You thought yourself dead for a while now.
Existing without your senses, as only a mind able to examine its memories. But oh your memories are thin. You know you are, or were one of the emperors astartes, and a gloried one at that. As you search your mind you can recall hundreds of battlefields of whom you were the hero and textbooks of information on imperial creed and the ways of war.
But you cannot remember who you are, bits and pieces of your days as a scout, where you lost an eye early are the only hints to your identity.
Deep into your inward search suddenly your world explodes, you can see! you can hear! You hear a sound reverberate in whatever chamber you are in... shapes move about in front of you... Shapes of grey and green... Your brothers! You cry out but make no sound.
A techpreiest waves away serfs and approaches whatever medical device houses you.
He explains to you the situation, you have been destroyed in battle, the autocannon of a traitor removing half of your cranium before you were interred into a dreadnought.
Normally one so damaged would not have been given the process, but the chapter master died 30 years ago, another has yet to be named, and you were the most skilled captain of the chapter, likely to become the next master. Unable to bear another terrible loss the chapter took the chance of making you into a dreadnaut. But it seems without your memories you will be no leader.
But the chapter can still use you.
What company were you the captain of?
Assault company, Choose:
Twinlinked heavy flamer and power fist with heavy flamer. Or two power fists with storm bolters
Tactical company, Choose:
Assault cannon and power fist with storm bolter. Or Twinlinked Heavy bolter and power fist with heavy flamer
Devastator Company, Choose:
Twinlinked lascannon and missile launcher. Or Plasma cannon and twinlinked autocannon.
What does your chapter (the viper legion) specialize in
Melee combat, distant ranged combat, vehicle combat, planetary assaults, boarding actions, stealth, mechanicus ties, psyker afinity,Maintaining above codex standard numbers, Maintaining a non codex standard formation or company (say what it is), Other
I want to see where this goes.
I choose twin linked heavy bolter with power fist with heavy flamer, tactical company.
Found a bigger version.
And I choose planetary assaults and boarding actions.
As your weapons systems come online and you examine the data feed gridded over your targeting matrix the techmarine continues his explanation.
His words help the memories flow back into you, pride in your chapter, the mighty VIPER LEGION, masters of boarding actions and raids. Your chapter is as a serpent whose strike is to quick to foretell, and whose damage lasts as a long poison.
Soon the testing grounds will make their annual pass by the chapter home world.
The testing grounds are a space hulk that periodically emerges from the warp near your home world. During each of these passings A tactical squad full of veteran aspirants, and several squads of scouts aspiring to join the assault company make their way into the testing grounds to slay xeno and daemon in hopes to be promoted and to keep the chapter fresh.
You will accompany said forces on this passing as a fitting field training for your new form.
Although you have lost your memories, some kind of instint urges you...
Tell the techmarine your forces will arrive by boarding pod
Tell the techmarine your forces will arrive by transport shit
Tell the techmarine you wish your forces to arrive by assault ram
Boarding pod. Anything else is TECH-HERESY.
Sounds great, and wasn't there a, wait never mind, that's the steel cobras.
Makes sense. Don't want to damage a potinetal STC for new and improved Plamsa guns that don't over heat, and will become common place like a lasergun.
Your chapter displaces gladius class frigate CONTRICTOR and it soon matches speeds with the space hulk
Your forces consist of;
Ten tactical marines aspiring to join the 1st company. They additionally carry a flamer, a multi melta, and the seargent is armed with a power fist.
Twenty scout marines aspiring to join the first company in two ten man squads.
Squad Primus carry shotguns, their sergeant is armed with a plasma pistol and chainsword.
Squad Zetus carry boltguns, and one carries a heavy bolter.
You board your pods and you listen reverently over the com feed as the tactical sergeant rallies his men. As a young astartes you relished the G forces of a pod based boarding action but today you are held firmly in harness.
You see the impossibly large view-encompassing space hulk race towards you on a video feed linked directly to you before you slam into the hull of an imperial freighter and it cuts out.
As the pods cut through the hull and your forces enter you flawlessly spread out to cover and overwatch the room.
You take a moment to examine the brother sergeants auspex as he links you its data.
4.6 kilometers from your current position there is a hanger where your bloodied squads will be picked up with glory if they complete their mission.
The CONSTRICTOR hovers close by, ready to teleport terminators onto the hulk if something goes wrong, there is no sense is losing every astartes.
From where you are it appears there is two ways to move onward. Through the imperial ship you crashed into. Or some kind of porous asteroid.
Agreed. Hopefully we'll kill any or at the least most of the genestealers if there are any. But that might be where an STC for things that will tip the scale in the Imperium's favor. Of course it would be with the genestealers.
You havent liked a rocky tunnel since you pursued heretics in the labyrinth beneath Conqord for two years
Your footsteps resonate like thunder as you move through the imperial ship. Evidence of fighting is scattered intermittently, but no bodies, they always seem to be carried away by the denizens of the hulk.
The corridors take a sudden turn to the mechanicus.
Servo skulls hang the walls and images of the machine god plaster the walls. You soon come to some kind of central chamber and begin to fan out...
Just as you do the bulkhead behinds you slams shut.
The chamber has three corridors leading to it, and soon the sergeant reports numerous life signs on his auspex moving down them.
