came to life; "Captain Apollyon, we will not survive this engagement if we are forced to content with the full brunt of the Xenos assault from all angles." The Captain nodded his head in acknowledgement, before quickly turning and firing a charged plasma bolt into nearby ork, charging with a magnetic mine, intent on applying it to the venerable brother. With the immediate threat dealt with, the Captain once again surveyed his position. Land Speeder Pilots reported that friendly forces, those of the Ash Dragons, were pushing out to meet them. The Captain put his gauntlet to his helmet, triggering his Vox and setting the message to all of his subordinates; "This is Captain Apollyon, we are making a fighting withdrawl to the Ash Dragons. Together with our cousins we shall be able destroy this Greenskin menace from the inside out. Leave no man behind, and fight well brothers, for it is what the Emperor asks of you!"

And with that the captain leapt from the Dreadnought, lifting his power sword high and marshaling the troops near him with a rousing speech.

"JOIN ME BROTHERS, WE FIGHT FOR OUR LIVES, FOR THE GLORY OF THE CHAPTER, FOR THE GLORY OF SANGUINIUS! WE SHALL DO OUR DUTY AND RID KORONAM OF THE XENOS MENACE! AUT CUM SCUTO AUT IN SCUTO!"

And with that he charged the Orkish lines, sword raised his and plasma pistol burning bright. Soon after came the massive footfalls of Brother Slamguinius, and the chapter followed with him. A bloody swath would be cut to their cousins, and together the protectors of mankind would do their duty as fit, and shield the people from the Xenos's rage, or die trying

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7500de No.51925

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ce91e2 No.51926

>>51922

>>51921

Accepted, although the current date is 894.M41. Please adjust dates accordingly.

Troops:

500,000 Imperial Guardsmen

100 Hellhounds

50 Leman Russ Tanks

5 Leman Russ demolishers.

50 Griffon Heavy Mortar Carriers.

Bonus:

+10 to Tank vs. Tank Combat

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ce91e2 No.51927

>>51926

Edit:

Remove hellhounds

Add 300 Chimeras.

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7500de No.51928

File: cfb4c7b530a69de⋯.jpg (97.27 KB,880x582,440:291,Pact Tanks.jpg)

File: a6763d9581c2ae6⋯.jpg (105.07 KB,729x372,243:124,East German BTR.jpg)

Dice rollRolled 11, 80, 26, 92 = 209 (4d100)

>>51926

Organization Name: 1st Aelarian Mechanized Rifles Regiment.

Category: The Imperial Guard

Sub-Category: Armored/Mechanized Army

>Troops (Names are fluffed)

500,000 Aelarian Infantrymen

(50,000 Full squads)

300 Barton Transports-Rough Terrain (Chimeras)

50 Tereskovsky Tanks (Leman Russ Tanks)

5 Tereskovsky Infantry Support Tanks (Leman Russ demolishers.)

50 Griffon Heavy Mortar Carriers.

Lore: https://pastebin.com/UD1EmBbd

Bonus:

+10 to Tank vs. Tank Combat

Actions:

1. With the first Aelarian military force to leave the planet now on Koronam, the men begin to load up into their Barton's, On the Backs of Tanks, and set out from Hive Olagas after orders were sent to assist Imperial Infantry in the North-West. Tanks are to provide fire support to advancing APCs and infantry.

2. Soldiers not at the front established by their Imperial Counterparts are to establish FOB's for logistics and R&R purposes.

3/4. Requests are made back to the homeworld for more armored support. The 50 tanks are gonna be nowhere near enough if we're fighting orks. Then again, we've never fought orks before.

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7bed44 No.51930

Dice rollRolled 63, 3, 54 = 120 (3d100)

>>51880

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:

470,000 Skitarii

32 Onager Dunecrawlers (4 Damaged)

280 Ironstrider Ballistariuses

145 Sydonian Dragoons

89 Sicarian Rust stalkers

93 Sicarian Infiltrators

3,000 Techpriests

13 Overlord Armored Airships

47 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

5,000 Varuke Combat Tier and 15,000 Armed Servitors

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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.

1-3. Fire everything. +13

https://www.youtube.com/watch?v=-heRWvYVIdY

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854fc5 No.51933

Dice rollRolled 3, 91 = 94 (2d100)

Organization Name: Ash Dragons

Category: Adeptus Astartes

Sub-Category: 3rd Strike Company

Favour: 4/10

Troops:

5 Librarians

5 Assault Centurions

171 Space Marines

60 Space Marines with Flamers

60 Space Marines with Heavy Bolters

50 Space Marines with Meltaguns

212 Scout Marines

9 Razorback Transports (5 damaged)

9 Rhino Transports (3 damaged)

5 Vindicator Tanks (3 damaged)

6 Thunderhawk Gunships

4 Stormraven Gunships

2000 human chapter thralls

Wounded Troops: 60 marines (1 turns), 45 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 carried by Captain Rahak (extra +3 to Captain's bonus, extra +10 on top of that for duels)

Iron Halo (carried by Captain Rahak)

Fortress Monastery: Bastion level fortifications (almost Citadel), 60% 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: Our brothers of the Carnelian Martyrs withdraw towards us. We must ease their way. The Ash Dragons dig in and hold their position, repelling the orks in all directions.

2: The Ash Dragons aircraft bomb the orks between the Ash Dragons and Martyrs forces, attempting to break their will to allow our brothers to get through.

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dcc831 No.51935

Dice rollRolled 72, 90, 22 = 184 (3d100)

>>51885

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:

96,000 Combat Servitors (125,000 total)

109 Kataphrons (125 total)

5 Kastellans

17 Kastelllans with Incendine Combustors (3 Destroyed)

1 Armiger Warglaive (Lesser) (1 Damaged, 1 Heavily Damaged)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

5 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. My artillery will work to break out the space marines before they become overwhelmed, weaken the orks with large scale blasts in the hopes of creating a sparser section the space marines can push through along with a portion of the servitor forces positioned to protect against any reprisal

40,000 Combat Servitors (125,000 total)

50 Kataphrons

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

5 Thanatar Siege Automata

60 Data-Smiths

150 Avenger Class Strike Fighters

10 Manticores

2. My remaining Forces will split to strike at the Orks from their northeastern flank in the hopes for setting up a complete surround of their forces and prevent any significant force from surviving the purge

56,000 Combat Servitors

59 Kataphrons

5 Kastellans

17 Kastelllans with Incendine Combustors

1 Armiger Warglaive (Lesser)

3 Salamander Recon Tanks

160 Data-Smiths

3. This position should be taken care of at this point my standard servitors will pulls back to my Reinforced Manufactorum and will work on the construction of stationary artillery pieces to be placed in the new fortifications around the planet, Autocannon gun emplacements should serve the purpose of destroying any lighter vehicles or larger sized enemies from range.

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6b4650 No.51936

Dice rollRolled 35, 22, 28 = 85 (3d100)

>>51882

>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

-Relic: Inferno 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

282000 Skitarii

40000 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.

Inferno Warblade: Tempest Warblade capable of covering itself in fire for greater damage and penetration power.

>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: The western force continues it march.

+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"

+180000 Skitarii

+30000 Secutarii

+3000 Sancristans

+8000 Tech-priests

2: With the relief force having entered the Eastern front's close by redoubt, we will now launch an assault to aid our comrades in battle.

+102000 Skitarii

+10000 Secutarii

+100 Axiarchs

3: Continue the blessings on the redoubt.

+2000 Tech-priests

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54b1d0 No.51937

File: 22465f3536ce841⋯.jpg (4.16 KB,255x197,255:197,images (11).jpg)

File: d9d10a8063b95fb⋯.jpg (96.27 KB,800x512,25:16,XM982z.jpg)

File: bf94d45ded2040c⋯.png (99.48 KB,300x187,300:187,300px-Marauder_bomber.png)

Dice rollRolled 54, 97, 45 = 196 (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

>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

Peace Actions

#1 work with local admech and our squats to modify our shells to have internal cogitators and fin stabilizers. this should allow us to control their freefall from low orbit allow for more accurate targeting

#2 have the manufactorums make cluster munitions for some of our shells. rather than carry one giant payload, these can release a large number of bomblets to devastate a vast longitudinal area and carpet enemy infantry and light vehicles with thousands of explosives

#3 fully integrate our ship targeting cogitators and artillery systems with "anti-friendly fire" saftey measures. the fin stabilizers for rounds, kill switches automatically installed on all ground artillery shells, so that if any were to veer off course and potentially harm imperial ground units the disaster can be averted

#4 make repairs to the shuttle and launch bays, we are anticipating reinforcements of fighters and bombers

Reinforcement Request:

-a surface-to-orbit cargo shuttle. larger and less nimble than typical Valkyries or Thunderhawks with heavier carrying capacity than the usual Arvus Lighter, these are used to deliver very large supplies or vehicles from the ship onto land, and vice versa. not a dedicated fighter aircraft, some acts of desperation have seen them carry very large bombloads or hastily installed weapons but this is not advised in the field manuals. they can carry large ship parts the better to deliver from forge world surfaces to make repairs in orbital drydocks.

-Maurader Bombers. the mainstay Imperial Navy's bombers. as opposed to the Starhawk bombers, the Maurader is capable of both void flight and atmosphere flight, and is useful for attacking enemy vessels or for striking planetary surface targets. well armored

-Fury Interceptors. The most common fighters of the Imperial navy, also capable of both void and atmospheric flight. a reliable work horse for intercepting enemy fighters, torpedos, and other interceptor operations

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54b1d0 No.51938

Dice rollRolled 5 (1d100)

>>51937

4th dice

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54b1d0 No.51939

File: 70cffa93d975a71⋯.jpg (33.5 KB,444x319,444:319,7ae069db54543eeed61387eef9….jpg)

Dice rollRolled 12, 25, 56 = 93 (3d100)

>>51937

Combat Actions

"General Quarters, all hands man your battlestations"

Targeting cogitators to begin calculating trajectories and coordinates of large eastern ork concentrations and suspected Warboss positions

#1 test 1 of new accurate/anti-friendly fire munitions on the eastern ork forces. FIRE

#2 test 2 of new accurate/anti-friendly fire munitions on the eastern ork forces. FIRE

#3 test 3 of new accurate/anti-friendly fire munitions on the eastern ork forces. FIRE

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ce91e2 No.52049

>>51887

>>51886

The Orkz, while most of their heavy equipment is out of commission, they are as dangerous as ever. With the death of the Warboss, they are losing steam beyond any doubt, but your lines are also starting to falter, specifically the men to the west, keeping the two branches of your forces united. The Orkz punch through that segment of Lines, which as no Knights guarding it and manage to split your forces in two. The 2 Knight Crusaders are stuck in the North along with 40,000 Skitarii and the rest of the Knights and your forces are stuck in the south, defending the convent as best they can. You withdraw your Knights and your techpriests repair them as best they can before throwing them into the slog once more, but your Knights are heavily damaged. Speaking of the Death of the Warboss, Chadicus manages to finish the Warboss off. Both had been slowly becoming exhausted, one with more augmentations and better equipment, the other with superior mass. Chadicus goes for one final push, and manages to shove his Necron Hyperphase sword clean through the Ork Warlord, directly into his head, cutting through it with shocking ease. With that, the Warboss dies, and now it devolves into some PROPA CHAOS.

Casualties:

35,000 Skitarii (15,000 saved by Order of Cleansing Dawn)

3,000 Secutarii (500 saved by Order of Cleansing dawn)

15,000 PDF (1,000 saved by order of cleansing dawn)

2 Knight Crusaders, Medium damage

1 Knight Preceptor, Medium damage

1 Knight Warden, Heavy damage

1 Armiger Knight Helverin, Slight damage

Killed Warboss Korkronal. Killed 85,000 Orkz, killed 5,000 Warbikerz.

>>51888

Your Leman Russes and Imperial Guard charge in after the Ash Dragons and Carnelian Martyrs to ensure that they are not completely cut off. The Orkz do a good job of cutting them off however, and as a result you are not able to penetrate the lines fully. Your men do manage to soften the Orkish encirclement up enough so that after a couple of days of savage fighting, the Carnelian Martyrs and Ash Dragons come barrelling through the Orkish Lines and pull back behind your lines, bloodied and battered. Several Leman Russes and many guardsmen are killed but you paid the price when no one else wanted to. In Karanas, your recruitment campaigns begin in Earnest. Many people shy away initially, trying to rebuild after the cultist uprising, but 15,000 good men volunteer to join your regiment. You also discuss with the Admech nearby to manage to establish daily routines. Passively, every turn 2 tanks are repaired.

Casualties:

60,000 Astra Militarum Casualties (10,000 saved by Order of the Cleansing Dawn)

4 Leman Russ MBTs destroyed

5 Leman Russ MBTs damaged

Inflicted 80,000 Ork Casualties, destroyed 10 Bonebreakaz, destroyed 5 Gunwagonz.

>>51890

>>51891

Task Force Mercy continues to provide light support along the frontline, as well as helping the Punchliners maintain their position despite their casualties to make sure the Space Marines can break out with relative ease. Aside from that, Task Force Mercy does very little aside from their eternal job in trying to save lives. Task Force Purgation continues to charge forward into the Orkz. The swarms of Orkz are pushed aside as waves of Holy Promethium crash into their forces, charring the Orkz into a delectable steak crisp, although this is no time for eating, it is time for slaughtering the enemies of the Emperor! In the convent, the Sisters remain hunkered down and continue to gun down any Orkz that come nearby. The Sisters Famulous oversee and lead medical help, although the help this turn has been minimal

Task Force Mercy:

2 Sisters of Battle dead

1 Melta dominion dead

10 Injured Sisters

1 Injured Seraphim

Killed 40,000 Orkz.

Task Force Purgation:

15 Sisters of Battle Dead

200 Repentia Dead

2 Rhinos destroyed

1 Repressor destroyed

1 Seraphim Injured

2 Melta Dominions dead

1 Heavy Bolter retributor dead

Killed 140,000 Orkz, killed 8,000 Warbikerz.

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ce91e2 No.52050

>>51913

The monastery fortifications are almost at completion. You are at 80% completion, and soon enough the fortifications will be ready! You also manage to restore the Apothecarion functionality up to 50%, capable of supporting a chapter and a half of Marines! Lastly, the Land Raider is fully repaired.

>>51914

In the west, your squats hold strong. The imposing figure and firepower of the Banehammer does its job, and manages to hold the Squats on the flank together well enough. The Orkz are concentrating elsewhere, so your squats have an easy time fighting them off. In the east, your Knights and Ogryns are forced to give ground. They are holding the northernmost section of the front and are forced to pull back due to the Orkz having split the front in two. Your forces do not take many casualties, and the Freeblades happily unleash the full force of their firepower against the Orkz and gun down numerous amounts of them. Karanas construction goes well, the area is better repaired and the walls are further reinforced after the destruction that was the cultist uprising. In Ortal, progress continues to be slow with boggy ground having to be shored up before further reinforcements can be made.

Casualties:

West:

1,500 Squat troopers (500 saved by Order of the cleansing dawn)

500 Squat Thunderers (100 saved by Order of cleansing dawn)

1,000 Ogryns (250 saved by Order of cleansing dawn)

1 Banehammer, Slightly damaged

Killed 70,000 Orkz.

East:

500 Ogryns

200 Bullgryns

2 Ratling Snipers

Killed 150,000 Orkz, destroyed 5,000 Warbikerz.

>>51915

Your men go over the top with the punchliners and the Adeptas Sororitas, however ultimately this venture only results in a lot of dead bodies. Colonel Steeljaw and the Nobkillerz are unable to break through to the Encircled Ash Dragons. For the time being, you are giving it your all to at least soften up the Orkz as they are starting to swarm the Space Marines. You manage to conjure up another 50,000 poorly-equipped PDF. Their sacrifices, while minuscule, will never be in vain. The Emperor demands sacrifice in order to bring humanity to greatness.

Casualties:

40,000 PDF (10,000 saved by Order of cleansing dawn)

30,000 Poorly Equipped PDF

1,000 Black River Veteran PDF

10 of each support weapon team

100 Agari Black River veterans

500 Nobkillerz.

Killed 95,000 Orkz.

>>51916

>>51917

As the Frontline moves, some Orkz invariably get through. Your men get up to the frontline alongside the Enterprisors and come help cut down the enemy. The Nobles unleash everything they have in terms of their long ranged firepower. The Exorcist Artillery sings in the distance, reducing Orkz to green smears. The Hot shot volley guns ceaselessly fire into the Orkz as their offensive is relentless. The Men at Arms enter into the trenches and engage the Orkz into savage melee combat. Men that aren't active combatants bring in as much ammunition as possible to fuel your hot shot volley guns in brave attempts to prove themselves to the nobles. Such a sight is beautiful to your eyes, with countless enemies

falling, but many Men at arms falling as well.

Casualites:

500 Nobles Killed

45,000 Men at arms killed

1,000 Crusaders killed

Inflicted 85,000 Ork Casualties.

>>51920

Resolved in DMs :^)

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ce91e2 No.52051

>>51923

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

The Captain of the Carnelian Martyrs knew what had to be done. You had to break out. From atop Brother Slamguinius's shoulder you see your relief force, the Ash Dragons. The Orkz were swarming them much like they were swarming you. Even further in the distance you see the Imperial Guard and Planetary Defense forces, dying in droves, presumably to make it easier for you to break out. This was the moment. Your marines had to take his chance. With his power sword lifted, all the soldiers around him join in a single loud warcry. "FOR THE GLORY OF THE CHAPTER AND SANGUINIUS!" All across the Carnelian Martyr Vox channels the message is sent, and you all begin to fight your way into a single concentrated pocket. First it is the Death Company linking up with the 2nd and 3rd company. After that the 8th and 9th companies break into your single pocket. After that, you order your men to push Southwest, directly as to where the Ash Dragons are. Ash Dragon Thunderhawks fly overhead, clearing large swathes of Orkz as the Dreadnoughts rip and their their way through with the help of the Death Company. The Space Marines behind that help themselves to whatever the Death Company leaves behind, and more. Eventually you reach the beleaguered Ash Dragons, who are barely holding on as the Orkz are swarming them, rather than you. Both Strike Captain Rahak and the Captain of the Carnelian Martyrs knew they had to break out, back to safety. A single, final concentrated push brings you to safety. Combining the heavy vehicles of the Ash Dragons, the Dreadnoughts and Death Company of the Carnelian Martyrs you are able to at last make it to safety, after what was a grueling battle for survival against the Orkish Swarms. Battered, bruised, but never broken.

Casualties:

4 Space Marines Killed

110 Space Marines wounded

3 Death Company Marines killed

40 Death Company Marines wounded

All Dreadnoughts Heavily damaged

Killed 375,000 Orkz, destroyed 20 Gunwagonz.

>>51928

Your forces set out from Olagas in the south east, to reach the Orkish horde far in the northwest of the continent, but find yourself quickly blocked at the Convent of the Order of the Cleansing dawn by another Orkish Horde. The soldiers not at the front however, set up numerous FOBs across the planet for Logistics as well as R&R purposes. You also ask the Homeworld for more tanks. They send you another 40 Tereskovsky tanks. They also send you some intelligence. "The Orkish Tanks are piles of shit. You should make do with this."

>>51930

You fire everything. On the western edge of the Frontline the Onagers from a long distance unleash the full might of their Icarrus Arrays and Neutron Lasers. The Neutron Lasers rip through any and all armor while the Icarrus arrays gun down countless Orkz. The Ironstriders and Sydonian Dragoons rush around the flanks of the Orkish Army alongside the Sicarian Infiltrators and Rust Stalkers, skirmishing many Orkz. The heaviest casualties however, are perhaps among the skitarii, who advance forward from the high ground to get a better hit, due to the fact that the Orkz were such a distance away. In the Air, the overlord Armored airships and Iron Eagle Gyrocopters perform numerous strafing runs. Many Orkz are cut down by your clearly superior firepower… However they refuse to give up! Astonishing!

Casualties:

50,000 Skitarii

2 Onager Dunecrawlers damaged

1 Sicarian Infiltrator killed

10 Ironstrider Ballistariuses destroyed

5 Sydonian Dragoons destroyed

Killed 110,000 Orkz, destroyed 5 Braincrushaz.

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ce91e2 No.52052

>>51933

The Ash Dragons start to dig in… But the orkz, rather than focusing on the Carnelian Martyrs now focus on you. Perhaps that is exactly what you wanted. The incredible mass of the Orkz is a bit overwhelming however, and as a result you start to take significant casualties and losses. One of your assault centurions is damaged trying to hold down a major point on the front line. One of your Vindicator Tanks is destroyed. A squad of scout marines is overrun and the squad is broken… The situation grows dire as the green tide eternally closes in. All above you the Stormravens and Thunderhawks perform constant strafing and bombing runs… Glassing the area to prepare for the Carnelian Martyrs' arrival. Surely enough, in the distance, the Carnelian Martyrs come running towards your position, relieving a large part of your frontline and digging in alongside you temporarily. Realizing that time was of the essence, you load up the Razorbacks and Rhinos and begin to make your withdrawal. Casualties are taken, but you dish damage back out to the Orkz as well. Luckily, due to the help you received from many of your more mundane/human allies the way back isn't as bad. Your heavy armor and the Dreadnoughts of the Carnelian Martyrs help break you out.

Casualties:

10 Scout Marines killed

4 Space Marines killed

70 Space Marines wounded

1 Vindicator Tank Destroyed

1 Assault Centurion damaged

Inflicted 150,000 Ork Casualties, destroyed 5 Braincrushaz.

>>51935

Your heavy artillery provides much needed fire support. The Ash Dragons are beleaguered and your Artillery, along with the aid of many other Imperial forces manage to create a weak point in the Orkish lines for the Ash Dragons and Carnelian Martyrs to come barreling through and make it back to safety. The Thanatar Siege Automata, with their massive cannons are instrumental in breaking apart the Orkish Lines enough for the Ash Dragons to come through. In the North East, the rest of your forces constantly pepper and gun down Orkz. While your numbers aren't great, your firepower is. Luckily, the Orkz are not coming for you so you have a field day gunning down numerous Orkz and their supportive firepower. Lastly, you construct 10 Earthshaker cannons, geared towards being stationary.

Casualties:

12,000 Combat Servitors

10 Kataphrons

1 Kastellan With Incendine Combustors destroyed

1 Armiger Warglaive Slight damage

2 Kastellans with Incendine Combustors damaged

Killed 295,000 Orkz

>>51936

The western force continues its march. Add 35 to progress bar (Please keep track of this.) In the east, the mechanicus forces have been split. The forces of House Varuke have been forced southwards while the forces of the Enterprisors and your own forces are situated in the North, firing upon the Orkish Horde which is relentlessly attacking the convent. since the Orkz are out of your range, and you do not wish to risk the lives of too many of your men, your damage against the horde is minimal at best. The redoubt is blessed as well.

Casualties:

2,000 Skitarii

100 Secutarii

Inflicted 15,000 Ork Casualties.

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ce91e2 No.52053

>>51937

>>51939

>>51938

PEACE STUFF:

The Admech helps provide internal cogitators and fin stabilizes. As a result, your targetting grows more accurate. +5 to all shelling rolls. The Manufactorums also create some highly effective cluster munitions, capable of destroying large swathes of Orkz and reducing them to nothing more than a green smear on the ground. Your targeting Cogitators and Artillery systems are in addition, partially linked to the fin stabilizers and kill switches. You also repair a few shuttle and launch bays to accomodate some cargo shuttles and Marauder bombers. High command denies your request for Murauder Bombers, but gives you 10 Surface-to-Orbit Cargo Shuttles and 100 Fury Interceptors.

WAR STUFF:

You fire three shells. Of the three, 2 have their cogitators take over and fall into the sea. The last one makes impact on the ground in the center of the Orkish Horde, shattering it's center and taking out at least a Hundred Thousand Orkz by your calculations! Not bad for a first test of the cluster munitions!

Casualties:

None

Inflicted 100,000 Ork Casualties.

>>52047

F.

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ce91e2 No.52054

File: 69d3c200afa2465⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

Western Front

3,000,000 Orkz

7 Battlewagonz

5 Bonebreakaz

15 Gunwagonz

Eastern Front:

1,500,000 Orkz

25,000 Warbikers

In the west, the Space Marines have managed to break out despite their heavy casualties. Aside from that, the Front is going more or less well. The Orkz are slowly being ground down.

In the East, the Orkz have managed to split the Imperial forces in two. However, both sides are still capable of fending off the orkz for some time.

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d02dae No.52055

>>52049

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, Heavy 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

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, Slight

(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 IcarusAutocannons, 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 IcarusAutocannons, 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 IcarusAutocannons, Titanic Feet)

1 Knight Errant, Slight Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, Medium Damage

(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, 4 Shieldbreaker Missiles, 2 Twin-linked Meltaguns, Titanic Feet)

2 Armiger Knights Helverin, (1 Unusable for Duration), Slight Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

35,365 Secutarii; Hoplites, and Peltasts (44,390)

113,500 Skitarii; Half Van and half Ranger (283,500)

132 Secutarii Axiarchs (110)

15,000 PDF (40,000)

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

229 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 940 1st gen Grail Born (960)

10 Manticores

750 Standard Missile Launchers

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 (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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.

Arc Maul, which provides you with a +4 Bonus to Duel

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Location of Eastern Guard Fortresses Discovered

Quest for Knowledge: Available every third battle turn.

2000 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30

>>51937

"House Varuke sends its thanks, that last shot hit them good. The Warboss is dead at the hands of our Champion. They maintain position and target for the moment, but that should change soon as they turn to infighting. The field belongs to the Orkz for the moment however we have cover behind the walls of the Cleansing Dawn's sturdy Convent and the Mountain-Peak Fortress. Fire away at the Ork position with extreme prejudice, we will try to keep you updated on the results of your volleys. Varuke out."

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d02dae No.52056

Dice rollRolled 63, 3, 88, 53 = 207 (4d100)

>>52055

1 Battle +15 Convent Fort Defenses, +10 Mountain Peak Defenses, +7 Walker Tactics, +2 "The Standard of House Tolea"

The line had to be quit, but we have stout defenses here and Olagas to supply us. The Eastern Orkz have lost their Warboss, and they are still flanked by two well defended forts. The tunnels so well mapped by the Order still belong to Imperial Forces and will allow for the movement of supplies and forces as needed. The Noosphere allows us to continue to monitor the situation at both forts and beyond. With the artillery support available to us we can defend these walls and inflict great damage on these Orkz. Should the Knights fall, I will send troops through the tunnels to reinforce them till they can be saved. Give the Grailborn, the Chimeras, and their skitarii mobile infantry the run of the tunnels to coordinate their own mechanized assaults upon the Orkz.

Defending the (lvl 3) Convent of the Cleansing Dawn, alongside Cleansing Dawn SoB

1 Knight Gallant, Slight

1 Knight Crusader, Slight

1 Knight Errant, Slight Damage

1 Knight Valiant, Slight Damage

1 Armiger Knights Helverin, Slight Damage

35,365 Secutarii; Hoplites, and Peltasts (44,390)

73,500 Skitarii; Half Van and half Ranger (283,500)

132 Secutarii Axiarchs (110)

15,000 PDF (40,000)

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

229 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 940 1st gen Grail Born (960)

10 Manticores

and Defending the (lvl 2) Mountain-Peak Fort, alongside House Dissidia forces, and Enterprisor Forces

40,000 Skitarii

750 Standard Missile Launchers

2 Knight Crusaders, Medium Damage

2 Emergency Repairs on Knights.

The God Machines fall

these men let them stand once more

They walk forever

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

3 Defenses of The Convent. +15

4 Defenses of Mountain-Peak Fort.+10

The Skitarii of House Varuke apply the holy unguents and recite the sacred litanies to appease the machine spirits residing within the weapons defending the forts. May the enemy break themselves upon these ferrocrete walls.

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66c55d No.52057

Dice rollRolled 84, 62, 36 = 182 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 387 Space Marines (75 wounded)

95 Scout Marines

1820 Chapter Thralls

49 assault bikes

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider

4 Pred destructors (2 damaged)

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.Send all our troops to the eastern front once they get there lead an all out assault on the orkz, we shall not stop till every green skin lies dead.

2.make what fortifications we can on the citadel

3. Talk to the mechanicus about swapping gund on the pred destructor perhaps they have something that could better stem the green tide then what its current loadout is doing.

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6ae9e3 No.52058

Dice rollRolled 15, 77, 49, 30 = 171 (4d100)

>>52054

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:

0 Credits

Steel Pact (3,000)

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

1 Banehammer (HQ, 1.25 to hero's command bonus), Slightly Damaged

18,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

87,500 Ogryns

46,550 Bullgryns

10,000 Bone'eads

1,498 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

29,000 Squat Troopers

14,250 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Defend against the western ork horde.

Ruffshod Ironboot, Banehammer, 36,500 Squat Troopers, 17,250 Squat Thunderers, 500 Thunder-fire Cannons, 23 Gyrocopter, 5 Overlord Armored Airship, 50,000 Ogryns, 25,000 Bullgryns, 5,000 Bone'eads, 750 Ratling Snipers, 19,000 Khe-Sahn Arbites, +5 to defensive warfare when using Squat Units

2. Defending against the eastern horde.

Bane, 40,000 Ogryns, 20,000 Bullgryns, 750 Ratling Snipers, Questoris Knight and Crusader

3. Build a bastion in Karanas. 50%.

4. Build a Bastion in Ortal. 25%.

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73437c No.52059

File: c407446ae283ed9⋯.jpg (605.66 KB,1920x1080,16:9,1549856437529.jpg)

Dice rollRolled 100, 66, 65 = 231 (3d100)

>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.

450.000 Astra Militarum Guardsmen

98 Leman Russ Main Battle Tanks (+25 from Segmentum Command)

- 89 Battle-ready

- 9 Damaged

50 Leman Russ Exterminators (+50 from Segmentum Command)

50 Leman Russ Punishers (+50 from Segmentum Command)

25 Basilisk Self-Propelled Artillery Pieces

10 Leman Russ Demolishers

- 9 Battle-ready

- 1 Damaged

>Organization [Fluff]:

Squad: 10 Guardsmen

Platoon: 5 Squads of 10 Guardsmen + Lieutenant Squad (Lieutenant + 4 Men). Total 55.

Company: 5 Platoons of 55 men + Captain Squad (Captain + 4 Men). Total 280.

Legion: 20 Companies of 280 men + Legate Squad (Legate + 4 Men). Total 5605.

Corps: 10 Legions of 5605 + Corporal Squad (Corporal + 4 Men). Total 56055.

Regiment: 10 Corps of 56055 + Colonel Squad (Colonel + Whoever he wishes). Total 560555.

>The fallen [Fluff]:

125,000 Astra Militarum Guardsmen

6 Leman Russ tanks destroyed

>Kills [Fluff]:

125,000 Orks

50 Gunwagonz

10 Bonebreakaz

>Actions:

1. We must continue using our advantage. Pressure the Orks' weak points further through the use of Combined Arms and our new toys: The Exterminators and Punishers. The Ork Infantry are in for a surprise. Broad objective is to push them downhill and gain the high ground.

2. Head to Ortal to find new recruits for the infantry. We need all the help we can get, make sure to warn them about the xeno threat at their door.

3. It may be a good time to bring in flamers to the mix. See if Segmentum Command is willing to part with some of these weapons to arm our men.

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7500de No.52060

File: d5aed4480944537⋯.jpg (137.86 KB,1024x768,4:3,1e2d2941c1ccd8c6e07cdc871d….jpg)

Dice rollRolled 61, 7 = 68 (2d100)

Organization Name: 1st Aelarian Mechanized Rifles Regiment.

Category: The Imperial Guard

Sub-Category: Armored/Mechanized Army

>Troops (Names are fluffed)

500,000 Aelarian Infantrymen

(50,000 Full squads)

300 Barton Transports-Rough Terrain (Chimeras)

90 Tereskovsky Tanks (Leman Russ Tanks)

5 Tereskovsky Infantry Support Tanks (Leman Russ demolishers.)

50 Griffon Heavy Mortar Carriers.

Lore: https://pastebin.com/mz5VFjMy

Bonus:

+10 to Tank vs. Tank Combat

Actions:

1/2. The forces sent to the front come across some sort of massive church is under siege by Ork forces. "Fuck kinda super church is that?" A soldier asked his superior. "No idea, but it's one of ours." The Sargent replied. "But we're moving in to break the ork siege. ALRIGHT! TANKS, BEGIN FIRE! HE SHELLS! TANK HUNTERS, LOAD FRAGMENTATION WARHEADS! APCS, LOAD UP SOME HE ROUNDS! LETS FUCK THESE GREENSKINS UP!

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93ac57 No.52061

File: 7200e03f68ef23a⋯.jpg (114.94 KB,1080x1350,4:5,40257396_709146659454513_3….jpg)

Organization Name: House Infernatus

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

Sub-Category: Collegia 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):

150,000 Skitarii

20,000 Secutarii

20 Axiarchs

2 Dominus Knight Valiant (Adamantine armor, Ion Shield, Thundercoil Harpoon, Conflagration Cannon)

1 Questoris Knight Warden (Adamantine armor, Ion Shield, Crusader's Gatling Cannon, heavy flamer, heavy stubber, and Reaper Chainsword)

2 Armiger Knight Helverin (Pair of Armiger-class autocannons)

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): House Infernatus is known for admiration with the use of incendiary based weapons like the Conflagration cannon on the knight valient or the heavy flamer on knight warden, they also been attempting to copy the hellstrike cannon so they can one dy use it on their enemies as well. The men in house Infernatus are always looking for a fight so they can use their weapons to burn their enemies to a crisp, some say they might be boderline pyromaniacs. It is known that the soldiers and titans bear a crimson red fire emblem on themselves.

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ce91e2 No.52062

>>52061

Approved. Your troop counts are already there. Although Increase skitarii numbers by 75,000 to 225,000 Total.

Bonus: +10 to all enemies weak to fire.

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0a0e5a No.52063

Dice rollRolled 54, 66 = 120 (2d100)

>>52054

Organization Name: Koronam Hive Arbites

Category: Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 262,000 Well Armed Adeptus Arbites, 39 Repressors, 9(-1) Chimeras, 8(-2) 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: +15 to fighting inside Hive Cities and Agari Encampments.

1/2. Continue the fight against the orks, we have the discipline, they shall crash against our line futilely!

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93ac57 No.52064

File: 56ca4e54c4246bf⋯.png (3.13 MB,3072x1654,1536:827,Landing.png)

Dice rollRolled 94, 29 = 123 (2d100)

>>52062

>Organization Name: House Infernatus

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

>Sub-Category: Collegia 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):

>225,000 Skitarii

>20,000 Secutarii

>20 Axiarchs

>2 Dominus Knight Valiant (Adamantine armor, Ion Shield, Thundercoil Harpoon, Conflagration Cannon)

>1 Questoris Knight Warden (Adamantine armor, Ion Shield, Crusader's Gatling Cannon, heavy flamer, heavy stubber, and Reaper Chainsword)

>2 Armiger Knight Helverin (Pair of Armiger-class autocannons)

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): House Infernatus is known for admiration with the use of incendiary based weapons like the Conflagration cannon on the knight valient or the heavy flamer on knight warden, they also been attempting to copy the hellstrike cannon so they can one dy use it on their enemies as well. The men in house Infernatus are always looking for a fight so they can use their weapons to burn their enemies to a crisp, some say they might be boderline pyromaniacs. It is known that the soldiers and titans bear a crimson red fire emblem on themselves.

>Bonus: +10 to all enemies weak to fire.

Actions:

1. Execute a landing to the eastern frontline next to the level 2 fortification

2. Give aid to the imperial army facing the ork horde, show them the power of House Infernatus

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5cffed No.52065

File: 89adb3214c26943⋯.png (241.05 KB,756x330,126:55,Saturation.png)

File: 9656b57c7a79227⋯.png (162.99 KB,520x320,13:8,Jacobson1.png)

File: 5f67852ae2c69bd⋯.jpg (50.9 KB,453x416,453:416,Fury-Interceptor.jpg)

Dice rollRolled 73, 44, 22, 64, 86 = 289 (5d100)

>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

>100 Fury Interceptors

>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

>Corvette batteries installed

>Launch bay

>the ship is fully air tight

>10 Surface-to-Orbit Cargo Shuttles

>+3 to long range bombardment by Corvette Battaries

>+5 to all shelling rolls

"registered hits to target. commence saturation bombardment. all batteries, fire for effect. "

#1 full broadside, saturation bombardment battery 1. fire for effect!

+8

#2 full broadside, saturation bombardment battery 2. fire for effect!

+8

#3 full broadside, saturation bombardment battery 3. fire for effect!

+8

#4 full broadside, saturation bombardment battery 4. fire for effect!

+8

#5 fury interceptors, aerial recon of the area and provide visual updates on target movements and position for artillery trajectory corrections

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3f3855 No.52066

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:

FULL / (5,000) Nobles/Knights Élite

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

SLIGHT DAMAGE 45,000 / (55,000) Nobles/Knights

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+]Boarding Shields]

SLIGHT DAMAGE 415,000 / (460,000) Men-At-Arms (Heavy Carapace)

>EQUIPMENT:

>[Heavy Carapace]

+Hot Shot Volley Guns

+Boarding Shields

MILD DAMAGE / (9,000) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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a29dd0 No.52067

>>52049

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

818/930 Sisters of Battle with Combiflamers

93/100 Heavy Flamer Equipped Retributors

94/100 Heavy Bolters Equipped Retributors

48/50 Multimelta equipped Retributors

92/100 Melta Equipped Dominions

98/100 Seraphim

89/90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

350/1000 Repentia

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

98 Regular Rhinos

96 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 50% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils

1,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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 combat this battle only via prayer

Task Force Mercy

79 Sisters with combi flamers

10 sisters wounded 1 turns

10 Injured Sisters 2 turns

15 Seraphims

2 Seraphim injured 1 turns

1 Injured Seraphim 2 turns

17 Melta Dominions

19 Heavy flamer Retributors

19 heavy Bolter Retributors

9 Multimelta Retributors

2 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

9 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

1 Injured Sister Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade 1 turns

5 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

20 Repressors

Task Force Purgation

580 Sisters of battle with combi flamers

60 Sisters of Battle Wounded 1 turns

79 Seraphim

1 Seraphim Injured 2 turns

78 Melta Dominions

54 heavy Flamer Retributors

55 heavy Bolter Retributors

29 Multimelta retributors

8 Seraphim Superior with twin linked Inferno pistols, master crafted power armor, and Melta bombs

69 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

20 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

250 Repentia

76 Repressors

98 Rhinos

(Ambulance Rhinos are moving around to carry off wounded as needed)

STAT POST

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a29dd0 No.52068

Dice rollRolled 79, 53, 27, 52, 38, 50, 37 = 336 (7d100)

1-2. Task Force Mercy continues to maintain battle lines and plug gaps in defense wherever they might occur.

+9 combat bonus

+3 Ancient banner

+10 to combat this turn

3-4.Task Force Purgation charges once more into the breach to annihilate the greenskins down to the last xeno scum.

+9 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.

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 to all combat rolls this battle

5-6. Convent Defenses continue to reap their toll of Ork lives.

+9 to all combat rolls

+10 to all combat rolls this battle

"The Bolt Pistol of Saint Relotha." +2 general Combat, +7 in a duel

Morningstar of St. Relotha "The Emperor's Judgement" +12 to duels.

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

7. The sisters Famulous continue to oversee and lead medical help planetwide to forces who need it.

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d02dae No.52077

Dice rollRolled 15 (1d100)

>>52056

Quest for Knowledge +5

As war rages on, the Mechanicus agents continue to delve into the eastern mountain in search of relics. The lost technology on this world must be recovered before the enemies of Mankind can put their hands on them, or we must retrieve it from their cold dead corpses. The history of this world is troubling, and deep within are dark remnants of the forgotten past. Tech Priests, Varuke Servitors, and Skitarii Rangers with Transuranic Rifles make their way into the mountain on a hunt for the Omnissiah's legacy.

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3f3855 No.52089

File: 6cb0bcd06eb7645⋯.jpg (58.2 KB,600x900,2:3,riot_shield_juggernaut_uni….jpg)

File: ebadcc800d1d2ce⋯.png (49.75 KB,205x250,41:50,205px-Artillery.png)

File: 7bd26a99664723e⋯.jpg (81.56 KB,1280x720,16:9,maxresdefault (19).jpg)

Dice rollRolled 100, 15, 54, 5, 19 = 193 (5d100)

>>52066

COMBAT TURNS

1. "We shalt draw the line in the mud! Let there be land for no man nor ork!"

>Tremor Canons fire directly in front of our troops aimed not at the foe but at the earth, to create gigantic craters and to soften the ground into a thick bog which will swallow orks and wagons

2. "Drumfire! Beat the rhythm of the Emperor's march!"

>Earthshaker will fire in successive volleys, timed a set minutes apart such that as one is firing another is reloading. This results in a continued barrage on a target area in front of the troops, which sounds like the beating of a drum

3. "Let the Exorcists play! Bathe the ground in a blazing hymn!"

>Load up the Exorcists with their prometheum rounds and create walls of flame and fire to halt the ork tide

4. "Prepare for VOLLEY FIRE"

>Men at Arms and Knights will focus on releasing volume of fire as opposed accurate shooting via succesive volley firing, unleashing shot after shot and rapidly consuming ammunition in favor of throwing waves upon waves of lasfire

5. "Ammo! Move the ammo forward!"

>Have all available centaurs and non-combatants continue to support the front with rapidly moving stocks of ammo as the soldiers unleash their volleys

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ce91e2 No.52090

Dice rollRolled 48, 63, 83, 55, 32 = 281 (5d100)

These 5 rolls represent the qualities/rarity of the stuff that the Rogue Trader will deliver.

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2de2bf No.52091

Dice rollRolled 48 (1d100)

1. Dreadnought Roll

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2de2bf No.52092

File: 84975d3b6651761⋯.png (236.57 KB,358x375,358:375,o3exsd0r4jf21.png)

Dice rollRolled 79, 11 = 90 (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

5 Favor

>TROOPS:

101 Standard Space Marines (4 Companies)

170 Wounded Space Marines

110 Scout Space Marines (1 company)

55 Death Company Space Marines (1 Company)

60 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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)] >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] >Heavy Damage

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. Despite suffering greatly, every able bodied Space Marine desired to fight on, but there was no point in deploying further to a warzone already secured. Already the might of mankind was bearing down upon the Orks of the Western Front, but the Eastern Front was in Dire straits. Ork bikers, savage speed freeks, were wreaking havoc amongst the lines of Mechanicus forces in the area. The remaining 101 Space Marines loaded into the Chapters Rhinos Rhinos, Thunderhawks and Stormravens, and departed immediately for the Eastern Front, deploying to the hardest hit sectors alongside the Baal and Standard Pattern Predators. They would be the bastion upon which the green tide would break, and the population of Koronam would be able to feast upon their slaughter for months on end.

2. All wounded brothers and damaged vehicles would be returned to the Fortress Monastery for repairs and recuperation as needed.

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59cf5f No.52093

Dice rollRolled 50 (1d100)

>>52050

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 54,300

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>>Mobwag:

>Colonel Steeljaw's Nobkillerz:

Colonel Steeljaw

19,189 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns) [19,999]

>Frontline

232,010 PDF Soldiers (515,510)

113,000 Poorly-Equipped PDF (275,000)

81,040 Black River Veteran Engineers (Combat Engineers) (81,400)

54,010 Combat Engineers (55,000)

48,345 Black River Veterans (PDF) (50,190)

11,260 Agri PDF Soldiers (35,590)

7,971 Autocannon Teams (3x PDF) (8,000)

3,775 Black River Agri Veterans (Agri PDF) (3,910)

1,271 Lascannon Teams (2x PDF) (1,300)

982 Black River Autocannon Teams (3x BR Vet) (1,000)

770 Heavy Bolter Teams (2x PDF) (800)

482 Black River Lascannon Teams (2x BR Vet) (500)

182 Black River Heavy Bolter Teams (2x BR Vet) (200)

>Major Kreibar's Black Block:

Major Kreibar, Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

>Reinforcements:

25,000 PDF Soldiers

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,050 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 2,860,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 50 Gunwagonz

+ 48 Bonebreakas

1. The Orks were preparing for a last desperate assault! They would be held off by Koronam's stalwart defenders, their heavy entrenched weapons laying down massive covering fire for the men in the trenches while Thudd Guns would launch their deadly payload at the enemy.

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29b26e No.52094

Dice rollRolled 45, 50, 49 = 144 (3d100)

>>52052

>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

-Relic: Inferno 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

280000 Skitarii

39900 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.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

>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: March on, soldiers. (105 progress out of 150/300)

+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"

+180000 Skitarii

+30000 Secutarii

+3000 Sancristans

+8000 Tech-priests

2: Continue harassing the Orks, trying to draw heat away from other forces engaging the western horde onto the redoubt.

+100000 Skitarii

+9900 Secutarii

+100 Axiarchs

3: Bless the redoubt, it's going to be needed.

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dcc831 No.52095

Dice rollRolled 95, 73, 46 = 214 (3d100)

>>52054

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:

84,000 Combat Servitors (125,000 total)

99 Kataphrons (125 total)

5 Kastellans

14 Kastelllans with Incendine Combustors (4 Destroyed, 2 Damaged)

0 Armiger Warglaive (Lesser) (1 Slightly Damaged, 1 Damaged, 1 Heavily Damaged)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

5 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

10 Stationary Earthshaker Cannons

1. The Earthshaker cannons will be installed in my southern fortress to provide additional security within the region

2. The Ork force is very nearly routed, continue forcing them back and focus on taking out the remaining Battlewagonz

64,000 Combat Servitors

69 Kataphrons

5 Kastellans

14 Kastelllans with Incendine Combustors

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

5 Thanatar Siege Automata

300 Data-Smiths

150 Avenger Class Strike Fighters

10 Manticores

3. With the Xeno threat mostly contained the threat of chaos needs to be dealt with for the glory of the Omnissiah, a purge must be conducted and the heretics can be put to good use in replenishing my servitor forces. A section of my forces will do a sweep of the settlements around Karanas looking forany signs of the chaos threat.

20,000 Combat Servitors

30 Kataphrons

3 Salamander Recon Tanks

20 Data-Smitha

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ce91e2 No.52096

>>52055

The forces of the Orkz crash upon the Convent like a roaring tide, but find themselves quickly breaking upon it. The combined power of the Mechanicus and the Adeptus Sororitas manage to push back the tide. The Imperial Knights do good work, granted all of them take heavy damage pushing the Orkz back. The Skitarii and men on the ground manage to fend off the enemies and ensure that the Knights do not get overrun. The Skitarii are vastly outnumbered in the south however. In the North, your forces do similarly well, mostly because the Orkz do not attack you but rather focus on the south, almost mindlessly. Using transuranic arquebuses you simply have a field day blasting Ork heads at a long distance. The Emergency repairs do not go so well however, so the Imperial Knights are sorta left in a really really damaged state.

Casualties:

All Imperial Knights Heavily damaged.

90 Grailborn

5,000 Secutarii

30,000 Skitarii

10,000 PDF

Killed 300,000 Orkz.

>>52057

The Space Marines that can ride the Assault bikes (50 including the Captain) quickly transport themselves alongside another 10 that rode in the Land Raider. The 3 Predators also came. Once your troops reach the east, you have a field day attacking everything in sight. The Land Raider rolls over Orkz, with every single one of its guns blazing while the marines disembark and ensure it doesn't get too bogged down. The Assault bikes drive around quickly, gunning down Warbikerz before they even know what hit them. The Predators support the Land Raider all the while. The Annihilator and destructors blast Warbikerz apart with all of their might! Back at the citadel, the Chapter Thralls finally finish their work. The Fortress Monastery has become a true Citadel, three lines of defense, Sentry Turrets, Void Shields… Everything. The Fortress Monastery is truly well defended! Now comes the task of restoring the inside of the Monastery. As for the last action, go bother one of the mechanicus boys.

Casualties:

All Predators Damaged

Land Raider Medium Damage

1 Space Marine Dead

1 Assault Bike destroyed

10 Space Marines wounded

10 Assault Bikes damaged

Destroyed 25,000 Warbikerz.

>>52058

In the west, your lines seem to start buckling under the last desperate attack by the Orkz. The Banehammer is forced to pull back due to heavy damage while the Squats are caught off guard with the Orkz entering their trenches. The Arbites are sent in to deal with the close quarters combat, but it appears that while the Ork assault was powerful, their momentum is greatly faltering… The horde is collapsing. In the east, the situation is much different. Your Ogryns and Imperial Knights advance forward to get a better shot. The Ork horde ignores them completely, mindlessly attacking the convent. The Imperial Knights bring forth their arsenal and start gunning down all in their path while the Ogryns enter close combat and start gunning down Orkz. In fact, the Ogryns even start to best the Orkz in CQC with relative ease! Karanas construction continues as planned, and reaches 75% completion while Ortal construction does not progress at all.

Casualties:

West:

5,500 Squat Troopers

500 Squat Thunderers

1 Banehammer, medium damage

10,000 Ogryns

1,000 Bone'eads

5,000 Khe-Sanh Arbites

Inflicted 150,000 Ork Casualties.

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ce91e2 No.52097

>>52059

With your new Toys, Leman Russ Exterminators and Punishers, along with EVEN MORE Leman Russ tanks you punch deep into their lines. Leman Russ tanks are the first through, running over countless Orkz while unleashing a proper pounding into the Ork tanks. Behind that the Astra Militarum guardsmen go over the top of the trenches and with concentrated lasgun fire Orkz are mowed down by the thousands. It is a glorious sight, one paid for by Human Blood, but for every man that fell here, Five Orkz fell in his stead. Ortal, having heard of your spectacular victory immediately responds positively to this. You manage to recruit 50,000 glory-seeking young humans wishing to enter combat. Segmentum command also likes to hear of such great acts such as this, and thus provides you with 40,000 flamers to equip your imperial guard with.

Casualties:

11 Leman Russ MBTs destroyed

4 Leman Russ Exterminators destroyed

1 Leman Russ Punisher Destroyed

100,000 Guardsmen killed

Killed 500,000 Orkz, destroyed 15 Gunwagonz.

>>52060

Your tanks start to move in alongside the Koronam Punchliners. While the Aelerian Infantrymen do not go over the top, they still pick off plenty of Orkz. Your Tereskovsky tanks do not do as well as the Punchliners, however they manage to finish off what remained of the Orkish armor at quite a cost to your Tanks. But in the end, your tanks are forced back behind the lines to repair and rearm. Your Aelerian Infantrymen just hold the line in the meantime.

Casualties:

40,000 Infantrymen dead

20 Barton Transports destroyed

10 Tereskovsky tanks destroyed

20 Tereskovsky tanks damaged

Destroyed 7 Battlewagonz and 5 Bonebreakaz. Killed 50,000 Orkz.

>>52063

Your Arbites file into where the Squats lines were faltering. The ork assault on the eastern flank was certainly faltering and your arbites exploited it to the fullest. Within the trenches your arbites deploy their combat shields and deliver the EMPEROR'S JUSTICE to the Orkz, beating their brains in. You also use other various close combat weapons such as flamers to kill Orkz in great numbers. It was a slaughter for the Orkz especially.

Casualties:

80,000 Arbites

9 Repressors destroyed

1 Chimera destroyed

Killed 450,000 Orkz.

>>52064

Your Imperial Knights and Skitarii land in the North and assault the Orkz. The Knight Valiants and Warden are supported by the Helverins and are the spearhead of the charge. Behind them are Hundreds of Thousands of Skitarii, thousands of Secutarii, all lead by the Axiarchs. The Valiants, using their massive conflagration cannons char large quantities of Orkz, and leave large swathes of the battlefield in cinders. The Helverins provide proper fire support to the Skitarii, who are also responsible for many Orkish deaths. The Knight Warden also aids the Valiants in incinerating Orkz, turning many of them into fungal steak.

Casualties:

All Knights Medium damage

40,000 Skitarii

2,500 Secutarii

1 Axiarch

Killed 200,000 Orkz.

>>52065

You fire your broadside batteries towards the east in a massive shelling. Of The four batteries fired, only 2 of the shots in their mark. The other two land harmlessly in an empty field and the ocean. The two however, create massive and beautiful explosions. After the clouds of dust disperse, all that is left is a big green smear on the ground and orkish body parts all over the place. Hundreds of Thousands of Orkz died by the hands of those two shells. Fury Interceptors and Aerial Recon record all of this, and save it for future reference for artillery trajectory corrections.

Casualties:

None

Killed 200,000 Orkz.

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ce91e2 No.52098

>>52067

>>52068

Task Force mercy also comes to help the Squats in their time of need and with flamers in hand helps the Arbites flush out the Orkish forces remaining in the trenches. Their faith is like an unbreakable bulwark, upon which the Orkz break. Task Force Purgation on the other hand in the east continues to charge through the Orkz, and with their flamers incinerates countless Orkz. In the convent, the Sentry turrets continue to give all they've got against the Orkish menace. As for the Sisters Famulous, they are about halfway to creating a new medic detachment.

Casualties:

Task Force Mercy losses:

2 Sisters killed

15 sisters wounded

Task force purgation:

100 Repentia killed

20 Sisters Killed

45 sisters wounded

1Sisters Superior with Phosphor killed.

2 Repressors destroyed

3 Rhinos destroyed

Western Front:

Killed 150,000 Orkz.

Eastern Front:

Killed 200,000 Orkz.

>>52066

>>52089

First thing that opens fire are the tremor cannons. Their thunderous blasts cause the very earth to tremble and create tremors, as their name suggests. This kills many orkz and causes many more to stumble, fall to the ground and be easily picked off. Some close by Seismographs record earthquakes. The Earthshakers shortly after open fire, but many of them miss or do not kill as many orkz as expected. The Exorcists however, the Exorcists have a field day. They unleash a blazing symphony that brings a tear to the eyes of those who can appreciate this kind of Symphony. The missiles land on the Orkz in stunning ways and the explosions are a sight to behold. The Orkz are blasted apart and destroyed. Their main offensive shattered. However, that does not stop them from inflicting significant casualties on the men at arms and knights who try to unleash volley fire, but find themselves taken out by Orkish dakka.

Casualties:

1,000 Nobles

40,000 Men at arms

Inflicted 250,000 Ork Casualties.

>>52077

Nothing is found

>>52092

Your space marines rapidly redeploy to the east. Most of the brothers were sent back to the Fortress Monastery to recuperate and most of the vehicles were sent back to repair. However, the predators and Land Speeders arrived, alongside many battle brothers that were transported via thunderhawks and stormravens. Joining the Emperors Middle Fingers you go on an ork slaughtering rampage, killing countless Orkz with the remainder of your forces. The Land Speeders help the Assault bikes of the Emperors middle fingers harass the Orkz, and the predators join The Emperor's Middle Fingers Predators in slaughtering Orkz as well. The Space marines on the ground assist in ensuring that all the armored forces do not get suddenly Overrun by the Orkish forces. Back at the fortress Monastery, the marines are slowly healing while the vehicles are being repaired.

Casualties:

30 Space marines wounded

Killed 300,000 Orkz.

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ce91e2 No.52099

>>52093

Your stalwart defending PDF continue to hold against the orkish tide. The offensive was blunted by the armored forces of the punchliners and the Aelerians. However, the Orkish tide still makes it to your trenches and you hold with every ounce of might your troops have. The heavy weapons teams continuously unleash barrages of Lascannon, Autocannon, and Heavy Bolter fire. The troops in the trenches also mass their lasgun fire so as to be effective against the Orkz. Under this withering fire many Orkz are killed mercilessly and brought low.

Casualties:

60,000 PDF soldiers

75,000 Poorly equipped PDF

1,000 Black river veterans

4,000 Agari PDF soldiers

Inflicted 200,000 Ork Casualties.

>>52094

Your Knights march on, and finally get there after a long march only to find that the battle is already over. Your forces in the northern fortifications, much like the forces of House Varuke resort to simply just using Transuranic Arquebuses and other similar long range weapons to pick off Orkz at a distance, and eventually, you kill the last of the Orkz. The redoubt is also fully blessed.

Casualties: None

Killed 100,000 Orkz.

>>52095

The Earthshaker cannons are installed. In the Northwest, your forces manage to clean up the last of the Orkz forces, who have totally broken. At that point, it just becomes cleanup duty, which your forces carry out happily. The Orkz are completely disorganized and have begun to massively fight amongst themselves, which only makes cleanup that much easier. You also sweep the area around Karanas, and find some Heretics which you swiftly convert to Servitors. It appears they were worshipping the Daemon Primarch Lorgar and Tzeentch. +500 Servitors.

Casualties:

10,000 Servitors

Killed 400,000 Orkz.

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ce91e2 No.52100

File: 6fd35a6cd4bf151⋯.png (2.83 MB,3072x1654,1536:827,Image for Game base templa….png)

It is now peacetime in Koronam. Imperial intelligence suggests that we will have 2 turns of peace before the Orkz arrive again.

NOTE TO ALL SPACE MARINES:

You may roll once per turn to convert scout marines to fully fledged marines. The formula is the following

Number of Space marines gained = (Your roll)/5. After that it is rounded.

NEWS ON KORONAM:

-First and foremost, the reveal of the Sigils and the chaotic affiliations have shocked everyone on the planet. Many sigils are an important part of the ecclesiarchy. Men on Koronam often got the Khornate Sigil tattoo'd on their chest before heading off to war. Wedding rings often had the Slaaneshi Sigil engraved upon them, to make a "happy marriage." The Nurglite sigils are a common sight in many doctors' offices. Tzeentch Sigils are widely used by members of the ecclesiarchy to denote them as priests. Everyone is shocked and simply cannot believe that so much of their way of life has been tainted by chaos. However, sinister elements below the sight of the Imperium are often responsible for acts such as this. it is up to you all to resolve these issues before the ruinous powers gain a major foothold on this planet.

-Secondly, a Rogue trader has arrived, selling his wares! Every piece of Xeno equipment you buy comes with appropriate Ordo Xenos Sanction forms(tm) so it is probably allowed to use them. This is what he has for sale this time around.

1. Eldar Power Lance- 100,000 Credits. Provides a +10 to all close combat actions. It becomes a +20 when facing creatures of "Large" size or bigger. Also enables you to stand at a distance.

2. Imperial Flaming Chainsword- 50,000 Credits. A chainsword that has been modified to actually release flames whenever it makes contact with flesh, cauterizing but also searing it, and inflicting massive pain. +10 to all duel rolls, +17 to rolls against enemies vulnerable to fire. Look completely kick ass. Space Marines can purchase it for 4 Favor.

3. Neural Whip - 35,000 Credits. Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively (Though to be fair most forces are already unlikely to retreat)

4.10 Power Knives- 5,000 Credits. Gives +3 Close quarters combat Bonus. Can be dual-wielded to stack the bonus.

5. 2 Demiklaives- 20,000 Credits. Gives +8 to all combat rolls. Can be dual wielded.

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ce91e2 No.52101

>>52100

A note on Credits and favor

Everyone has gained another 10,000 credits base. The following have gained more credits.

The Order of the Cleansing Dawn has gained 17,000 Credits.

The Punchliners have gained 15,000 Credits.

House Varuke has gained 15,000 Credits.

The Pride of Praetoria has gained 13,000 Credits.

Favor:

The Emperors Middle Fingers gain 1 Favor

The Ash Dragons gain 1.5 Favor

The Carnelian Martyrs gain 2.5 Favor.

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ce91e2 No.52102

>>52100

Small edit on the Eldar Power lance as it is underpowered Imo:

+25 to all enemies of Large size and bigger.

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d02dae No.52103

>>52100

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, No 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, No Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

1 Knight Crusader, No 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 IcarusAutocannons, Titanic Feet)

1 Knight Crusader, No 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 IcarusAutocannons, Titanic Feet)

1 Knight Crusader, No 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 IcarusAutocannons, Titanic Feet)

1 Knight Errant, No Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, No 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

Knights -50% Movement Req

Secutarii; Hoplites, and Peltasts 38.373/44,390 +38,373 per peace turn reinforcing

Skitarii; Half Van and half Ranger 283,500/283,500

Secutarii Axiarchs 133/135 +1 per peace turn reinforcing

Skitarii -10% Movement Req

PDF 40,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank

229 Chimeras (Autocannon, and Hull-mounted Heavy Flamer) [2748 Carry Capacity]

320 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 960 1st gen Grail Born (960) [3840 Carry Capacity]

[7872 Carry Capacity]

10 Manticores

750 Standard Missile Launchers

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], SM Power Armor, Artificer Terminator armor [10 Damage Mitigation](Requites Training), 1 Assault Bike

40,000 Armed Servitors, for Labor and work in the Manufactorum (15,000 at Random's Fort)

10,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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.

Arc Maul, which provides you with a +4 Bonus to Duel

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Location of Eastern Guard Fortresses Discovered

Quest for Knowledge: Available every third battle turn.

Steel Pact Income; 3000 per peace turn

20000 Credits (0 after transfer)

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Stat Post

Spot the Canoness Superior Luciana Veritova 20,000 Credits. Though our doctrines and practices differ, House Varuke finds the Order of the Cleansing Dawn to be dear allies in these dark times.

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d02dae No.52104

Dice rollRolled 58, 1, 40, 75 = 174 (4d100)

>>52103

1 Grailborn, Preferred Gene Plan, Breeding Stock, and Replicae (Cloning) Facility 11 Pods intact. The source, expansion, and progress of the Grailborn is in refining the purity of their traits until they reach a suitable level. However, with the addition of the recovered Cloning Facility we can choose the best of our Grailborn to become the staples of the Grailborn units and bolster our forces considerably.

2 Chadicus Training with Artificer Terminator Armor, with aid from the Emperor's Middle Finger. As per our agreement with the provision of assault bikes we in turn receive the support of the Emperor's Angels. Chadicus, while victorious, only succeeded through sheer weight and superior technology. It was long past due to see him acquire the training to make the most of these gifts.

3 Enhance the Armed Servitors into Varuke Servitors. The garrison of The Gate of the East must be stout and powerful. Should enemies appear unexpectedly it will be up to them and our mighty defenses to hold till reinforcements can arrive.

4 Relic Questing +5. Our last venture proved unfruitful. However this time we would make ample preparations and have the benefit of our best units to perform the necessary scouting, security, and archaeological tasks. Let us once more probe into the depths of the Eastern Mountain.

+Peace Bonus

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a29dd0 No.52105

Dice rollRolled 65, 49, 10, 58 = 182 (4d100)

>>52098

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

796/930 Sisters of Battle with Combiflamers

93/100 Heavy Flamer Equipped Retributors

94/100 Heavy Bolters Equipped Retributors

48/50 Multimelta equipped Retributors

92/100 Melta Equipped Dominions

98/100 Seraphim

88/90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

250/1000 Repentia

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

95 Regular Rhinos

94 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, 67% sanctification of convent, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 50% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils

38,100 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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. In Gratitude for the credits given to us by House Varuke, we will send a detachment of Sisters Hospitallier to help assist in their Grailborn Project.

2.The Sisters Pronatus will begin the process of finally finishing the sanctification of the Convent.

3. The Sisters Famulous will begin a program to clear the sigils out of Olagas as swiftly and meticulously as possible. Tattoos will be scoured from the skin (anesthetic will be given), the gold remove from wedding bands and replaced (or blessed and filled in or, etc.) Nurglite sigils will be taken off of doctors doors and equipment, and Tzeentchian symbols will be removed from the clergy post haste.

4. Continue the repairs to the underground cathedrals, swiftly removing any sigils we find.

+10 peace bonus

Spend the 35k credits to get the Neural Whip

Spend 150 credits to get 5 regular rhinos

Spend 450 Credits to get 15 Medical rhinos

Spend 210 credits to get 6 Repressors

Grand total: 35,810 credits

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66c55d No.52106

Dice rollRolled 14, 20, 52, 82 = 168 (4d100)

>>52096

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 386Space Marines (10 wounded)

95 Scout Marines

1820 Chapter Thralls

48 assault bikes (10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider (Medium Damage)

4 Pred destructors (4 damaged)

1 Pred annihilator (damaged)

Bonus:

+10 to rolls when fighting alone.

1.First things first, we need to continue excavating the apothacary

2.Attempt repairs on all our vehicles, starting with the land raider, then move onto the others finishing out with the bikes.

3.Send a party of 20 marines out into the wilds to search for important relics….perhaps we might find something of use to the chapter.

4.It is time we shall raise up some of our scouts, they have proven themselves in battle and deserve to come into the fold.

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6ae9e3 No.52107

Dice rollRolled 95, 14, 2, 51, 37 = 199 (5d100)

>>52100

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:

13,000 Credits

Steel Pact (3,000)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

77,500 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,498 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

23,500 Squat Troopers

13,750 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Build a bastion in Karanas. 75%.

2. Build a Bastion in Ortal. 50%.

3. Search for Relics. "There are many secrets left buried in the tunnels, capable of bringing salvation or damnation to those that find them. We must send out a search party and pray for the former, so that we may have some hope to get through this crisis of faith that afflicts this world."

4. Steel Pact. "With the battle over we can now fully focus our efforts towards our expansion. Our growing ties with the mechanicus has ensured a steady stream of goods are being either imported or manufactured locally and have brought booming trade. If we are to maintain this then we must continue the expansion of the subterranean tunnels, overland roads, and landing bays."

5. Reform the ecclesiarchy. "While I may hold no clerical power, it is certainly within my purview to endorse exemplary individuals who have shown great piety and leadership. With people's morals shaken there must be a group of men whom they can easily look up to for guidance. Such publicity will give those positive role models more influence and will naturally rise through the ranks. Allowing untainted and constructive sects to tend to the spiritual needs of the laity."

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3f3855 No.52108

File: 3b11282db81f753⋯.jpg (30.53 KB,250x345,50:69,Redemptor_Kyrinov.jpg)

File: 06323c43f1b16b5⋯.jpg (14.6 KB,283x358,283:358,communion.jpg)

File: f22e3506ba8ebed⋯.jpg (66.83 KB,422x600,211:300,HereticusInquisitor.jpg)

Dice rollRolled 19, 39, 56, 80, 67 = 261 (5d100)

>>51814

>-First and foremost, the reveal of the Sigils and the chaotic affiliations have shocked everyone on the planet. Many sigils are an important part of the ecclesiarchy. Men on Koronam often got the Khornate Sigil tattoo'd on their chest before heading off to war. Wedding rings often had the Slaaneshi Sigil engraved upon them, to make a "happy marriage." The Nurglite sigils are a common sight in many doctors' offices. Tzeentch Sigils are widely used by members of the ecclesiarchy to denote them as priests.

A incredibly zealous man, the Duke of Gaulle nearly flew into a fit of rage at the news. He and his men avoided the peasantry of the planet and so did not notice such things, non the least only a few people are even authorized to be aware of the ruinous powers.

He was angry. Angry at the mere thought of so many people whether intentional or no conducting in heresy. How could the Church, the Sisters of Battle, nay even their own confessors not have noticed this! For the entire time this planet has been known to the Imperium and the time they have fought upon it.

"What will become of this, ecclesiarch?"

His ecclesiastical advisor was more calm about this, though much more morose. "'Tis written that the entire planet of Armageddon was indeed purged for knowledge of the ruinous powers, mi'lord. For they are within the heart of the Empire and must not let the rot fester within.

But mi'lord, 'tis also written that Cadia stands at the gate of the Eye of Terror herself. Her bastion fights the very front of evil itself. As does the regiment of Mordian. The Imperium has, recognizing that the needs of the Emperor come before the instincts of man, opted not to purge those planets but to scrutinize them even further to ensure their purity."

"We must bring this up to a higher authority than I"

Peace Time Actions

1. Contact the local Inquisitor and get Segmentum Command on the line, with only those strictly authorized on a needs to know basis. We must deal with this matter immediately. First, we must be quiet and then listen to recommendation of higher authority. But should they ask us for a recommendation:

-Continue to suppress actual knowledge of the ruinous powers, per standing policy. Eradicate any who know of them by name (who are not authorized to know them by name, such as Inquisitors and Witch Hunters)

-Begin a campaign of cleansing aimed at defaming the sigils as "pagan faith". A lesser form of heathenism, denounced by the Emperor, rather than outright heresy, and a call upon all true believers of the faith to abadon these 'superstions' and destroy these 'marks of unbelief'. The rot is in the culture, we must excise it

2. Conduct a plan to strike two birds with one stone. We can perform a cleansing of the local ecclesiarchy, populace AND defame the sigils at a stroke.

Request that shipments of water blessed by the Emperor's grail be prepared and sent to the planet. If possible, enough that the entire populace can partake of one drop.

We will hold a mass planetary Emperor's communion, under the guise of 'reaffirming the planets faith in the Emperor in light of paganistic beliefs'. Each priest, each cleric, every member of the church will particpate by first taking a drop of the holy water into their lips. Those who are burned are renived as heretics in hiding, quietly. Then the local planetary denizens.

Furthermore, large piles of the 'pagan symbols' will be gathered and then doused with the holy water. Surely if they melt and wither to their touch, tis proof the Emperor dissaproves of these 'pagan sigils'!

3. Something has gone afoul. The Inquisition are the eyes of the very Emperor himself. Who would dare try to blind them!

Why has this only been observed now. Why was this not noticed ages ago upon the very discovery of this planet. Someone must have been falsifying reports of local culture, or silencing voices of objection, until such a point that many Imperial forces have been dedicated to the planet. A scheme perhaps to cause disharmony and damage?

It is clear what is needed is even more scrutiny. Request more confessors from Terra. Many more, we can start by ensuring the Citadel and Karanas are at least kept pure.

4. Work with Palatine Leah, our first and foremost task is to halt all efforts to repair the Citadel and begin scouring the entire structure from top to bottom. Destroy all unholy symbols. Replace them with Imperial ones. Demolish entire building sections if needs be if they show up as unholy symbols on large blueprints.

5. Request Witch Hunters from the Ordo Hereticus, specifically those who are trained at finding and removing idols of heresy. Some are rumored to be psykers who can detect such things behind hidden walls and buried underground.

LET THE CITADEL BE PURGED AND CLEANSED.

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0a0e5a No.52109

Dice rollRolled 69 (1d100)

>>52097

>>52100

Organization Name: Koronam Hive Arbites

Category: Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 182, 000 Well Armed Adeptus Arbites, 30 Repressors, 8(-1) Chimeras, 8(-2) 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: +15 to fighting inside Hive Cities and Agari Encampments.

1. This heresy cannot stand, recall the Arbites to the cities and we'll stamp out this spark!

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93ac57 No.52110

File: 290f661cb1ac473⋯.png (3.13 MB,3072x1654,1536:827,Search area.png)

Dice rollRolled 91, 9, 13 = 113 (3d100)

>>52097

>>Organization Name: House Infernatus

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

>>Sub-Category: Collegia 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):

>>185,000 Skitarii

>>17,500 Secutarii

>>19 Axiarchs

>>2 Dominus Knight Valiant (Adamantine armor, Ion Shield, Thundercoil Harpoon, Conflagration Cannon)

>>1 Questoris Knight Warden (Adamantine armor, Ion Shield, Crusader's Gatling Cannon, heavy flamer, heavy stubber, and Reaper Chainsword)

>>2 Armiger Knight Helverin (Pair of Armiger-class autocannons)

>>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): House Infernatus is known for admiration with the use of incendiary based weapons like the Conflagration cannon on the knight valient or the heavy flamer on knight warden, they also been attempting to copy the hellstrike cannon so they can one dy use it on their enemies as well. The men in house Infernatus are always looking for a fight so they can use their weapons to burn their enemies to a crisp, some say they might be boderline pyromaniacs. It is known that the soldiers and titans bear a crimson red fire emblem on themselves.

>>Bonus: +10 to all enemies weak to fire.

>>Kill Count: 200,000 Orkz

1. House Infernatus begin gathering the necessary resources to begin creating weapons similar to the Hellstrike Cannon.

2. Send 8 quads of 10,000 Skitarii and 2,000 Secutarii to search the area for remaining orks and general search for anything interesting. Burn heresy from head to toe

3. Begin a recruitment campaign in attempts of replenishing numbers

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7500de No.52111

File: 2b54f67d775b30e⋯.jpg (53.4 KB,745x474,745:474,1515268663358.jpg)

File: 50980e3de063071⋯.png (1.02 MB,791x553,113:79,1515266859208.png)

Dice rollRolled 1, 98, 93, 71 = 263 (4d100)

>>52097

Organization Name: 1st Aelarian Mechanized Rifles Regiment.

Category: The Imperial Guard

Sub-Category: Armored/Mechanized Army

Troops (Names are fluffed)

460,000 Aelarian Infantrymen

(46,000 Full squads)

280 Barton Transports-Rough Terrain (Chimeras)

80 Tereskovsky Tanks (20 ooa for now)(Leman Russ Tanks)

5 Tereskovsky Infantry Support Tanks (Leman Russ demolishers.)

50 Griffon Heavy Mortar Carriers.

Lore: https://pastebin.com/mz5VFjMy

Actions:

1. Collect the bodies of the dead we can find, and have them shipped off back home for a proper burial. It's the least we can do for our fallen men.

2/3. Get reinforcements from Aelar. Tanks, APCs, more men, maybe even a few Mi-40 Hunter Killer VTOLS…

4. Begin to contact other imperial forces on the world. From our previous engagement, it seems like no one is coordinating! Orbital bombardments nearly wiped out a column of tanks, massive friendly walkers nearly incinerated infantry squads, and the only semblance of direct assistance we got was from other IG elements! What in God's name is going on?! The world will fall in days if we don't get all of our shit together! Command will send out Vox relays to imperial force command in the area, so >>52065, >>52064, >>52059.

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7500de No.52112

>>52065

>>52064

>>52059

"This is Aelarian LandFor Commander James Markonssn. I send this Voxcast to both thank you for your support, and to ask what in the Goddamn motherfuck is going on?! If a joint assault on hostile positions is to be made, coordination is key to victory! Just think of the outcome of the battle if a stray bombardment wiped out armored support, or one of those mechanized walkers? The whole battle could have been lost then and there! This is just something to think about. God, er, Emperor save us if this lack of communication is a sign of things to come…"

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59cf5f No.52113

Dice rollRolled 87, 85, 49, 26 = 247 (4d100)

>>52093

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 64,500

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw (Black River Veteran)

Major Kreibar (Black River Veteran)

>Troops:

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

200,000 PDF Soldiers

25,000 Combat Engineers

1,000 Autocannon Teams (3,000 PDF)

200 Lascannon Teams (400 PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

19,999 Nobzkillers (Black River Veterans, Old Carpace Armor, Improved Lasguns)

14,999 Black Block Guards (Black River Veterans, Old Carpace Armor, Improved Lasguns)

518,255 PDF Soldiers

300,000 Poorly-Equipped PDF

81,040 Black River Veteran Engineers (Combat Engineers)

55,360 Combat Engineers

46,435 Black River Veterans (PDF)

35,725 Agri PDF Soldiers

8,018 Autocannon Teams (3x PDF)

3,775 Black River Agri Veterans (Agri PDF)

1,318 Lascannon Teams (2x PDF) (1,300)

982 Black River Autocannon Teams (3x BR Vet)

818 Heavy Bolter Teams (2x PDF) (800)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,050 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 3,060,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 50 Gunwagonz

+ 48 Bonebreakas

1. Numerous credits had been aquired however there had been little use for them until now. Mobwag was lacking Carpace Armor and improved Weaponry for its Veterans which needed to be aquired and all the same massive amounts of standard equipment for the poorly equipped PDF would be purchased. Though at times it would seem like it their lives were not as expendable as the brutality of war made them seem to be.

2. Veterans and distinguished soldiers had seen their fair share of bloodshed. Promotions were in order and these new elements who had vast experience in the field would be utilized to improve Company performance on a tactical and operational base. A new doctrine of combat that would optimally make use of the units available and enhance Mobwags overall effectiveness in combat while minimizing losses.

3. Finally the fortifications of Sick Yellow would be completed and the Citadel officially recognized as such.

+ 15 to constructing Fortifications

4. Apparently there had been some issues with the fortifications of Ortal. Combat Engineers and Black River Veteran Engineers would be diverted to take over construction efforts in the Hive and make it as defensible as reasonably possible.

+ 15 to constructing Fortifications

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820376 No.52114

File: 1b0d151be56cc96⋯.jpg (350.46 KB,900x765,20:17,JG7044N Gyro internal.JPG)

File: 0462e86ccedbe2f⋯.jpg (29.18 KB,400x532,100:133,The Heavy Gustav, Hitler a….jpg)

Dice rollRolled 65, 7, 65 = 137 (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

>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:60,000 (6 reward turns, unspent)

Peace Actions

>>52104

>>52095

>>52110

>>52094

"this Captain Cromwell of the Pride of Praetoria. our ship is working on maximizing our ability to provide planet-wide fire support. I formally request cooperation in an effort to establish supply lines and stockpiles of ammunition to my ship"

>>52112

"Commander, I cannot disagree, coordination of heavy ordnance and ground forces is vital. the Pride of Praetoria will make greater efforts to announce our areas of bombardment. I suggest you heed them well to avoid instances of danger close. these are not earthshakers on my ship."

#1 two out of four shells. this is an improvement, but not nearly enough. thus far every shot has been either hit or miss. but what if we could gain grazing blows? have the engineers and techpriests look into installing gyrostabilizers into the corvette shells to further aid their ability to navigate onto target midflight

#2 coordinate with planetary Admech Forces and begin establishing an enlarged ammunition stockpile. we should also look to strengthening the ammunition store bulkheads and separating the ammo magazines, so that one unlucky explosion does not blast the entire ship to the warp. construct an enlarged and reinforced ammunition magazine

#3 investigate different routes to aquire restocks of ammunition. we can use the cargo shuttles to ferry supplies either from orbit or from the hive cities. we can also look to using local infrastructure such as rail networks or even tunnels. establish supply lines

>added credits for the six reward turns I had been in

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3f3855 No.52115

File: 7de3c23e2e1db34⋯.jpg (209.37 KB,598x348,299:174,IncredibleSevereFiddlercra….jpg)

BY WILL OF OLDFAG MY NUMBERS ARE NOW

10,000 NOBLES

90,000 MEN-AT-ARMS

I'm actually quite happy with this. Now shut the fuck up about it on discord.

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29b26e No.52116

Dice rollRolled 16, 56, 54, 8 = 134 (4d100)

>>52100

>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

-Relic: Inferno 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

290000 Skitarii

40000 Secutarii

100 Axiarchs

3000 Sancristans

10000 Tech-priests

3600 Centaurs (54000 Carrying Capacity)

>Credits

466 and ⅔

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

>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.

Peace bonus acquired.

Steel Pact Income: 3000.

0: Purchase 3600 Centaur Transport Vehicles, for a carrying capacity of 54000 Infantry. 18000 Credit cost.

1: Search the C.O.R.E tunnels, first exploratory team.

+50000 Skitarii

+10000 Secutarii

+50 Axiarchs

+Knight Errant "Fidei Defensor"

+Peace Bonus

2: Search the C.O.R.E tunnels, second exploratory team.

+50000 Skitarii

+10000 Secutarii

+50 Axiarchs

+Knight Preceptor "Ars Moriendi"

+Peace Bonus

3: With direction from a team of Tech-Priests and Sancristans for advise, start fortifying a rail line between Karanas and Khe-sanh, and outfit trains with the capability of transporting Knights across the line.

+1000 Sancristans

+3000 Tech-priests

+190000 Skitarii

+20000 Secutarii

+Peace Bonus

4: Have the rest of the Tech-priests and Sancristans improve upon the sacred manufactorums, hopefully increasing the speed and efficiency of the production lines.

+2000 Sancristans

+7000 Tech-priests

+Peace Bonus

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ce91e2 No.52126

File: d2690d11893ea25⋯.png (3.86 MB,1975x1133,1975:1133,Knight combat.PNG)

Dice rollRolled 98, 36, 26 = 160 (3d100)

The time to find and save the relic known as "The Omnissiah's Will" is at hand. The Adeptus Mechanicus have scrounged up forces to combat the 2 Styrixes (Daemon Corrupted) and Blood Slaughterer guarding the entrance into the vault that contains The Omnissiah's Will.

The Adeptus Mechanicus have pulled together

-Melta-based forces from the sisters of battle

-A Knight Valiant

-A Knight Gallant

-A knight preceptor

-Chadicus

Against them stand the Imperial Knights, likely long corrupted. As the Imperial Knights of the Adeptus Mechanicus lumber into the room, backed by Chadicus and the Sisters of Battle. The Styrixes and the blood slaughterer begin to strike against them with full force. They fire their Volkite weapons and start to close the range, their massive claws clacking, echoing across the room. The Blood Slaughterer with an unnecessarily gruesome amount of claws, bearing profane blessings from the most High God, Khorne also advances, claws clacking. Let the battle begin.

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d02dae No.52127

Dice rollRolled 99, 44, 57 = 200 (3d100)

>>52126

Harpoon the Blood Slaughterer, shocking through the adamantium chains and hold him in place with the taught chain or limit his movements if he charges forward. All three will also shoot their Stormspear Rockets along with the Harpoon in one big volley on the Blood Slaughterer. The Castigator and the Gallant will close on the Styrixes while they unleash their salvo and go for a first blow while they awaken. Chadicus will be ready to play ankle biter with his Hyperphase sword. The Seraphim will move towards the Blood Slaughterer if it lingers, Superior Seraphims lobbing their Melta Bombs t hopefully finish it, then move on to open the vault and secure the Will with all speed. Bring it back and cleanse the Styrixes. The Gallant is a melee specialist and the Preceptor a close range specialist, they both have thunderstrike gauntlets so I think they can punch and wrassle them pretty good to prevent good shots on everyone.

Sisters will focus fire on any creatures that warp in, or the blood slaughterer during the opening salvo

The Valiant can then play as he likes if the Blood Slaughterer is down, cleansing demons that warp in and shooting the harpoon to disable and suppress the Knights

on Second thought, Chadicus will be best served as being the tank for the Sisters should creatures start warping in. If he gets kicked by a Knight it would not be fun for him.

-A Knight Valiant 400/400 HP

-A Knight Gallant 400/400 HP

-A knight Castigator 400/400 HP (Subbed in from my Brother House Dissidia)

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ce91e2 No.52128

Dice rollRolled 47, 6, 92 = 145 (3d100)

>>52126

Please disregard these rolls. He caught them by surprise so he got them.

>>52127

The Blood Slaughterer is successfully Harpooned and takes massive damage. The Sisters close in on it with melta bombs and start blasting it apart. The metal holding it together starts to be melted and blasted apart… However a Daemon engine of Khorne does not die that easily! It eventually manages to free itself from the harpoon and begins to engage the sisters. The Styrixes are likewise battered and bruised. Their adamantium armor clearly being heavily damaged by the Stormspear rockets which pepper their body. The Castigator manages to get a good slice across the body of the Knight. The Gallant also closes in and starts to engage in fierce melee combat with the other styrix, although catching them off guard certainly gives a massive advantage!