You must arrange your forces to cover the three tunnels
Tunnel 1: squad a and b
Tunnel 2: squad c
Tunnel 3: squad d and e
Highest d100 roll decides whos choice of formation is used
You order your squads to cover the tunnels. Choosing to lend your firepower to squad primus
Soon the foes come into view. Corrupted mechanicus servitors. All manner of saws,drills and hammers for limbs. What flesh they have has been twisted red by their time in the warp. The metal clang of the floor grows louder as they come closer
One beckons for permission to grease your rotors on a loop as it ineffectually sprays lubricant in your direction.
As the foes come into range your forces open fire. You brace yourself as your heavy bolter tears into the enemy. Not as powerful as an auto cannon but with an increased rate of fire there is no better opportunity to use a twin linked heavy bolter than the one that currently presents itself.
As your shells rake the crowd you split the pressurized tank of a welding servitor and send the ones him them reeling.
This gives you enough time to see that the servitors are much closer to squad Zetus than the others
What will you do?
Finish off the foes in your tunnel before attacking others
Order The tactical squad to lend the firepower of its flamer bearer to Zetus
Move to Zetus position and assist them in firing
Charge into combat to prevent the servitors from reaching Zetus
Roll a d100
... nooo, anon...
you're just... special...
Without a thought you order the special weapon bearer of the tactical squad to engage the foes alongside zetus.
Soon the servitors lie dead in oily pools and are beginning to burn, its best to move on.
Only two hours from pickup the seargent detacts some kind of energy blip on his auspex, akin to a psyker in nature
Investigate the blip
Keep moving to pickup
Order the scouts to pickup, investigate blip with tactical squad
You order the scouts to continue onward and move with the tactical marines to investigate the blip. Soon the interior changes to another model of ship, this one blatantly older and foreign. from a forgotten age.
Soon you see the signs of chaos, viscera smear the walls and ceiling. Bloody footprints walk impossible patterns into dead ends and the shadows crawl.
It isnt long before you find the disturbance. Chained to an altar to Khorne in the center of the chamber is a psyker writhing in agony. Some form of mutated humanoid stalk the corners, rolling about in filth or fighting over scraps.
Before the altar are two brutishly huge muscular humanoids,conjoined at the hip. They stand equal in height to you and are engrossed in worship.
What will you do?
Open fire upon the horde alongside your brothers, handle the brutes as they come near
Open fire upon the brute alongside your brothers, handle the horde as it comes near
Order your brothers to open fire upon the horde and handle the brute yourself
Order your brothers to infiltrate themselves into the room and spring a trap
You station yourselves as well as possible and then loose a cascade of fire.
The tactical marines send careful salvos of bolter fire into the room, picking off a handful of surprised mutants before they can react. As the horde masses a multi melta burns its way through three before its beams end and the flamer scares the creatures into an ever tighter ball as they rush the formation
Meanwhile you loose the full fury of your primary weapon upon the brute. as he turns to charge. As he faces you the full horror of the creature is revealed, two stubby arms flail in between the torsos as it uses its arms to pull towards you. Both of its lower jaws have fallen off where muscle mass grew too large, its skin is branded in heresy.
The creature shows no sign of slowing as it comes closer, what will you do?
Hold position and open fire with your secondary heavy flamer and primary weapon
Return the beasts charge with your own
Cease firing the heavy bolter to ready yourself for melee, but instead of charging back open fire with the flamer and prepare for counter attack
Rolled 36 (1d100)
>Hold position and open fire with your secondary heavy flamer and primary weapon
No mutant can take two barrels AND a heavy flamer!!!
You raise your fist and spew a jet of flame, coating the creature just before it reaches fighting distance. You bring your power fist up to meet one of its massive arms but the other one grabs hold of you and you are wrestled against a wall. It isnt long before he starts prying at the armored plates of your legs. By the positioning of your arm you could coat both the heretic and you in holy promethium.
Fight back with your fist
Coat us both in flame
You wrench with all your might and your fist meets his.
Locked in each others grip the scene is truly epic as you each attempt to overpower the other.
Surrounding you the tac marines fight the remainder of the horde in melee combat. Crushing skulls with boltguns and windpipes with well placed chops. The sergeant surrounds the head of a mutant in his massive powered hand before he makes a fist, turning the creatures brain to atoms. Two marines wrestle one of the mutants before they work together to pull it in two.
The muscles bulge on the brutes arm and the and the veins upon them visibly throb. Just as it makes a mind to use its other arm you remember your DREADNOUGHT ANATOMY. Spinning your fist rapidly you shatter the wrist of the arm you were wrestling with.
You raise your fist high above you and smash down upon one of the creatures two heads.
The other head looks on in horror as you raise your fist to finish it. But you change your mind and burn the creature instead.
As it howls in fire the fleshy chords conjoining it to its twin sever and it experiences a moment of ironic freedom before it slumps to the floor.
Examining the psyker he is beyond recovery, and the sergeant puts a bolt through his head like the rest.
You make it back to the overwatching scouts in time to be picked up and returned to the chapter home world with a fantastic tale, twenty new assault marines. And ten new first company veterans.
At their ceremony of ascension you occupy a centerplace among the chapter. But where normally you would speak you can only look onward. Scouts stare at you in awe and veterans look on in sadness at your loss of memory.
As you return to the armory to be deactivated a memory returns. The memory of your ascension.
You stand before the entire chapter as the chapter master hands you a serpentine blade, a serpents head made into a stylized pommel. adorns it and you throw a green cloak over your shoulders as the chapter cheers in the sunlight.
The vision clears, you are in the dark. You are in a box of ceramite. Preservative fluid dons your shoulders, not a cloak. You wish you could feel sorrow.
To be continued daily at 22.00