However, while you may have caught them by surprise, they start to whirr to life, they return fire! In addition, I will now give a progress bar.

NOTE:

Dueling rules are now in effect.

Whoever rolls higher is the one who inflicts damage. The difference is then the damage that is dealt.

VAULT DOOR OPENING PROGRESS: 0%

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d02dae No.52129

Dice rollRolled 10, 13, 94, 86 = 203 (4d100)

>>52128

The Valiant will retract its harpoon for another shot at the Blood Slaughterer, while the Castigator and Gallant engage in glorious close combat. Will the vault door's machine spirit heed our call to open?

-A Knight Valiant 400/400 HP

-A Knight Gallant 400/400 HP

-A knight Castigator 400/400 HP

And a roll to open the Vault

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ce91e2 No.52130

Dice rollRolled 62, 15, 33 = 110 (3d100)

>>52129

-Gallant takes 37 damage

Your Gallant now starts to desperately fight off the Styrix, who begins a frenzied assault against the Imperial Knight. It manages to push several strikes by the harpoon off, but then it fires a point blank shot against the Imperial Knight using its Volkite Chieorovile which rips off a couple of armor plates. The Valiant manages to hit the Blood Slaughterer, which is trying to go after the sisters of battle, leaving it extremely exposed and thus takes a Harpoon straight to the face. Lastly is the Castigator, which is locked in an extremely fierce fight with the other Knight Styrix. Claw strike after claw strike is deflected by the Castigator's firey blade. While it appears to be mostly locked, the Castigator makes a lucky hit against the head area of the Styrix, damaging its head somewhat, although very slightly.

Meanwhile Chadicus starts to interface with the vault door. It appears the Machine Spirit governing this door feels particularly lazy today… It reads… 21.5% Vault door opening progress.

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d02dae No.52132

Dice rollRolled 18, 73, 92, 37 = 220 (4d100)

>>52130

Pneumatic grapnels and attached by thick chains to an electrothaumic generator, allowing it to be fired then reeled back in time and again. Arcing electrogheists leap from the harpoon, cooking monstrous beasts from the inside out and overloading the circuitry and power supplies of enemy war engines. The Valiant would cook the Blood Slaughterer and start pulling it away from the vault if it did not free itself. The Castigator's mighty blade on its swift frame meant it could fight in a graceful way that other Knights could only dream about. The Gallant would smash into its opponent with both its melee weapons and an unstoppable momentum of the last few strikes. Chadicus tends to the vault door and tries to quicken his pace…

-A Knight Valiant 363/400 HP

-A Knight Gallant 400/400 HP

-A knight Castigator 400/400 HP

And a roll to open the Vault 21.5%

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ce91e2 No.52133

Dice rollRolled 28, 44, 82 = 154 (3d100)

>>52132

-Gallant takes 44 damage

The Knight Gallant continues to get a sound thrashing from the Styrix. The Claw holding the Knight in place as the Volkite weapon unleashes another point blank shot, this time it is aimed at one of the Legs of the Gallant and manages to blast one of the legs out from under it, damaging it, but still allowing the Gallant to walk. The Valiant starts to fire electrogheists, cooking the Blood Slaughterer from the inside, causing the daemon inside to let out a blood curdling scream of pain. The Blood Slaughterer is debilitated and will have a -10 penalty. Meanwhile the Castigator starts to give a proper, sound thrashing towards the Styrix. The Styrix cannot keep up with the Castigator, and with it's Warblade (which has DOUBLE damage!) it starts to slice through the Adamantium plates of a Styrix with ease! The Castigator was built for this type of Honorable combat.

Meanwhile Chadicus continues to open the vault door. It reads 30.75%…

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d02dae No.52134

Dice rollRolled 75, 18, 23, 86 = 202 (4d100)

>>52132

The battles rage but focus turns to the struggling Gallant. The Gallant continues to fight, but not unaided, as the Seraphim Superiors will flank the Corrupted Knight. Superiors use their master crafted power armour and jump packs to avoid the weaponry of Styrix, and their melta pistols and melta bombs to tear at its armor. The normal Seraphim will aid their Superiors in squads to aim them and confuse the Styrix. The normal sisters will position themselves around Chadicus while he opens the Vault.

-A Knight Valiant 400/400 HP

-A Knight Gallant 319/400 HP*

-A knight Castigator 400/400 HP

And a roll to open the Vault 30.75%

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ce91e2 No.52135

Dice rollRolled 17, 4, 60 = 81 (3d100)

-Valiant takes 26 damage

-Castigator takes 59 damage

The Gallant, having taken a sound thrashing from the Styrix decides it has had enough, and with it's great blade it pushes it into the Claw arm of the Styrix, severely weakening it, but allowing it to still function. Meanwhile the Blood Slaughterer closes with the Knight Valiant and starts to snip and jab at it from all angles, dealing quite a bit of damage. Lastly, the Knight Castigator also receives a heavy beating from the Styrix, and it gets thrown around by the claw.

Meanwhile Chadicus works frantically to open the door as fast as possible. The vault door now reads 52.25% Progress…

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d02dae No.52136

Dice rollRolled 9, 78, 3, 29 = 119 (4d100)

>>52135

The mighty clanging of metal on metal, whirring of a knight sized chainblade, and crackling of massive power weapons, is almost enough to drive out the daemonic chattering and howling…

-A Knight Valiant 374/400 HP

-A Knight Gallant 319/400 HP*

-A knight Castigator 341/400 HP

And a roll to open the Vault 52.25%

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ce91e2 No.52137

Dice rollRolled 33, 91, 47 = 171 (3d100)

>>52136

-Gallant takes 8 damage

-Castigator takes 57 damage

As the battle pushes on, the Gallant and Styrix are grappling with each other, with the Styrix having the upper hand. Meanwhile for the Castigator, the Styrix continues to give it a proper beating, ripping off armor plate after armor plate in a Daemonic frenzy. Meanwhile the blood Slaughterer is stepped on like a bug by the Knight Valiant. It steps on it and unleashes the full power of its arsenal upon the slaughterer's carapace. First it fires the harpoon, shocking it greatly, and then lets loose its Conflagration cannon, melting yet more of the Carapace of the Slaughterer.

The Vault door now reads 59.5%…

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d02dae No.52138

Dice rollRolled 26, 64, 52, 80 = 222 (4d100)

>>52137

The gallant revs its chainsword for a strike to change the tide, while the Castigator prepares to parry the slowing claw of its rival Styrix. The Valiant prepares itself against the rising fury of the Blood Slaughterer. Meanwhile Chadicus wishes he had brought sacred servitors to burn incense and apply unguents.

-A Knight Valiant 374/400 HP

-A Knight Gallant 311/400 HP

-A knight Castigator 284/400 HP

And a roll to open the Vault 59.5%

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ce91e2 No.52139

Dice rollRolled 46, 38, 49 = 133 (3d100)

>>52138

-Gallant takes 7 damage

-Valiant takes 27 damage

The Gallant and the Styrix continue to beat at each other, Claw and Chainsword. However the styrix, using it's great claw rips off yet more armor plates, damaging it heavily. The Blood Slaughterer plays dead for a moment, and when the valiant stops pinning it, it jumps up and Claws at it! Several armor plates are ripped off of the valiant, and the Harpoon is damaged although completely functional. The Castigator continues to prove its worth against the Daemon infused Styrix, and manages to cut down one of its arms, damaging it heavily.

Meanwhile, the Vault door reads 79.5%.

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d02dae No.52140

Dice rollRolled 1, 54, 92, 47 = 194 (4d100)

>>52139

The Valiant would wait for a good punch on the Blood Slaughterer with its harpoon and launch it point blank, blowing it back and down. The Gallant would renew its assault with one-two combo strikes between its sword and fist. The Castigator, using its other shielded arm to block a middling blow and then strike true. Chadicus could feel that the ancient Machine Spirit guarding the vault was almost ready to acknowledge them.

-A Knight Valiant 347/400 HP

-A Knight Gallant 304/400 HP

-A knight Castigator 284/400 HP

And a roll to open the Vault 79.5%

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ce91e2 No.52141

Dice rollRolled 43, 99, 69 = 211 (3d100)

>>52140

-Gallant takes 45 damage

The Gallant pulls back to escape the onslaught of the Styrix, but the Styrix pursues, and starts to savagely beat down the Gallant, throwing it to the ground under its' sheer mass. Such a move both damages the Gallant and incapacitates it, giving it a -20 to its roll next turn. Meanwhile the Valiant, while it took a big hit from the Blood Slaughterer now starts to return in kind, using its conflagration cannon to melt and cook the machinery inside, damaging it. Meanwhile the Castigator lands another savage strike, lopping the arm of the Styrix off completely! That is what a Heretek engine deserves, the justice of the Omnissiah!

Chadicus's eyes light up as the Door reads… 91.25%.

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d02dae No.52142

Dice rollRolled 73, 52, 31, 25 = 181 (4d100)

>>52141

The Gallant struggles to stand under the assault, the Valiant prepares to weather the cornered fury of a massive daemonic beast, and the Castigator prepares to finish its opponent. Chadicus recites the litanies of awakening, opening, and appeasement in binary with unmatched speed.

-A Knight Valiant 347/400 HP

-A Knight Gallant 259/400 HP

-A knight Castigator 284/400 HP

And a roll to open the Vault 91.25%

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ce91e2 No.52143

Dice rollRolled 39, 93, 32 = 164 (3d100)

>>52142

-Castigator takes 38 damage

-Valiant Takes 47 damage

Chadicus recites the litanies of Awakening and opening as fast as he possibly can. The Machine spirit is ancient and takes a long time to wake up, however it appears it is finally completely awake! The Vault door whirrs to life as behind the door, you start to hear a great amount of machinery begin to move. Soon it will be open! The Vault door reads that it is 97.5% open!

Meanwhile the fight rages on. The Gallant manages to pull itself up by bringing the chainsword against the Styrix's face and dealing some damage to the head of the styrix. The Valiant continues to get beaten down by the Blood Slaughterer, with its numerous claws starting to rip off armor plate after armor plate, and once it enters the machinery… it starts to rip wipe after wire. The Castigator is also smacked in the face by the Styrix, the claw causes the Styrix to stagger and move back.

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d02dae No.52144

Dice rollRolled 54, 30, 21, 75 = 180 (4d100)

>>52143

The Gallant weathers the assault and moves to renew its own. The Valiant prepares to block and parry as it can feel waves of daemon fueled hatred coming from the Blood Slaughterer, who knows how many lives it has stolen in the past. The Castigator was taken aback by the strike, but only just, and now it would knock the styrix down. The Vault Opens.

-A Knight Valiant 300/400 HP

-A Knight Gallant 259/400 HP

-A knight Castigator 246/400 HP

And a roll to open the Vault 97.25%

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ce91e2 No.52145

File: ade53e70844e579⋯.png (1.32 MB,795x817,795:817,Cult mechanicus symbol.PNG)

>>52144

-Valiant takes 60 damage.

-Castigator takes 11 damage

The Gallant manages to press back the Styrix's assault. The Valiant tries to weather the full assault of the vile daemon engine, but finds itself quickly outpaced by the countless claws that the blood slaughterer can bring to bear, and the Slaughterer manages to get into the circuitry! The Castigator also finds itself desperately fending off the Styrix, which looks as if it has gone completely feral.

However, as the vault door completely swings open, Chadicus runs into the vault at breakneck speed. He picks up the Omnissiah's Will, which appears to be a 3D version of the Cult Mechanicus Symbol (Pic related). Using a real human skull, half of it is heavily augmented with metal, while the other is completely bare bones. He points the Omnissiah's will towards the Styrix, and a pure green ray of light comes out of the eyes of the Omnissiah's will… After a few short seconds, the Styrix is cleansed, and it falls down, lifeless, but intact. Chadicus repeats this process with the Styrix, which likewise falls lifeless on the ground. Then comes the blood slaughterer. The Omnissiah's will, along with the rest of the Knights manage to destroy it with ease. It appears that the Omnissiah's Will can burn through the metal of Daemon Engines! A useful feat, to be sure. Eventually there is nothing but silence, and Chadicus has time to breath and look around… Only to find that around the vault, the bodies of shattered Necrons and dead Secutarii litter the floor. There is silence, and a feel of victory in the air. A relic of the Omnissiah has been found!

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847211 No.52152

File: 6fd35a6cd4bf151⋯.png (2.83 MB,3072x1654,1536:827,6fd35a6cd4bf151e7e2277bc6d….png)

Dice rollRolled 22, 55, 92, 61, 27, 79, 22, 60, 26 = 444 (9d100)

>>52100

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: 36,000

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. Construct Trench System 1

2. Construct Trench System 2

3. Construct Trench System 3

4. Construct Trench System 4

5. Construct Trench System 5

6. Construct Trench System 6

7. Construct Trench System 7

8. In the past months Commissar Frederick Von Valstien has focused on expanding the massive Koronam Penal Defense Force aiming for a total of ten million men and women willing to die for the Emperor. These scum would be drilled in defensive tactics to hold the myriad of trenches created.

9. With the support of the Agari Elders they would seek to explore their ancient oral history of this world to find out greater info on the secrets here.

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847211 No.52153

File: 026d69ba846204f⋯.png (2.84 MB,3072x1654,1536:827,6fd35a6cd4bf151e7e2277bc6d….png)

>>52152

Wrong picture

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2de2bf No.52155

File: ef16af21e3ecedb⋯.jpg (93.37 KB,800x800,1:1,LiaJG82.jpg)

Dice rollRolled 53, 96, 82, 53 = 284 (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

5 Favor

>TROOPS:

271 Standard Space Marines ("4" Companies)

0 Wounded Space Marines

110 Scout Space Marines (1 company)

115 Death Company Space Marines (1 Company)

0 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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]

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 first order of business is to have the disgusting sigil removed from our Monastery, and to replace it with a lovely frieze of Sanguinius defending the Eternity Gate from the hordes of Chaos. It would not hurt to have the serfs investigate the other parts of the Monastery as well to see if any other dark sigils were around.

2. Some scouts marines doubtlessly gained the experience they needed to move up to fully fledged marines, even more so with the grievous losses the chapter had taken in the previous engagements

3. News had reached the Carnelian Martyr's ears, word of a relic long thought lost to the chapter when they first fought upon this world; The Wings of Volatus, venerable Captain of the First Company who fell on this world when he single-handedly destroyed an Ork Gargant by detonating its malignant power reactors. For long had the Golden Jump pack, of master craftsmanship and incorporating technological marvels longs since lost into its design, been thought lost with the Captain, but now with all the recent battles has the tale of a glimmering Golden Jumppack bearing the Icon of the Carnelian Martyrs been heard once again. The Martyrs were unsure of the validity of such a claim, but would pursue it doggedly none the less.

4. Work would continue on the artificer inferno cannon

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3f3855 No.52156

File: e0b126404742784⋯.jpg (92.32 KB,950x841,950:841,MAN-AT-ARMS.jpg)

File: 3d58e927e9fdcee⋯.jpg (334.48 KB,764x1080,191:270,NOBLE.jpg)

File: 18f1ddab32e72fc⋯.jpg (198.01 KB,800x1143,800:1143,KNIGHT.jpg)

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

FULL / (833) Knights Élite

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

NEW STAT POST

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ce91e2 No.52170

>>52104

>>52103

While there is no significant progress made on refining the Grailborn, you completely replenish the grailborn losses, and even manage to produce another 200 grailborn for use in combat with the help of the Hospitaller. Chadicus is having a hard time training in the Terminator armor, and for some reason he just can't figure out how to make the Terminator armor work! -5 to all combat actions until you manage to complete your training. Another 15,000 Armed Servitors are converted into Varuke Servitors. In peacetime, it is far easier to convert larger numbers of Servitors into their upgraded forms. They will surely make a good permanent garrison for the Servitors!

>>52105

You purchase everything you need to purchase.

The sisters hospitaller help the Adeptus Mechanicus produce approximately 100 more grailborn than they would previously be able to! Excellent work overall. The Sanctification of the convent is complete, and no Daemon can cross the Thresholds into the gate, which have been blessed many times over, the walls have been engraved with holy wards and engravings, and purity seals dot the wall. Most daemonic forces will be hard pressed to enter your fort. Your sisters hospitaller now start to remove and purify the areas with Chaotic taint and sigils. While many citizens are completely clueless as to what you are doing (Most don't know/care), there is quite a few sigils, and some more time will be needed. The cathedral repairs are complete, and the cathedral barring all secret areas(Which may or may not exist) is clean of sigils.

>>52106

The apothecary continues to be excavated, although progress has stalled somewhat. It is now improved to 25% apothecarion functionality. Your vehicles are also all completely repaired, and all your marines are healed (as this automatically happens in peacetime.) Your marines return with a fairly weak rosarius, which grants +10 health when worn. Lastly, you gather up the scouts that performed admirably in combat and deserve a promotion. In total you gather 16 Scout Marines who meet the requirements to be given the rank of full Space Marine. They accept it with joy and a nice ceremony is held. +16 Space Marines.

>>52107

Bastion Construction in Karanas continues as planned, and in fact, it goes even faster! Bastion construction is finished, and it immediately speeds along into Citadel construction. There, your builders ask you what super-heavy weapon should be mounted on the main gate to the city? In Ortal, progress slows down greatly, it appears yet more delays slow down the construction and prevent any progress from being made. You think to yourself: Someone ought to shoot those supervisors! You continue to develop the steel pact, now more than ever in peacetime. This wondrous fusion of the Mechanicus and the Hive Cities is a gift that must not be wasted, and so you start to expand the industry within Koronam and promote trade, to bring in even more credits. +300 Credits. Lastly, the Ecclesiarchy has been shown to be corrupt with these Sigils. You begin to slowly but surely weed out the chaotic or potentially heretical elements within the ecclesiarchy.

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ce91e2 No.52171

>>52108

You manage to get the Local Inquisitor on the Astropathic Choir line, and he tells you what you needed to hear. Play this off as some sort of Heathenism rather than Chaos, because the former can be fixed, while the latter must be exterminated. The sigils are forms of Heathenism and are not the way to worship the Emperor. he also tells you there is much discussion about whether or not the planet deserves Exterminatus, but most inquisitors are for now, opting not to destroy the planet. A witch hunter arrives upon the planet with 100 of his Support staff. He has a very stern face and a cool hat. He immediately gets to work walking around the citadel with Palatine Leah, and simply just points out Sigils that your men have likely missed. All of them were very well hidden, but to a specialist's eyes, you can't hide heresy. Afterwards, he helps you follow through with the plan of making sure the population does not know of the ruinous powers. A lot of mind wipes and several quiet executions later, you are fairly sure no one is a heretic. You also get shipments of Water from the Emperor's Grail. While you get nowhere near enough to serve to each person, you get enough for high society. What is most shocking, is that many ecclesiarchal members were in on this thing. They were heretics. The Witch Hunter, by his right as an Inquisitor of the Imperium puts all of the ones marked as heretics to death. The Witch Hunter declares that he will stay on this planet to ensure that chaotic corruption will be weeded out sooner or later, there is much work to be done. He will also remain here to monitor the Military Commanders here. The Inquisitor considers the commanders too valuable to kill outright, as none of them seem to be guilty of heresy, however should any of them fall to the ruinous powers, he will not hesitate to hunt them down.

>>52109

(Please note that when a battle ends, your forces are completely replenished and all damaged vehicles are repaired

Your Arbites file into the cities and start furiously scrubbing the place of sigils, as well as dishing out the proper punishment and justice to those who may be guilty of creating these sigils. Naturally, the punishment is death. You work with the Witch Hunter and other elements within the cities dedicated to cleansing the chaotic corruption. Lastly, you also keep order within the cities, so people do not get panicked or realize these sigils are associated with Chaos.

>>52110

(All your forces are replenished and repaired when it is peacetime unless stated otherwise, so you are back to your pre-engagement numbers.)

You start to procure the materials required to make weapons such as the Hellstrike cannon. While many would consider this massive tech heresy, you don't tell them what the materials are for, so they don't know anyways. You've gathered about 30% of the materials necessary to construct a hellstrike cannon. Your skitarii do not find anything interesting, and your recruitment campaign falls flat on its face as well.

>>52111

(Your forces are completely replenished unless stated otherwise. So you're back to pre-engagement numbers)

In recovering the bodies, you find that many of them have been desecrated with an eight pointed star. You assume it is just some weird Orkz that might have carved this into their flesh, or some kids just having fun after a battle. Surely it's nothing bad. Aelar also responds to your call for aid and grants it. 100,000 more men, 40 more Tanks, 100 more APCs, and 50 Mi-40 Hunter Killer VTOLs. You also manage to establish vox communications with the forces in question. (Please take it up with them in DMs or in the general chat, or just in this thread.)

>>52113

Using the credits you have acquired, you spend them on kitting out your men. YOu manage to purchase 10,000 suits of Old Carapace armor for 5 credits apiece (50,000) and 10,000 improved lasguns for the rest of the cash (Please tell me if this is not what you wanted.). Afterwards you give out promotions to men who have survived. In total, you promote about 10,000 men to a status similar to the Black River Veterans (Just list them as black river veterans.) You also fully complete the fortifications of Sick Yellow. What remains is a massive citadel, with three layers of defense, numerous void shields, a super heavy weapon, thick adamantium, Ceramite, and Ferrocrete walls, and a powerful reinforced adamantium gate. A monsterous fortification! After the previous constructors of Ortal were taken out by the Enterprisors due to their incompetence, you move in and begin to work on the fortifications, and you are far more efficient!

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ce91e2 No.52172

>>52114

Your men really think about the possibilities of how great your accuracy can someday be. Perhaps one day, if someone asked if the shell was a hit or miss, the natural reply would be "I guess they never miss, huh?" You start installing Gyrostabilizers into the corvette shells to improve navigation. Giving you a +3 to long range Bombardment. The Ammunition stockpile is also slowly being expanded, but it is not being made substantially bigger. Lastly, you discover that a C.O.R tunnel led to not far from the ship. Combined with Cargo Shuttles, the ammunition that you can transport via the C.O.R Tunnel means you can sustain these bombardments for far greater periods of time!

>>52116

You successfully purchase what you ask for. The first Exploratory team turns up nothing, while the second exploratory team manages to turn up an Arc Maul for your leader. It gives you a +5 to dueling for your leader. In addition, you begin to create a rail line between Karanas and Khe-Sanh, it is going to be well fortified, but as of right now the progress is at 5.4%. This rail line will be able to efficiently transport Knights upon completion! Your Tech Priests and sancristans also work as hard as they can to speed up the Manufactorums, but it appears that is to no avail. The Manufactorums are already operating at a high level of efficiency, as with everything in the mechanicus.

>>52152

(Gonna condense actions 1-7 because they are all the same thing.)

You continue your construction on the trench system that constitutes the Iron faith line, a lot of progress is made, but there is much more work to be done. (Just DM me about this tbh, so we can talk it out as to what areas you want to focus on the most, so that way instead of giving you separate progress bars I can just add a line to the map where it needs to be.) You also work on expanding the Koronam Penal defense forces, and while you cannot equip 10 million men, the Penal Defense force doubles to 2 Million men and Women. All of them extremely poorly armed, but armed nonetheless. You also explore the ancient Oral history of the world, specifically focusing about what happened in the before times. The Elders mention an ancient historical figure called Salanach. He was the King of the Agari race many years ago, who fought against the four dark ones since the Agari first began to record their History. They mention the lost city of the Agari, who is even to this day, buried somewhere beneath the sands in the southern Deserts of Koronam.

>>52155

You scour the sigil off of the Monastery, and replace it with a frieze of Sanguinius defending the eternity gate. It is very stylish, and many Blood Angels really like the addition to the Monastery. You also uplift some Scout Marines, which you have a surplus of as of right now. Many had proven themselves in battle, and are fully deserving of the rank of Space Marine. 19 are uplifted to the full rank, increasing your numbers to 290. In addition, due to your casualties, your main chapter forces send you another 20 Scout Marines to support your operations, seeing that your forces have taken grievous casualties. Afterwards, you send off your marines to pursue the Wings of Volatus, which have turned up on this world. They search day and night, tirelessly looking for such a sacrosanct chapter relic, and at last, you find it half-buried in the ground. How undignified! Your marines bring it back to the Monastery, where it is cleaned, and the tech marines ensure that the jump pack is well tended to. The Jump Pack allows the wearer to fly around in a duel, and gives them +15 to rolls when attacking from above. The work on the Artificer inferno cannon continues nonetheless. After your Tech Marines finished tending to the Wings of Volatus, they start to assemble the inferno cannon, and by the end of this turn, it is approximately 15% of the way towards completion.

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a29dd0 No.52173

Dice rollRolled 32, 60, 12, 88 = 192 (4d100)

>>52170

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

863/930 Sisters of Battle with Combiflamers

97/100 Heavy Flamer Equipped Retributors

97/100 Heavy Bolters Equipped Retributors

49/50 Multimelta equipped Retributors

96/100 Melta Equipped Dominions

99/100 Seraphim

89/90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

1000 Repentia

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

100 Regular Rhinos

100 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, Convent is sanctified, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 100% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils. Start Olagas sigil removal

2,290credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

1. Continue the cleansing of Olgas, just because the populace is blissfully unaware of the threat on their immortal souls, does not mean we can falter.

2. With the cathedral found repaired and cleansed, the sisters turn their Attention to the librarium and/or archive of the under convent.

3.With the convent Sanctified, the sisters now begin the laborious process of upgrading the home to a bigger size once again. The Order grows, and more room will be needed, in edition more defenses would be necessary too.

4. The sisters pronatus go back to mapping out the under tunnels. They will map the entirety out for future use as well as locate any sights that needed to be examined more closely.

+10 from Peace bonus

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66c55d No.52174

Dice rollRolled 80, 71, 47 = 198 (3d100)

>>52170

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 408 Space Marines

79 Scout Marines

1820 Chapter Thralls

48 assault bikes

Rakmaal Demicus

Rosarius

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.Continue repairs to the apothecary

2.Explore the Monastery, now that it's fully repaired and has been brought to citadel level we can focus our efforts on combing its depths, we have found the vault…but perhaps more lies hidden?

3.Send out a small party of 50 marines to comb the west for relics…we've heard reports of something of value to our chapter lurking somewhere on this planet.

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d02dae No.52177

Dice rollRolled 30, 62, 13, 83 = 188 (4d100)

>>52170

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, No 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, No Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

3 Knight Crusader, No 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 IcarusAutocannons, Titanic Feet)

1 Knight Errant, No Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, No 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

2 Knight Styrix, No Damage, No Pilots

(Blessed Autocimulacra, Adamantine Armour, Ionic Flare Shield, Volkite Chieorovile, Carapace-Graviton Crusher, Hekaton Siege Claw with built-in twin-linked Rad Cleansers, Empyreal Preysight, Titanic Feet)

Knights -50% Movement Req

Secutarii; Hoplites, and Peltasts 41,381/44,390 +3008~ per peace turn reinforcing

Skitarii; Half Van and half Ranger 283,500/283,500

Secutarii Axiarchs 134/135 +1 per peace turn reinforcing

Skitarii -10% Movement Req

PDF 40,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank

163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer) [2748 Carry Capacity]

386 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1160 1st gen Grail Born (1160) [3840 Carry Capacity]

[7872 Carry Capacity]

10 Manticores

750 Standard Missile Launchers

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], SM Power Armor, Artificer Terminator armor [10 Damage Mitigation](Requites Training), 1 Assault Bike

25,000 Armed Servitors, for Labor and work in the Manufactorum (15,000 at Random's Fort)

25,000 Varuke Servitors, Improved Combat Tier (5,000 at Random's Fort)

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.

Arc Maul, which provides you with a +4 Bonus to Duel

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Location of Eastern Guard Fortresses Discovered

Quest for Knowledge: Available every third battle turn.

Steel Pact Income; 3000 per peace turn

3000 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Stat Post

Leads had been made from the investigation entrusted to us. Our duty to open the doors to

1 Send a Team to Investigation Site Delta. Bring digging gear.

2 Send a Team to Investigation Site Gamma. Bring an astropath.

3. Training of Chadicus. Some lingering internal injuries may have been complicating things perhaps. Yet it was simply a daunting task for one who is only talented and augmented to use these tools. Luckily, our relations with the Emperor's Middle Finger Chapter were good and we could rely on their word that Chadicus would have their training.

4 Pilots from the Legio. As House Varuke is wary of piloting Knights with such a dark reputation, I will call on my esteemed Legio to furnish me with pilots ready to mount the turbulent Throne Mechanicum within.

+Peace Bonus

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3f3855 No.52178

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

FULL / (833) Knights Élite

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

Witch Hunter w/ 100 Acolytes (INDEPENDENT AGENT DOING HIS THING)

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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6765f4 No.52179

Dice rollRolled 19, 44, 38, 64 = 165 (4d100)

>>52171

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 200

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw, Black River Elite

Major Kreibar, Black River Elite

>Troops:

>Mobwag HQ: (Stationed at: Citadel Sick Yellow)

200,000 PDF Soldiers

20,000 Black River Elites (Old Carapace Armor, Improved Lasguns)

25,000 Black River Veteran Engineers (Combat Engineers)

1,000 Autocannon Teams (3x PDF)

200 Lascannon Teams (2x PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Ortal Fortifications Section: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Artifacts:

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

>Reserves

408,255 PDF Soldiers

300,000 Poorly-Equipped PDF

81,040 Black River Veteran Engineers (Combat Engineers)

55,360 Combat Engineers

24,998 Black River Elites (Old Carapace Armor, Improved Lasguns)

46,435 Black River Veterans (PDF)

35,725 Agri PDF Soldiers

8,018 Autocannon Teams (3x PDF)

3,775 Black River Agri Veterans (Agri PDF)

1,318 Lascannon Teams (2x PDF)

982 Black River Autocannon Teams (3x BR Vet)

818 Heavy Bolter Teams (2x PDF)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>Support Detachments:

Medic Detachment (reduces casualties by 10%)

1,050 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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

>Kill Count:

+ 3,060,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 50 Gunwagonz

+ 48 Bonebreakas

1. Being human was already a weakness in battlefields dominated by xenos and superhuman warriors, however a lack of equipment drove up casualty rates even further. Mobwag Command would do its best to organize equipment for the 300,000 members of Mobwag who were still lacking proper equipment.

2. The Ortal Fortifications Section would continue to raise defenses in Ortal and further improve the defensibility of the hive. Seeing as these were the only fortifications going on and the Ork attacks had not arrived just yet Steeljaw would encourage them to do their best with the Standard of Wagmob.

3. Though many men were prepared to die for the Emperor they still required sufficient amounts of firesupport. While there were many autocannons, bolters and lascannons to support them, thuddguns were still in relatively short supply. More would be produced in order to fill the growing demand.

4. Carapace Armor and Advanced Lasguns as well as Standard Equipment for the massive amounts of PDF required in the future would have to be obtained on a more frequent basis. Sustainable and reliable means to obtain these would have to be acquired.

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d02dae No.52181

File: af905b4b6067ef8⋯.png (3.13 MB,3072x1654,1536:827,Established Supply Route o….png)

>>52177

(As the 4th action is fubar, it shall be replaced with the established supply line between House Varuke's Manufactorium and The Pride of Praetoria, using the CORE tunnels that securely lead to the ship. Roll of 83+Peace Bonus.)

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d02dae No.52184

>>52177

Arc Maul for 5k, Power Armor for 15k, 750 Standard Missile Launchers for 1500, 125 Varuke Combat Servitors for 500, and 3k Credits on hand for 25k. Mind Impulse Unit for Chadicus to interface with his armor for 25k credits Purchased. Grants +5 and Power Armor Training.

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6ae9e3 No.52190

Dice rollRolled 85, 29, 24, 39, 96 = 273 (5d100)

>>52170

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:

16,300 Credits

Steel Pact (3,300)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

77,500 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,498 Ratling Snipers

25,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

23,500 Squat Troopers

13,750 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Build a Citadel in Karanas. 20%. "When his subordinates ask what weapon shall define Karanas, the jewel of Koronam. Alexandros was almost visibly giddy with excitement to reveal what he had acquired. Made by the legendary Ryza forgeworld, he had obtained one of the fabled Plasma annihilators. When taken into account with the brutal chokepoint that is the entrance to the city, it would take a true apocalypse in order for any enemy to even have a hope of getting passed its absolute fury. Of course the same could be said for the city itself, which is why new edicts and plans must be drafted in order to accommodate this perfect weapon of war."

2. Begin restoration of the fortress monastery. "It is no good for such a structure to remain in disuse while it can be used for so much more. We shall begin the slow process of reconstruction room by room in order to reclaim it for the emperor. I am sure that the squats will be able to make great use of it once the necessary preparations are completed."

3. Search for Relics in the fortress monastery. "Even though we are beginning reconstruction there is still many unknowns remaining inside. We shall send another expedition team inside to see if we can suss out any remaining secrets."

4. Steel Pact. "There has been much discussion on transportation in regards to moving from city to city. Thankfully we are ahead on this matter and have been focusing more of our efforts in ensuring the interconnectivity of the planet's infrastructure."

5. Continue to reform the ecclesiarchy. "As predicted there is a great power vacuum as many are compelled to resign permanently. We must continue to ensure that these seats are filled by men with strong souls who will be able to lead their flock away from vile perdition."

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3f3855 No.52192

File: ad188b014699d4f⋯.jpg (300.87 KB,986x555,986:555,95f5b5fc-df18-47aa-9106-20….jpg)

File: 8dc00a045e94079⋯.jpg (24.89 KB,234x442,9:17,Mundo_imperial_schola_ecle….jpg)

File: 7d6e73bac104652⋯.jpg (38.21 KB,300x139,300:139,Shrine_of_the_Living_Saint.jpg)

Dice rollRolled 74, 95, 88, 100, 32, 31 = 420 (6d100)

PEACE ACTIONS: BONUS FOR PEACE ACTIONS ONLY IN PEACE

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

>>52178

1. Resume restoration of the "Grand Citadel", what we shall call our primary super fortress. With millions of labourers and vehicles at our disposal and now, the aid of our blessed Palatine Leah and the Magos Errant Ladicus, we shall surely see progress such that we have needed a long time ago.

2. Begin work on Shrines to two Saints, to be built upon the Citadel

-Shrine to Saint Georgina, of the Order of the Cleansing Dawn

Those who seek martial prowess in battle, particularly hand to hand combat, pray to Saint Georgina who has for all time blessed this planet with her appearance. A bit more popular with our crusaders who are fond of melee, while the rest of our nobles and knights focus on that she wielded her bolter as effectively in close combat as her blade

-Shrine to Saint Lorraine, of the Order of the Indomitable Light

Saint Lorraine is the primary patron saint of Gaulle. During the great Orcish Invasion of Gaulle, she invoked the Inviolable Aura, granting herself and the forces under her care invulnerability from harm nor damage.

https://www.youtube.com/watch?v=bCj9MJ5orwo

The shrines will be constructed in a manner accordant with the Ecclesiarchy and both orders of the SoB. Perhaps, in our hour of need, the Saints shall return again to truly bless us with their presence.

>>52190

3. Coordinate with the local nobility and join the Steel Pact to improve our industrial efforts.

"'Tis high time we acted not alone, as the foolish knight who breaks ranks seeking glory only to be without support, but in unity with the fellow nobility of the planet and the blessed adeptus mechanicus. We shall join and support the Steel pact, and so be supported"

4. Coordinate to improve the local rail network, which we use in times of war and peace, and combine our existing efforts with that of the Enterprisors

5. Continue efforts to install the Basilisk Magnus artillery systems with the autoloaders and conveyor delivery mechanisms.

6. Begin work on a second Squat colony, this one to be built within a portion of the Grand Citadel, which is so massive as to house the people of Karanas with yet more room to spare. Surely there is a place for them, and even room to expand. Let us ask our Squats what goes into the creation of a 'Karak'.

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6ae9e3 No.52197

Dice rollRolled 11 (1d100)

because he told me to

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dcc831 No.52198

Dice rollRolled 96, 64, 27 = 187 (3d100)

>>52100

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

30,800 credits remaining

TROOPS:

125,000 Combat Servitors (125,000 total)

125 Kataphrons (125 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

3 Armiger Warglaive (Lesser)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

3 Salamander Recon Tanks

5 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. With the temporary peace I will work towards converting as many of my Standard Servitors into Kataphron Breachers (Siege/vehicle killing close range variant to my existing Destroyers)

2. I will continue to reinforce my Fort to the south of Karanas in the hopes of advancing it to a Stronghold before the Orks return

3. The manufacturing of war assets will continue with a larger number of Salamander Recon tanks for better battlefield control

If possible I want to purchase an Achilles Pattern Land Raider

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7500de No.52209

File: 989149253c33310⋯.jpg (376.5 KB,1280x799,1280:799,1515321774765.jpg)

File: 3f2368453ae6bcb⋯.jpg (188.7 KB,2048x1152,16:9,Hind_Recon.jpg)

Dice rollRolled 77, 49, 96, 6, 14 = 242 (5d100)

>>52171

Organization Name: 1st Aelarian Mechanized Rifles Regiment.

Category: The Imperial Guard

Sub-Category: Armored/Mechanized Army

Troops (Names are fluffed)

600,000 Aelarian Infantrymen

(60,000 Full squads)

400 Barton Transports-Rough Terrain (Chimeras)

130 Tereskovsky Tanks (Leman Russ Tanks)

5 Tereskovsky Infantry Support Tanks (Leman Russ demolishers.)

50 Griffon Heavy Mortar Carriers.

50 Mi-40 Hunter Killer VTOLs

Actions:

1. The desecrated bodies are to be incinerated, and their ashes returned to the homeworld. Surely their families don't want to see them like that. Ship them off on the next ship off world.

2/3. Fortify our FOB to a proper firebase.

4/5. Contact mechanicus elements onworld and see if we can't start producing our gear on this planet.

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ce91e2 No.52210

Dice rollRolled 84, 66, 25, 73 = 248 (4d100)

>>52116

abdla is just repeating the last actions he did.

1: Search the C.O.R.E tunnels, first exploratory team.

+50000 Skitarii

+10000 Secutarii

+50 Axiarchs

+Knight Errant "Fidei Defensor"

+Peace Bonus

2: Search the C.O.R.E tunnels, second exploratory team.

+50000 Skitarii

+10000 Secutarii

+50 Axiarchs

+Knight Preceptor "Ars Moriendi"

+Peace Bonus

3: With direction from a team of Tech-Priests and Sancristans for advise, start fortifying a rail line between Karanas and Khe-sanh, and outfit trains with the capability of transporting Knights across the line.

+1000 Sancristans

+3000 Tech-priests

+190000 Skitarii

+20000 Secutarii

+Peace Bonus

4: Have the rest of the Tech-priests and Sancristans improve upon the sacred manufactorums, hopefully increasing the speed and efficiency of the production lines.

+2000 Sancristans

+7000 Tech-priests

+Peace Bonus

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d02dae No.52211

Dice rollRolled 100 (1d100)

>>52177

5 Cleanse the Lost Agari City. Servitors bearing incense deploying mechanisms would be brought forth from the armory of House Varuke. The Omnissiah's Will could provide them additional strength in cleansing places that had not seen the Omnissia's light in millennia, and when Chaos reared its ugly head our champions and allies could be relied on to quickly purge them. Tech Priests flicking droplets of holy unguents would be escorted through the areas as they were opened. Any dormant machine spirits would be appeased that they might light our way.

+Omnissiah's Will

+Peace Bonus

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ce91e2 No.52212

Dice rollRolled 20 (1d100)

>>52211

Another 1d100 will be rolled for… randomness.

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5ee679 No.52215

Dice rollRolled 13, 36, 58 = 107 (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 Personnell

>2000 Squat Troops

>1000 Squat Thunderers

>10 Surface to Orbit Cargo Shuttles

>100 Fury Interceptors

>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

>Improved Targeting Cogitators +3 to long range bombardment by Corvette Battaries

>Fin Stabilizers +5 Accuracy to all shelling rolls

>Gyrostabilizers +3 to long range bombardment

>Cluster Shells

>Credits:60,000

peace actions (-1 DC)

#1 Gargants. Necron Tombs. these large enemy structures are no different than enemy void vessels, they are big and made of cursed xenos steel. they should be dealt with in the same manner, through appropriate choice of firepower. we will need ammunition and corvette battery types. first we should investigate if we can convert or aquire a Pyros Melta-Cannon variant of one of the corvette canons. highly insulated, they are able to fire shells tipped with powerful Melta-Charges, the better to soften up enemy armor. or to turn massed foes and vehicles into ash and slag. even adamantium armor is no mach to the raw heat generated by Melta-Charges.

#2 Stygies Pattern Bombardment Cannon. I've seen one of these in actions against a tyranid vesssel. one of the nasty things about the buggers is that even if you blow em up and shred em to pieces, the pieces just try to reform and spawn new nids. the Stygies Pattern Bombardmen Cannon is capable of firing Magma Bomb shells, lathing an area in molten metal and sending hot chunks raining from the sky like a hailstorm. perfect for more resiliant organic foes, and devastating against massed ork boys

#3 I'm quite fond of these squats. they keep their grumbling to themselves, and are always pointing out deficiencies in our artillery methods and care. for abhumans, they do a good job. I want more of them in positions as artillery foremen and part of our maintenance crews working with the tech priests, I expect this will yield good results in improving our ability to fire and tinker with the guns.

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ce91e2 No.52216

>>52173

The cleansing of Olagas continues. It is a large hive city, however you manage to clean out most of the sigils from the upper and middle levels, all that's left is the lower levels and the underhive, a hive of scum and villainy. The Librarium also starts to be slowly uncovered and repaired by the Order of the Cleansing Dawn. Most of the tomes that are found are just general information on the Sisters that were there before you. It also offers general information on the planet, and it appears that the sisters here were blissfully unaware of the presence of sigils or chaos. As for the expansion of the convent, it is slow, as your sisters are mostly focusing on cleansing Olagas. In the tunnels, the Pronatus also work hard to map the uppermost layer of tunnels.

>>52174

You continue to repair the apothecary and bring it up to 50% functionality, which is more than enough to support both the forces of the Ash Dragons and the forces of the Emperor's Middle Fingers. As for the Monastery, you find something interesting. In the west, you find nothing of value.

>>52177

>>52181

>>52184

The sites are investigated accordingly. (Resolved in DMs). Chadicus's training also goes poorly, several torn ligaments that must be tended to by other lesser genetors. He is not a space marine, but he will learn in time. He gets so fed up with it he demands you purchase a Mind Impulse Unit. You do so, and install it into the Terminator armor to provide him with a shortcut for training in Terminator Armor, and allowing him to interface with the Terminator Armor's systems much more efficiently. You also manage to acquire the pilots for the Styrixes… It wasn't easy to find them, but you did find them.

>>52178

>>52192

https://www.youtube.com/watch?v=aH3eTbmNmWk

The Grand Citadel's progress continues steadily. It reaches 25% progress towards the Bastion-tier very efficiently, and the Laborers, Pilgrims, and Servitors are all important in its construction. Meanwhile you work greatly on the shrines to Georgina and Lorraine. It is thoroughly blessed by the sisters of battle, and the Ecclesiarchy. The Witch Hunter is also present at the grand unveiling, to give his own blessings, to ward against chaos. Indeed, it seems they are both places of peace and clarity. Some sound proofing is added, so that even in the midst of battle, this place may be solemn and quiet, a place where soldiers may seek respite, or perhaps seek the Emperor's Guidance, even if for a few minutes. Palatine Leah considers it one of her great works, and the resplendent statue of the Emperor, as well as the magnificent statues of the Living Saints dominate the Shrines, truly makes the shrine a sight to behold. Ladicus on the other hand works on supporting the Steel Pact. He uses his connections with the other Adeptus Mechanicus factions and his own personal expertise to improve steel pact production by another 600 Credits. (Discuss with the other Steel Pact Players how much credits the Steel Pact produces now). The Rail network itself is completely finished, and the trains themselves are equipped with so much firepower, that no sane enemy would dare get too close, lest they be blasted apart by countless guns. However, with all this work and all these projects going on, the manpower availible to install Basilisk Magnus Artillery Systems and to construct the second Squat colony just isn't enough. No Basilisk Magnus Guns are installed, and the Squat Colony is only big enough to hold a quarter of your squats in its current state.

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ce91e2 No.52217

>>52198

Some of the Servitors are converted to Kataphrons. In total about 20 Kataphron breachers are converted, adding additional firepower to your forces! You also upgrade your fort, and it is only about 1/3rd of the way done, with more reinforcements to the wall being added so it doesn't crumble very quickly. About 3 more Salamander recon tanks are constructed, and your attempt to purchase an Achilles Land Raider is rejected for now.

>>52179

You send your request to the departmento Munitorum, and they send you 50,000 flak Vests and 50,000 Lasguns, only enough to outfit 1/6th of your poorly equipped forces. Your forces in Ortal also start to build up the defenses of the city. Making it reach 50% bastion progress by starting on the second layer of defenses within the city of Ortal. You also produce another 300 Thudd Guns for use in battlefield support. To get a steady flow of Carapace Armor and Advanced Lasguns is almost impossible for Imperial Guard, much less PDF, however you manage to start producing 4,000 standard Lasguns and 4,000 Flak Vests per peacetime turn and after every battle.

>>52190

The Plasma Annihilator is mounted. That being said, your men now start to quickly work on improving Karanas. Very quickly it reaches 60% progress. The Third Layer of Fortifications is added, and additional power plants are constructed to power the massive plasma annihilator. Granted every time it fires it will cause a small power outage, but at least more power plants will offset such an issue. The Fortress Monastery restoration goes slowly, and no relics are found. The Steel Pact also progresses slowly, with only another 150 credits added to the steel pact influx of credits. As for the ecclesiarchy, great work is done. Working with the Witch Hunter you manage to rip out the heart of the corruption, the head Ecclesiarch. The Witch Hunter puts a bolter shell through the head of the Head Ecclesiarch, ending the heresy totally. It appears that with that, the rest of the heretics are hunted down and given the Emperor's Justice.

>>52209

The desecrated bodies are incinerated completely, and the ashes are sent back quickly and efficiently. No time is wasted. Your FOB is fortified well, and is upgraded to standard Fort-Level (Level 2) Fortifications. Proper Ceramite and Ferrocrete Walls are constructed. Heavy Bolters and Lascannons also line the walls, to provide heavy fire support. You also attempt to contact mechanicus elements to talk about constructing your own variant of Leman Russ tanks, and the administration of the Adeptus Mechanicus here flatly refuses, perhaps their leaders will say something else?

>>52210

The First C.O.R.E tunnel exploratory team find something interesting. The first team finds a curious Data Slate, It describes yet another relic of the Mechanicus… The Heart of the Circuit. (DM me for more info). The Second C.O.R.E tunnel exploratory team finds a power axe, usable by your leader. It grants a +10 to dueling. Your rail line also progresses accordingly, however it is far from complete. Lastly, you also speed up the sacred manufactorums, giving you a passive influx of 300 credits per peacetime turn and 300 credits after a battle.

>>52215

You are unable to acquire a Pyros Melta-Cannon Variant of the corvette Cannons. It appears that those are in high demand in other areas of the Imperium, and you are low on the list of people to get it next. As for the Stygies Bombardment Cannon, you manage to acquire a single Bombardment cannon, extremely useful against the Tyranids, and good for preventing Ork Spores from taking hold! You also broker a good deal with the Squat Mercenary company to get about 10,000 Squat Workers and Engineers for a merely 5,000 Credits! Subtract 5,000 Credits.

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ce91e2 No.52218

File: 7fb55864ea10679⋯.png (2.84 MB,3072x1654,1536:827,Image for game1.png)

In time, the next attack by the Orkz comes. The sky is flooded with Ork Rokz as they seem to be coming straight for Khe-Sanh, and for a central location on the continent! In Khe-Sanh, it is relatively easy to discern what forces are being brought to bear against us. As for the central location, our scouts are only able to provide rough information. The warboss is present in the Khe-Sanh Front, and he is a Big Guy… For you.

(Note: I am buffing Ork heavy equipment across the board, such as Gorkanautz and Morkanautz being as strong as Imperial Knights now and Killa Kanz/Deff Dredz being similar to Space Marine Dreadnoughts.)

Khe-Sanh Front:

Warboss BigGit Grotsmasha

12,000,000 ORKZ

6 Gorkanautz

6 Morkanautz

5 Deff Dredz

40 Battlewagonz

5 Killa Kanz

1,000 Mek Gunz

Central Front Information:

5 to 8 Million Orkz

A LOT OF DIGGIN' EQUIPMENT

Orkish Digging Equipment

Tens of Thousands of Squigz

1 Gorkanaut

1 Morkanaut

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57b85d No.52219

Dice rollRolled 54, 91 = 145 (2d100)

>>52218

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 200

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw, Black River Elite

Major Kreibar, Black River Elite

>Troops:

>Mobwag HQ: (Stationed at: Citadel Sick Yellow)

200,000 PDF Soldiers

20,000 Black River Elites (Old Carpace Armor, Improved Lasguns)

25,000 Black River Veteran Engineers (Combat Engineers)

1,000 Autocannon Teams (3x PDF)

200 Lascannon Teams (2x PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Ortal Fortifications Section: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Artifacts:

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

>Task Force River Road

458,255 PDF Soldiers

250,000 Poorly-Equipped PDF

55,360 Combat Engineers

35,725 Agri PDF Soldiers

8,018 Autocannon Teams (3x PDF)

1,318 Lascannon Teams (2x PDF)

818 Heavy Bolter Teams (2x PDF)

Medic Detachment (reduces casualties by 10%)

1,350 Thudd Guns

>Reserves

81,040 Black River Veteran Engineers (Combat Engineers)

46,435 Black River Veterans (PDF)

24,998 Black River Elites (Old Carpace Armor, Improved Lasguns)

3,775 Black River Agri Veterans (Agri PDF)

982 Black River Autocannon Teams (3x BR Vet)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

+ Weapons Industry (4k standard Guard Equipment per peace time turn & after battle)

>Kill Count:

+ 3,060,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 50 Gunwagonz

+ 48 Bonebreakas

1. The Khe-Sanh Front would most likely head towards Khe-Sanh while the direction Central was headed remained up to question. Task Force River Road would set up in between the two rivers east of the landing zone, heavily fortifying their position.

2. The Orks had brought digging equipment, they would certainly seek to undermine any defenses the task force established, thus its own sappers would dig towards the enemy, planting mines underground ahead of their own positions to collapse Orkish tunnels and bring potential undermining attempts to a violent and sudden halt.

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6ae9e3 No.52220

Dice rollRolled 72, 66 = 138 (2d100)

>>52218

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:

20,650 Credits

Steel Pact (4,350)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

77,500 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,498 Ratling Snipers

24,000 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

23,500 Squat Troopers

13,750 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Train the Squat defense bonus. "With the orks preparing to besiege khe-sanh itself we cannot afford to be anything below our best. Ruffshod shall drill his troops in preparation for the attack."

2. Send the Nighsider infiltrators to harry the orks excavation efforts. "Whatever the orks are attempting it can never be good. While the rest of our forces are in khe-sanh the infiltrators will act with their namesake and prevent the orks from gaining any ground in the tunnels."

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a29dd0 No.52221

Dice rollRolled 65, 2, 86 = 153 (3d100)

>>52216

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

930 Sisters of Battle with Combiflamers

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

1000 Repentia

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

100 Regular Rhinos

100 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, Convent is sanctified, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 100% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils. Olagas upper and mid hive cleared of sigils. librarium Recovery begun

2,290 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

Luciana Veritova is a Veteran Fighter +10 to all duels.

Task Force Harridan

800 Sisters of Battle with Combiflamers

80 Heavy Flamer Equipped Retributors

80 Heavy Bolters Equipped Retributors

40 Multimelta equipped Retributors

80 Melta Equipped Dominions

80 Seraphim

80 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

25 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

8 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

1000 Repentia

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

100 Regular Rhinos

100 Repressors

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66c55d No.52222

Dice rollRolled 2, 48, 68 = 118 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 408 Space Marines

79 Scout Marines

1820 Chapter Thralls

48 assault bikes

Rakmaal Demicus

Rosarius

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.Continue repairs to the apothecary

2/3 a warboss on my planet? I don't think so. Captain demicus has the landraider cart him and his assault bike straight over to the warboss, once in range Demicus guns the bike brandishing his thunder hammer with his free hand he lives up to the chapters name giving the ork the middle finger and shouting at it to "Make peace with whatever filthy greenshit thing it worships" as Demicus plans on beating the disgusting ork to a bloody pulp. +35

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d02dae No.52223

>>52216

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, No 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, No Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

3 Knight Crusader, No 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,Stormspear Rocket Pod, Titanic Feet)

1 Knight Errant, No Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, No Damage

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Stormspear Rocket Pod, 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

1 Knight Styrix, No Damage,

(Blessed Autocimulacra, Adamantine Armour, Ionic Flare Shield, Volkite Chieorovile, Carapace-Graviton Crusher, Hekaton Siege Claw with built-in twin-linked Rad Cleansers, Empyreal Preysight, Titanic Feet)

Secutarii; Hoplites, and Peltasts 44,390/44,390

Skitarii; Half Van and half Ranger 283,500/283,500

Secutarii Axiarchs 135/135

Mechanicus Movement Cost -25%

PDF 40,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank

163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer) [2748 Carry Capacity]

386 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1160 1st gen Grail Born (1160) [3840 Carry Capacity]

[7872 Carry Capacity]

10 Manticores

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's Might', Two-handed, +20, x3 damage against Daemons)

25,000 Armed Servitors, for Labor and work in the Manufactorum

25,000 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

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Lost Agari City; Safety Zones Cleansed, Nomadic Agari Tribe Support, Rebuilding Underway,

Location of Eastern Guard Fortresses Discovered

Omnissiah's Will

Quest for Knowledge: Available every third battle turn.

Steel Pact Income; 4350 per peace turn

3850 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Stat Post

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d02dae No.52224

Dice rollRolled 34, 70, 5, 77, 29 = 215 (5d100)

>>52223

Strategy: Dig in to protect the western flank, Invest strong troops; Axiarch, Secutraii, Sisters of Battle, and Space Marines etc. into the forward redoubt as a central position that can look over the battlefield, and as a literal cornerstone to the line. The Chimeras can cross rivers, cover distance quickly, and carry troops making an excellent resource for bringing forward reserve troops when needed. We can keep the Chimeras in the near-rear, ready to quickly deposit almost 7k troops at any point while their autocannons and flamers bring hell then come back for more men and ammo. We have the Gate of the East and as such we can make use of the protection it lends to our Imperial Knights when repair and resupply is needed to protect them against the Ork Mek Gunz.

Three Lances to stem the Ork tide. Lance Immortal Regis will operate on the western line. Lance Imperishable Will shall operate on the southern line. Lance Golden Clover will act as an Enemy Titan Hunting Lance.

Lance Immortal Regis; Warden, Errant, Crusader.

Lance Imperishable Will; Gallant, Crusader, Crusader

Lance Golden Clover; Styrix, Preceptor, Valiant, and the 2 Armiger Knight Helverins linked to the Preceptor.

1 Dig in; Connect existing Varuke Dipper lines to the forward position of the redoubt, and run them up along the river coming down from the mountain to cover the land west of Khe-Sanh. The river and rougher terrain should slow down an Ork advance from that direction, giving that side a strong advantage. The southern trenches that are already establish will be deepened, the eastern river makes a good border to slow down, prevent effective flanking, and funneling the Orkz straight into our position.

2 Plant Mine Fields. Subtlety is wasted on the Orkz, so we should focus on getting them onto the field as quickly as possible, but always in the best places. The nomadic Agari tribes who now owe me their serivce will make for excellent pathfinders and trappers to pick positions for the mines, and scouts to keep an eye on the Orkz.

3 Evacuate civilians to the Gate of the East. Khe-Sanh is in immediate danger, if it comes under siege and direct assault the casualties will be enormous. We shall move as many from as possible into our more defensible fort into the mostly empty, but secure, Titan Storage area.

4 Bless the Knights. The hour is dark and our need is great, rouse the Knights to their duty such that the enemy will regret the path that has led them here. Grant mercy to the lost and corrupted machine spirits the Orkz have brought.

5 Prepare medical supplies for our allies and for our own Crux Mechanicus endeavors to preserve the forces on this front.

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ce91e2 No.52225

Dice rollRolled 48, 55 = 103 (2d100)

>>52222

If you roll twice, then so does the warboss to keep things fair. As he is a Bigger and more powerful ORK, he has a +25 dueling bonus. Please talk with me in regards to your equipment so I may assign appropriate health values.

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2de2bf No.52229

Dice rollRolled 72, 73, 43 = 188 (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

5 Favor

>TROOPS:

290 Standard Space Marines ("4" Companies)

0 Wounded Space Marines

111 Scout Space Marines (1 company)

115 Death Company Space Marines (1 Company)

0 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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]

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 15/100%

>Relics

+Wings of Volatus - +15 to Attacks from Above

1/2. Having once again taken time to reach their orbital ship, the Carnelian Martyrs prepare once again for TACTICAL DEEP STRIKING in the midst of the Western Ork Horde, dropping in strength to find the largest Ork beast in the horde and to kill it

3. Ahead of the main force the Death Company would drop in full; the Chaplin would be heading up the Company, Rhamiel, bearing the Wings of Volatus. Unlike their other brothers, The Death Company and their dreadnought would via Thunderhawk jump-pack drops, and in Brother Vasators' instance, Dropping directly from a Stormraven

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a29dd0 No.52230

Dice rollRolled 45, 36, 97 = 178 (3d100)

>>52221

1-2. Task Force Harridan strikes out from the Convent with one objective in mind, to throw the Orkoid assault on Khe-sahn into disarray. They strike the Xeno camps in a myriad of smaller spearheads, each designed to bleed the enemy and then break off and draw them out into range of the Citadel's heavy guns before they are truly ready to siege it, while also acting to cripple both any heavy ordinance they find and kill any Nobs they find too. seraphim land from thei skies from seemingly nowhere using their jjump pakcs to jump in and around the orks and shoot them down while lobbing prepared bombs into their heavy Mek Guns. Repressors charge through orkoid horde spewing fire and death while their mounted Retributors lash out with heavy ordinance cutting down ork and vehicle alike. Dominions use the tunnels to appear in the midst of the fell brutes only to melt them all to slag before disappearing s quietly as they came. Repentia would be held in reserve thrown into the orks teeth when the xeno advanced to quickly or needed an incentive to charge into the guns of the prepared defenses. The overall scheme was to cause as much damge as possible and drag a fragment of orks into range of the citadel to be killed peice meal and quickly.

+9 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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

3. The Famulous in charge of the array would continue to build up more medical detachments and help coordinate medical supplies for the planet.

rolling again cause Oldfag said too.

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6b4650 No.52253

Dice rollRolled 3, 94, 78, 75, 5 = 255 (5d100)

>>52217

>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

-Relic: Inferno Warblade

-Ion Shields

-Adamantine Armour

-Knight 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

Axiarch 'Sigma-5 Thrrec': Healthy

-Relic: Master-crafted Power Axe

-Volkite Serpenta

-Kyropatris Field Generator

-Refractor Shield

-Titanshard Armour

-Omnispex

-Shattersphere Grenades

-Augury Scanner

-Infantry Leader

99 Axiarchs

40000 Secutarii

290000 Skitarii

3000 Sancristans

10000 Tech-priests

3600 Centaurs (18000 Carrying Capacity)

>Credits

7466 and ⅔

>Projects

Khe-Sanh - Karanas Fortified Rail Line (10.4%)

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

Master-crafted Arc Maul: +5 to dueling.

Master-crafted Power Axe: +10 to dueling

>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: The Knights will attack in hit-and-run tactics upon the Ork horde, hopefully slowing their advance, giving our troops valuable time to set up a defensive position along the redoubt. The Knights more suited to long-range attacks, specifically the Castellan and the Crusader, will provide fire support from a distance.

+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'

2: The bulk of the army will dig, deepen and fortify the trenches present in the south-western regions of the redoubt.

+290000 Skitarii

+20000 Secutarii

3: The Tech-priests will provide the sacred unguents and holy psalms for the Knights and the redoubt defenses. Blessings be upon us in these trying times.

+10000 Tech-priests

4: The Sancristans must be ready to provide combat repairs to the Knights at first notice, as they are our first and strongest line of defense.

+3000 Sancristans.

5: The Centaurs, with their massive carrying capacity, will provide for the evacuation of Khe-sanh during war time to the Gate to the East. As House Varuke says, our Titan Storage is empty. The higher echelons of troops with superior cogitators will organize the evacuation.

+Axiarch 'Sigma-5 Thrrec'

+99 Axiarchs

+20000 Secutarii

+3600 Centaurs

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3f3855 No.52254

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

FULL / (833) Knights Élite

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

Witch Hunter w/ 100 Acolytes (INDEPENDENT AGENT DOING HIS THING)

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

25% to Bastion Tier Super Citadel

Shrines to the Lady Saints (Georgina and Lorraine)

+600 Credits to the Ecclesiarchy of Gaulle each turn (STEEL PACT)

NAT100 RAIL NETWORK

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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3f3855 No.52255

File: 00a0516593a2aa4⋯.jpg (76.35 KB,1020x604,255:151,ar24.jpg)

File: d3106d27de41692⋯.jpg (39.8 KB,275x378,275:378,275px-French370mmRailwayHo….jpg)

File: 8b85202a3b94a7f⋯.png (2.59 MB,3072x1654,1536:827,Battle Plan.png)

Dice rollRolled 84, 91, 63, 37 = 275 (4d100)

>>52254

1. "Hail engineer, rouse the machine spirits of thy metallic beasts to sally us forth to the foe"

>Time to put the new rail networks to use. Begin loading and boarding procedure and move our troops to several lines stacked behind each other upon the mountain range. Defenses in depth!

2. "The Greenskins bringeth digging implements, they mean to ape us! Show them their folly and sink the very ground beneath them!"

>With our armored trains, begin launching Tremor Gun shells on the western ork positions, spoiling their digging efforts by collapsing the ground and making quicksand of the soil beneath their ranks

3. "Earthshakers, let thy name ring true! Exorcists, rain fire upon the enemy.!"

>Begin shelling the western orks with the Earthsakers and Exorcists, trying to disrupt their efforts

4. "Omnissiah's eye bless our aim, Lady Saint guide our holy light!

Pray that the techpriests have fine tuned our targeting helms!"

>Start sniping the orks from very, very far away using our hotshot lasguns aided by our void armor helms . There is a time for rapid fire, and a time for accuracy.

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3f3855 No.52256

File: 304289672000e8a⋯.png (3.13 MB,3072x1654,1536:827,bombard.png)

Dice rollRolled 84, 86, 100, 86 = 356 (4d100)

>>52215

Faust isn't able to get on for an update tonight, so he asked me to post this for him and to make him a map.

>#1 test the new Stygies pattern Magmas shells on the western orks. this will be very effective against any digging attempt

>+11

>#2 fire battery #2 on the west orks

>+11

>#3 fire battery #3 on the west orks

>+11

>#4 fire battery #4 on the west orks

>+11

>+11

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3f3855 No.52257

I HAVE DISCOVERED A THING. AGAIN.

AND I AM TELLING THE WITCH HUNTER AND THE INQUISITION

SO SAYETH I.

"Blood of the saints! Another one? Seek the Inquisitor at once, and tell him thusly. This finding is most disturbing, and I suspect a foul hand in this.

Seek his guidance upon whitherever we shalt respond to this."

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3f3855 No.52258

>>52257

>Several high explosive charges later

The matter is now officially [REDACTED] by order of the inquisition.

That means it's been resolved. For now. Without publicity.

Blessed is the mind too small for doubt.

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dcc831 No.52260

Dice rollRolled 3, 74, 17 = 94 (3d100)

>>52217

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

30,800 credits remaining

TROOPS:

125,000 Combat Servitors (125,000 total)

125 Kataphrons (125 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

3 Armiger Warglaive (Lesser)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

6 Salamander Recon Tanks

5 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. The forces of Epsilon will be split for the initial stages of the conflict as the Ork threat has not yet reached any reinforced positions the meat of the force will move to reinforce the tunnel systems near the Orkish force setting up a series of kill zones to defend in and then retreat to once it becomes too dangerous

75,000 Combat Servitors

125 Kataphrons

5 Kastellans

20 Kastelllans with Incendine Combustors

2 Karacnos Heavy Tanks

260 Data Smiths

2. While the smaller constructs are doing that the heavier forces will move to harrass the Orks from the surface in the hopes of pushing them towards Karanas and prevent them from combining with the Larger Horde

50,000 Combat Servitors

3 Armiger Warglaives (Lesser)

40 RAC's

5 Thanatar Siege Automata

60 Data-Smiths

150 Avenger Class Strike Fighters

10 Manticores

6 Salamander Recon Tanks

3. The Fort will continue to be reinforced towards Bastion level (Can I just say it was at 2/3 since I forgot to track or should I set stuck with 1/3 done so far)

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ce91e2 No.52275

>>52219

You set up in the area south of Khe-Sanh inside the Varuke Trench Lines that had been established earlier by House Varuke. You strengthen their fortifications by adding additional reinforcements to the trenches themselves, and establishing heavy weapon emplacements within these trenches using your heavy bolters and lascannons. The Orkz will come in due time, and your men will be ready. Your sappers over in the west manage to blow up many clusters of Orkz, but their efforts at digging are relentless. They are singleminded in their approach to doing so, and very little stops them. In fact, the explosions may have even brought them closer to their goal in digging!

Casualties:

None

Killed 160,000 Orkz in the west.

>>52220

Your squats relentlessly train within Khe-Sanh. Ruffshod oversees these preparations and training within Khe-Sanh. He knew for certain that the Orkz were going to get close and then begin to shell the place, and eventually break in. The Squats were here to make sure that they would get stopped in their tracks. (+2 to Squat defense bonus) In the west, the Nightsiders are deployed under the cover of darkness. They creep up through the tunnels that the orkz are so vehemently digging past to get even deeper. Quick Strikes by the nightsider infiltrators manages to whittle down the Orkish numbers by quite a significant margin, however this does little to stop them.

Casualties:

1,500 Nightsider Infiltrators

Killed 135,000 Orkz.

>>52221

>>52230

You charge forward against the Orkz! It is a glorious sight to behold. However, an ally joins you in this endeavour. Captain Rakmaal Demicus charges alongside your canoness and helps cleave a way through the filth to reach the warboss, where he gives the warboss a proper good whack, incapacitating him temporary. However, the glory goes to your sisters today, who fight tooth and nail against the Orkz, who outnumber them enormously. Seraphim fly overhead disabling Mek Guns while Repressors roll over the Green Filth while Retributors atop these Repressors reduce surrounding Orkz into a green mushy substance. Dominions unleash waves upon waves of holy promethium, which turns the Orkz into bloody, charred messes. When the call for retreat was sounded, the repentia were thrown in to cover the retreat and then pull back along with the rest of the Sisters. Back at the base, the Famulous manage to pull together the men and supplies necessary for another medical contingent, and are roughly halfway there.

Casualties:

40 Sisters of Battle Lost

100 sisters of battle injured

200 Repentia Lost

1 Sisters Superior with Phosphor grenades Lost

Killed 90,000 Orkz, destroyed 2 Bonebreakaz.

>>52222

Apothecary repairs grind down to a halt, and one of your space marines swears that he saw a shadowy figure that looked like a Dark Eldar sneak with a piece of gene seed. By the time he got there to investigate there was no one there, and it looks as if a piece of gene seed has indeed gone missing! Meanwhile Captain Demicus, seeing his chance to get a good first strike against the Warboss known as BigGit Grotsmasha. He barrels through numerous orkz, pushing and whacking them aside with the help of his Thunder Hammer and Storm shield. He sees the warboss, gets in range and with the power of surprise on his side he launches a thunderous whack right into the chest of the Warboss! The wind is knocked right outta 'im! After that Captain Demicus has to pull out, for the Sisters have also decided to cut their losses and pull out as well.

Casualties:

None.

>>52223

>>52224

The work that requires connecting the Varuke Dipper Lines to the redoubt is very low, so it is completed with ease, and with the help of Mobwag you are able to further dig in and ensure that the south will put up a stiff fight! Afterwards, some mines are planted around the Redoubt, since that is probably the location where the best fight will be, which will naturally draw plenty of Orkz in search of a proper fight! With all this work however, you are unable to organize an orderly evacuation of Khe-Sanh, and what was supposed to be an Orderly evacuation erupts into a full blow riot, with citizens panicking, looting locations to get supplies and overwhelming what skitarii you left there! The Knights are blessed with holy incense and sacred oils. The Machine spirits respond particularly well to the sanctification, giving you an additional +4 bonus in combat for this battle only. Your medical supplies are also being rapidly prepared, however for Crux Mechanicus, which is an extremely laborious procedure, not enough supplies are prepared.

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ce91e2 No.52276

>>52229

First comes the death company, which is deployed with their trademark chaplains who rip and tear through the Orkish Lines, cutting through countless orkz in their boundless fury. The roaring of Chainswords can be heard for at least a kilometer as they pave the way for the rest of your forces. Chaplain Rhamiel flies in the sky using the Wings of Volatus, descending upon his enemies like a true angel and smashing their head in using his Crozius Arcanum. With the initial area cleared, your conventional Space Marine forces, along with the Dreadnoughts are deployed using Thunderhawks and Stormravens, as well as a couple of Drop Pods. Your marines gun down numerous Orkz, however you are completely surrounded, luckily that means you can fire in all directions! The Death Company, along with Rhamiel and Vastator slice and dice the Orkz while the rest of your forces fend off the Orkz from all angles, giving all of the Orkz that dare come near you a healthy dose of Bolter Shells to their heads. However, that's not the only thing that comes from the sky. You see massive shells the size of cars close in on your position, battering the orkz. Incredibly close as fuck, but either by the Grace of the Emperor, or by the Vile Machinations of Tzeentch you were miraculously spared. On the bright side, the Shells cleared such a wide area that you can easily make a quick getaway to the west, where the Infantrymen of Gaulle are holding.

Casualties:

1 Death Company Space Marine killed

1 Standard Space Marine killed

1 Scout Marine Killed

30 Space Marines wounded

15 Death COmpany marines wounded

Brother Emmanuel Slight damage

Brother Vastator Medium damage

Killed 190,000 Orkz

Inflicted Slight damage onto the Morkonaut.

Killed 5,000 Squigz.

>>52253

Your Knights engage in a hit and run attack on the Orkish Horde, however they are a bit late to the party. They arrive after the Sisters of battle have already begun their skirmishing attacks. However, the knights being less agile, and slow to respond to the withdrawal of the sisters of battle means that the Orkz rapidly begin to Overwhelm them. The Orkish Morkonauts and Gorkonauts focus fire upon your own Knights, and they are battered greatly, while the Knights are forced to contend with the Orkz trying to swarm them. Only the Castellan and Crusader manage to get away unharmed, the rest receive varying levels of damage. Your Skitarii and Secutarii begin to entrench themselves within the redoubt, providing last minute reinforcements to the redoubt and trenches around it. Heavy weapon emplacements are established while your Skitarii meditate, preparing for battle. After the Knights return, in a greatly battered state, your Tech Priests and Sancristans work at break neck speed in order to repair the knights. As for the City, it's gone to chaos. Your Axiarchs and Secutarii are also being overwhelmed, although have luckily been able to minimize casualties… Order must be restored!

Casualties (after repairs):

Knight Preceptor, Heavy damage

2 Knight Paladins, Medium damage both.

Knight Errants fully repaired

Knight Castigator Fully repaired

Inflicted 60,000 Ork Casualties.

>>52254

>>52255

The Engineers rouse the trains to battle! They are used to quickly and efficiently transport all your troops to the location where the trenches are being dug and fortifications are being created. The tremor guns start to unleash all of their firepower upon the Orkz, blasting apart the soil, making it incredibly uneven. This greatly helps the embattled Space Marine forces of the Carnelian Martyrs that are currently deep striking into their forces. While the tremor cannons set back progress by a significant amount, they simply cannot be stopped! They continue to dig, and dig, and dig! Seeing this, you order your exorcists to play a nice tune. They deliver, playing a sacred Hymn to the Emperor with their resplendent Organ, which has the pleasing side effect of firing missiles! The missiles pepper the Orkish positions, further weakening them, and aiding the forces of the Astartes that are fighting for their lives within the Orkz. Your men however, find it difficult to snipe from such a far position, and so few orkz are taken down.

Casualties:

None

Killed 75,000 Orkz.

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ce91e2 No.52277

>>52256

All of your batteries fire upon the Orkz! What a beautiful sight to behold. However, you receive a message that sends chills down your spine. The Space Marines executed Steel Rain right in the center of the Orkish Horde… Could it be that your batteries might have just inflicted grievous casualties upon the sons of the emperor…? A few minutes later, you are relieved that not a single Space Marine was lost due to friendly fire. You chalk it up to the Grace of the most high and mighty God Emperor of man protecting his sons in battle. Afterwards, spotters relay that you must have killed approximately 500,000 Orkz with a single volley! Impressive! However, they continue to dig and dig.

Casualties:

None

Killed 500,000 Orkz.

>>52260

Your forces arrive in the tunnel systems, however they do not have the angles nor the space to set up kill zones, as it is more simply a large hallway, however you muster whatever shitty cover you can in order to protect you from when the Orkz inevtiably break through. Magos Prime Myrmidax Sareal Tesht spots someone out of the corner of his eye sneaking away, however he responds too late to stop them. Your forces on the ground itself have a much better time gunning down the western horde. RACs, Thanatar Siege automata and Manticores fire from a distance, awaiting for fire commands to blast apart the Orkz while Armigers pave the way for the Servitors and Salamander Tanks to push into the Orkish formation while Average strike fighters strafe from the skies! The Fort itself has no progress made on it (Keep it at 1/3).

Casualties:

2 Armiger Warglaives Medium damage

6,000 Combat Servitors destroyed

2 Salamander Recon tanks damaged

Killed 140,000 Orkz, slightly damaged a Gorkonaut.

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ce91e2 No.52278

File: 02b53b56d5871f3⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

File: 51d55f4911afe06⋯.png (163.62 KB,3135x1518,95:46,Khe Sanh Map.png)

Warboss BigGit Grotsmasha

11,850,000 ORKZ

6 Gorkanautz

6 Morkanautz

5 Deff Dredz

38 Battlewagonz

5 Killa Kanz

1,000 Mek Gunz

Central Front Information:

5 to 6 Million Orkz

A LOT OF DIGGIN' EQUIPMENT

Orkish Digging Equipment

40,000-70,000 Squigz

1 Gorkanaut, slightly damaged

1 Morkanaut, slightly damaged

As of right now, the Central Front is being harried by all sorts of Imperial Forces, but the Orkz seem to be relentless in their quest to dig! They are only dedicating as much forces as they need to speed up digging. In the east, the Orkz are starting to engage the Imperial Forces. Along the Southern Varuke Dipper lines, ork forces are skirmishing the Imperial Forces, that is to say, it appears that the less "desirable" and less "big and strong" orkz are present here. In the redoubt, many orkz are attacking it, searching for a good and proper fight against the Mechanicus forces holed up there. However, in an impressive feat of Orkish Intelligence, it appears that the Warboss is taking the bulk of his heavy forces, such as Morkonauts and Gorkonauts around the Redoubt towards Khe-Sanh directly! In the rear, the Mek Gunz relentlessly pound away at Khe-Sanh's walls, inflicting some damage. The walls hold strong however! A lot of engineering and work went into building them, reinforced Ferrocrete, Ceramite, and Adamantium won't be destroyed that easily!

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2de2bf No.52279

Dice rollRolled 98 (1d100)

>>52276

Death Company Dread

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d02dae No.52280

>>52275

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, No 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, No Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

3 Knight Crusader, No 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,Stormspear Rocket Pod, Titanic Feet)

1 Knight Errant, No Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, No Damage

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Stormspear Rocket Pod, 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

1 Knight Styrix, No Damage,

(Blessed Autocimulacra, Adamantine Armour, Ionic Flare Shield, Volkite Chieorovile, Carapace-Graviton Crusher, Hekaton Siege Claw with built-in twin-linked Rad Cleansers, Empyreal Preysight, Titanic Feet)

Secutarii; Hoplites, and Peltasts 44,390/44,390

Skitarii; Half Van and half Ranger 283,500/283,500

Secutarii Axiarchs 135/135

Mechanicus Movement Cost -25%

PDF 40,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank

163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer) [2748 Carry Capacity]

386 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1160 1st gen Grail Born (1160) [3840 Carry Capacity]

[7872 Carry Capacity]

10 Manticores

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's Might', Two-handed, +20, x3 damage against Daemons)

25,000 Armed Servitors, for Labor and work in the Manufactorum

25,000 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

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Lost Agari City; Safety Zones Cleansed, Nomadic Agari Tribe Support, Rebuilding Underway,

Location of Eastern Guard Fortresses Discovered

Omnissiah's Will

Quest for Knowledge: Available every third battle turn.

Steel Pact Income; 4350 per peace turn

3850 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Mines Deployed Around Redoubt

Machine Spirit Knight Blessing +4 (This Combat Only)

Stat Post

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d02dae No.52281

File: f32ca11e54352a5⋯.png (162.39 KB,3135x1518,95:46,Armored Fist Strike on Mek….png)

Dice rollRolled 24, 51, 92, 85, 63 = 315 (5d100)

>>52280

1 Battle (+18), +5 Redoubt, +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing, Defensive Battleplan, Ally Deployment, Deeply Entrenched, Developed Trenches, Geographic Advantages, Well Supplied, (SoB) Medical Support, Titan Storage Protection, 3 in 10 Troops with Transuranic Arquebus, Skitarii Deployment Speed, Noosphere

The strategy is set and the lines are strong. FIGHT

Strategy: Dig in to protect the western flank, Invest strong troops; Axiarch, Secutraii, Sisters of Battle, and Space Marines etc. into the forward redoubt as a central position that can look over the battlefield, and as a literal cornerstone to the line. The Chimeras can cross rivers, cover distance quickly, and carry troops making an excellent resource for bringing forward reserve troops when needed. We can keep the Chimeras in the near-rear, ready to quickly deposit almost 7k troops at any point while their autocannons and flamers bring hell then come back for more men and ammo. We have the Gate of the East and as such we can make use of the protection it lends to our Imperial Knights when repair and resupply is needed to protect them against the Ork Mek Gunz.

Three Lances to stem the Ork tide. Lance Immortal Regis will operate on the western line. Lance Imperishable Will shall operate on the southern line. Lance Golden Clover will act as an Enemy Titan Hunting Lance.

Lance Immortal Regis; Warden, Errant, Crusader.

Lance Imperishable Will; Gallant, Crusader, Crusader

Lance Golden Clover; Styrix, Preceptor, Valiant, and the 2 Armiger Knight Helverins linked to the Preceptor

2 Repair Knights. +18 The Knights would need to be kept in their best condition to combat the Ork Titans.

+1650 Tech Priests [1450 Novice] [200 Veteran], +Machine Spirit Blessing, Well Supplied, Titan Storage Protection,

3 Crux Mechanicus. +18 With the presence of the Order of the Cleansing Dawn we should be able to make our supplies last, and they would need to as this battle was likely to endure for a long time.

+1650 Tech Priests [1450 Novice] [200 Veteran], Well Supplied, (SoB) Medical Support, Deeply Entrenched, Developed Trenches,

4 Spot Enemy Maneuvers. +18 Our spotters would keep a look out for the maneuvers of the Orkz so that we could respond through the Noosphere and counter them.

+Central Redoubt, Noosphere, Agari, Khe-Sanh proximity

5 Activate Mines, Breakthrough and Flanking Armored Fist Strike on the Mek Gunz by Chimeras, Grailborn, and Skitarii. +18 We would clear the path and disorient the Orkz by activating the northern mine fields, allowing the Chimeras to pass through and burn with their heavy flamers anything that was still in their way and slowing anything that tried to chase them through a wall of fire. Then our Armored Fist would move with all haste to flank the Mek Gunz pointed at Khe-Sanh to the tune of more then 500 Autocannons loaded by Grailborn. If the Warboss tries to send aid or if Orkz leave the redoubt area we will be able to tell with our spotters and then warn the Armored Fist to complete their attack and return to the redoubt by activating the southern mine fields to clear a path inside.

+Mines around redoubt, Noosphere, Skitarii Deployment Speed, Transport Carry Capacity of 6588

163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer) [2748 Carry Capacity]

386 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1160 1st gen Grail Born (1160) [3840 Carry Capacity]

The Orkz had the typical Ork advantages; Numbers, Aggression, and their physiological traits endowing them with robustness and mass. We possess all other advantages.

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6ae9e3 No.52292

Dice rollRolled 89, 57, 97, 9 = 252 (4d100)

>>52278

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, +7 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

20,650 Credits

Steel Pact (4,350)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

77,500 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,498 Ratling Snipers

22,500 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

23,500 Squat Troopers

13,750 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Train the Squat defense bonus. "As the orks are still out of range of our conventional arms the training will continue."

2. Gatehouse laser to target the morkanautz.

3. Evacuate citizens. "House Varuke has offered to take in excess civilians in their eastern fortress to ensure combat efficiency of the city. We will send the arbites to ensure the safe and immediate transferal of designated persons."

13,500 Khe-Sahn Arbites

4. Sabotage digging equipment. "It is apparent that whatever the orks are doing it is not good, we must send the infiltrators to target their mining equipment and any meks that can repair it."

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a29dd0 No.52299

>>52275

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

890/930 Sisters of Battle with Combiflamers

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

100 Melta Equipped Dominions

100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

29/30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

800/1000 Repentia

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

100 Regular Rhinos

100 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, Convent is sanctified, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 100% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils. Olagas upper and mid hive cleared of sigils. librarium Recovery begun

2,290 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

Luciana Veritova is a Veteran Fighter +10 to all duels.

Task Force Harridan

660 Sisters of Battle with Combiflamers

100 Injured Sisters of Battle 2 turns

80 Heavy Flamer Equipped Retributors

80 Heavy Bolters Equipped Retributors

40 Multimelta equipped Retributors

80 Melta Equipped Dominions

80 Seraphim

79 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

25 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

8 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

800 Repentia

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

100 Regular Rhinos

100 Repressors

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a29dd0 No.52300

Dice rollRolled 83, 3, 73 = 159 (3d100)

>>52299

1.2 Since House Varuke is making a move to silence those damn guns, we're going to give them a window. Begin a campaign of hitting the Warboss's group in hit and runs just like we did previously. We will hit them from a thousand angels, saving our heaviest troopers and Repentia to obstruct the nauts if they turn to head House Varuke off. The more mobile units will hit the horde early and often, and should they turn in any given direction without cover? They will bleed the enemy's rear vigorously.

+9 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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

3.The sisters Famulous and Pronatus return to cleaned Olagas of sigils, wherever they may be found.

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4ada9a No.52304

Dice rollRolled 46, 80, 83 = 209 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 408 Space Marines

79 Scout Marines

1820 Chapter Thralls

48 assault bikes

Rakmaal Demicus

Rosarius

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

send 20 marines over to gaulle infantry

1.Send our forces in to punch through the orks to make way for captain demicus to engage the ork boss

2.ENGAGE THE ORK WARBOSS MOTHERFUCKER

3.Continue repairs on the apothecary

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ce91e2 No.52317

Dice rollRolled 64 (1d100)

>>52304

Warboss counter-roll!

+25

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3f3855 No.52338

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

FULL / (833) Knights Élite

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

Witch Hunter w/ 100 Acolytes (INDEPENDENT AGENT DOING HIS THING)

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

25% to Bastion Tier Super Citadel

Shrines to the Lady Saints (Georgina and Lorraine)

+600 Credits to the Ecclesiarchy of Gaulle each turn (STEEL PACT)

NAT100 RAIL NETWORK

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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1e3624 No.52349

Dice rollRolled 57, 9 = 66 (2d100)

>>52218

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 200

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw, Black River Elite

Major Kreibar, Black River Elite

>Troops:

>Mobwag HQ: (Stationed at: Citadel Sick Yellow)

200,000 PDF Soldiers

20,000 Black River Elites (Old Carpace Armor, Improved Lasguns)

25,000 Black River Veteran Engineers (Combat Engineers)

1,000 Autocannon Teams (3x PDF)

200 Lascannon Teams (2x PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Ortal Fortifications Section: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Artifacts:

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

>Task Force River Road

458,255 PDF Soldiers

250,000 Poorly-Equipped PDF

55,360 Combat Engineers

35,725 Agri PDF Soldiers

8,018 Autocannon Teams (3x PDF)

1,318 Lascannon Teams (2x PDF)

818 Heavy Bolter Teams (2x PDF)

Medic Detachment (reduces casualties by 10%)

1,350 Thudd Guns

>Reserves

81,040 Black River Veteran Engineers (Combat Engineers)

46,435 Black River Veterans (PDF)

24,998 Black River Elites (Old Carpace Armor, Improved Lasguns)

3,775 Black River Agri Veterans (Agri PDF)

982 Black River Autocannon Teams (3x BR Vet)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

+ Weapons Industry (4k standard Guard Equipment per peace time turn & after battle)

>Kill Count:

+ 3,220,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 50 Gunwagonz

+ 48 Bonebreakas

1. In the west Mobwag would try to pressure the Orks and push their line, cutting off their diggers from the rest of the Orkish line and flooding their tunnels by diverting the river. They would be supported in this endeavor by Black River Elites tasked with focusing on the hardpoints and breaking any pockets of resistance which would emerge. Their efforts would be led by Major Kreibar.

2. In the East already dug in, led by Colonel Steeljaw bearing the Standard of Wagmob the 2nd Koronam Regiment would dig in even deeper solidifying its grasp. Awaiting the Orkish assaults. They would be keenly aware of any Orkish sappers as they had already observed such behavior in the West.

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0dc758 No.52367

File: 2fe5a4115219fa7⋯.png (661.2 KB,677x524,677:524,CeastusAssaultRamFlight01.png)

Organization Name: Sanctioners of Cataclysm

Category: Adeptus Astartes

Sub-Category: Great March Force

TROOPS:

120 Space Marines

10 Castraferrum Dreadnoughts

2 Contemptor-Cortus Dreadnoughts

12 Deimos Predator Destructors

BONUS:

+10 Predator Actions

Highly Decreased Casualty Rate(Vastly less reinforcements)

8th Line Composition:

2nd Gun Division:

Strength: Sixty Marines

Division Lord: Botheric "Grand Sergeant Botheric"

Lord Traits: True frontline General, tactically adept, outspoken

Battle Section Judalin(Balanced Configuration):

1 Wrack Maniple[5 Tactical Support Specialists]

1 Breach Bearer Convent[5 Boarding Shield Specialists]

1 Slayer Brotherhood[5 Assault Specialists]

1 Proclaimer Cohort[5 Heavy Weapons Specialists]

Dynatos Jauk(Castraferrum Pattern)

Dynatos Kullius(Castraferrum Pattern)

Two Deimos Predators

Battle Section Causarius(Balanced Configuration):

1 Wrack Maniple[5 Tactical Support Specialists]

1 Breach Bearer Convent[5 Boarding Shield Specialists]

1 Slayer Brotherhood[5 Assault Specialists]

1 Proclaimer Cohort[5 Heavy Weapons Specialists]

Dynatos Nonnossus(Castraferrum Pattern)

Dynatos Qualius(Contemptor-Cortus Pattern)

Two Deimos Predators

Battle Section Andus(Balanced Configuration):

1 Wrack Maniple[5 Tactical Support Specialists]

1 Breach Bearer Convent[5 Boarding Shield Specialists]

1 Slayer Brotherhood[5 Assault Specialists]

1 Proclaimer Cohort[5 Heavy Weapons Specialists]

Dynatos Undier(Castraferrum Pattern)

Dynatos Raves(Castraferrum Pattern)

Two Deimos Predators

5th Gun Division:

Strength: Sixty Marines

Division Lord: Aeldemer "Scion Aeldemer"

Lord Traits: Ancient Veteran, Fully honored, Melancholy, Tired

Battle Section Cyne(Balanced Configuration):

1 Wrack Maniple[5 Tactical Support Specialists]

1 Breach Bearer Convent[5 Boarding Shield Specialists]

1 Slayer Brotherhood[5 Assault Specialists]

1 Proclaimer Cohort[5 Heavy Weapons Specialists]

Dynatos Vetranis(Castraferrum Pattern)

Dynatos Salvian(Contemptor-Cortus Pattern)

Two Deimos Predators

Battle Section Esinier(Balanced Configuration):

1 Wrack Maniple[5 Tactical Support Specialists]

1 Breach Bearer Convent[5 Boarding Shield Specialists]

1 Slayer Brotherhood[5 Assault Specialists]

1 Proclaimer Cohort[5 Heavy Weapons Specialists]

Dynatos Vinus(Castraferrum Pattern)

Dynatos Megas(Castraferrum Pattern)

Two Deimos Predators

Battle Section Vaz(Balanced Configuration):

1 Wrack Maniple[5 Tactical Support Specialists]

1 Breach Bearer Convent[5 Boarding Shield Specialists]

1 Slayer Brotherhood[5 Assault Specialists]

1 Proclaimer Cohort[5 Heavy Weapons Specialists]

Dynatos Robiertan(Castraferrum Pattern)

Dynatos Rogatus(Castraferrum Pattern)

Two Deimos Predators

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0dc758 No.52368

File: 8ed2b290c367fcd⋯.jpg (109.12 KB,1200x859,1200:859,71588225026c8999da1df6b700….jpg)

Dice rollRolled 40 + 10 (1d100)

>>52367

Roll 1. "If we do not kill the Mek Guns, Khe-sans walls will die sooner than we can allow." Said Cyne, his hand brushing dust and dirt from the barrel of his bolter. The massive dreadnought next to him made a clunking noise, and though he was no Tech-Artisan he could barely make out the laughter such a sound indicated. "Your skill at stating the obvious is admirable Young Cyne. It must have won you many battles, this power to state the effect." The Sectioner nodded respectfully to the ancient ones mockery. "Thank you Dynatos, and im sure your jestful ways have confused many a foe."

Dynatos Salvian made another clunking faux-laugh and began to walk away from his fellow astartes, slate grey armor covered in the dust that so freely flew through Koronam. "Let us go young brothers, this world bores me, and I wish to wet my claws with the blood of the worthless Orks." The Contemptor stopped next to his fellow dreadnought, the two ancients taking their place directly behind Cyne's Battle Section and flanked by the two idle rumbling Predators. The arrangement was perfectly ordered, the Breachers in the front with shields at the ready, the Slayers behind them with their staves planted firmly in the dirt, and the Wracks and Proclaimers behind them. Battle Section Cyne was isolated, but not alone. Throughout the mountains and plains the rest of the 5th Division waited for the Ork Warboss and his horde. They all stood like this, together, ordered, for just a few minutes more. It was important that as death surveyed the forces of the coming battle, it found the Sanctioners devoted and ready. Five minutes passed, then ten, not a soul moving.

"The Watch has concluded. Commit to Veritas Formation 89." Spoke Aeldemer across the vox, voice firm and powerful. The three sections of the 5th broke from their stance. Formations were taken, the dusty remnants of numerous fortifications and trenches hidden inside of. Ten thousand crevices covered the Plains, more than enough for the Sanctioners to fight with. The marines took up positions just in range of their tanks, the serf-driven Predators turning their turrets this way and that in search for the Orks. Their mission was simple. Slow the Orks progress, drain their numbers, give Khe-san time to prepare. Contrary to the statements of their allies, it was not to die needlessly. Preferably it was not to die at all, if it could be helped. In the crevice next to Cyde, Slayer Jaikun began to swing his Chained Star, the chain gripped in one hand and the weapon starting to glow as the first Orks crossed his position. Near their position Breacher Dezmund felt a heavy boot stomp on his shield from above, but made not a sound as the Ork crossed over him. He thumbed the ammunition switch on his bolter, preparing the Inferno bolts he had procured for this war. Even orkoid muscle would fail against the fire the mass-reactives would spew shortly after impact, and not all Orks weredumb enough to cross a tide of flaming corpses.

The 5th waited until the outriders crossed them, howling and laughing in their gutteral language, and when portions of the main force finally passed into the range of every Sections guns, the order was given. "Engage." Ordered Aeldemer. The response was instant, as sixty marines emerged from their positions and yelled their cry of war. "Fear! For Death watches this day!" And the battle begun in earnest…

Forces: 5th Gun Division, +10 Predator Actions

Roll Action: Ambush the Ork warbosses horde and slow their progress to Khe-San, and distract them from the primary goal. One Predator is using juggernaut rounds for the purpose of the Orks vehicles, other is using standard explosive autocannon and heavy bolter rounds to deal with the Orkish infantry. The majority of the force is equipped with anti-infantry weapons, ranging from basic bolter rounds to flamers and eviscerators and so on.

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0dc758 No.52369

File: f7f76cd7676ac6e⋯.jpg (100.66 KB,823x954,823:954,a20bd4b4443798b1aab3150a49….jpg)

Dice rollRolled 15 + 10 (1d100)

>>52368

Roll 2: "We have engaged." Botheric blink-acknowledged the message, focused purely on the mission ahead. The 2nd Gun Division ran at full speed, having taken a roundabout way to flank the Orks mek-guns. For hours they had been running, attempting to make their way to the enemies artillery. It had not been easy, circumventing millions of greenskins. They had run through crumbling tunnels, overgrown trenches, and decrepit bunkers in the dash, and still had yet to arrive. Twelve times the entire division had to stop and hold as the Orks laughed and roared and lollygagged in their path, each time closer than the last to being found out. But they had made it this far, and if they werent dead yet it meant they had a high chance of completing their mission, and keeping Khe-san from falling to the Orks waves of artillery.

Force: 2nd Gun Division

Operational Objective: Launch a surprise attack on the Orks Mek-guns. Juggernaut rounds for this mission for their great anti-armor capabilities, along with other anti-armor munitions and weapons such as missile launchers and lascannons.

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dcc831 No.52372

Dice rollRolled 36, 14, 52 = 102 (3d100)

>>52277

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

30,800 credits remaining

TROOPS:

119,000 Combat Servitors (125,000 total)

125 Kataphrons (125 total)

5 Kastellans

20 Kastelllans with Incendine Combustors

3 Armiger Warglaive (Lesser) (2 Medium Damage)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

4 Salamander Recon Tanks (2 Damaged)

5 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1.If the tunnels can't be properly reinforced then they instead need to be turned into a trap for the Orks, set up sections of them for collapse in case the Ork forces manage to enter we can excavate them later.

2. My Manufactorum should also be tasked with the production of digging machines both for repairing the tunnels but also for more rapidly setting up trenches for future engagements

3. My Land forces will continue to harass the Western Orkish Horde reinforced by some of the local forces that were in the tunnels while the rest deal with setting up the on demand destruction of local tunnels.

100,000 Combat Servitors

1 Armiger Warglaives (Lesser)

40 RAC's

5 Thanatar Siege Automata

60 Data-Smiths

150 Avenger Class Strike Fighters

10 Manticores

4 Salamander Recon Tanks

2 Karacnos Heavy Tanks

5 Kastellans

125 Kataphrons

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2de2bf No.52390

File: bc6c12553e0800d⋯.png (480.02 KB,470x602,235:301,Daenor_Panoply.png)

File: 4385cb97754d17f⋯.jpg (97.08 KB,1200x675,16:9,Dx1OLZ8X0AAu3tI.jpg)

Dice rollRolled 90, 66, 90 + 20 = 266 (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

5 Favor

>TROOPS:

259 Standard Space Marines ("4" Companies)

30 Wounded Space Marines

110 Scout Space Marines (1 company)

99 Death Company Space Marines (1 Company)

15 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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)] >Slight Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple] >Medium Damage

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 15/100%

>Relics

+Wings of Volatus - +15 to Attacks from Above

1/2/3. WORD HAS REACHED OF US THE WARBOSS, WE ARE TO REDEPLOY AT ONCE AND STOP THIS MENACE. WE SHALL DESTROY HIS VANGUARD AND OUR OWN DEATH COMPANY SHALL PERSONALLY BE DROPPED VIA THUNDERHAWK DROPPACK INSERTION DIRECTLY INTO THE VILE BEASTS STUPID FACE SAAAAAAAAAAANNNNNNGUUIIIIIIIINNNNNIIIUUUUUUUSSSSSSSSSSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

- Vox cast of Chaplin Rhamiel as he plummets towards the Warboss on the western front

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ce91e2 No.52391

Dice rollRolled 21, 52, 63 = 136 (3d100)

>>52390

assuming nothing changes these are the counter rolls.

+25

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66c55d No.52394

Dice rollRolled 17, 53, 22, 68 = 160 (4d100)

Counterrolling fuck off scruffy

My squad is going to keep him at bay shooting him down if needed

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2de2bf No.52395

Dice rollRolled 39, 66, 96, 32 = 233 (4d100)

>>52394

Straffing with Stormravens

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2de2bf No.52396

>>52394

A hail across the vox comes as the "Sons of Dorn" turn their guns upon the supporting fire from the Carnelian Martyrs

"You would rather fight your cousins then the Orks, what foul perversion has filled your mind?"

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66c55d No.52397

Dice rollRolled 39, 5, 76, 76 = 196 (4d100)

Children of sangunius stand down, the ork warboss must be taken out by captain demicus alone, its skull is required to be vlaimed in solo combat to open the holy vault" Is shouted out over the vox channels in hopes the sanguinaries would withdraw…if not they had their orders

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2de2bf No.52398

>>52397

"That vault is property of the Imperium and the mechanicus, I'm sure you'll be reporting its location soon enough"

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ed4d51 No.52399

Dice rollRolled 80 (1d100)

>>52049

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: 22,000

TROOPS:

470,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

5,000 Varuke Combat Tier and 15,000 Armed Servitors

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. Initiate Project Omega

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3f3855 No.52401

File: 0e60f9c199d1956⋯.jpg (80.83 KB,800x800,1:1,commando-assault-product-2….jpg)

Dice rollRolled 16, 76, 87 = 179 (3d100)

>>52338

1. "Emperor's teeth, what is going on?" asks the Duke. "the Space Marines are pulling out now? When they hath infiltrated so deeply? Madness!"

This did not bode well. Nonetheless, the initiative must be maintained. The previous bombardment and the opening created by the Carnelian Martyrs must be held. Like a hot iron inserted into a wedge, we will widen the breach.

With heavy shields and heavy armor, the knights made their way forward into the tunnels, lead by their squat allies who were experts in tunnel warfare. In the narrow corridors, it would be armor against armor, gun against gun, and we would prove the superior. Our 'dakka' is superior! Our armor is ''arder'. Their numbers will do them naught, and we will 'smash these greenskins!

kinda like this https://www.youtube.com/watch?v=j6aIlhNIask

2. Have our Squats figure out what the enemy is doing. Why are they digging, what are they looking for.

Capture an ork boy or a mek alive at all costs, so we may send them to the inquisitor for interrogation. Even the methods of the Ordo Xenos know how to extract information out of an Ork.

3. Weakpoints! Find the weakpoints in whatever in the warp they are digging! We must look for optimal places to fire our artillery upon so we may collapse and befoul their digging efforts!

Send these coordinates to our own and allied artillery, and have them bombard the weaknesses in the Ork tunnels to destroy them! Meanwhile our ground forces will harass them from the tunnels that remain.

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29b26e No.52405

Dice rollRolled 41, 98, 97, 22, 26 = 284 (5d100)

>>52276

>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

-Relic: Inferno Warblade

-Ion Shields

-Adamantine Armour

-Knight Leader

-Relic: Omnissiah's Saving Grace

Knight Preceptor 'Ars Moriendi': Heavy 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': 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': No Damage

-Reaper Chainsword

-Thermal Cannon

-Stormspear Rocket Pod

-Heavy Stubber

-Ion Shields

-Adamantine Armour

Axiarch 'Sigma-5 Thrrec': Healthy

-Relic: Master-crafted Power Axe

-Volkite Serpenta

-Kyropatris Field Generator

-Refractor Shield

-Titanshard Armour

-Omnispex

-Shattersphere Grenades

-Augury Scanner

-Infantry Leader

99 Axiarchs

40000 Secutarii

290000 Skitarii

3000 Sancristans

10000 Tech-priests

3600 Centaurs (18000 Carrying Capacity)

>Credits

7466 and ⅔

>Projects

Khe-Sanh - Karanas Fortified Rail Line (10.4%)

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

Master-crafted Arc Maul: +5 to dueling.

Master-crafted Power Axe: +10 to dueling

>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: Hold the line! The bulk of our infantry shall dig into the trenches, giving ground if the advantage to it is large and the amount of trenches left allow us to do so. The enemy shall feel the pain for every meter they gain on us.

+290000 Skitarii

+20000 Secutarii

2: The elite infantry holed up in Khe-Sanh proper shall create trenches around the city in the case that the Ork lance heading for it reaches us. Let us hope it does not.

+Axiarch 'Sigma-5 Thrrec'

+99 Axiarchs

+20000 Secutarii

3: The Centaurs shall continue to transport civilians out of Khe-Sanh into the Gate to the East.

+3600 Centaurs

4: The Tech-priests and Sancristans will repair the Knights upon their return, and especially those already damaged. We cannot afford to loose a single one.

+10000 Tech-priests

+3000 Sancristans

5: The Knights shall continue to harass the Ork horde encroaching upon Khe-Sanh, for the lack of defenses in that particular region is particularly threatening. An exception shall be made for those too damaged for participation.

+Knight Castellan 'Oculi autem Deus'

+Knight Castigator 'Dies Irae'

+Knight Crusader 'Aeternam Vale'

+Knight Errant 'Fidei Defensor'

+Knight Errant 'Ad Imperatorem'

Omnissiah be with us.

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5e6eaf No.52469

Dice rollRolled 12, 35, 85, 49 = 181 (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 Personnell

>2000 Squat Troops

>1000 Squat Thunderers

>10 Surface to Orbit Cargo Shuttles

>100 Fury Interceptors

>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

>Improved Targeting Cogitators +3 to long range bombardment by Corvette Battaries

>Fin Stabilizers +5 Accuracy to all shelling rolls

>Gyrostabilizers +3 to long range bombardment

>Cluster Shells

>Credits:60,000

>>52401

>>52292

#1 "our allies are infiltrating the ork locations. wait for their operations to be complete, then use their given coordinates and strike hard at the orks. place delay action fuses in our shells and load the main heavy corvette rounds. they can bury themselves into the earth and detonate, creating earthquakes and counfounding ork digging attempts" fire battery #2 on the west orks, with delay action fuses

>+11

>#2 fire battery #3 on the west orks, with delay action fuses

>+11

>#3 fire battery #4 on the west orks, with delay action fuses

>+11

>#4 fire the Stygies Pattern Bombardment Cannon on the west orks. attempt to have the shells land close to ork tunnel entrances, so lava floods them

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ce91e2 No.52511

>>52279

Your marines manage to recover the Battle Brother of the Death Company that had fallen in battle and safely send him back to the fortress monastery off-world for proper internment.

>>52280

>>52281

You send your men into the redoubt in order to reinforce it, however the Orkz in the south take advantage of it to make a concentrated punch through the southern line, and Mobwag, your fellow PDF soldiers are forced to pull back along with your men. You send in some Imperial Knights to perhaps dull their breakthrough however such an operation is for naught, as a duo of Gorkonautz force your Imperial Knights to pull back, especially when they are being supported by a Horde of Angry Orkz. On the bright side, your Knights manage to get fully repaired, as the majority of losses were infantry. That being said, your tech priests and medics work overtime to ensure that many of your Skitarii who are grievously injured are able to survive by almost becoming one with the machine… However, you manage to pull your reserves in from other parts of the line to at least prevent the orkz from making a mad dash to the city of Khe-Sanh. You then blow the mines around the redoubt, blasting apart formations of Orkz and making way for the Grailborn Chimeras, who ride as fast as possible to reach the Mek Gunz and join forces with the Sanctioners of Cataclysm to lay waste upon the Mek Gunz before pulling back.

Casualties:

50,000 Skitarii Casualties (10,000 saved by Crux Mechanicus)

3,250 Secutarii Casualties

5,000 PDF casualties

1 Karacnos Assault tank damaged

2 Grailborn Crewed Chimeras destroyed

40 Grailborn destroyed.

Killed 120,000 Orkz, destroyed 200 Mek gunz.

>>52292

Your squats continue to ceaselessly train, although by the end of it they are quite tired, but are willing and able to get thrown back into the fray. (Additional +2 to defensive combat, +9 total). The gatehouse laser then opens fire on the Gorkonautz, and it completely evaporates a Gorkonaut, and then heavily damages a morkonaut! The Gatehouse laser properly proves itself in being able to destroy the enemy! You then take the Arbites to restore order and start sending them to the Gate of the East, to safety. Hopefully they'll have a home to return to… However, order is completely restored. YOur attempts to sabotage their digging equipment fails, not that it matters much, as the Orkz dig and fall into the tunnels by the thousands, picking themselves up and starting to run amok!

Casualties:

None

Destroyed 1 Gorkonaut and heavily damaged 1 Morkonaut

Killed 10,000 Orkz.

>>52299

>>52300

Your sisters rush forwards towards the Orkish Onslaught, hoping to buy time for the Mechanicus and other forces in order to take out the Mek Gunz that are so relentlessly unleashing their firepower onto Khe-Sanh's Walls. Your sisters skirmish with the Orkz near the Warboss and fire purifying flames to reduce the Orkz to a crisp. The heaviest troops and Repentia manage to block a Gorkonaut from getting too close to the Varuke Knights. Overall, you accomplish your goal, which is to block the Orkz from reinforcing the Mek Gunz, and you yourself do not take too much damage. As for the Famulous and Pronatus, they continue to scrub Olagas of sigils, first and foremost working with Nurglite sigils and trying to take them down.

Casualties:

100 Repentia

15 Sisters of Battle dead

50 Sisters of battle injured

1 Seraphim Dead

2 Repressors destroyed.

Killed 95,000 Orkz.

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ce91e2 No.52512

>>52304

Your battle brothers engage with the Orkish Horde, albeit temporarily because as great and power as your marines are, they will be forced back by the endless green tide. The roar of chainswords and loud bolter fire fills the air as Captain Demicus leads the charge, pushing Orkz out of his way as he surges to engage with the Ork Warboss, giving him another proper whacking the Warboss several times with his thunder hammer, but an Ork Warboss doesn't go down that easily! Demicus is eventually forced to disengage as the Orkish numbers start to grow overwhelming for his battle brothers. back at the Apothecary, the Chapter thralls manage to restore it to 50% functionality.

Casualties:

1 Space Marine lost

1 Scout Marine lost

80 Space Marines wounded

1 Land Raider, Slightly damaged

2 Pred Destructors damaged

Inflicted 230,000 Ork Casualties.

>>52338

>>52401

(I get the point of the video, but Obligatory WEEABOO ALERT. The Tau called and want their anime back)

Your men advance forwards, and as the Orkz are pouring into the Tunnels, it appears that those that have not jumped down yet return fire! While your Knights are well and properly armored and protected, the Orkish attempts to return fire do indeed incur significant casualties upon your Knights and Noblemen. As for your Squats, they very rapidly find out that the Orkz are trying to dig into the tunnels and attack the cities through there! It appears that they are heading straight for Vertun! You also fire your tremor cannons and other artillery pieces to damage their efforts, however it is too late! They have dug through! However, your relentless shelling manages to take out many orkz, which certainly thins out their almost endless herd!

Casualties:

20 Knights Elite Killed

50 Knights Elite Wounded

200 Noblemen Killed

Killed 135,000 Orkz, killed 4,000 Squigz.

>>52349

Your men come as a wave from the west, with the Black River elites striking the rear, while the Orkz are busy simply pouring into the Hole, and while many orkz that are still outside of the Tunnels are returning fire, you help make sure the Noblemen and Knights of Gaulle do not get overrun by the numerous Orkz and simply provide fire support. However, the river itself cannot be very easily diverted, and as a result, that effort fails. In the east, you are forced to pull back as the Orkz simply pour into the trenches, and with the Skitarii lines buckling, so do your lines buckle and you are forced to pull out of the trenches and allow the Orkz to take up residence within them, however you manage to pull a few reserves in to ensure that the Orkz do not start running towards Khe-Sanh, and with the help of the Skitarii forces you ensure that at the very least, the rest of the lines are stable… For now.

Casualties:

Eastern Front:

60,000 Poorly-Equipped PDF

40,000 PDF

5,000 Agari PDF

10 of each heavy weapon teams.

Killed 80,000 Orkz.

Central Front:

1,000 Black River Veterans killed

500 Black River Elites killed

100 Black River Agari Veterans

Inflicted 50,000 Ork Casualties.

Note: Remember that these numbers are before the 10% is applied, please apply the 10% yourself.

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ce91e2 No.52513

>>52367

>>52368

>>52369

The 5th Gun Division saw their chance to get in on the action. The Sisters of Battle, the Order of the Cleansing dawn had made contact with the Orkish enemy, and the Sanctioners of Cataclysm would not dare to pass up such a chance! Aeldemer was the first to spill Orkish Blood this day, leading a brutal charge with Breach Bearers and Slayers behind him. Even further behind were the Dreadnoughts and Deimos Pattern predators alongside the rest of his Kin, the Proclaimers and Wrack Maniples. In the front, the Breach Bearers and Slayers all together acted like Cogs in the well oiled machine of the Sanctioners. The puny orkz had no chance to stand against the mightly Wylde staves of the Slayers, and should an Ork get too close for comfort, a Breach Bearer would no doubt come to relieve pressure upon his fellow battle brother, more than willing to stand between him and the Ork while the Slayer would take the moment to get their bearings and strike back at the Ork, putting them down in one clean blow to the head.

In the rear, the Proclaimers and Wrack Maniples ceaselessly fired upon the Orkz, ensuring that the Slayers and Breach Bearers would not be overwhelmed. Mass-reactive ammunition pounded the Orkz, and few if any survived a clean shot to the torso. The Dreadnoughts are terrors on the battlefield as well. Every ounce of their firepower is poured onto the orkz, be it from Hurricane Bolter Batteries, Plasma guns and melta guns. Dynatos Salvian, at the rate he is slaughtering orkz slowly begins to lose count of how many he has killed thus far, but he knows well and truly that he has saved at least one Slayer from an early demise, and that is what exactly counts. Death shall not claim a single Sanctioner this day!

While the 5th Gun Division was engaging the main Orkish force and making sure that the Orkz would not be capable of reinforcing the Grots manning the Mek Gunz. As the 2nd gun division starts to advance at full speed, only the loud clang and thump of Marine Boots making contact with the dirt, otherwise absolute silence was maintained, as to not alert the Ork Horde. Popping out of the trenches the marines start to open fire upon the Mek Gunz, just as the Grailborn of House Varuke are carrying out their drive bys of the Mek Gunz themselves. To the Orkz, it is a blow from left field. The Dreadnoughts, wielding plasma weapons and Hurricane bolters make mincemeat of the filthy Grots and their ramshackle Mek Gunz while the Battle Brothers and Predators surge forward, throwing explosives at yet more Mek Gunz. Slayers and Breach Bearers are cleaving, hacking, and slashing their way through diminutive Grotz and ensuring that the Dreadnoughts always have a clear shot at the Mek Gunz. Over the Vox, Botheric hears a vital message from Scion Aeldemer. "We are pulling back, the Adeptas Sororitas are doing so, and I for one have had enough of the orkoid filth for now." However short, the Sanctioners have been able to wreak havoc on at least a quarter of the Mek Gunz. As they pull back, a Mek Gun gets a lucky shot at Dynatos Jauk, blasting off a large chunk of his armor plating. As your men pull out, you spot the Breach Bearers dragging back their wounded bretheren to safety, onto the Deimos Predators.

Casualties:

2nd Gun Division:

Dynatos Jauk, Medium damage

10 Marines wounded

5th Gun Division:

5 Marines wounded

Dynatos Vetranis, slight damage

Dynatos Megas, Slight damage

Destroyed 250 Mek Gunz, killed 165,000 Orkz.

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ce91e2 No.52514

>>52372

The tunnels themselves seem incredibly resistant, and you find that there are no weakpoints sizable enough to collapse. These tunnels seem to have been made out of incredibly hard Ferrocrete, truly built to last millenia, and withstand heavy bombardment! Your Manufactorum constructs a grand total of 10 digging machines, for your operations, it is very little. Your land forces topside help harass the wester Orkish Horde, and from a safe distance pouring endless amounts of firepower upon them with the help of Thanatar Siege Automata, Kastellans, and Kataphrons. The Combat Servitors close the distance and fire their lasguns and Plasma Calivers to devastating effect! However, this victory is bittersweet, as the Orkz have found their prize… Entrance into the main C.O.R tunnels!

Casualties:

8,000 Combat Servitors

1 Salamander Recon Tank damaged

2 Kastellans Damaged

10 Kataphrons destroyed

1 Karacnos Heavy tank damaged

Inflicted 115,000 Ork Casualties.

>>52390

Your marines are on the verge of deployment from the Stormravens and Thunderhawks as you meet something unfamiliar! Bolter fire. It scratches and damages the paint and armor of your fliers, however you choose to listen to Captain Demicus and fly away, leaving him to his fate.

Casualties:

Dignity

>>52399

Project Omega initiated. Please wait. 8% completion……

>>52405

Your Skitarii and Secutarii start to dig in, however you find yourself forces to start giving ground within the trenches. The Plasma Calivers here are very useful, for this close quarters combat, however the Transuranic Arquebuses, anti-armor weaponry that is specifically built to stop the armor of the enemy weapons are not as effective at such close ranges, and with the armor rolling in, you are forced to pull out of the trenches. Your skitarii and Secutarii manage to create trenches around the city, and manage to repel the first waves, however even such elite forces are forced to pull back into the city, lest they be overwhelmed by the endless hordes of the Orkz. However the Kill Death ratio is truly impressive! With the help of the Khe-Sanh Arbites, your centaurs are able to transport almost all of the civilians to safety within the gate of the East! Emperor and Omnissiah save them. The Knights sally forth to harass the Ork Horde, but alas, they find themselves isolated now that the Sisters of battle and Sanctioners have pulled back. Gorkonautz, Morkonautz, Deff Dredz, and Killa Kanz focus their fire upon your poor knights and they too are forced to pull back, having suffered grievous damage and being in need of many repairs.

Casualties:

35,000 Skitarii

3,200 Secutarii

2 Knights Errants heavily damaged

Knight Crusader, heavily damaged

Knight Castellan fully repaired from Medium damage

Knight Castigator, Medium damage.

Inflicted 155,000 Ork Casualties, destroyed 2 Bonebreakaz.

>>52469

All your batteries fire upon the western Orkz! While these batteries inflict heavily damage onto the Orkz, and truly blast apart their fortifications, Battery #2 has an unfortunate Side effect. The orkz were trying their best to break through the incredibly hard outer shell of the C.O.R tunnel system, and your shell indirectly helped them. Sure, it may have killed 50,000 Orkz, but it got the job done. The rest of your shells do not hit allies, however their effectiveness in killing Orkz cannot be doubted, not one bit.

Casualties:

None

Killed 200,000 Orkz

Killed 10,000 Squigz.

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ce91e2 No.52515

File: 88762179dfeb123⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

File: da4e41956a1aa81⋯.png (167.95 KB,3135x1518,95:46,Khe Sanh Map.png)

Warboss BigGit Grotsmasha

10,880,000 ORKZ

5 Gorkanautz

6 Morkanautz (1 heavily damaged)

5 Deff Dredz

36 Battlewagonz

5 Killa Kanz

550 Mek Gunz

Central Front Information:

5 to 8 Million Orkz

A LOT OF DIGGIN' EQUIPMENT

Orkish Digging Equipment

Tens of Thousands of Squigz

1 Gorkanaut

1 Morkanaut

In the west, the Orkz have fallen through the tunnel, and the Cameras in the C.O.R Tunnels witness the grand Horde of Orkz charging Northwards, towards the tunnel entrance into Vertun! They mean to go completely around the Fortifications of Vertun by going under them!

In the east, the situation grows slowly dire. The Mek Gunz continue to fire and hammer at the walls of Khe-Sanh, although even still, the walls hold strong, the damage they have taken should be no more than 15%. The Host of the warboss however, makes contact with the Walls. The warboss orders Gorkonautz, Morkonautz, and other heavy weapons start to fire point blank into the walls, hoping to blast through them and enter through the city, while another Morkonaut bashes at the gate!

In the redoubt, the mines have blasted and killed many a ork, and the walls themselves still hold, although they are slowly being chipped away. The Grailborn and Sanctioners of Cataclysm have succeded in their task of culling the Mekg Gunz, although 550, a little more than half, still remain.

In the south, the situation is most dire! The Orkz have broken through, into the varuke trenches, and are starting to wreak havoc on the southern flank of our forces!

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a29dd0 No.52548

Dice rollRolled 9, 46, 33 = 88 (3d100)

>>52511

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

875/930 Sisters of Battle with Combiflamers

100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

100 Melta Equipped Dominions

99/100 Seraphim

90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

29/30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

700/1000 Repentia

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

100 Regular Rhinos

98 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, Convent is sanctified, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 100% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils. Olagas upper and mid hive cleared of sigils, Nurgle sigils targeted in underhive. librarium Recovery begun

2,290 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

Luciana Veritova is a Veteran Fighter +10 to all duels.

Task Force Harridan

595 Sisters of Battle with Combiflamers

50 Sisters injured for 2 turns

100 Injured Sisters of Battle 1 turns

80 Heavy Flamer Equipped Retributors

80 Heavy Bolters Equipped Retributors

40 Multimelta equipped Retributors

80 Melta Equipped Dominions

79 Seraphim

79 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

25 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

8 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

700 Repentia

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

100 Regular Rhinos

98 Repressors

1-2. Task Force Harridan hits the Orks breaching the lines of House Varuke infantry. hitting them at speed and using their flamers and vicious cqc weaponry to put them down quickly.

+9 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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

3. The Medicae continue to coordinate the world's support system to create more medical detachments.

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ed4d51 No.52552

Dice rollRolled 19 (1d100)

>>52514

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: 22,000

TROOPS:

470,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

5,000 Varuke Combat Tier and 15,000 Armed Servitors

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. Project Omega: 8%

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2de2bf No.52559

Dice rollRolled 40, 91, 19 = 150 (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

5 Favor

>TROOPS:

259 Standard Space Marines ("4" Companies)

30 Wounded Space Marines

110 Scout Space Marines (1 company)

99 Death Company Space Marines (1 Company)

15 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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)] >Slight Damage

1 Furioso Dreadnought (Brother Slamguinius) [Blood Talon] [Frag Cannon] [Magna-Grapple]

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple] >Medium Damage

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 15/100%

>Relics

+Wings of Volatus - +15 to Attacks from Above

1/2. Errant Bolter fire most likely. We'll strafe the battle site with our stormravens, ensuring to saturate fire upon the warboss

3. The rest of our forces will Deploy for steel rain upon the mek guns of the East, silencing them and sparing Khe-San their wrath. Spurned from attacking the Ork warboss, the death company will deploy here in force instead.

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6ae9e3 No.52563

Dice rollRolled 94, 4 = 98 (2d100)

>>52515

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, +9 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

20,650 Credits

Steel Pact (4,350)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

77,500 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,498 Ratling Snipers

22,500 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

23,500 Squat Troopers

13,750 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Defend the walls. "This is the moment that Ruffshod had been training his troops for. With the citizens successfully evacuated there was no distraction from what needed to be done to achieve victory. With the offending Morkanaut daring to touch the gate the laser cannon will focus its attention right on it along with any other misbegotten orks near it. The knights will find ample opportunity on the walls where the ork's titans are attempting to make their breach and shall show them the error of their ways. The banehammer will support the knights by creating earthquakes that will be able to topple the ungainly machines leaving them easier to pick off. The thunder-fire cannons shall line up on the walls and fire pointblank into the mass of orks with their numbers making it a veritable killing field while both squat and ogryn use their bulk to secure the walls and repel any attempts of scaling. The ratlings will start targetting the nobs that are coordinating the breaching effort to further hamper the enemy."

Ruffshod, +9 to defensive warfare, Khe-Sanh Defenses

2. Defend the tunnel. "With the breech of the tunnels there is not much that Ruffshod can afford to spare to hold off the western horde, however he does send 240 of his veteran thunderers to assist in the defense. Not only that, but Bane himself has decided to come along hanging off the side of the airship as his size is too great. With the squats expertise, the Nightsider's favored terrain, and Bane's sheer indomitable nature it should be enough to form the core of any defense effort. If they can hold long enough they may be able to eliminate the vast majority of the horde with minimal casualties."

240 Squat Thunderers, 22,500 Nightsider Infiltrators, Bane, +24 from bonus, Vertun Defenses

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1e3624 No.52566

Dice rollRolled 16, 85, 73 = 174 (3d100)

>>52515

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 200

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw, Black River Elite

Major Kreibar, Black River Elite

>Troops:

>Mobwag HQ: (Stationed at: Citadel Sick Yellow)

200,000 PDF Soldiers

20,000 Black River Elites (Old Carpace Armor, Improved Lasguns)

25,000 Black River Veteran Engineers (Combat Engineers)

1,000 Autocannon Teams (3x PDF)

200 Lascannon Teams (2x PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Ortal Fortifications Section: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Artifacts:

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

>Reinforce to:

PDF (458,255), PE PDF (250,000), CE (55,360), Agri (35,725), ACT (8,018), LCT (1,318), HBT (818), TG (1,350), BRVE (81,040), BRV (46,435), BRE (24,998), BRAV (3,775), BRAT (982), BRLT (482), BRHBT (182)

>Task Force Ceramite Wall

218,255 PDF Soldiers

100,000 Poorly-Equipped PDF

25,360 Combat Engineers

15,725 Agri PDF Soldiers

6,000 Autocannon Teams (3x PDF)

1,000 Lascannon Teams (2x PDF)

408 Heavy Bolter Teams (2x PDF)

1,350 Thudd Guns

Medic Detachment (reduces casualties by 10%)

>Task Force Dark Grave

200,000 PDF Soldiers

90,000 Poorly-Equipped PDF

30,000 Combat Engineers

15,000 Agri PDF Soldiers

2,008 Autocannon Teams (3x PDF)

308 Lascannon Teams (2x PDF)

400 Heavy Bolter Teams (2x PDF)

>Reserves

81,040 Black River Veteran Engineers (Combat Engineers)

45,535 Black River Veterans (PDF)

24,548 Black River Elites (Old Carpace Armor, Improved Lasguns)

3,685 Black River Agri Veterans (Agri PDF) (3,775)

982 Black River Autocannon Teams (3x BR Vet)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

+ Weapons Industry (4k standard Guard Equipment per peace time turn & after battle)

>Kill Count:

+ 3,350,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 50 Gunwagonz

+ 48 Bonebreakas

1. Orks tunneling North was an issue to be concerned about. However the road ahead of them was long and if the 2nd Koronam Regiment had anything to say about it, very perilous. Whether they were using Imperial tunnel connections or making their own Task Force Dark Grave would use their Combat Engineers to collapse these tunnels at every turn, cutting off Orks while the rest of the Task Force would cut them down in the field of battle. Many would die in the black pit beneath, however their sacrifice would not be forgotten. If necessary Black River Veterans would be deployed to conduct the most dangerous missions.

+ 15 to constructing Fortifications

+ 9 to General Combat

2. Task Force Ceramite wall would be assigned the Task of holding the line leading up to Khe-Sanh. Now more than ever they would have to repel the green waves and retake the trenches, utilizing their Thudd Guns and Black River Elites to gain ground the Heavy Weapons Teams would focus their respective preferred targets. To inspire the men Colonel Steeljaw would join them, bearing the Standard of Wagmob.

+ 15 to constructing Fortifications

+ 9 to General Combat

+ Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

3. With battles going on on many different fronts the artifact detachments would be out and about, seeking out potentially war changing items of value to the Imperium.

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d02dae No.52590

>>52511

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, No 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, No Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

3 Knight Crusader, No 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,Stormspear Rocket Pod, Titanic Feet)

1 Knight Errant, No Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, No Damage

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Stormspear Rocket Pod, 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

1 Knight Styrix, No Damage,

(Blessed Autocimulacra, Adamantine Armour, Ionic Flare Shield, Volkite Chieorovile, Carapace-Graviton Crusher, Hekaton Siege Claw with built-in twin-linked Rad Cleansers, Empyreal Preysight, Titanic Feet)

Secutarii; Hoplites, and Peltasts 41,140/44,390

Skitarii; Half Van and half Ranger 233,500/283,500

Secutarii Axiarchs 135/135

Mechanicus Movement Cost -25%

PDF 35,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank Damaged

163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1120 1st gen Grail Born (1160)

10 Manticores

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's Might', Two-handed, +20, x3 damage against Daemons)

25,000/25,000 Armed Servitors, for Labor and work in the Manufactorum

25,000/25,000 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

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Lost Agari City; Safety Zones Cleansed, Nomadic Agari Tribe Support, Rebuilding Underway,

Location of Eastern Guard Fortresses Discovered

Omnissiah's Will

Quest for Knowledge: Available every third battle turn.

Steel Pact Income; 4350 per peace turn

3850 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Mines Deployed Around Redoubt

Machine Spirit Knight Blessing +4 (This Combat Only)

Stat Post

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d02dae No.52591

Dice rollRolled 78, 11 = 89 (2d100)

>>52590

With the Line and walls being handled we can let most of our infantry weight stand where it is. Bring in the Grailborn Chimeras to serve as our vehicle support, and Varuke Servitors to serve as infantry for the Knights, and move to destroy the Ork titans.

1 (+13) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing, +25 Citadel?

Kill the Ork Titans with a concentrated formation. Use the Varuke Phalanx Formation. The defenses of Khe-Sanh and their army are providing support for the Knights, this coordination will be deadly for the Orkz. The Tech-Priests have considerable weight in combat, will help control the servitors, and attend to the Knight's machine spirit to keep them moving in this massive formation of 11 Knights.

+Lance Immortal Regis; Warden, Errant, Crusader.

+Lance Imperishable Will; Gallant, Crusader, Crusader

+Lance Golden Clover; Styrix, Preceptor, Valiant, and the 2 Armiger Knight Helverins linked to the Preceptor

+25,000 Varuke Servitors, Improved Combat Tier

+2900 Tech-priests [2900 Novice]

+163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

+382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1120 1st gen Grail Born (1160)

2 Repair the Knights after the assault.

+100 Sancristans

+400 Tech-priests [400 Veteran]

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d02dae No.52592

Dice rollRolled 86 (1d100)

>>52591

3 (+18) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing +5 Redoubt.

Activate the melee protocols across the Noosphere for the skitarii to retake and hold the line.

+Secutarii; Hoplites, and Peltasts 41,140

+Skitarii; Half Van and half Ranger 233,500

+Secutarii Axiarchs 135

+PDF 35,000

+20 Valkyries [240 Carry Capacity]

+159 Heavy Mortar Cannons

+200 Centaurs [Carry Capacity 1000]

+44 Rapier Armoured Carriers [Carry Capacity 44]

+100 Tarantulas

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c4755c No.52602

File: 17cb6585d84fd55⋯.jpeg (130.17 KB,750x1021,750:1021,C672AC7F-9163-41CC-8B19-F….jpeg)

Organization Name: Legio Drakus

Category: Adeptus Mechanicus

Sub-Category: Collegio Titanicum

Troops: 1 Mars-Alpha Pattern Warlord Battle Titan, maintenance crew and small compliment of Skitarii.

Lore: A small detachment of Legio Drakus, a titan legion dating from the Horus Heresy. Lead by Princips Tarkus, commander of the Titan “Lux Bellator”, this unit has been sent to aid in the defense of Koronam.

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6b4650 No.52618

Dice rollRolled 65, 64, 15, 24 = 168 (4d100)

>>52515

>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': Medium Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Relic: Inferno Warblade

-Ion Shields

-Adamantine Armour

-Knight Leader

-Relic: Omnissiah's Saving Grace

Knight Preceptor 'Ars Moriendi': Heavy Damage

-Thunderstrike Gauntlet

-Las-Impulsor

-Multi-Laser

-Ironstorm Missile Pods

-Ion Shields

-Adamantine Armour

Knight Crusader 'Aeternam Vale': Heavy Damage

-Avenger Gatling Gun

-Thermal Cannon

-Heavy Flamer

-Heavy Stubber

-Twin Icarus Autocannons

-Ion Shields

-Adamantine Armour

Knight Styrix 'Vae Victis': No Damage

-Volkite Chieorovile

-Carapace-Graviton Crusher

-Reaper Chainsword

-Blessed Autcimulacra

-Hekaton Siege Claw

-Twin Rad Cleansers

-Empyreal Preysight

-Ionic Flare Shield

-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': Heavy 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

Axiarch 'Sigma-5 Thrrec': Healthy

-Relic: Master-crafted Power Axe

-Volkite Serpenta

-Kyropatris Field Generator

-Refractor Shield

-Titanshard Armour

-Omnispex

-Shattersphere Grenades

-Augury Scanner

-Infantry Leader

99 Axiarchs

36800 (40000) Secutarii

255000 (290000) Skitarii

3000 Sancristans

10000 Tech-priests

3600 Centaurs (18000 Carrying Capacity)

>Credits

7466 and ⅔

>Projects

Khe-Sanh - Karanas Fortified Rail Line (10.4%)

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

Master-crafted Arc Maul: +5 to dueling.

Master-crafted Power Axe: +10 to dueling

>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: It seems that the PDF and the Sisters of Battle are staking their forces on the trenches. While we may not view it as optimal, it would be nothing but self-destructive to not act as one in times of war. We shall stake our forces as well.

+255000 Skitarii

+17000 Secutarii

2: The elite infantry holed up within Khe-Sanh will attempt to damage the teams assaulting the walls, focusing fire on those already assaulted by the forces of House Varuke. If we're lucky, we may be able to destroy a decent amount of them.

+Axiarch 'Sigma-5 Thrrec'

+99 Axiarchs

+19800 Secutarii

3: The Knights not in urgent need of repair shall attempt to assist the Redoubt in holding off the nearby orks, putting the Styrix and the Castigator in charge of sweeping enemies from the front, while the Castellan provides heavy fire support from within the Redoubt.

+Knight Castellan 'Oculi autem Deus'

+Knight Castigator 'Dies Irae'

+Knight Styrix 'Vae Victis'

4: The Tech-priests and Sancristans will, as always, repair the Knights, as they must quickly be made ready for war again, lest we lose too much ground.

+10000 Tech-priests

+3000 Sancristans

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cbdb36 No.52624

Dice rollRolled 73, 5, 96 + 10 = 184 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 407 Space Marines

78 Scout Marines

1820 Chapter Thralls

48 assault bikes

Rakmaal Demicus

Rosarius

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider (all these are damaged)

4 Pred destructors

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.attempt to repair the vehicles

2.Now that repairs are done its once more into the fold! Attempt to use some sort of heavy artillery if possible to open up a path to the warboss

3. "FOR THE EMPEROR!!!!" Once a path is cleared demicus will once more charge the warboss attempting to inflict as much damage as possible, one swing would be aimed at whatever genetalia the Ork warboss carried…time to introduce the green skinned cunt to the thunder hammer "Big Git Ballsmasha"

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dcc831 No.52626

Dice rollRolled 41, 1, 65 = 107 (3d100)

>>52515

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

30,800 credits remaining

TROOPS:

111,000 Combat Servitors (125,000 total)

115 Kataphrons (125 total)

3 Kastellans (2 Damaged)

20 Kastelllans with Incendine Combustors

1 Armiger Warglaive (Lesser) (2 Medium Damage)

50 Support Personnel

40 Rapier Armoured Carriers

1 Karacnos Heavy Tank (1 Damaged)

3 Salamander Recon Tanks (3 Damaged)

5 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

150 Avenger Class Strike Fighters

10 Manticores

1. The meat of my forces will strike at the Central Orks and go for loud and bright and attempt to kill the herders and force the Squigs back into the Orkish lines and turn their "beasts" into another threat

96,000 Combat Servitors

115 Kataphrons

3 Kastellans

20 Kastelllans with Incendine Combustors

1 Armiger Warglaive (Lesser)

40 Rapier Armoured Carriers

1 Karacnos Heavy Tank

3 Salamander Recon Tanks

5 Thanatar Siege Automata

320 Data-Smiths

2. The Central Orkish forces lack any dedicated air combat units my Strike Fighters can abuse this and fly past the front lines and target the Orkish digging Equipment as well as spot their positions for Artillery strikes

15,000 Combat Servitors (gotta protect muh artillery in case of forced retreat)

5 Thanatar Siege Automata

150 Avenger Class Strike Fighters

10 Manticores

3. Pull back the vehicles for repair so we can remobilize them in the next stage of combat (walkers, robots, and tanks oh my)

50 Support Personnel

65,000 Standard Servitors

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dcc831 No.52627

>>52626

oh right +5 on both combat rolls and an addition +5 on the first one

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ce91e2 No.52630

Dice rollRolled 17 (1d100)

>>52602

I am a generous god, I shall let you have a single Reaver Battle titan, and you are under morgoth's command.

>>52626

Now let's have a roll about that nat 1, shall we? I giveth, and so I shall now taketh.

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ce91e2 No.52637

Dice rollRolled 8 (1d100)

>>52624

Warboss attack roll

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3f3855 No.52656

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

763 / (833) Knights Élite

-50 Wounded-

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

8967 / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

Witch Hunter w/ 100 Acolytes (INDEPENDENT AGENT DOING HIS THING)

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

25% to Bastion Tier Super Citadel

Shrines to the Lady Saints (Georgina and Lorraine)

+600 Credits to the Ecclesiarchy of Gaulle each turn (STEEL PACT)

NAT100 RAIL NETWORK

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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da3753 No.52663

>>51619

Organization Name: 539th Justian Regiment

Category: Imperial Guard

Sub-Category: artillery/fortifications

Troops: artillery request

Lore: capable of digging into a position quite quickly, the Justian 539th has recently faced chaos from hastily dug trenches and many of the surviving veterans remember laughter being part of shooting daemons in the mud. Their bravery during the battle for Justin has earned them the moniker "the Giggling Rats"

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3f3855 No.52664

File: 2f21ab5482d2c62⋯.jpg (170.27 KB,992x744,4:3,60f893fe63d12d12f039264378….jpg)

File: 1b1dff2550f246a⋯.jpg (30.36 KB,811x456,811:456,C_1-9EkW0AA87sC.jpg)

Dice rollRolled 94, 15 = 109 (2d100)

>>52656

1. "Mon Imperator! The orks are headed for Vertun!

Se dépêcher! To the trains!"

>Load up on our trains and get the hell onto Vertun. NOW! All vehicles and infantry. Use the overland routes and try to out race the orks

2. "Time, we must have time. We have nothing to hold them at Vertun. . .except.

Ah, I can feel the techpriests are not going to like this plan . . .but we must buy time."

>Send a message to the civilian transport techpriest

>Tell him to load up as many civilian subway locomotives with high explosives as can

>then have them set to Cogitator-Pilot and RAM them at the Orks. This should devastate a lot of them in the tunnels, as well as slow them down with debris and wreckage

https://www.youtube.com/watch?v=3zLi9tgnjRo&t=

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3f3855 No.52665

Dice rollRolled 66, 47, 30 = 143 (3d100)

Faust is unable to post right now, asks me to paste these actions for him.

#1 there is too much risk for friendly fire. let's do a test run of a more accurate method of support. have our fury interceptors escort and protect a cargo shuttle loaded with shells. we will use it as an impromptu bomber and drop them directly onto the ork positions at Khe-Sahn with aerial reconnaissance and local radio communications to guide them

#2 provide direct aerial support with our fury interceptors once the bombing raid is complete

#3 continue efforts to provide air support to forces at Khe-Sahn

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ce91e2 No.52676

>>52548

Your sisters of battle begin to pour into the trenches that the Orkz have infested! Here, the flamers of your sisters shine, so do the phosphor Grenades and Melta bombs. The Melta bombs pelt the Gorkonaut that holds the area, inflicting some damage as they seem to be brutally effective! The Sisters Repentia pour in the trenches and perform well in close combat with the Orkz, but they die in droves to ensure that their other sisters do not die. Retributors and Dominions march around, cleaning up whatever Orkz aren't dead after they are seared to a crisp by the CombiFlamers. As for the medical detachments, the progress is about 80% done.

Casualties:

25 Sisters of Battle dead

120 Sisters of battle Injured

2 Heavy Flamer Retributors dead

1 Seraphim dead

1 Sister Superior with Phosphor Grenades dead

400 Repentia Dead

1 Repressor destroyed

10 Repressors damaged

Inflicted 100,000 Ork Casualties Gorkonaut Slightly Damaged

>>52552

Project omega reaches 9.9%……..

>>52559

Your Stormravens, with their Hurricane Bolters strafe the ground endlessly. The Hurricane bolters, with 6 Bolters linked together do a spectacular job of shredding the Orkz as they break upon the walls of Koronam like a tide. Meanwhile near the Mek Gunz, your forces deploy. Here there are mostly just Grots, so your Marines have an easy time cutting clean through them. A single chainsword can cut clean through a dozen Grots with a well placed strike. The Ork guards that are posted are gunned down by your marines using concentrated Bolter fire. While some brothers are wounded, the only seriously notable damage they deal to you is a Mek Gun getting a lucky shot at Brother Slamguinius, shearing off armor plates and seriously damaging him!

Casualties:

20 Space marines wounded

15 Death Company marines wounded

Brother Slamguinius, Heavy Damage

Destroyed 550 Mek Gunz. Killed 5,000 Orkz.

>>52563

You hold with all your might the defenses. The Orkz break upon the walls of Khe-Sanh, reinforced with Ferrocrete, Adamantium, and Ceramite. Almost unbreakable indeed! Ruffshod surveys the battlefield… Squats firing from the walls, gunning down Orkz… Check! Ogryns beating back any attempts at scaling? Check! The Ratlings were picking off their targets well… All that was missing was to fire the Laser… It takes a while to charge up, however when it fires, it completely vaporizes the Morkonaut that dared to break open the gate. Ruffshod estimates it took out another 10,000 Orkz as collateral damage. However, another Gorkonaut quickly takes its place. Overall, with all the support you are getting, it is going well. The bad part is that the Imperial Knights and Bane hammer do not fit atop the wall, so for now they sit… Guns aimed directly at the gates. In Khe-Sanh, the Squat Thunder-Fire Cannons fire ceaselessly, when the shells make contact the Orkz explode into many pieces, blasting apart their forces and dealing damage to their armor. At the tunnel, your Nightsiders are unable to make any concentrated attempt to stop the Orkz from pouring in, while the Thunderers are far from having engaged with the Orkz.

Casualties:

Khe-Sanh:

600 Squat Troopers

300 Squat Thunderers

500 Ogryns

Destroyed 1 Gorkonaut, killed 200,000 Orkz. Destroyed 1 Deff Dred

Eastern Front:

1,000 Nightsiders killed

Killed 50,000 Orkz.

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ce91e2 No.52677

>>52566

You find it very difficult to destroy these tunnels… They are made out of some of the hardest and most powerful material there is! This stuff seems to be capable of withstanding almost anything! Therefore, your engineers make little progress. Task Force Ceramite begins to dig in harder and harder. The Green Tide continue to batter the trenches, however your men refuse to give up. They may have made a breakthrough, but the Sisters of Battle are working on resolving that issue. The Thudd Guns ceaselessly fire, upon the area where the Orkz are within the trenches, and also along the entire frontline to help thin down the Orkish Numbers. For now, your men would hold, the Heavy Bolters firing constantly to prevent Orkz from overwhelming your men. Your men also search for an artifact… Will be dealt with in DMs.

Casualties:

35,000 Poorly Equipped PDF (5,000 saved by Order of Cleansing dawn)

20,000 PDF soldiers (5,000 Saved by the order of cleansing dawn)

5,000 Agari PDF

20 Autocannon Teams

Killed 115,000 Orkz, destroyed 3 Bonebreakaz.

>>52590

>>52591

>>52592

Your Knights move in to deal with the Orkish Gorkonautz and Morkonautz. What ensues is a brutal battle for survival for your Knights. Your Helverins focus on making sure that the Grailborn can keep the Orkz away from your Knights. Your Techpriests and Varuke Servitors provide invaluable combat support to ensure that your Knights are clear and capable of engaging the Gorkonautz. For the proper fight between Knights and Orkonautz, it is savage, and it is brutal. Your Crusaders make first contact, unleashing a rain of fire with their Gatling Cannons. The Valiant serves a dual purpose as Ork Crowd Control and using its massive harpoon to disable a Gorkonaut. Meanwhile the rest of the Knights simply pour fire onto the Gorkonautz. The Valiant, using its massive harpoon manages to reel in a large Morkonaut, at which point your Errant and Warden charge in, and cut it apart with their massive chainswords. Of course, the Gorkonautz return fire, however you manage to survive the battering and make it back to safety, although your tech priests are exhausted, and no progress is made on repairs. Your Skitarii manage to help the sisters press the Orkz out of the Trenches. The Radium Carbines are invaluable in taking the trenches back, due to the firepower they provide at close ranges. Once the trenches are retaken, you set up your Transuranic Arquebuses to continue to fire away at Orkish armor.

Casualties:

Knight Warden, Gallant, Errant, Medium damage.

2 Knight Crusader, heavy Damage

1 Knight Preceptor, Slight damage

Lost 5,000 Varuke Servitors

Lost 100 Grailborn

Lost 35,000 Skitarii (3,000 Saved by Order of Cleansing Dawn)

Lost 1,000 Secutarii (100 Saved by Order of the Cleansing Dawn)

Destroyed 1 Gorkonaut, Destroyed 1 Morkonaut, Destroyed 2 Killa Kanz. Killed 170,000 Orkz.

>>52618

Your forces come in to back up the forces of House Varuke and the Sisters of Battle to help press them back. The injection of new men also manages to seal up a gap that was beginning to form in the lines towards the far east of the Varuke Dipper Lines. The Transuranic Arquebuses help take down two Bonebreakaz and the Radium Carbines gun down numerous Orkz that come too close to your lines. The Elite Infantry on the other hand start looking down at the Orkz trying to make a breach in the lines and start lobbing melta bombs and other grenades down onto the Orkz, in an effort to blast them apart and distract them from their efforts. The Knights themselves… Their attack is in vain. The Castellan certainly provides some help, but the Styrix is pushed back by a quartet of Deff Dredz. After the Styrix is pushed back, the Deff Dredz focus their fire upon the Castigator, which takes fatal damage… Were it not for the Omnissiah's Saving Grace Activating in the last second, the God-Machine would have fallen. After that, the Castigator uses this chance to get away. The Sancristans manage to fully repair the 2 Knight Paladins.

Casualties:

40,000 Skitarii (5,000 saved by order of cleansing dawn)

700 Secutarii (100 saved by Order of the Cleansing dawn)

Knight Styrix Heavily damaged

Knight Castigator Fully repaired.

Damaged a Deff Dred, Killed 135,000 Orkz.

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ce91e2 No.52678

>>52624

You manage to repair all your Vehicles in time. Your heavy artillery? Well… You sorta have none. The Orkz were crowded around the Warboss, however that did not stop Demicus! Thunder Hammer in hand he puts on a jump pack and jumps down. The Stormravens of the Blood Angels manage to thin out the Orkz at least a bit. One Good clean smack is what he needs! He makes contact with the ground, causing the earth to shake and rumble, and takes up his thunder hammer and whacks it straight for where the Warboss's Genitals should be! A furiously powerful THWACK can be heard, and the Warboss falling to the ground in pain. The surrounding Orkz start closing in on Demicus, but he manages to make a quick getaway using his jump pack! As he flies away, he studies his enemy, and he seems to be looking very bad off… Many bullet holes, his balls are smashed, and he is writhing on the ground in pain.

Casualties:

none

Killed BigGit Grotsmasha's Dignity

>>52626

You try your best to turn the Squigz against the Orkz, but ultimately you fail. On the bright side however, you manage to gun down Numerous Orkz as they continue to pour into the tunnels. Your Kataphrons provide excellent fire support as your Combat Servitors, armed with good Lasguns move closer and closer, gunning down many a ork! The Armiger warglaive and Thanatar siege automata provide the heavy fire support needed to further damage a Gorkonaut. Your Strike Fighters sure can abuse and fly past the Front lines! However something stops them… Something weird, something that shouldn't be here. Dark Eldar Raven Fighters. They come out of nowhere and gun down a several of your Avenger Class Strike Fighters, and then speed away! Someone dares to challenge your airspace! You also pull back the vehicles. From a distance, your scouts spot Dark Eldar… This cannot bode well. Luckily they are not large.

Casualties:

10,000 Combat Servitors

3 Kataphrons Destroyed

1 Kastellan with Incendine Combustor Destroyed

3 Incendine Kastellans Damaged

10 Avenger Strike Fighters destroyed

Killed 130,000 Orkz, killed 4,000 Squigz.

>>52656

>>52664

You start to use the train to outrace the Orkz… You move as fast as you possibly can, and manage to make it there in one piece! The Trains moved extremely quickly and transported everyone in time. The Subways are not a viable option however, as the Subways physically cannot merge onto the rails that are within the tunnels.

>>52665

Your continuous air support is much appreciated by the troops, as you continue to bomb the enemy forces ceaselessly! The shells fall and are armed… When they hit the ground, they leave massive craters in the ground, and lots of dead Orkz in their wake. The Fury Interceptors also strafe some of the Orkz, helping to kill more of them.

Casualties:

None

Killed 70,000 Orkz.

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ce91e2 No.52679

File: 9d5d76a802ab4d8⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

File: 78b886bf1bec325⋯.png (169.19 KB,3135x1518,95:46,Khe Sanh Map.png)

Warboss BigGit Grotsmasha

10,355,000 ORKZ

3 Gorkanautz (1 slightly damaged)

5 Morkanautz (1 heavily damaged)

4 Deff Dredz (1 damaged)

35 Bonebreaka

3 Killa Kanz

Central Front Information:

5 to 8 Million Orkz

A LOT OF DIGGIN' EQUIPMENT

Orkish Digging Equipment

Tens of Thousands of Squigz

1 Gorkanaut

1 Morkanaut

Dark Eldar Troop Numbers:

750 Kabalite Warriors

5 Raven Fighters

10 Reaver Jetbikes

1 Reaper

2 Raiders

Warboss BigGit continues to smash and tear at the gates of Khe Sanh! The damage done to the walls is approaching 30% at this point, and the gate itself continues to be bashed down by the Gorkonaut, and it is at approximately 35% as well! For now, there are signs of wear, however the wall still stands strong. Atop the walls, Abhuman forces, Space marines, and Secutarii try their best to prevent the Orkz, however they are singular in their purpose! In the Varuke dipper Epsilon trenches, the situation seems to have been stabilized.

In the west, the Orkz continue to pour into the tunnels and start heading towards Vertun… Only time will tell what they will do.

There is another player in this game however! The Dark Eldar have shown up, and their purposes are enigmatic. They seem to be advancing at a quick pace towards the Northwest.

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ed4d51 No.52680

Dice rollRolled 18 (1d100)

>>52676

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: 22,000

TROOPS:

470,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

5,000 Varuke Combat Tier and 15,000 Armed Servitors

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. Project Omega 9.9% Bring me more holy unguents and oils.

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da3753 No.52683

>>52679

>>52663

Could you please lay down judgement.

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da3753 No.52686

>>52684

Could I get a link?

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ce91e2 No.52688

>>52663

Yes permitted

500,000 Imperial Guardsmen

500 Earthshaker cannons

300 Griffon Heavy Mortar Carriers

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ce91e2 No.52689

>>52688

Bonus +5 to artillery actions

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da3753 No.52690

>>52688

Organization Name: 539th Justian Regiment

Category: Imperial Guard

Sub-Category: artillery/fortifications

Troops:

>500,000 Imperial Guardsmen

>500 Earthshaker cannons

>300 Griffon Heavy Mortar Carriers

>Bonus +5 to artillery actions

1. I have no fucking clue where we are, identify enemy positions.

2. Obliterate enemy positions. (Caveat, if your not sure, don't shoot.)

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da3753 No.52691

Dice rollRolled 18, 15 + 5 = 38 (2d100)

>>52690

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3f3855 No.52693

File: 4ab5a27c391e2e4⋯.jpg (109.79 KB,502x797,502:797,characters_for_old_project….jpg)

File: a65df008b65f284⋯.png (287.29 KB,1861x793,1861:793,Elite Knights.png)

>>52690

>>52663

To the HQ of the 539th a video-vox is sent.

On screen appears a figure in power armour. But it is not like Space Marine armour at all. Where Space Marine armour was sleek, round and form fitting to the portions of the Emperor's angels of death, the figure on screen was clearly human. His armour was shorter, stockier, wider and more box like. It was akin to certain types of blast suits or bomb defusal armour, if it was not just that indeed. It was Heavy Void Armour, built to withstand the perils of space and as well as heavy blast combat in the depths of the void. Upon it lay the colours of the Duchy of Gaulle, as well as blessed sigils and purity seals. There were also, evidently, parts and pieces derived from the Sisters of Battle, which seemed to complement the armour. Parts of it seemed well polished and cared for, but on the whole the armour was clearly stained with blood and bullet scratches.

Behind him stood yet more suits of similar kind, yet each of them different yet all the same. They appeared to be void armours of different eras, planets or both. Each was as the first, bulked with armour and laden with power packs and hydraulic pipes. Each bore the colours and symbols of a different royal house of gaulle.

Unlike the space marine or even the sisters of battle in their power armour, these did not move with such grace. They lumbered and clanked about, hissing hydraulics and whirring cogs, walking slowly under the weight of themselves and the heavy guns they carried. They were the elite knights of Gaulle.

The one at the front spoke to the screen.

" Bienvenue, Welcome 538th Justian Regiment. I am Baldwin of Boullion, Duke of Gaulle, commander of the 1st Heavy Infantry Regiment of Gaulle, Imperial Stormtroopers.

We hath heard that ye are specialized in artillery and fortifications. To that say we, you are well received. Come to Vertun, we hath need of men who know how to man a trench; you will be among fellows who know how to hold a line and fire le canon!"

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da3753 No.52694

Dice rollRolled 10, 59 + 5 = 74 (2d100)

>>52693

Commander Aidritch takes a moment to sort through the dialect of his counterpart. He fancies himself well educated, but these nobles are something else. He puts down his men's notes and addresses the gentleman on screen. "You want dig hole? I can dig hole."

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3f3855 No.52695

>>52694

"Ah, hmm. Tis a 'barrière de la langue'. Be it that the Holy Terra's Gothic doth not come easy to all.

'Dig hole at Vertun tunnel exit. Kill greenskins.' " Says the Duke.

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d02dae No.52699

>>52677

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)

3 Knight Crusader, 2 with Heavy 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,Stormspear Rocket Pod, Titanic Feet)

1 Knight Errant, Medium Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, Slight Damage

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Stormspear Rocket Pod, 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

1 Knight Styrix, No Damage,

(Blessed Autocimulacra, Adamantine Armour, Ionic Flare Shield, Volkite Chieorovile, Carapace-Graviton Crusher, Hekaton Siege Claw with built-in twin-linked Rad Cleansers, Empyreal Preysight, Titanic Feet)

Secutarii; Hoplites, and Peltasts 40,140/44,390

Skitarii; Half Van and half Ranger 198,500/283,500

Secutarii Axiarchs 135/135

Mechanicus Movement Cost -25%

PDF 35,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank Damaged

163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1020 1st gen Grail Born (1160)

10 Manticores

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's Might', Two-handed, +20, x3 damage against Daemons)

25,000/25,000 Armed Servitors, for Labor and work in the Manufactorum

20,000/25,000 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

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Lost Agari City; Safety Zones Cleansed, Nomadic Agari Tribe Support, Rebuilding Underway,

Location of Eastern Guard Fortresses Discovered

Omnissiah's Will

Quest for Knowledge: Available every third battle turn.

Steel Pact Income; 4350 per peace turn

3850 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Mines Deployed Around Redoubt

Machine Spirit Knight Blessing +4 (This Combat Only)

Stat Post

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da3753 No.52703

Dice rollRolled 24 (1d100)

>>52695

Accent thicker than the section of "wall" composed of human bones back on Justin, but I do believe I understand what he was getting at. Very well men, let's get this position fortified, on the double lads.

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d02dae No.52717

Dice rollRolled 100, 82, 49 = 231 (3d100)

>>52699

1 (+13) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing,

Target the wounded Morkanaut (Heavily damaged)

+Lance Golden Clover; Styrix, Preceptor (Slight), Valiant, and the 2 Armiger Knight Helverins linked to the Preceptor

+Knight Crusader, No Damage

+20,000 Varuke Servitors, Improved Combat Tier

+2900 Tech-priests [2900 Novice]

+163 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

+382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1020 1st gen Grail Born (1160)

2 Repair the Knights after the strike.

Knight Warden, Gallant, Errant, Medium damage. 2 Knight Crusader, heavy Damage. These Knights are being taken out of combat for repairs.

+100 Sancristans

+400 Tech Priests [400 Veteran]

3 (+18) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing, +5 Redoubt

Hold the line.

+Secutarii; Hoplites, and Peltasts 40,140

+Skitarii; Half Van and half Ranger 198,500

+Secutarii Axiarchs 135

+PDF 35,000

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3f3855 No.52718

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

763 / (833) Knights Élite

-50 Wounded-

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

8967 / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

Witch Hunter w/ 100 Acolytes (INDEPENDENT AGENT DOING HIS THING)

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

25% to Bastion Tier Super Citadel

Shrines to the Lady Saints (Georgina and Lorraine)

+600 Credits to the Ecclesiarchy of Gaulle each turn (STEEL PACT)

NAT100 RAIL NETWORK

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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3f3855 No.52719

File: 48ea0e604112953⋯.jpg (157.62 KB,600x635,120:127,misc_scifi_by_tacticangel.jpg)

File: cce782c99ccfe1d⋯.jpg (72.19 KB,738x800,369:400,a336ef8fa04cbe42bcbda3b771….jpg)

File: 6def78203894d09⋯.jpg (255.18 KB,800x500,8:5,angels wings magic the gat….jpg)

Dice rollRolled 73, 69, 80, 17, 51 = 290 (5d100)

1. Infantry to defensive positions, and create a choke point in the C.O.R. entrance to Vertun. Stand behind cover, lock shields shoulder to shoulder, raise arms and be ready. Ample ammunition should stand behind each man, their squires and paiges ready to reload at a moments notice.

2. Cover shall be created in abundance. We have millions of labourers, construction vehicles, and now the guidance of a Magos AND a Palatine… Anything and everything which may impede ork fire and movement. Barbed wire in spools a tonne, concrete slabs moved into place, sandbags by the hundreds, and mines enough to demolish a fortress. Debris, wrecked vehicles, all would be braced against the tunnel entrance. Metal spikes, caltrops, and sharps placed onto the ground to impale each step.

3. The entire artillery component of the regiment would be aimed at one place, down the center of the C.O.R. tunnel, ready to unleash everything on a single point. The earth shakers, the tremor guns, and yes, the exorcists ready to preach the message of mankind to the xenos.

4. Even the armoured trains would be used, both as cover and as more firepower. Their guns trained at the tunnel entrance.

5. Squats are masters of underground and tunnel defense. Our legends speak of them. Heed their advice, and listen to them for any advantage we may get to destroy these orks and defend Vertun.

>>52718

This was not like the battles before. There was one and only one place the Orks would attack Vertun from, through the C.O.R. tunnel. The Orks would be funneled here, their forward momentum pressured and intensified, and come crashing into them like a green freight train. There would be no flanking, no outmaneuvering, just a hammer and they were the anvil.

When all preparations were made, the men raised their shields and their arms, and the air became deathly still. The men grimly awaited, and the sound of rumbling could be heard from the tunnel.

And onto this, a low murmur. The murmur became a tone, and the tone a soft song. More and more joined in.

Soon the whole regiment, in one voice, broke into hymn.

https://www.youtube.com/watch?v=Q5Ld9xO5ZRs

In the native tongue of Gaulle they chanted the hymn of Saint Lorraine, and remembered her story.

In hour of darkest need, as the green tide descended and knights were surrounded, she appeared in the heavens; clad in armour and shield in hand as they were, shimmering in holy light.

She raised her shield, no harm befell the knights. Bullets did bounce, swords did shatter

She pointed her sword, and their arms shown as the brilliance of stars. Ork armour pierced as white metal to parchment

For seven days and seven nights her light made night into day, and shown brighter than the sun, and the Orks were vanquished.

They remembered the Salvation of Gaulle. They remembered their vows of Chivalry and Duty to the Emperor. They would stop the Orks or die in service to the Omnissiah.

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589466 No.52720

File: 6a3657229b507aa⋯.png (2.83 MB,3072x1654,1536:827,bombardment.png)

Dice rollRolled 21, 66, 21, 35, 22 = 165 (5d100)

>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 Personnell

>2000 Squat Troops

>1000 Squat Thunderers

>10 Surface to Orbit Cargo Shuttles

>100 Fury Interceptors

>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

>Improved Targeting Cogitators +3 to long range bombardment by Corvette Battaries

>Fin Stabilizers +5 Accuracy to all shelling rolls

>Gyrostabilizers +3 to long range bombardment

>Cluster Shells

>Credits:60,000

"the last thing this battle needs is Drukari harassing our allies behind the lines while greenskins are attacking."

"I hate those knife eared buggers. by far the more frustrating encounters we've had were from their corsairs."

"attacking from the flanks and the rear, before vanishing, that is their way. let's put a stop to them."

#1 first send the Fury Interceptors to provide aerial visual of the Drukari, we need to track their movement and velocity to calibrate the big guns. strafe them if they have the opportunity.

#2 we should bombard across the pole. at this angle, a miss is less likely to hit any Imperial forces or worse, a hive city. we'll start with a Stygies Pattern Bombardment shell to create a firestorm. this should slow them down and make them easier prey for our other guns

>+11

#3 fire battery #2. set ammunition to cluster munitions for wide spread. the Drukari are moving fast, so we will have to lead each new shot a little bit further.

>+11

#4 fire battery #3. set ammunition to cluster munitions for wide spread

>+11

#5 fire battery #4. set ammunition to cluster munitions for wide spread

>+11

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6933df No.52725

Dice rollRolled 97, 30, 89 = 216 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 407 Space Marines

78 Scout Marines

1820 Chapter Thralls

48 assault bikes

Rakmaal Demicus

Rosarius

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted chainsword x1

Thunder hammer x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred annihilator

Bonus:

+10 to rolls when fighting alone.

1.The middle fingers send out the vehicles once more to clear a path for demicus

2.Once more into the breach, With a mighty battlecry of "FOR THE EMPEROR IN ALL HIS GREATNESS, FOR ROGAL DORN IN HIS IRON WILL, FOR HUMANITY, I END TO STEM THE GREENTIDE I RAKMAAL DEMICUS STRIKE THIS FINAL BLOW AGAINST THEE!!!!" Demicus charges forth his thunder hammer at the ready and strikes again and again at the warboss beating him until there is nothing left.

3.make more repairs to the forge, I can see its been worked on, but it could use the touch of one of dorns sons.

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ce91e2 No.52726

Dice rollRolled 95 (1d100)

>>52725

Warboss attack roll

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a29dd0 No.52727

>>52676

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

850/930 Sisters of Battle with Combiflamers

98/100 Heavy Flamer Equipped Retributors

100 Heavy Bolters Equipped Retributors

50 Multimelta equipped Retributors

100 Melta Equipped Dominions

98/100 Seraphim

88/90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

300/1000 Repentia

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

100 Regular Rhinos

97 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, Convent is sanctified, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 100% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils. Olagas upper and mid hive cleared of sigils, Nurgle sigils targeted in underhive. librarium Recovery begun

2,290 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

Luciana Veritova is a Veteran Fighter +10 to all duels.

Task Force Harridan

550 Sisters of Battle with Combiflamers

120 Sisters injured 2 turns

50 Sisters injured for 1 turns

78 Heavy Flamer Equipped Retributors

80 Heavy Bolters Equipped Retributors

40 Multimelta equipped Retributors

80 Melta Equipped Dominions

78 Seraphim

78 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

25 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

8 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

300 Repentia

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

100 Regular Rhinos

87 Repressors

10 Damaged Repressors

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a29dd0 No.52728

Dice rollRolled 49, 77, 76, 37, 32 = 271 (5d100)

>>52727

1. Task Force Harridan gets behind the Ork Warboss and his assault and dump ordinance into their rear before drawing back, reforming only to hit them again and again at speed.

+9 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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

2. The medicae at the Convent continue to build another medical detachment through the uplink.

3. The sisters not actively fighting on the field due to injury see about getting the repressors that are damaged into working order.

4.The sisters famulous continue to try and clear out the underhive of sigils. They must purge the city of the ruinous power's influence.

5. The Sisters whether on the field of battle or not pray to the guiding light of the Emperor, that their hands might be strong, their eyes sharp and unclouded, and their hearts burning with holy fervor, so that the battle may be won.

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dcc831 No.52751

Dice rollRolled 97, 96, 59 = 252 (3d100)

>>52679

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

30,800 credits remaining

TROOPS:

101,000 Combat Servitors (125,000 total)

112 Kataphrons (125 total)

3 Kastellans (2 Damaged)

16 Kastelllans with Incendine Combustors (3 Damaged, 1 Destroyed)

2 Armiger Warglaive (Lesser) (1 Medium Damage)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

6 Salamander Recon Tanks

5 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

140 Avenger Class Strike Fighters

10 Manticores

1. The foul Xenos must not be allowed to act unmolested my more mobile forces will engage on them and prevent them from enacting their sinister plans

10,000 Combat Servitos

50 Kataphrons

2 Armiger Warglaives (Lesser)

6 Salamander Recon Tanks

100 Data-Smiths

140 avenger Class Strike Fighters

2. My remaining forces will continue to assault the Orks that are still on the surface and prevent their wave from being endless in the tunnels towards Vertun, may the guard forces manage to stall long enough for the work of extermination to be done.

91,000 Combat Servitors

62 Kataphrons

3 Kastellans

16 Kastelllans with Incendine Combustors

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

5 Thanatar Siege Automata

220 Data-Smiths

10 Manticores

3. With repairs done the Servitos will be moved towards Khe-Sanh via the tunnels with the goal of reinforcing the already damaged walls.

50 Support Personnel

65,000 Standard Servitors

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dcc831 No.52752

>>52751

oh right as always I forgot +5 to both combat rolls and axe with whichever force is bigger.

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98e89e No.52762

Dice rollRolled 100, 35 = 135 (2d100)

>>52679

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 200

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw, Black River Elite

Major Kreibar, Black River Elite

>Troops:

>Mobwag HQ: (Stationed at: Citadel Sick Yellow)

200,000 PDF Soldiers

20,000 Black River Elites (Old Carpace Armor, Improved Lasguns)

25,000 Black River Veteran Engineers (Combat Engineers)

1,000 Autocannon Teams (3x PDF)

200 Lascannon Teams (2x PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Ortal Fortifications Section: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Artifacts:

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

>Reinforce to:

PDF (458,255), PE PDF (250,000), CE (55,360), Agri (35,725), ACT (8,018), LCT (1,318), HBT (818), TG (1,350), BRVE (81,040), BRV (46,435), BRE (24,998), BRAV (3,775), BRAT (982), BRLT (482), BRHBT (182)

>Task Force Ceramite Wall

200,255 PDF Soldiers

68,500 Poorly-Equipped PDF

25,360 Combat Engineers

11,225 Agri PDF Soldiers

5,982 Autocannon Teams (3x PDF)

1,000 Lascannon Teams (2x PDF)

408 Heavy Bolter Teams (2x PDF)

1,350 Thudd Guns

Medic Detachment (reduces casualties by 10%)

>Task Force Dark Grave

200,000 PDF Soldiers

90,000 Poorly-Equipped PDF

30,000 Combat Engineers

15,000 Agri PDF Soldiers

2,008 Autocannon Teams (3x PDF)

308 Lascannon Teams (2x PDF)

400 Heavy Bolter Teams (2x PDF)

>Reserves

81,040 Black River Veteran Engineers (Combat Engineers)

45,535 Black River Veterans (PDF)

24,548 Black River Elites (Old Carpace Armor, Improved Lasguns)

3,685 Black River Agri Veterans (Agri PDF) (3,775)

982 Black River Autocannon Teams (3x BR Vet)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

+ Weapons Industry (4k standard Guard Equipment per peace time turn & after battle)

>Kill Count:

+ 3,465,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 51 Bonebreakas

+ 50 Gunwagonz

1. Task Force Ceramite wall would continue to hold off the Orkish threat under continuous barrages of support fire.

2. Task Force Dark Grave was tasked with the destruction of these tunnels and they would accomplish this mission. Somehow the Orks had to craft whatever they were using into shape, samples would be taken back to the lab to be experimented on, perhaps some acidic solution could be used to destroy its structural integrity. This research would however have to be conducted by proper imperial channels and under the close observation of the local inquisition forces in order to prevent any accidental heresy.

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6b4650 No.52763

Dice rollRolled 23, 63, 90, 21 = 197 (4d100)

>>52677

>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': Medium Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Relic: Inferno Warblade

-Ion Shields

-Adamantine Armour

-Knight Leader

-Relic: Omnissiah's Saving Grace

Knight Preceptor 'Ars Moriendi': Heavy Damage

-Thunderstrike Gauntlet

-Las-Impulsor

-Multi-Laser

-Ironstorm Missile Pods

-Ion Shields

-Adamantine Armour

Knight Crusader 'Aeternam Vale': Heavy Damage

-Avenger Gatling Gun

-Thermal Cannon

-Heavy Flamer

-Heavy Stubber

-Twin Icarus Autocannons

-Ion Shields

-Adamantine Armour

Knight Styrix 'Vae Victis': Heavy Damage

-Volkite Chieorovile

-Carapace-Graviton Crusher

-Reaper Chainsword

-Blessed Autcimulacra

-Hekaton Siege Claw

-Twin Rad Cleansers

-Empyreal Preysight

-Ionic Flare Shield

-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': Heavy 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

Axiarch 'Sigma-5 Thrrec': Healthy

-Relic: Master-crafted Power Axe

-Volkite Serpenta

-Kyropatris Field Generator

-Refractor Shield

-Titanshard Armour

-Omnispex

-Shattersphere Grenades

-Augury Scanner

-Infantry Leader

99 Axiarchs

36800 (40000) Secutarii

255000 (290000) Skitarii

3000 Sancristans

10000 Tech-priests

3600 Centaurs (18000 Carrying Capacity)

>Credits

7466 and ⅔

>Projects

Khe-Sanh - Karanas Fortified Rail Line (10.4%)

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

Master-crafted Arc Maul: +5 to dueling.

Master-crafted Power Axe: +10 to dueling

>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: The Skitarii, now having obtained once again a proper foothold in the trenches of the south, will continue holding it down against the endless onslaught of the Orkz.

+215000 Skitarii

+16300 Secutarii

2: The Secutarii and Axiarchs atop Khe-Sanh, while their efforts seem to mostly in vain, shall continue doing their best to ward off the Orkish assault upon the walls and gate.

+Axiarch 'Sigma-5 Thrrec'

+99 Axiarchs

+19800 Secutarii

3: The Castellan, the last Knight that can still safely go on the offensive, shall assault the Orkz with its heavy firepower once again from within the Redoubt. The Castigator will also head out into the trenches to mow down infantry in less dangerous maneuvers.

+Knight Castellan 'Oculi autem Deus'

+Knight Castigator 'Dies Irae'

4: The Tech-priests and Sancristans, hands full with work, will repair the damaged Knights

+10000 Tech-priests

+3000 Sancristans

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6ae9e3 No.52764

Dice rollRolled 99, 40, 15 = 154 (3d100)

>>52679

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, +9 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

20,650 Credits

Steel Pact (4,350)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

77,000 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,498 Ratling Snipers

21,500 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

22,900 Squat Troopers

13,450 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Defend the walls. "So far everything has gone accordingly to plan, but that does not mean it will last for long. Seeing that the crusader and banehammer is not currently doing anything it instead shall take position more as artillery to rain death from the skies. The Laser will also continue to shoot any any of the false giants that dare to bring themselves to our doorstep."

Ruffshod, +9 to defensive warfare, Khe-Sanh Defenses

2. Defend the tunnel. "Now that the enemy has reached efficient concentration to show our trump card we can set up our forces for a flank using the auxiliary tunnels to clean up any remnants before they can retaliate."

240 Squat Thunderers, 21,500 Nightsider Infiltrators, Bane, +24 from bonus

3. Redirect power from safe hive cities to the tunnel.

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885e30 No.52765

File: d8b0b6b5f11c19a⋯.jpg (353.41 KB,878x620,439:310,Stormlord_Battle.jpg)

Organization Name:Steel Springald

Category:Imperial Guard

Sub-Category:Infantry support tanks

Armour:

Lore: "Mors pluit milia" is heard throughout the lines as the guns are fired off. "Steel Springald are the backbone of the Praetorian Guard" is what you're likely to know, but others say they're the glory stealers, damnable is what I'd call those naysayers but damnable is what those caught on the other side of the Steel Springald's line will be.

Following the Embarrassment of the Praetorian Guard at Montar, Praetoria decided it needed to bring it's infantry was inadequate and thus needed to be brought under tank support. this notion was very heavily criticized by noblemen and lords alike but upon later refinements the Steel Springald was born, they would ensure Praetoria's troops would never be without Steel to be behind. 10 years later the Steel Springald would be further refined into a para-armour division, however during trials freak warp storms would cut the tank battalion astray where they would find themselves over Koronam and reunited with the Pride of Paetoria.

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ce91e2 No.52766

>>52765

Troops:

3 Standard Malcadors

10 Leman Russ Tanks

150,000 Imperial Guardsmen

Bonus: +5 when fighting alongside an army of infantry, +10 when fighting alongside 2 armies of infantry.

-10 for tank-only attacks.

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885e30 No.52767

File: 6b3e4fba3168928⋯.png (336.21 KB,1194x1067,1194:1067,Crest and Guard.png)

Dice rollRolled 73, 18 = 91 (2d100)

>Organization Name:

Steel Springald

>Category:

Imperial Guard

>Sub-Category:

Infantry support tanks

>Troops:

3 Standard Malcadors

10 Leman Russ Tanks

150,000 Imperial Guardsmen

>Bonus:

+5 when fighting alongside an army of infantry, +10 when fighting alongside 2 armies of infantry.

-10 for tank-only attacks.

>Lore:

"Mors pluit milia" is heard throughout the lines as the guns are fired off. "Steel Springald are the backbone of the Praetorian Guard" is what you're likely to know, but others say they're the glory stealers, damnable is what I'd call those naysayers but damnable is what those caught on the other side of the Steel Springald's line will be.

Following the Embarrassment of the Praetorian Guard at Montar, Praetoria decided it needed to bring it's infantry was inadequate and thus needed to be brought under tank support. this notion was very heavily criticized by noblemen and lords alike but upon later refinements the Steel Springald was born, they would ensure Praetoria's troops would never be without Steel to be behind. 10 years later the Steel Springald would be further refined into a para-armour division, however during trials freak warp storms would cut the tank battalion astray where they would find themselves over Koronam and reunited with the Pride of Paetoria.

1.Scattered and confused, Steel Springald will regroup counting how many are left after the warpstorm.

2. we'll figure out our location, making sure to check the usual imperial signals as well.

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f6ab6f No.52768

>on the bridge of the Pride of Praetoria

"Sir, you're going to want to see this."

"what is it first mate."

"the navigators and techpriests are reporting more vessels have exited the warp onto orbit."

"what of it? more Orks? reinforcements?"

"imperial distress signals Sir. 'pera blimey, it's got a Praetorian vox signature!"

"send them a vox immediately."

>>52767

"this is Captain Cromwell of the Pride of Praetoria, Imperial Navy. we have detected your vessels vox signature as Praetorian vessels. we were not informed of reinforcements, identify yourselves."

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885e30 No.52769

a sharp static chimed through the vox of one of the only remaining officers barge.

"it's vox chatter sir"

"boost the signal and clear up that mess private"

"sir we're getting a incoming message from a Praetorian signature"

"that's good news, is it our boys?"

"no sir it's different"

"well don't hold me waiting private, send the message through"

"bleeding hell the Pride of Praetoria."

>>52768

"I say, this is Lieutenant-Colonel Branston of the Steel Springald. it appears we've had abit of a mishap with a warpstorm or two. requesting intel on where we are. sir."

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e98b58 No.52770

File: 34e0bcd1b1089db⋯.jpg (18.83 KB,236x359,236:359,f5d00f5fd0e4972cb11a793767….jpg)

>>52769

"well met Lieutenant-Colonel. it seems the Emperor works in mysterious ways. he has decidedly flung you half-way across the galaxy to Gothic Sector in Segmentum Obscurus. this is the planet Koronam. you might notice from the roks and wreckage that we're currently defending from an Orkish invasion. they have landed on two major fronts, the main force attacking on the eastern hemisphere while a second force attacks through a planetary tunnel network to the north. in accordance to orders by Segmentum Command, all available Praetorian forces are to reinforce the planet. I advise you prepare your forces for a planetary assault, before the Roks notice your drop vessels. Lieutenant-Colonel, I am prepared to send a shuttle and personally invite you and your staff aboard my vessel. you can make good of the Pride of Praetoria's bridge control room to coordinate your forces."

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885e30 No.52771

>>52770

"ah well begging your pardon sir, there's nothing mysterious about the Emperor in this instant, he sees here there is work to be done and so has seen fit to deliver us to fight in his name, and that we'll do. very kind offer of you Captain, we'd be delighted to join you on your vessel just as soon as we make land fall. we'll be dropping near your location once we've got more of a fix. these wrecks are messing up our readings."

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2de2bf No.52773

Dice rollRolled 35, 88 = 123 (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

5 Favor

>TROOPS:

269 Standard Space Marines ("4" Companies)

20 Wounded Space Marines

110 Scout Space Marines (1 company)

99 Death Company Space Marines (1 Company)

15 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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)] >Slight 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] >Medium Damage

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 15/100%

>Relics

+Wings of Volatus - +15 to Attacks from Above

1/2. All forces would now redeploy to the beleaguered redoubt and relieve its forces by killing the Ork scum with utmost purity and much Stormraven and Thunderhawk Bombardments

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e98b58 No.52774

File: 6042fc42525a03b⋯.jpg (26.83 KB,300x225,4:3,DSC07777.JPG)

File: d518f89635975ba⋯.jpg (17.36 KB,344x266,172:133,battleship.jpg)

File: b09df8aa50fb1bf⋯.jpg (52.75 KB,736x405,736:405,c279aaa7e0d74a19b609d2c4a7….jpg)

>>52771

Lieutenant-Colonel Branston and his personal staff watched the drop ship dock against the hull of their drop ship, in Praetorian fashion the shuttle crew saluted and they boarded quickly with little conversation. for being caught in a warp storm, there were far worse fates than to be found by comrades in arms and planet kin. there was a good reason to head down to the ship. a vox tower, auspex scanners, naval tech priests and a navigator made the ship ideal for staging the recoup of the scattered forces in orbit. it was bizarre to hear of a vessel crash landing onto a planet surface so intact, whether the helm had skill, luck, or the emperor at the wheel. the familiar white glow of orbital reentry lit the windows and the sonic boom shook the shuttle gently. when they had entered the blue skies of the planet there were a series of loud thuds that it might seem they were under anti-aircraft fire, until one looked down to see there were guns firing. but not at them, and no mere flak batteries. there below, embeded like a small mountain heap of metal on a green landscape, the Pride of Praetoria shook the earth and sky as its guns spoke with fury. they were only corvette batteries, but unlike the void of space, their sound was two fold more in atmosphere. squadrons of fury interceptors were taking off and landing from within its hull. the shuttle approached and docked on the ship. there, despite the roar of guns, the wailing of klaaxons, the roar of fury interceptors taking off and landing and the frantic movement of ground crew, despite all this…

http://www.youtubemultiplier.com/5cb3de236a276-prideofpraetoriaparadewelcome.php

the crew had prepared a band to welcome the Lieutenant-Colonel, piping him aboard in full parade uniform, playing to the march of the Praetorian tank corps. ever always Praetorians, the crew upheld the standard of grooming, tradition, and discipline even through the heat of battle

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ce91e2 No.52775

>>52680

The holy unguents and oils are brought… The Omega project advances by another 1.8%. It will be a long and hard journey, but it will be worth the toil. (You know you can engage in combat if you so desire, this can be done alongside combat rolls.)

>>52691

>>52690

Your army blunders around in the dark, it appears that some mischievous force had cut off your Vox communications.

>>52699

>>52717

Your Knights move forward towards the heavily damaged Morkanaut, and find that it is being guarded by another Morkonaut! That does not dissuade your knights however, as the Valiant uses it's great Harpoon to bring the healthy Morkonaut to the ground, while the Preceptor, using its Las-Impulsor manages to bring down the heavily damaged Morkonaut with a single clean shot. The Helverins use their auto cannons to pump the Morkonaut full of Lead, so to speak as the Styrix charges forward and smashes the head in with it's great claw. The Crusader, using its large number of guns tears the remainder of the other Morkonaut to shreds, ensuring it cannot get up. The Servitors and Grailborn on the ground likewise had an easy time dispatching the Orkz who dared to come close to your Imperial Knights. Afterwards, all Knights except one (The Crusader with Heavy Damage) have been repaired. Your more elite forces are holding the Orkz off within the Redoubt, however the first cracks in the walls are being made, and the Orkz slowly start to squeeze in.

Casualties:

3,000 Varuke Servitors Killed

2 Chimeras destroyed

20 Grailborn Killed

All knights except a heavily damage Knight Crusader are repaired.

2,500 Secutarii Killed

20,000 Skitarii Killed

1 Axiarch Killed

7,000 PDF killed

Destroyed 2 Morkonautz, killed 175,000 Orkz.

>>52718

>>52719

Cover was created, anything that could be placed down was placed down, caltrops, massive metal beams, sandbags and a whole lot of barbed wire. Your forces placed down their shields and made sure they were properly anchored into the ground, there's no need to run… In the distance, you heard the loud roars, groans, and general screaming of the orkz, however the song that was sung drowned them out. The Exorcists cannot be used in such cramped quarters, however the earthshakers and Tremor guns were used, and as the first Orkish forces ran into the line of fire, your men covered their ears as at least a hundred guns all fired in unison on a single point. Very few orkz survived that. As the Earthshakers were reloading as fast as their hands would allow, the men on the ground returned fire, unleashing the full might of their Hot Shot Volley Guns. Ork after Ork was gunned down, and the Nobles did all this without interrupting their grand Hymn. Sadly the Armored train was unable to be brought in, due to an inability to bring it onto the rails, however many an Ork was gunned down. Casualties were comparatively low, however the Orkz will not relent.

Casualties:

300 Noblemen Killed

5 Knights Elite Killed

10 Knights Elite wounded

1,000 Men at arms killed

Casualties: Killed 165,000 Orkz, killed 5,000 Squigz.

>>52720

The Pride of Praetoria opens fire, and using a smart strategy they manage to completely evade all friendly fire! From the perspective of the Fury Interceptors, only the shells from the Stygies Pattern Bombardment Shell and Battery #3 manage to hit their marks, and Battery #3 didn't deal all that much damage. The fury interceptors in the sky are also having a bad time as well, with at least 15 of them having been shot down by the Raven fighters that the Drukhari are bringing to bear against them.

Casualties:

15 Fury Interceptors

Killed 100 Kabalite Warriors, destroyed 1 Reaver Jetbike.

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ce91e2 No.52776

>>52725

https://www.youtube.com/watch?v=7fMLNzzlc68

The Middle fingers, riding atop the Predators, the Land Raider, and their assault bikes charge out, riding over Ork after Orkz as they speed into the southern flank of the Orkz trying to break into the City. The Land Raider and Predators go in first, clearing the path for the Assault bikes, whose jobs are to ensure that the Orkz do not overwhelm the formation. Many Orkz are run over by the Land Raider's large tracks and the Predators take out a trio of Bonebreakaz that tried to press them back. Many Orkz are gunned down by your marines, and eventually the Warboss is within sight. Demicus charges out of the Land Raider with his retinue of 9 marines, smashing his way towards the Warboss, but when it comes time, the Warboss gives the Captain a proper smashin. This Ork has had enough of Rakmaal, and starts mercilessly beating on him. Rakmaal's retinue lose 2 Marines, however they manage to recover their captain and bring him to safety, who, while damaged, has had most of the punishment reduced by his Rosarius and Stormshield. The Chapter Thralls meanwhile, work on expanding the forge, bringing it to 45% functionality.

Casualties:

2 Marines Killed

20 Marines wounded

Land Raider Medium damage

1 Predator Damaged

75,000 Orkz Killed. Rakmaal Demicus takes 45 damage, bringing him down to 365/410 HP.

>>52727

>>52728

Your sisters of battle come behind the Ork Warboss and begin to unleash waves of fire from their flamers. The Seraphim fly overhead and drop the payloads they have on them as the repressors run down scores of Orkz. The repentia charge in, cutting down any Orkz they see, but many of them fall as the Orkz wisen up to the attack from the rear and start allocating forces to deal with your attack. Back at the Convent, it appears that the next Medical detachment is at about 95% completion! Almost there! As for the damaged repressors, your more tech-savvy sisters manage to repair all the Repressors that were damaged in both this assault and the last. The Underhive of Olagas has large quantities of sigils, Many of them are easy to scrub off… What is pressing however, is that you encounter a small chaos cult that, were it not for your timely interference, would have summoned a bloodletter! The sisters on the field of battle pray for the emperor to grant them victory, perhaps if they fight hard enough they will accomplish this task.

Casualties:

25 Sisters of Battle Killed

65 sisters of battle wounded

1 of each retributor killed

1 Seraphim Killed

5 Seraphim Injured

10 Rhinos damaged

1 Rhino destroyed

Killed 115,000 Orkz.

>>52751

Your mobile forces quickly catch up to the Dark Eldar, who are immediately caught off guard by your surprisingly fast assault. The Kataphrons launch a decisive first strike against the Dark Eldar, who do not return fire as you are busy unleashing the full extent of their fire power. The Armiger Warglaives charge forward and cut a raider vehicle in two, and manage to recover the gene seed that was stolen from the Emperor's Middle Fingers! As for the Orkz that are still on the surface, your Combat Servitors begin to cut them down with impunity. The Karacnos Heavy tanks and Kastellans also help to control the mass of the Orkz and force them all into the tunnel, and kill those who try to fight you off. The Servitors are then transported towards Khe Sanh. 59/200 Progress towards Khe-Sanh.

Casualties:

Dark Eldar:

6 Kataphrons

1 Armiger Warglaive, Medium damage

Killed 125 Dark Eldar, destroyed 1 Raider.

Orkz:

6,000 Combat Servitors destroyed

1 Kastellan with Incendine Combustors destroyed

5 Kastellans with Incendine Combustors damaged

1 Thanatar Siege automata damaged

Inflicted 195,000 Ork Casualties, killed 6,000 Squigz.

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ce91e2 No.52777

>>52762

https://www.youtube.com/watch?v=kVW5rjA5O7U

Ceramite wall lives up to its name. Wave after wave of Orkz smashes against the trenches, and breaks upon them. The Solders within the trenches, having firmly established themselves, fight with the Emperor's Fury in their souls. The Orkz bring forth a Morkonaut, and it is torn to shreds by massed Lascannon fire… Ork Nobz charge forward to break into trenches, and they are ripped apart by Heavy Bolters and Autocannons. The Orkz are denied entry into the trenches, and the line is safe for now. As for the tunnels, it appears that they are using the C.O.R.E network tunnels, which use a combination of Ferrocrete, Ceramite, and Adamantium many meters thick.

Casualties:

29,000 PDF soldiers dead

20,000 Poorly-equipped PDF

2,000 Agari PDF

4 of each team

Inflicted 215,000 Ork Casualties, destroyed 1 Morkonaut.

>>52763

Your Skitarii are outdone by the PDF forces within the trenches, while they offer some support, they mostly are restricted to using Transuranic Arquebuses due to the Orkz being out of range of the more close-range Skitarii weapons, you take out a couple bonebreakaz and kill some Orkz, but that is about it. The Secutarii and Axiarchs continue to lob Melta bombs over the walls, and watch as they plummet to the ground and detonate, turning many Orkz into little more than burnt paste and melting armor. The Castellan provides what fire support he can, and helps ensure that the Redoubt is not overrun, as the walls are steadily breaking apart. The Castellan throws as much firepower as he can and manages to destroy a pair of Killa Kanz that were leading the assault into the Redoubt. The Castigator stands at the entrance to the hole in the walls and cuts down any Orkz that dare to enter. As for repairs, it appears that the repair shop is working slowly right now. The Knight Paladin Pallida Mors has been fully repaired.

Casualties:

1,000 skitarii

Killed 75,000 Orkz, destroyed 2 Bonebreakaz, destroyed 2 KillaKanz.

>>52764

The Knights are redeployed outside of the walls and at a long distance act as Artillery support. The Banehammer's Tremor cannon proves to be extremely effective at bringing Orkz to the ground, while the Knight Paladin and Crusader, using their impressive array of heavy weapons provide covering fire for the Emperor's Middle Fingers, who seem to be charging into the heart of the Green Orkish Horde! The forces atop the walls continue to rain death upon the Orkz, the Squats in particular are excelling here, and the Ratlings continue to pick off Nobz at a distance. The Ogryns ensure that any attempts to scale the walls end in failure. As for the tunnels, your Nightsiders continuously harass the Orkz from their sides, killing many Unfortunate Orkz from the dark recesses within these tunnels. Your attempts to redirect power end in failure, as it appears that the hive cities as of right now are using a lot of power.

Casualties:

500 Ogryns

1 Banehammer, Slight damage

Killed 185,000 Orkz, destroyed 1 damaged Deff Dred, destroyed 5 Bonebreakaz.

>>52767

Steel Springald's men regroup, and he gets the briefing from his men. "Sir, it appears that not many survived the warp storm, luckily most of our heavy armor survived, 3 Malcadors and 10 Leman Russes survived, which was most of it. Sadly, only 150,000 Guardsmen survived, it appears many did not survive the warp storm. As for our location, it appears we are at Koronam, and it is currently under attack by the Orks. The situation appears to be quite dire, with the Drukhari even showing up. What shall we do sire?"

>>52773

The Carnelian Martyrs descend from the skies to reinforce the skitarii in the redoubt. The wall had been breached, so that was where the Astartes were going. Continuous massed bolter fire upon a single location meant that many Orkz had been killed by a well placed bolter shell to the head. The Orkz were also scaling the walls, so many marines were also devoted to dealing with that threat, armed with melee weapons they cut and cleaved through many Orkz, ensuring that the walls were safe as well. Outside, the Thunderhawks and Stormravens were endlessly strafing, using Hurricane Bolters and missiles to thin the Orkish numbers outside the redoubt.

Casualties:

50 Space Marines wounded

Inflicted 155,000 Ork Casualties.

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ce91e2 No.52778

File: 6136c4452e01a9b⋯.png (169.5 KB,3135x1518,95:46,Khe Sanh Map.png)

File: aeb22fb93b45af0⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

In the battle for Khe-Sanh, the Orkz have breached the wall of the redoubt, although the combined Adeptus Mechanicus forces and the forces of the Carnelian Martyrs, the Redoubt still stands. The Southern line is holding excellently, as the Orkz are starting to grind themselves down on the trenches. As for Khe-Sanh itself, the Orkz are about 50% of the way through damaging the walls, and likewise, 50% of the way through the gate itself, however they too are being ground down.

In the west, the Orkz near Vertun have made contact with the regiment of Gaulle, and the forces of Gaulle are doing an excellent job fending off the Orkz, killing many orkz, while taking comparatively few casualties and giving basically 0 ground to the Orkz. The orkz on the surface have been mostly driven out as well.

However, the enigmatic plan of the Dark Eldar has come to light! They are speeding quickly towards the Fortress Monastery of the Ash Dragons, which is also being shared with the Emperor's Middle Fingers. However, they themselves have also taken significant casualties.

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ce91e2 No.52779

>>52778

Forgot numbers

Khe-Sanh

Warboss BigGit Grotsmasha

10,235,000 ORKZ

3 Gorkanautz (1 slightly damaged)

2 Morkanautz

3 Deff Dredz

28 Bonebreaka

1 Killa Kanz

Dark Eldar Troop Numbers:

525 Kabalite Warriors

5 Raven Fighters

9 Reaver Jetbikes

1 Reaper

1 Raiders

Central Front Numbers:

5,785,000 Orkz

46,000 Squigz

1 Gorkanaut

1 Morkanaut, Slightly damaged

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885e30 No.52780

File: aa5eb260a2fb9a3⋯.jpg (468.53 KB,1296x2160,3:5,PtGtglrRlUE.jpg)

>>52774

the doors of the drop ship opened. a group of guardsmen came slow matching out seemingly spotless, they were spiff, and their heads held high they moved in perfect unison with their las-muskets under shoulder arm and their free arm saluting a fixed gaze towards the bow of the ship. Branston followed in toe with his saber gripped between his hand across his chest, his free arm would sway and gesture marching orders to his staff and officers behind, who would shout them out to the men. this march would dive from goose step to military step for awhile until stopping utterly at the end of the bands song. this is where all of the men, except for the Lieutenant-Colonel, would stand ready. Branston would give a final salute before sheathing his saber, in Praetorian fashion, and move towards the bridge of the Pride of Praetorian. once there he and Captain Cromwell would make the traditional greetings and then get on with the business at hand.

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885e30 No.52781

Dice rollRolled 54, 79 = 133 (2d100)

>>52777

>Organization Name:

Steel Springald

>Category:

Imperial Guard

>Sub-Category:

Infantry support tanks

>Troops:

3 Standard Malcadors

10 Leman Russ Tanks

150,000 Imperial Guardsmen

>Bonus:

+5 when fighting alongside an army of infantry, +10 when fighting alongside 2 armies of infantry.

-10 for tank-only attacks.

>Lore:

"Mors pluit milia" is heard throughout the lines as the guns are fired off. "Steel Springald are the backbone of the Praetorian Guard" is what you're likely to know, but others say they're the glory stealers, damnable is what I'd call those naysayers but damnable is what those caught on the other side of the Steel Springald's line will be.

Following the Embarrassment of the Praetorian Guard at Montar, Praetoria decided it needed to bring it's infantry was inadequate and thus needed to be brought under tank support. this notion was very heavily criticized by noblemen and lords alike but upon later refinements the Steel Springald was born, they would ensure Praetoria's troops would never be without Steel to be behind. 10 years later the Steel Springald would be further refined into a para-armour division, however during trials freak warp storms would cut the tank battalion astray where they would find themselves over Koronam and reunited with the Pride of Paetoria.

1. thanks to the superior equipment of the Pride of Paetorian and Captain Cromwell's generosity. Branston's men were able to regroup, though the needless losses were grim news, the Lieut-Colonel kept heart. "private you are to relay my orders to the rest of the men. my orders are all Steel Springalds will make land fall at the beaconed drop site(a location Captain Cromwell suggested) upon landing you will check over the equipment and vehicles and make sure everything is in proper order no warpstorm will sully Steel Springalds name." after dismissing the private Branston would prepare to meet up with his men at the drop site.

2. once everything was checked and rechecked then checked again. Steel springalds would make their way marching to Vertun. [traveling +30]

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6ae9e3 No.52782

Dice rollRolled 82, 38, 90 = 210 (3d100)

>>52778

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, +9 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

20,650 Credits

Steel Pact (4,350)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader

1 Freeblade Questoris Knight Paladin

76,500 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,498 Ratling Snipers

21,500 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

22,900 Squat Troopers

13,450 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Defend the walls. "With the knights redeployed and having established themselves now is the time to bait the enemy into range. Flanking the Morkanaut attempting to tear down the gate they shall destroy it and challenge its other misbegotten kin to fight them. When the enemy titans come into range the gatehouse laser shall fire upon them bringing great devastation to their number."

Ruffshod, +9 to defensive warfare, Khe-Sanh Defenses

2. Defend the tunnel. "The men of gaul are holding strong and are acting as an excellent bottleneck for the ork horde. Ensuring that they concentrate their numbers even further. We shall encourage this by continuing our strikes from the side."

240 Squat Thunderers, 21,500 Nightsider Infiltrators, Bane, +24 from bonus

3. Redirect power from safe hive cities to the tunnel. "With the orks neatly packed in this is the best time to strike. Hopefully enough time has passed for the techpriests to finish their calculations and finally divert power to the tunnel defense systems."

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6ae9e3 No.52783

Dice rollRolled 74, 97 = 171 (2d100)

1. Tunnel purification

2. Gatehouse laser

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d02dae No.52784

>>52775

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, No 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, No Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

3 Knight Crusader, 1 with Heavy 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,Stormspear Rocket Pod, Titanic Feet)

1 Knight Errant, No Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, No Damage

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Stormspear Rocket Pod, 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

1 Knight Styrix, No Damage,

(Blessed Autocimulacra, Adamantine Armour, Ionic Flare Shield, Volkite Chieorovile, Carapace-Graviton Crusher, Hekaton Siege Claw with built-in twin-linked Rad Cleansers, Empyreal Preysight, Titanic Feet)

Secutarii; Hoplites, and Peltasts 37,640/44,390

Skitarii; Half Van and half Ranger 178,500/283,500

Secutarii Axiarchs 134/135

Mechanicus Movement Cost -25%

PDF 28,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank Damaged

161 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1000 1st gen Grail Born (1160)

10 Manticores

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's Might', Two-handed, +20, x3 damage against Daemons)

25,000/25,000 Armed Servitors, for Labor and work in the Manufactorum

17,000/25,000 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

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

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.

Replicae (Cloning) Facility, 11 Pods intact.

Lost Agari City; Safety Zones Cleansed, Nomadic Agari Tribe Support, Rebuilding Underway,

Location of Eastern Guard Fortresses Discovered

Omnissiah's Will

Quest for Knowledge: Available every third battle turn.

Cleaning of Agari City Available every fifth battle turn

Steel Pact Income; 4350 per peace turn

3850 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Mines Deployed Around Redoubt

Machine Spirit Knight Blessing +4 (This Combat Only)

Stat Post

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d02dae No.52785

Dice rollRolled 84, 8, 14, 63, 97 = 266 (5d100)

>>52775

1 (+13) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing,

Ork Titan Hunting.

+Lance Golden Clover; Styrix, Preceptor (Slight), Valiant, and the 2 Armiger Knight Helverins linked to the Preceptor

+Lance Imperishable Will; Gallant, Crusader, Crusader

+17,000 Varuke Servitors, Improved Combat Tier

+2900 Tech-priests [2900 Novice]

+161 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

+382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1000 1st gen Grail Born (1160)

2 Repair the Dreadnoughts of The Carnelian Martyrs, the Knight Crusader, Heavy Damage, and the Karacnos Battle Tank. Within a secured hold the Varuke Sancristans and Legio Tech-Priests examine the space marine dreadnoughts. "The wiring suggests a relatively simple MIU unit is housed within. The spirit must be appeased, a traumatic joining of pilot and machine spirit has unsettled the seats of divine linkage. If we had time perhaps we could realign the joining to achieve true transcendence, alas time is of the essence."

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] >Heavy Damage

1 Furioso Death Company Dreadnought (Brother Vastator) [Blood Talons] [Melta Cannon] [Magna-Grapple] >Medium Damage

1 Karacnos Assault Tank Damaged

+100 Sancristans

+400 Tech Priests [400 Veteran]

3 (+18) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing, +5 Redoubt

The Line and Redoubt must be held, send in the Warden to plug the hole with Ork dead. The Rapier Armoured Carriers will focus fire to support the Knights against armor and heavy infantry.

+ Warden

+Secutarii; Hoplites, and Peltasts 37,640

+Skitarii; Half Van and half Ranger 178,500

+Secutarii Axiarchs 134

+PDF 28,000

+159 Heavy Mortar Cannons

+200 Centaurs [Carry Capacity 1000]

+44 Rapier Armoured Carriers [Carry Capacity 44]

+100 Tarantulas

+10 Manticores

4 Deploy Chadicus to the Redoubt to cut down anything that comes through. His systems recently augmented with a most advanced MIU granting him the combat edge he needed to start the path to mastery. +30

+Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's Might', Two-handed, +20, x3 damage against Daemons)

5 Cleanse the Agari City. The city is buried deep, the unwelcome taint taken ancient root. We shall cleanse it. The Omnissiah's Will shall keep our Errant and Servitors against any foul corruption.

+Omnissiah's Will

+Errant

+25,000 Armed Servitors

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dcc831 No.52786

Dice rollRolled 57, 37, 49 = 143 (3d100)

>>52776

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

30,800 credits remaining

TROOPS:

95,000 Combat Servitors (125,000 total)

106 Kataphrons (125 total)

3 Kastellans (2 Damaged)

10 Kastelllans with Incendine Combustors (8 Damaged, 2 Destroyed)

1 Armiger Warglaive (Lesser) (2 Medium Damage)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

6 Salamander Recon Tanks

4 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

140 Avenger Class Strike Fighters

10 Manticores

+5 to fighting Eldar (bonus)

+10 to fighting Orks (axe and bonus)

1. Continue sending my Standard servitors through to Khe-Sanh (68/100)

65,000 Standard Servitors

2. My mobilized forces will continue to assault the Dark Eldar, hopefully we can drive the filthy xenos witches from the planet.

10,000 Combat Servitors

44 Kataphrons

1 Armiger Warglaives (Lesser)

6 Salamander Recon Tanks

100 Data-Smiths

140 Avenger Class Strike Fighters

3. With the Orks driven into the tunnel systems we will follow them from behind with our units capable of underground fighting taking advantage of the heavy flamers of our Kastellans to burn out the side tunnels before advancing upon the xenos forces.

85,000 Combat Servitors

62 Kataphrons

3 Kastellans

10 Kastelllans with Incendine Combustors

220 Data-Smiths

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ed4d51 No.52793

Dice rollRolled 32, 97 = 129 (2d100)

>>52775

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: 22,000

TROOPS:

470,000 Skitarii

33 Onager Dunecrawlers

300 Ironstrider Ballistariuses

160 Sydonian Dragoons

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

5,000 Varuke Combat Tier and 15,000 Armed Servitors

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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. Project Omega 11.8%

2. Send the army to help against the dark eldar forces.

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a29dd0 No.52799

>>52776

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

825/930 Sisters of Battle with Combiflamers

97/100 Heavy Flamer Equipped Retributors

99/100 Heavy Bolters Equipped Retributors

49/50 Multimelta equipped Retributors

100 Melta Equipped Dominions

97/100 Seraphim

88/90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

300/1000 Repentia

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

99 Regular Rhinos

97 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, Convent is sanctified, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 100% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils. Olagas upper and mid hive cleared of sigils, Nurgle sigils targeted in underhive. librarium Recovery begun, stopped summoning in underhive, 95% completion of medic detachment

2,290 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

Luciana Veritova is a Veteran Fighter +10 to all duels.

Task Force Harridan

520 Sisters of Battle with Combiflamers

65 Sisters wounded 2 turns

120 Sisters injured 1 turns

77 Heavy Flamer Equipped Retributors

79 Heavy Bolters Equipped Retributors

39 Multimelta equipped Retributors

80 Melta Equipped Dominions

72 Seraphim

5 Seraphim injured 2 Turns

78 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

25 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

8 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

300 Repentia

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

89 Regular Rhinos

10 Rhinos damaged

97 Repressors

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a29dd0 No.52800

Dice rollRolled 3, 97, 57, 62 = 219 (4d100)

1. The Order of the Cleansing dawn Returns to the trenches to force the orks back and burn them down to dust. They have more than enough vehicles and heavy armament to burn a horde down to nothing.

+9 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 Duel

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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

2. The sisters not tied up in combat or saving lives attempt to fix the stricken rhinos. They are tough machines, but even they need repairs at times.

3.The sisters running the uplink finish the last reaming work on creation of a new medical detachment. More detachments means more lives saved and a better chance of keeping this world.

4.The sisters of the Order of the Cleansing Dawn pray. Pray for the strength and vigor to to utterly destroy the foul orkoid hordes and cleanse the world of their spore laden taint.

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3f3855 No.52801

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

748 / (833) Knights Élite

-50 Wounded-

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

8667 / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

89,000 / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

Witch Hunter w/ 100 Acolytes (INDEPENDENT AGENT DOING HIS THING)

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

25% to Bastion Tier Super Citadel

Shrines to the Lady Saints (Georgina and Lorraine)

+600 Credits to the Ecclesiarchy of Gaulle each turn (STEEL PACT)

NAT100 RAIL NETWORK

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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3f3855 No.52806

Dice rollRolled 19, 60, 22 = 101 (3d100)

>>52801

Short Post because I have work today

1. Get out of the way of the incoming fire from the tunnels and the city

2. Keep Firing with all we have at the orks, hold out long enough for reinforcements!

3. labourers start helping the city defenses suplying ammo and making repairs on the spot. Follow the directions of the Magos Errant and the Sister Palatine

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3f3855 No.52807

Dice rollRolled 27, 96, 32 = 155 (3d100)

Faust has also requested me to post for him before the update today

>1# forces are too close for the artillery, aid the forces attacking the Dark Eldar with our aircraft

>#2 make repeated strafing runs

>#3 continue strafing runs

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2de2bf No.52811

Dice rollRolled 4, 63 = 67 (2d100)

>>52777

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

5 Favor

>TROOPS:

219 Standard Space Marines ("4" Companies)

70 Wounded Space Marines

110 Scout Space Marines (1 company)

99 Death Company Space Marines (1 Company)

15 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

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)] >Slight 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] >Medium Damage

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 15/100%

>Relics

+Wings of Volatus - +15 to Attacks from Above

1. Much as Sanguinius held the Eternity Gate against all odds so too shall the Carnelian Martyrs hold the breeched wall of the Rebout, against all manner of Ork and their vile war machines. The breech itself shall find itself filled with our full contingent of Death Company Marines lead by Chaplain Rhamiel, while the walls would be filled with our Battle Brothers, hurling accurate heavy bolter fire and plasma down into the green mass. Behind the Death Company would be our Baal Predators, who would cut down any Orks who managed to slip past our Death Company.

+ 10

2. In the meantime our techmarines would see to our damaged Dreadnoughts and vehicles, repairing them with the aid of free Admech staff around

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98498a No.52816

Dice rollRolled 82, 28 = 110 (2d100)

>>52777

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 200

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw, Black River Elite

Major Kreibar, Black River Elite

>Troops:

>Mobwag HQ: (Stationed at: Citadel Sick Yellow)

200,000 PDF Soldiers

20,000 Black River Elites (Old Carpace Armor, Improved Lasguns)

25,000 Black River Veteran Engineers (Combat Engineers)

1,000 Autocannon Teams (3x PDF)

200 Lascannon Teams (2x PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Ortal Fortifications Section: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Artifacts:

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

>Reinforce to:

PDF (458,255), PE PDF (250,000), CE (55,360), Agri (35,725), ACT (8,018), LCT (1,318), HBT (818), TG (1,350), BRVE (81,040), BRV (46,435), BRE (24,998), BRAV (3,775), BRAT (982), BRLT (482), BRHBT (182)

>Task Force Ceramite Wall

174,155 PDF Soldiers

50,500 Poorly-Equipped PDF

25,360 Combat Engineers

9,425 Agri PDF Soldiers

5,978 Autocannon Teams (3x PDF)

996 Lascannon Teams (2x PDF)

404 Heavy Bolter Teams (2x PDF)

1,350 Thudd Guns

Medic Detachment (reduces casualties by 10%)

>Task Force Dark Grave

200,000 PDF Soldiers

90,000 Poorly-Equipped PDF

30,000 Combat Engineers

15,000 Agri PDF Soldiers

2,008 Autocannon Teams (3x PDF)

308 Lascannon Teams (2x PDF)

400 Heavy Bolter Teams (2x PDF)

>Reserves

81,040 Black River Veteran Engineers (Combat Engineers)

45,535 Black River Veterans (PDF)

24,548 Black River Elites (Old Carpace Armor, Improved Lasguns)

3,685 Black River Agri Veterans (Agri PDF) (3,775)

982 Black River Autocannon Teams (3x BR Vet)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

+ Weapons Industry (4k standard Guard Equipment per peace time turn & after battle)

>Kill Count:

+ 3,680,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 51 Bonebreakas

+ 50 Gunwagonz

+ 1 Morkonaut

1. Cermaite Wall had held admirably, under the guidance of Colonel Steeljaw and the Banner they would continue to hold out and repel the Orkish threat wherever it arose.

2. The degree of engineering involved in these tunnels was beyond the understanding of simple Mobwag Engineers, Task Force Dark Grave would join up with Section Red River and the Ortal Fortifications Section, both of which had been stationed at Vertun in a more hands on defense of the city.

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29b26e No.52817

Dice rollRolled 75, 4, 35, 88 = 202 (4d100)

>>52778

>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': Medium Damage

-Twin-linked Castigator-pattern Bolt Cannon

-Relic: Inferno Warblade

-Ion Shields

-Adamantine Armour

-Knight Leader

-Relic: Omnissiah's Saving Grace

Knight Preceptor 'Ars Moriendi': Heavy Damage

-Thunderstrike Gauntlet

-Las-Impulsor

-Multi-Laser

-Ironstorm Missile Pods

-Ion Shields

-Adamantine Armour

Knight Crusader 'Aeternam Vale': Heavy Damage

-Avenger Gatling Gun

-Thermal Cannon

-Heavy Flamer

-Heavy Stubber

-Twin Icarus Autocannons

-Ion Shields

-Adamantine Armour

Knight Styrix 'Vae Victis': Heavy Damage

-Volkite Chieorovile

-Carapace-Graviton Crusher

-Reaper Chainsword

-Blessed Autcimulacra

-Hekaton Siege Claw

-Twin Rad Cleansers

-Empyreal Preysight

-Ionic Flare Shield

-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': Heavy 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

Axiarch 'Sigma-5 Thrrec': Healthy

-Relic: Master-crafted Power Axe

-Volkite Serpenta

-Kyropatris Field Generator

-Refractor Shield

-Titanshard Armour

-Omnispex

-Shattersphere Grenades

-Augury Scanner

-Infantry Leader

99 Axiarchs

36800 (40000) Secutarii

254000 (290000) Skitarii

3000 Sancristans

10000 Tech-priests

3600 Centaurs (18000 Carrying Capacity)

>Credits

7466 and ⅔

>Projects

Khe-Sanh - Karanas Fortified Rail Line (10.4%)

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

Master-crafted Arc Maul: +5 to dueling.

Master-crafted Power Axe: +10 to dueling

>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: The Skitarii will continue holding the trenches. They are yet in healthy numbers.

+214000 Skitarii

+16300 Secutarii

2: While it doesn't seem to be exactly slowing down the progress of the Ork invaders, the elite forces will continue to rain shots upon the Orkz below.

+Axiarch 'Sigma-5 Thrrec'

+99 Axiarchs

+19800 Secutarii

3: The Knights stationed in the Redoubt will keep on warding off invaders, though ever vigilant of the failing defenses. If the situation becomes too comprised, pulling out is necessary. Reinforces arrive for them too.

+Knight Castellan 'Oculi autem Deus'

+Knight Castigator 'Dies Irae'

+Knight Palladin 'Pallida Mors'

4: The Tech-priests and Sancristans repair, as always.

+10000 Tech-priests

+3000 Sancristans

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ce91e2 No.52822

>>52781

Your men make landfall at the designated dropsite, and proceed to check over the equipment and vehicles to make sure everything is in proper order. No issues are found and your men begin to march onwards to Vertun! 79/150 Progress towards Vertun.

>>52782

The defense of Khe-Sanh goes well. The gatehouse laser, the Knights, the squats atop the walls, the ratling gunners. They all work like a well-oiled machine. The Knights focus down the Morkonaut and gun it down, but are later forced back by a Gorkonaut coming in to intercept them. On the walls themselves the Squats unleash hails of gunfire upon the Orkz, who are dying in droves at the hands of Ratlings, Squats, and Ogryns. The gatehouse laser itself manages to eliminate a Gorkonaut that came in to take the previous Morkonaut's place, and vaporized several thousand more Orkz. The tunnel itself is being held by both the Squats and the men of Gaulle. Within the tunnels however, the Purification Protocol is doing it's work, wiping out countless Orkz with the combined firepower of hundreds of Heavy Bolters, Meltaguns, Autocannons, and Krak Missile Launchers. The power boost from the nearby Hive cities helps the purification protocol last as long as possibile to maximize impact.

Khe-Sanh Front Casualties:

1,500 Ogryns

500 Squat Troopers

5 Ratling Snipers

Knight Crusader Slight damage

Knight Paladin Medium damage

Killed 230,000 Orkz.

Destroyed 1 Gorkonaut

Destroyed 1 Morkonaut

Destroyed 2 Bonebreakaz

Vertun Front:

20 Squat Thunderers Lost

Killed 2,000,000 Orkz

20,000 Squigz killed

1 Morkonaut(Slightly Damaged), destroyed.

>>52784

>>52785

Your Knights continue to be reavers upon the battlefield, this time they focus on destroying a duo of Deff Dredz and a Killa Kan that were preparing to make a breakthrough on the southern front. While your knights receive some return fire, they are able to pulverize these machines. Your Tech Priests and Sancristans already have their hands full doing maintenance and repair on your own Knights. Meanwhile the Line and Redoubt are slowly starting to falter. The Number of Orkz is too great, and they start to pour in through the cracks within the redoubt. On the southern line luckily the PDF are able to pick up your slack and at least prevent a breakthrough. Within the redoubt, the Secutarii, Skitarii, and Axiarchs are starting to falter, but Chadicus barrels through the lines breaking apart Ork after Ork, and slaying an Ork Nob with his Hyerphase Sword! As for the Agari City… Another enigmatic secret reveals itself…

Casualties:

Styrix and Valiant, both slight damage

Preceptor medium damage

5,000 PDF killed

20,000 Skitarii killed (5,000 saved by the order of the cleansing dawn)

2,000 Secutarii killed

Inflicted 145,000 Ork Casualties.

Destroyed 2 Deff Dredz and 1 Killa Kan.

>>52786

Your servitors reach Khe-Sanh and look at it from a distance… It is a sorry sight to behold. The Redoubt has been breached and Orkz pour in, the South is under constant attack, and the city itself is on the verge of being breached. Now it is time for your forces to take part in the battle! Your Mobile forces on the other hand engage the Dark Eldar, and it is the strength and certainty of Steel and Machine against the speed and maneuverability against the Dark Eldar. They organize a fighting retreat, and inflict significant casualties upon your machines and Servitors, it appears that they are headed straight towards a fortress monastery! You also follow the Orkz into the tunnels, and with them all focused on bringing their mass against the troops of Gaulle, so you enjoy taking some shots into the Orkz basically for free.

Casualties:

1,000 Combat Servitors

3 Kataphrons

1 Armiger Warglaive Heavy Damage

Killed 50 Kabalite Warriors

destroyed 2 reaver jetbikes

Killed 165,000 Orkz, killed 6,000 Squigz.

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ce91e2 No.52823

>>52793

Project Omega continues… 15% complete… You send your skitarii, Onager Dunecrawlers, Ballistariuses, Dragoons, and the rest of your mobile forces to intercept the Dark Eldar as they made contact with the fortress monastery… With Battle Maniple Epsilon closing in from the rear, you make short work of the Dark Eldar as they now have nowhere else to go. Your Onager dunecrawlers target their vehicles as your skitarii unleash a wall of fire upon the Dark Eldar, who have no place to dodge or hide. You take some Casualties as they flee from the battlefield. The might of steel is unmatched.

Casualties:

40,000 Skitarii

5 Onager Dunecrawlers damaged

25 Ironstriders destroyed

10 Sydonian Dragoons Destroyed

Killed 200 Kabalite Warriors

Destroyed 1 Reaper

Destroyed 1 Raider

Forced Dark Eldar to flee off the battlefield.

>>52800

Your Sisters of Battle move towards the Southern Fronts and begin to engage the Orkz, who are starting to pour into the trenches with increasing ferocity. However the sisters, much like the Skitarii of the mechanicus are overshadowed by the PDF. The sisters are unable to do much in the fight, and more or less just do their job as field medics. They also fully repair all the damaged Rhinos. Back at the Convent, the sisters Famulous create yet another medical detachment that they can attach to any unit. Lastly, the sisters pray, and slowly begin to feel at peace, gaining inspiration to fight against the Orkish filth. +4 against Orkz this battle.

Casualties:

5 sisters of battle killed

20 Sisters of battle wounded

Killed 10,000 Orkz.

>>52801

>>52806

You get out of the way for the incoming fire from the tunnels safely enough, as it is not happening in your tunnel sector. However, that does mean that there are still Orkz charging straight at your men. The Men of Gaulle assemble back into a battle line and unleash the full power of their hot shot volley guns and start to cut down the Orkz who dare to attack them. The Gorkonaut that is currently attacking your lines is making it very difficult to hold, and is killing many of your men, but your Earthshakers are using direct fire to damage the Gorkonaut. The Laborers run back and forth, bringing yet more ammunition to the front line to ensure that the Men at arms and Noblemen do not run out of ammunition.

Casualties:

600 Noblemen Killed

10 Knights Elite Killed

8,000 Men at arms killed

Killed 155,000 Orkz, killed 5,000 Squigz, medium damage to 1 Gorkonaut.

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ce91e2 No.52824

>>52807

You attack with your aircraft and help to force the Dark Eldar to retreat! Constant strafing runs and dogfights in the skies against the Dark Eldar's Raven Fighters help the Mechanicus forces on the ground to force a retreat and kill those insidious Drukhari!

Casualties:

None

Forced the Dark Eldar to retreat.

>>52811

The breach is being held well, although the number of Orkz is slowly becoming Overwhelming. The Predators help provide invaluable fire support, but as another breach is made, and the Orkz start to scale the walls and engage your Marines on the walls as well, it slowly devolves into Chaos. The Dreadnoughts are pulled back for repairs, which leaves only the Predators and the Marines within the Redoubt, and with the mounting Ork Influx, and the Mechanicus underperforming, your marines are becoming overwhelmed. On the walls it is complete madness as squads of marines run about trying to link up with other Squads and killing any Orkz they see. On the ground, the Death Company rampages through the grounds between both breaches slaughtering Ork after Ork… The Orkz are slowly gaining a foothold into the redoubt. On the bright side, all your Dreadnoughts have been repaired and are ready to re-enter battle.

Casualties:

2 Death Company Space Marines killed

3 Scout Space marines killed

40 Wounded Space marines

30 Wounded Death Company Marines

1 Predator Destructor Damaged.

Inflicted 240,000 Ork Casualties.

>>52816

Ceramite wall continues to constantly hold the line, while its allies may be underperforming the brave men of the PDF stand strong. Constant barrages of Autocannon, Heavy Bolter, and Lascannon fire ensure that the heavier Orkz and their Bonebreakaz cannot come too close to the lines for fear of being ripped apart. Colonel Steeljaw performs admirably, shuffling his troops around and inspiring his men to fight harder, for both the Imperium and their homes. Well-organized barrages of Lasgun fire from these trenches kill many Orkz who dare to reach the trenches. As for Task Force Dark Grave, they join up with Section Red River and the Ortal Fortifications Section.

Casualties:

30,000 PDF soldiers killed

20,000 Poorly Equipped PDF killed

2,000 Agari PDF soldiers killed

10 Auto Cannon teams killed

2 Lascannon and Heavy Bolter Teams killed

Killed 250,000 Orkz, destroyed 5 Bonebreakaz.

>>52817

The Skitarii advance and fight side by side with the PDF and using their Transuranic Arquebuses and Radium Carbines fight to stop the endless Green Tide of Orkz that attacks the Trenches. Using the strength and certainty of steel and metal the men of House Dissidia triumph over the Orkz time and time again as they try to break into the trenches in vain, only to be throw back by rapid response Secutarii battalions. Back at Khe-Sanh, the Secutarii and Skitarii try their best to slow down the progress of the Ork Invaders, but the Orkz seem unstoppable… In the redoubt, the effectiveness of your Knights is weakened due to the Saturation of Space Marines which is forcing your Knights to aim much more carefully and try to avoid this friendly fire. As a result, you are unable to bring the full force of your firepower to bear, which gives the Orkz the opening they need to establish a foothold within the Redoubt. Good news however! The Tech Priest in charge of maintaining and repairing the Knights reports that the Preceptor, Styrix and Crusader have been fully repaired! Your heavy firepower is slowly coming back online…

Casualties:

27,500 Skitarii Casualties (7,500 saved by Order of the cleansing dawn)

2,000 Secutarii Casualties (500 saved by Order of the Cleansing Dawn)

Knight Castigator, Heavy Damage

Knight Castellan, Slight damage

Inflicted 125,000 Ork Casualties, destroyed 2 Bonebreakaz.

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ce91e2 No.52825

File: 76747110e378812⋯.png (2.83 MB,3072x1654,1536:827,Image for game1.png)

File: 9c94a96ec40a877⋯.png (168.48 KB,3135x1518,95:46,Khe Sanh Map.png)

Khe-Sanh

Warboss BigGit Grotsmasha

9,380,000 ORKZ

2 Gorkanautz (1 slightly damaged)

1 Morkanautz

2 Deff Dredz

19 Bonebreakaz

Central Front Numbers:

3,465,000 Orkz

15,000 Squigz

1 Gorkanaut (Medium damage)

Starting with the Good News, the Dark Eldar have been forced to retreat, which frees up some forces which can be sent back to the Front lines!

At Vertun, the Orkz have had their numbers Decimated, but are continuing to mount attacks with what they have left, and are still very dangerous.

In Khe-Sanh, the Situation is simultaneously dire and stable. The Redoubt's defenses are slowly starting to crumble under the weight of the Orkish Assault, but the trenches and the city are in otherwise good shape, although they're about 60% of the way through the walls and gate… Perhaps the Orkz are losing steam?

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885e30 No.52829

File: 9db39af6260031d⋯.jpg (108.61 KB,634x420,317:210,article-2656189-1EBC4DBF00….jpg)

Dice rollRolled 34, 11 = 45 (2d100)

>>52825

>Organization Name:

Steel Springald

>Category:

Imperial Guard

>Sub-Category:

Infantry support tanks

>Troops:

3 Standard Malcadors

10 Leman Russ Tanks

150,000 Imperial Guardsmen

>Bonus:

+5 when fighting alongside an army of infantry, +10 when fighting alongside 2 armies of infantry.

-10 for tank-only attacks.

>Lore:

"Mors pluit milia" is heard throughout the lines as the guns are fired off. "Steel Springald are the backbone of the Praetorian Guard" is what you're likely to know, but others say they're the glory stealers, damnable is what I'd call those naysayers but damnable is what those caught on the other side of the Steel Springald's line will be.

Following the Embarrassment of the Praetorian Guard at Montar, Praetoria decided it needed to bring it's infantry was inadequate and thus needed to be brought under tank support. this notion was very heavily criticized by noblemen and lords alike but upon later refinements the Steel Springald was born, they would ensure Praetoria's troops would never be without Steel to be behind. 10 years later the Steel Springald would be further refined into a para-armour division, however during trials freak warp storms would cut the tank battalion astray where they would find themselves over Koronam and reunited with the Pride of Paetoria.

1."COMPANY HAAAAAAAULT!" Colonel Branston cried out which was soon followed by a echo of vox officers shouting a repeat. The men were alittle confused at this but soon realized it's merit, why it were lunch time of course, and the men soon made ready for the next order "IT'S LUNCH TIME MAINTAIN BATTLE READINESS" the other half of the order was to be expected as Steel Springald was on duty mid march and within potential enemy range but the men were happy none the less. Each company soon squared off in a civilized manner to see who would be on guard and who would be cooking washing up that sort of thing and each battalion had a unique way of achieving so. This would typically consist of a contest, gurning was the usual way but it varied depending on what the troops had access to, the younger green collars would always be expected to be more on the clean up side while the older more veteran men with stripes would be allowed a choice but typically kept more on guard.

Of course higher up you'd find none of this and Branston wasn't about to go against tradition this day, however he would have to allow certain leeway in tradition as his stock suffered from the harsh manner upon which he and his men arrived, but luckily he managed to sway some of Captain Cromwell's lavender tai which would have to do in keeping up one's visage, Branson wasn't keen on the taste but respected the calming effect it held the smell was certainly of eloquence. "I shall have the men take up a position outside of Vertun and we shall seek and destroy the stragglers, can't be too careful with Orks now."

2. Assuming Steel Springald were not interrupted, "RESUME MARCH" Branson cried the order, echo'd by vox offiers, and the regiment would be back on the move towards their target. a lovely day for it indeed.

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ed4d51 No.52830

Dice rollRolled 49, 30 = 79 (2d100)

>>52823

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: 22,000

TROOPS:

470,000 Skitarii (-40,000)

33 Onager Dunecrawlers (-5)

300 Ironstrider Ballistariuses (-25)

160 Sydonian Dragoons (-10)

100 Sicarian Rust stalkers

100 Sicarian Infiltrators

3,000 Techpriests

14 Overlord Armored Airships

50 Iron Eagle Gyrocopter

2500 Squat Thunderers

90 Thunder-fire cannons

2000 Construction Vehicles

5,000 Varuke Combat Tier and 15,000 Armed Servitors

Magos Bradicus

Relics: Electro-Flail: +5 to all duel rolls

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.

The skitarii begin to gather the dead dark eldar and their destroyed war machines.

1. Project Omega 15%

2. A small escort removes the DE wrecks while the rest of the army moves to pincer the Vertun Orks.

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d02dae No.52831

>>52822

Organization Name: House Varuke (Under Legio Vere Ferreus)

Category: Adeptus Mechanicus

Sub-Category: Collegeia Titanica

TROOPS:

1 Knight Warden, No 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, No Damage

(Adamantine Armour, Ion Shield, Reaper Chainsword, Thunderstrike Gauntlet, Stormspear Rocket Pod, carapace-Heavy Stubber, Titanic Feet)

3 Knight Crusader, 1 with Heavy 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,Stormspear Rocket Pod,Titanic Feet)

1 Knight Errant, No Damage

(Adamantine Armour, Ion Shield, Thermal Cannon, Reaper Chainsword, Stormspear Rocket Pod, carapace-meltagun,TitanicFeet)

1 Knight Preceptor, Medium Damage

(Adamantine Armour, Ion Shield, Las-Impulsor, Thunderstrike Gauntlet, Carapace-Multi-Laser, Stormspear Rocket Pod, Titanic Feet)

1 Knight Valiant, Slight 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, No Damage

(Light Adamantine Armour, Ion Shield, 2 Armiger Autocannons, Carapce-Mounted Meltagun)

1 Knight Styrix, Slight Damage,

(Blessed Autocimulacra, Adamantine Armour, Ionic Flare Shield, Volkite Chieorovile, Carapace-Graviton Crusher, Hekaton Siege Claw with built-in twin-linked Rad Cleansers, Empyreal Preysight, Titanic Feet)

Secutarii; Hoplites, and Peltasts 35,640/44,390

Skitarii; Half Van and half Ranger 158,500/283,500

Secutarii Axiarchs 134/135

M M Cost -25%

PDF 23,000/40,000

100 Sancristans

3300 Tech-priests [2900 Novice] [400 Veteran]

20 Valkyries [240 Carry Capacity]

159 Heavy Mortar Cannons

200 Centaurs [Carry Capacity 1000]

44 Rapier Armoured Carriers [Carry Capacity 44]

100 Tarantulas

1 Karacnos Assault Tank Damaged

161 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1000 1st gen Grail Born (1160)

10 Manticores

Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's Might', Two-handed, +20, x3 damage against Daemons)

25,000/25,000 Armed Servitors, for Labor and work in the Manufactorum

17,000/25,000 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

Eastern Mountain Medium Manufactorum, connected to fort via tunnels, Magos Phord, Improved Resource Shipments

Lvl 5 Fort 'Gate of the East' +25, '

Varuke Dipper Epsilon' Trenches with Underground Bunkers/Medical Area, supported by Artillery, such as Mortars and some Earthshaker cannons.

Fortified Tunnels +5 to warding off any attacks from the tunnels

Replicae (Cloning) Facility, 11 Pods intact.

Lost Agari City; Safety Zones Cleansed, Nomadic Agari Tribe Support, Rebuilding Underway,

Location of Eastern Guard Fortresses Discovered

Omnissiah's Will

Quest for Knowledge: Available every third battle turn.

Cleaning of Agari City Available every fifth battle turn

Steel Pact Income; 4350 per peace turn

3850 Credits

lvl 5 Citadel Gate of the East Garrison

Eastern Guard Mountain Triple D initiative 30%

Machine Spirit Knight Blessing +4 (This Combat Only)

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d02dae No.52832

Dice rollRolled 58, 23, 99, 14, 92 = 286 (5d100)

>>52831

1 Redoubt (+18) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing, +5 Redoubt

The garrison of Secutarii are pushed back but Axiarch Anvilchin attempts to rally a number of Secutarii and rear positioned Transuranic Arquebus into an impromptu line behind where Chadicus has broken the Ork advance. A front row kneels to prepare their next shot, while the back row stands and unleashes a volley from the incredibly accurate mechanicus weapons cutting through countless Orkz and avoiding Chadicus only by the virtues of the Machine, then they advance. Lance Immortal Regis is brought in to try and focus fire on the breach and stem the tide with their crowd control armaments. Switch the Manticores to anti-infantry armaments and let the Orkz taste the Omnissiah's contempt.

+Lance Immortal Regis; Warden, Errant, Crusader.

+Crusader

+Secutarii; Hoplites, and Peltasts 35,640

+Secutarii Axiarchs 134

2 Line (+18) +7 Walker Tactics, +2 "The Standard of House Tolea", +4 Machine Spirit Blessing, +5 Redoubt

Scythe the Orkz down with sweeping strikes along the line from Lance Golden Clover, the Chimeras, Servitors, and Grailborn

+Lance Golden Clover; Styrix (Slight), Preceptor (Medium), Valiant (Slight), and the 2 Armiger Knight Helverins linked to the Preceptor

+Gallant

+Skitarii; Half Van and half Ranger 158,500

+PDF 23,000

+17,000 Varuke Servitors, Improved Combat Tier

+159 Heavy Mortar Cannons

+100 Tarantulas

+161 Chimeras (Autocannon, and Hull-mounted Heavy Flamer)

+382 1st Generation Grailborn Crewed Chimeras (Autocannon, and Hull-mounted Heavy Flamer) piloted by 1000 1st gen Grail Born (1160)

+10 Manticores

+44 Rapier Armoured Carriers [Carry Capacity 44]

3 Repairs. Styrix (Slight), Preceptor (Medium), Valiant (Slight), Crusader (Heavy), Dreadnoughts on the eastern front, 1 Karacnos Assault Tank Damaged and vehicles on the eastern front.

These Machine Spirits cry out in pain, our supplications to the Omnissiah will grant them peace and further glory in His name. We sacrifice a Grox at the foot of every Knight and Dreadnought so as to soothe their turbulent machine spirits and pass on the strength of the Grox into them, as is tradition.

+100 Sancristans

+3300 Tech-priests [2900 Novice] [400 Veteran]

+20 Valkyries [240 Carry Capacity]

+200 Centaurs [Carry Capacity 1000]

4 Maintain Chadicus in the Redoubt. He must be tested in the fires of combat, and buy time for our combined forces to rally. +30

+Magos Biologis Chadicus, (Strengthened by Big E's Cup) +25 Melee Combat Hyperphase Sword [Pierces Armor], Artificer Terminator armor [10 Damage Mitigation], 1 Assault Bike, MIU Interface for Terminator Armor; +5 to Duel, and grants Power Armor Training. (Nemesis Daemon Hammer, 'Hero's

5 Crux Mechanicus.

The Warriors of the Omnissiah, and his Angels, must be preserved that they may fight another day. Slowly they will abandon the weak flesh for the certainty of steel.

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d02dae No.52833

File: 82485b033cd26e6⋯.jpg (168.3 KB,1100x778,550:389,Rouse Titan Ritual.jpg)

>>52832

dat 99

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3f3855 No.52834

Organization Name:

1st Heavy Infantry Regiment of Gaulle

Category:

Tempestus Scions

Sub-Category:

GRENADIERS

https://warhammer40k.fandom.com/wiki/Kasrkin

>"type of Tempestus Scions known as Grenadiers because of their heavy weapons "

Troops:

1 The Duke of Gaulle, Baldwin of Boullion

+[Blessed by the Grail]

738 / (833) Knights Élite

-50 Wounded-

>EQUIPMENT:

>[Enhanced Void Armor]

+[SoB PA Components]

+[Extra Power Packs]

+[Hot Shot Volley Guns]

+[Boarding Shields]

8167 / (9167) Noblemen

>EQUIPMENT:

>[Standard Void Armor]

+[Hot Shot Volley Guns]

+[Boarding Shields]

81,000 / (90,000) Men-At-Arms

>EQUIPMENT:

>[Heavy Carapace]

+[Hot Shot Volley Guns]

+[Boarding Shields]

FULL / (750) Crusaders (Melee)

>EQUIPMENT:

>[Standard Crusader Armor]

+[Standard Crusader Melee Kit]

OTHER:

Palatine Leah of the Indomitable Light [Blessed Architect]

Magos Errant Ladicus [Admech Private Contractor]

Witch Hunter w/ 100 Acolytes (INDEPENDENT AGENT DOING HIS THING)

FULL / (300) Earthshaker Cannons

FULL / (250) Griffon Heavy Mortars

FULL / (1000) Centaur Armored Transports

FULL / (1000) Confessors

FULL / (100) Tremor Guns (Mounted on Rail Cars)

FULL / (10) Exorcist Mobile Artillery

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:

25% to Bastion Tier Super Citadel

Shrines to the Lady Saints (Georgina and Lorraine)

+600 Credits to the Ecclesiarchy of Gaulle each turn (STEEL PACT)

NAT100 RAIL NETWORK

FULL / (5,000,000) Labourers

FULL / (20,000) Assorted Construction Vehicles

FULL / (5,050,000) Pilgrims

FULL / (40,000) civilian Construction pattern servitors

STAT POST

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3f3855 No.52835

File: ee46fcbf5c7da76⋯.jpg (48.25 KB,723x1105,723:1105,fc0aece37da949f514f309061c….jpg)

File: 33c656f1aebc6e4⋯.jpg (31.94 KB,400x400,1:1,tumblr_ozaaxiaWsT1ten908o1….jpg)

Dice rollRolled 37, 86, 52, 46, 60 = 281 (5d100)

>>52834

https://www.youtube.com/watch?v=iAvEWms9PLc

>>52829

"The reinforcements! They're here!

FOR THE LOVE OF THE EMPEROR, HOLD THE LINE YOU NOBLES OF GAULLE"

The Ork tide crashed down upon the shield walls of the knights, huge swipes of the butt of a big Dakka gun sending men flinging or a sword cleaving men, steel, and armour in twain. Yet the men saw how all around them the orks were being mowed down by the defenses, by their own guns, and now some blessed reinforcements have arrived.

The Men-At-Arms grimly held on, locking their shields and firing blinding hotshot lasers en masse. The line might buckle, or bend, but it would not break. From behind windows, trenches, cover the nobles continued to unleash volley after volley as frantic efforts of the labourers kept replacing their power packs which were drained as fast as their guns might allow.

The Earth Shakers barrels glowed hot, the efforts of the tech priests working tirelessly to keep them from melting as they sprayed blessed water and coolant, continually oiling them, keeping up the rites of firing to bring down that Gorkanaut.

This type of fight is what Gaullian's live for. . .and what they die for.

1. Man at Arms brace and hold back the greenskin tide

2. Nobles unleash volley after volley

3. Earthshaker Canons and Tremor Guns continue to concentrate all fire on the Gorkonaut. Exorcist Rockets douse the entrance of the tunnel in flames.

4. Labourers and Tech Priests keep the guns and cannons from overheating and maintain maximum rate of fire!

5. The Magos Errant and the Paladin coordinate tactics with the Duke, we must be as a fine tuned machine and grind down these foul orks in the chokepoint!

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c09b79 No.52852

File: 5f67852ae2c69bd⋯.jpg (50.9 KB,453x416,453:416,Fury-Interceptor (1).jpg)

File: f52560c2005ea8e⋯.png (195.07 KB,434x820,217:410,FNV_howitzer_shell.png)

Dice rollRolled 87, 4, 34 = 125 (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 Personnell

>2000 Squat Troops

>1000 Squat Thunderers

>10 Surface to Orbit Cargo Shuttles

>85/100 Fury Interceptors

>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

>Improved Targeting Cogitators +3 to long range bombardment by Corvette Battaries

>Fin Stabilizers +5 Accuracy to all shelling rolls

>Gyrostabilizers +3 to long range bombardment

>Cluster Shells

>Credits:60,000

#1 In support of the Steel Springald and the 1st Heavy Gaulle, the Fury Interceptors circled the skies over Vertun and began strafing runs directly onto the tunnel entrance, hosing it with high caliber aircraft gun and rockets. the planes flew in squadrons, and began strafing runs in staggered formations, as one finished its strafing run the other behind it would begin.

#2 the Pride of Praetoria couldn't risk blowing up ground troops, but Captain Cromwell devises an alternative use for its shells. he orders one big armor piercing shell to be loaded onto a cargo shuttle, with 90% of its explosive charge removed leaving behind only the penetrating charge. the Cargo Shuttle would fly in a static position directly above the tunnel entrance, high in the air. when the Gorkanaut peeks it's head through the tunnel, the shell would fall many hundreds of feet gathering momentum to penetrate the greenskin machine. he is directly mimicing the Praetorian "Tall Boy" bomb in effect, only with an improvised AP shell

#3 hearing that there are other Squats and Praetorians fighting at Vertun, Captain Cromwell listens to the clamour of the sailors and grants permission to fight at Vertun. 3000 Squat Troops and whatever Praetorian Marines able to be loaded onto the shuttles are flown to Vertun to reinforce the soldiers fighting there

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dcc831 No.52853

Dice rollRolled 78, 66, 28 = 172 (3d100)

>>52822

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

30,800 credits remaining

TROOPS:

94,000 Combat Servitors (125,000 total)

103 Kataphrons (125 total)

3 Kastellans (2 Damaged)

10 Kastelllans with Incendine Combustors (8 Damaged, 2 Destroyed)

0 Armiger Warglaive (Lesser) (2 Medium Damage, 1 Heavy Damage)

50 Support Personnel

40 Rapier Armoured Carriers

2 Karacnos Heavy Tank

6 Salamander Recon Tanks

4 Thanatar Siege Automata

320 Data-Smiths

65,000 Standard Servitors

140 Avenger Class Strike Fighters

10 Manticores

1. My Servitors in and around Khe Sanh will circle far around the battle in the hopes of being able to be snuck in via one of the unsieged entrances so that they can begin in aiding in the repairs of the walls.

2. The meat of my forces will continue to fight throught the Horde at Vertun with my mobile units joining in the battle when they arrive the already fighting forces

Already Fighting

85,000 Combat Servitors

62 Kataphrons

3 Kastellans

10 Kastelllans with Incendine Combustors

220 Data-Smiths

Were Fighting the Eldar Menace but are quite mobile

9,000 Combat Servitors

41 Kataphrons

6 Salamander Recon Tanks

100 Data-Smiths

140 Avenger Class Strike Fighters

3. My damaged vehicles will be pulled back to the Manufactorums of Karanas so that their repairs can begin in case of further enemy threats

2 Kastellans

8 Incendine Kastellans

3 Armigers (2 Med, 1 Heavy)

+10 on combat for action 2

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a29dd0 No.52854

>>52823

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

820/930 Sisters of Battle with Combiflamers

97/100 Heavy Flamer Equipped Retributors

99/100 Heavy Bolters Equipped Retributors

49/50 Multimelta equipped Retributors

100 Melta Equipped Dominions

97/100 Seraphim

88/90 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

30 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

10 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

500 Sisters Pronatus

500 Sisters Famulous

300/1000 Repentia

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

99 Regular Rhinos

97 Repressors

100 Heavy Bolters

100 Heavy Flamers

100 Meltaguns

120 Power swords

140 Inferno pistols

50 Multimeltas

40 Melta Bombs

90 Phosphor Bomb

930 Combi flamers

10 Master Crafted Power armors

500 Medical Cherubim

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, Convent is sanctified, Olagas promethium refineries and pipeline, Bureaucracy of Olagas overhaul, restored an eastern shield wall fort's walls, Cathedral 100% fixed in under convent(has vault with Eclisiarch of Terra in it), Tunnel to olagas restored, Convent cleansed of chaos sigils. Olagas upper and mid hive cleared of sigils, Nurgle sigils targeted in underhive. librarium Recovery begun, stopped summoning in underhive, 95% completion of medic detachment

2,290 credits

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

+5 to all rolls fighting against Chaos and Tyranids

+9 to all combat rolls

+3 rolls vs chaos

+4 Against Orks this battle

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

Luciana Veritova is a Veteran Fighter +10 to all duels.

Task Force Harridan

615 Sisters of Battle with Combiflamers

20 sister injured 2 turns

65 Sisters wounded 1 turns

77 Heavy Flamer Equipped Retributors

79 Heavy Bolters Equipped Retributors

39 Multimelta equipped Retributors

80 Melta Equipped Dominions

72 Seraphim

5 Seraphim injured 1 Turns

78 Sisters Superior Equipped with Power Swords and Inferno pistols with Phosphor Grenade

25 Sisters Superior Equipped with Power Swords and Inferno pistols with Melta Bombs

8 Seraphim Superiors equipped with 2 Hellpistols each, with Melta Bombs and Master Crafted Power Armor

300 Repentia

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

99 Regular Rhinos

97 Repressors

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a29dd0 No.52855

Dice rollRolled 83, 95, 20, 26 = 224 (4d100)

1. Task Force harridan attacks the orks streaming into the redoubt from the side attempting to break their flank and interrupt the greenskin reinforcements pouring into the redoubt. The Sisters can shift positions quickly if they turn and redeploy to keep ravaging them wherever they cannot properly respond from.

+9 to all combat rolls

+3 rolls vs chaos

+4 Against Orks this battle

"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

Neural Whip - Gives Sister Repentia forces a +10 roll bonus. If equipped on other troops, reduces the likelihood of a retreat massively

2. The Sisters within the medical uplink assign the new detachment to the house forces fighting in theatre here. Then begin building up another.

3.The sisters Famulous continue clearing the underhive of sigils and any possible Sign or worship of the great Enemy. They shall find no purchase on this bastion of the Emperor.

4. The sisters pray yet even more, the fires of faith fueling their destruction of the Greenskin filth.

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2de2bf No.52870

Dice rollRolled 42, 42 = 84 (2d100)

>>52825

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

5 Favor

>TROOPS:

199 Standard Space Marines ("4" Companies)

90 Wounded Space Marines

107 Scout Space Marines (1 company)

82 Death Company Space Marines (1 Company)

30 Wounded Death Company Marines

1000 Chapter Serfs

>VEHICLES (and Ships)

1 Strike Cruiser Long Night of Solace

4 Thunderhawks

5 Stormraven Gunships

15 Land Speeder Tornadoes

0 Damaged Land Speeder Tornadoes

6 Rhinos

0 Damaged Rhino

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon]

1 Predator Destructor [Lascannon Hull Mounts] [Autocannon] >Slight Damaged

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]

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 15/100%

>Relics

+Wings of Volatus - +15 to Attacks from Above

1/2. The Marines would be pulled back from the breach, their withdrawl covered by overhead saturating fire from Thunderhawks, Stormravens, and Land Speeders. Before the smoke would clear, our Stormravens would release their cargo directly into the breach; Our 3 new and shiny dreadnoughts.

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6b4650 No.52883

Dice rollRolled 98, 90, 20, 60, 6 = 274 (5d100)

>Organization Name:

House Dissidia

>Category:

Adeptus Mechanicus

>Sub-Category:

Questor Imperialis

>Troops:

Knight Castellan 'Oculi autem Deus': Slight 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

-Relic: Inferno Warblade

-Ion Shields

-Adamantine Armour

-Knight 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 Styrix 'Vae Victis': No Damage

-Volkite Chieorovile

-Carapace-Graviton Crusher

-Reaper Chainsword

-Blessed Autcimulacra

-Hekaton Siege Claw

-Twin Rad Cleansers

-Empyreal Preysight

-Ionic Flare Shield

-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': Heavy 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

Axiarch 'Sigma-5 Thrrec': Healthy

-Relic: Master-crafted Power Axe

-Volkite Serpenta

-Kyropatris Field Generator

-Refractor Shield

-Titanshard Armour

-Omnispex

-Shattersphere Grenades

-Augury Scanner

-Infantry Leader

99 Axiarchs

34800 (40000) Secutarii

226500 (290000) Skitarii

3000 Sancristans

10000 Tech-priests

3600 Centaurs (18000 Carrying Capacity)

>Credits

7466 and ⅔

>Projects

Khe-Sanh - Karanas Fortified Rail Line (10.4%)

>Relics

Omnissiah's Saving Grace: Repair a Knight or Titan to full health once.

Inferno Warblade: A Tempest Warblade with the ability to cover it in flames, increasing its power.

Master-crafted Arc Maul: +5 to dueling.

Master-crafted Power Axe: +10 to dueling

>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: The two hundred thousand milestone has been passed by the Skitarii of the trenches, but the Omnissiah looks askew upon those who break so easily. If our comrades stand strong, how could we not do the same?

+186500 Skitarii

+14300 Secutarii

2: The Green Tide could hardly be stemmed by less than twenty thousand men, but we will make a damn good effort. The radioactive rain will continue to fall until the very last man is dead.

+Axiarch 'Sigma-5 Thrrec'

+99 Axiarchs

+19800 Secutarii

3: An upswing of firepower is exactly what we needed. Sadly, bringing this firepower to bear on the Orks within the Redoubt is inefficient. Instead they will circle around and cut into their flanks so that their firepower may rain unimpeded upon the green pests.

+Knight Preceptor 'Ars Moriendi'

+Knight Styrix 'Vae Victis'

+Knight Crusader 'Aeternam Vale'

4: The Knights still in the Redoubt remain, for the presence of God-Machines inspires those near. The Omnissiah smiles upon the battlefield where they walk, and the soldiers will know as such.

+Knight Castellan 'Oculi autem Deus'

+Knight Paladin 'Ecce Signum'

+Knight Paladin 'Pallida Mors'

5: Though the Tech-priests and Sancristans have done a fantastic job, it is never-ending during the ravages of war. The maintenance of the damaged God-Machines continue.

+10000 Tech-priests

+3000 Sancristans

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a8f0a3 No.52896

Dice rollRolled 84, 18 = 102 (2d100)

>>52824

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

>Category: Planetary Defense Force

>Sub-Category: Combat Engineers

>Credits: 200

>Medals:

+ Medal of the Black River (Highest Casualty Rate)

>Officers:

Colonel Steeljaw, Black River Elite

Major Kreibar, Black River Elite

>Troops:

>Mobwag HQ: (Stationed at: Citadel Sick Yellow)

200,000 PDF Soldiers

20,000 Black River Elites (Old Carpace Armor, Improved Lasguns)

25,000 Black River Veteran Engineers (Combat Engineers)

1,000 Autocannon Teams (3x PDF)

200 Lascannon Teams (2x PDF)

100 Thudd Guns

>Section Red River: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Ortal Fortifications Section: (Stationed at: Vertun)

100,000 PDF Soldiers

25,000 Combat Engineers

>Artifacts:

Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

>Reinforce to:

PDF (458,255), PE PDF (250,000), CE (55,360), Agri (35,725), ACT (8,018), LCT (1,318), HBT (818), TG (1,350), BRVE (81,040), BRV (46,435), BRE (24,998), BRAV (3,775), BRAT (982), BRLT (482), BRHBT (182)

>Task Force Ceramite Wall

147,155 PDF Soldiers

32,500 Poorly-Equipped PDF

25,360 Combat Engineers

7,625 Agri PDF Soldiers

5,969 Autocannon Teams (3x PDF)

994 Lascannon Teams (2x PDF)

402 Heavy Bolter Teams (2x PDF)

1,350 Thudd Guns

Medic Detachment (reduces casualties by 10%)

>Task Force Dark Grave

200,000 PDF Soldiers

90,000 Poorly-Equipped PDF

30,000 Combat Engineers

15,000 Agri PDF Soldiers

2,008 Autocannon Teams (3x PDF)

308 Lascannon Teams (2x PDF)

400 Heavy Bolter Teams (2x PDF)

>Reserves

81,040 Black River Veteran Engineers (Combat Engineers)

45,535 Black River Veterans (PDF)

24,548 Black River Elites (Old Carpace Armor, Improved Lasguns)

3,685 Black River Agri Veterans (Agri PDF) (3,775)

982 Black River Autocannon Teams (3x BR Vet)

482 Black River Lascannon Teams (2x BR Vet)

182 Black River Heavy Bolter Teams (2x BR Vet)

>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

>Other:

+ Civilian Industry (200 Credits per Turn) [peacetime and after wartime]

+ Weapons Industry (4k standard Guard Equipment per peace time turn & after battle)

>Kill Count:

+ 3,930,000 Orks

+ 5,000 Mek Gunz

+ 200 Grotmegatankz

+ 80 Spleenrippaz

+ 56 Bonebreakas

+ 50 Gunwagonz

+ 1 Morkonaut

1. Ceramite Wall would not falter or fall. Every man that would die in service of the city would have made his family, planet and emperor proud! Thudd guns and weapons teams would continue to roar and tear into the endless green tide as raw recruits turned into grizzled veterans.

+ 9 to General Combat

+ Standard of Wagmob 35th Millenium (+10 to fortification rolls on deployed front, bonus damage against armored units)

2. Having grouped up with the defenders of Vertun, Task Force Dark Grave would hold off the Green Tide.

+ 9 to General Combat

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6ae9e3 No.52940

Dice rollRolled 80, 81, 80 = 241 (3d100)

>>52825

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, +9 to defensive warfare when using Squat Units, +5 to General Combat when using Eldar Units.

Assets:

20,650 Credits

Steel Pact (4,350)

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

1 Banehammer (HQ, 1.25 to hero's command bonus)

13,500 Khe-Sahn Arbites

500 Tech Priests

1 Upgraded Freeblade Questoris Knight Crusader, Slight

1 Freeblade Questoris Knight Paladin, Medium

75,000 Ogryns

46,550 Bullgryns

9,000 Bone'eads

1,493 Ratling Snipers

21,500 Nightsider Infiltrators (+15 to tunnel combat, -10 to Aboveground Combat)

22,400 Squat Troopers

13,430 Squat Thunderers

500 Thunder-fire Cannon

22 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)

1. Defend the walls."As far as Ruffshod is concerned this wall will fall before any of his men. Indomitable in spirit and raw stubbornness the orks shall find no weakness here."

Ruffshod, +9 to defensive warfare, Khe-Sanh Defenses

2. Defend the tunnel. "That was certainly the desired effect that we had been hoping for. With the Orks dazed and reeling now is time for the attack. Coming from the side tunnels the squats and infiltrators begin tearing into their flanks. Denying any opportunity to regroup."

220 Squat Thunderers, 21,500 Nightsider Infiltrators, Bane, +24 from bonus

3. Repair the Knights. "With the walls being repaired there was crucial time being given to the maintenance of the knights themselves. After all, it would be foolish to continue to send them out against the enemy titans while already battered."

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